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-rw-r--r--servers/SCsub1
-rw-r--r--servers/audio/audio_driver_dummy.cpp27
-rw-r--r--servers/audio/audio_driver_dummy.h6
-rw-r--r--servers/audio/audio_effect.cpp4
-rw-r--r--servers/audio/audio_effect.h12
-rw-r--r--servers/audio/audio_filter_sw.cpp10
-rw-r--r--servers/audio/audio_filter_sw.h4
-rw-r--r--servers/audio/audio_rb_resampler.cpp18
-rw-r--r--servers/audio/audio_rb_resampler.h61
-rw-r--r--servers/audio/audio_stream.cpp169
-rw-r--r--servers/audio/audio_stream.h66
-rw-r--r--servers/audio/effects/audio_effect_amplify.cpp8
-rw-r--r--servers/audio/effects/audio_effect_amplify.h6
-rw-r--r--servers/audio/effects/audio_effect_capture.cpp138
-rw-r--r--servers/audio/effects/audio_effect_capture.h83
-rw-r--r--servers/audio/effects/audio_effect_chorus.cpp16
-rw-r--r--servers/audio/effects/audio_effect_chorus.h7
-rw-r--r--servers/audio/effects/audio_effect_compressor.cpp8
-rw-r--r--servers/audio/effects/audio_effect_compressor.h6
-rw-r--r--servers/audio/effects/audio_effect_delay.cpp10
-rw-r--r--servers/audio/effects/audio_effect_delay.h7
-rw-r--r--servers/audio/effects/audio_effect_distortion.cpp17
-rw-r--r--servers/audio/effects/audio_effect_distortion.h6
-rw-r--r--servers/audio/effects/audio_effect_eq.cpp8
-rw-r--r--servers/audio/effects/audio_effect_eq.h6
-rw-r--r--servers/audio/effects/audio_effect_filter.cpp8
-rw-r--r--servers/audio/effects/audio_effect_filter.h12
-rw-r--r--servers/audio/effects/audio_effect_limiter.cpp8
-rw-r--r--servers/audio/effects/audio_effect_limiter.h6
-rw-r--r--servers/audio/effects/audio_effect_panner.cpp8
-rw-r--r--servers/audio/effects/audio_effect_panner.h6
-rw-r--r--servers/audio/effects/audio_effect_phaser.cpp14
-rw-r--r--servers/audio/effects/audio_effect_phaser.h6
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.cpp26
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.h16
-rw-r--r--servers/audio/effects/audio_effect_record.cpp16
-rw-r--r--servers/audio/effects/audio_effect_record.h10
-rw-r--r--servers/audio/effects/audio_effect_reverb.cpp8
-rw-r--r--servers/audio/effects/audio_effect_reverb.h6
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.cpp32
-rw-r--r--servers/audio/effects/audio_effect_spectrum_analyzer.h16
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.cpp8
-rw-r--r--servers/audio/effects/audio_effect_stereo_enhance.h7
-rw-r--r--servers/audio/effects/audio_stream_generator.cpp13
-rw-r--r--servers/audio/effects/audio_stream_generator.h9
-rw-r--r--servers/audio/effects/eq.cpp10
-rw-r--r--servers/audio/effects/eq.h7
-rw-r--r--servers/audio/effects/reverb.cpp12
-rw-r--r--servers/audio/effects/reverb.h5
-rw-r--r--servers/audio_server.cpp577
-rw-r--r--servers/audio_server.h111
-rw-r--r--servers/camera/SCsub2
-rw-r--r--servers/camera/camera_feed.cpp119
-rw-r--r--servers/camera/camera_feed.h20
-rw-r--r--servers/camera_server.cpp10
-rw-r--r--servers/camera_server.h17
-rw-r--r--servers/display_server.cpp116
-rw-r--r--servers/display_server.h68
-rw-r--r--servers/display_server_headless.h125
-rw-r--r--servers/navigation_server_2d.cpp53
-rw-r--r--servers/navigation_server_2d.h23
-rw-r--r--servers/navigation_server_3d.cpp15
-rw-r--r--servers/navigation_server_3d.h25
-rw-r--r--servers/physics_2d/area_2d_sw.cpp47
-rw-r--r--servers/physics_2d/area_2d_sw.h41
-rw-r--r--servers/physics_2d/area_pair_2d_sw.cpp136
-rw-r--r--servers/physics_2d/area_pair_2d_sw.h38
-rw-r--r--servers/physics_2d/body_2d_sw.cpp370
-rw-r--r--servers/physics_2d/body_2d_sw.h220
-rw-r--r--servers/physics_2d/body_direct_state_2d_sw.cpp178
-rw-r--r--servers/physics_2d/body_direct_state_2d_sw.h91
-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp198
-rw-r--r--servers/physics_2d/body_pair_2d_sw.h46
-rw-r--r--servers/physics_2d/broad_phase_2d_basic.cpp174
-rw-r--r--servers/physics_2d/broad_phase_2d_bvh.cpp113
-rw-r--r--servers/physics_2d/broad_phase_2d_bvh.h (renamed from servers/physics_2d/broad_phase_2d_basic.h)70
-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.cpp4
-rw-r--r--servers/physics_2d/broad_phase_2d_sw.h6
-rw-r--r--servers/physics_2d/collision_object_2d_sw.cpp49
-rw-r--r--servers/physics_2d/collision_object_2d_sw.h61
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.cpp111
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.h4
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.cpp106
-rw-r--r--servers/physics_2d/collision_solver_2d_sw.h14
-rw-r--r--servers/physics_2d/constraint_2d_sw.h19
-rw-r--r--servers/physics_2d/joints_2d_sw.cpp161
-rw-r--r--servers/physics_2d/joints_2d_sw.h85
-rw-r--r--servers/physics_2d/physics_server_2d_sw.cpp478
-rw-r--r--servers/physics_2d/physics_server_2d_sw.h85
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.cpp44
-rw-r--r--servers/physics_2d/physics_server_2d_wrap_mt.h107
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp119
-rw-r--r--servers/physics_2d/shape_2d_sw.h243
-rw-r--r--servers/physics_2d/space_2d_sw.cpp535
-rw-r--r--servers/physics_2d/space_2d_sw.h80
-rw-r--r--servers/physics_2d/step_2d_sw.cpp292
-rw-r--r--servers/physics_2d/step_2d_sw.h28
-rw-r--r--servers/physics_3d/area_3d_sw.cpp78
-rw-r--r--servers/physics_3d/area_3d_sw.h94
-rw-r--r--servers/physics_3d/area_pair_3d_sw.cpp216
-rw-r--r--servers/physics_3d/area_pair_3d_sw.h40
-rw-r--r--servers/physics_3d/body_3d_sw.cpp426
-rw-r--r--servers/physics_3d/body_3d_sw.h217
-rw-r--r--servers/physics_3d/body_direct_state_3d_sw.cpp190
-rw-r--r--servers/physics_3d/body_direct_state_3d_sw.h94
-rw-r--r--servers/physics_3d/body_pair_3d_sw.cpp533
-rw-r--r--servers/physics_3d/body_pair_3d_sw.h119
-rw-r--r--servers/physics_3d/broad_phase_3d_basic.cpp212
-rw-r--r--servers/physics_3d/broad_phase_3d_bvh.cpp117
-rw-r--r--servers/physics_3d/broad_phase_3d_bvh.h (renamed from servers/physics_3d/broad_phase_octree.h)34
-rw-r--r--servers/physics_3d/broad_phase_3d_sw.cpp4
-rw-r--r--servers/physics_3d/broad_phase_3d_sw.h6
-rw-r--r--servers/physics_3d/broad_phase_octree.cpp120
-rw-r--r--servers/physics_3d/collision_object_3d_sw.cpp88
-rw-r--r--servers/physics_3d/collision_object_3d_sw.h86
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.cpp997
-rw-r--r--servers/physics_3d/collision_solver_3d_sat.h6
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.cpp299
-rw-r--r--servers/physics_3d/collision_solver_3d_sw.h26
-rw-r--r--servers/physics_3d/constraint_3d_sw.h19
-rw-r--r--servers/physics_3d/gjk_epa.cpp241
-rw-r--r--servers/physics_3d/gjk_epa.h8
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp51
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.h54
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp38
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.h150
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.cpp78
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.h52
-rw-r--r--servers/physics_3d/joints/jacobian_entry_3d_sw.h8
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.cpp24
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.h22
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.cpp93
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.h115
-rw-r--r--servers/physics_3d/joints_3d_sw.h29
-rw-r--r--servers/physics_3d/physics_server_3d_sw.cpp987
-rw-r--r--servers/physics_3d/physics_server_3d_sw.h195
-rw-r--r--servers/physics_3d/physics_server_3d_wrap_mt.cpp137
-rw-r--r--servers/physics_3d/physics_server_3d_wrap_mt.h409
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp1006
-rw-r--r--servers/physics_3d/shape_3d_sw.h391
-rw-r--r--servers/physics_3d/soft_body_3d_sw.cpp1312
-rw-r--r--servers/physics_3d/soft_body_3d_sw.h279
-rw-r--r--servers/physics_3d/space_3d_sw.cpp677
-rw-r--r--servers/physics_3d/space_3d_sw.h66
-rw-r--r--servers/physics_3d/step_3d_sw.cpp367
-rw-r--r--servers/physics_3d/step_3d_sw.h29
-rw-r--r--servers/physics_server_2d.cpp173
-rw-r--r--servers/physics_server_2d.h199
-rw-r--r--servers/physics_server_3d.cpp295
-rw-r--r--servers/physics_server_3d.h352
-rw-r--r--servers/register_server_types.cpp222
-rw-r--r--servers/register_server_types.h4
-rw-r--r--servers/rendering/SCsub2
-rw-r--r--servers/rendering/rasterizer.h1387
-rw-r--r--servers/rendering/rasterizer_dummy.h775
-rw-r--r--servers/rendering/rasterizer_rd/light_cluster_builder.cpp252
-rw-r--r--servers/rendering/rasterizer_rd/light_cluster_builder.h290
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp1771
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_rd.cpp183
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp2966
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h593
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp8394
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h1942
-rw-r--r--servers/rendering/rasterizer_rd/shader_rd.cpp476
-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub42
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl569
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl95
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles.glsl394
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles_copy.glsl82
-rw-r--r--servers/rendering/rasterizer_rd/shaders/resolve.glsl110
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl2763
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_fields.glsl182
-rw-r--r--servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl105
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao.glsl249
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl153
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl45
-rw-r--r--servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl530
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp1726
-rw-r--r--servers/rendering/renderer_canvas_cull.h (renamed from servers/rendering/rendering_server_canvas.h)159
-rw-r--r--servers/rendering/renderer_canvas_render.cpp31
-rw-r--r--servers/rendering/renderer_canvas_render.h623
-rw-r--r--servers/rendering/renderer_compositor.cpp51
-rw-r--r--servers/rendering/renderer_compositor.h98
-rw-r--r--servers/rendering/renderer_rd/SCsub9
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.cpp555
-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h378
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2566
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h (renamed from servers/rendering/rasterizer_rd/rasterizer_effects_rd.h)472
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/SCsub (renamed from servers/rendering/rasterizer_rd/SCsub)2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp3124
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h630
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp771
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h225
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/SCsub5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2684
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h668
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp771
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h216
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp (renamed from servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp)52
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.h (renamed from servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h)32
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp (renamed from servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp)2158
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h (renamed from servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h)284
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp302
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h (renamed from servers/rendering/rasterizer_rd/rasterizer_rd.h)94
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp126
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.h155
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp3400
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.h672
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp4855
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h1310
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp1827
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h319
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp (renamed from servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp)4648
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h (renamed from servers/rendering/rasterizer_rd/rasterizer_storage_rd.h)1137
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp (renamed from servers/rendering/rasterizer_rd/shader_compiler_rd.cpp)397
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h (renamed from servers/rendering/rasterizer_rd/shader_compiler_rd.h)31
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp705
-rw-r--r--servers/rendering/renderer_rd/shader_rd.h (renamed from servers/rendering/rasterizer_rd/shader_rd.h)107
-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub17
-rw-r--r--servers/rendering/renderer_rd/shaders/blit.glsl97
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster.glsl138
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof.glsl (renamed from servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl)40
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl37
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl253
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl739
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl (renamed from servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl)32
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_sdf.glsl179
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl (renamed from servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl)130
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_debug.glsl115
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl168
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_store.glsl119
-rw-r--r--servers/rendering/renderer_rd/shaders/copy.glsl (renamed from servers/rendering/rasterizer_rd/shaders/copy.glsl)153
-rw-r--r--servers/rendering/renderer_rd/shaders/copy_to_fb.glsl (renamed from servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl (renamed from servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl)53
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl (renamed from servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl)50
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl48
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl163
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_filter.glsl (renamed from servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl256
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl49
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl (renamed from servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl)54
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl63
-rw-r--r--servers/rendering/renderer_rd/shaders/decal_data_inc.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl (renamed from servers/rendering/rasterizer_rd/shaders/gi.glsl)253
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl (renamed from servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl)63
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl87
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce.glsl (renamed from servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl74
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl632
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl225
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl236
-rw-r--r--servers/rendering/renderer_rd/shaders/roughness_limiter.glsl (renamed from servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl58
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl1917
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl (renamed from servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl)327
-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.glsl1035
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl1568
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl225
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl (renamed from servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl)12
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl (renamed from servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl (renamed from servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl)17
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl (renamed from servers/rendering/rasterizer_rd/shaders/sdfgi_debug.glsl)109
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl (renamed from servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl)6
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl (renamed from servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl)214
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl (renamed from servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl)209
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl (renamed from servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl)8
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl246
-rw-r--r--servers/rendering/renderer_rd/shaders/sky.glsl (renamed from servers/rendering/rasterizer_rd/shaders/sky.glsl)97
-rw-r--r--servers/rendering/renderer_rd/shaders/sort.glsl (renamed from servers/rendering/rasterizer_rd/shaders/sort.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/specular_merge.glsl (renamed from servers/rendering/rasterizer_rd/shaders/specular_merge.glsl)4
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl486
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl154
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_downsample.glsl206
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl126
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_interleave.glsl119
-rw-r--r--servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl (renamed from servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl (renamed from servers/rendering/rasterizer_rd/shaders/tonemap.glsl)199
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl703
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi.glsl (renamed from servers/rendering/rasterizer_rd/shaders/giprobe.glsl)189
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl (renamed from servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl)9
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl (renamed from servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl)2
-rw-r--r--servers/rendering/renderer_scene.cpp37
-rw-r--r--servers/rendering/renderer_scene.h224
-rw-r--r--servers/rendering/renderer_scene_cull.cpp3882
-rw-r--r--servers/rendering/renderer_scene_cull.h1161
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.cpp192
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.h203
-rw-r--r--servers/rendering/renderer_scene_render.cpp181
-rw-r--r--servers/rendering/renderer_scene_render.h272
-rw-r--r--servers/rendering/renderer_storage.cpp (renamed from servers/rendering/rasterizer.cpp)50
-rw-r--r--servers/rendering/renderer_storage.h646
-rw-r--r--servers/rendering/renderer_thread_pool.cpp42
-rw-r--r--servers/rendering/renderer_thread_pool.h45
-rw-r--r--servers/rendering/renderer_viewport.cpp1172
-rw-r--r--servers/rendering/renderer_viewport.h (renamed from servers/rendering/rendering_server_viewport.h)107
-rw-r--r--servers/rendering/rendering_device.cpp292
-rw-r--r--servers/rendering/rendering_device.h242
-rw-r--r--servers/rendering/rendering_device_binds.cpp20
-rw-r--r--servers/rendering/rendering_device_binds.h179
-rw-r--r--servers/rendering/rendering_server_canvas.cpp1401
-rw-r--r--servers/rendering/rendering_server_default.cpp411
-rw-r--r--servers/rendering/rendering_server_default.h915
-rw-r--r--servers/rendering/rendering_server_globals.cpp19
-rw-r--r--servers/rendering/rendering_server_globals.h31
-rw-r--r--servers/rendering/rendering_server_raster.cpp278
-rw-r--r--servers/rendering/rendering_server_raster.h842
-rw-r--r--servers/rendering/rendering_server_scene.cpp2990
-rw-r--r--servers/rendering/rendering_server_scene.h474
-rw-r--r--servers/rendering/rendering_server_viewport.cpp816
-rw-r--r--servers/rendering/rendering_server_wrap_mt.cpp177
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h750
-rw-r--r--servers/rendering/shader_language.cpp3671
-rw-r--r--servers/rendering/shader_language.h197
-rw-r--r--servers/rendering/shader_types.cpp197
-rw-r--r--servers/rendering/shader_types.h14
-rw-r--r--servers/rendering/shader_warnings.cpp135
-rw-r--r--servers/rendering/shader_warnings.h (renamed from servers/physics_3d/broad_phase_3d_basic.h)112
-rw-r--r--servers/rendering_server.cpp2556
-rw-r--r--servers/rendering_server.h749
-rw-r--r--servers/server_wrap_mt_common.h864
-rw-r--r--servers/text/SCsub5
-rw-r--r--servers/text/text_server_extension.cpp1281
-rw-r--r--servers/text/text_server_extension.h427
-rw-r--r--servers/text_server.cpp1399
-rw-r--r--servers/text_server.h538
-rw-r--r--servers/xr/xr_interface.cpp77
-rw-r--r--servers/xr/xr_interface.h48
-rw-r--r--servers/xr/xr_interface_extension.cpp267
-rw-r--r--servers/xr/xr_interface_extension.h109
-rw-r--r--servers/xr/xr_positional_tracker.cpp60
-rw-r--r--servers/xr/xr_positional_tracker.h34
-rw-r--r--servers/xr_server.cpp76
-rw-r--r--servers/xr_server.h39
339 files changed, 79851 insertions, 46472 deletions
diff --git a/servers/SCsub b/servers/SCsub
index 121990f2e1..76c11724d3 100644
--- a/servers/SCsub
+++ b/servers/SCsub
@@ -11,6 +11,7 @@ SConscript("physics_3d/SCsub")
SConscript("physics_2d/SCsub")
SConscript("rendering/SCsub")
SConscript("audio/SCsub")
+SConscript("text/SCsub")
lib = env.add_library("servers", env.servers_sources)
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp
index ff0d2cad65..a28dcb1015 100644
--- a/servers/audio/audio_driver_dummy.cpp
+++ b/servers/audio/audio_driver_dummy.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,8 +30,8 @@
#include "audio_driver_dummy.h"
+#include "core/config/project_settings.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
Error AudioDriverDummy::init() {
active = false;
@@ -39,16 +39,16 @@ Error AudioDriverDummy::init() {
exit_thread = false;
samples_in = nullptr;
- mix_rate = GLOBAL_GET("audio/mix_rate");
+ mix_rate = GLOBAL_GET("audio/driver/mix_rate");
speaker_mode = SPEAKER_MODE_STEREO;
channels = 2;
- int latency = GLOBAL_GET("audio/output_latency");
+ int latency = GLOBAL_GET("audio/driver/output_latency");
buffer_frames = closest_power_of_2(latency * mix_rate / 1000);
samples_in = memnew_arr(int32_t, buffer_frames * channels);
- thread = Thread::create(AudioDriverDummy::thread_func, this);
+ thread.start(AudioDriverDummy::thread_func, this);
return OK;
};
@@ -86,31 +86,18 @@ AudioDriver::SpeakerMode AudioDriverDummy::get_speaker_mode() const {
};
void AudioDriverDummy::lock() {
- if (!thread) {
- return;
- }
mutex.lock();
};
void AudioDriverDummy::unlock() {
- if (!thread) {
- return;
- }
mutex.unlock();
};
void AudioDriverDummy::finish() {
- if (!thread) {
- return;
- }
-
exit_thread = true;
- Thread::wait_to_finish(thread);
+ thread.wait_to_finish();
if (samples_in) {
memdelete_arr(samples_in);
};
-
- memdelete(thread);
- thread = nullptr;
};
diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h
index 84a566e420..7d84e7ffc8 100644
--- a/servers/audio/audio_driver_dummy.h
+++ b/servers/audio/audio_driver_dummy.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,7 +37,7 @@
#include "core/os/thread.h"
class AudioDriverDummy : public AudioDriver {
- Thread *thread = nullptr;
+ Thread thread;
Mutex mutex;
int32_t *samples_in;
diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp
index d7279cdf48..3035828c95 100644
--- a/servers/audio/audio_effect.cpp
+++ b/servers/audio/audio_effect.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h
index 76cb8a209c..bea7292b8e 100644
--- a/servers/audio/audio_effect.h
+++ b/servers/audio/audio_effect.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,11 +31,11 @@
#ifndef AUDIOEFFECT_H
#define AUDIOEFFECT_H
+#include "core/io/resource.h"
#include "core/math/audio_frame.h"
-#include "core/resource.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;
@@ -46,7 +46,7 @@ class AudioEffect : public Resource {
GDCLASS(AudioEffect, Resource);
public:
- virtual Ref<AudioEffectInstance> instance() = 0;
+ virtual Ref<AudioEffectInstance> instantiate() = 0;
AudioEffect();
};
diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp
index f5eafb7e60..bcfa4c4c37 100644
--- a/servers/audio/audio_filter_sw.cpp
+++ b/servers/audio/audio_filter_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -58,7 +58,7 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
final_cutoff = 1; //don't allow less than this
}
- double omega = 2.0 * Math_PI * final_cutoff / sampling_rate;
+ double omega = Math_TAU * final_cutoff / sampling_rate;
double sin_v = Math::sin(omega);
double cos_v = Math::cos(omega);
@@ -132,7 +132,7 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) {
double hicutoff = resonance;
double centercutoff = (cutoff + resonance) / 2.0;
double bandwidth = (Math::log(centercutoff) - Math::log(hicutoff)) / Math::log((double)2);
- omega = 2.0 * Math_PI * centercutoff / sampling_rate;
+ omega = Math_TAU * centercutoff / sampling_rate;
alpha = Math::sin(omega) * Math::sinh(Math::log((double)2) / 2 * bandwidth * omega / Math::sin(omega));
a0 = 1 + alpha;
@@ -197,7 +197,7 @@ void AudioFilterSW::set_stages(int p_stages) { //adjust for multiple stages
/* Fouriertransform kernel to obtain response */
float AudioFilterSW::get_response(float p_freq, Coeffs *p_coeffs) {
- float freq = p_freq / sampling_rate * Math_PI * 2.0f;
+ float freq = p_freq / sampling_rate * Math_TAU;
float cx = p_coeffs->b0, cy = 0.0;
diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h
index a7f570fbb4..540d6368e3 100644
--- a/servers/audio/audio_filter_sw.h
+++ b/servers/audio/audio_filter_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp
index 7613e70e64..3c8a1469cd 100644
--- a/servers/audio/audio_rb_resampler.cpp
+++ b/servers/audio/audio_rb_resampler.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -131,7 +131,7 @@ bool AudioRBResampler::mix(AudioFrame *p_dest, int p_frames) {
src_read = read_space;
}
- rb_read_pos = (rb_read_pos + src_read) & rb_mask;
+ rb_read_pos.set((rb_read_pos.get() + src_read) & rb_mask);
// Create fadeout effect for the end of stream (note that it can be because of slow writer)
if (p_frames - target_todo > 0) {
@@ -183,8 +183,8 @@ Error AudioRBResampler::setup(int p_channels, int p_src_mix_rate, int p_target_m
src_mix_rate = p_src_mix_rate;
target_mix_rate = p_target_mix_rate;
offset = 0;
- rb_read_pos = 0;
- rb_write_pos = 0;
+ rb_read_pos.set(0);
+ rb_write_pos.set(0);
//avoid maybe strange noises upon load
for (unsigned int i = 0; i < (rb_len * channels); i++) {
@@ -205,8 +205,8 @@ void AudioRBResampler::clear() {
memdelete_arr(read_buf);
rb = nullptr;
offset = 0;
- rb_read_pos = 0;
- rb_write_pos = 0;
+ rb_read_pos.set(0);
+ rb_write_pos.set(0);
read_buf = nullptr;
}
@@ -214,8 +214,8 @@ AudioRBResampler::AudioRBResampler() {
rb = nullptr;
offset = 0;
read_buf = nullptr;
- rb_read_pos = 0;
- rb_write_pos = 0;
+ rb_read_pos.set(0);
+ rb_write_pos.set(0);
rb_bits = 0;
rb_len = 0;
diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h
index 12ec526adb..c0f981704b 100644
--- a/servers/audio/audio_rb_resampler.h
+++ b/servers/audio/audio_rb_resampler.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,6 +32,7 @@
#define AUDIO_RB_RESAMPLER_H
#include "core/os/memory.h"
+#include "core/templates/safe_refcount.h"
#include "core/typedefs.h"
#include "servers/audio_server.h"
@@ -44,8 +45,8 @@ struct AudioRBResampler {
uint32_t src_mix_rate;
uint32_t target_mix_rate;
- volatile int rb_read_pos;
- volatile int rb_write_pos;
+ SafeNumeric<int> rb_read_pos;
+ SafeNumeric<int> rb_write_pos;
int32_t offset; //contains the fractional remainder of the resampler
enum {
@@ -62,8 +63,8 @@ struct AudioRBResampler {
public:
_FORCE_INLINE_ void flush() {
- rb_read_pos = 0;
- rb_write_pos = 0;
+ rb_read_pos.set(0);
+ rb_write_pos.set(0);
offset = 0;
}
@@ -78,8 +79,8 @@ public:
_FORCE_INLINE_ int get_writer_space() const {
int space, r, w;
- r = rb_read_pos;
- w = rb_write_pos;
+ r = rb_read_pos.get();
+ w = rb_write_pos.get();
if (r == w) {
space = rb_len - 1;
@@ -95,8 +96,8 @@ public:
_FORCE_INLINE_ int get_reader_space() const {
int space, r, w;
- r = rb_read_pos;
- w = rb_write_pos;
+ r = rb_read_pos.get();
+ w = rb_write_pos.get();
if (r == w) {
space = 0;
@@ -110,48 +111,52 @@ public:
}
_FORCE_INLINE_ bool has_data() const {
- return rb && rb_read_pos != rb_write_pos;
+ return rb && rb_read_pos.get() != rb_write_pos.get();
}
_FORCE_INLINE_ float *get_write_buffer() { return read_buf; }
_FORCE_INLINE_ void write(uint32_t p_frames) {
ERR_FAIL_COND(p_frames >= rb_len);
+ int wp = rb_write_pos.get();
+
switch (channels) {
case 1: {
for (uint32_t i = 0; i < p_frames; i++) {
- rb[rb_write_pos] = read_buf[i];
- rb_write_pos = (rb_write_pos + 1) & rb_mask;
+ rb[wp] = read_buf[i];
+ wp = (wp + 1) & rb_mask;
}
} break;
case 2: {
for (uint32_t i = 0; i < p_frames; i++) {
- rb[(rb_write_pos << 1) + 0] = read_buf[(i << 1) + 0];
- rb[(rb_write_pos << 1) + 1] = read_buf[(i << 1) + 1];
- rb_write_pos = (rb_write_pos + 1) & rb_mask;
+ rb[(wp << 1) + 0] = read_buf[(i << 1) + 0];
+ rb[(wp << 1) + 1] = read_buf[(i << 1) + 1];
+ wp = (wp + 1) & rb_mask;
}
} break;
case 4: {
for (uint32_t i = 0; i < p_frames; i++) {
- rb[(rb_write_pos << 2) + 0] = read_buf[(i << 2) + 0];
- rb[(rb_write_pos << 2) + 1] = read_buf[(i << 2) + 1];
- rb[(rb_write_pos << 2) + 2] = read_buf[(i << 2) + 2];
- rb[(rb_write_pos << 2) + 3] = read_buf[(i << 2) + 3];
- rb_write_pos = (rb_write_pos + 1) & rb_mask;
+ rb[(wp << 2) + 0] = read_buf[(i << 2) + 0];
+ rb[(wp << 2) + 1] = read_buf[(i << 2) + 1];
+ rb[(wp << 2) + 2] = read_buf[(i << 2) + 2];
+ rb[(wp << 2) + 3] = read_buf[(i << 2) + 3];
+ wp = (wp + 1) & rb_mask;
}
} break;
case 6: {
for (uint32_t i = 0; i < p_frames; i++) {
- rb[(rb_write_pos * 6) + 0] = read_buf[(i * 6) + 0];
- rb[(rb_write_pos * 6) + 1] = read_buf[(i * 6) + 1];
- rb[(rb_write_pos * 6) + 2] = read_buf[(i * 6) + 2];
- rb[(rb_write_pos * 6) + 3] = read_buf[(i * 6) + 3];
- rb[(rb_write_pos * 6) + 4] = read_buf[(i * 6) + 4];
- rb[(rb_write_pos * 6) + 5] = read_buf[(i * 6) + 5];
- rb_write_pos = (rb_write_pos + 1) & rb_mask;
+ rb[(wp * 6) + 0] = read_buf[(i * 6) + 0];
+ rb[(wp * 6) + 1] = read_buf[(i * 6) + 1];
+ rb[(wp * 6) + 2] = read_buf[(i * 6) + 2];
+ rb[(wp * 6) + 3] = read_buf[(i * 6) + 3];
+ rb[(wp * 6) + 4] = read_buf[(i * 6) + 4];
+ rb[(wp * 6) + 5] = read_buf[(i * 6) + 5];
+ wp = (wp + 1) & rb_mask;
}
} break;
}
+
+ rb_write_pos.set(wp);
}
int get_channel_count() const;
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index 2cc2f5c291..c098a97906 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,9 +30,68 @@
#include "audio_stream.h"
+#include "core/config/project_settings.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
+void AudioStreamPlayback::start(float p_from_pos) {
+ if (GDVIRTUAL_CALL(_start, p_from_pos)) {
+ return;
+ }
+ ERR_FAIL_MSG("AudioStreamPlayback::start unimplemented!");
+}
+void AudioStreamPlayback::stop() {
+ if (GDVIRTUAL_CALL(_stop)) {
+ return;
+ }
+ ERR_FAIL_MSG("AudioStreamPlayback::stop unimplemented!");
+}
+bool AudioStreamPlayback::is_playing() const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_is_playing, ret)) {
+ return ret;
+ }
+ ERR_FAIL_V_MSG(false, "AudioStreamPlayback::is_playing unimplemented!");
+}
+
+int AudioStreamPlayback::get_loop_count() const {
+ int ret;
+ if (GDVIRTUAL_CALL(_get_loop_count, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+float AudioStreamPlayback::get_playback_position() const {
+ float ret;
+ if (GDVIRTUAL_CALL(_get_playback_position, ret)) {
+ return ret;
+ }
+ ERR_FAIL_V_MSG(0, "AudioStreamPlayback::get_playback_position unimplemented!");
+}
+void AudioStreamPlayback::seek(float p_time) {
+ if (GDVIRTUAL_CALL(_seek, p_time)) {
+ return;
+ }
+}
+
+int AudioStreamPlayback::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
+ int ret;
+ if (GDVIRTUAL_CALL(_mix, p_buffer, p_rate_scale, p_frames, ret)) {
+ return ret;
+ }
+ WARN_PRINT_ONCE("AudioStreamPlayback::mix unimplemented!");
+ return 0;
+}
+
+void AudioStreamPlayback::_bind_methods() {
+ GDVIRTUAL_BIND(_start, "from_pos")
+ GDVIRTUAL_BIND(_stop)
+ GDVIRTUAL_BIND(_is_playing)
+ GDVIRTUAL_BIND(_get_loop_count)
+ GDVIRTUAL_BIND(_get_playback_position)
+ GDVIRTUAL_BIND(_seek, "position")
+ GDVIRTUAL_BIND(_mix, "buffer", "rate_scale", "frames");
+}
//////////////////////////////
void AudioStreamPlaybackResampled::_begin_resample() {
@@ -46,11 +105,13 @@ void AudioStreamPlaybackResampled::_begin_resample() {
mix_offset = 0;
}
-void AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
+int AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
float target_rate = AudioServer::get_singleton()->get_mix_rate();
- float global_rate_scale = AudioServer::get_singleton()->get_global_rate_scale();
+ float playback_speed_scale = AudioServer::get_singleton()->get_playback_speed_scale();
+
+ uint64_t mix_increment = uint64_t(((get_stream_sampling_rate() * p_rate_scale * playback_speed_scale) / double(target_rate)) * double(FP_LEN));
- uint64_t mix_increment = uint64_t(((get_stream_sampling_rate() * p_rate_scale) / double(target_rate * global_rate_scale)) * double(FP_LEN));
+ int mixed_frames_total = p_frames;
for (int i = 0; i < p_frames; i++) {
uint32_t idx = CUBIC_INTERP_HISTORY + uint32_t(mix_offset >> FP_BITS);
@@ -62,13 +123,18 @@ void AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale,
AudioFrame y2 = internal_buffer[idx - 1];
AudioFrame y3 = internal_buffer[idx - 0];
+ if (idx <= internal_buffer_end && idx >= internal_buffer_end && mixed_frames_total == p_frames) {
+ // The internal buffer ends somewhere in this range, and we haven't yet recorded the number of good frames we have.
+ mixed_frames_total = i;
+ }
+
float mu2 = mu * mu;
- AudioFrame a0 = y3 - y2 - y0 + y1;
- AudioFrame a1 = y0 - y1 - a0;
+ AudioFrame a0 = 3 * y1 - 3 * y2 + y3 - y0;
+ AudioFrame a1 = 2 * y0 - 5 * y1 + 4 * y2 - y3;
AudioFrame a2 = y2 - y0;
- AudioFrame a3 = y1;
+ AudioFrame a3 = 2 * y1;
- p_buffer[i] = (a0 * mu * mu2 + a1 * mu2 + a2 * mu + a3);
+ p_buffer[i] = (a0 * mu * mu2 + a1 * mu2 + a2 * mu + a3) / 2;
mix_offset += mix_increment;
@@ -78,7 +144,14 @@ void AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale,
internal_buffer[2] = internal_buffer[INTERNAL_BUFFER_LEN + 2];
internal_buffer[3] = internal_buffer[INTERNAL_BUFFER_LEN + 3];
if (is_playing()) {
- _mix_internal(internal_buffer + 4, INTERNAL_BUFFER_LEN);
+ int mixed_frames = _mix_internal(internal_buffer + 4, INTERNAL_BUFFER_LEN);
+ if (mixed_frames != INTERNAL_BUFFER_LEN) {
+ // internal_buffer[mixed_frames] is the first frame of silence.
+ internal_buffer_end = mixed_frames;
+ } else {
+ // The internal buffer does not contain the first frame of silence.
+ internal_buffer_end = -1;
+ }
} else {
//fill with silence, not playing
for (int j = 0; j < INTERNAL_BUFFER_LEN; ++j) {
@@ -88,19 +161,56 @@ void AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale,
mix_offset -= (INTERNAL_BUFFER_LEN << FP_BITS);
}
}
+ return mixed_frames_total;
}
////////////////////////////////
+Ref<AudioStreamPlayback> AudioStream::instance_playback() {
+ Ref<AudioStreamPlayback> ret;
+ if (GDVIRTUAL_CALL(_instance_playback, ret)) {
+ return ret;
+ }
+ ERR_FAIL_V_MSG(Ref<AudioStreamPlayback>(), "Method must be implemented!");
+}
+String AudioStream::get_stream_name() const {
+ String ret;
+ if (GDVIRTUAL_CALL(_get_stream_name, ret)) {
+ return ret;
+ }
+ return String();
+}
+
+float AudioStream::get_length() const {
+ float ret;
+ if (GDVIRTUAL_CALL(_get_length, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+bool AudioStream::is_monophonic() const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_is_monophonic, ret)) {
+ return ret;
+ }
+ return true;
+}
+
void AudioStream::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_length"), &AudioStream::get_length);
+ ClassDB::bind_method(D_METHOD("is_monophonic"), &AudioStream::is_monophonic);
+ GDVIRTUAL_BIND(_instance_playback);
+ GDVIRTUAL_BIND(_get_stream_name);
+ GDVIRTUAL_BIND(_get_length);
+ GDVIRTUAL_BIND(_is_monophonic);
}
////////////////////////////////
Ref<AudioStreamPlayback> AudioStreamMicrophone::instance_playback() {
Ref<AudioStreamPlaybackMicrophone> playback;
- playback.instance();
+ playback.instantiate();
playbacks.insert(playback.ptr());
@@ -121,13 +231,17 @@ float AudioStreamMicrophone::get_length() const {
return 0;
}
+bool AudioStreamMicrophone::is_monophonic() const {
+ return true;
+}
+
void AudioStreamMicrophone::_bind_methods() {
}
AudioStreamMicrophone::AudioStreamMicrophone() {
}
-void AudioStreamPlaybackMicrophone::_mix_internal(AudioFrame *p_buffer, int p_frames) {
+int AudioStreamPlaybackMicrophone::_mix_internal(AudioFrame *p_buffer, int p_frames) {
AudioDriver::get_singleton()->lock();
Vector<int32_t> buf = AudioDriver::get_singleton()->get_input_buffer();
@@ -138,6 +252,8 @@ void AudioStreamPlaybackMicrophone::_mix_internal(AudioFrame *p_buffer, int p_fr
unsigned int input_position = AudioDriver::get_singleton()->get_input_position();
#endif
+ int mixed_frames = p_frames;
+
if (playback_delay > input_size) {
for (int i = 0; i < p_frames; i++) {
p_buffer[i] = AudioFrame(0.0f, 0.0f);
@@ -157,6 +273,9 @@ void AudioStreamPlaybackMicrophone::_mix_internal(AudioFrame *p_buffer, int p_fr
p_buffer[i] = AudioFrame(l, r);
} else {
+ if (mixed_frames == p_frames) {
+ mixed_frames = i;
+ }
p_buffer[i] = AudioFrame(0.0f, 0.0f);
}
}
@@ -169,10 +288,12 @@ void AudioStreamPlaybackMicrophone::_mix_internal(AudioFrame *p_buffer, int p_fr
#endif
AudioDriver::get_singleton()->unlock();
+
+ return mixed_frames;
}
-void AudioStreamPlaybackMicrophone::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
- AudioStreamPlaybackResampled::mix(p_buffer, p_rate_scale, p_frames);
+int AudioStreamPlaybackMicrophone::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
+ return AudioStreamPlaybackResampled::mix(p_buffer, p_rate_scale, p_frames);
}
float AudioStreamPlaybackMicrophone::get_stream_sampling_rate() {
@@ -184,7 +305,7 @@ void AudioStreamPlaybackMicrophone::start(float p_from_pos) {
return;
}
- if (!GLOBAL_GET("audio/enable_audio_input")) {
+ if (!GLOBAL_GET("audio/driver/enable_input")) {
WARN_PRINT("Need to enable Project settings > Audio > Enable Audio Input option to use capturing.");
return;
}
@@ -256,7 +377,7 @@ float AudioStreamRandomPitch::get_random_pitch() const {
Ref<AudioStreamPlayback> AudioStreamRandomPitch::instance_playback() {
Ref<AudioStreamPlaybackRandomPitch> playback;
- playback.instance();
+ playback.instantiate();
if (audio_stream.is_valid()) {
playback->playback = audio_stream->instance_playback();
}
@@ -281,6 +402,14 @@ float AudioStreamRandomPitch::get_length() const {
return 0;
}
+bool AudioStreamRandomPitch::is_monophonic() const {
+ if (audio_stream.is_valid()) {
+ return audio_stream->is_monophonic();
+ }
+
+ return true; // It doesn't really matter what we return here, but no sense instancing a many playbacks of a null stream.
+}
+
void AudioStreamRandomPitch::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_audio_stream", "stream"), &AudioStreamRandomPitch::set_audio_stream);
ClassDB::bind_method(D_METHOD("get_audio_stream"), &AudioStreamRandomPitch::get_audio_stream);
@@ -345,16 +474,18 @@ void AudioStreamPlaybackRandomPitch::seek(float p_time) {
}
}
-void AudioStreamPlaybackRandomPitch::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
+int AudioStreamPlaybackRandomPitch::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
if (playing.is_valid()) {
- playing->mix(p_buffer, p_rate_scale * pitch_scale, p_frames);
+ return playing->mix(p_buffer, p_rate_scale * pitch_scale, p_frames);
} else {
for (int i = 0; i < p_frames; i++) {
p_buffer[i] = AudioFrame(0, 0);
}
+ return p_frames;
}
}
AudioStreamPlaybackRandomPitch::~AudioStreamPlaybackRandomPitch() {
random_pitch->playbacks.erase(this);
}
+/////////////////////////////////////////////
diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h
index 9720196cc2..12d4343f5c 100644
--- a/servers/audio/audio_stream.h
+++ b/servers/audio/audio_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,25 +31,38 @@
#ifndef AUDIO_STREAM_H
#define AUDIO_STREAM_H
-#include "core/image.h"
-#include "core/resource.h"
+#include "core/io/image.h"
+#include "core/io/resource.h"
#include "servers/audio/audio_filter_sw.h"
#include "servers/audio_server.h"
-class AudioStreamPlayback : public Reference {
- GDCLASS(AudioStreamPlayback, Reference);
+#include "core/object/gdvirtual.gen.inc"
+#include "core/object/script_language.h"
+#include "core/variant/native_ptr.h"
+class AudioStreamPlayback : public RefCounted {
+ GDCLASS(AudioStreamPlayback, RefCounted);
+
+protected:
+ static void _bind_methods();
+ GDVIRTUAL1(_start, float)
+ GDVIRTUAL0(_stop)
+ GDVIRTUAL0RC(bool, _is_playing)
+ GDVIRTUAL0RC(int, _get_loop_count)
+ GDVIRTUAL0RC(float, _get_playback_position)
+ GDVIRTUAL1(_seek, float)
+ GDVIRTUAL3R(int, _mix, GDNativePtr<AudioFrame>, float, int)
public:
- virtual void start(float p_from_pos = 0.0) = 0;
- virtual void stop() = 0;
- virtual bool is_playing() const = 0;
+ virtual void start(float p_from_pos = 0.0);
+ virtual void stop();
+ virtual bool is_playing() const;
- virtual int get_loop_count() const = 0; //times it looped
+ virtual int get_loop_count() const; //times it looped
- virtual float get_playback_position() const = 0;
- virtual void seek(float p_time) = 0;
+ virtual float get_playback_position() const;
+ virtual void seek(float p_time);
- virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) = 0;
+ virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
};
class AudioStreamPlaybackResampled : public AudioStreamPlayback {
@@ -64,15 +77,17 @@ class AudioStreamPlaybackResampled : public AudioStreamPlayback {
};
AudioFrame internal_buffer[INTERNAL_BUFFER_LEN + CUBIC_INTERP_HISTORY];
+ unsigned int internal_buffer_end = -1;
uint64_t mix_offset;
protected:
void _begin_resample();
- virtual void _mix_internal(AudioFrame *p_buffer, int p_frames) = 0;
+ // Returns the number of frames that were mixed.
+ virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) = 0;
virtual float get_stream_sampling_rate() = 0;
public:
- virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
+ virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
AudioStreamPlaybackResampled() { mix_offset = 0; }
};
@@ -84,11 +99,17 @@ class AudioStream : public Resource {
protected:
static void _bind_methods();
+ GDVIRTUAL0RC(Ref<AudioStreamPlayback>, _instance_playback)
+ GDVIRTUAL0RC(String, _get_stream_name)
+ GDVIRTUAL0RC(float, _get_length)
+ GDVIRTUAL0RC(bool, _is_monophonic)
+
public:
- virtual Ref<AudioStreamPlayback> instance_playback() = 0;
- virtual String get_stream_name() const = 0;
+ virtual Ref<AudioStreamPlayback> instance_playback();
+ virtual String get_stream_name() const;
- virtual float get_length() const = 0; //if supported, otherwise return 0
+ virtual float get_length() const;
+ virtual bool is_monophonic() const;
};
// Microphone
@@ -110,6 +131,8 @@ public:
virtual float get_length() const override; //if supported, otherwise return 0
+ virtual bool is_monophonic() const override;
+
AudioStreamMicrophone();
};
@@ -123,11 +146,11 @@ class AudioStreamPlaybackMicrophone : public AudioStreamPlaybackResampled {
Ref<AudioStreamMicrophone> microphone;
protected:
- virtual void _mix_internal(AudioFrame *p_buffer, int p_frames) override;
+ virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
virtual float get_stream_sampling_rate() override;
public:
- virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
+ virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
virtual void start(float p_from_pos = 0.0) override;
virtual void stop() override;
@@ -168,6 +191,7 @@ public:
virtual String get_stream_name() const override;
virtual float get_length() const override; //if supported, otherwise return 0
+ virtual bool is_monophonic() const override;
AudioStreamRandomPitch();
};
@@ -191,7 +215,7 @@ public:
virtual float get_playback_position() const override;
virtual void seek(float p_time) override;
- virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
+ virtual int mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) override;
~AudioStreamPlaybackRandomPitch();
};
diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp
index 74fdcbc67a..79788d334b 100644
--- a/servers/audio/effects/audio_effect_amplify.cpp
+++ b/servers/audio/effects/audio_effect_amplify.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -44,9 +44,9 @@ void AudioEffectAmplifyInstance::process(const AudioFrame *p_src_frames, AudioFr
mix_volume_db = volume_db;
}
-Ref<AudioEffectInstance> AudioEffectAmplify::instance() {
+Ref<AudioEffectInstance> AudioEffectAmplify::instantiate() {
Ref<AudioEffectAmplifyInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectAmplify>(this);
ins->mix_volume_db = volume_db;
return ins;
diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h
index 7245bbdcbe..9d3facc230 100644
--- a/servers/audio/effects/audio_effect_amplify.h
+++ b/servers/audio/effects/audio_effect_amplify.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -56,7 +56,7 @@ protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_volume_db(float p_volume);
float get_volume_db() const;
diff --git a/servers/audio/effects/audio_effect_capture.cpp b/servers/audio/effects/audio_effect_capture.cpp
new file mode 100644
index 0000000000..065065042e
--- /dev/null
+++ b/servers/audio/effects/audio_effect_capture.cpp
@@ -0,0 +1,138 @@
+/*************************************************************************/
+/* audio_effect_capture.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 "audio_effect_capture.h"
+
+bool AudioEffectCapture::can_get_buffer(int p_frames) const {
+ return buffer.data_left() >= p_frames;
+}
+
+PackedVector2Array AudioEffectCapture::get_buffer(int p_frames) {
+ ERR_FAIL_COND_V(!buffer_initialized, PackedVector2Array());
+ ERR_FAIL_INDEX_V(p_frames, buffer.size(), PackedVector2Array());
+ int data_left = buffer.data_left();
+ if (data_left < p_frames || p_frames == 0) {
+ return PackedVector2Array();
+ }
+
+ PackedVector2Array ret;
+ ret.resize(p_frames);
+
+ Vector<AudioFrame> streaming_data;
+ streaming_data.resize(p_frames);
+ buffer.read(streaming_data.ptrw(), p_frames);
+ for (int32_t i = 0; i < p_frames; i++) {
+ ret.write[i] = Vector2(streaming_data[i].l, streaming_data[i].r);
+ }
+ return ret;
+}
+
+void AudioEffectCapture::clear_buffer() {
+ const int32_t data_left = buffer.data_left();
+ buffer.advance_read(data_left);
+}
+
+void AudioEffectCapture::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("can_get_buffer", "frames"), &AudioEffectCapture::can_get_buffer);
+ ClassDB::bind_method(D_METHOD("get_buffer", "frames"), &AudioEffectCapture::get_buffer);
+ ClassDB::bind_method(D_METHOD("clear_buffer"), &AudioEffectCapture::clear_buffer);
+ ClassDB::bind_method(D_METHOD("set_buffer_length", "buffer_length_seconds"), &AudioEffectCapture::set_buffer_length);
+ ClassDB::bind_method(D_METHOD("get_buffer_length"), &AudioEffectCapture::get_buffer_length);
+ ClassDB::bind_method(D_METHOD("get_frames_available"), &AudioEffectCapture::get_frames_available);
+ ClassDB::bind_method(D_METHOD("get_discarded_frames"), &AudioEffectCapture::get_discarded_frames);
+ ClassDB::bind_method(D_METHOD("get_buffer_length_frames"), &AudioEffectCapture::get_buffer_length_frames);
+ ClassDB::bind_method(D_METHOD("get_pushed_frames"), &AudioEffectCapture::get_pushed_frames);
+
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "buffer_length", PROPERTY_HINT_RANGE, "0.01,10,0.01"), "set_buffer_length", "get_buffer_length");
+}
+
+Ref<AudioEffectInstance> AudioEffectCapture::instantiate() {
+ if (!buffer_initialized) {
+ float target_buffer_size = AudioServer::get_singleton()->get_mix_rate() * buffer_length_seconds;
+ ERR_FAIL_COND_V(target_buffer_size <= 0 || target_buffer_size >= (1 << 27), Ref<AudioEffectInstance>());
+ buffer.resize(nearest_shift((int)target_buffer_size));
+ buffer_initialized = true;
+ }
+
+ clear_buffer();
+
+ Ref<AudioEffectCaptureInstance> ins;
+ ins.instantiate();
+ ins->base = Ref<AudioEffectCapture>(this);
+
+ return ins;
+}
+
+void AudioEffectCapture::set_buffer_length(float p_buffer_length_seconds) {
+ buffer_length_seconds = p_buffer_length_seconds;
+}
+
+float AudioEffectCapture::get_buffer_length() {
+ return buffer_length_seconds;
+}
+
+int AudioEffectCapture::get_frames_available() const {
+ ERR_FAIL_COND_V(!buffer_initialized, 0);
+ return buffer.data_left();
+}
+
+int64_t AudioEffectCapture::get_discarded_frames() const {
+ return discarded_frames.get();
+}
+
+int AudioEffectCapture::get_buffer_length_frames() const {
+ ERR_FAIL_COND_V(!buffer_initialized, 0);
+ return buffer.size();
+}
+
+int64_t AudioEffectCapture::get_pushed_frames() const {
+ return pushed_frames.get();
+}
+
+void AudioEffectCaptureInstance::process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) {
+ RingBuffer<AudioFrame> &buffer = base->buffer;
+
+ for (int i = 0; i < p_frame_count; i++) {
+ p_dst_frames[i] = p_src_frames[i];
+ }
+
+ if (buffer.space_left() >= p_frame_count) {
+ // Add incoming audio frames to the IO ring buffer
+ int32_t ret = buffer.write(p_src_frames, p_frame_count);
+ ERR_FAIL_COND_MSG(ret != p_frame_count, "Failed to add data to effect capture ring buffer despite sufficient space.");
+ base->pushed_frames.add(p_frame_count);
+ } else {
+ base->discarded_frames.add(p_frame_count);
+ }
+}
+
+bool AudioEffectCaptureInstance::process_silence() const {
+ return true;
+}
diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h
new file mode 100644
index 0000000000..bb1d03be8c
--- /dev/null
+++ b/servers/audio/effects/audio_effect_capture.h
@@ -0,0 +1,83 @@
+/*************************************************************************/
+/* audio_effect_capture.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 AUDIO_EFFECT_CAPTURE_H
+#define AUDIO_EFFECT_CAPTURE_H
+
+#include "core/config/engine.h"
+#include "core/math/audio_frame.h"
+#include "core/object/ref_counted.h"
+#include "core/templates/ring_buffer.h"
+#include "core/templates/vector.h"
+#include "servers/audio/audio_effect.h"
+#include "servers/audio_server.h"
+
+class AudioEffectCapture;
+
+class AudioEffectCaptureInstance : public AudioEffectInstance {
+ GDCLASS(AudioEffectCaptureInstance, AudioEffectInstance);
+ friend class AudioEffectCapture;
+ Ref<AudioEffectCapture> base;
+
+public:
+ virtual void process(const AudioFrame *p_src_frames, AudioFrame *p_dst_frames, int p_frame_count) override;
+ virtual bool process_silence() const override;
+};
+
+class AudioEffectCapture : public AudioEffect {
+ GDCLASS(AudioEffectCapture, AudioEffect)
+ friend class AudioEffectCaptureInstance;
+
+ RingBuffer<AudioFrame> buffer;
+ SafeNumeric<uint64_t> discarded_frames;
+ SafeNumeric<uint64_t> pushed_frames;
+ float buffer_length_seconds = 0.1f;
+ bool buffer_initialized = false;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual Ref<AudioEffectInstance> instantiate() override;
+
+ void set_buffer_length(float p_buffer_length_seconds);
+ float get_buffer_length();
+
+ bool can_get_buffer(int p_frames) const;
+ PackedVector2Array get_buffer(int p_len);
+ void clear_buffer();
+
+ int get_frames_available() const;
+ int64_t get_discarded_frames() const;
+ int get_buffer_length_frames() const;
+ int64_t get_pushed_frames() const;
+};
+
+#endif // AUDIO_EFFECT_CAPTURE_H
diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp
index 2b530475f0..9af3ed30cc 100644
--- a/servers/audio/effects/audio_effect_chorus.cpp
+++ b/servers/audio/effects/audio_effect_chorus.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -84,7 +84,7 @@ void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, A
if (v.cutoff == 0) {
continue;
}
- float auxlp = expf(-2.0 * Math_PI * v.cutoff / mix_rate);
+ float auxlp = expf(-Math_TAU * v.cutoff / mix_rate);
float c1 = 1.0 - auxlp;
float c2 = auxlp;
AudioFrame h = filter_h[vc];
@@ -104,7 +104,7 @@ void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, A
float phase = (float)(local_cycles & AudioEffectChorus::CYCLES_MASK) / (float)(1 << AudioEffectChorus::CYCLES_FRAC);
- float wave_delay = sinf(phase * 2.0 * Math_PI) * max_depth_frames;
+ float wave_delay = sinf(phase * Math_TAU) * max_depth_frames;
int wave_delay_frames = lrint(floor(wave_delay));
float wave_delay_frac = wave_delay - (float)wave_delay_frames;
@@ -141,9 +141,9 @@ void AudioEffectChorusInstance::_process_chunk(const AudioFrame *p_src_frames, A
buffer_pos += p_frame_count;
}
-Ref<AudioEffectInstance> AudioEffectChorus::instance() {
+Ref<AudioEffectInstance> AudioEffectChorus::instantiate() {
Ref<AudioEffectChorusInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectChorus>(this);
for (int i = 0; i < 4; i++) {
ins->filter_h[i] = AudioFrame(0, 0);
@@ -276,7 +276,7 @@ void AudioEffectChorus::_validate_property(PropertyInfo &property) const {
if (property.name.begins_with("voice/")) {
int voice_idx = property.name.get_slice("/", 1).to_int();
if (voice_idx > voice_count) {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
}
}
@@ -309,7 +309,7 @@ void AudioEffectChorus::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_dry", "amount"), &AudioEffectChorus::set_dry);
ClassDB::bind_method(D_METHOD("get_dry"), &AudioEffectChorus::get_dry);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "voice_count", PROPERTY_HINT_RANGE, "1,4,1"), "set_voice_count", "get_voice_count");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "voice_count", PROPERTY_HINT_RANGE, "1,4,1", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_UPDATE_ALL_IF_MODIFIED), "set_voice_count", "get_voice_count");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dry", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dry", "get_dry");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "wet", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_wet", "get_wet");
diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h
index 81af948530..f81bebb0ae 100644
--- a/servers/audio/effects/audio_effect_chorus.h
+++ b/servers/audio/effects/audio_effect_chorus.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -60,7 +60,6 @@ class AudioEffectChorus : public AudioEffect {
public:
enum {
-
MAX_DELAY_MS = 50,
MAX_DEPTH_MS = 20,
MAX_WIDTH_MS = 50,
@@ -129,7 +128,7 @@ public:
void set_dry(float amount);
float get_dry() const;
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
AudioEffectChorus();
};
diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp
index 4b0b4dabea..cfa2ae6f79 100644
--- a/servers/audio/effects/audio_effect_compressor.cpp
+++ b/servers/audio/effects/audio_effect_compressor.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -112,9 +112,9 @@ void AudioEffectCompressorInstance::process(const AudioFrame *p_src_frames, Audi
}
}
-Ref<AudioEffectInstance> AudioEffectCompressor::instance() {
+Ref<AudioEffectInstance> AudioEffectCompressor::instantiate() {
Ref<AudioEffectCompressorInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectCompressor>(this);
ins->rundb = 0;
ins->runratio = 0;
diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h
index be187605c5..dae4618a64 100644
--- a/servers/audio/effects/audio_effect_compressor.h
+++ b/servers/audio/effects/audio_effect_compressor.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -65,7 +65,7 @@ protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_threshold(float p_threshold);
float get_threshold() const;
diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp
index d6ab14be89..07475e1ed4 100644
--- a/servers/audio/effects/audio_effect_delay.cpp
+++ b/servers/audio/effects/audio_effect_delay.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -75,7 +75,7 @@ void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, Au
tap2_vol.r *= CLAMP(1.0 + base->tap_2_pan, 0, 1);
// feedback lowpass here
- float lpf_c = expf(-2.0 * Math_PI * base->feedback_lowpass / mix_rate); // 0 .. 10khz
+ float lpf_c = expf(-Math_TAU * base->feedback_lowpass / mix_rate); // 0 .. 10khz
float lpf_ic = 1.0 - lpf_c;
const AudioFrame *src = p_src_frames;
@@ -111,9 +111,9 @@ void AudioEffectDelayInstance::_process_chunk(const AudioFrame *p_src_frames, Au
}
}
-Ref<AudioEffectInstance> AudioEffectDelay::instance() {
+Ref<AudioEffectInstance> AudioEffectDelay::instantiate() {
Ref<AudioEffectDelayInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectDelay>(this);
float ring_buffer_max_size = MAX_DELAY_MS + 100; //add 100ms of extra room, just in case
diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h
index a55000af4b..50a2233e5f 100644
--- a/servers/audio/effects/audio_effect_delay.h
+++ b/servers/audio/effects/audio_effect_delay.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -62,7 +62,6 @@ class AudioEffectDelay : public AudioEffect {
friend class AudioEffectDelayInstance;
enum {
-
MAX_DELAY_MS = 3000,
MAX_TAPS = 2
};
@@ -127,7 +126,7 @@ public:
void set_feedback_lowpass(float p_lowpass);
float get_feedback_lowpass() const;
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
AudioEffectDelay();
};
diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp
index dc5c2cc16f..188b7a3301 100644
--- a/servers/audio/effects/audio_effect_distortion.cpp
+++ b/servers/audio/effects/audio_effect_distortion.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,8 +36,8 @@ void AudioEffectDistortionInstance::process(const AudioFrame *p_src_frames, Audi
const float *src = (const float *)p_src_frames;
float *dst = (float *)p_dst_frames;
- //float lpf_c=expf(-2.0*Math_PI*keep_hf_hz.get()/(mix_rate*(float)OVERSAMPLE));
- float lpf_c = expf(-2.0 * Math_PI * base->keep_hf_hz / (AudioServer::get_singleton()->get_mix_rate()));
+ //float lpf_c=expf(-Math_TAU*keep_hf_hz.get()/(mix_rate*(float)OVERSAMPLE));
+ float lpf_c = expf(-Math_TAU * base->keep_hf_hz / (AudioServer::get_singleton()->get_mix_rate()));
float lpf_ic = 1.0 - lpf_c;
float drive_f = base->drive;
@@ -58,7 +58,8 @@ void AudioEffectDistortionInstance::process(const AudioFrame *p_src_frames, Audi
switch (base->mode) {
case AudioEffectDistortion::MODE_CLIP: {
- a = powf(a, 1.0001 - drive_f);
+ float a_sign = a < 0 ? -1.0f : 1.0f;
+ a = powf(abs(a), 1.0001 - drive_f) * a_sign;
if (a > 1.0) {
a = 1.0;
} else if (a < (-1.0)) {
@@ -92,9 +93,9 @@ void AudioEffectDistortionInstance::process(const AudioFrame *p_src_frames, Audi
}
}
-Ref<AudioEffectInstance> AudioEffectDistortion::instance() {
+Ref<AudioEffectInstance> AudioEffectDistortion::instantiate() {
Ref<AudioEffectDistortionInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectDistortion>(this);
ins->h[0] = 0;
ins->h[1] = 0;
@@ -158,7 +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_distortion.h b/servers/audio/effects/audio_effect_distortion.h
index 8149fc3f0a..3a762f8cf6 100644
--- a/servers/audio/effects/audio_effect_distortion.h
+++ b/servers/audio/effects/audio_effect_distortion.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -68,7 +68,7 @@ protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_mode(Mode p_mode);
Mode get_mode() const;
diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp
index ed4e7122b5..e87944b74b 100644
--- a/servers/audio/effects/audio_effect_eq.cpp
+++ b/servers/audio/effects/audio_effect_eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -59,9 +59,9 @@ void AudioEffectEQInstance::process(const AudioFrame *p_src_frames, AudioFrame *
}
}
-Ref<AudioEffectInstance> AudioEffectEQ::instance() {
+Ref<AudioEffectInstance> AudioEffectEQ::instantiate() {
Ref<AudioEffectEQInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectEQ>(this);
ins->gains.resize(eq.get_band_count());
for (int i = 0; i < 2; i++) {
diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h
index 5a639f64d4..b99727d7c0 100644
--- a/servers/audio/effects/audio_effect_eq.h
+++ b/servers/audio/effects/audio_effect_eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -66,7 +66,7 @@ protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_band_gain_db(int p_band, float p_volume);
float get_band_gain_db(int p_band) const;
int get_band_count() const;
diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp
index a5135ee1a6..1db8b1f1b5 100644
--- a/servers/audio/effects/audio_effect_filter.cpp
+++ b/servers/audio/effects/audio_effect_filter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -100,9 +100,9 @@ AudioEffectFilterInstance::AudioEffectFilterInstance() {
}
}
-Ref<AudioEffectInstance> AudioEffectFilter::instance() {
+Ref<AudioEffectInstance> AudioEffectFilter::instantiate() {
Ref<AudioEffectFilterInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectFilter>(this);
return ins;
diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h
index 16940173ba..1fa3df1570 100644
--- a/servers/audio/effects/audio_effect_filter.h
+++ b/servers/audio/effects/audio_effect_filter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -88,7 +88,7 @@ public:
void set_db(FilterDB p_db);
FilterDB get_db() const;
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
AudioEffectFilter(AudioFilterSW::Mode p_mode = AudioFilterSW::LOWPASS);
};
@@ -100,7 +100,7 @@ class AudioEffectLowPassFilter : public AudioEffectFilter {
void _validate_property(PropertyInfo &property) const override {
if (property.name == "gain") {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
}
@@ -113,7 +113,7 @@ class AudioEffectHighPassFilter : public AudioEffectFilter {
GDCLASS(AudioEffectHighPassFilter, AudioEffectFilter);
void _validate_property(PropertyInfo &property) const override {
if (property.name == "gain") {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
}
@@ -126,7 +126,7 @@ class AudioEffectBandPassFilter : public AudioEffectFilter {
GDCLASS(AudioEffectBandPassFilter, AudioEffectFilter);
void _validate_property(PropertyInfo &property) const override {
if (property.name == "gain") {
- property.usage = 0;
+ property.usage = PROPERTY_USAGE_NONE;
}
}
diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp
index 27f1aaf71f..280411641b 100644
--- a/servers/audio/effects/audio_effect_limiter.cpp
+++ b/servers/audio/effects/audio_effect_limiter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -67,9 +67,9 @@ void AudioEffectLimiterInstance::process(const AudioFrame *p_src_frames, AudioFr
}
}
-Ref<AudioEffectInstance> AudioEffectLimiter::instance() {
+Ref<AudioEffectInstance> AudioEffectLimiter::instantiate() {
Ref<AudioEffectLimiterInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectLimiter>(this);
return ins;
diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h
index 5204c42759..d5def670a4 100644
--- a/servers/audio/effects/audio_effect_limiter.h
+++ b/servers/audio/effects/audio_effect_limiter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -71,7 +71,7 @@ public:
void set_soft_clip_ratio(float p_soft_clip);
float get_soft_clip_ratio() const;
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_volume_db(float p_volume);
float get_volume_db() const;
diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp
index 32b7921d1f..e2062609b9 100644
--- a/servers/audio/effects/audio_effect_panner.cpp
+++ b/servers/audio/effects/audio_effect_panner.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -40,9 +40,9 @@ void AudioEffectPannerInstance::process(const AudioFrame *p_src_frames, AudioFra
}
}
-Ref<AudioEffectInstance> AudioEffectPanner::instance() {
+Ref<AudioEffectInstance> AudioEffectPanner::instantiate() {
Ref<AudioEffectPannerInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectPanner>(this);
return ins;
}
diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h
index b4aa7a58b9..d75bcaeb95 100644
--- a/servers/audio/effects/audio_effect_panner.h
+++ b/servers/audio/effects/audio_effect_panner.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -54,7 +54,7 @@ protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_pan(float p_cpanume);
float get_pan() const;
diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp
index ffeaa7d25e..c76692eed7 100644
--- a/servers/audio/effects/audio_effect_phaser.cpp
+++ b/servers/audio/effects/audio_effect_phaser.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -38,13 +38,13 @@ void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFra
float dmin = base->range_min / (sampling_rate / 2.0);
float dmax = base->range_max / (sampling_rate / 2.0);
- float increment = 2.f * Math_PI * (base->rate / sampling_rate);
+ float increment = Math_TAU * (base->rate / sampling_rate);
for (int i = 0; i < p_frame_count; i++) {
phase += increment;
- while (phase >= Math_PI * 2.f) {
- phase -= Math_PI * 2.f;
+ while (phase >= Math_TAU) {
+ phase -= Math_TAU;
}
float d = dmin + (dmax - dmin) * ((sin(phase) + 1.f) / 2.f);
@@ -78,9 +78,9 @@ void AudioEffectPhaserInstance::process(const AudioFrame *p_src_frames, AudioFra
}
}
-Ref<AudioEffectInstance> AudioEffectPhaser::instance() {
+Ref<AudioEffectInstance> AudioEffectPhaser::instantiate() {
Ref<AudioEffectPhaserInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectPhaser>(this);
ins->phase = 0;
ins->h = AudioFrame(0, 0);
diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h
index dbf014dbac..2a0ed64805 100644
--- a/servers/audio/effects/audio_effect_phaser.h
+++ b/servers/audio/effects/audio_effect_phaser.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -83,7 +83,7 @@ protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_range_min_hz(float p_hz);
float get_range_min_hz() const;
diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp
index fb6b56d984..d6c396e0a5 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.cpp
+++ b/servers/audio/effects/audio_effect_pitch_shift.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -40,7 +40,7 @@
*
* NAME: smbPitchShift.cpp
* VERSION: 1.2
-* HOME URL: http://blogs.zynaptiq.com/bernsee
+* HOME URL: https://blogs.zynaptiq.com/bernsee
* KNOWN BUGS: none
*
* SYNOPSIS: Routine for doing pitch shifting while maintaining
@@ -95,14 +95,12 @@ void SMBPitchShift::PitchShift(float pitchShift, long numSampsToProcess, long ff
expct = 2.*Math_PI*(double)stepSize/(double)fftFrameSize;
inFifoLatency = fftFrameSize-stepSize;
if (gRover == 0) { gRover = inFifoLatency;
-
}
/* initialize our static arrays */
/* main processing loop */
for (i = 0; i < numSampsToProcess; i++){
-
/* As long as we have not yet collected enough data just read in */
gInFIFO[gRover] = indata[i*stride];
outdata[i*stride] = gOutFIFO[gRover-inFifoLatency];
@@ -126,7 +124,6 @@ void SMBPitchShift::PitchShift(float pitchShift, long numSampsToProcess, long ff
/* this is the analysis step */
for (k = 0; k <= fftFrameSize2; k++) {
-
/* de-interlace FFT buffer */
real = gFFTworksp[2*k];
imag = gFFTworksp[2*k+1];
@@ -146,7 +143,6 @@ void SMBPitchShift::PitchShift(float pitchShift, long numSampsToProcess, long ff
qpd = tmp/Math_PI;
if (qpd >= 0) { qpd += qpd&1;
} else { qpd -= qpd&1;
-
}
tmp -= Math_PI*(double)qpd;
@@ -177,7 +173,6 @@ void SMBPitchShift::PitchShift(float pitchShift, long numSampsToProcess, long ff
/* ***************** SYNTHESIS ******************* */
/* this is the synthesis step */
for (k = 0; k <= fftFrameSize2; k++) {
-
/* get magnitude and true frequency from synthesis arrays */
magn = gSynMagn[k];
tmp = gSynFreq[k];
@@ -205,7 +200,6 @@ void SMBPitchShift::PitchShift(float pitchShift, long numSampsToProcess, long ff
/* zero negative frequencies */
for (k = fftFrameSize+2; k < 2*fftFrameSize; k++) { gFFTworksp[k] = 0.;
-
}
/* do inverse transform */
@@ -217,7 +211,6 @@ void SMBPitchShift::PitchShift(float pitchShift, long numSampsToProcess, long ff
gOutputAccum[k] += 2.*window*gFFTworksp[2*k]/(fftFrameSize2*osamp);
}
for (k = 0; k < stepSize; k++) { gOutFIFO[k] = gOutputAccum[k];
-
}
/* shift accumulator */
@@ -225,13 +218,9 @@ void SMBPitchShift::PitchShift(float pitchShift, long numSampsToProcess, long ff
/* move input FIFO */
for (k = 0; k < inFifoLatency; k++) { gInFIFO[k] = gInFIFO[k+stepSize];
-
}
}
}
-
-
-
}
@@ -256,7 +245,6 @@ void SMBPitchShift::smbFft(float *fftBuffer, long fftFrameSize, long sign)
for (i = 2; i < 2*fftFrameSize-2; i += 2) {
for (bitm = 2, j = 0; bitm < 2*fftFrameSize; bitm <<= 1) {
if (i & bitm) { j++;
-
}
j <<= 1;
}
@@ -310,9 +298,9 @@ void AudioEffectPitchShiftInstance::process(const AudioFrame *p_src_frames, Audi
shift_r.PitchShift(base->pitch_scale, p_frame_count, fft_size, base->oversampling, sample_rate, in_r, out_r, 2);
}
-Ref<AudioEffectInstance> AudioEffectPitchShift::instance() {
+Ref<AudioEffectInstance> AudioEffectPitchShift::instantiate() {
Ref<AudioEffectPitchShiftInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectPitchShift>(this);
static const int fft_sizes[FFT_SIZE_MAX] = { 256, 512, 1024, 2048, 4096 };
ins->fft_size = fft_sizes[fft_size];
@@ -338,12 +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 0fa4de6b5b..3ed096cd94 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.h
+++ b/servers/audio/effects/audio_effect_pitch_shift.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
@@ -109,7 +109,7 @@ protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_pitch_scale(float p_pitch_scale);
float get_pitch_scale() const;
@@ -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.cpp b/servers/audio/effects/audio_effect_record.cpp
index 79388b2dc7..f71679d30f 100644
--- a/servers/audio/effects/audio_effect_record.cpp
+++ b/servers/audio/effects/audio_effect_record.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -118,7 +118,7 @@ void AudioEffectRecordInstance::init() {
#ifdef NO_THREADS
AudioServer::get_singleton()->add_update_callback(&AudioEffectRecordInstance::_update, this);
#else
- io_thread = Thread::create(_thread_callback, this);
+ io_thread.start(_thread_callback, this);
#endif
}
@@ -126,9 +126,7 @@ void AudioEffectRecordInstance::finish() {
#ifdef NO_THREADS
AudioServer::get_singleton()->remove_update_callback(&AudioEffectRecordInstance::_update, this);
#else
- if (thread_active) {
- Thread::wait_to_finish(io_thread);
- }
+ io_thread.wait_to_finish();
#endif
}
@@ -136,9 +134,9 @@ AudioEffectRecordInstance::~AudioEffectRecordInstance() {
finish();
}
-Ref<AudioEffectInstance> AudioEffectRecord::instance() {
+Ref<AudioEffectInstance> AudioEffectRecord::instantiate() {
Ref<AudioEffectRecordInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectRecord>(this);
ins->is_recording = false;
@@ -271,7 +269,7 @@ Ref<AudioStreamSample> AudioEffectRecord::get_recording() const {
}
Ref<AudioStreamSample> sample;
- sample.instance();
+ sample.instantiate();
sample->set_data(dst_data);
sample->set_format(dst_format);
sample->set_mix_rate(AudioServer::get_singleton()->get_mix_rate());
diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h
index 55080539d3..1a89821f80 100644
--- a/servers/audio/effects/audio_effect_record.h
+++ b/servers/audio/effects/audio_effect_record.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,8 +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"
@@ -48,7 +48,7 @@ class AudioEffectRecordInstance : public AudioEffectInstance {
Ref<AudioEffectRecord> base;
bool is_recording;
- Thread *io_thread;
+ Thread io_thread;
bool thread_active = false;
Vector<AudioFrame> ring_buffer;
@@ -96,7 +96,7 @@ protected:
static void debug(uint64_t time_diff, int p_frame_count);
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_recording_active(bool p_record);
bool is_recording_active() const;
void set_format(AudioStreamSample::Format p_format);
diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp
index f6465abfaf..819f906773 100644
--- a/servers/audio/effects/audio_effect_reverb.cpp
+++ b/servers/audio/effects/audio_effect_reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -79,9 +79,9 @@ AudioEffectReverbInstance::AudioEffectReverbInstance() {
reverb[1].set_extra_spread_base(0.000521); //for stereo effect
}
-Ref<AudioEffectInstance> AudioEffectReverb::instance() {
+Ref<AudioEffectInstance> AudioEffectReverb::instantiate() {
Ref<AudioEffectReverbInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectReverb>(this);
return ins;
}
diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h
index 3a1922bc1d..d01d1120bd 100644
--- a/servers/audio/effects/audio_effect_reverb.h
+++ b/servers/audio/effects/audio_effect_reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -89,7 +89,7 @@ public:
float get_wet() const;
float get_hpf() const;
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_volume_db(float p_volume);
float get_volume_db() const;
diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
index e744dbf9b0..6f9e7ac67d 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -110,18 +110,19 @@ void AudioEffectSpectrumAnalyzerInstance::process(const AudioFrame *p_src_frames
while (p_frame_count) {
int to_fill = fft_size * 2 - temporal_fft_pos;
to_fill = MIN(to_fill, p_frame_count);
+ const double to_fill_step = Math_TAU / (double)fft_size;
float *fftw = temporal_fft.ptrw();
for (int i = 0; i < to_fill; i++) { //left and right buffers
- float window = -0.5 * Math::cos(2.0 * Math_PI * (double)i / (double)to_fill) + 0.5;
- fftw[(i + temporal_fft_pos) * 2] = window * p_src_frames[i].l;
- fftw[(i + temporal_fft_pos) * 2 + 1] = 0;
- fftw[(i + temporal_fft_pos + fft_size * 2) * 2] = window * p_src_frames[i].r;
- fftw[(i + temporal_fft_pos + fft_size * 2) * 2 + 1] = 0;
+ float window = -0.5 * Math::cos(to_fill_step * (double)temporal_fft_pos) + 0.5;
+ fftw[temporal_fft_pos * 2] = window * p_src_frames->l;
+ fftw[temporal_fft_pos * 2 + 1] = 0;
+ fftw[(temporal_fft_pos + fft_size * 2) * 2] = window * p_src_frames->r;
+ fftw[(temporal_fft_pos + fft_size * 2) * 2 + 1] = 0;
+ ++p_src_frames;
+ ++temporal_fft_pos;
}
- p_src_frames += to_fill;
- temporal_fft_pos += to_fill;
p_frame_count -= to_fill;
if (temporal_fft_pos == fft_size * 2) {
@@ -134,9 +135,8 @@ void AudioEffectSpectrumAnalyzerInstance::process(const AudioFrame *p_src_frames
for (int i = 0; i < fft_size; i++) {
//abs(vec)/fft_size normalizes each frequency
- float window = 1.0; //-.5 * Math::cos(2. * Math_PI * (double)i / (double)fft_size) + .5;
- hw[i].l = window * Vector2(fftw[i * 2], fftw[i * 2 + 1]).length() / float(fft_size);
- hw[i].r = window * Vector2(fftw[fft_size * 4 + i * 2], fftw[fft_size * 4 + i * 2 + 1]).length() / float(fft_size);
+ hw[i].l = Vector2(fftw[i * 2], fftw[i * 2 + 1]).length() / float(fft_size);
+ hw[i].r = Vector2(fftw[fft_size * 4 + i * 2], fftw[fft_size * 4 + i * 2 + 1]).length() / float(fft_size);
}
fft_pos = next; //swap
@@ -207,9 +207,9 @@ Vector2 AudioEffectSpectrumAnalyzerInstance::get_magnitude_for_frequency_range(f
}
}
-Ref<AudioEffectInstance> AudioEffectSpectrumAnalyzer::instance() {
+Ref<AudioEffectInstance> AudioEffectSpectrumAnalyzer::instantiate() {
Ref<AudioEffectSpectrumAnalyzerInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectSpectrumAnalyzer>(this);
static const int fft_sizes[FFT_SIZE_MAX] = { 256, 512, 1024, 2048, 4096 };
ins->fft_size = fft_sizes[fft_size];
@@ -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 0eacd43b57..3c5ae4a5e8 100644
--- a/servers/audio/effects/audio_effect_spectrum_analyzer.h
+++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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,
@@ -84,24 +84,24 @@ public:
friend class AudioEffectSpectrumAnalyzerInstance;
float buffer_length;
float tapback_pos;
- FFT_Size fft_size;
+ FFTSize fft_size;
protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_buffer_length(float p_seconds);
float get_buffer_length() const;
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/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp
index 4f9bee83e4..3a016b06b8 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.cpp
+++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -74,9 +74,9 @@ AudioEffectStereoEnhanceInstance::~AudioEffectStereoEnhanceInstance() {
memdelete_arr(delay_ringbuff);
}
-Ref<AudioEffectInstance> AudioEffectStereoEnhance::instance() {
+Ref<AudioEffectInstance> AudioEffectStereoEnhance::instantiate() {
Ref<AudioEffectStereoEnhanceInstance> ins;
- ins.instance();
+ ins.instantiate();
ins->base = Ref<AudioEffectStereoEnhance>(this);
diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h
index 7fb32bd8ec..e0f9d79a94 100644
--- a/servers/audio/effects/audio_effect_stereo_enhance.h
+++ b/servers/audio/effects/audio_effect_stereo_enhance.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -41,7 +41,6 @@ class AudioEffectStereoEnhanceInstance : public AudioEffectInstance {
Ref<AudioEffectStereoEnhance> base;
enum {
-
MAX_DELAY_MS = 50
};
@@ -69,7 +68,7 @@ protected:
static void _bind_methods();
public:
- Ref<AudioEffectInstance> instance() override;
+ Ref<AudioEffectInstance> instantiate() override;
void set_pan_pullout(float p_amount);
float get_pan_pullout() const;
diff --git a/servers/audio/effects/audio_stream_generator.cpp b/servers/audio/effects/audio_stream_generator.cpp
index aba04550db..447acf53a4 100644
--- a/servers/audio/effects/audio_stream_generator.cpp
+++ b/servers/audio/effects/audio_stream_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -48,7 +48,7 @@ float AudioStreamGenerator::get_buffer_length() const {
Ref<AudioStreamPlayback> AudioStreamGenerator::instance_playback() {
Ref<AudioStreamGeneratorPlayback> playback;
- playback.instance();
+ playback.instantiate();
playback->generator = this;
int target_buffer_size = mix_rate * buffer_len;
playback->buffer.resize(nearest_shift(target_buffer_size));
@@ -64,6 +64,10 @@ float AudioStreamGenerator::get_length() const {
return 0;
}
+bool AudioStreamGenerator::is_monophonic() const {
+ return true;
+}
+
void AudioStreamGenerator::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mix_rate", "hz"), &AudioStreamGenerator::set_mix_rate);
ClassDB::bind_method(D_METHOD("get_mix_rate"), &AudioStreamGenerator::get_mix_rate);
@@ -138,7 +142,7 @@ void AudioStreamGeneratorPlayback::clear_buffer() {
mixed = 0;
}
-void AudioStreamGeneratorPlayback::_mix_internal(AudioFrame *p_buffer, int p_frames) {
+int AudioStreamGeneratorPlayback::_mix_internal(AudioFrame *p_buffer, int p_frames) {
int read_amount = buffer.data_left();
if (p_frames < read_amount) {
read_amount = p_frames;
@@ -156,6 +160,7 @@ void AudioStreamGeneratorPlayback::_mix_internal(AudioFrame *p_buffer, int p_fra
}
mixed += p_frames / generator->get_mix_rate();
+ return read_amount < p_frames ? read_amount : p_frames;
}
float AudioStreamGeneratorPlayback::get_stream_sampling_rate() {
diff --git a/servers/audio/effects/audio_stream_generator.h b/servers/audio/effects/audio_stream_generator.h
index c90983a66f..918589f6d0 100644
--- a/servers/audio/effects/audio_stream_generator.h
+++ b/servers/audio/effects/audio_stream_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#ifndef AUDIO_STREAM_GENERATOR_H
#define AUDIO_STREAM_GENERATOR_H
-#include "core/ring_buffer.h"
+#include "core/templates/ring_buffer.h"
#include "servers/audio/audio_stream.h"
class AudioStreamGenerator : public AudioStream {
@@ -54,6 +54,7 @@ public:
virtual String get_stream_name() const override;
virtual float get_length() const override;
+ virtual bool is_monophonic() const override;
AudioStreamGenerator();
};
@@ -67,7 +68,7 @@ class AudioStreamGeneratorPlayback : public AudioStreamPlaybackResampled {
AudioStreamGenerator *generator;
protected:
- virtual void _mix_internal(AudioFrame *p_buffer, int p_frames) override;
+ virtual int _mix_internal(AudioFrame *p_buffer, int p_frames) override;
virtual float get_stream_sampling_rate() override;
static void _bind_methods();
diff --git a/servers/audio/effects/eq.cpp b/servers/audio/effects/eq.cpp
index 08a6cf55fa..e0c3eb6d3a 100644
--- a/servers/audio/effects/eq.cpp
+++ b/servers/audio/effects/eq.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
// Author: reduzio@gmail.com (C) 2006
#include "eq.h"
-#include "core/error_macros.h"
+#include "core/error/error_macros.h"
#include "core/math/math_funcs.h"
#include <math.h>
@@ -89,8 +89,8 @@ void EQ::recalculate_band_coefficients() {
double frq_l = round(frq / pow(2.0, octave_size / 2.0));
double side_gain2 = POW2(Math_SQRT12);
- double th = 2.0 * Math_PI * frq / mix_rate;
- double th_l = 2.0 * Math_PI * frq_l / mix_rate;
+ double th = Math_TAU * frq / mix_rate;
+ double th_l = Math_TAU * frq_l / mix_rate;
double c2a = side_gain2 * POW2(cos(th)) - 2.0 * side_gain2 * cos(th_l) * cos(th) + side_gain2 - POW2(sin(th_l));
diff --git a/servers/audio/effects/eq.h b/servers/audio/effects/eq.h
index 391a7aa24b..afd5bf5334 100644
--- a/servers/audio/effects/eq.h
+++ b/servers/audio/effects/eq.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,8 +33,8 @@
#ifndef EQ_FILTER_H
#define EQ_FILTER_H
+#include "core/templates/vector.h"
#include "core/typedefs.h"
-#include "core/vector.h"
/**
@author Juan Linietsky
@@ -43,7 +43,6 @@
class EQ {
public:
enum Preset {
-
PRESET_6_BANDS,
PRESET_8_BANDS,
PRESET_10_BANDS,
diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp
index 7c35d88ced..1d97de5205 100644
--- a/servers/audio/effects/reverb.cpp
+++ b/servers/audio/effects/reverb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -91,7 +91,7 @@ void Reverb::process(float *p_src, float *p_dst, int p_frames) {
}
if (params.hpf > 0) {
- float hpaux = expf(-2.0 * Math_PI * params.hpf * 6000 / params.mix_rate);
+ float hpaux = expf(-Math_TAU * params.hpf * 6000 / params.mix_rate);
float hp_a1 = (1.0 + hpaux) / 2.0;
float hp_a2 = -(1.0 + hpaux) / 2.0;
float hp_b1 = hpaux;
@@ -127,13 +127,11 @@ void Reverb::process(float *p_src, float *p_dst, int p_frames) {
int ap_size_limit[MAX_ALLPASS];
for (int i=0;i<MAX_ALLPASS;i++) {
-
AllPass &a=allpass[i];
ap_size_limit[i]=a.size-lrintf((float)a.extra_spread_frames*(1.0-params.extra_spread));
}
for (int i=0;i<p_frames;i++) {
-
float sample=p_dst[i];
float aux,in;
float AllPass*ap;
@@ -292,10 +290,10 @@ 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(-2.0 * Math_PI * auxdmp * 10000 / params.mix_rate); // 0 .. 10khz
+ c.damp = expf(-Math_TAU * auxdmp * 10000 / params.mix_rate); // 0 .. 10khz
}
}
diff --git a/servers/audio/effects/reverb.h b/servers/audio/effects/reverb.h
index 614de0c534..e7ce55098d 100644
--- a/servers/audio/effects/reverb.h
+++ b/servers/audio/effects/reverb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -46,7 +46,6 @@ public:
private:
enum {
-
MAX_COMBS = 8,
MAX_ALLPASS = 4,
MAX_ECHO_MS = 500
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index 6b70f41e57..ac1569c15d 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,15 +30,21 @@
#include "audio_server.h"
+#include "core/config/project_settings.h"
#include "core/debugger/engine_debugger.h"
+#include "core/error/error_macros.h"
+#include "core/io/file_access.h"
#include "core/io/resource_loader.h"
-#include "core/os/file_access.h"
+#include "core/math/audio_frame.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
+#include "core/string/string_name.h"
+#include "core/templates/pair.h"
#include "scene/resources/audio_stream_sample.h"
#include "servers/audio/audio_driver_dummy.h"
#include "servers/audio/effects/audio_effect_compressor.h"
+#include <cstring>
+
#ifdef TOOLS_ENABLED
#define MARK_EDITED set_edited(true);
#else
@@ -71,13 +77,20 @@ void AudioDriver::update_mix_time(int p_frames) {
}
}
-double AudioDriver::get_time_since_last_mix() const {
- return (OS::get_singleton()->get_ticks_usec() - _last_mix_time) / 1000000.0;
+double AudioDriver::get_time_since_last_mix() {
+ lock();
+ uint64_t last_mix_time = _last_mix_time;
+ unlock();
+ return (OS::get_singleton()->get_ticks_usec() - last_mix_time) / 1000000.0;
}
-double AudioDriver::get_time_to_next_mix() const {
- double total = (OS::get_singleton()->get_ticks_usec() - _last_mix_time) / 1000000.0;
- double mix_buffer = _last_mix_frames / (double)get_mix_rate();
+double AudioDriver::get_time_to_next_mix() {
+ lock();
+ uint64_t last_mix_time = _last_mix_time;
+ uint64_t last_mix_frames = _last_mix_frames;
+ unlock();
+ double total = (OS::get_singleton()->get_ticks_usec() - last_mix_time) / 1000000.0;
+ double mix_buffer = last_mix_frames / (double)get_mix_rate();
return mix_buffer - total;
}
@@ -181,10 +194,11 @@ int AudioDriverManager::get_driver_count() {
}
void AudioDriverManager::initialize(int p_driver) {
- GLOBAL_DEF_RST("audio/enable_audio_input", false);
- GLOBAL_DEF_RST("audio/mix_rate", DEFAULT_MIX_RATE);
- GLOBAL_DEF_RST("audio/output_latency", DEFAULT_OUTPUT_LATENCY);
- GLOBAL_DEF_RST("audio/output_latency.web", 50); // Safer default output_latency for web.
+ GLOBAL_DEF_RST("audio/driver/enable_input", false);
+ GLOBAL_DEF_RST("audio/driver/mix_rate", DEFAULT_MIX_RATE);
+ GLOBAL_DEF_RST("audio/driver/mix_rate.web", 0); // Safer default output_latency for web (use browser default).
+ GLOBAL_DEF_RST("audio/driver/output_latency", DEFAULT_OUTPUT_LATENCY);
+ GLOBAL_DEF_RST("audio/driver/output_latency.web", 50); // Safer default output_latency for web.
int failed_driver = -1;
@@ -227,6 +241,7 @@ AudioDriver *AudioDriverManager::get_driver(int p_driver) {
//////////////////////////////////////////////
void AudioServer::_driver_process(int p_frames, int32_t *p_buffer) {
+ mix_count++;
int todo = p_frames;
#ifdef DEBUG_ENABLED
@@ -239,6 +254,7 @@ 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();
@@ -323,10 +339,144 @@ void AudioServer::_mix_step() {
bus->soloed = false;
}
}
+ for (CallbackItem *ci : mix_callback_list) {
+ ci->callback(ci->userdata);
+ }
+
+ for (AudioStreamPlaybackListNode *playback : playback_list) {
+ // Paused streams are no-ops. Don't even mix audio from the stream playback.
+ if (playback->state.load() == AudioStreamPlaybackListNode::PAUSED) {
+ continue;
+ }
+
+ bool fading_out = playback->state.load() == AudioStreamPlaybackListNode::FADE_OUT_TO_DELETION || playback->state.load() == AudioStreamPlaybackListNode::FADE_OUT_TO_PAUSE;
+
+ AudioFrame *buf = mix_buffer.ptrw();
+
+ // Copy the lookeahead buffer into the mix buffer.
+ for (int i = 0; i < LOOKAHEAD_BUFFER_SIZE; i++) {
+ buf[i] = playback->lookahead[i];
+ }
+
+ // Mix the audio stream
+ unsigned int mixed_frames = playback->stream_playback->mix(&buf[LOOKAHEAD_BUFFER_SIZE], playback->pitch_scale.get(), buffer_size);
+
+ if (mixed_frames != buffer_size) {
+ // We know we have at least the size of our lookahead buffer for fade-out purposes.
+
+ float fadeout_base = 0.94;
+ float fadeout_coefficient = 1;
+ static_assert(LOOKAHEAD_BUFFER_SIZE == 64, "Update fadeout_base and comment here if you change LOOKAHEAD_BUFFER_SIZE.");
+ // 0.94 ^ 64 = 0.01906. There might still be a pop but it'll be way better than if we didn't do this.
+ for (unsigned int idx = mixed_frames; idx < buffer_size; idx++) {
+ fadeout_coefficient *= fadeout_base;
+ buf[idx] *= fadeout_coefficient;
+ }
+ AudioStreamPlaybackListNode::PlaybackState new_state;
+ new_state = AudioStreamPlaybackListNode::AWAITING_DELETION;
+ playback->state.store(new_state);
+ } else {
+ // Move the last little bit of what we just mixed into our lookahead buffer.
+ for (int i = 0; i < LOOKAHEAD_BUFFER_SIZE; i++) {
+ playback->lookahead[i] = buf[buffer_size + i];
+ }
+ }
+
+ AudioStreamPlaybackBusDetails *ptr = playback->bus_details.load();
+ ERR_FAIL_COND(ptr == nullptr);
+ // By putting null into the bus details pointers, we're taking ownership of their memory for the duration of this mix.
+ AudioStreamPlaybackBusDetails bus_details = *ptr;
+
+ // Mix to any active buses.
+ for (int idx = 0; idx < MAX_BUSES_PER_PLAYBACK; idx++) {
+ if (!bus_details.bus_active[idx]) {
+ continue;
+ }
+ int bus_idx = thread_find_bus_index(bus_details.bus[idx]);
+
+ int prev_bus_idx = -1;
+ for (int search_idx = 0; search_idx < MAX_BUSES_PER_PLAYBACK; search_idx++) {
+ if (!playback->prev_bus_details->bus_active[search_idx]) {
+ continue;
+ }
+ if (playback->prev_bus_details->bus[search_idx].hash() == bus_details.bus[idx].hash()) {
+ prev_bus_idx = search_idx;
+ }
+ }
+
+ for (int channel_idx = 0; channel_idx < channel_count; channel_idx++) {
+ AudioFrame *channel_buf = thread_get_channel_mix_buffer(bus_idx, channel_idx);
+ if (fading_out) {
+ bus_details.volume[idx][channel_idx] = AudioFrame(0, 0);
+ }
+ AudioFrame channel_vol = bus_details.volume[idx][channel_idx];
+
+ AudioFrame prev_channel_vol = AudioFrame(0, 0);
+ if (prev_bus_idx != -1) {
+ prev_channel_vol = playback->prev_bus_details->volume[prev_bus_idx][channel_idx];
+ }
+ _mix_step_for_channel(channel_buf, buf, prev_channel_vol, channel_vol, playback->attenuation_filter_cutoff_hz.get(), playback->highshelf_gain.get(), &playback->filter_process[channel_idx * 2], &playback->filter_process[channel_idx * 2 + 1]);
+ }
+ }
+
+ // Now go through and fade-out any buses that were being played to previously that we missed by going through current data.
+ for (int idx = 0; idx < MAX_BUSES_PER_PLAYBACK; idx++) {
+ if (!playback->prev_bus_details->bus_active[idx]) {
+ continue;
+ }
+ int bus_idx = thread_find_bus_index(playback->prev_bus_details->bus[idx]);
+
+ int current_bus_idx = -1;
+ for (int search_idx = 0; search_idx < MAX_BUSES_PER_PLAYBACK; search_idx++) {
+ if (bus_details.bus[search_idx] == playback->prev_bus_details->bus[idx]) {
+ current_bus_idx = search_idx;
+ }
+ }
+ if (current_bus_idx != -1) {
+ // If we found a corresponding bus in the current bus assignments, we've already mixed to this bus.
+ continue;
+ }
+
+ for (int channel_idx = 0; channel_idx < channel_count; channel_idx++) {
+ AudioFrame *channel_buf = thread_get_channel_mix_buffer(bus_idx, channel_idx);
+ AudioFrame prev_channel_vol = playback->prev_bus_details->volume[idx][channel_idx];
+ // Fade out to silence
+ _mix_step_for_channel(channel_buf, buf, prev_channel_vol, AudioFrame(0, 0), playback->attenuation_filter_cutoff_hz.get(), playback->highshelf_gain.get(), &playback->filter_process[channel_idx * 2], &playback->filter_process[channel_idx * 2 + 1]);
+ }
+ }
- //make callbacks for mixing the audio
- for (Set<CallbackItem>::Element *E = callbacks.front(); E; E = E->next()) {
- E->get().callback(E->get().userdata);
+ // Copy the bus details we mixed with to the previous bus details to maintain volume ramps.
+ std::copy(std::begin(bus_details.bus_active), std::end(bus_details.bus_active), std::begin(playback->prev_bus_details->bus_active));
+ std::copy(std::begin(bus_details.bus), std::end(bus_details.bus), std::begin(playback->prev_bus_details->bus));
+ for (int bus_idx = 0; bus_idx < MAX_BUSES_PER_PLAYBACK; bus_idx++) {
+ std::copy(std::begin(bus_details.volume[bus_idx]), std::end(bus_details.volume[bus_idx]), std::begin(playback->prev_bus_details->volume[bus_idx]));
+ }
+
+ switch (playback->state.load()) {
+ case AudioStreamPlaybackListNode::AWAITING_DELETION:
+ case AudioStreamPlaybackListNode::FADE_OUT_TO_DELETION:
+ playback_list.erase(playback, [](AudioStreamPlaybackListNode *p) {
+ if (p->prev_bus_details)
+ delete p->prev_bus_details;
+ if (p->bus_details)
+ delete p->bus_details;
+ p->stream_playback.unref();
+ delete p;
+ });
+ break;
+ case AudioStreamPlaybackListNode::FADE_OUT_TO_PAUSE: {
+ // Pause the stream.
+ AudioStreamPlaybackListNode::PlaybackState old_state, new_state;
+ do {
+ old_state = playback->state.load();
+ new_state = AudioStreamPlaybackListNode::PAUSED;
+ } while (!playback->state.compare_exchange_strong(/* expected= */ old_state, new_state));
+ } break;
+ case AudioStreamPlaybackListNode::PLAYING:
+ case AudioStreamPlaybackListNode::PAUSED:
+ // No-op!
+ break;
+ }
}
for (int i = buses.size() - 1; i >= 0; i--) {
@@ -394,6 +544,7 @@ void AudioServer::_mix_step() {
for (int k = 0; k < bus->channels.size(); k++) {
if (!bus->channels[k].active) {
+ bus->channels.write[k].peak_volume = AudioFrame(AUDIO_MIN_PEAK_DB, AUDIO_MIN_PEAK_DB);
continue;
}
@@ -427,7 +578,7 @@ void AudioServer::_mix_step() {
}
}
- bus->channels.write[k].peak_volume = AudioFrame(Math::linear2db(peak.l + 0.0000000001), Math::linear2db(peak.r + 0.0000000001));
+ bus->channels.write[k].peak_volume = AudioFrame(Math::linear2db(peak.l + AUDIO_PEAK_OFFSET), Math::linear2db(peak.r + AUDIO_PEAK_OFFSET));
if (!bus->channels[k].used) {
//see if any audio is contained, because channel was not used
@@ -455,6 +606,53 @@ void AudioServer::_mix_step() {
to_mix = buffer_size;
}
+void AudioServer::_mix_step_for_channel(AudioFrame *p_out_buf, AudioFrame *p_source_buf, AudioFrame p_vol_start, AudioFrame p_vol_final, float p_attenuation_filter_cutoff_hz, float p_highshelf_gain, AudioFilterSW::Processor *p_processor_l, AudioFilterSW::Processor *p_processor_r) {
+ if (p_highshelf_gain != 0) {
+ AudioFilterSW filter;
+ filter.set_mode(AudioFilterSW::HIGHSHELF);
+ filter.set_sampling_rate(AudioServer::get_singleton()->get_mix_rate());
+ filter.set_cutoff(p_attenuation_filter_cutoff_hz);
+ filter.set_resonance(1);
+ filter.set_stages(1);
+ filter.set_gain(p_highshelf_gain);
+
+ ERR_FAIL_COND(p_processor_l == nullptr);
+ ERR_FAIL_COND(p_processor_r == nullptr);
+
+ bool is_just_started = p_vol_start.l == 0 && p_vol_start.r == 0;
+ p_processor_l->set_filter(&filter, /* clear_history= */ is_just_started);
+ p_processor_l->update_coeffs(buffer_size);
+ p_processor_r->set_filter(&filter, /* clear_history= */ is_just_started);
+ p_processor_r->update_coeffs(buffer_size);
+
+ for (unsigned int frame_idx = 0; frame_idx < buffer_size; frame_idx++) {
+ // Make this buffer size invariant if buffer_size ever becomes a project setting.
+ float lerp_param = (float)frame_idx / buffer_size;
+ AudioFrame vol = p_vol_final * lerp_param + (1 - lerp_param) * p_vol_start;
+ AudioFrame mixed = vol * p_source_buf[frame_idx];
+ p_processor_l->process_one_interp(mixed.l);
+ p_processor_r->process_one_interp(mixed.r);
+ p_out_buf[frame_idx] += mixed;
+ }
+
+ } else {
+ for (unsigned int frame_idx = 0; frame_idx < buffer_size; frame_idx++) {
+ // Make this buffer size invariant if buffer_size ever becomes a project setting.
+ float lerp_param = (float)frame_idx / buffer_size;
+ p_out_buf[frame_idx] += (p_vol_final * lerp_param + (1 - lerp_param) * p_vol_start) * p_source_buf[frame_idx];
+ }
+ }
+}
+
+AudioServer::AudioStreamPlaybackListNode *AudioServer::_find_playback_list_node(Ref<AudioStreamPlayback> p_playback) {
+ for (AudioStreamPlaybackListNode *playback_list_node : playback_list) {
+ if (playback_list_node->stream_playback == p_playback) {
+ return playback_list_node;
+ }
+ }
+ return nullptr;
+}
+
bool AudioServer::thread_has_channel_mix_buffer(int p_bus, int p_buffer) const {
if (p_bus < 0 || p_bus >= buses.size()) {
return false;
@@ -552,7 +750,7 @@ void AudioServer::set_bus_count(int p_count) {
unlock();
- emit_signal("bus_layout_changed");
+ emit_signal(SNAME("bus_layout_changed"));
}
void AudioServer::remove_bus(int p_index) {
@@ -567,7 +765,7 @@ void AudioServer::remove_bus(int p_index) {
buses.remove(p_index);
unlock();
- emit_signal("bus_layout_changed");
+ emit_signal(SNAME("bus_layout_changed"));
}
void AudioServer::add_bus(int p_at_pos) {
@@ -621,7 +819,7 @@ void AudioServer::add_bus(int p_at_pos) {
buses.insert(p_at_pos, bus);
}
- emit_signal("bus_layout_changed");
+ emit_signal(SNAME("bus_layout_changed"));
}
void AudioServer::move_bus(int p_bus, int p_to_pos) {
@@ -645,7 +843,7 @@ void AudioServer::move_bus(int p_bus, int p_to_pos) {
buses.insert(p_to_pos - 1, bus);
}
- emit_signal("bus_layout_changed");
+ emit_signal(SNAME("bus_layout_changed"));
}
int AudioServer::get_bus_count() const {
@@ -691,7 +889,7 @@ void AudioServer::set_bus_name(int p_bus, const String &p_name) {
bus_map[attempt] = buses[p_bus];
unlock();
- emit_signal("bus_layout_changed");
+ emit_signal(SNAME("bus_layout_changed"));
}
String AudioServer::get_bus_name(int p_bus) const {
@@ -785,7 +983,7 @@ void AudioServer::_update_bus_effects(int p_bus) {
for (int i = 0; i < buses[p_bus]->channels.size(); i++) {
buses.write[p_bus]->channels.write[i].effect_instances.resize(buses[p_bus]->effects.size());
for (int j = 0; j < buses[p_bus]->effects.size(); j++) {
- Ref<AudioEffectInstance> fx = buses.write[p_bus]->effects.write[j].effect->instance();
+ Ref<AudioEffectInstance> fx = buses.write[p_bus]->effects.write[j].effect->instantiate();
if (Object::cast_to<AudioEffectCompressorInstance>(*fx)) {
Object::cast_to<AudioEffectCompressorInstance>(*fx)->set_current_channel(i);
}
@@ -804,7 +1002,7 @@ void AudioServer::add_bus_effect(int p_bus, const Ref<AudioEffect> &p_effect, in
Bus::Effect fx;
fx.effect = p_effect;
- //fx.instance=p_effect->instance();
+ //fx.instance=p_effect->instantiate();
fx.enabled = true;
#ifdef DEBUG_ENABLED
fx.prof_time = 0;
@@ -904,17 +1102,233 @@ bool AudioServer::is_bus_channel_active(int p_bus, int p_channel) const {
return buses[p_bus]->channels[p_channel].active;
}
-void AudioServer::set_global_rate_scale(float p_scale) {
- global_rate_scale = p_scale;
+void AudioServer::set_playback_speed_scale(float p_scale) {
+ ERR_FAIL_COND(p_scale <= 0);
+
+ playback_speed_scale = p_scale;
+}
+
+float AudioServer::get_playback_speed_scale() const {
+ return playback_speed_scale;
+}
+
+void AudioServer::start_playback_stream(Ref<AudioStreamPlayback> p_playback, StringName p_bus, Vector<AudioFrame> p_volume_db_vector, float p_start_time) {
+ ERR_FAIL_COND(p_playback.is_null());
+
+ Map<StringName, Vector<AudioFrame>> map;
+ map[p_bus] = p_volume_db_vector;
+
+ start_playback_stream(p_playback, map, p_start_time);
+}
+
+void AudioServer::start_playback_stream(Ref<AudioStreamPlayback> p_playback, Map<StringName, Vector<AudioFrame>> p_bus_volumes, float p_start_time, float p_highshelf_gain, float p_attenuation_cutoff_hz, float p_pitch_scale) {
+ ERR_FAIL_COND(p_playback.is_null());
+
+ AudioStreamPlaybackListNode *playback_node = new AudioStreamPlaybackListNode();
+ playback_node->stream_playback = p_playback;
+ playback_node->stream_playback->start(p_start_time);
+
+ AudioStreamPlaybackBusDetails *new_bus_details = new AudioStreamPlaybackBusDetails();
+ int idx = 0;
+ for (KeyValue<StringName, Vector<AudioFrame>> pair : p_bus_volumes) {
+ ERR_FAIL_COND(pair.value.size() < channel_count);
+ ERR_FAIL_COND(pair.value.size() != MAX_CHANNELS_PER_BUS);
+
+ new_bus_details->bus_active[idx] = true;
+ new_bus_details->bus[idx] = pair.key;
+ for (int channel_idx = 0; channel_idx < MAX_CHANNELS_PER_BUS; channel_idx++) {
+ new_bus_details->volume[idx][channel_idx] = pair.value[channel_idx];
+ }
+ }
+ playback_node->bus_details = new_bus_details;
+ playback_node->prev_bus_details = new AudioStreamPlaybackBusDetails();
+
+ playback_node->pitch_scale.set(p_pitch_scale);
+ playback_node->highshelf_gain.set(p_highshelf_gain);
+ playback_node->attenuation_filter_cutoff_hz.set(p_attenuation_cutoff_hz);
+
+ memset(playback_node->prev_bus_details->volume, 0, sizeof(playback_node->prev_bus_details->volume));
+
+ for (AudioFrame &frame : playback_node->lookahead) {
+ frame = AudioFrame(0, 0);
+ }
+
+ playback_node->state.store(AudioStreamPlaybackListNode::PLAYING);
+
+ playback_list.insert(playback_node);
}
-float AudioServer::get_global_rate_scale() const {
- return global_rate_scale;
+void AudioServer::stop_playback_stream(Ref<AudioStreamPlayback> p_playback) {
+ ERR_FAIL_COND(p_playback.is_null());
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return;
+ }
+
+ AudioStreamPlaybackListNode::PlaybackState new_state, old_state;
+ do {
+ old_state = playback_node->state.load();
+ if (old_state == AudioStreamPlaybackListNode::AWAITING_DELETION) {
+ break; // Don't fade out again.
+ }
+ new_state = AudioStreamPlaybackListNode::FADE_OUT_TO_DELETION;
+
+ } while (!playback_node->state.compare_exchange_strong(old_state, new_state));
+}
+
+void AudioServer::set_playback_bus_exclusive(Ref<AudioStreamPlayback> p_playback, StringName p_bus, Vector<AudioFrame> p_volumes) {
+ ERR_FAIL_COND(p_volumes.size() != MAX_CHANNELS_PER_BUS);
+
+ Map<StringName, Vector<AudioFrame>> map;
+ map[p_bus] = p_volumes;
+
+ set_playback_bus_volumes_linear(p_playback, map);
+}
+
+void AudioServer::set_playback_bus_volumes_linear(Ref<AudioStreamPlayback> p_playback, Map<StringName, Vector<AudioFrame>> p_bus_volumes) {
+ ERR_FAIL_COND(p_bus_volumes.size() > MAX_BUSES_PER_PLAYBACK);
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return;
+ }
+ AudioStreamPlaybackBusDetails *old_bus_details, *new_bus_details = new AudioStreamPlaybackBusDetails();
+
+ int idx = 0;
+ for (KeyValue<StringName, Vector<AudioFrame>> pair : p_bus_volumes) {
+ if (idx >= MAX_BUSES_PER_PLAYBACK) {
+ break;
+ }
+ ERR_FAIL_COND(pair.value.size() < channel_count);
+ ERR_FAIL_COND(pair.value.size() != MAX_CHANNELS_PER_BUS);
+
+ new_bus_details->bus_active[idx] = true;
+ new_bus_details->bus[idx] = pair.key;
+ for (int channel_idx = 0; channel_idx < MAX_CHANNELS_PER_BUS; channel_idx++) {
+ new_bus_details->volume[idx][channel_idx] = pair.value[channel_idx];
+ }
+ idx++;
+ }
+
+ do {
+ old_bus_details = playback_node->bus_details.load();
+ } while (!playback_node->bus_details.compare_exchange_strong(old_bus_details, new_bus_details));
+
+ bus_details_graveyard.insert(old_bus_details);
+}
+
+void AudioServer::set_playback_all_bus_volumes_linear(Ref<AudioStreamPlayback> p_playback, Vector<AudioFrame> p_volumes) {
+ ERR_FAIL_COND(p_playback.is_null());
+ ERR_FAIL_COND(p_volumes.size() != MAX_CHANNELS_PER_BUS);
+
+ Map<StringName, Vector<AudioFrame>> map;
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return;
+ }
+ for (int bus_idx = 0; bus_idx < MAX_BUSES_PER_PLAYBACK; bus_idx++) {
+ if (playback_node->bus_details.load()->bus_active[bus_idx]) {
+ map[playback_node->bus_details.load()->bus[bus_idx]] = p_volumes;
+ }
+ }
+
+ set_playback_bus_volumes_linear(p_playback, map);
+}
+
+void AudioServer::set_playback_pitch_scale(Ref<AudioStreamPlayback> p_playback, float p_pitch_scale) {
+ ERR_FAIL_COND(p_playback.is_null());
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return;
+ }
+
+ playback_node->pitch_scale.set(p_pitch_scale);
+}
+
+void AudioServer::set_playback_paused(Ref<AudioStreamPlayback> p_playback, bool p_paused) {
+ ERR_FAIL_COND(p_playback.is_null());
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return;
+ }
+
+ AudioStreamPlaybackListNode::PlaybackState new_state, old_state;
+ do {
+ old_state = playback_node->state.load();
+ new_state = p_paused ? AudioStreamPlaybackListNode::FADE_OUT_TO_PAUSE : AudioStreamPlaybackListNode::PLAYING;
+ if (!p_paused && old_state == AudioStreamPlaybackListNode::PLAYING) {
+ return; // No-op.
+ }
+ if (p_paused && (old_state == AudioStreamPlaybackListNode::PAUSED || old_state == AudioStreamPlaybackListNode::FADE_OUT_TO_PAUSE)) {
+ return; // No-op.
+ }
+
+ } while (!playback_node->state.compare_exchange_strong(old_state, new_state));
+}
+
+void AudioServer::set_playback_highshelf_params(Ref<AudioStreamPlayback> p_playback, float p_gain, float p_attenuation_cutoff_hz) {
+ ERR_FAIL_COND(p_playback.is_null());
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return;
+ }
+
+ playback_node->attenuation_filter_cutoff_hz.set(p_attenuation_cutoff_hz);
+ playback_node->highshelf_gain.set(p_gain);
+}
+
+bool AudioServer::is_playback_active(Ref<AudioStreamPlayback> p_playback) {
+ ERR_FAIL_COND_V(p_playback.is_null(), false);
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return false;
+ }
+
+ return playback_node->state.load() == AudioStreamPlaybackListNode::PLAYING;
+}
+
+float AudioServer::get_playback_position(Ref<AudioStreamPlayback> p_playback) {
+ ERR_FAIL_COND_V(p_playback.is_null(), 0);
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return 0;
+ }
+
+ return playback_node->stream_playback->get_playback_position();
+}
+
+bool AudioServer::is_playback_paused(Ref<AudioStreamPlayback> p_playback) {
+ ERR_FAIL_COND_V(p_playback.is_null(), false);
+
+ AudioStreamPlaybackListNode *playback_node = _find_playback_list_node(p_playback);
+ if (!playback_node) {
+ return false;
+ }
+
+ return playback_node->state.load() == AudioStreamPlaybackListNode::PAUSED || playback_node->state.load() == AudioStreamPlaybackListNode::FADE_OUT_TO_PAUSE;
+}
+
+uint64_t AudioServer::get_mix_count() const {
+ return mix_count;
+}
+
+void AudioServer::notify_listener_changed() {
+ for (CallbackItem *ci : listener_changed_callback_list) {
+ ci->callback(ci->userdata);
+ }
}
void AudioServer::init_channels_and_buffers() {
channel_count = get_channel_count();
temp_buffer.resize(channel_count);
+ mix_buffer.resize(buffer_size + LOOKAHEAD_BUFFER_SIZE);
for (int i = 0; i < temp_buffer.size(); i++) {
temp_buffer.write[i].resize(buffer_size);
@@ -929,10 +1343,10 @@ void AudioServer::init_channels_and_buffers() {
}
void AudioServer::init() {
- channel_disable_threshold_db = GLOBAL_DEF_RST("audio/channel_disable_threshold_db", -60.0);
- channel_disable_frames = float(GLOBAL_DEF_RST("audio/channel_disable_time", 2.0)) * get_mix_rate();
- ProjectSettings::get_singleton()->set_custom_property_info("audio/channel_disable_time", PropertyInfo(Variant::FLOAT, "audio/channel_disable_time", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
- buffer_size = 1024; //hardcoded for now
+ channel_disable_threshold_db = GLOBAL_DEF_RST("audio/buses/channel_disable_threshold_db", -60.0);
+ channel_disable_frames = float(GLOBAL_DEF_RST("audio/buses/channel_disable_time", 2.0)) * get_mix_rate();
+ ProjectSettings::get_singleton()->set_custom_property_info("audio/buses/channel_disable_time", PropertyInfo(Variant::FLOAT, "audio/buses/channel_disable_time", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
+ buffer_size = 512; //hardcoded for now
init_channels_and_buffers();
@@ -948,7 +1362,7 @@ void AudioServer::init() {
set_edited(false); //avoid editors from thinking this was edited
#endif
- GLOBAL_DEF_RST("audio/video_delay_compensation_ms", 0);
+ GLOBAL_DEF_RST("audio/video/video_delay_compensation_ms", 0);
}
void AudioServer::update() {
@@ -1019,13 +1433,26 @@ void AudioServer::update() {
prof_time = 0;
#endif
- for (Set<CallbackItem>::Element *E = update_callbacks.front(); E; E = E->next()) {
- E->get().callback(E->get().userdata);
+ for (CallbackItem *ci : update_callback_list) {
+ ci->callback(ci->userdata);
+ }
+ mix_callback_list.maybe_cleanup();
+ update_callback_list.maybe_cleanup();
+ listener_changed_callback_list.maybe_cleanup();
+ playback_list.maybe_cleanup();
+ for (AudioStreamPlaybackBusDetails *bus_details : bus_details_graveyard_frame_old) {
+ bus_details_graveyard_frame_old.erase(bus_details, [](AudioStreamPlaybackBusDetails *d) { delete d; });
}
+ for (AudioStreamPlaybackBusDetails *bus_details : bus_details_graveyard) {
+ bus_details_graveyard_frame_old.insert(bus_details);
+ bus_details_graveyard.erase(bus_details);
+ }
+ bus_details_graveyard.maybe_cleanup();
+ bus_details_graveyard_frame_old.maybe_cleanup();
}
void AudioServer::load_default_bus_layout() {
- String layout_path = ProjectSettings::get_singleton()->get("audio/default_bus_layout");
+ String layout_path = ProjectSettings::get_singleton()->get("audio/buses/default_bus_layout");
if (ResourceLoader::exists(layout_path)) {
Ref<AudioBusLayout> default_layout = ResourceLoader::load(layout_path);
@@ -1087,40 +1514,49 @@ double AudioServer::get_time_since_last_mix() const {
AudioServer *AudioServer::singleton = nullptr;
-void AudioServer::add_callback(AudioCallback p_callback, void *p_userdata) {
- lock();
- CallbackItem ci;
- ci.callback = p_callback;
- ci.userdata = p_userdata;
- callbacks.insert(ci);
- unlock();
+void AudioServer::add_update_callback(AudioCallback p_callback, void *p_userdata) {
+ CallbackItem *ci = new CallbackItem();
+ ci->callback = p_callback;
+ ci->userdata = p_userdata;
+ update_callback_list.insert(ci);
}
-void AudioServer::remove_callback(AudioCallback p_callback, void *p_userdata) {
- lock();
- CallbackItem ci;
- ci.callback = p_callback;
- ci.userdata = p_userdata;
- callbacks.erase(ci);
- unlock();
+void AudioServer::remove_update_callback(AudioCallback p_callback, void *p_userdata) {
+ for (CallbackItem *ci : update_callback_list) {
+ if (ci->callback == p_callback && ci->userdata == p_userdata) {
+ update_callback_list.erase(ci, [](CallbackItem *c) { delete c; });
+ }
+ }
}
-void AudioServer::add_update_callback(AudioCallback p_callback, void *p_userdata) {
- lock();
- CallbackItem ci;
- ci.callback = p_callback;
- ci.userdata = p_userdata;
- update_callbacks.insert(ci);
- unlock();
+void AudioServer::add_mix_callback(AudioCallback p_callback, void *p_userdata) {
+ CallbackItem *ci = new CallbackItem();
+ ci->callback = p_callback;
+ ci->userdata = p_userdata;
+ mix_callback_list.insert(ci);
}
-void AudioServer::remove_update_callback(AudioCallback p_callback, void *p_userdata) {
- lock();
- CallbackItem ci;
- ci.callback = p_callback;
- ci.userdata = p_userdata;
- update_callbacks.erase(ci);
- unlock();
+void AudioServer::remove_mix_callback(AudioCallback p_callback, void *p_userdata) {
+ for (CallbackItem *ci : mix_callback_list) {
+ if (ci->callback == p_callback && ci->userdata == p_userdata) {
+ mix_callback_list.erase(ci, [](CallbackItem *c) { delete c; });
+ }
+ }
+}
+
+void AudioServer::add_listener_changed_callback(AudioCallback p_callback, void *p_userdata) {
+ CallbackItem *ci = new CallbackItem();
+ ci->callback = p_callback;
+ ci->userdata = p_userdata;
+ listener_changed_callback_list.insert(ci);
+}
+
+void AudioServer::remove_listener_changed_callback(AudioCallback p_callback, void *p_userdata) {
+ for (CallbackItem *ci : listener_changed_callback_list) {
+ if (ci->callback == p_callback && ci->userdata == p_userdata) {
+ listener_changed_callback_list.erase(ci, [](CallbackItem *c) { delete c; });
+ }
+ }
}
void AudioServer::set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout) {
@@ -1153,6 +1589,9 @@ 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);
}
}
@@ -1174,7 +1613,7 @@ void AudioServer::set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout) {
Ref<AudioBusLayout> AudioServer::generate_bus_layout() const {
Ref<AudioBusLayout> state;
- state.instance();
+ state.instantiate();
state->buses.resize(buses.size());
@@ -1263,8 +1702,8 @@ void AudioServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bus_peak_volume_left_db", "bus_idx", "channel"), &AudioServer::get_bus_peak_volume_left_db);
ClassDB::bind_method(D_METHOD("get_bus_peak_volume_right_db", "bus_idx", "channel"), &AudioServer::get_bus_peak_volume_right_db);
- ClassDB::bind_method(D_METHOD("set_global_rate_scale", "scale"), &AudioServer::set_global_rate_scale);
- ClassDB::bind_method(D_METHOD("get_global_rate_scale"), &AudioServer::get_global_rate_scale);
+ ClassDB::bind_method(D_METHOD("set_playback_speed_scale", "scale"), &AudioServer::set_playback_speed_scale);
+ ClassDB::bind_method(D_METHOD("get_playback_speed_scale"), &AudioServer::get_playback_speed_scale);
ClassDB::bind_method(D_METHOD("lock"), &AudioServer::lock);
ClassDB::bind_method(D_METHOD("unlock"), &AudioServer::unlock);
@@ -1288,7 +1727,7 @@ void AudioServer::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "bus_count"), "set_bus_count", "get_bus_count");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "device"), "set_device", "get_device");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "global_rate_scale"), "set_global_rate_scale", "get_global_rate_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "playback_speed_scale"), "set_playback_speed_scale", "get_playback_speed_scale");
ADD_SIGNAL(MethodInfo("bus_layout_changed"));
@@ -1308,7 +1747,7 @@ AudioServer::AudioServer() {
#endif
mix_time = 0;
mix_size = 0;
- global_rate_scale = 1;
+ playback_speed_scale = 1;
}
AudioServer::~AudioServer() {
diff --git a/servers/audio_server.h b/servers/audio_server.h
index 80e244aacd..a60d4ae4c4 100644
--- a/servers/audio_server.h
+++ b/servers/audio_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,14 +32,19 @@
#define AUDIO_SERVER_H
#include "core/math/audio_frame.h"
-#include "core/object.h"
+#include "core/object/class_db.h"
#include "core/os/os.h"
-#include "core/variant.h"
+#include "core/templates/safe_list.h"
+#include "core/variant/variant.h"
#include "servers/audio/audio_effect.h"
+#include "servers/audio/audio_filter_sw.h"
+
+#include <atomic>
class AudioDriverDummy;
class AudioStream;
class AudioStreamSample;
+class AudioStreamPlayback;
class AudioDriver {
static AudioDriver *singleton;
@@ -70,8 +75,8 @@ protected:
#endif
public:
- double get_time_since_last_mix() const; //useful for video -> audio sync
- double get_time_to_next_mix() const;
+ double get_time_since_last_mix(); //useful for video -> audio sync
+ double get_time_to_next_mix();
enum SpeakerMode {
SPEAKER_MODE_STEREO,
@@ -122,7 +127,6 @@ public:
class AudioDriverManager {
enum {
-
MAX_DRIVERS = 10
};
@@ -156,7 +160,10 @@ public:
};
enum {
- AUDIO_DATA_INVALID_ID = -1
+ AUDIO_DATA_INVALID_ID = -1,
+ MAX_CHANNELS_PER_BUS = 4,
+ MAX_BUSES_PER_PLAYBACK = 6,
+ LOOKAHEAD_BUFFER_SIZE = 64,
};
typedef void (*AudioCallback)(void *p_userdata);
@@ -178,7 +185,7 @@ private:
int channel_count;
int to_mix;
- float global_rate_scale;
+ float playback_speed_scale;
struct Bus {
StringName name;
@@ -200,7 +207,7 @@ private:
last_mix_with_audio = 0;
used = false;
active = false;
- peak_volume = AudioFrame(0, 0);
+ peak_volume = AudioFrame(AUDIO_MIN_PEAK_DB, AUDIO_MIN_PEAK_DB);
}
};
@@ -220,7 +227,46 @@ private:
int index_cache;
};
+ struct AudioStreamPlaybackBusDetails {
+ bool bus_active[MAX_BUSES_PER_PLAYBACK] = { false, false, false, false, false, false };
+ StringName bus[MAX_BUSES_PER_PLAYBACK];
+ AudioFrame volume[MAX_BUSES_PER_PLAYBACK][MAX_CHANNELS_PER_BUS];
+ };
+
+ struct AudioStreamPlaybackListNode {
+ enum PlaybackState {
+ PAUSED = 0, // Paused. Keep this stream playback around though so it can be restarted.
+ PLAYING = 1, // Playing. Fading may still be necessary if volume changes!
+ FADE_OUT_TO_PAUSE = 2, // About to pause.
+ FADE_OUT_TO_DELETION = 3, // About to stop.
+ AWAITING_DELETION = 4,
+ };
+ // If zero or positive, a place in the stream to seek to during the next mix.
+ SafeNumeric<float> setseek;
+ SafeNumeric<float> pitch_scale;
+ SafeNumeric<float> highshelf_gain;
+ SafeNumeric<float> attenuation_filter_cutoff_hz; // This isn't used unless highshelf_gain is nonzero.
+ AudioFilterSW::Processor filter_process[8];
+ // Updating this ref after the list node is created breaks consistency guarantees, don't do it!
+ Ref<AudioStreamPlayback> stream_playback;
+ // Playback state determines the fate of a particular AudioStreamListNode during the mix step. Must be atomically replaced.
+ std::atomic<PlaybackState> state = AWAITING_DELETION;
+ // This data should only ever be modified by an atomic replacement of the pointer.
+ std::atomic<AudioStreamPlaybackBusDetails *> bus_details = nullptr;
+ // Previous bus details should only be accessed on the audio thread.
+ AudioStreamPlaybackBusDetails *prev_bus_details = nullptr;
+ // The next few samples are stored here so we have some time to fade audio out if it ends abruptly at the beginning of the next mix.
+ AudioFrame lookahead[LOOKAHEAD_BUFFER_SIZE];
+ };
+
+ SafeList<AudioStreamPlaybackListNode *> playback_list;
+ SafeList<AudioStreamPlaybackBusDetails *> bus_details_graveyard;
+
+ // TODO document if this is necessary.
+ SafeList<AudioStreamPlaybackBusDetails *> bus_details_graveyard_frame_old;
+
Vector<Vector<AudioFrame>> temp_buffer; //temp_buffer for each level
+ Vector<AudioFrame> mix_buffer;
Vector<Bus *> buses;
Map<StringName, Bus *> bus_map;
@@ -231,18 +277,19 @@ private:
void init_channels_and_buffers();
void _mix_step();
+ void _mix_step_for_channel(AudioFrame *p_out_buf, AudioFrame *p_source_buf, AudioFrame p_vol_start, AudioFrame p_vol_final, float p_attenuation_filter_cutoff_hz, float p_highshelf_gain, AudioFilterSW::Processor *p_processor_l, AudioFilterSW::Processor *p_processor_r);
+
+ // Should only be called on the main thread.
+ AudioStreamPlaybackListNode *_find_playback_list_node(Ref<AudioStreamPlayback> p_playback);
struct CallbackItem {
AudioCallback callback;
void *userdata;
-
- bool operator<(const CallbackItem &p_item) const {
- return (callback == p_item.callback ? userdata < p_item.userdata : callback < p_item.callback);
- }
};
- Set<CallbackItem> callbacks;
- Set<CallbackItem> update_callbacks;
+ SafeList<CallbackItem *> update_callback_list;
+ SafeList<CallbackItem *> mix_callback_list;
+ SafeList<CallbackItem *> listener_changed_callback_list;
friend class AudioDriver;
void _driver_process(int p_frames, int32_t *p_buffer);
@@ -317,8 +364,29 @@ public:
bool is_bus_channel_active(int p_bus, int p_channel) const;
- void set_global_rate_scale(float p_scale);
- float get_global_rate_scale() const;
+ void set_playback_speed_scale(float p_scale);
+ float get_playback_speed_scale() const;
+
+ // Convenience method.
+ void start_playback_stream(Ref<AudioStreamPlayback> p_playback, StringName p_bus, Vector<AudioFrame> p_volume_db_vector, float p_start_time = 0);
+ // Expose all parameters.
+ void start_playback_stream(Ref<AudioStreamPlayback> p_playback, Map<StringName, Vector<AudioFrame>> p_bus_volumes, float p_start_time = 0, float p_highshelf_gain = 0, float p_attenuation_cutoff_hz = 0, float p_pitch_scale = 1);
+ void stop_playback_stream(Ref<AudioStreamPlayback> p_playback);
+
+ void set_playback_bus_exclusive(Ref<AudioStreamPlayback> p_playback, StringName p_bus, Vector<AudioFrame> p_volumes);
+ void set_playback_bus_volumes_linear(Ref<AudioStreamPlayback> p_playback, Map<StringName, Vector<AudioFrame>> p_bus_volumes);
+ void set_playback_all_bus_volumes_linear(Ref<AudioStreamPlayback> p_playback, Vector<AudioFrame> p_volumes);
+ void set_playback_pitch_scale(Ref<AudioStreamPlayback> p_playback, float p_pitch_scale);
+ void set_playback_paused(Ref<AudioStreamPlayback> p_playback, bool p_paused);
+ void set_playback_highshelf_params(Ref<AudioStreamPlayback> p_playback, float p_gain, float p_attenuation_cutoff_hz);
+
+ bool is_playback_active(Ref<AudioStreamPlayback> p_playback);
+ float get_playback_position(Ref<AudioStreamPlayback> p_playback);
+ bool is_playback_paused(Ref<AudioStreamPlayback> p_playback);
+
+ uint64_t get_mix_count() const;
+
+ void notify_listener_changed();
virtual void init();
virtual void finish();
@@ -341,12 +409,15 @@ public:
virtual double get_time_to_next_mix() const;
virtual double get_time_since_last_mix() const;
- void add_callback(AudioCallback p_callback, void *p_userdata);
- void remove_callback(AudioCallback p_callback, void *p_userdata);
+ void add_listener_changed_callback(AudioCallback p_callback, void *p_userdata);
+ void remove_listener_changed_callback(AudioCallback p_callback, void *p_userdata);
void add_update_callback(AudioCallback p_callback, void *p_userdata);
void remove_update_callback(AudioCallback p_callback, void *p_userdata);
+ void add_mix_callback(AudioCallback p_callback, void *p_userdata);
+ void remove_mix_callback(AudioCallback p_callback, void *p_userdata);
+
void set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout);
Ref<AudioBusLayout> generate_bus_layout() const;
diff --git a/servers/camera/SCsub b/servers/camera/SCsub
index c949f3bb25..86681f9c74 100644
--- a/servers/camera/SCsub
+++ b/servers/camera/SCsub
@@ -3,5 +3,3 @@
Import("env")
env.add_source_files(env.servers_sources, "*.cpp")
-
-Export("env")
diff --git a/servers/camera/camera_feed.cpp b/servers/camera/camera_feed.cpp
index 41f44abae8..9f8e8a8106 100644
--- a/servers/camera/camera_feed.cpp
+++ b/servers/camera/camera_feed.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,18 +33,17 @@
#include "servers/rendering_server.h"
void CameraFeed::_bind_methods() {
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
// The setters prefixed with _ are only exposed so we can have feeds through GDNative!
// They should not be called by the end user.
ClassDB::bind_method(D_METHOD("get_id"), &CameraFeed::get_id);
- ClassDB::bind_method(D_METHOD("get_name"), &CameraFeed::get_name);
- ClassDB::bind_method(D_METHOD("_set_name", "name"), &CameraFeed::set_name);
ClassDB::bind_method(D_METHOD("is_active"), &CameraFeed::is_active);
ClassDB::bind_method(D_METHOD("set_active", "active"), &CameraFeed::set_active);
+ ClassDB::bind_method(D_METHOD("get_name"), &CameraFeed::get_name);
+ ClassDB::bind_method(D_METHOD("_set_name", "name"), &CameraFeed::set_name);
+
ClassDB::bind_method(D_METHOD("get_position"), &CameraFeed::get_position);
ClassDB::bind_method(D_METHOD("_set_position", "position"), &CameraFeed::set_position);
@@ -54,7 +53,8 @@ void CameraFeed::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_RGB_img", "rgb_img"), &CameraFeed::set_RGB_img);
ClassDB::bind_method(D_METHOD("_set_YCbCr_img", "ycbcr_img"), &CameraFeed::set_YCbCr_img);
- ClassDB::bind_method(D_METHOD("_allocate_texture", "width", "height", "format", "texture_type", "data_type"), &CameraFeed::allocate_texture);
+
+ ClassDB::bind_method(D_METHOD("get_datatype"), &CameraFeed::get_datatype);
ADD_GROUP("Feed", "feed_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "feed_is_active"), "set_active", "is_active");
@@ -68,7 +68,6 @@ void CameraFeed::_bind_methods() {
BIND_ENUM_CONSTANT(FEED_UNSPECIFIED);
BIND_ENUM_CONSTANT(FEED_FRONT);
BIND_ENUM_CONSTANT(FEED_BACK);
-#endif
}
int CameraFeed::get_id() const {
@@ -139,19 +138,15 @@ RID CameraFeed::get_texture(CameraServer::FeedImage p_which) {
CameraFeed::CameraFeed() {
// initialize our feed
id = CameraServer::get_singleton()->get_free_id();
+ base_width = 0;
+ base_height = 0;
name = "???";
active = false;
datatype = CameraFeed::FEED_RGB;
position = CameraFeed::FEED_UNSPECIFIED;
transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
-
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- // create a texture object
- RenderingServer *vs = RenderingServer::get_singleton();
- texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
- texture[CameraServer::FEED_CBCR_IMAGE] = vs->texture_create();
-#endif
+ texture[CameraServer::FEED_Y_IMAGE] = RenderingServer::get_singleton()->texture_2d_placeholder_create();
+ texture[CameraServer::FEED_CBCR_IMAGE] = RenderingServer::get_singleton()->texture_2d_placeholder_create();
}
CameraFeed::CameraFeed(String p_name, FeedPosition p_position) {
@@ -164,32 +159,19 @@ CameraFeed::CameraFeed(String p_name, FeedPosition p_position) {
datatype = CameraFeed::FEED_NOIMAGE;
position = p_position;
transform = Transform2D(1.0, 0.0, 0.0, -1.0, 0.0, 1.0);
-
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- // create a texture object
- RenderingServer *vs = RenderingServer::get_singleton();
- texture[CameraServer::FEED_Y_IMAGE] = vs->texture_create(); // also used for RGBA
- texture[CameraServer::FEED_CBCR_IMAGE] = vs->texture_create();
-#endif
+ texture[CameraServer::FEED_Y_IMAGE] = RenderingServer::get_singleton()->texture_2d_placeholder_create();
+ texture[CameraServer::FEED_CBCR_IMAGE] = RenderingServer::get_singleton()->texture_2d_placeholder_create();
}
CameraFeed::~CameraFeed() {
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
// Free our textures
- RenderingServer *vs = RenderingServer::get_singleton();
- vs->free(texture[CameraServer::FEED_Y_IMAGE]);
- vs->free(texture[CameraServer::FEED_CBCR_IMAGE]);
-#endif
+ RenderingServer::get_singleton()->free(texture[CameraServer::FEED_Y_IMAGE]);
+ RenderingServer::get_singleton()->free(texture[CameraServer::FEED_CBCR_IMAGE]);
}
-void CameraFeed::set_RGB_img(Ref<Image> p_rgb_img) {
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
+void CameraFeed::set_RGB_img(const Ref<Image> &p_rgb_img) {
+ ERR_FAIL_COND(p_rgb_img.is_null());
if (active) {
- RenderingServer *vs = RenderingServer::get_singleton();
-
int new_width = p_rgb_img->get_width();
int new_height = p_rgb_img->get_height();
@@ -198,21 +180,19 @@ void CameraFeed::set_RGB_img(Ref<Image> p_rgb_img) {
base_width = new_width;
base_height = new_height;
- vs->texture_allocate(texture[CameraServer::FEED_RGBA_IMAGE], new_width, new_height, 0, Image::FORMAT_RGB8, RS::TEXTURE_TYPE_2D, RS::TEXTURE_FLAGS_DEFAULT);
+ RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_rgb_img);
+ RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_RGBA_IMAGE], new_texture);
+ } else {
+ RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_RGBA_IMAGE], p_rgb_img);
}
- vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_rgb_img);
datatype = CameraFeed::FEED_RGB;
}
-#endif
}
-void CameraFeed::set_YCbCr_img(Ref<Image> p_ycbcr_img) {
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
+void CameraFeed::set_YCbCr_img(const Ref<Image> &p_ycbcr_img) {
+ ERR_FAIL_COND(p_ycbcr_img.is_null());
if (active) {
- RenderingServer *vs = RenderingServer::get_singleton();
-
int new_width = p_ycbcr_img->get_width();
int new_height = p_ycbcr_img->get_height();
@@ -221,64 +201,47 @@ void CameraFeed::set_YCbCr_img(Ref<Image> p_ycbcr_img) {
base_width = new_width;
base_height = new_height;
- vs->texture_allocate(texture[CameraServer::FEED_RGBA_IMAGE], new_width, new_height, 0, Image::FORMAT_RGB8, RS::TEXTURE_TYPE_2D, RS::TEXTURE_FLAGS_DEFAULT);
+ RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_ycbcr_img);
+ RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_RGBA_IMAGE], new_texture);
+ } else {
+ RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_RGBA_IMAGE], p_ycbcr_img);
}
- vs->texture_set_data(texture[CameraServer::FEED_RGBA_IMAGE], p_ycbcr_img);
datatype = CameraFeed::FEED_YCBCR;
}
-#endif
}
-void CameraFeed::set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img) {
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
+void CameraFeed::set_YCbCr_imgs(const Ref<Image> &p_y_img, const Ref<Image> &p_cbcr_img) {
+ ERR_FAIL_COND(p_y_img.is_null());
+ ERR_FAIL_COND(p_cbcr_img.is_null());
if (active) {
- RenderingServer *vs = RenderingServer::get_singleton();
-
///@TODO investigate whether we can use thirdparty/misc/yuv2rgb.h here to convert our YUV data to RGB, our shader approach is potentially faster though..
// Wondering about including that into multiple projects, may cause issues.
// That said, if we convert to RGB, we could enable using texture resources again...
int new_y_width = p_y_img->get_width();
int new_y_height = p_y_img->get_height();
- int new_cbcr_width = p_cbcr_img->get_width();
- int new_cbcr_height = p_cbcr_img->get_height();
if ((base_width != new_y_width) || (base_height != new_y_height)) {
// We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
base_width = new_y_width;
base_height = new_y_height;
-
- vs->texture_allocate(texture[CameraServer::FEED_Y_IMAGE], new_y_width, new_y_height, 0, Image::FORMAT_R8, RS::TEXTURE_TYPE_2D, RS::TEXTURE_FLAG_USED_FOR_STREAMING);
-
- ///@TODO GLES2 doesn't support FORMAT_RG8, need to do some form of conversion
- vs->texture_allocate(texture[CameraServer::FEED_CBCR_IMAGE], new_cbcr_width, new_cbcr_height, 0, Image::FORMAT_RG8, RS::TEXTURE_TYPE_2D, RS::TEXTURE_FLAG_USED_FOR_STREAMING);
+ {
+ RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_y_img);
+ RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_Y_IMAGE], new_texture);
+ }
+ {
+ RID new_texture = RenderingServer::get_singleton()->texture_2d_create(p_cbcr_img);
+ RenderingServer::get_singleton()->texture_replace(texture[CameraServer::FEED_CBCR_IMAGE], new_texture);
+ }
+ } else {
+ RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_Y_IMAGE], p_y_img);
+ RenderingServer::get_singleton()->texture_2d_update(texture[CameraServer::FEED_CBCR_IMAGE], p_cbcr_img);
}
- vs->texture_set_data(texture[CameraServer::FEED_Y_IMAGE], p_y_img);
- vs->texture_set_data(texture[CameraServer::FEED_CBCR_IMAGE], p_cbcr_img);
datatype = CameraFeed::FEED_YCBCR_SEP;
}
-#endif
-}
-
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
-void CameraFeed::allocate_texture(int p_width, int p_height, Image::Format p_format, RenderingServer::TextureType p_texture_type, FeedDataType p_data_type) {
- RenderingServer *vs = RenderingServer::get_singleton();
-
- if ((base_width != p_width) || (base_height != p_height)) {
- // We're assuming here that our camera image doesn't change around formats etc, allocate the whole lot...
- base_width = p_width;
- base_height = p_height;
-
- vs->texture_allocate(texture[0], p_width, p_height, 0, p_format, p_texture_type, RS::TEXTURE_FLAGS_DEFAULT);
- }
-
- datatype = p_data_type;
}
-#endif
bool CameraFeed::activate_feed() {
// nothing to do here
diff --git a/servers/camera/camera_feed.h b/servers/camera/camera_feed.h
index 52a737cd8d..1f80d15e30 100644
--- a/servers/camera/camera_feed.h
+++ b/servers/camera/camera_feed.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#ifndef CAMERA_FEED_H
#define CAMERA_FEED_H
-#include "core/image.h"
+#include "core/io/image.h"
#include "core/math/transform_2d.h"
#include "servers/camera_server.h"
#include "servers/rendering_server.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 {
@@ -100,13 +100,9 @@ public:
virtual ~CameraFeed();
FeedDataType get_datatype() const;
- void set_RGB_img(Ref<Image> p_rgb_img);
- void set_YCbCr_img(Ref<Image> p_ycbcr_img);
- void set_YCbCr_imgs(Ref<Image> p_y_img, Ref<Image> p_cbcr_img);
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- void allocate_texture(int p_width, int p_height, Image::Format p_format, RenderingServer::TextureType p_texture_type, FeedDataType p_data_type);
-#endif
+ void set_RGB_img(const Ref<Image> &p_rgb_img);
+ void set_YCbCr_img(const Ref<Image> &p_ycbcr_img);
+ void set_YCbCr_imgs(const Ref<Image> &p_y_img, const Ref<Image> &p_cbcr_img);
virtual bool activate_feed();
virtual void deactivate_feed();
diff --git a/servers/camera_server.cpp b/servers/camera_server.cpp
index 3caea6b7c3..6f506d0f7a 100644
--- a/servers/camera_server.cpp
+++ b/servers/camera_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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);
@@ -108,7 +110,7 @@ void CameraServer::add_feed(const Ref<CameraFeed> &p_feed) {
#endif
// let whomever is interested know
- emit_signal("camera_feed_added", p_feed->get_id());
+ emit_signal(SNAME("camera_feed_added"), p_feed->get_id());
};
void CameraServer::remove_feed(const Ref<CameraFeed> &p_feed) {
@@ -125,7 +127,7 @@ void CameraServer::remove_feed(const Ref<CameraFeed> &p_feed) {
feeds.remove(i);
// let whomever is interested know
- emit_signal("camera_feed_removed", feed_id);
+ emit_signal(SNAME("camera_feed_removed"), feed_id);
return;
};
};
diff --git a/servers/camera_server.h b/servers/camera_server.h
index b268553fe5..7390129df9 100644
--- a/servers/camera_server.h
+++ b/servers/camera_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,11 +31,11 @@
#ifndef CAMERA_SERVER_H
#define CAMERA_SERVER_H
-#include "core/object.h"
+#include "core/object/class_db.h"
+#include "core/object/ref_counted.h"
#include "core/os/thread_safe.h"
-#include "core/reference.h"
-#include "core/rid.h"
-#include "core/variant.h"
+#include "core/templates/rid.h"
+#include "core/variant/variant.h"
/**
@author Bastiaan Olij <mux213@gmail.com>
@@ -95,15 +95,16 @@ public:
int get_feed_index(int p_id);
Ref<CameraFeed> get_feed_by_id(int p_id);
- // add and remove feeds
+ // Add and remove feeds.
void add_feed(const Ref<CameraFeed> &p_feed);
void remove_feed(const Ref<CameraFeed> &p_feed);
- // get our feeds
+ // Get our feeds.
Ref<CameraFeed> get_feed(int p_index);
int get_feed_count();
Array get_feeds();
+ // Intended for use with custom CameraServer implementation.
RID feed_texture(int p_id, FeedImage p_texture);
CameraServer();
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index 356f4b884a..3897e5e7c2 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,16 +31,18 @@
#include "display_server.h"
#include "core/input/input.h"
-#include "core/method_bind_ext.gen.inc"
#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.");
@@ -145,8 +147,8 @@ Point2i DisplayServer::mouse_get_position() const {
ERR_FAIL_V_MSG(Point2i(), "Mouse is not supported by this display server.");
}
-int DisplayServer::mouse_get_button_state() const {
- ERR_FAIL_V_MSG(0, "Mouse is not supported by this display server.");
+MouseButton DisplayServer::mouse_get_button_state() const {
+ ERR_FAIL_V_MSG(MOUSE_BUTTON_NONE, "Mouse is not supported by this display server.");
}
void DisplayServer::clipboard_set(const String &p_text) {
@@ -182,7 +184,7 @@ bool DisplayServer::screen_is_kept_on() const {
return false;
}
-DisplayServer::WindowID DisplayServer::create_sub_window(WindowMode p_mode, uint32_t p_flags, const Rect2i &p_rect) {
+DisplayServer::WindowID DisplayServer::create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect) {
ERR_FAIL_V_MSG(INVALID_WINDOW_ID, "Sub-windows not supported by this display server.");
}
@@ -254,27 +256,6 @@ 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;
@@ -304,6 +285,10 @@ String DisplayServer::keyboard_get_layout_name(int p_index) const {
return "Not supported";
}
+Key DisplayServer::keyboard_get_keycode_from_physical(Key p_keycode) const {
+ ERR_FAIL_V_MSG(p_keycode, "Not supported by this display server.");
+}
+
void DisplayServer::force_process_and_drop_events() {
}
@@ -327,29 +312,13 @@ void DisplayServer::set_icon(const Ref<Image> &p_icon) {
WARN_PRINT("Icon not supported by this display server.");
}
-void DisplayServer::_set_use_vsync(bool p_enable) {
- WARN_PRINT("VSync not supported by this display server.");
+void DisplayServer::window_set_vsync_mode(DisplayServer::VSyncMode p_vsync_mode, WindowID p_window) {
+ WARN_PRINT("Changing the VSync mode is not supported by this display server.");
}
-void DisplayServer::vsync_set_enabled(bool p_enable) {
- vsync_enabled = p_enable;
- if (switch_vsync_function) { //if a function was set, use function
- switch_vsync_function(p_enable);
- } else { //otherwise just call here
- _set_use_vsync(p_enable);
- }
-}
-
-bool DisplayServer::vsync_is_enabled() const {
- return vsync_enabled;
-}
-
-void DisplayServer::vsync_set_use_via_compositor(bool p_enable) {
- WARN_PRINT("VSync via compositor not supported by this display server.");
-}
-
-bool DisplayServer::vsync_is_using_via_compositor() const {
- return false;
+DisplayServer::VSyncMode DisplayServer::window_get_vsync_mode(WindowID p_window) const {
+ WARN_PRINT("Changing the VSync mode is not supported by this display server.");
+ return VSyncMode::VSYNC_ENABLED;
}
void DisplayServer::set_context(Context p_context) {
@@ -381,8 +350,6 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("global_menu_remove_item", "menu_root", "idx"), &DisplayServer::global_menu_remove_item);
ClassDB::bind_method(D_METHOD("global_menu_clear", "menu_root"), &DisplayServer::global_menu_clear);
- ClassDB::bind_method(D_METHOD("alert", "text", "title"), &DisplayServer::alert, DEFVAL("Alert!"));
-
ClassDB::bind_method(D_METHOD("mouse_set_mode", "mouse_mode"), &DisplayServer::mouse_set_mode);
ClassDB::bind_method(D_METHOD("mouse_get_mode"), &DisplayServer::mouse_get_mode);
@@ -412,7 +379,7 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_window_list"), &DisplayServer::get_window_list);
ClassDB::bind_method(D_METHOD("get_window_at_screen_position", "position"), &DisplayServer::get_window_at_screen_position);
- ClassDB::bind_method(D_METHOD("create_sub_window", "mode", "flags", "rect"), &DisplayServer::create_sub_window, DEFVAL(Rect2i()));
+ ClassDB::bind_method(D_METHOD("create_sub_window", "mode", "vsync_mode", "flags", "rect"), &DisplayServer::create_sub_window, DEFVAL(Rect2i()));
ClassDB::bind_method(D_METHOD("delete_sub_window", "window_id"), &DisplayServer::delete_sub_window);
ClassDB::bind_method(D_METHOD("window_set_title", "title", "window_id"), &DisplayServer::window_set_title, DEFVAL(MAIN_WINDOW_ID));
@@ -459,6 +426,9 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("window_set_ime_active", "active", "window_id"), &DisplayServer::window_set_ime_active, DEFVAL(MAIN_WINDOW_ID));
ClassDB::bind_method(D_METHOD("window_set_ime_position", "position", "window_id"), &DisplayServer::window_set_ime_position, DEFVAL(MAIN_WINDOW_ID));
+ ClassDB::bind_method(D_METHOD("window_set_vsync_mode", "vsync_mode", "window_id"), &DisplayServer::window_set_vsync_mode, DEFVAL(MAIN_WINDOW_ID));
+ ClassDB::bind_method(D_METHOD("window_get_vsync_mode", "window_id"), &DisplayServer::window_get_vsync_mode, DEFVAL(MAIN_WINDOW_ID));
+
ClassDB::bind_method(D_METHOD("ime_get_selection"), &DisplayServer::ime_get_selection);
ClassDB::bind_method(D_METHOD("ime_get_text"), &DisplayServer::ime_get_text);
@@ -478,12 +448,6 @@ 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"), &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);
@@ -492,19 +456,19 @@ void DisplayServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("keyboard_set_current_layout", "index"), &DisplayServer::keyboard_set_current_layout);
ClassDB::bind_method(D_METHOD("keyboard_get_layout_language", "index"), &DisplayServer::keyboard_get_layout_language);
ClassDB::bind_method(D_METHOD("keyboard_get_layout_name", "index"), &DisplayServer::keyboard_get_layout_name);
+ ClassDB::bind_method(D_METHOD("keyboard_get_keycode_from_physical", "keycode"), &DisplayServer::keyboard_get_keycode_from_physical);
ClassDB::bind_method(D_METHOD("process_events"), &DisplayServer::process_events);
ClassDB::bind_method(D_METHOD("force_process_and_drop_events"), &DisplayServer::force_process_and_drop_events);
- ClassDB::bind_method(D_METHOD("vsync_set_enabled", "enabled"), &DisplayServer::vsync_set_enabled);
- ClassDB::bind_method(D_METHOD("vsync_is_enabled"), &DisplayServer::vsync_is_enabled);
-
- ClassDB::bind_method(D_METHOD("vsync_set_use_via_compositor", "enabled"), &DisplayServer::vsync_set_use_via_compositor);
- ClassDB::bind_method(D_METHOD("vsync_is_using_via_compositor"), &DisplayServer::vsync_is_using_via_compositor);
-
ClassDB::bind_method(D_METHOD("set_native_icon", "filename"), &DisplayServer::set_native_icon);
ClassDB::bind_method(D_METHOD("set_icon", "image"), &DisplayServer::set_icon);
+ ClassDB::bind_method(D_METHOD("tablet_get_driver_count"), &DisplayServer::tablet_get_driver_count);
+ ClassDB::bind_method(D_METHOD("tablet_get_driver_name", "idx"), &DisplayServer::tablet_get_driver_name);
+ ClassDB::bind_method(D_METHOD("tablet_get_current_driver"), &DisplayServer::tablet_get_current_driver);
+ ClassDB::bind_method(D_METHOD("tablet_set_current_driver", "name"), &DisplayServer::tablet_set_current_driver);
+
BIND_ENUM_CONSTANT(FEATURE_GLOBAL_MENU);
BIND_ENUM_CONSTANT(FEATURE_SUBWINDOWS);
BIND_ENUM_CONSTANT(FEATURE_TOUCHSCREEN);
@@ -514,7 +478,6 @@ 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);
@@ -529,6 +492,7 @@ 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);
@@ -580,13 +544,20 @@ void DisplayServer::_bind_methods() {
BIND_ENUM_CONSTANT(WINDOW_EVENT_CLOSE_REQUEST);
BIND_ENUM_CONSTANT(WINDOW_EVENT_GO_BACK_REQUEST);
BIND_ENUM_CONSTANT(WINDOW_EVENT_DPI_CHANGE);
+
+ BIND_ENUM_CONSTANT(VSYNC_DISABLED);
+ BIND_ENUM_CONSTANT(VSYNC_ENABLED);
+ BIND_ENUM_CONSTANT(VSYNC_ADAPTIVE);
+ BIND_ENUM_CONSTANT(VSYNC_MAILBOX);
}
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++;
}
@@ -604,9 +575,9 @@ Vector<String> DisplayServer::get_create_function_rendering_drivers(int p_index)
return server_create_functions[p_index].get_rendering_drivers_function();
}
-DisplayServer *DisplayServer::create(int p_index, const String &p_rendering_driver, WindowMode p_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
+DisplayServer *DisplayServer::create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error) {
ERR_FAIL_INDEX_V(p_index, server_create_count, nullptr);
- return server_create_functions[p_index].create_function(p_rendering_driver, p_mode, p_flags, p_resolution, r_error);
+ return server_create_functions[p_index].create_function(p_rendering_driver, p_mode, p_vsync_mode, p_flags, p_resolution, r_error);
}
void DisplayServer::_input_set_mouse_mode(Input::MouseMode p_mode) {
@@ -639,4 +610,5 @@ DisplayServer::DisplayServer() {
}
DisplayServer::~DisplayServer() {
+ singleton = nullptr;
}
diff --git a/servers/display_server.h b/servers/display_server.h
index 3ee0da709b..f411a72aa3 100644
--- a/servers/display_server.h
+++ b/servers/display_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,10 +31,10 @@
#ifndef DISPLAY_SERVER_H
#define DISPLAY_SERVER_H
-#include "core/callable.h"
#include "core/input/input.h"
+#include "core/io/resource.h"
#include "core/os/os.h"
-#include "core/resource.h"
+#include "core/variant/callable.h"
class Texture2D;
@@ -42,7 +42,6 @@ class DisplayServer : public Object {
GDCLASS(DisplayServer, Object)
static DisplayServer *singleton;
- bool vsync_enabled = true;
static bool hidpi_allowed;
public:
@@ -57,7 +56,16 @@ public:
WINDOW_MODE_FULLSCREEN
};
- typedef DisplayServer *(*CreateFunction)(const String &, WindowMode, uint32_t, const Size2i &, Error &r_error);
+ // Keep the VSyncMode enum values in sync with the `display/window/vsync/vsync_mode`
+ // project setting hint.
+ enum VSyncMode {
+ VSYNC_DISABLED,
+ VSYNC_ENABLED,
+ VSYNC_ADAPTIVE,
+ VSYNC_MAILBOX
+ };
+
+ typedef DisplayServer *(*CreateFunction)(const String &, WindowMode, VSyncMode, uint32_t, const Size2i &, Error &r_error);
typedef Vector<String> (*GetRenderingDriversFunction)();
private:
@@ -83,8 +91,7 @@ protected:
static DisplayServerCreate server_create_functions[MAX_SERVERS];
static int server_create_count;
- friend class RenderingServerRaster;
- virtual void _set_use_vsync(bool p_enable);
+ friend class RendererViewport;
public:
enum Feature {
@@ -97,7 +104,6 @@ public:
FEATURE_VIRTUAL_KEYBOARD,
FEATURE_CURSOR_SHAPE,
FEATURE_CUSTOM_CURSOR_SHAPE,
- FEATURE_NATIVE_VIDEO,
FEATURE_NATIVE_DIALOG,
FEATURE_CONSOLE_WINDOW,
FEATURE_IME,
@@ -137,13 +143,12 @@ public:
virtual void global_menu_remove_item(const String &p_menu_root, int p_idx);
virtual void global_menu_clear(const String &p_menu_root);
- virtual void alert(const String &p_alert, const String &p_title = "ALERT!") = 0;
-
enum MouseMode {
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);
@@ -152,7 +157,7 @@ public:
virtual void mouse_warp_to_position(const Point2i &p_to);
virtual Point2i mouse_get_position() const;
virtual Point2i mouse_get_absolute_position() const;
- virtual int mouse_get_button_state() const;
+ virtual MouseButton mouse_get_button_state() const;
virtual void clipboard_set(const String &p_text);
virtual String clipboard_get() const;
@@ -176,8 +181,10 @@ public:
return scale;
}
virtual bool screen_is_touchscreen(int p_screen = SCREEN_OF_MAIN_WINDOW) const;
- enum ScreenOrientation {
+ // Keep the ScreenOrientation enum values in sync with the `display/window/handheld/orientation`
+ // project setting hint.
+ enum ScreenOrientation {
SCREEN_LANDSCAPE,
SCREEN_PORTRAIT,
SCREEN_REVERSE_LANDSCAPE,
@@ -219,7 +226,7 @@ public:
WINDOW_FLAG_NO_FOCUS_BIT = (1 << WINDOW_FLAG_NO_FOCUS)
};
- virtual WindowID create_sub_window(WindowMode p_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i());
+ virtual WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i());
virtual void show_window(WindowID p_id);
virtual void delete_sub_window(WindowID p_id);
@@ -270,6 +277,9 @@ public:
virtual void window_set_mode(WindowMode p_mode, WindowID p_window = MAIN_WINDOW_ID) = 0;
virtual WindowMode window_get_mode(WindowID p_window = MAIN_WINDOW_ID) const = 0;
+ virtual void window_set_vsync_mode(VSyncMode p_vsync_mode, WindowID p_window = MAIN_WINDOW_ID);
+ virtual VSyncMode window_get_vsync_mode(WindowID p_window) const;
+
virtual bool window_is_maximize_allowed(WindowID p_window = MAIN_WINDOW_ID) const = 0;
virtual void window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window = MAIN_WINDOW_ID) = 0;
@@ -325,13 +335,6 @@ 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);
@@ -340,6 +343,12 @@ public:
virtual void keyboard_set_current_layout(int p_index);
virtual String keyboard_get_layout_language(int p_index) const;
virtual String keyboard_get_layout_name(int p_index) const;
+ virtual Key keyboard_get_keycode_from_physical(Key p_keycode) const;
+
+ virtual int tablet_get_driver_count() const { return 1; };
+ virtual String tablet_get_driver_name(int p_driver) const { return "default"; };
+ virtual String tablet_get_current_driver() const { return "default"; };
+ virtual void tablet_set_current_driver(const String &p_driver){};
virtual void process_events() = 0;
@@ -352,18 +361,6 @@ public:
virtual void set_native_icon(const String &p_filename);
virtual void set_icon(const Ref<Image> &p_icon);
- typedef void (*SwitchVSyncCallbackInThread)(bool);
-
- static SwitchVSyncCallbackInThread switch_vsync_function;
-
- void vsync_set_enabled(bool p_enable);
- bool vsync_is_enabled() const;
-
- virtual void vsync_set_use_via_compositor(bool p_enable);
- virtual bool vsync_is_using_via_compositor() const;
-
- //real, actual overridable function to switch vsync, which needs to be called from graphics thread if needed
-
enum Context {
CONTEXT_EDITOR,
CONTEXT_PROJECTMAN,
@@ -376,7 +373,7 @@ public:
static int get_create_function_count();
static const char *get_create_function_name(int p_index);
static Vector<String> get_create_function_rendering_drivers(int p_index);
- static DisplayServer *create(int p_index, const String &p_rendering_driver, WindowMode p_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error);
+ static DisplayServer *create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i &p_resolution, Error &r_error);
DisplayServer();
~DisplayServer();
@@ -389,5 +386,6 @@ VARIANT_ENUM_CAST(DisplayServer::ScreenOrientation)
VARIANT_ENUM_CAST(DisplayServer::WindowMode)
VARIANT_ENUM_CAST(DisplayServer::WindowFlags)
VARIANT_ENUM_CAST(DisplayServer::CursorShape)
+VARIANT_ENUM_CAST(DisplayServer::VSyncMode)
#endif // DISPLAY_SERVER_H
diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h
new file mode 100644
index 0000000000..d9ee91084f
--- /dev/null
+++ b/servers/display_server_headless.h
@@ -0,0 +1,125 @@
+/*************************************************************************/
+/* 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, DisplayServer::VSyncMode p_vsync_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"; }
+
+ 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 b20f6865cd..85b12f1585 100644
--- a/servers/navigation_server_2d.cpp
+++ b/servers/navigation_server_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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"
/**
@@ -80,6 +80,18 @@ NavigationServer2D *NavigationServer2D::singleton = nullptr;
return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3)); \
}
+#define FORWARD_5_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, T_4, D_4, CONV_0, CONV_1, CONV_2, CONV_3, CONV_4) \
+ NavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3, T_4 D_4) \
+ const { \
+ return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3), CONV_4(D_4))); \
+ }
+
+#define FORWARD_5_C(FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, T_4, D_4, CONV_0, CONV_1, CONV_2, CONV_3, CONV_4) \
+ NavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3, T_4 D_4) \
+ const { \
+ return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3), CONV_4(D_4)); \
+ }
+
static RID rid_to_rid(const RID d) {
return d;
}
@@ -92,6 +104,10 @@ static int int_to_int(const int d) {
return d;
}
+static uint32_t uint32_to_uint32(const uint32_t d) {
+ return d;
+}
+
static real_t real_to_real(const real_t d) {
return d;
}
@@ -113,11 +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());
- return Transform(b, o);
+ b.rotate(Vector3(0, -1, 0), d.get_rotation());
+ b.scale(v2_to_v3(d.get_scale()));
+ return Transform3D(b, o);
}
static Object *obj_to_obj(Object *d) {
@@ -140,6 +157,10 @@ static Ref<NavigationMesh> poly_to_mesh(Ref<NavigationPolygon> d) {
}
}
+void NavigationServer2D::_emit_map_changed(RID p_map) {
+ emit_signal(SNAME("map_changed"), p_map);
+}
+
void NavigationServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("map_create"), &NavigationServer2D::map_create);
ClassDB::bind_method(D_METHOD("map_set_active", "map", "active"), &NavigationServer2D::map_set_active);
@@ -148,14 +169,19 @@ void NavigationServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("map_get_cell_size", "map"), &NavigationServer2D::map_get_cell_size);
ClassDB::bind_method(D_METHOD("map_set_edge_connection_margin", "map", "margin"), &NavigationServer2D::map_set_edge_connection_margin);
ClassDB::bind_method(D_METHOD("map_get_edge_connection_margin", "map"), &NavigationServer2D::map_get_edge_connection_margin);
- ClassDB::bind_method(D_METHOD("map_get_path", "map", "origin", "destination", "optimize"), &NavigationServer2D::map_get_path);
+ ClassDB::bind_method(D_METHOD("map_get_path", "map", "origin", "destination", "optimize", "layers"), &NavigationServer2D::map_get_path, DEFVAL(1));
ClassDB::bind_method(D_METHOD("map_get_closest_point", "map", "to_point"), &NavigationServer2D::map_get_closest_point);
ClassDB::bind_method(D_METHOD("map_get_closest_point_owner", "map", "to_point"), &NavigationServer2D::map_get_closest_point_owner);
ClassDB::bind_method(D_METHOD("region_create"), &NavigationServer2D::region_create);
ClassDB::bind_method(D_METHOD("region_set_map", "region", "map"), &NavigationServer2D::region_set_map);
+ ClassDB::bind_method(D_METHOD("region_set_layers", "region", "layers"), &NavigationServer2D::region_set_layers);
+ ClassDB::bind_method(D_METHOD("region_get_layers", "region"), &NavigationServer2D::region_get_layers);
ClassDB::bind_method(D_METHOD("region_set_transform", "region", "transform"), &NavigationServer2D::region_set_transform);
ClassDB::bind_method(D_METHOD("region_set_navpoly", "region", "nav_poly"), &NavigationServer2D::region_set_navpoly);
+ ClassDB::bind_method(D_METHOD("region_get_connections_count", "region"), &NavigationServer2D::region_get_connections_count);
+ ClassDB::bind_method(D_METHOD("region_get_connection_pathway_start", "region", "connection"), &NavigationServer2D::region_get_connection_pathway_start);
+ ClassDB::bind_method(D_METHOD("region_get_connection_pathway_end", "region", "connection"), &NavigationServer2D::region_get_connection_pathway_end);
ClassDB::bind_method(D_METHOD("agent_create"), &NavigationServer2D::agent_create);
ClassDB::bind_method(D_METHOD("agent_set_map", "agent", "map"), &NavigationServer2D::agent_set_map);
@@ -171,10 +197,14 @@ void NavigationServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("agent_set_callback", "agent", "receiver", "method", "userdata"), &NavigationServer2D::agent_set_callback, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("free", "object"), &NavigationServer2D::free);
+
+ ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::RID, "map")));
}
NavigationServer2D::NavigationServer2D() {
singleton = this;
+ ERR_FAIL_COND_MSG(!NavigationServer3D::get_singleton(), "The Navigation3D singleton should be initialized before the 2D one.");
+ NavigationServer3D::get_singleton()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed));
}
NavigationServer2D::~NavigationServer2D() {
@@ -193,20 +223,25 @@ real_t FORWARD_1_C(map_get_cell_size, RID, p_map, rid_to_rid);
void FORWARD_2_C(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin, rid_to_rid, real_to_real);
real_t FORWARD_1_C(map_get_edge_connection_margin, RID, p_map, rid_to_rid);
-Vector<Vector2> FORWARD_4_R_C(vector_v3_to_v2, map_get_path, RID, p_map, Vector2, p_origin, Vector2, p_destination, bool, p_optimize, rid_to_rid, v2_to_v3, v2_to_v3, bool_to_bool);
+Vector<Vector2> FORWARD_5_R_C(vector_v3_to_v2, map_get_path, RID, p_map, Vector2, p_origin, Vector2, p_destination, bool, p_optimize, uint32_t, p_layers, rid_to_rid, v2_to_v3, v2_to_v3, bool_to_bool, uint32_to_uint32);
Vector2 FORWARD_2_R_C(v3_to_v2, map_get_closest_point, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
RID FORWARD_2_C(map_get_closest_point_owner, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3);
RID FORWARD_0_C(region_create);
void FORWARD_2_C(region_set_map, RID, p_region, RID, p_map, rid_to_rid, rid_to_rid);
-
+void FORWARD_2_C(region_set_layers, RID, p_region, uint32_t, p_layers, rid_to_rid, uint32_to_uint32);
+uint32_t FORWARD_1_C(region_get_layers, RID, p_region, rid_to_rid);
void FORWARD_2_C(region_set_transform, RID, p_region, Transform2D, p_transform, rid_to_rid, trf2_to_trf3);
void NavigationServer2D::region_set_navpoly(RID p_region, Ref<NavigationPolygon> p_nav_mesh) const {
NavigationServer3D::get_singleton()->region_set_navmesh(p_region, poly_to_mesh(p_nav_mesh));
}
+int FORWARD_1_C(region_get_connections_count, RID, p_region, rid_to_rid);
+Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_start, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
+Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_end, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int);
+
RID NavigationServer2D::agent_create() const {
RID agent = NavigationServer3D::get_singleton()->agent_create();
NavigationServer3D::get_singleton()->agent_set_ignore_y(agent, true);
diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h
index d7384bae74..d56c719839 100644
--- a/servers/navigation_server_2d.h
+++ b/servers/navigation_server_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,8 +35,8 @@
#ifndef NAVIGATION_2D_SERVER_H
#define NAVIGATION_2D_SERVER_H
-#include "core/object.h"
-#include "core/rid.h"
+#include "core/object/class_db.h"
+#include "core/templates/rid.h"
#include "scene/2d/navigation_region_2d.h"
// This server exposes the `NavigationServer3D` features in the 2D world.
@@ -45,12 +45,14 @@ class NavigationServer2D : public Object {
static NavigationServer2D *singleton;
+ void _emit_map_changed(RID p_map);
+
protected:
static void _bind_methods();
public:
/// Thread safe, can be used across many threads.
- static const NavigationServer2D *get_singleton() { return singleton; }
+ static NavigationServer2D *get_singleton() { return singleton; }
/// MUST be used in single thread!
static NavigationServer2D *get_singleton_mut() { return singleton; }
@@ -77,7 +79,7 @@ public:
virtual real_t map_get_edge_connection_margin(RID p_map) const;
/// Returns the navigation path to reach the destination from the origin.
- virtual Vector<Vector2> map_get_path(RID p_map, Vector2 p_origin, Vector2 p_destination, bool p_optimize) const;
+ virtual Vector<Vector2> map_get_path(RID p_map, Vector2 p_origin, Vector2 p_destination, bool p_optimize, uint32_t p_layers = 1) const;
virtual Vector2 map_get_closest_point(RID p_map, const Vector2 &p_point) const;
virtual RID map_get_closest_point_owner(RID p_map, const Vector2 &p_point) const;
@@ -88,12 +90,21 @@ public:
/// Set the map of this region.
virtual void region_set_map(RID p_region, RID p_map) const;
+ /// Set the region's layers
+ virtual void region_set_layers(RID p_region, uint32_t p_layers) const;
+ virtual uint32_t region_get_layers(RID p_region) const;
+
/// Set the global transformation of this region.
virtual void region_set_transform(RID p_region, Transform2D p_transform) const;
/// Set the navigation poly of this region.
virtual void region_set_navpoly(RID p_region, Ref<NavigationPolygon> p_nav_mesh) const;
+ /// Get a list of a region's connection to other regions.
+ virtual int region_get_connections_count(RID p_region) const;
+ virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const;
+ virtual Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const;
+
/// Creates the agent.
virtual RID agent_create() const;
diff --git a/servers/navigation_server_3d.cpp b/servers/navigation_server_3d.cpp
index 8f9b5df589..b0047a250a 100644
--- a/servers/navigation_server_3d.cpp
+++ b/servers/navigation_server_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -46,7 +46,7 @@ void NavigationServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("map_get_cell_size", "map"), &NavigationServer3D::map_get_cell_size);
ClassDB::bind_method(D_METHOD("map_set_edge_connection_margin", "map", "margin"), &NavigationServer3D::map_set_edge_connection_margin);
ClassDB::bind_method(D_METHOD("map_get_edge_connection_margin", "map"), &NavigationServer3D::map_get_edge_connection_margin);
- ClassDB::bind_method(D_METHOD("map_get_path", "map", "origin", "destination", "optimize"), &NavigationServer3D::map_get_path);
+ ClassDB::bind_method(D_METHOD("map_get_path", "map", "origin", "destination", "optimize", "layers"), &NavigationServer3D::map_get_path, DEFVAL(1));
ClassDB::bind_method(D_METHOD("map_get_closest_point_to_segment", "map", "start", "end", "use_collision"), &NavigationServer3D::map_get_closest_point_to_segment, DEFVAL(false));
ClassDB::bind_method(D_METHOD("map_get_closest_point", "map", "to_point"), &NavigationServer3D::map_get_closest_point);
ClassDB::bind_method(D_METHOD("map_get_closest_point_normal", "map", "to_point"), &NavigationServer3D::map_get_closest_point_normal);
@@ -54,9 +54,14 @@ void NavigationServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("region_create"), &NavigationServer3D::region_create);
ClassDB::bind_method(D_METHOD("region_set_map", "region", "map"), &NavigationServer3D::region_set_map);
+ ClassDB::bind_method(D_METHOD("region_set_layers", "region", "layers"), &NavigationServer3D::region_set_layers);
+ ClassDB::bind_method(D_METHOD("region_get_layers", "region"), &NavigationServer3D::region_get_layers);
ClassDB::bind_method(D_METHOD("region_set_transform", "region", "transform"), &NavigationServer3D::region_set_transform);
ClassDB::bind_method(D_METHOD("region_set_navmesh", "region", "nav_mesh"), &NavigationServer3D::region_set_navmesh);
ClassDB::bind_method(D_METHOD("region_bake_navmesh", "mesh", "node"), &NavigationServer3D::region_bake_navmesh);
+ ClassDB::bind_method(D_METHOD("region_get_connections_count", "region"), &NavigationServer3D::region_get_connections_count);
+ ClassDB::bind_method(D_METHOD("region_get_connection_pathway_start", "region", "connection"), &NavigationServer3D::region_get_connection_pathway_start);
+ ClassDB::bind_method(D_METHOD("region_get_connection_pathway_end", "region", "connection"), &NavigationServer3D::region_get_connection_pathway_end);
ClassDB::bind_method(D_METHOD("agent_create"), &NavigationServer3D::agent_create);
ClassDB::bind_method(D_METHOD("agent_set_map", "agent", "map"), &NavigationServer3D::agent_set_map);
@@ -75,9 +80,11 @@ void NavigationServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_active", "active"), &NavigationServer3D::set_active);
ClassDB::bind_method(D_METHOD("process", "delta_time"), &NavigationServer3D::process);
+
+ ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::RID, "map")));
}
-const NavigationServer3D *NavigationServer3D::get_singleton() {
+NavigationServer3D *NavigationServer3D::get_singleton() {
return singleton;
}
diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h
index c34bd2391b..3aef693ac8 100644
--- a/servers/navigation_server_3d.h
+++ b/servers/navigation_server_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,8 +35,8 @@
#ifndef NAVIGATION_SERVER_H
#define NAVIGATION_SERVER_H
-#include "core/object.h"
-#include "core/rid.h"
+#include "core/object/class_db.h"
+#include "core/templates/rid.h"
#include "scene/3d/navigation_region_3d.h"
/// This server uses the concept of internal mutability.
@@ -55,7 +55,7 @@ protected:
public:
/// Thread safe, can be used across many threads.
- static const NavigationServer3D *get_singleton();
+ static NavigationServer3D *get_singleton();
/// MUST be used in single thread!
static NavigationServer3D *get_singleton_mut();
@@ -88,7 +88,7 @@ public:
virtual real_t map_get_edge_connection_margin(RID p_map) const = 0;
/// Returns the navigation path to reach the destination from the origin.
- virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize) const = 0;
+ virtual Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigable_layers = 1) const = 0;
virtual Vector3 map_get_closest_point_to_segment(RID p_map, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision = false) const = 0;
virtual Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const = 0;
@@ -101,15 +101,24 @@ public:
/// Set the map of this region.
virtual void region_set_map(RID p_region, RID p_map) const = 0;
+ /// Set the region's layers
+ virtual void region_set_layers(RID p_region, uint32_t p_layers) const = 0;
+ 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;
- /// Bake the navigation mesh
+ /// Bake the navigation mesh.
virtual void region_bake_navmesh(Ref<NavigationMesh> r_mesh, Node *p_node) const = 0;
+ /// Get a list of a region's connection to other regions.
+ virtual int region_get_connections_count(RID p_region) const = 0;
+ virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0;
+ virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0;
+
/// Creates the agent.
virtual RID agent_create() const = 0;
diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/area_2d_sw.cpp
index 7485f31afc..c85b1575e3 100644
--- a/servers/physics_2d/area_2d_sw.cpp
+++ b/servers/physics_2d/area_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -199,7 +199,7 @@ void Area2DSW::set_monitorable(bool p_monitorable) {
}
void Area2DSW::call_queries() {
- if (monitor_callback_id.is_valid() && !monitored_bodies.empty()) {
+ if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) {
Variant res[5];
Variant *resptr[5];
for (int i = 0; i < 5; i++) {
@@ -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;
}
@@ -234,7 +236,7 @@ void Area2DSW::call_queries() {
}
}
- if (area_monitor_callback_id.is_valid() && !monitored_areas.empty()) {
+ if (area_monitor_callback_id.is_valid() && !monitored_areas.is_empty()) {
Variant res[5];
Variant *resptr[5];
for (int i = 0; i < 5; i++) {
@@ -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;
}
@@ -270,22 +274,31 @@ void Area2DSW::call_queries() {
}
}
+void Area2DSW::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const {
+ if (is_gravity_point()) {
+ const real_t gravity_distance_scale = get_gravity_distance_scale();
+ Vector2 v = get_transform().xform(get_gravity_vector()) - p_position;
+ if (gravity_distance_scale > 0) {
+ const real_t v_length = v.length();
+ if (v_length > 0) {
+ const real_t v_scaled = v_length * gravity_distance_scale;
+ r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled)));
+ } else {
+ r_gravity = Vector2();
+ }
+ } else {
+ r_gravity = v.normalized() * get_gravity();
+ }
+ } else {
+ r_gravity = get_gravity_vector() * get_gravity();
+ }
+}
+
Area2DSW::Area2DSW() :
CollisionObject2DSW(TYPE_AREA),
monitor_query_list(this),
moved_list(this) {
_set_static(true); //areas are not active by default
- space_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
- gravity = 9.80665;
- gravity_vector = Vector2(0, -1);
- gravity_is_point = false;
- gravity_distance_scale = 0;
- point_attenuation = 1;
-
- angular_damp = 1.0;
- linear_damp = 0.1;
- priority = 0;
- monitorable = false;
}
Area2DSW::~Area2DSW() {
diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/area_2d_sw.h
index f14466f582..0b7c791ed5 100644
--- a/servers/physics_2d/area_2d_sw.h
+++ b/servers/physics_2d/area_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,25 +32,24 @@
#define AREA_2D_SW_H
#include "collision_object_2d_sw.h"
-#include "core/self_list.h"
+#include "core/templates/self_list.h"
#include "servers/physics_server_2d.h"
-//#include "servers/physics_3d/query_sw.h"
class Space2DSW;
class Body2DSW;
class Constraint2DSW;
class Area2DSW : public CollisionObject2DSW {
- PhysicsServer2D::AreaSpaceOverrideMode space_override_mode;
- real_t gravity;
- Vector2 gravity_vector;
- bool gravity_is_point;
- real_t gravity_distance_scale;
- real_t point_attenuation;
- real_t linear_damp;
- real_t angular_damp;
- int priority;
- bool monitorable;
+ PhysicsServer2D::AreaSpaceOverrideMode space_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED;
+ real_t gravity = 9.80665;
+ Vector2 gravity_vector = Vector2(0, -1);
+ bool gravity_is_point = false;
+ real_t gravity_distance_scale = 0.0;
+ real_t point_attenuation = 1.0;
+ real_t linear_damp = 0.1;
+ real_t angular_damp = 1.0;
+ int priority = 0;
+ bool monitorable = false;
ObjectID monitor_callback_id;
StringName monitor_callback_method;
@@ -64,8 +63,8 @@ class Area2DSW : public CollisionObject2DSW {
struct BodyKey {
RID rid;
ObjectID instance_id;
- uint32_t body_shape;
- uint32_t area_shape;
+ uint32_t body_shape = 0;
+ uint32_t area_shape = 0;
_FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
if (rid == p_key.rid) {
@@ -85,26 +84,20 @@ class Area2DSW : public CollisionObject2DSW {
};
struct BodyState {
- int state;
+ int state = 0;
_FORCE_INLINE_ void inc() { state++; }
_FORCE_INLINE_ void dec() { state--; }
- _FORCE_INLINE_ BodyState() { state = 0; }
};
Map<BodyKey, BodyState> monitored_bodies;
Map<BodyKey, BodyState> monitored_areas;
- //virtual void shape_changed_notify(Shape2DSW *p_shape);
- //virtual void shape_deleted_notify(Shape2DSW *p_shape);
Set<Constraint2DSW *> constraints;
virtual void _shapes_changed();
void _queue_monitor_update();
public:
- //_FORCE_INLINE_ const Matrix32& get_inverse_transform() const { return inverse_transform; }
- //_FORCE_INLINE_ SpaceSW* get_owner() { return owner; }
-
void set_monitor_callback(ObjectID p_id, const StringName &p_method);
_FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); }
@@ -161,6 +154,8 @@ public:
void call_queries();
+ void compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const;
+
Area2DSW();
~Area2DSW();
};
diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/area_pair_2d_sw.cpp
index d7bceb9f02..4f1148c26f 100644
--- a/servers/physics_2d/area_pair_2d_sw.cpp
+++ b/servers/physics_2d/area_pair_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,38 +33,52 @@
bool AreaPair2DSW::setup(real_t p_step) {
bool result = false;
-
- if (area->is_shape_set_as_disabled(area_shape) || body->is_shape_set_as_disabled(body_shape)) {
- result = false;
- } else if (area->test_collision_mask(body) && CollisionSolver2DSW::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) {
+ if (area->collides_with(body) && CollisionSolver2DSW::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) {
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 +86,6 @@ 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
@@ -89,47 +102,65 @@ AreaPair2DSW::~AreaPair2DSW() {
area->remove_body_from_query(body, body_shape, area_shape);
}
}
- body->remove_constraint(this);
+ body->remove_constraint(this, 0);
area->remove_constraint(this);
}
//////////////////////////////////
bool Area2Pair2DSW::setup(real_t p_step) {
- bool result = false;
- if (area_a->is_shape_set_as_disabled(shape_a) || area_b->is_shape_set_as_disabled(shape_b)) {
- result = false;
- } else if (area_a->test_collision_mask(area_b) && CollisionSolver2DSW::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) {
- result = true;
+ bool result_a = area_a->collides_with(area_b);
+ bool result_b = area_b->collides_with(area_a);
+ if ((result_a || result_b) && !CollisionSolver2DSW::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) {
+ result_a = false;
+ result_b = 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);
- }
+ bool process_collision = false;
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->add_area_to_query(area_b, shape_b, shape_a);
- }
+ process_collision_a = false;
+ if (result_a != colliding_a) {
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ process_collision_a = true;
+ process_collision = true;
+ }
+ colliding_a = result_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);
- }
+ process_collision_b = false;
+ if (result_b != colliding_b) {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ process_collision_b = true;
+ process_collision = true;
+ }
+ colliding_b = result_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 process_collision;
+}
+
+bool Area2Pair2DSW::pre_solve(real_t p_step) {
+ if (process_collision_a) {
+ if (colliding_a) {
+ area_a->add_area_to_query(area_b, shape_b, shape_a);
+ } else {
+ area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
+ }
- colliding = result;
+ if (process_collision_b) {
+ if (colliding_b) {
+ area_b->add_area_to_query(area_a, shape_a, shape_b);
+ } else {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
}
- return false; //never do any post solving
+ 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) {
@@ -137,22 +168,23 @@ 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);
}
Area2Pair2DSW::~Area2Pair2DSW() {
- if (colliding) {
- if (area_b->has_area_monitor_callback()) {
- area_b->remove_area_from_query(area_a, shape_a, shape_b);
- }
-
+ if (colliding_a) {
if (area_a->has_area_monitor_callback()) {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
+ if (colliding_b) {
+ if (area_b->has_area_monitor_callback()) {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
+ }
+
area_a->remove_constraint(this);
area_b->remove_constraint(this);
}
diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/area_pair_2d_sw.h
index 5e8670b464..66e9f1afee 100644
--- a/servers/physics_2d/area_pair_2d_sw.h
+++ b/servers/physics_2d/area_pair_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,30 +36,36 @@
#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_a = false;
+ bool colliding_b = false;
+ bool process_collision_a = false;
+ bool process_collision_b = 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 75c9a95739..38b98b7bca 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,51 +29,77 @@
/*************************************************************************/
#include "body_2d_sw.h"
+
#include "area_2d_sw.h"
-#include "physics_server_2d_sw.h"
+#include "body_direct_state_2d_sw.h"
#include "space_2d_sw.h"
-void Body2DSW::_update_inertia() {
- if (!user_inertia && get_space() && !inertia_update_list.in_list()) {
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
+void Body2DSW::_mass_properties_changed() {
+ if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) {
+ get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
}
}
-void Body2DSW::update_inertias() {
+void Body2DSW::update_mass_properties() {
//update shapes and motions
switch (mode) {
- case PhysicsServer2D::BODY_MODE_RIGID: {
- if (user_inertia) {
- _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
- break;
- }
- //update tensor for allshapes, not the best way but should be somehow OK. (inspired from bullet)
+ case PhysicsServer2D::BODY_MODE_DYNAMIC: {
real_t total_area = 0;
-
for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
total_area += get_shape_aabb(i).get_area();
}
- inertia = 0;
+ if (calculate_center_of_mass) {
+ // We have to recompute the center of mass.
+ center_of_mass = Vector2();
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
+ if (total_area != 0.0) {
+ for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
+
+ real_t area = get_shape_aabb(i).get_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 += mass * get_shape_transform(i).get_origin();
+ }
+
+ center_of_mass /= mass;
}
+ }
+
+ if (calculate_inertia) {
+ inertia = 0;
- const Shape2DSW *shape = get_shape(i);
+ for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
- real_t area = get_shape_aabb(i).get_area();
+ const Shape2DSW *shape = get_shape(i);
- real_t mass = area * this->mass / total_area;
+ real_t area = get_shape_aabb(i).get_area();
+ if (area == 0.0) {
+ continue;
+ }
- Transform2D mtx = get_shape_transform(i);
- Vector2 scale = mtx.get_scale();
- inertia += shape->get_moment_of_inertia(mass, scale) + mass * mtx.get_origin().length_squared();
+ real_t mass = area * this->mass / total_area;
+
+ Transform2D mtx = get_shape_transform(i);
+ Vector2 scale = mtx.get_scale();
+ Vector2 shape_origin = mtx.get_origin() - center_of_mass;
+ inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared();
+ }
}
- _inv_inertia = inertia > 0 ? (1.0 / inertia) : 0;
+ _inv_inertia = inertia > 0.0 ? (1.0 / inertia) : 0.0;
if (mass) {
_inv_mass = 1.0 / mass;
@@ -87,15 +113,18 @@ void Body2DSW::update_inertias() {
_inv_inertia = 0;
_inv_mass = 0;
} break;
- case PhysicsServer2D::BODY_MODE_CHARACTER: {
+ case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: {
_inv_inertia = 0;
_inv_mass = 1.0 / mass;
} break;
}
- //_update_inertia_tensor();
+}
- //_update_shapes();
+void Body2DSW::reset_mass_properties() {
+ calculate_inertia = true;
+ calculate_center_of_mass = true;
+ _mass_properties_changed();
}
void Body2DSW::set_active(bool p_active) {
@@ -104,34 +133,20 @@ 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) {
+void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer2D::BODY_PARAM_BOUNCE: {
bounce = p_value;
@@ -140,21 +155,32 @@ void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, real_t p_value)
friction = p_value;
} break;
case PhysicsServer2D::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value <= 0);
- mass = p_value;
- _update_inertia();
-
+ real_t mass_value = p_value;
+ ERR_FAIL_COND(mass_value <= 0);
+ mass = mass_value;
+ if (mode >= PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ _mass_properties_changed();
+ }
} break;
case PhysicsServer2D::BODY_PARAM_INERTIA: {
- if (p_value <= 0) {
- user_inertia = false;
- _update_inertia();
+ real_t inertia_value = p_value;
+ if (inertia_value <= 0.0) {
+ calculate_inertia = true;
+ if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ _mass_properties_changed();
+ }
} else {
- user_inertia = true;
- inertia = p_value;
- _inv_inertia = 1.0 / p_value;
+ calculate_inertia = false;
+ inertia = inertia_value;
+ if (mode == PhysicsServer2D::BODY_MODE_DYNAMIC) {
+ _inv_inertia = 1.0 / inertia;
+ }
}
} break;
+ case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: {
+ calculate_center_of_mass = false;
+ center_of_mass = p_value;
+ } break;
case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale = p_value;
} break;
@@ -169,7 +195,7 @@ void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, real_t p_value)
}
}
-real_t Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const {
+Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer2D::BODY_PARAM_BOUNCE: {
return bounce;
@@ -183,6 +209,9 @@ real_t Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const {
case PhysicsServer2D::BODY_PARAM_INERTIA: {
return inertia;
}
+ case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: {
+ return center_of_mass;
+ }
case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
}
@@ -218,28 +247,24 @@ 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;
+ if (!calculate_inertia) {
+ _inv_inertia = 1.0 / inertia;
+ }
+ _mass_properties_changed();
_set_static(false);
set_active(true);
} break;
- case PhysicsServer2D::BODY_MODE_CHARACTER: {
+ case PhysicsServer2D::BODY_MODE_DYNAMIC_LINEAR: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
_inv_inertia = 0;
+ angular_velocity = 0;
_set_static(false);
set_active(true);
- angular_velocity = 0;
- } break;
- }
- if (p_mode == PhysicsServer2D::BODY_MODE_RIGID && _inv_inertia == 0) {
- _update_inertia();
+ }
}
- /*
- if (get_space())
- _update_queries();
- */
}
PhysicsServer2D::BodyMode Body2DSW::get_mode() const {
@@ -247,7 +272,7 @@ PhysicsServer2D::BodyMode Body2DSW::get_mode() const {
}
void Body2DSW::_shapes_changed() {
- _update_inertia();
+ _mass_properties_changed();
wakeup_neighbours();
}
@@ -281,25 +306,18 @@ 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;
+ constant_linear_velocity = linear_velocity;
wakeup();
} break;
case PhysicsServer2D::BODY_STATE_ANGULAR_VELOCITY: {
- /*
- if (mode!=PhysicsServer2D::BODY_MODE_RIGID)
- break;
- */
angular_velocity = p_variant;
+ constant_angular_velocity = angular_velocity;
wakeup();
} break;
case PhysicsServer2D::BODY_STATE_SLEEPING: {
- //?
if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
break;
}
@@ -318,7 +336,7 @@ 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);
}
@@ -352,8 +370,8 @@ void Body2DSW::set_space(Space2DSW *p_space) {
if (get_space()) {
wakeup_neighbours();
- if (inertia_update_list.in_list()) {
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
+ if (mass_properties_update_list.in_list()) {
+ get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list);
}
if (active_list.in_list()) {
get_space()->body_remove_from_active_list(&active_list);
@@ -366,33 +384,17 @@ void Body2DSW::set_space(Space2DSW *p_space) {
_set_space(p_space);
if (get_space()) {
- _update_inertia();
+ _mass_properties_changed();
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
- /*
- _update_queries();
- if (is_active()) {
- active=false;
- set_active(true);
- }
- */
}
-
- first_integration = false;
}
-void Body2DSW::_compute_area_gravity_and_dampenings(const Area2DSW *p_area) {
- if (p_area->is_gravity_point()) {
- if (p_area->get_gravity_distance_scale() > 0) {
- Vector2 v = p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin();
- gravity += v.normalized() * (p_area->get_gravity() / Math::pow(v.length() * p_area->get_gravity_distance_scale() + 1, 2));
- } else {
- gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
- }
- } else {
- gravity += p_area->get_gravity_vector() * p_area->get_gravity();
- }
+void Body2DSW::_compute_area_gravity_and_damping(const Area2DSW *p_area) {
+ Vector2 area_gravity;
+ p_area->compute_gravity(get_transform().get_origin(), area_gravity);
+ gravity += area_gravity;
area_linear_damp += p_area->get_linear_damp();
area_angular_damp += p_area->get_angular_damp();
@@ -421,7 +423,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
switch (mode) {
case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE:
case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity_and_dampenings(aa[i].area);
+ _compute_area_gravity_and_damping(aa[i].area);
stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
} break;
case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE:
@@ -429,7 +431,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
gravity = Vector2(0, 0);
area_angular_damp = 0;
area_linear_damp = 0;
- _compute_area_gravity_and_dampenings(aa[i].area);
+ _compute_area_gravity_and_damping(aa[i].area);
stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE;
} break;
default: {
@@ -438,7 +440,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
}
}
if (!stopped) {
- _compute_area_gravity_and_dampenings(def_area);
+ _compute_area_gravity_and_damping(def_area);
}
gravity *= gravity_scale;
@@ -465,10 +467,10 @@ void Body2DSW::integrate_forces(real_t p_step) {
if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) {
//compute motion, angular and etc. velocities from prev transform
motion = new_transform.get_origin() - get_transform().get_origin();
- linear_velocity = motion / p_step;
+ linear_velocity = constant_linear_velocity + motion / p_step;
real_t rot = new_transform.get_rotation() - get_transform().get_rotation();
- angular_velocity = remainder(rot, 2.0 * Math_PI) / p_step;
+ angular_velocity = constant_angular_velocity + remainder(rot, 2.0 * Math_PI) / p_step;
do_motion = true;
@@ -480,7 +482,7 @@ void Body2DSW::integrate_forces(real_t p_step) {
*/
} else {
- if (!omit_force_integration && !first_integration) {
+ if (!omit_force_integration) {
//overridden by direct state query
Vector2 force = gravity * mass;
@@ -514,7 +516,6 @@ void Body2DSW::integrate_forces(real_t p_step) {
//motion=linear_velocity*p_step;
- first_integration = false;
biased_angular_velocity = 0;
biased_linear_velocity = Vector2();
@@ -532,7 +533,7 @@ void Body2DSW::integrate_velocities(real_t p_step) {
return;
}
- if (fi_callback) {
+ if (fi_callback_data || body_state_callback) {
get_space()->body_add_to_state_query_list(&direct_state_query_list);
}
@@ -551,28 +552,36 @@ void Body2DSW::integrate_velocities(real_t p_step) {
real_t angle = get_transform().get_rotation() + total_angular_velocity * p_step;
Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step;
+ real_t center_of_mass_distance = center_of_mass.length();
+ if (center_of_mass_distance > CMP_EPSILON) {
+ // Calculate displacement due to center of mass offset.
+ real_t prev_angle = get_transform().get_rotation();
+ real_t angle_base = Math::atan2(center_of_mass.y, center_of_mass.x);
+ Vector2 point1(Math::cos(angle_base + prev_angle), Math::sin(angle_base + prev_angle));
+ Vector2 point2(Math::cos(angle_base + angle), Math::sin(angle_base + angle));
+ pos += center_of_mass_distance * (point1 - point2);
+ }
+
_set_transform(Transform2D(angle, pos), continuous_cd_mode == PhysicsServer2D::CCD_MODE_DISABLED);
_set_inv_transform(get_transform().inverse());
if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) {
new_transform = get_transform();
}
-
- //_update_inertia_tensor();
}
void Body2DSW::wakeup_neighbours() {
- for (Map<Constraint2DSW *, int>::Element *E = constraint_map.front(); E; E = E->next()) {
- const Constraint2DSW *c = E->key();
+ for (const Pair<Constraint2DSW *, int> &E : constraint_list) {
+ const Constraint2DSW *c = E.first;
Body2DSW **n = c->get_body_ptr();
int bc = c->get_body_count();
for (int i = 0; i < bc; i++) {
- if (i == E->get()) {
+ if (i == E.second) {
continue;
}
Body2DSW *b = n[i];
- if (b->mode != PhysicsServer2D::BODY_MODE_RIGID) {
+ if (b->mode < PhysicsServer2D::BODY_MODE_DYNAMIC) {
continue;
}
@@ -584,33 +593,32 @@ void Body2DSW::wakeup_neighbours() {
}
void Body2DSW::call_queries() {
- if (fi_callback) {
- PhysicsDirectBodyState2DSW *dbs = PhysicsDirectBodyState2DSW::singleton;
- dbs->body = this;
-
- Variant v = dbs;
- const Variant *vp[2] = { &v, &fi_callback->callback_udata };
-
- Object *obj = ObjectDB::get_instance(fi_callback->id);
- if (!obj) {
- set_force_integration_callback(ObjectID(), StringName());
+ if (fi_callback_data) {
+ if (!fi_callback_data->callable.get_object()) {
+ set_force_integration_callback(Callable());
} else {
+ Variant direct_state_variant = get_direct_state();
+ const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata };
+
Callable::CallError ce;
- if (fi_callback->callback_udata.get_type() != Variant::NIL) {
- obj->call(fi_callback->method, vp, 2, ce);
+ Variant rv;
+ if (fi_callback_data->udata.get_type() != Variant::NIL) {
+ fi_callback_data->callable.call(vp, 2, rv, ce);
} else {
- obj->call(fi_callback->method, vp, 1, ce);
+ fi_callback_data->callable.call(vp, 1, rv, ce);
}
}
}
+
+ if (body_state_callback) {
+ (body_state_callback)(body_state_callback_instance, get_direct_state());
+ }
}
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;
}
@@ -625,81 +633,45 @@ 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) {
- if (fi_callback) {
- memdelete(fi_callback);
- fi_callback = nullptr;
+void Body2DSW::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) {
+ body_state_callback_instance = p_instance;
+ body_state_callback = p_callback;
+}
+
+void Body2DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
+ if (p_callable.get_object()) {
+ if (!fi_callback_data) {
+ fi_callback_data = memnew(ForceIntegrationCallbackData);
+ }
+ fi_callback_data->callable = p_callable;
+ fi_callback_data->udata = p_udata;
+ } else if (fi_callback_data) {
+ memdelete(fi_callback_data);
+ fi_callback_data = nullptr;
}
+}
- if (p_id.is_valid()) {
- fi_callback = memnew(ForceIntegrationCallback);
- fi_callback->id = p_id;
- fi_callback->method = p_method;
- fi_callback->callback_udata = p_udata;
+PhysicsDirectBodyState2DSW *Body2DSW::get_direct_state() {
+ if (!direct_state) {
+ direct_state = memnew(PhysicsDirectBodyState2DSW);
+ direct_state->body = this;
}
+ return direct_state;
}
Body2DSW::Body2DSW() :
CollisionObject2DSW(TYPE_BODY),
active_list(this),
- inertia_update_list(this),
+ mass_properties_update_list(this),
direct_state_query_list(this) {
- mode = PhysicsServer2D::BODY_MODE_RIGID;
- active = true;
- angular_velocity = 0;
- biased_angular_velocity = 0;
- mass = 1;
- inertia = 0;
- user_inertia = false;
- _inv_inertia = 0;
- _inv_mass = 1;
- bounce = 0;
- friction = 1;
- 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;
- angular_damp = -1;
- area_angular_damp = 0;
- area_linear_damp = 0;
- contact_count = 0;
- gravity_scale = 1.0;
- first_integration = false;
-
- still_time = 0;
- continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED;
- can_sleep = true;
- fi_callback = nullptr;
}
Body2DSW::~Body2DSW() {
- if (fi_callback) {
- memdelete(fi_callback);
- }
-}
-
-PhysicsDirectBodyState2DSW *PhysicsDirectBodyState2DSW::singleton = nullptr;
-
-PhysicsDirectSpaceState2D *PhysicsDirectBodyState2DSW::get_space_state() {
- return body->get_space()->get_direct_state();
-}
-
-Variant PhysicsDirectBodyState2DSW::get_contact_collider_shape_metadata(int p_contact_idx) const {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Variant());
-
- if (!PhysicsServer2DSW::singletonsw->body_owner.owns(body->contacts[p_contact_idx].collider)) {
- return Variant();
+ if (fi_callback_data) {
+ memdelete(fi_callback_data);
}
- Body2DSW *other = PhysicsServer2DSW::singletonsw->body_owner.getornull(body->contacts[p_contact_idx].collider);
-
- int sidx = body->contacts[p_contact_idx].collider_shape;
- if (sidx < 0 || sidx >= other->get_shape_count()) {
- return Variant();
+ if (direct_state) {
+ memdelete(direct_state);
}
-
- return other->get_shape_metadata(sidx);
}
diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/body_2d_sw.h
index 4a3ef718ec..822ff76fae 100644
--- a/servers/physics_2d/body_2d_sw.h
+++ b/servers/physics_2d/body_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,61 +33,71 @@
#include "area_2d_sw.h"
#include "collision_object_2d_sw.h"
-#include "core/vset.h"
+#include "core/templates/list.h"
+#include "core/templates/pair.h"
+#include "core/templates/vset.h"
class Constraint2DSW;
+class PhysicsDirectBodyState2DSW;
class Body2DSW : public CollisionObject2DSW {
- PhysicsServer2D::BodyMode mode;
+ PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC;
Vector2 biased_linear_velocity;
- real_t biased_angular_velocity;
+ real_t biased_angular_velocity = 0.0;
Vector2 linear_velocity;
- real_t angular_velocity;
+ real_t angular_velocity = 0.0;
- real_t linear_damp;
- real_t angular_damp;
- real_t gravity_scale;
+ Vector2 constant_linear_velocity;
+ real_t constant_angular_velocity = 0.0;
- real_t mass;
- real_t inertia;
- real_t bounce;
- real_t friction;
+ real_t linear_damp = -1.0;
+ real_t angular_damp = -1.0;
+ real_t gravity_scale = 1.0;
- real_t _inv_mass;
- real_t _inv_inertia;
- bool user_inertia;
+ real_t bounce = 0.0;
+ real_t friction = 1.0;
+
+ real_t mass = 1.0;
+ real_t _inv_mass = 1.0;
+
+ real_t inertia = 0.0;
+ real_t _inv_inertia = 0.0;
+
+ Vector2 center_of_mass;
+
+ bool calculate_inertia = true;
+ bool calculate_center_of_mass = true;
Vector2 gravity;
- real_t area_linear_damp;
- real_t area_angular_damp;
+ real_t area_linear_damp = 0.0;
+ real_t area_angular_damp = 0.0;
- real_t still_time;
+ real_t still_time = 0.0;
Vector2 applied_force;
- real_t applied_torque;
+ real_t applied_torque = 0.0;
SelfList<Body2DSW> active_list;
- SelfList<Body2DSW> inertia_update_list;
+ SelfList<Body2DSW> mass_properties_update_list;
SelfList<Body2DSW> direct_state_query_list;
VSet<RID> exceptions;
- PhysicsServer2D::CCDMode continuous_cd_mode;
- bool omit_force_integration;
- bool active;
- bool can_sleep;
- bool first_time_kinematic;
- bool first_integration;
- void _update_inertia();
+ PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED;
+ bool omit_force_integration = false;
+ bool active = true;
+ bool can_sleep = true;
+ bool first_time_kinematic = false;
+ void _mass_properties_changed();
virtual void _shapes_changed();
Transform2D new_transform;
- Map<Constraint2DSW *, int> constraint_map;
+ List<Pair<Constraint2DSW *, int>> constraint_list;
struct AreaCMP {
- Area2DSW *area;
- int refCount;
+ Area2DSW *area = nullptr;
+ int refCount = 0;
_FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
_FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
_FORCE_INLINE_ AreaCMP() {}
@@ -102,36 +112,41 @@ class Body2DSW : public CollisionObject2DSW {
struct Contact {
Vector2 local_pos;
Vector2 local_normal;
- real_t depth;
- int local_shape;
+ real_t depth = 0.0;
+ int local_shape = 0;
Vector2 collider_pos;
- int collider_shape;
+ int collider_shape = 0;
ObjectID collider_instance_id;
RID collider;
Vector2 collider_velocity_at_pos;
};
Vector<Contact> contacts; //no contacts by default
- int contact_count;
+ int contact_count = 0;
+
+ void *body_state_callback_instance = nullptr;
+ PhysicsServer2D::BodyStateCallback body_state_callback = nullptr;
- struct ForceIntegrationCallback {
- ObjectID id;
- StringName method;
- Variant callback_udata;
+ struct ForceIntegrationCallbackData {
+ Callable callable;
+ Variant udata;
};
- ForceIntegrationCallback *fi_callback;
+ ForceIntegrationCallbackData *fi_callback_data = nullptr;
- uint64_t island_step;
- Body2DSW *island_next;
- Body2DSW *island_list_next;
+ PhysicsDirectBodyState2DSW *direct_state = nullptr;
- _FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area2DSW *p_area);
+ uint64_t island_step = 0;
+
+ _FORCE_INLINE_ void _compute_area_gravity_and_damping(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_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback);
+ void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
+
+ PhysicsDirectBodyState2DSW *get_direct_state();
_FORCE_INLINE_ void add_area(Area2DSW *p_area) {
int index = areas.find(AreaCMP(p_area));
@@ -162,7 +177,7 @@ public:
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
- _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
+ _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); }
_FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos);
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
@@ -173,16 +188,10 @@ 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_map[p_constraint] = p_pos; }
- _FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint) { constraint_map.erase(p_constraint); }
- const Map<Constraint2DSW *, int> &get_constraint_map() const { return constraint_map; }
- _FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); }
+ _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; }
+ _FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); }
_FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; }
_FORCE_INLINE_ bool get_omit_force_integration() const { return omit_force_integration; }
@@ -205,7 +214,7 @@ public:
_FORCE_INLINE_ void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) {
linear_velocity += p_impulse * _inv_mass;
- angular_velocity += _inv_inertia * p_position.cross(p_impulse);
+ angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse);
}
_FORCE_INLINE_ void apply_torque_impulse(real_t p_torque) {
@@ -214,7 +223,7 @@ public:
_FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) {
biased_linear_velocity += p_impulse * _inv_mass;
- biased_angular_velocity += _inv_inertia * p_position.cross(p_impulse);
+ biased_angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse);
}
void set_active(bool p_active);
@@ -227,8 +236,8 @@ public:
set_active(true);
}
- void set_param(PhysicsServer2D::BodyParameter p_param, real_t);
- real_t get_param(PhysicsServer2D::BodyParameter p_param) const;
+ void set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value);
+ Variant get_param(PhysicsServer2D::BodyParameter p_param) const;
void set_mode(PhysicsServer2D::BodyMode p_mode);
PhysicsServer2D::BodyMode get_mode() const;
@@ -248,7 +257,7 @@ public:
_FORCE_INLINE_ void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) {
applied_force += p_force;
- applied_torque += p_position.cross(p_force);
+ applied_torque += (p_position - center_of_mass).cross(p_force);
}
_FORCE_INLINE_ void add_torque(real_t p_torque) {
@@ -260,8 +269,10 @@ public:
void set_space(Space2DSW *p_space);
- void update_inertias();
+ void update_mass_properties();
+ void reset_mass_properties();
+ _FORCE_INLINE_ Vector2 get_center_of_mass() const { return center_of_mass; }
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
_FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
@@ -273,6 +284,10 @@ public:
void integrate_forces(real_t p_step);
void integrate_velocities(real_t p_step);
+ _FORCE_INLINE_ Vector2 get_velocity_in_local_point(const Vector2 &rel_pos) const {
+ return linear_velocity + Vector2(-angular_velocity * rel_pos.y, angular_velocity * rel_pos.x);
+ }
+
_FORCE_INLINE_ Vector2 get_motion() const {
if (mode > PhysicsServer2D::BODY_MODE_KINEMATIC) {
return new_transform.get_origin() - get_transform().get_origin();
@@ -335,85 +350,4 @@ void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_no
c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
}
-class PhysicsDirectBodyState2DSW : public PhysicsDirectBodyState2D {
- GDCLASS(PhysicsDirectBodyState2DSW, PhysicsDirectBodyState2D);
-
-public:
- static PhysicsDirectBodyState2DSW *singleton;
- Body2DSW *body;
- real_t step;
-
- virtual Vector2 get_total_gravity() const override { return body->gravity; } // get gravity vector working on this body space/area
- virtual real_t get_total_angular_damp() const override { return body->area_angular_damp; } // get density of this body space/area
- virtual real_t get_total_linear_damp() const override { return body->area_linear_damp; } // get density of this body space/area
-
- virtual real_t get_inverse_mass() const override { return body->get_inv_mass(); } // get the mass
- virtual real_t get_inverse_inertia() const override { return body->get_inv_inertia(); } // get density of this body space
-
- virtual void set_linear_velocity(const Vector2 &p_velocity) override { body->set_linear_velocity(p_velocity); }
- virtual Vector2 get_linear_velocity() const override { return body->get_linear_velocity(); }
-
- virtual void set_angular_velocity(real_t p_velocity) override { body->set_angular_velocity(p_velocity); }
- virtual real_t get_angular_velocity() const override { return body->get_angular_velocity(); }
-
- virtual void set_transform(const Transform2D &p_transform) override { body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform); }
- virtual Transform2D get_transform() const override { return body->get_transform(); }
-
- virtual void add_central_force(const Vector2 &p_force) override { body->add_central_force(p_force); }
- virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override { body->add_force(p_force, p_position); }
- virtual void add_torque(real_t p_torque) override { body->add_torque(p_torque); }
- virtual void apply_central_impulse(const Vector2 &p_impulse) override { body->apply_central_impulse(p_impulse); }
- virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override { body->apply_impulse(p_impulse, p_position); }
- virtual void apply_torque_impulse(real_t p_torque) override { body->apply_torque_impulse(p_torque); }
-
- virtual void set_sleep_state(bool p_enable) override { body->set_active(!p_enable); }
- virtual bool is_sleeping() const override { return !body->is_active(); }
-
- virtual int get_contact_count() const override { return body->contact_count; }
-
- virtual Vector2 get_contact_local_position(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
- return body->contacts[p_contact_idx].local_pos;
- }
- virtual Vector2 get_contact_local_normal(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
- return body->contacts[p_contact_idx].local_normal;
- }
- virtual int get_contact_local_shape(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
- return body->contacts[p_contact_idx].local_shape;
- }
-
- virtual RID get_contact_collider(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
- return body->contacts[p_contact_idx].collider;
- }
- virtual Vector2 get_contact_collider_position(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
- return body->contacts[p_contact_idx].collider_pos;
- }
- virtual ObjectID get_contact_collider_id(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
- return body->contacts[p_contact_idx].collider_instance_id;
- }
- virtual int get_contact_collider_shape(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
- return body->contacts[p_contact_idx].collider_shape;
- }
- virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const override;
-
- virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
- return body->contacts[p_contact_idx].collider_velocity_at_pos;
- }
-
- virtual PhysicsDirectSpaceState2D *get_space_state() override;
-
- virtual real_t get_step() const override { return step; }
- PhysicsDirectBodyState2DSW() {
- singleton = this;
- body = nullptr;
- }
-};
-
#endif // BODY_2D_SW_H
diff --git a/servers/physics_2d/body_direct_state_2d_sw.cpp b/servers/physics_2d/body_direct_state_2d_sw.cpp
new file mode 100644
index 0000000000..1c6adfe27c
--- /dev/null
+++ b/servers/physics_2d/body_direct_state_2d_sw.cpp
@@ -0,0 +1,178 @@
+/*************************************************************************/
+/* body_direct_state_2d_sw.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 "body_direct_state_2d_sw.h"
+
+#include "body_2d_sw.h"
+#include "physics_server_2d_sw.h"
+#include "space_2d_sw.h"
+
+Vector2 PhysicsDirectBodyState2DSW::get_total_gravity() const {
+ return body->gravity;
+}
+
+real_t PhysicsDirectBodyState2DSW::get_total_angular_damp() const {
+ return body->area_angular_damp;
+}
+
+real_t PhysicsDirectBodyState2DSW::get_total_linear_damp() const {
+ return body->area_linear_damp;
+}
+
+Vector2 PhysicsDirectBodyState2DSW::get_center_of_mass() const {
+ return body->get_center_of_mass();
+}
+
+real_t PhysicsDirectBodyState2DSW::get_inverse_mass() const {
+ return body->get_inv_mass();
+}
+
+real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const {
+ return body->get_inv_inertia();
+}
+
+void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) {
+ body->set_active(true);
+ body->set_linear_velocity(p_velocity);
+}
+
+Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const {
+ return body->get_linear_velocity();
+}
+
+void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) {
+ body->set_active(true);
+ body->set_angular_velocity(p_velocity);
+}
+
+real_t PhysicsDirectBodyState2DSW::get_angular_velocity() const {
+ return body->get_angular_velocity();
+}
+
+void PhysicsDirectBodyState2DSW::set_transform(const Transform2D &p_transform) {
+ body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform);
+}
+
+Transform2D PhysicsDirectBodyState2DSW::get_transform() const {
+ return body->get_transform();
+}
+
+Vector2 PhysicsDirectBodyState2DSW::get_velocity_at_local_position(const Vector2 &p_position) const {
+ return body->get_velocity_in_local_point(p_position);
+}
+
+void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) {
+ body->set_active(true);
+ body->add_central_force(p_force);
+}
+
+void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) {
+ body->set_active(true);
+ body->add_force(p_force, p_position);
+}
+
+void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) {
+ body->set_active(true);
+ body->add_torque(p_torque);
+}
+
+void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) {
+ body->set_active(true);
+ body->apply_central_impulse(p_impulse);
+}
+
+void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) {
+ body->set_active(true);
+ body->apply_impulse(p_impulse, p_position);
+}
+
+void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) {
+ body->set_active(true);
+ body->apply_torque_impulse(p_torque);
+}
+
+void PhysicsDirectBodyState2DSW::set_sleep_state(bool p_enable) {
+ body->set_active(!p_enable);
+}
+
+bool PhysicsDirectBodyState2DSW::is_sleeping() const {
+ return !body->is_active();
+}
+
+int PhysicsDirectBodyState2DSW::get_contact_count() const {
+ return body->contact_count;
+}
+
+Vector2 PhysicsDirectBodyState2DSW::get_contact_local_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
+ return body->contacts[p_contact_idx].local_pos;
+}
+
+Vector2 PhysicsDirectBodyState2DSW::get_contact_local_normal(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
+ return body->contacts[p_contact_idx].local_normal;
+}
+
+int PhysicsDirectBodyState2DSW::get_contact_local_shape(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
+ return body->contacts[p_contact_idx].local_shape;
+}
+
+RID PhysicsDirectBodyState2DSW::get_contact_collider(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
+ return body->contacts[p_contact_idx].collider;
+}
+Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
+ return body->contacts[p_contact_idx].collider_pos;
+}
+
+ObjectID PhysicsDirectBodyState2DSW::get_contact_collider_id(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
+ return body->contacts[p_contact_idx].collider_instance_id;
+}
+
+int PhysicsDirectBodyState2DSW::get_contact_collider_shape(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
+ return body->contacts[p_contact_idx].collider_shape;
+}
+
+Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_velocity_at_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2());
+ return body->contacts[p_contact_idx].collider_velocity_at_pos;
+}
+
+PhysicsDirectSpaceState2D *PhysicsDirectBodyState2DSW::get_space_state() {
+ return body->get_space()->get_direct_state();
+}
+
+real_t PhysicsDirectBodyState2DSW::get_step() const {
+ return body->get_space()->get_last_step();
+}
diff --git a/servers/physics_2d/body_direct_state_2d_sw.h b/servers/physics_2d/body_direct_state_2d_sw.h
new file mode 100644
index 0000000000..4266b24842
--- /dev/null
+++ b/servers/physics_2d/body_direct_state_2d_sw.h
@@ -0,0 +1,91 @@
+/*************************************************************************/
+/* body_direct_state_2d_sw.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 BODY_DIRECT_STATE_2D_SW_H
+#define BODY_DIRECT_STATE_2D_SW_H
+
+#include "servers/physics_server_2d.h"
+
+class Body2DSW;
+
+class PhysicsDirectBodyState2DSW : public PhysicsDirectBodyState2D {
+ GDCLASS(PhysicsDirectBodyState2DSW, PhysicsDirectBodyState2D);
+
+public:
+ Body2DSW *body = nullptr;
+
+ virtual Vector2 get_total_gravity() const override;
+ virtual real_t get_total_angular_damp() const override;
+ virtual real_t get_total_linear_damp() const override;
+
+ virtual Vector2 get_center_of_mass() const override;
+ virtual real_t get_inverse_mass() const override;
+ virtual real_t get_inverse_inertia() const override;
+
+ virtual void set_linear_velocity(const Vector2 &p_velocity) override;
+ virtual Vector2 get_linear_velocity() const override;
+
+ virtual void set_angular_velocity(real_t p_velocity) override;
+ virtual real_t get_angular_velocity() const override;
+
+ virtual void set_transform(const Transform2D &p_transform) override;
+ virtual Transform2D get_transform() const override;
+
+ virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override;
+
+ virtual void add_central_force(const Vector2 &p_force) override;
+ virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override;
+ virtual void add_torque(real_t p_torque) override;
+ virtual void apply_central_impulse(const Vector2 &p_impulse) override;
+ virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override;
+ virtual void apply_torque_impulse(real_t p_torque) override;
+
+ virtual void set_sleep_state(bool p_enable) override;
+ virtual bool is_sleeping() const override;
+
+ virtual int get_contact_count() const override;
+
+ virtual Vector2 get_contact_local_position(int p_contact_idx) const override;
+ virtual Vector2 get_contact_local_normal(int p_contact_idx) const override;
+ virtual int get_contact_local_shape(int p_contact_idx) const override;
+
+ virtual RID get_contact_collider(int p_contact_idx) const override;
+ virtual Vector2 get_contact_collider_position(int p_contact_idx) const override;
+ virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
+ virtual int get_contact_collider_shape(int p_contact_idx) const override;
+
+ virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
+
+ virtual PhysicsDirectSpaceState2D *get_space_state() override;
+
+ virtual real_t get_step() const override;
+};
+
+#endif // BODY_2D_SW_H
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index 2021aab17c..8bcc4609f4 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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);
@@ -220,15 +226,22 @@ real_t combine_friction(Body2DSW *A, Body2DSW *B) {
}
bool BodyPair2DSW::setup(real_t p_step) {
- //cannot collide
- if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC && A->get_max_contacts_reported() == 0 && B->get_max_contacts_reported() == 0)) {
+ if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
}
- if (A->is_shape_set_as_disabled(shape_A) || B->is_shape_set_as_disabled(shape_B)) {
- collided = false;
- return false;
+ collide_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) && A->collides_with(B);
+ collide_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) && B->collides_with(A);
+
+ report_contacts_only = false;
+ if (!collide_A && !collide_B) {
+ if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) {
+ report_contacts_only = true;
+ } else {
+ collided = false;
+ return false;
+ }
}
//use local A coordinates to avoid numerical issues on collision detection
@@ -236,12 +249,12 @@ 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);
@@ -262,13 +275,13 @@ 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 && collide_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 && collide_B) {
if (_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A, true)) {
collided = true;
}
@@ -285,24 +298,20 @@ bool BodyPair2DSW::setup(real_t p_step) {
}
if (!prev_collided) {
- if (A->is_shape_set_as_one_way_collision(shape_A)) {
+ if (shape_B_ptr->allows_one_way_collision() && A->is_shape_set_as_one_way_collision(shape_A)) {
Vector2 direction = xform_A.get_axis(1).normalized();
bool valid = false;
- if (B->get_linear_velocity().dot(direction) >= 0) {
- for (int i = 0; i < contact_count; i++) {
- Contact &c = contacts[i];
- if (!c.reused) {
- continue;
- }
- if (c.normal.dot(direction) > 0) { //greater (normal inverted)
- continue;
- }
-
- valid = true;
- break;
+ for (int i = 0; i < contact_count; i++) {
+ Contact &c = contacts[i];
+ if (!c.reused) {
+ continue;
}
+ if (c.normal.dot(direction) > -CMP_EPSILON) { //greater (normal inverted)
+ continue;
+ }
+ valid = true;
+ break;
}
-
if (!valid) {
collided = false;
oneway_disabled = true;
@@ -310,22 +319,19 @@ bool BodyPair2DSW::setup(real_t p_step) {
}
}
- if (B->is_shape_set_as_one_way_collision(shape_B)) {
+ if (shape_A_ptr->allows_one_way_collision() && B->is_shape_set_as_one_way_collision(shape_B)) {
Vector2 direction = xform_B.get_axis(1).normalized();
bool valid = false;
- if (A->get_linear_velocity().dot(direction) >= 0) {
- for (int i = 0; i < contact_count; i++) {
- Contact &c = contacts[i];
- if (!c.reused) {
- continue;
- }
- if (c.normal.dot(direction) < 0) { //less (normal ok)
- continue;
- }
-
- valid = true;
- break;
+ for (int i = 0; i < contact_count; i++) {
+ Contact &c = contacts[i];
+ if (!c.reused) {
+ continue;
}
+ if (c.normal.dot(direction) < CMP_EPSILON) { //less (normal ok)
+ continue;
+ }
+ valid = true;
+ break;
}
if (!valid) {
collided = false;
@@ -335,9 +341,21 @@ 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();
@@ -348,56 +366,55 @@ 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();
+
+ real_t inv_inertia_A = collide_A ? A->get_inv_inertia() : 0.0;
+ real_t inv_inertia_B = collide_B ? B->get_inv_inertia() : 0.0;
+
+ real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0;
+ real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0;
+
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) {
- c.active = false;
+ if (depth <= 0.0 || !c.reused) {
continue;
}
- c.active = true;
#ifdef DEBUG_ENABLED
if (space->is_debugging_contacts()) {
space->add_debug_contact(global_A + offset_A);
space->add_debug_contact(global_B + offset_A);
}
#endif
- int gather_A = A->can_report_contacts();
- int gather_B = B->can_report_contacts();
c.rA = global_A;
c.rB = global_B - offset_B;
- if (gather_A | gather_B) {
- //Vector2 crB( -B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x );
-
- global_A += offset_A;
- global_B += offset_A;
+ if (A->can_report_contacts()) {
+ Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
+ A->add_contact(global_A + offset_A, -c.normal, depth, shape_A, global_B + offset_A, shape_B, B->get_instance_id(), B->get_self(), crB + B->get_linear_velocity());
+ }
- if (gather_A) {
- Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x);
- A->add_contact(global_A, -c.normal, depth, shape_A, global_B, shape_B, B->get_instance_id(), B->get_self(), crB + B->get_linear_velocity());
- }
- if (gather_B) {
- Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x);
- B->add_contact(global_B, c.normal, depth, shape_B, global_A, shape_A, A->get_instance_id(), A->get_self(), crA + A->get_linear_velocity());
- }
+ if (B->can_report_contacts()) {
+ Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x);
+ B->add_contact(global_B + offset_A, c.normal, depth, shape_B, global_A + offset_A, shape_A, A->get_instance_id(), A->get_self(), crA + A->get_linear_velocity());
}
- if ((A->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC)) {
- c.active = false;
+ if (report_contacts_only) {
collided = false;
continue;
}
@@ -405,15 +422,15 @@ bool BodyPair2DSW::setup(real_t p_step) {
// Precompute normal mass, tangent mass, and bias.
real_t rnA = c.rA.dot(c.normal);
real_t rnB = c.rB.dot(c.normal);
- real_t kNormal = A->get_inv_mass() + B->get_inv_mass();
- kNormal += A->get_inv_inertia() * (c.rA.dot(c.rA) - rnA * rnA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rnB * rnB);
+ real_t kNormal = inv_mass_A + inv_mass_B;
+ kNormal += inv_inertia_A * (c.rA.dot(c.rA) - rnA * rnA) + inv_inertia_B * (c.rB.dot(c.rB) - rnB * rnB);
c.mass_normal = 1.0f / kNormal;
- Vector2 tangent = c.normal.tangent();
+ Vector2 tangent = c.normal.orthogonal();
real_t rtA = c.rA.dot(tangent);
real_t rtB = c.rB.dot(tangent);
- real_t kTangent = A->get_inv_mass() + B->get_inv_mass();
- kTangent += A->get_inv_inertia() * (c.rA.dot(c.rA) - rtA * rtA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rtB * rtB);
+ real_t kTangent = inv_mass_A + inv_mass_B;
+ kTangent += inv_inertia_A * (c.rA.dot(c.rA) - rtA * rtA) + inv_inertia_B * (c.rB.dot(c.rB) - rtB * rtB);
c.mass_tangent = 1.0f / kTangent;
c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
@@ -425,8 +442,12 @@ 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 (collide_A) {
+ A->apply_impulse(-P, c.rA);
+ }
+ if (collide_B) {
+ B->apply_impulse(P, c.rB);
+ }
}
#endif
@@ -438,6 +459,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
c.bounce = c.bounce * dv.dot(c.normal);
}
+ c.active = true;
do_process = true;
}
@@ -445,13 +467,12 @@ 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;
@@ -469,7 +490,7 @@ void BodyPair2DSW::solve(real_t p_step) {
real_t vn = dv.dot(c.normal);
real_t vbn = dbv.dot(c.normal);
- Vector2 tangent = c.normal.tangent();
+ Vector2 tangent = c.normal.orthogonal();
real_t vt = dv.dot(tangent);
real_t jbn = (c.bias - vbn) * c.mass_normal;
@@ -478,8 +499,12 @@ 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 (collide_A) {
+ A->apply_bias_impulse(-jb, c.rA);
+ }
+ if (collide_B) {
+ B->apply_bias_impulse(jb, c.rB);
+ }
real_t jn = -(c.bounce + vn) * c.mass_normal;
real_t jnOld = c.acc_normal_impulse;
@@ -494,8 +519,12 @@ 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 (collide_A) {
+ A->apply_impulse(-j, c.rA);
+ }
+ if (collide_B) {
+ B->apply_impulse(j, c.rB);
+ }
}
}
@@ -508,12 +537,9 @@ 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() {
- A->remove_constraint(this);
- B->remove_constraint(this);
+ A->remove_constraint(this, 0);
+ B->remove_constraint(this, 1);
}
diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/body_pair_2d_sw.h
index ea4d55841a..db4f3eba69 100644
--- a/servers/physics_2d/body_pair_2d_sw.h
+++ b/servers/physics_2d/body_pair_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -44,39 +44,42 @@ 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 collide_A = false;
+ bool collide_B = false;
+
+ Space2DSW *space = nullptr;
struct Contact {
Vector2 position;
Vector2 normal;
Vector2 local_A, local_B;
- real_t acc_normal_impulse; // accumulated normal impulse (Pn)
- real_t acc_tangent_impulse; // accumulated tangent impulse (Pt)
- real_t acc_bias_impulse; // accumulated normal impulse for position bias (Pnb)
- real_t mass_normal, mass_tangent;
- real_t bias;
+ real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn)
+ real_t acc_tangent_impulse = 0.0; // accumulated tangent impulse (Pt)
+ real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb)
+ real_t mass_normal, mass_tangent = 0.0;
+ real_t bias = 0.0;
- real_t depth;
- bool active;
+ real_t depth = 0.0;
+ bool active = false;
Vector2 rA, rB;
- bool reused;
- real_t bounce;
+ bool reused = false;
+ real_t bounce = 0.0;
};
Vector2 offset_B; //use local A coordinates to avoid numerical issues on collision detection
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 3bdfc1a973..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) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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..0df7086c5a
--- /dev/null
+++ b/servers/physics_2d/broad_phase_2d_bvh.cpp
@@ -0,0 +1,113 @@
+/*************************************************************************/
+/* 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);
+}
diff --git a/servers/physics_2d/broad_phase_2d_basic.h b/servers/physics_2d/broad_phase_2d_bvh.h
index ec5cfdbf1d..ea02a98417 100644
--- a/servers/physics_2d/broad_phase_2d_basic.h
+++ b/servers/physics_2d/broad_phase_2d_bvh.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* broad_phase_2d_basic.h */
+/* broad_phase_2d_bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,58 +28,28 @@
/* 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/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;
+ 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 *);
- 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;
-
- PairCallback pair_callback;
- void *pair_userdata;
- UnpairCallback unpair_callback;
- void *unpair_userdata;
+ PairCallback pair_callback = nullptr;
+ void *pair_userdata = nullptr;
+ UnpairCallback unpair_callback = nullptr;
+ void *unpair_userdata = nullptr;
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 ec74507e03..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) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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/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.empty() && pb->static_object_set.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 de1ada0932..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) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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/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.cpp b/servers/physics_2d/broad_phase_2d_sw.cpp
index 5ba557e70a..7f0af48b1f 100644
--- a/servers/physics_2d/broad_phase_2d_sw.cpp
+++ b/servers/physics_2d/broad_phase_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/broad_phase_2d_sw.h b/servers/physics_2d/broad_phase_2d_sw.h
index e4444cd180..0f82f06b9c 100644
--- a/servers/physics_2d/broad_phase_2d_sw.h
+++ b/servers/physics_2d/broad_phase_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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 6931d96fe4..bc7d277152 100644
--- a/servers/physics_2d/collision_object_2d_sw.cpp
+++ b/servers/physics_2d/collision_object_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -47,8 +47,6 @@ void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_tra
if (!pending_shape_update_list.in_list()) {
PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- // _update_shapes();
- // _shapes_changed();
}
void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
@@ -61,13 +59,6 @@ void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) {
if (!pending_shape_update_list.in_list()) {
PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- // _update_shapes();
- // _shapes_changed();
-}
-
-void CollisionObject2DSW::set_shape_metadata(int p_index, const Variant &p_metadata) {
- ERR_FAIL_INDEX(p_index, shapes.size());
- shapes.write[p_index].metadata = p_metadata;
}
void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_transform) {
@@ -79,11 +70,9 @@ void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_
if (!pending_shape_update_list.in_list()) {
PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- // _update_shapes();
- // _shapes_changed();
}
-void CollisionObject2DSW::set_shape_as_disabled(int p_idx, bool p_disabled) {
+void CollisionObject2DSW::set_shape_disabled(int p_idx, bool p_disabled) {
ERR_FAIL_INDEX(p_idx, shapes.size());
CollisionObject2DSW::Shape &shape = shapes.write[p_idx];
@@ -103,12 +92,10 @@ void CollisionObject2DSW::set_shape_as_disabled(int p_idx, bool p_disabled) {
if (!pending_shape_update_list.in_list()) {
PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- //_update_shapes();
} else if (!p_disabled && shape.bpid == 0) {
if (!pending_shape_update_list.in_list()) {
PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- //_update_shapes(); // automatically adds shape with bpid == 0
}
}
@@ -177,24 +164,23 @@ void CollisionObject2DSW::_update_shapes() {
for (int i = 0; i < shapes.size(); i++) {
Shape &s = shapes.write[i];
-
if (s.disabled) {
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 +195,6 @@ 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 +202,11 @@ 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);
}
}
@@ -253,10 +239,5 @@ void CollisionObject2DSW::_shape_changed() {
CollisionObject2DSW::CollisionObject2DSW(Type p_type) :
pending_shape_update_list(this) {
- _static = true;
type = p_type;
- space = nullptr;
- collision_mask = 1;
- collision_layer = 1;
- pickable = true;
}
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h
index 8caa53680d..ca258a906a 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/collision_object_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,7 +32,7 @@
#define COLLISION_OBJECT_2D_SW_H
#include "broad_phase_2d_sw.h"
-#include "core/self_list.h"
+#include "core/templates/self_list.h"
#include "servers/physics_server_2d.h"
#include "shape_2d_sw.h"
@@ -50,32 +50,26 @@ private:
RID self;
ObjectID instance_id;
ObjectID canvas_instance_id;
- bool pickable;
+ bool pickable = true;
struct Shape {
Transform2D xform;
Transform2D xform_inv;
- BroadPhase2DSW::ID bpid;
+ BroadPhase2DSW::ID bpid = 0;
Rect2 aabb_cache; //for rayqueries
- Shape2DSW *shape;
- Variant metadata;
- bool disabled;
- bool one_way_collision;
- float one_way_collision_margin;
- Shape() {
- disabled = false;
- one_way_collision = false;
- one_way_collision_margin = 0;
- }
+ Shape2DSW *shape = nullptr;
+ bool disabled = false;
+ bool one_way_collision = false;
+ real_t one_way_collision_margin = 0.0;
};
Vector<Shape> shapes;
- Space2DSW *space;
+ Space2DSW *space = nullptr;
Transform2D transform;
Transform2D inv_transform;
- uint32_t collision_mask;
- uint32_t collision_layer;
- bool _static;
+ uint32_t collision_mask = 1;
+ uint32_t collision_layer = 1;
+ bool _static = true;
SelfList<CollisionObject2DSW> pending_shape_update_list;
@@ -115,13 +109,8 @@ public:
void add_shape(Shape2DSW *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false);
void set_shape(int p_index, Shape2DSW *p_shape);
void set_shape_transform(int p_index, const Transform2D &p_transform);
- void set_shape_metadata(int p_index, const Variant &p_metadata);
_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_ Shape2DSW *get_shape(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].shape;
@@ -138,22 +127,18 @@ public:
CRASH_BAD_INDEX(p_index, shapes.size());
return shapes[p_index].aabb_cache;
}
- _FORCE_INLINE_ const Variant &get_shape_metadata(int p_index) const {
- CRASH_BAD_INDEX(p_index, shapes.size());
- 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);
- _FORCE_INLINE_ bool is_shape_set_as_disabled(int p_idx) const {
- CRASH_BAD_INDEX(p_idx, shapes.size());
+ void set_shape_disabled(int p_idx, bool p_disabled);
+ _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
return shapes[p_idx].disabled;
}
- _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, float p_margin) {
+ _FORCE_INLINE_ void set_shape_as_one_way_collision(int p_idx, bool p_one_way_collision, real_t p_margin) {
CRASH_BAD_INDEX(p_idx, shapes.size());
shapes.write[p_idx].one_way_collision = p_one_way_collision;
shapes.write[p_idx].one_way_collision_margin = p_margin;
@@ -163,7 +148,7 @@ public:
return shapes[p_idx].one_way_collision;
}
- _FORCE_INLINE_ float get_shape_one_way_collision_margin(int p_idx) const {
+ _FORCE_INLINE_ real_t get_shape_one_way_collision_margin(int p_idx) const {
CRASH_BAD_INDEX(p_idx, shapes.size());
return shapes[p_idx].one_way_collision_margin;
}
@@ -190,7 +175,11 @@ public:
void set_pickable(bool p_pickable) { pickable = p_pickable; }
_FORCE_INLINE_ bool is_pickable() const { return pickable; }
- _FORCE_INLINE_ bool test_collision_mask(CollisionObject2DSW *p_other) const {
+ _FORCE_INLINE_ bool collides_with(CollisionObject2DSW *p_other) const {
+ return p_other->collision_layer & collision_mask;
+ }
+
+ _FORCE_INLINE_ bool interacts_with(CollisionObject2DSW *p_other) const {
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp
index d993754fee..2e67cc6520 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/collision_solver_2d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,11 +34,11 @@
struct _CollectorCallback2D {
CollisionSolver2DSW::CallbackResult callback;
- void *userdata;
- bool swap;
- bool collided;
+ void *userdata = nullptr;
+ bool swap = false;
+ bool collided = false;
Vector2 normal;
- Vector2 *sep_axis;
+ Vector2 *sep_axis = nullptr;
_FORCE_INLINE_ void call(const Vector2 &p_point_A, const Vector2 &p_point_B) {
/*
@@ -75,9 +75,9 @@ _FORCE_INLINE_ static void _generate_contacts_point_edge(const Vector2 *p_points
}
struct _generate_contacts_Pair {
- bool a;
- int idx;
- real_t d;
+ bool a = false;
+ int idx = 0;
+ real_t d = 0.0;
_FORCE_INLINE_ bool operator<(const _generate_contacts_Pair &l) const { return d < l.d; }
};
@@ -88,7 +88,7 @@ _FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 *p_points_
#endif
Vector2 n = p_collector->normal;
- Vector2 t = n.tangent();
+ Vector2 t = n.orthogonal();
real_t dA = n.dot(p_points_A[0]);
real_t dB = n.dot(p_points_B[0]);
@@ -146,10 +146,10 @@ static void _generate_contacts_from_supports(const Vector2 *p_points_A, int p_po
}
};
- int pointcount_B;
- int pointcount_A;
- const Vector2 *points_A;
- const Vector2 *points_B;
+ int pointcount_B = 0;
+ int pointcount_A = 0;
+ const Vector2 *points_A = nullptr;
+ const Vector2 *points_B = nullptr;
if (p_point_count_A > p_point_count_B) {
//swap
@@ -177,18 +177,20 @@ static void _generate_contacts_from_supports(const Vector2 *p_points_A, int p_po
template <class ShapeA, class ShapeB, bool castA = false, bool castB = false, bool withMargin = false>
class SeparatorAxisTest2D {
- const ShapeA *shape_A;
- const ShapeB *shape_B;
- const Transform2D *transform_A;
- const Transform2D *transform_B;
- real_t best_depth;
+ const ShapeA *shape_A = nullptr;
+ const ShapeB *shape_B = nullptr;
+ const Transform2D *transform_A = nullptr;
+ const Transform2D *transform_B = nullptr;
+ real_t best_depth = 1e15;
Vector2 best_axis;
- int best_axis_count;
- int best_axis_index;
+#ifdef DEBUG_ENABLED
+ int best_axis_count = 0;
+ int best_axis_index = -1;
+#endif
Vector2 motion_A;
Vector2 motion_B;
- real_t margin_A;
- real_t margin_B;
+ real_t margin_A = 0.0;
+ real_t margin_B = 0.0;
_CollectorCallback2D *callback;
public:
@@ -209,7 +211,7 @@ public:
if (!test_axis(na)) {
return false;
}
- if (!test_axis(na.tangent())) {
+ if (!test_axis(na.orthogonal())) {
return false;
}
}
@@ -219,7 +221,7 @@ public:
if (!test_axis(nb)) {
return false;
}
- if (!test_axis(nb.tangent())) {
+ if (!test_axis(nb.orthogonal())) {
return false;
}
}
@@ -364,19 +366,13 @@ public:
_FORCE_INLINE_ SeparatorAxisTest2D(const ShapeA *p_shape_A, const Transform2D &p_transform_a, const ShapeB *p_shape_B, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_A = Vector2(), const Vector2 &p_motion_B = Vector2(), real_t p_margin_A = 0, real_t p_margin_B = 0) {
margin_A = p_margin_A;
margin_B = p_margin_B;
- best_depth = 1e15;
shape_A = p_shape_A;
shape_B = p_shape_B;
transform_A = &p_transform_a;
transform_B = &p_transform_b;
motion_A = p_motion_A;
motion_B = p_motion_B;
-
callback = p_collector;
-#ifdef DEBUG_ENABLED
- best_axis_count = 0;
- best_axis_index = -1;
-#endif
}
};
@@ -450,7 +446,7 @@ static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p
//segment normal
if (!separator.test_axis(
- (p_transform_a.xform(segment_A->get_b()) - p_transform_a.xform(segment_A->get_a())).normalized().tangent())) {
+ (p_transform_a.xform(segment_A->get_b()) - p_transform_a.xform(segment_A->get_a())).normalized().orthogonal())) {
return;
}
@@ -560,16 +556,18 @@ static void _collision_segment_capsule(const Shape2DSW *p_a, const Transform2D &
return;
}
- if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * 0.5))) {
+ real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
+
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir))) {
return;
}
- if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * -0.5))) {
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_a()), (p_transform_b.get_origin() - p_transform_b.elements[1] * capsule_dir))) {
return;
}
- if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * 0.5))) {
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir))) {
return;
}
- if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * -0.5))) {
+ if (TEST_POINT(p_transform_a.xform(segment_A->get_b()), (p_transform_b.get_origin() - p_transform_b.elements[1] * capsule_dir))) {
return;
}
@@ -715,11 +713,13 @@ static void _collision_circle_capsule(const Shape2DSW *p_a, const Transform2D &p
return;
}
+ real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
+
//capsule endpoints
- if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * 0.5))) {
+ if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir))) {
return;
}
- if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * -0.5))) {
+ if (TEST_POINT(p_transform_a.get_origin(), (p_transform_b.get_origin() - p_transform_b.elements[1] * capsule_dir))) {
return;
}
@@ -864,9 +864,11 @@ static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D
Transform2D boxinv = p_transform_a.affine_inverse();
+ real_t capsule_dir = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
+
for (int i = 0; i < 2; i++) {
{
- Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * (i == 0 ? 0.5 : -0.5);
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir;
if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
return;
@@ -874,7 +876,7 @@ static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D
}
if (castA) {
- Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * (i == 0 ? 0.5 : -0.5);
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir;
capsule_endpoint -= p_motion_a;
if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
@@ -883,7 +885,7 @@ static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D
}
if (castB) {
- Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * (i == 0 ? 0.5 : -0.5);
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir;
capsule_endpoint += p_motion_b;
if (!separator.test_axis(rectangle_A->get_circle_axis(p_transform_a, boxinv, capsule_endpoint))) {
@@ -892,7 +894,7 @@ static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D
}
if (castA && castB) {
- Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * (i == 0 ? 0.5 : -0.5);
+ Vector2 capsule_endpoint = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir;
capsule_endpoint -= p_motion_a;
capsule_endpoint += p_motion_b;
@@ -900,6 +902,8 @@ static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D
return;
}
}
+
+ capsule_dir *= -1.0;
}
separator.generate_contacts();
@@ -994,16 +998,22 @@ static void _collision_capsule_capsule(const Shape2DSW *p_a, const Transform2D &
//capsule endpoints
+ real_t capsule_dir_A = capsule_A->get_height() * 0.5 - capsule_A->get_radius();
for (int i = 0; i < 2; i++) {
- Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.elements[1] * capsule_A->get_height() * (i == 0 ? 0.5 : -0.5);
+ Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.elements[1] * capsule_dir_A;
+ real_t capsule_dir_B = capsule_B->get_height() * 0.5 - capsule_B->get_radius();
for (int j = 0; j < 2; j++) {
- Vector2 capsule_endpoint_B = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_B->get_height() * (j == 0 ? 0.5 : -0.5);
+ Vector2 capsule_endpoint_B = p_transform_b.get_origin() + p_transform_b.elements[1] * capsule_dir_B;
if (TEST_POINT(capsule_endpoint_A, capsule_endpoint_B)) {
return;
}
+
+ capsule_dir_B *= -1.0;
}
+
+ capsule_dir_A *= -1.0;
}
separator.generate_contacts();
@@ -1034,12 +1044,15 @@ static void _collision_capsule_convex_polygon(const Shape2DSW *p_a, const Transf
for (int i = 0; i < convex_B->get_point_count(); i++) {
Vector2 cpoint = p_transform_b.xform(convex_B->get_point(i));
+ real_t capsule_dir = capsule_A->get_height() * 0.5 - capsule_A->get_radius();
for (int j = 0; j < 2; j++) {
- Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.elements[1] * capsule_A->get_height() * (j == 0 ? 0.5 : -0.5);
+ Vector2 capsule_endpoint_A = p_transform_a.get_origin() + p_transform_a.elements[1] * capsule_dir;
if (TEST_POINT(capsule_endpoint_A, cpoint)) {
return;
}
+
+ capsule_dir *= -1.0;
}
if (!separator.test_axis(convex_B->get_xformed_segment_normal(p_transform_b, i))) {
@@ -1097,14 +1110,14 @@ static void _collision_convex_polygon_convex_polygon(const Shape2DSW *p_a, const
bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) {
PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
- ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_LINE, false);
- //ERR_FAIL_COND_V(type_A==PhysicsServer2D::SHAPE_RAY,false);
+ ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false);
+ ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY, false);
ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
PhysicsServer2D::ShapeType type_B = p_shape_B->get_type();
- ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_LINE, false);
- //ERR_FAIL_COND_V(type_B==PhysicsServer2D::SHAPE_RAY,false);
+ ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false);
+ ERR_FAIL_COND_V(type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY, false);
ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
static const CollisionFunc collision_table[5][5] = {
diff --git a/servers/physics_2d/collision_solver_2d_sat.h b/servers/physics_2d/collision_solver_2d_sat.h
index 6bb485f561..49cc5176f9 100644
--- a/servers/physics_2d/collision_solver_2d_sat.h
+++ b/servers/physics_2d/collision_solver_2d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/collision_solver_2d_sw.cpp
index beba709807..527bb1b0b2 100644
--- a/servers/physics_2d/collision_solver_2d_sw.cpp
+++ b/servers/physics_2d/collision_solver_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,20 +34,20 @@
#define collision_solver sat_2d_calculate_penetration
//#define collision_solver gjk_epa_calculate_penetration
-bool CollisionSolver2DSW::solve_static_line(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
- const LineShape2DSW *line = static_cast<const LineShape2DSW *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_LINE) {
+bool CollisionSolver2DSW::solve_static_world_boundary(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) {
+ const WorldBoundaryShape2DSW *world_boundary = static_cast<const WorldBoundaryShape2DSW *>(p_shape_A);
+ if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
return false;
}
- Vector2 n = p_transform_A.basis_xform(line->get_normal()).normalized();
- Vector2 p = p_transform_A.xform(line->get_normal() * line->get_d());
+ Vector2 n = p_transform_A.basis_xform(world_boundary->get_normal()).normalized();
+ Vector2 p = p_transform_A.xform(world_boundary->get_normal() * world_boundary->get_d());
real_t d = n.dot(p);
Vector2 supports[2];
int support_count;
- p_shape_B->get_supports(p_transform_A.affine_inverse().basis_xform(-n).normalized(), supports, support_count);
+ p_shape_B->get_supports(p_transform_B.affine_inverse().basis_xform(-n).normalized(), supports, support_count);
bool found = false;
@@ -73,14 +73,14 @@ bool CollisionSolver2DSW::solve_static_line(const Shape2DSW *p_shape_A, const Tr
return found;
}
-bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis) {
- const RayShape2DSW *ray = static_cast<const RayShape2DSW *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_RAY) {
+bool CollisionSolver2DSW::solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) {
+ const SeparationRayShape2DSW *ray = static_cast<const SeparationRayShape2DSW *>(p_shape_A);
+ if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
return false;
}
Vector2 from = p_transform_A.get_origin();
- Vector2 to = from + p_transform_A[1] * ray->get_length();
+ Vector2 to = from + p_transform_A[1] * (ray->get_length() + p_margin);
if (p_motion_A != Vector2()) {
//not the best but should be enough
Vector2 normal = (to - from).normalized();
@@ -94,14 +94,30 @@ bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector
Vector2 p, n;
if (!p_shape_B->intersect_segment(from, to, p, n)) {
- if (sep_axis) {
- *sep_axis = p_transform_A[1].normalized();
+ if (r_sep_axis) {
+ *r_sep_axis = p_transform_A[1].normalized();
+ }
+ return false;
+ }
+
+ // Discard contacts when the ray is fully contained inside the shape.
+ if (n == Vector2()) {
+ if (r_sep_axis) {
+ *r_sep_axis = p_transform_A[1].normalized();
+ }
+ return false;
+ }
+
+ // Discard contacts in the wrong direction.
+ if (n.dot(from - to) < CMP_EPSILON) {
+ if (r_sep_axis) {
+ *r_sep_axis = p_transform_A[1].normalized();
}
return false;
}
Vector2 support_B = p_transform_B.xform(p);
- if (ray->get_slips_on_slope()) {
+ if (ray->get_slide_on_slope()) {
Vector2 global_n = invb.basis_xform_inv(n).normalized();
support_B = support_A + (support_B - support_A).length() * global_n;
}
@@ -117,39 +133,39 @@ bool CollisionSolver2DSW::solve_raycast(const Shape2DSW *p_shape_A, const Vector
}
struct _ConcaveCollisionInfo2D {
- const Transform2D *transform_A;
- const Shape2DSW *shape_A;
- const Transform2D *transform_B;
+ const Transform2D *transform_A = nullptr;
+ const Shape2DSW *shape_A = nullptr;
+ const Transform2D *transform_B = nullptr;
Vector2 motion_A;
Vector2 motion_B;
- real_t margin_A;
- real_t margin_B;
+ real_t margin_A = 0.0;
+ real_t margin_B = 0.0;
CollisionSolver2DSW::CallbackResult result_callback;
- void *userdata;
- bool swap_result;
- bool collided;
- int aabb_tests;
- int collisions;
- Vector2 *sep_axis;
+ void *userdata = nullptr;
+ bool swap_result = false;
+ bool collided = false;
+ int aabb_tests = 0;
+ int collisions = 0;
+ Vector2 *sep_axis = nullptr;
};
-void CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex) {
+bool CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex) {
_ConcaveCollisionInfo2D &cinfo = *(_ConcaveCollisionInfo2D *)(p_userdata);
cinfo.aabb_tests++;
- if (!cinfo.result_callback && cinfo.collided) {
- return; //already collided and no contacts requested, don't test anymore
- }
bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, cinfo.motion_A, p_convex, *cinfo.transform_B, cinfo.motion_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result, cinfo.sep_axis, cinfo.margin_A, cinfo.margin_B);
if (!collided) {
- return;
+ return false;
}
cinfo.collided = true;
cinfo.collisions++;
+
+ // Stop at first collision if contacts are not needed.
+ return !cinfo.result_callback;
}
-bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) {
+bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
const ConcaveShape2DSW *concave_B = static_cast<const ConcaveShape2DSW *>(p_shape_B);
_ConcaveCollisionInfo2D cinfo;
@@ -162,7 +178,7 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transf
cinfo.swap_result = p_swap_result;
cinfo.collided = false;
cinfo.collisions = 0;
- cinfo.sep_axis = sep_axis;
+ cinfo.sep_axis = r_sep_axis;
cinfo.margin_A = p_margin_A;
cinfo.margin_B = p_margin_B;
@@ -193,7 +209,7 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transf
return cinfo.collided;
}
-bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) {
+bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) {
PhysicsServer2D::ShapeType type_A = p_shape_A->get_type();
PhysicsServer2D::ShapeType type_B = p_shape_B->get_type();
bool concave_A = p_shape_A->is_concave();
@@ -209,26 +225,26 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
swap = true;
}
- if (type_A == PhysicsServer2D::SHAPE_LINE) {
- if (type_B == PhysicsServer2D::SHAPE_LINE || type_B == PhysicsServer2D::SHAPE_RAY) {
+ if (type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
+ if (type_B == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) {
return false;
}
if (swap) {
- return solve_static_line(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
+ return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
} else {
- return solve_static_line(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
+ return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
}
- } else if (type_A == PhysicsServer2D::SHAPE_RAY) {
- if (type_B == PhysicsServer2D::SHAPE_RAY) {
+ } else if (type_A == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
+ if (type_B == PhysicsServer2D::SHAPE_SEPARATION_RAY) {
return false; //no ray-ray
}
if (swap) {
- return solve_raycast(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, sep_axis);
+ return solve_separation_ray(p_shape_B, p_motion_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, r_sep_axis, p_margin_B);
} else {
- return solve_raycast(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, sep_axis);
+ return solve_separation_ray(p_shape_A, p_motion_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, r_sep_axis, p_margin_A);
}
} else if (concave_B) {
@@ -237,12 +253,12 @@ bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p
}
if (!swap) {
- return solve_concave(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, sep_axis, margin_A, margin_B);
+ return solve_concave(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, r_sep_axis, margin_A, margin_B);
} else {
- return solve_concave(p_shape_B, p_transform_B, p_motion_B, p_shape_A, p_transform_A, p_motion_A, p_result_callback, p_userdata, true, sep_axis, margin_A, margin_B);
+ return solve_concave(p_shape_B, p_transform_B, p_motion_B, p_shape_A, p_transform_A, p_motion_A, p_result_callback, p_userdata, true, r_sep_axis, margin_A, margin_B);
}
} else {
- return collision_solver(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, sep_axis, margin_A, margin_B);
+ return collision_solver(p_shape_A, p_transform_A, p_motion_A, p_shape_B, p_transform_B, p_motion_B, p_result_callback, p_userdata, false, r_sep_axis, margin_A, margin_B);
}
}
diff --git a/servers/physics_2d/collision_solver_2d_sw.h b/servers/physics_2d/collision_solver_2d_sw.h
index f39cfee0a9..b87247b89a 100644
--- a/servers/physics_2d/collision_solver_2d_sw.h
+++ b/servers/physics_2d/collision_solver_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -38,13 +38,13 @@ public:
typedef void (*CallbackResult)(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata);
private:
- static bool solve_static_line(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
- static void concave_callback(void *p_userdata, Shape2DSW *p_convex);
- static bool solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
- static bool solve_raycast(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *sep_axis = nullptr);
+ static bool solve_static_world_boundary(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result);
+ static bool concave_callback(void *p_userdata, Shape2DSW *p_convex);
+ static bool solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0);
public:
- static bool solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
+ static bool solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0);
};
#endif // COLLISION_SOLVER_2D_SW_H
diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/constraint_2d_sw.h
index d8751f588e..df300d666d 100644
--- a/servers/physics_2d/constraint_2d_sw.h
+++ b/servers/physics_2d/constraint_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,10 +36,8 @@
class Constraint2DSW {
Body2DSW **_body_ptr;
int _body_count;
- uint64_t island_step;
- Constraint2DSW *island_next;
- Constraint2DSW *island_list_next;
- bool disabled_collisions_between_bodies;
+ uint64_t island_step = 0;
+ bool disabled_collisions_between_bodies = true;
RID self;
@@ -47,8 +45,6 @@ protected:
Constraint2DSW(Body2DSW **p_body_ptr = nullptr, int p_body_count = 0) {
_body_ptr = p_body_ptr;
_body_count = p_body_count;
- island_step = 0;
- disabled_collisions_between_bodies = true;
}
public:
@@ -58,12 +54,6 @@ 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 +61,7 @@ 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 e7d26645e9..b46397b8e6 100644
--- a/servers/physics_2d/joints_2d_sw.cpp
+++ b/servers/physics_2d/joints_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -55,18 +55,26 @@
* SOFTWARE.
*/
+void Joint2DSW::copy_settings_from(Joint2DSW *p_joint) {
+ set_self(p_joint->get_self());
+ set_max_force(p_joint->get_max_force());
+ set_bias(p_joint->get_bias());
+ set_max_bias(p_joint->get_max_bias());
+ disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
+}
+
static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) {
- real_t value = 0;
+ real_t value = 0.0;
{
value += a->get_inv_mass();
- real_t rcn = rA.cross(n);
+ real_t rcn = (rA - a->get_center_of_mass()).cross(n);
value += a->get_inv_inertia() * rcn * rcn;
}
if (b) {
value += b->get_inv_mass();
- real_t rcn = rB.cross(n);
+ real_t rcn = (rB - b->get_center_of_mass()).cross(n);
value += b->get_inv_inertia() * rcn * rcn;
}
@@ -75,9 +83,9 @@ static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const
static inline Vector2
relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) {
- Vector2 sum = a->get_linear_velocity() - rA.tangent() * a->get_angular_velocity();
+ Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity();
if (b) {
- return (b->get_linear_velocity() - rB.tangent() * b->get_angular_velocity()) - sum;
+ return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum;
} else {
return -sum;
}
@@ -89,8 +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;
@@ -135,12 +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;
}
@@ -148,21 +158,35 @@ 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());
+ Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity());
Vector2 rel_vel;
if (B) {
- rel_vel = B->get_linear_velocity() - custom_cross(rB, B->get_angular_velocity()) - vA;
+ rel_vel = B->get_linear_velocity() - custom_cross(rB - B->get_center_of_mass(), B->get_angular_velocity()) - vA;
} else {
rel_vel = -vA;
}
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);
}
@@ -189,23 +213,12 @@ PinJoint2DSW::PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p
anchor_A = p_body_a->get_inv_transform().xform(p_pos);
anchor_B = p_body_b ? p_body_b->get_inv_transform().xform(p_pos) : p_pos;
- softness = 0;
-
p_body_a->add_constraint(this, 0);
if (p_body_b) {
p_body_b->add_constraint(this, 1);
}
}
-PinJoint2DSW::~PinJoint2DSW() {
- if (A) {
- A->remove_constraint(this);
- }
- if (B) {
- B->remove_constraint(this);
- }
-}
-
//////////////////////////////////////////////
//////////////////////////////////////////////
//////////////////////////////////////////////
@@ -223,6 +236,9 @@ k_tensor(Body2DSW *a, Body2DSW *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2
k21 = 0.0f;
k22 = m_sum;
+ r1 -= a->get_center_of_mass();
+ r2 -= b->get_center_of_mass();
+
// add the influence from r1
real_t a_i_inv = a->get_inv_inertia();
real_t r1xsq = r1.x * r1.x * a_i_inv;
@@ -258,13 +274,22 @@ 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).tangent().normalized();
+ Vector2 n = -(tb - ta).orthogonal().normalized();
real_t d = ta.dot(n);
xf_normal = n;
@@ -282,7 +307,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
} else {
clamp = 0.0f;
//joint->r1 = cpvsub(cpvadd(cpvmult(cpvperp(n), -td), cpvmult(n, d)), a->p);
- rA = ((-n.tangent() * -td) + n * d) - A->get_transform().get_origin();
+ rA = ((-n.orthogonal() * -td) + n * d) - A->get_transform().get_origin();
}
// Calculate mass tensor
@@ -298,16 +323,24 @@ 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);
@@ -316,12 +349,16 @@ 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) :
@@ -332,22 +369,24 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_
A_groove_1 = A->get_inv_transform().xform(p_a_groove1);
A_groove_2 = A->get_inv_transform().xform(p_a_groove2);
B_anchor = B->get_inv_transform().xform(p_b_anchor);
- A_groove_normal = -(A_groove_2 - A_groove_1).normalized().tangent();
+ A_groove_normal = -(A_groove_2 - A_groove_1).normalized().orthogonal();
A->add_constraint(this, 0);
B->add_constraint(this, 1);
}
-GrooveJoint2DSW::~GrooveJoint2DSW() {
- A->remove_constraint(this);
- B->remove_constraint(this);
-}
-
//////////////////////////////////////////////
//////////////////////////////////////////////
//////////////////////////////////////////////
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);
@@ -366,12 +405,21 @@ 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;
}
@@ -386,8 +434,12 @@ 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) {
@@ -428,14 +480,7 @@ DampedSpringJoint2DSW::DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Ve
anchor_B = B->get_inv_transform().xform(p_anchor_b);
rest_length = p_anchor_a.distance_to(p_anchor_b);
- stiffness = 20;
- damping = 1.5;
A->add_constraint(this, 0);
B->add_constraint(this, 1);
}
-
-DampedSpringJoint2DSW::~DampedSpringJoint2DSW() {
- A->remove_constraint(this);
- B->remove_constraint(this);
-}
diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/joints_2d_sw.h
index 3c8aab77c8..e2a7c0c91e 100644
--- a/servers/physics_2d/joints_2d_sw.h
+++ b/servers/physics_2d/joints_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,9 +35,13 @@
#include "constraint_2d_sw.h"
class Joint2DSW : public Constraint2DSW {
- real_t max_force;
- real_t bias;
- real_t max_bias;
+ real_t bias = 0;
+ real_t max_bias = 3.40282e+38;
+ real_t max_force = 3.40282e+38;
+
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
public:
_FORCE_INLINE_ void set_max_force(real_t p_force) { max_force = p_force; }
@@ -49,11 +53,23 @@ 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 PhysicsServer2D::JointType get_type() const = 0;
+ 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);
+
+ virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; }
Joint2DSW(Body2DSW **p_body_ptr = nullptr, int p_body_count = 0) :
- Constraint2DSW(p_body_ptr, p_body_count) {
- bias = 0;
- max_force = max_bias = 3.40282e+38;
+ Constraint2DSW(p_body_ptr, p_body_count) {}
+
+ virtual ~Joint2DSW() {
+ for (int i = 0; i < get_body_count(); i++) {
+ Body2DSW *body = get_body_ptr()[i];
+ if (body) {
+ body->remove_constraint(this, i);
+ }
+ }
};
};
@@ -64,7 +80,7 @@ class PinJoint2DSW : public Joint2DSW {
Body2DSW *B;
};
- Body2DSW *_arr[2];
+ Body2DSW *_arr[2] = { nullptr, nullptr };
};
Transform2D M;
@@ -73,19 +89,19 @@ class PinJoint2DSW : public Joint2DSW {
Vector2 anchor_B;
Vector2 bias;
Vector2 P;
- real_t softness;
+ real_t softness = 0.0;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_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;
PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p_body_b = nullptr);
- ~PinJoint2DSW();
};
class GrooveJoint2DSW : public Joint2DSW {
@@ -95,7 +111,7 @@ class GrooveJoint2DSW : public Joint2DSW {
Body2DSW *B;
};
- Body2DSW *_arr[2];
+ Body2DSW *_arr[2] = { nullptr, nullptr };
};
Vector2 A_groove_1;
@@ -104,22 +120,22 @@ class GrooveJoint2DSW : public Joint2DSW {
Vector2 B_anchor;
Vector2 jn_acc;
Vector2 gbias;
- real_t jn_max;
- real_t clamp;
+ real_t jn_max = 0.0;
+ real_t clamp = 0.0;
Vector2 xf_normal;
Vector2 rA, rB;
Vector2 k1, k2;
- bool correct;
+ bool correct = false;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_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);
- ~GrooveJoint2DSW();
};
class DampedSpringJoint2DSW : public Joint2DSW {
@@ -129,33 +145,34 @@ class DampedSpringJoint2DSW : public Joint2DSW {
Body2DSW *B;
};
- Body2DSW *_arr[2];
+ Body2DSW *_arr[2] = { nullptr, nullptr };
};
Vector2 anchor_A;
Vector2 anchor_B;
- real_t rest_length;
- real_t damping;
- real_t stiffness;
+ real_t rest_length = 0.0;
+ real_t damping = 1.5;
+ real_t stiffness = 20.0;
Vector2 rA, rB;
Vector2 n;
- real_t n_mass;
- real_t target_vrn;
- real_t v_coef;
+ Vector2 j;
+ real_t n_mass = 0.0;
+ real_t target_vrn = 0.0;
+ real_t v_coef = 0.0;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_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;
DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, Body2DSW *p_body_a, Body2DSW *p_body_b);
- ~DampedSpringJoint2DSW();
};
#endif // JOINTS_2D_SW_H
diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp
index 1b396190e9..4315b55df4 100644
--- a/servers/physics_2d/physics_server_2d_sw.cpp
+++ b/servers/physics_2d/physics_server_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,12 +30,12 @@
#include "physics_server_2d_sw.h"
-#include "broad_phase_2d_basic.h"
-#include "broad_phase_2d_hash_grid.h"
+#include "body_direct_state_2d_sw.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"
#include "core/os/os.h"
-#include "core/project_settings.h"
#define FLUSH_QUERY_CHECK(m_object) \
ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
@@ -43,11 +43,11 @@
RID PhysicsServer2DSW::_shape_create(ShapeType p_shape) {
Shape2DSW *shape = nullptr;
switch (p_shape) {
- case SHAPE_LINE: {
- shape = memnew(LineShape2DSW);
+ case SHAPE_WORLD_BOUNDARY: {
+ shape = memnew(WorldBoundaryShape2DSW);
} break;
- case SHAPE_RAY: {
- shape = memnew(RayShape2DSW);
+ case SHAPE_SEPARATION_RAY: {
+ shape = memnew(SeparationRayShape2DSW);
} break;
case SHAPE_SEGMENT: {
shape = memnew(SegmentShape2DSW);
@@ -79,12 +79,12 @@ RID PhysicsServer2DSW::_shape_create(ShapeType p_shape) {
return id;
}
-RID PhysicsServer2DSW::line_shape_create() {
- return _shape_create(SHAPE_LINE);
+RID PhysicsServer2DSW::world_boundary_shape_create() {
+ return _shape_create(SHAPE_WORLD_BOUNDARY);
}
-RID PhysicsServer2DSW::ray_shape_create() {
- return _shape_create(SHAPE_RAY);
+RID PhysicsServer2DSW::separation_ray_shape_create() {
+ return _shape_create(SHAPE_SEPARATION_RAY);
}
RID PhysicsServer2DSW::segment_shape_create() {
@@ -112,32 +112,32 @@ RID PhysicsServer2DSW::concave_polygon_shape_create() {
}
void PhysicsServer2DSW::shape_set_data(RID p_shape, const Variant &p_data) {
- Shape2DSW *shape = shape_owner.getornull(p_shape);
+ Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
shape->set_data(p_data);
};
void PhysicsServer2DSW::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
- Shape2DSW *shape = shape_owner.getornull(p_shape);
+ Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
shape->set_custom_bias(p_bias);
}
PhysicsServer2D::ShapeType PhysicsServer2DSW::shape_get_type(RID p_shape) const {
- const Shape2DSW *shape = shape_owner.getornull(p_shape);
+ const Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM);
return shape->get_type();
};
Variant PhysicsServer2DSW::shape_get_data(RID p_shape) const {
- const Shape2DSW *shape = shape_owner.getornull(p_shape);
+ const Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, Variant());
ERR_FAIL_COND_V(!shape->is_configured(), Variant());
return shape->get_data();
};
real_t PhysicsServer2DSW::shape_get_custom_solver_bias(RID p_shape) const {
- const Shape2DSW *shape = shape_owner.getornull(p_shape);
+ const Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, 0);
return shape->get_custom_bias();
}
@@ -149,24 +149,19 @@ void PhysicsServer2DSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &
return;
}
+ Vector2 rel_dir = (p_point_A - p_point_B);
+ real_t rel_length2 = rel_dir.length_squared();
if (cbk->valid_dir != Vector2()) {
- if (p_point_A.distance_squared_to(p_point_B) > cbk->valid_depth * cbk->valid_depth) {
- cbk->invalid_by_dir++;
- return;
- }
- Vector2 rel_dir = (p_point_A - p_point_B).normalized();
-
- if (cbk->valid_dir.dot(rel_dir) < Math_SQRT12) { //sqrt(2)/2.0 - 45 degrees
- cbk->invalid_by_dir++;
-
- /*
- print_line("A: "+p_point_A);
- print_line("B: "+p_point_B);
- print_line("discard too angled "+rtos(cbk->valid_dir.dot((p_point_A-p_point_B))));
- print_line("resnorm: "+(p_point_A-p_point_B).normalized());
- print_line("distance: "+rtos(p_point_A.distance_to(p_point_B)));
- */
- return;
+ if (cbk->valid_depth < 10e20) {
+ if (rel_length2 > cbk->valid_depth * cbk->valid_depth ||
+ (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) {
+ cbk->invalid_by_dir++;
+ return;
+ }
+ } else {
+ if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) {
+ return;
+ }
}
}
@@ -182,8 +177,7 @@ void PhysicsServer2DSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &
}
}
- real_t d = p_point_A.distance_squared_to(p_point_B);
- if (d < min_depth) {
+ if (rel_length2 < min_depth) {
return;
}
cbk->ptr[min_depth_idx * 2 + 0] = p_point_A;
@@ -199,9 +193,9 @@ void PhysicsServer2DSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &
}
bool PhysicsServer2DSW::shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) {
- Shape2DSW *shape_A = shape_owner.getornull(p_shape_A);
+ Shape2DSW *shape_A = shape_owner.get_or_null(p_shape_A);
ERR_FAIL_COND_V(!shape_A, false);
- Shape2DSW *shape_B = shape_owner.getornull(p_shape_B);
+ Shape2DSW *shape_B = shape_owner.get_or_null(p_shape_B);
ERR_FAIL_COND_V(!shape_B, false);
if (p_result_max == 0) {
@@ -224,7 +218,7 @@ RID PhysicsServer2DSW::space_create() {
RID id = space_owner.make_rid(space);
space->set_self(id);
RID area_id = area_create();
- Area2DSW *area = area_owner.getornull(area_id);
+ Area2DSW *area = area_owner.get_or_null(area_id);
ERR_FAIL_COND_V(!area, RID());
space->set_default_area(area);
area->set_space(space);
@@ -234,7 +228,7 @@ RID PhysicsServer2DSW::space_create() {
};
void PhysicsServer2DSW::space_set_active(RID p_space, bool p_active) {
- Space2DSW *space = space_owner.getornull(p_space);
+ Space2DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
if (p_active) {
active_spaces.insert(space);
@@ -244,45 +238,45 @@ void PhysicsServer2DSW::space_set_active(RID p_space, bool p_active) {
}
bool PhysicsServer2DSW::space_is_active(RID p_space) const {
- const Space2DSW *space = space_owner.getornull(p_space);
+ const Space2DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, false);
return active_spaces.has(space);
}
void PhysicsServer2DSW::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
- Space2DSW *space = space_owner.getornull(p_space);
+ Space2DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
space->set_param(p_param, p_value);
}
real_t PhysicsServer2DSW::space_get_param(RID p_space, SpaceParameter p_param) const {
- const Space2DSW *space = space_owner.getornull(p_space);
+ const Space2DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, 0);
return space->get_param(p_param);
}
void PhysicsServer2DSW::space_set_debug_contacts(RID p_space, int p_max_contacts) {
- Space2DSW *space = space_owner.getornull(p_space);
+ Space2DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
space->set_debug_contacts(p_max_contacts);
}
Vector<Vector2> PhysicsServer2DSW::space_get_contacts(RID p_space) const {
- Space2DSW *space = space_owner.getornull(p_space);
+ Space2DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, Vector<Vector2>());
return space->get_debug_contacts();
}
int PhysicsServer2DSW::space_get_contact_count(RID p_space) const {
- Space2DSW *space = space_owner.getornull(p_space);
+ Space2DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, 0);
return space->get_debug_contact_count();
}
PhysicsDirectSpaceState2D *PhysicsServer2DSW::space_get_direct_state(RID p_space) {
- Space2DSW *space = space_owner.getornull(p_space);
+ Space2DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, nullptr);
ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
@@ -297,12 +291,12 @@ RID PhysicsServer2DSW::area_create() {
};
void PhysicsServer2DSW::area_set_space(RID p_area, RID p_space) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
Space2DSW *space = nullptr;
if (p_space.is_valid()) {
- space = space_owner.getornull(p_space);
+ space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
}
@@ -315,7 +309,7 @@ void PhysicsServer2DSW::area_set_space(RID p_area, RID p_space) {
};
RID PhysicsServer2DSW::area_get_space(RID p_area) const {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, RID());
Space2DSW *space = area->get_space();
@@ -326,34 +320,34 @@ RID PhysicsServer2DSW::area_get_space(RID p_area) const {
};
void PhysicsServer2DSW::area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_space_override_mode(p_mode);
}
PhysicsServer2D::AreaSpaceOverrideMode PhysicsServer2DSW::area_get_space_override_mode(RID p_area) const {
- const Area2DSW *area = area_owner.getornull(p_area);
+ const Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, AREA_SPACE_OVERRIDE_DISABLED);
return area->get_space_override_mode();
}
void PhysicsServer2DSW::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
- Shape2DSW *shape = shape_owner.getornull(p_shape);
+ Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
area->add_shape(shape, p_transform, p_disabled);
}
void PhysicsServer2DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
- Shape2DSW *shape = shape_owner.getornull(p_shape);
+ Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
ERR_FAIL_COND(!shape->is_configured());
@@ -361,30 +355,30 @@ void PhysicsServer2DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape)
}
void PhysicsServer2DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_shape_transform(p_shape_idx, p_transform);
}
void PhysicsServer2DSW::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
ERR_FAIL_INDEX(p_shape, area->get_shape_count());
FLUSH_QUERY_CHECK(area);
- area->set_shape_as_disabled(p_shape, p_disabled);
+ area->set_shape_disabled(p_shape, p_disabled);
}
int PhysicsServer2DSW::area_get_shape_count(RID p_area) const {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, -1);
return area->get_shape_count();
}
RID PhysicsServer2DSW::area_get_shape(RID p_area, int p_shape_idx) const {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, RID());
Shape2DSW *shape = area->get_shape(p_shape_idx);
@@ -394,21 +388,21 @@ RID PhysicsServer2DSW::area_get_shape(RID p_area, int p_shape_idx) const {
}
Transform2D PhysicsServer2DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, Transform2D());
return area->get_shape_transform(p_shape_idx);
}
void PhysicsServer2DSW::area_remove_shape(RID p_area, int p_shape_idx) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->remove_shape(p_shape_idx);
}
void PhysicsServer2DSW::area_clear_shapes(RID p_area) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
while (area->get_shape_count()) {
@@ -418,86 +412,86 @@ void PhysicsServer2DSW::area_clear_shapes(RID p_area) {
void PhysicsServer2DSW::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.getornull(p_area);
+ Space2DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_instance_id(p_id);
}
ObjectID PhysicsServer2DSW::area_get_object_instance_id(RID p_area) const {
if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.getornull(p_area);
+ Space2DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, ObjectID());
return area->get_instance_id();
}
void PhysicsServer2DSW::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) {
if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.getornull(p_area);
+ Space2DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_canvas_instance_id(p_id);
}
ObjectID PhysicsServer2DSW::area_get_canvas_instance_id(RID p_area) const {
if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.getornull(p_area);
+ Space2DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, ObjectID());
return area->get_canvas_instance_id();
}
void PhysicsServer2DSW::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.getornull(p_area);
+ Space2DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_param(p_param, p_value);
};
void PhysicsServer2DSW::area_set_transform(RID p_area, const Transform2D &p_transform) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_transform(p_transform);
};
Variant PhysicsServer2DSW::area_get_param(RID p_area, AreaParameter p_param) const {
if (space_owner.owns(p_area)) {
- Space2DSW *space = space_owner.getornull(p_area);
+ Space2DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, Variant());
return area->get_param(p_param);
};
Transform2D PhysicsServer2DSW::area_get_transform(RID p_area) const {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, Transform2D());
return area->get_transform();
};
void PhysicsServer2DSW::area_set_pickable(RID p_area, bool p_pickable) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_pickable(p_pickable);
}
void PhysicsServer2DSW::area_set_monitorable(RID p_area, bool p_monitorable) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
FLUSH_QUERY_CHECK(area);
@@ -505,28 +499,28 @@ void PhysicsServer2DSW::area_set_monitorable(RID p_area, bool p_monitorable) {
}
void PhysicsServer2DSW::area_set_collision_mask(RID p_area, uint32_t p_mask) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_collision_mask(p_mask);
}
void PhysicsServer2DSW::area_set_collision_layer(RID p_area, uint32_t p_layer) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_collision_layer(p_layer);
}
void PhysicsServer2DSW::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
}
void PhysicsServer2DSW::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
- Area2DSW *area = area_owner.getornull(p_area);
+ Area2DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_area_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
@@ -542,11 +536,11 @@ RID PhysicsServer2DSW::body_create() {
}
void PhysicsServer2DSW::body_set_space(RID p_body, RID p_space) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
Space2DSW *space = nullptr;
if (p_space.is_valid()) {
- space = space_owner.getornull(p_space);
+ space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
}
@@ -554,12 +548,12 @@ void PhysicsServer2DSW::body_set_space(RID p_body, RID p_space) {
return; //pointless
}
- body->clear_constraint_map();
+ body->clear_constraint_list();
body->set_space(space);
};
RID PhysicsServer2DSW::body_get_space(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, RID());
Space2DSW *space = body->get_space();
@@ -570,7 +564,7 @@ RID PhysicsServer2DSW::body_get_space(RID p_body) const {
};
void PhysicsServer2DSW::body_set_mode(RID p_body, BodyMode p_mode) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
FLUSH_QUERY_CHECK(body);
@@ -578,27 +572,27 @@ void PhysicsServer2DSW::body_set_mode(RID p_body, BodyMode p_mode) {
};
PhysicsServer2D::BodyMode PhysicsServer2DSW::body_get_mode(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, BODY_MODE_STATIC);
return body->get_mode();
};
void PhysicsServer2DSW::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- Shape2DSW *shape = shape_owner.getornull(p_shape);
+ Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
body->add_shape(shape, p_transform, p_disabled);
}
void PhysicsServer2DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- Shape2DSW *shape = shape_owner.getornull(p_shape);
+ Shape2DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
ERR_FAIL_COND(!shape->is_configured());
@@ -606,33 +600,21 @@ void PhysicsServer2DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape)
}
void PhysicsServer2DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_shape_transform(p_shape_idx, p_transform);
}
-void PhysicsServer2DSW::body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata) {
- Body2DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND(!body);
- body->set_shape_metadata(p_shape_idx, p_metadata);
-}
-
-Variant PhysicsServer2DSW::body_get_shape_metadata(RID p_body, int p_shape_idx) const {
- Body2DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, Variant());
- return body->get_shape_metadata(p_shape_idx);
-}
-
int PhysicsServer2DSW::body_get_shape_count(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, -1);
return body->get_shape_count();
}
RID PhysicsServer2DSW::body_get_shape(RID p_body, int p_shape_idx) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, RID());
Shape2DSW *shape = body->get_shape(p_shape_idx);
@@ -642,21 +624,21 @@ RID PhysicsServer2DSW::body_get_shape(RID p_body, int p_shape_idx) const {
}
Transform2D PhysicsServer2DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, Transform2D());
return body->get_shape_transform(p_shape_idx);
}
void PhysicsServer2DSW::body_remove_shape(RID p_body, int p_shape_idx) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->remove_shape(p_shape_idx);
}
void PhysicsServer2DSW::body_clear_shapes(RID p_body) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
while (body->get_shape_count()) {
@@ -665,16 +647,16 @@ void PhysicsServer2DSW::body_clear_shapes(RID p_body) {
}
void PhysicsServer2DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
FLUSH_QUERY_CHECK(body);
- body->set_shape_as_disabled(p_shape_idx, p_disabled);
+ body->set_shape_disabled(p_shape_idx, p_disabled);
}
-void PhysicsServer2DSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, float p_margin) {
- Body2DSW *body = body_owner.getornull(p_body);
+void PhysicsServer2DSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) {
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
FLUSH_QUERY_CHECK(body);
@@ -683,102 +665,109 @@ void PhysicsServer2DSW::body_set_shape_as_one_way_collision(RID p_body, int p_sh
}
void PhysicsServer2DSW::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_continuous_collision_detection_mode(p_mode);
}
PhysicsServer2DSW::CCDMode PhysicsServer2DSW::body_get_continuous_collision_detection_mode(RID p_body) const {
- const Body2DSW *body = body_owner.getornull(p_body);
+ const Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, CCD_MODE_DISABLED);
return body->get_continuous_collision_detection_mode();
}
void PhysicsServer2DSW::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_instance_id(p_id);
};
ObjectID PhysicsServer2DSW::body_get_object_instance_id(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, ObjectID());
return body->get_instance_id();
};
void PhysicsServer2DSW::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_canvas_instance_id(p_id);
};
ObjectID PhysicsServer2DSW::body_get_canvas_instance_id(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, ObjectID());
return body->get_canvas_instance_id();
};
void PhysicsServer2DSW::body_set_collision_layer(RID p_body, uint32_t p_layer) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_collision_layer(p_layer);
};
uint32_t PhysicsServer2DSW::body_get_collision_layer(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_collision_layer();
};
void PhysicsServer2DSW::body_set_collision_mask(RID p_body, uint32_t p_mask) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_collision_mask(p_mask);
};
uint32_t PhysicsServer2DSW::body_get_collision_mask(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_collision_mask();
};
-void PhysicsServer2DSW::body_set_param(RID p_body, BodyParameter p_param, real_t p_value) {
- Body2DSW *body = body_owner.getornull(p_body);
+void PhysicsServer2DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_param(p_param, p_value);
};
-real_t PhysicsServer2DSW::body_get_param(RID p_body, BodyParameter p_param) const {
- Body2DSW *body = body_owner.getornull(p_body);
+Variant PhysicsServer2DSW::body_get_param(RID p_body, BodyParameter p_param) const {
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_param(p_param);
};
+void PhysicsServer2DSW::body_reset_mass_properties(RID p_body) {
+ Body2DSW *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+
+ return body->reset_mass_properties();
+}
+
void PhysicsServer2DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_state(p_state, p_variant);
};
Variant PhysicsServer2DSW::body_get_state(RID p_body, BodyState p_state) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, Variant());
return body->get_state(p_state);
};
void PhysicsServer2DSW::body_set_applied_force(RID p_body, const Vector2 &p_force) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_applied_force(p_force);
@@ -786,13 +775,13 @@ void PhysicsServer2DSW::body_set_applied_force(RID p_body, const Vector2 &p_forc
};
Vector2 PhysicsServer2DSW::body_get_applied_force(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, Vector2());
return body->get_applied_force();
};
void PhysicsServer2DSW::body_set_applied_torque(RID p_body, real_t p_torque) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_applied_torque(p_torque);
@@ -800,14 +789,14 @@ void PhysicsServer2DSW::body_set_applied_torque(RID p_body, real_t p_torque) {
};
real_t PhysicsServer2DSW::body_get_applied_torque(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_applied_torque();
};
void PhysicsServer2DSW::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->apply_central_impulse(p_impulse);
@@ -815,7 +804,7 @@ void PhysicsServer2DSW::body_apply_central_impulse(RID p_body, const Vector2 &p_
}
void PhysicsServer2DSW::body_apply_torque_impulse(RID p_body, real_t p_torque) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
_update_shapes();
@@ -825,7 +814,7 @@ void PhysicsServer2DSW::body_apply_torque_impulse(RID p_body, real_t p_torque) {
}
void PhysicsServer2DSW::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
_update_shapes();
@@ -835,7 +824,7 @@ void PhysicsServer2DSW::body_apply_impulse(RID p_body, const Vector2 &p_impulse,
};
void PhysicsServer2DSW::body_add_central_force(RID p_body, const Vector2 &p_force) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->add_central_force(p_force);
@@ -843,7 +832,7 @@ void PhysicsServer2DSW::body_add_central_force(RID p_body, const Vector2 &p_forc
};
void PhysicsServer2DSW::body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->add_force(p_force, p_position);
@@ -851,7 +840,7 @@ void PhysicsServer2DSW::body_add_force(RID p_body, const Vector2 &p_force, const
};
void PhysicsServer2DSW::body_add_torque(RID p_body, real_t p_torque) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->add_torque(p_torque);
@@ -859,7 +848,7 @@ void PhysicsServer2DSW::body_add_torque(RID p_body, real_t p_torque) {
};
void PhysicsServer2DSW::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
_update_shapes();
@@ -873,7 +862,7 @@ void PhysicsServer2DSW::body_set_axis_velocity(RID p_body, const Vector2 &p_axis
};
void PhysicsServer2DSW::body_add_collision_exception(RID p_body, RID p_body_b) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->add_exception(p_body_b);
@@ -881,7 +870,7 @@ void PhysicsServer2DSW::body_add_collision_exception(RID p_body, RID p_body_b) {
};
void PhysicsServer2DSW::body_remove_collision_exception(RID p_body, RID p_body_b) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->remove_exception(p_body_b);
@@ -889,7 +878,7 @@ void PhysicsServer2DSW::body_remove_collision_exception(RID p_body, RID p_body_b
};
void PhysicsServer2DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
for (int i = 0; i < body->get_exceptions().size(); i++) {
@@ -898,49 +887,55 @@ void PhysicsServer2DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_e
};
void PhysicsServer2DSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
};
real_t PhysicsServer2DSW::body_get_contacts_reported_depth_threshold(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return 0;
};
void PhysicsServer2DSW::body_set_omit_force_integration(RID p_body, bool p_omit) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_omit_force_integration(p_omit);
};
bool PhysicsServer2DSW::body_is_omitting_force_integration(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, false);
return body->get_omit_force_integration();
};
void PhysicsServer2DSW::body_set_max_contacts_reported(RID p_body, int p_contacts) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_max_contacts_reported(p_contacts);
}
int PhysicsServer2DSW::body_get_max_contacts_reported(RID p_body) const {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, -1);
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) {
- Body2DSW *body = body_owner.getornull(p_body);
+void PhysicsServer2DSW::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
+ Body2DSW *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ body->set_state_sync_callback(p_instance, p_callback);
+}
+
+void PhysicsServer2DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
+ Body2DSW *body = body_owner.get_or_null(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) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false);
@@ -948,51 +943,56 @@ bool PhysicsServer2DSW::body_collide_shape(RID p_body, int p_body_shape, RID p_s
}
void PhysicsServer2DSW::body_set_pickable(RID p_body, bool p_pickable) {
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_pickable(p_pickable);
}
-bool PhysicsServer2DSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, MotionResult *r_result, bool p_exclude_raycast_shapes) {
- Body2DSW *body = body_owner.getornull(p_body);
+bool PhysicsServer2DSW::body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, MotionResult *r_result, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
_update_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 PhysicsServer2DSW::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, float p_margin) {
- Body2DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, false);
- ERR_FAIL_COND_V(!body->get_space(), false);
- ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
-
- return body->get_space()->test_body_ray_separation(body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
+ return body->get_space()->test_body_motion(body, p_from, p_motion, p_margin, r_result, p_collide_separation_ray, p_exclude);
}
PhysicsDirectBodyState2D *PhysicsServer2DSW::body_get_direct_state(RID p_body) {
ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
- if (!body_owner.owns(p_body)) {
- return nullptr;
- }
-
- Body2DSW *body = body_owner.getornull(p_body);
+ Body2DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, nullptr);
+
ERR_FAIL_COND_V(!body->get_space(), nullptr);
ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
- direct_state->body = body;
- return direct_state;
+ return body->get_direct_state();
}
/* JOINT API */
+RID PhysicsServer2DSW::joint_create() {
+ Joint2DSW *joint = memnew(Joint2DSW);
+ RID joint_rid = joint_owner.make_rid(joint);
+ joint->set_self(joint_rid);
+ return joint_rid;
+}
+
+void PhysicsServer2DSW::joint_clear(RID p_joint) {
+ Joint2DSW *joint = joint_owner.get_or_null(p_joint);
+ if (joint->get_type() != JOINT_TYPE_MAX) {
+ Joint2DSW *empty_joint = memnew(Joint2DSW);
+ empty_joint->copy_settings_from(joint);
+
+ joint_owner.replace(p_joint, empty_joint);
+ memdelete(joint);
+ }
+}
+
void PhysicsServer2DSW::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) {
- Joint2DSW *joint = joint_owner.getornull(p_joint);
+ Joint2DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
switch (p_param) {
@@ -1009,7 +1009,7 @@ void PhysicsServer2DSW::joint_set_param(RID p_joint, JointParam p_param, real_t
}
real_t PhysicsServer2DSW::joint_get_param(RID p_joint, JointParam p_param) const {
- const Joint2DSW *joint = joint_owner.getornull(p_joint);
+ const Joint2DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, -1);
switch (p_param) {
@@ -1028,7 +1028,7 @@ real_t PhysicsServer2DSW::joint_get_param(RID p_joint, JointParam p_param) const
}
void PhysicsServer2DSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
- Joint2DSW *joint = joint_owner.getornull(p_joint);
+ Joint2DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
joint->disable_collisions_between_bodies(p_disable);
@@ -1048,93 +1048,104 @@ void PhysicsServer2DSW::joint_disable_collisions_between_bodies(RID p_joint, con
}
bool PhysicsServer2DSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
- const Joint2DSW *joint = joint_owner.getornull(p_joint);
+ const Joint2DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, true);
return joint->is_disabled_collisions_between_bodies();
}
-RID PhysicsServer2DSW::pin_joint_create(const Vector2 &p_pos, RID p_body_a, RID p_body_b) {
- Body2DSW *A = body_owner.getornull(p_body_a);
- ERR_FAIL_COND_V(!A, RID());
+void PhysicsServer2DSW::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) {
+ Body2DSW *A = body_owner.get_or_null(p_body_a);
+ ERR_FAIL_COND(!A);
Body2DSW *B = nullptr;
if (body_owner.owns(p_body_b)) {
- B = body_owner.getornull(p_body_b);
- ERR_FAIL_COND_V(!B, RID());
+ B = body_owner.get_or_null(p_body_b);
+ ERR_FAIL_COND(!B);
}
+ Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
+
Joint2DSW *joint = memnew(PinJoint2DSW(p_pos, A, B));
- RID self = joint_owner.make_rid(joint);
- joint->set_self(self);
- return self;
+ joint_owner.replace(p_joint, joint);
+ joint->copy_settings_from(prev_joint);
+ memdelete(prev_joint);
}
-RID PhysicsServer2DSW::groove_joint_create(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) {
- Body2DSW *A = body_owner.getornull(p_body_a);
- ERR_FAIL_COND_V(!A, RID());
+void PhysicsServer2DSW::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) {
+ Body2DSW *A = body_owner.get_or_null(p_body_a);
+ ERR_FAIL_COND(!A);
- Body2DSW *B = body_owner.getornull(p_body_b);
- ERR_FAIL_COND_V(!B, RID());
+ Body2DSW *B = body_owner.get_or_null(p_body_b);
+ ERR_FAIL_COND(!B);
+
+ Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
Joint2DSW *joint = memnew(GrooveJoint2DSW(p_a_groove1, p_a_groove2, p_b_anchor, A, B));
- RID self = joint_owner.make_rid(joint);
- joint->set_self(self);
- return self;
+
+ joint_owner.replace(p_joint, joint);
+ joint->copy_settings_from(prev_joint);
+ memdelete(prev_joint);
}
-RID PhysicsServer2DSW::damped_spring_joint_create(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) {
- Body2DSW *A = body_owner.getornull(p_body_a);
- ERR_FAIL_COND_V(!A, RID());
+void PhysicsServer2DSW::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) {
+ Body2DSW *A = body_owner.get_or_null(p_body_a);
+ ERR_FAIL_COND(!A);
+
+ Body2DSW *B = body_owner.get_or_null(p_body_b);
+ ERR_FAIL_COND(!B);
- Body2DSW *B = body_owner.getornull(p_body_b);
- ERR_FAIL_COND_V(!B, RID());
+ Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
Joint2DSW *joint = memnew(DampedSpringJoint2DSW(p_anchor_a, p_anchor_b, A, B));
- RID self = joint_owner.make_rid(joint);
- joint->set_self(self);
- return self;
+
+ joint_owner.replace(p_joint, joint);
+ joint->copy_settings_from(prev_joint);
+ memdelete(prev_joint);
}
void PhysicsServer2DSW::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
- Joint2DSW *j = joint_owner.getornull(p_joint);
+ Joint2DSW *j = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!j);
- ERR_FAIL_COND(j->get_type() != JOINT_PIN);
+ ERR_FAIL_COND(j->get_type() != JOINT_TYPE_PIN);
PinJoint2DSW *pin_joint = static_cast<PinJoint2DSW *>(j);
pin_joint->set_param(p_param, p_value);
}
real_t PhysicsServer2DSW::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
- Joint2DSW *j = joint_owner.getornull(p_joint);
+ Joint2DSW *j = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!j, 0);
- ERR_FAIL_COND_V(j->get_type() != JOINT_PIN, 0);
+ ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_PIN, 0);
PinJoint2DSW *pin_joint = static_cast<PinJoint2DSW *>(j);
return pin_joint->get_param(p_param);
}
void PhysicsServer2DSW::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) {
- Joint2DSW *j = joint_owner.getornull(p_joint);
+ Joint2DSW *j = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!j);
- ERR_FAIL_COND(j->get_type() != JOINT_DAMPED_SPRING);
+ ERR_FAIL_COND(j->get_type() != JOINT_TYPE_DAMPED_SPRING);
DampedSpringJoint2DSW *dsj = static_cast<DampedSpringJoint2DSW *>(j);
dsj->set_param(p_param, p_value);
}
real_t PhysicsServer2DSW::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const {
- Joint2DSW *j = joint_owner.getornull(p_joint);
+ Joint2DSW *j = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!j, 0);
- ERR_FAIL_COND_V(j->get_type() != JOINT_DAMPED_SPRING, 0);
+ ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_DAMPED_SPRING, 0);
DampedSpringJoint2DSW *dsj = static_cast<DampedSpringJoint2DSW *>(j);
return dsj->get_param(p_param);
}
PhysicsServer2D::JointType PhysicsServer2DSW::joint_get_type(RID p_joint) const {
- Joint2DSW *joint = joint_owner.getornull(p_joint);
- ERR_FAIL_COND_V(!joint, JOINT_PIN);
+ Joint2DSW *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN);
return joint->get_type();
}
@@ -1143,7 +1154,7 @@ void PhysicsServer2DSW::free(RID p_rid) {
_update_shapes(); // just in case
if (shape_owner.owns(p_rid)) {
- Shape2DSW *shape = shape_owner.getornull(p_rid);
+ Shape2DSW *shape = shape_owner.get_or_null(p_rid);
while (shape->get_owners().size()) {
ShapeOwner2DSW *so = shape->get_owners().front()->key();
@@ -1153,7 +1164,7 @@ void PhysicsServer2DSW::free(RID p_rid) {
shape_owner.free(p_rid);
memdelete(shape);
} else if (body_owner.owns(p_rid)) {
- Body2DSW *body = body_owner.getornull(p_rid);
+ Body2DSW *body = body_owner.get_or_null(p_rid);
/*
if (body->get_state_query())
@@ -1173,7 +1184,7 @@ void PhysicsServer2DSW::free(RID p_rid) {
memdelete(body);
} else if (area_owner.owns(p_rid)) {
- Area2DSW *area = area_owner.getornull(p_rid);
+ Area2DSW *area = area_owner.get_or_null(p_rid);
/*
if (area->get_monitor_query())
@@ -1189,7 +1200,7 @@ void PhysicsServer2DSW::free(RID p_rid) {
area_owner.free(p_rid);
memdelete(area);
} else if (space_owner.owns(p_rid)) {
- Space2DSW *space = space_owner.getornull(p_rid);
+ Space2DSW *space = space_owner.get_or_null(p_rid);
while (space->get_objects().size()) {
CollisionObject2DSW *co = (CollisionObject2DSW *)space->get_objects().front()->get();
@@ -1201,7 +1212,7 @@ void PhysicsServer2DSW::free(RID p_rid) {
space_owner.free(p_rid);
memdelete(space);
} else if (joint_owner.owns(p_rid)) {
- Joint2DSW *joint = joint_owner.getornull(p_rid);
+ Joint2DSW *joint = joint_owner.get_or_null(p_rid);
joint_owner.free(p_rid);
memdelete(joint);
@@ -1215,12 +1226,14 @@ 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;
iterations = 8; // 8?
stepper = memnew(Step2DSW);
- direct_state = memnew(PhysicsDirectBodyState2DSW);
};
void PhysicsServer2DSW::step(real_t p_step) {
@@ -1230,10 +1243,6 @@ void PhysicsServer2DSW::step(real_t p_step) {
_update_shapes();
- doing_sync = false;
-
- last_step = p_step;
- PhysicsDirectBodyState2DSW::singleton->step = p_step;
island_count = 0;
active_objects = 0;
collision_pairs = 0;
@@ -1305,7 +1314,6 @@ void PhysicsServer2DSW::end_sync() {
void PhysicsServer2DSW::finish() {
memdelete(stepper);
- memdelete(direct_state);
};
void PhysicsServer2DSW::_update_shapes() {
@@ -1333,19 +1341,9 @@ int PhysicsServer2DSW::get_process_info(ProcessInfo p_info) {
PhysicsServer2DSW *PhysicsServer2DSW::singletonsw = nullptr;
-PhysicsServer2DSW::PhysicsServer2DSW() {
+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;
- active_objects = 0;
- collision_pairs = 0;
-#ifdef NO_THREADS
- using_threads = false;
-#else
- using_threads = int(ProjectSettings::get_singleton()->get("physics/2d/thread_model")) == 2;
-#endif
- flushing_queries = false;
+ using_threads = p_using_threads;
};
diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/physics_server_2d_sw.h
index e88db28056..1f35e83995 100644
--- a/servers/physics_2d/physics_server_2d_sw.h
+++ b/servers/physics_2d/physics_server_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#ifndef PHYSICS_2D_SERVER_SW
#define PHYSICS_2D_SERVER_SW
-#include "core/rid_owner.h"
+#include "core/templates/rid_owner.h"
#include "joints_2d_sw.h"
#include "servers/physics_server_2d.h"
#include "shape_2d_sw.h"
@@ -43,29 +43,26 @@ class PhysicsServer2DSW : public PhysicsServer2D {
friend class PhysicsDirectSpaceState2DSW;
friend class PhysicsDirectBodyState2DSW;
- bool active;
- int iterations;
- bool doing_sync;
- real_t last_step;
+ bool active = true;
+ int iterations = 0;
+ bool doing_sync = false;
- int island_count;
- int active_objects;
- int collision_pairs;
+ int island_count = 0;
+ int active_objects = 0;
+ int collision_pairs = 0;
- bool using_threads;
+ bool using_threads = false;
- bool flushing_queries;
+ bool flushing_queries = false;
- Step2DSW *stepper;
+ Step2DSW *stepper = nullptr;
Set<const Space2DSW *> active_spaces;
- PhysicsDirectBodyState2DSW *direct_state;
-
- mutable RID_PtrOwner<Shape2DSW> shape_owner;
- mutable RID_PtrOwner<Space2DSW> space_owner;
- mutable RID_PtrOwner<Area2DSW> area_owner;
- mutable RID_PtrOwner<Body2DSW> body_owner;
- mutable RID_PtrOwner<Joint2DSW> joint_owner;
+ mutable RID_PtrOwner<Shape2DSW, true> shape_owner;
+ mutable RID_PtrOwner<Space2DSW, true> space_owner;
+ mutable RID_PtrOwner<Area2DSW, true> area_owner;
+ mutable RID_PtrOwner<Body2DSW, true> body_owner;
+ mutable RID_PtrOwner<Joint2DSW, true> joint_owner;
static PhysicsServer2DSW *singletonsw;
@@ -79,16 +76,16 @@ class PhysicsServer2DSW : public PhysicsServer2D {
public:
struct CollCbkData {
Vector2 valid_dir;
- real_t valid_depth;
- int max;
- int amount;
- int passed;
- int invalid_by_dir;
- Vector2 *ptr;
+ real_t valid_depth = 0.0;
+ int max = 0;
+ int amount = 0;
+ int passed = 0;
+ int invalid_by_dir = 0;
+ Vector2 *ptr = nullptr;
};
- virtual RID line_shape_create() override;
- virtual RID ray_shape_create() override;
+ virtual RID world_boundary_shape_create() override;
+ virtual RID separation_ray_shape_create() override;
virtual RID segment_shape_create() override;
virtual RID circle_shape_create() override;
virtual RID rectangle_shape_create() override;
@@ -180,18 +177,16 @@ public:
virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), 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 Transform2D &p_transform) override;
- virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata) 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 Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const override;
- virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const override;
virtual void body_remove_shape(RID p_body, int p_shape_idx) override;
virtual void body_clear_shapes(RID p_body) override;
virtual void body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) override;
- virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, float p_margin) override;
+ virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) override;
virtual void body_attach_object_instance_id(RID p_body, ObjectID p_id) override;
virtual ObjectID body_get_object_instance_id(RID p_body) const override;
@@ -208,8 +203,10 @@ public:
virtual void body_set_collision_mask(RID p_body, uint32_t p_mask) override;
virtual uint32_t body_get_collision_mask(RID p_body) const override;
- 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_param(RID p_body, BodyParameter p_param, const Variant &p_value) override;
+ virtual Variant body_get_param(RID p_body, BodyParameter p_param) const override;
+
+ virtual void body_reset_mass_properties(RID p_body) 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;
@@ -242,28 +239,34 @@ 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_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) 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, float p_margin = 0.001) override;
+ virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override;
/* JOINT API */
+ virtual RID joint_create() override;
+
+ virtual void joint_clear(RID p_joint) override;
+
virtual void joint_set_param(RID p_joint, JointParam p_param, real_t p_value) override;
virtual real_t joint_get_param(RID p_joint, JointParam p_param) const override;
virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disabled) override;
virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const override;
- virtual RID pin_joint_create(const Vector2 &p_pos, RID p_body_a, RID p_body_b = RID()) override;
- virtual RID groove_joint_create(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) override;
- virtual RID damped_spring_joint_create(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) override;
+ virtual void joint_make_pin(RID p_joint, const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) override;
+ virtual void joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) override;
+ virtual void joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) override;
+
virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) override;
virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const override;
virtual void damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) override;
@@ -283,11 +286,13 @@ 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;
- PhysicsServer2DSW();
+ PhysicsServer2DSW(bool p_using_threads = false);
~PhysicsServer2DSW() {}
};
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.cpp b/servers/physics_2d/physics_server_2d_wrap_mt.cpp
index 49c38c6ce0..33070bf42d 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.cpp
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,7 +33,7 @@
#include "core/os/os.h"
void PhysicsServer2DWrapMT::thread_exit() {
- exit = true;
+ exit.set();
}
void PhysicsServer2DWrapMT::thread_step(real_t p_delta) {
@@ -52,11 +52,11 @@ void PhysicsServer2DWrapMT::thread_loop() {
physics_2d_server->init();
- exit = false;
- step_thread_up = true;
- while (!exit) {
+ exit.clear();
+ 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
@@ -76,7 +76,7 @@ void PhysicsServer2DWrapMT::step(real_t p_step) {
}
void PhysicsServer2DWrapMT::sync() {
- if (thread) {
+ if (create_thread) {
if (first_frame) {
first_frame = false;
} else {
@@ -97,8 +97,8 @@ void PhysicsServer2DWrapMT::end_sync() {
void PhysicsServer2DWrapMT::init() {
if (create_thread) {
//OS::get_singleton()->release_rendering_thread();
- thread = Thread::create(_thread_callback, this);
- while (!step_thread_up) {
+ thread.start(_thread_callback, this);
+ while (!step_thread_up.is_set()) {
OS::get_singleton()->delay_usec(1000);
}
} else {
@@ -107,37 +107,18 @@ void PhysicsServer2DWrapMT::init() {
}
void PhysicsServer2DWrapMT::finish() {
- if (thread) {
+ if (thread.is_started()) {
command_queue.push(this, &PhysicsServer2DWrapMT::thread_exit);
- Thread::wait_to_finish(thread);
- memdelete(thread);
-
- thread = nullptr;
+ thread.wait_to_finish();
} else {
physics_2d_server->finish();
}
-
- line_shape_free_cached_ids();
- ray_shape_free_cached_ids();
- segment_shape_free_cached_ids();
- circle_shape_free_cached_ids();
- rectangle_shape_free_cached_ids();
- capsule_shape_free_cached_ids();
- convex_polygon_shape_free_cached_ids();
- concave_polygon_shape_free_cached_ids();
-
- space_free_cached_ids();
- area_free_cached_ids();
- body_free_cached_ids();
}
PhysicsServer2DWrapMT::PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool p_create_thread) :
command_queue(p_create_thread) {
physics_2d_server = p_contained;
create_thread = p_create_thread;
- thread = nullptr;
- step_pending = 0;
- step_thread_up = false;
pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
@@ -148,7 +129,6 @@ PhysicsServer2DWrapMT::PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool
}
main_thread = Thread::get_caller_id();
- first_frame = true;
}
PhysicsServer2DWrapMT::~PhysicsServer2DWrapMT() {
diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_2d/physics_server_2d_wrap_mt.h
index 586dbe9e12..7925344d76 100644
--- a/servers/physics_2d/physics_server_2d_wrap_mt.h
+++ b/servers/physics_2d/physics_server_2d_wrap_mt.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,9 +31,10 @@
#ifndef PHYSICS2DSERVERWRAPMT_H
#define PHYSICS2DSERVERWRAPMT_H
-#include "core/command_queue_mt.h"
+#include "core/config/project_settings.h"
#include "core/os/thread.h"
-#include "core/project_settings.h"
+#include "core/templates/command_queue_mt.h"
+#include "core/templates/safe_refcount.h"
#include "servers/physics_server_2d.h"
#ifdef DEBUG_SYNC
@@ -52,32 +53,34 @@ class PhysicsServer2DWrapMT : public PhysicsServer2D {
Thread::ID server_thread;
Thread::ID main_thread;
- volatile bool exit;
- Thread *thread;
- volatile bool step_thread_up;
- bool create_thread;
+ SafeFlag exit;
+ Thread thread;
+ SafeFlag step_thread_up;
+ bool create_thread = false;
Semaphore step_sem;
- int step_pending;
+ int step_pending = 0;
void thread_step(real_t p_delta);
void thread_flush();
void thread_exit();
- bool first_frame;
+ bool first_frame = true;
Mutex alloc_mutex;
- int pool_max_size;
+ int pool_max_size = 0;
public:
#define ServerName PhysicsServer2D
#define ServerNameWrapMT PhysicsServer2DWrapMT
#define server_name physics_2d_server
+#define WRITE_ACTION
+
#include "servers/server_wrap_mt_common.h"
//FUNC1RID(shape,ShapeType); todo fix
- FUNCRID(line_shape)
- FUNCRID(ray_shape)
+ FUNCRID(world_boundary_shape)
+ FUNCRID(separation_ray_shape)
FUNCRID(segment_shape)
FUNCRID(circle_shape)
FUNCRID(rectangle_shape)
@@ -93,7 +96,7 @@ public:
FUNC1RC(real_t, shape_get_custom_solver_bias, RID);
//these work well, but should be used from the main thread only
- bool shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) {
+ bool shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
return physics_2d_server->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count);
}
@@ -108,18 +111,18 @@ public:
FUNC2RC(real_t, space_get_param, RID, SpaceParameter);
// this function only works on physics process, errors and returns null otherwise
- PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) {
+ PhysicsDirectSpaceState2D *space_get_direct_state(RID p_space) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
return physics_2d_server->space_get_direct_state(p_space);
}
FUNC2(space_set_debug_contacts, RID, int);
- virtual Vector<Vector2> space_get_contacts(RID p_space) const {
+ virtual Vector<Vector2> space_get_contacts(RID p_space) const override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector<Vector2>());
return physics_2d_server->space_get_contacts(p_space);
}
- virtual int space_get_contact_count(RID p_space) const {
+ virtual int space_get_contact_count(RID p_space) const override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0);
return physics_2d_server->space_get_contact_count(p_space);
}
@@ -181,15 +184,13 @@ public:
FUNC4(body_add_shape, RID, RID, const Transform2D &, bool);
FUNC3(body_set_shape, RID, int, RID);
FUNC3(body_set_shape_transform, RID, int, const Transform2D &);
- FUNC3(body_set_shape_metadata, RID, int, const Variant &);
FUNC1RC(int, body_get_shape_count, RID);
FUNC2RC(Transform2D, body_get_shape_transform, RID, int);
- FUNC2RC(Variant, body_get_shape_metadata, RID, int);
FUNC2RC(RID, body_get_shape, RID, int);
FUNC3(body_set_shape_disabled, RID, int, bool);
- FUNC4(body_set_shape_as_one_way_collision, RID, int, bool, float);
+ FUNC4(body_set_shape_as_one_way_collision, RID, int, bool, real_t);
FUNC2(body_remove_shape, RID, int);
FUNC1(body_clear_shapes, RID);
@@ -209,8 +210,10 @@ public:
FUNC2(body_set_collision_mask, RID, uint32_t);
FUNC1RC(uint32_t, body_get_collision_mask, RID);
- FUNC3(body_set_param, RID, BodyParameter, real_t);
- FUNC2RC(real_t, body_get_param, RID, BodyParameter);
+ FUNC3(body_set_param, RID, BodyParameter, const Variant &);
+ FUNC2RC(Variant, body_get_param, RID, BodyParameter);
+
+ FUNC1(body_reset_mass_properties, RID);
FUNC3(body_set_state, RID, BodyState, const Variant &);
FUNC2RC(Variant, body_get_state, RID, BodyState);
@@ -242,32 +245,32 @@ 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_state_sync_callback, RID, void *, BodyStateCallback);
+ 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) {
+ 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);
}
FUNC2(body_set_pickable, RID, bool);
- 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) {
- ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_2d_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 Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, SeparationResult *r_results, int p_result_max, float p_margin = 0.001) {
+ bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
- return physics_2d_server->body_test_ray_separation(p_body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
+ return physics_2d_server->body_test_motion(p_body, p_from, p_motion, p_margin, r_result, p_collide_separation_ray, p_exclude);
}
// this function only works on physics process, errors and returns null otherwise
- PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) {
+ PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) override {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
return physics_2d_server->body_get_direct_state(p_body);
}
/* JOINT API */
+ FUNCRID(joint)
+
+ FUNC1(joint_clear, RID)
+
FUNC3(joint_set_param, RID, JointParam, real_t);
FUNC2RC(real_t, joint_get_param, RID, JointParam);
@@ -280,9 +283,9 @@ public:
//TODO need to convert this to FUNCRID, but it's a hassle..
- FUNC3R(RID, pin_joint_create, const Vector2 &, RID, RID);
- FUNC5R(RID, groove_joint_create, const Vector2 &, const Vector2 &, const Vector2 &, RID, RID);
- FUNC4R(RID, damped_spring_joint_create, const Vector2 &, const Vector2 &, RID, RID);
+ FUNC4(joint_make_pin, RID, const Vector2 &, RID, RID);
+ FUNC6(joint_make_groove, RID, const Vector2 &, const Vector2 &, const Vector2 &, RID, RID);
+ FUNC5(joint_make_damped_spring, RID, const Vector2 &, const Vector2 &, RID, RID);
FUNC3(pin_joint_set_param, RID, PinJointParam, real_t);
FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam);
@@ -296,44 +299,30 @@ public:
FUNC1(free, RID);
FUNC1(set_active, bool);
+ FUNC1(set_collision_iterations, int);
- virtual void init();
- virtual void step(real_t p_step);
- virtual void sync();
- virtual void end_sync();
- virtual void flush_queries();
- virtual void finish();
+ virtual void init() override;
+ virtual void step(real_t p_step) override;
+ virtual void sync() override;
+ virtual void end_sync() override;
+ virtual void flush_queries() override;
+ virtual void finish() override;
- virtual bool is_flushing_queries() const {
+ virtual bool is_flushing_queries() const override {
return physics_2d_server->is_flushing_queries();
}
- int get_process_info(ProcessInfo p_info) {
+ int get_process_info(ProcessInfo p_info) override {
return physics_2d_server->get_process_info(p_info);
}
PhysicsServer2DWrapMT(PhysicsServer2D *p_contained, bool p_create_thread);
~PhysicsServer2DWrapMT();
- template <class T>
- static PhysicsServer2D *init_server() {
-#ifdef NO_THREADS
- return memnew(T); // Always single unsafe when no threads are available.
-#else
- int tm = GLOBAL_DEF("physics/2d/thread_model", 1);
- if (tm == 0) { // single unsafe
- return memnew(T);
- } else if (tm == 1) { // single safe
- return memnew(PhysicsServer2DWrapMT(memnew(T), false));
- } else { // multi threaded
- return memnew(PhysicsServer2DWrapMT(memnew(T), true));
- }
-#endif
- }
-
#undef ServerNameWrapMT
#undef ServerName
#undef server_name
+#undef WRITE_ACTION
};
#ifdef DEBUG_SYNC
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index 87e22ef1c9..bde882ac24 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,13 +31,13 @@
#include "shape_2d_sw.h"
#include "core/math/geometry_2d.h"
-#include "core/sort_array.h"
+#include "core/templates/sort_array.h"
void Shape2DSW::configure(const Rect2 &p_aabb) {
aabb = p_aabb;
configured = true;
- for (Map<ShapeOwner2DSW *, int>::Element *E = owners.front(); E; E = E->next()) {
- ShapeOwner2DSW *co = (ShapeOwner2DSW *)E->key();
+ for (const KeyValue<ShapeOwner2DSW *, int> &E : owners) {
+ ShapeOwner2DSW *co = (ShapeOwner2DSW *)E.key;
co->_shape_changed();
}
}
@@ -75,11 +75,6 @@ const Map<ShapeOwner2DSW *, int> &Shape2DSW::get_owners() const {
return owners;
}
-Shape2DSW::Shape2DSW() {
- custom_bias = 0;
- configured = false;
-}
-
Shape2DSW::~Shape2DSW() {
ERR_FAIL_COND(owners.size());
}
@@ -88,15 +83,15 @@ Shape2DSW::~Shape2DSW() {
/*********************************************************/
/*********************************************************/
-void LineShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void WorldBoundaryShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
r_amount = 0;
}
-bool LineShape2DSW::contains_point(const Vector2 &p_point) const {
+bool WorldBoundaryShape2DSW::contains_point(const Vector2 &p_point) const {
return normal.dot(p_point) < d;
}
-bool LineShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool WorldBoundaryShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
Vector2 segment = p_begin - p_end;
real_t den = normal.dot(segment);
@@ -118,11 +113,11 @@ bool LineShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_e
return true;
}
-real_t LineShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t WorldBoundaryShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
return 0;
}
-void LineShape2DSW::set_data(const Variant &p_data) {
+void WorldBoundaryShape2DSW::set_data(const Variant &p_data) {
ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY);
Array arr = p_data;
ERR_FAIL_COND(arr.size() != 2);
@@ -131,7 +126,7 @@ void LineShape2DSW::set_data(const Variant &p_data) {
configure(Rect2(Vector2(-1e4, -1e4), Vector2(1e4 * 2, 1e4 * 2)));
}
-Variant LineShape2DSW::get_data() const {
+Variant WorldBoundaryShape2DSW::get_data() const {
Array arr;
arr.resize(2);
arr[0] = normal;
@@ -143,7 +138,7 @@ Variant LineShape2DSW::get_data() const {
/*********************************************************/
/*********************************************************/
-void RayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
+void SeparationRayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const {
r_amount = 1;
if (p_normal.y > 0) {
@@ -153,29 +148,29 @@ void RayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, in
}
}
-bool RayShape2DSW::contains_point(const Vector2 &p_point) const {
+bool SeparationRayShape2DSW::contains_point(const Vector2 &p_point) const {
return false;
}
-bool RayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
+bool SeparationRayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const {
return false; //rays can't be intersected
}
-real_t RayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
+real_t SeparationRayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
return 0; //rays are mass-less
}
-void RayShape2DSW::set_data(const Variant &p_data) {
+void SeparationRayShape2DSW::set_data(const Variant &p_data) {
Dictionary d = p_data;
length = d["length"];
- slips_on_slope = d["slips_on_slope"];
+ slide_on_slope = d["slide_on_slope"];
configure(Rect2(0, 0, 0.001, length));
}
-Variant RayShape2DSW::get_data() const {
+Variant SeparationRayShape2DSW::get_data() const {
Dictionary d;
d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
+ d["slide_on_slope"] = slide_on_slope;
return d;
}
@@ -228,7 +223,7 @@ void SegmentShape2DSW::set_data(const Variant &p_data) {
Rect2 r = p_data;
a = r.position;
b = r.size;
- n = (b - a).tangent();
+ n = (b - a).orthogonal();
Rect2 aabb;
aabb.position = a;
@@ -339,10 +334,10 @@ void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_suppor
}
bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const {
- float x = p_point.x;
- float y = p_point.y;
- float edge_x = half_extents.x;
- float edge_y = half_extents.y;
+ real_t x = p_point.x;
+ real_t y = p_point.y;
+ real_t edge_x = half_extents.x;
+ real_t edge_y = half_extents.y;
return (x >= -edge_x) && (x < edge_x) && (y >= -edge_y) && (y < edge_y);
}
@@ -383,15 +378,15 @@ void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports
r_amount = 2;
r_supports[0] = n;
- r_supports[0].y += height * 0.5;
+ r_supports[0].y += height * 0.5 - radius;
r_supports[1] = n;
- r_supports[1].y -= height * 0.5;
+ r_supports[1].y -= height * 0.5 - radius;
} else {
- real_t h = (d > 0) ? height : -height;
+ real_t h = height * 0.5 - radius;
n *= radius;
- n.y += h * 0.5;
+ n.y += (d > 0) ? h : -h;
r_amount = 1;
*r_supports = n;
}
@@ -400,7 +395,7 @@ void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports
bool CapsuleShape2DSW::contains_point(const Vector2 &p_point) const {
Vector2 p = p_point;
p.y = Math::abs(p.y);
- p.y -= height * 0.5;
+ p.y -= height * 0.5 - radius;
if (p.y < 0) {
p.y = 0;
}
@@ -417,7 +412,7 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &
for (int i = 0; i < 2; i++) {
Vector2 begin = p_begin;
Vector2 end = p_end;
- real_t ofs = (i == 0) ? -height * 0.5 : height * 0.5;
+ real_t ofs = (i == 0) ? -height * 0.5 + radius : height * 0.5 - radius;
begin.y += ofs;
end.y += ofs;
@@ -454,7 +449,7 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &
}
Vector2 rpos, rnorm;
- if (Rect2(Point2(-radius, -height * 0.5), Size2(radius * 2.0, height)).intersects_segment(p_begin, p_end, &rpos, &rnorm)) {
+ if (Rect2(Point2(-radius, -height * 0.5 + radius), Size2(radius * 2.0, height - radius * 2)).intersects_segment(p_begin, p_end, &rpos, &rnorm)) {
real_t pd = n.dot(rpos);
if (pd < d) {
r_point = rpos;
@@ -469,7 +464,7 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &
}
real_t CapsuleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const {
- Vector2 he2 = Vector2(radius * 2, height + radius * 2) * p_scale;
+ Vector2 he2 = Vector2(radius * 2, height) * p_scale;
return p_mass * he2.dot(he2) / 12.0;
}
@@ -487,7 +482,7 @@ void CapsuleShape2DSW::set_data(const Variant &p_data) {
height = p.y;
}
- Point2 he(radius, height * 0.5 + radius);
+ Point2 he(radius, height * 0.5);
configure(Rect2(-he, he * 2));
}
@@ -502,6 +497,7 @@ 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 +516,7 @@ 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;
@@ -569,17 +565,11 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec
}
}
- if (inters) {
- if (n.dot(r_normal) > 0) {
- r_normal = -r_normal;
- }
- }
-
- //return get_aabb().intersects_segment(p_begin,p_end,&r_point,&r_normal);
- return inters; //todo
+ return inters;
}
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++) {
@@ -590,7 +580,11 @@ real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2
}
void ConvexPolygonShape2DSW::set_data(const Variant &p_data) {
+#ifdef REAL_T_IS_DOUBLE
+ ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY);
+#else
ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY);
+#endif
if (points) {
memdelete_arr(points);
@@ -612,7 +606,7 @@ void ConvexPolygonShape2DSW::set_data(const Variant &p_data) {
for (int i = 0; i < point_count; i++) {
Vector2 p = points[i].pos;
Vector2 pn = points[(i + 1) % point_count].pos;
- points[i].normal = (pn - p).tangent().normalized();
+ points[i].normal = (pn - p).orthogonal().normalized();
}
} else {
Vector<real_t> dvr = p_data;
@@ -653,11 +647,6 @@ Variant ConvexPolygonShape2DSW::get_data() const {
return dvr;
}
-ConvexPolygonShape2DSW::ConvexPolygonShape2DSW() {
- points = nullptr;
- point_count = 0;
-}
-
ConvexPolygonShape2DSW::~ConvexPolygonShape2DSW() {
if (points) {
memdelete_arr(points);
@@ -687,6 +676,10 @@ 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 {
@@ -740,7 +733,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve
if (nd < d) {
d = nd;
r_point = res;
- r_normal = (b - a).tangent().normalized();
+ r_normal = (b - a).orthogonal().normalized();
inters = true;
}
}
@@ -829,7 +822,11 @@ int ConcavePolygonShape2DSW::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) {
}
void ConcavePolygonShape2DSW::set_data(const Variant &p_data) {
+#ifdef REAL_T_IS_DOUBLE
+ ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY);
+#else
ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT32_ARRAY);
+#endif
Rect2 aabb;
@@ -878,9 +875,9 @@ void ConcavePolygonShape2DSW::set_data(const Variant &p_data) {
points.resize(pointmap.size());
aabb.position = pointmap.front()->key();
- for (Map<Point2, int>::Element *E = pointmap.front(); E; E = E->next()) {
- aabb.expand_to(E->key());
- points.write[E->get()] = E->key();
+ for (const KeyValue<Point2, int> &E : pointmap) {
+ aabb.expand_to(E.key);
+ points.write[E.value] = E.key;
}
Vector<BVH> main_vbh;
@@ -914,7 +911,7 @@ Variant ConcavePolygonShape2DSW::get_data() const {
return rsegments;
}
-void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, Callback p_callback, void *p_userdata) const {
+void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth);
enum {
@@ -960,9 +957,11 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, Callback p_callbac
Vector2 a = pointptr[s.points[0]];
Vector2 b = pointptr[s.points[1]];
- SegmentShape2DSW ss(a, b, (b - a).tangent().normalized());
+ SegmentShape2DSW ss(a, b, (b - a).orthogonal().normalized());
- p_callback(p_userdata, &ss);
+ if (p_callback(p_userdata, &ss)) {
+ return;
+ }
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h
index eca284f7a4..c118826284 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/shape_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,18 +34,6 @@
#include "servers/physics_server_2d.h"
#define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998
-/*
-
-SHAPE_LINE, ///< plane:"plane"
-SHAPE_SEGMENT, ///< real_t:"length"
-SHAPE_CIRCLE, ///< real_t:"radius"
-SHAPE_RECTANGLE, ///< vec3:"extents"
-SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
-SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
-SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
-
-*/
-
class Shape2DSW;
class ShapeOwner2DSW {
@@ -59,8 +47,8 @@ public:
class Shape2DSW {
RID self;
Rect2 aabb;
- bool configured;
- real_t custom_bias;
+ bool configured = false;
+ real_t custom_bias = 0.0;
Map<ShapeOwner2DSW *, int> owners;
@@ -76,6 +64,8 @@ public:
_FORCE_INLINE_ Rect2 get_aabb() const { return aabb; }
_FORCE_INLINE_ bool is_configured() const { return configured; }
+ virtual bool allows_one_way_collision() const { return true; }
+
virtual bool is_concave() const { return false; }
virtual bool contains_point(const Vector2 &p_point) const = 0;
@@ -131,46 +121,45 @@ public:
}
}
}
-
- Shape2DSW();
+ Shape2DSW() {}
virtual ~Shape2DSW();
};
//let the optimizer do the magic
-#define DEFAULT_PROJECT_RANGE_CAST \
- virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \
- project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); \
- } \
- _FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \
- real_t mina, maxa; \
- real_t minb, maxb; \
- Transform2D ofsb = p_transform; \
- ofsb.elements[2] += p_cast; \
- project_range(p_normal, p_transform, mina, maxa); \
- project_range(p_normal, ofsb, minb, maxb); \
- r_min = MIN(mina, minb); \
- r_max = MAX(maxa, maxb); \
+#define DEFAULT_PROJECT_RANGE_CAST \
+ virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { \
+ project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); \
+ } \
+ _FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \
+ real_t mina, maxa; \
+ real_t minb, maxb; \
+ Transform2D ofsb = p_transform; \
+ ofsb.elements[2] += p_cast; \
+ project_range(p_normal, p_transform, mina, maxa); \
+ project_range(p_normal, ofsb, minb, maxb); \
+ r_min = MIN(mina, minb); \
+ r_max = MAX(maxa, maxb); \
}
-class LineShape2DSW : public Shape2DSW {
+class WorldBoundaryShape2DSW : public Shape2DSW {
Vector2 normal;
- real_t d;
+ real_t d = 0.0;
public:
_FORCE_INLINE_ Vector2 get_normal() const { return normal; }
_FORCE_INLINE_ real_t get_d() const { return d; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_LINE; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_WORLD_BOUNDARY; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
@@ -178,7 +167,7 @@ public:
r_max = 1e10;
}
- virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
+ virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override {
project_range_cast(p_cast, p_normal, p_transform, r_min, r_max);
}
@@ -189,25 +178,27 @@ public:
}
};
-class RayShape2DSW : public Shape2DSW {
- real_t length;
- bool slips_on_slope;
+class SeparationRayShape2DSW : public Shape2DSW {
+ real_t length = 0.0;
+ bool slide_on_slope = false;
public:
_FORCE_INLINE_ real_t get_length() const { return length; }
- _FORCE_INLINE_ bool get_slips_on_slope() const { return slips_on_slope; }
+ _FORCE_INLINE_ bool get_slide_on_slope() const { return slide_on_slope; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_RAY; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_SEPARATION_RAY; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual bool allows_one_way_collision() const override { return false; }
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
@@ -220,8 +211,8 @@ public:
DEFAULT_PROJECT_RANGE_CAST
- _FORCE_INLINE_ RayShape2DSW() {}
- _FORCE_INLINE_ RayShape2DSW(real_t p_length) { length = p_length; }
+ _FORCE_INLINE_ SeparationRayShape2DSW() {}
+ _FORCE_INLINE_ SeparationRayShape2DSW(real_t p_length) { length = p_length; }
};
class SegmentShape2DSW : public Shape2DSW {
@@ -234,20 +225,20 @@ public:
_FORCE_INLINE_ const Vector2 &get_b() const { return b; }
_FORCE_INLINE_ const Vector2 &get_normal() const { return n; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_SEGMENT; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_SEGMENT; }
_FORCE_INLINE_ Vector2 get_xformed_normal(const Transform2D &p_xform) const {
- return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
+ return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal();
}
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
@@ -274,17 +265,17 @@ class CircleShape2DSW : public Shape2DSW {
public:
_FORCE_INLINE_ const real_t &get_radius() const { return radius; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CIRCLE; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CIRCLE; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
@@ -307,17 +298,17 @@ class RectangleShape2DSW : public Shape2DSW {
public:
_FORCE_INLINE_ const Vector2 &get_half_extents() const { return half_extents; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_RECTANGLE; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_RECTANGLE; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
@@ -374,32 +365,32 @@ public:
};
class CapsuleShape2DSW : public Shape2DSW {
- real_t radius;
- real_t height;
+ real_t radius = 0.0;
+ real_t height = 0.0;
public:
_FORCE_INLINE_ const real_t &get_radius() const { return radius; }
_FORCE_INLINE_ const real_t &get_height() const { return height; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CAPSULE; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CAPSULE; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
Vector2 n = p_transform.basis_xform_inv(p_normal).normalized();
- real_t h = (n.y > 0) ? height : -height;
+ real_t h = height * 0.5 - radius;
n *= radius;
- n.y += h * 0.5;
+ n.y += (n.y > 0) ? h : -h;
r_max = p_normal.dot(p_transform.xform(n));
r_min = p_normal.dot(p_transform.xform(-n));
@@ -420,8 +411,8 @@ class ConvexPolygonShape2DSW : public Shape2DSW {
Vector2 normal; //normal to next segment
};
- Point *points;
- int point_count;
+ Point *points = nullptr;
+ int point_count = 0;
public:
_FORCE_INLINE_ int get_point_count() const { return point_count; }
@@ -431,20 +422,20 @@ public:
Vector2 a = points[p_idx].pos;
p_idx++;
Vector2 b = points[p_idx == point_count ? 0 : p_idx].pos;
- return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
+ return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal();
}
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CONVEX_POLYGON; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CONVEX_POLYGON; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
if (!points || point_count <= 0) {
@@ -466,21 +457,23 @@ public:
DEFAULT_PROJECT_RANGE_CAST
- ConvexPolygonShape2DSW();
+ ConvexPolygonShape2DSW() {}
~ConvexPolygonShape2DSW();
};
class ConcaveShape2DSW : public Shape2DSW {
public:
- virtual bool is_concave() const { return true; }
- typedef void (*Callback)(void *p_userdata, Shape2DSW *p_convex);
+ virtual bool is_concave() const override { return true; }
+
+ // Returns true to stop the query.
+ typedef bool (*QueryCallback)(void *p_userdata, Shape2DSW *p_convex);
- virtual void cull(const Rect2 &p_local_aabb, Callback p_callback, void *p_userdata) const = 0;
+ virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0;
};
class ConcavePolygonShape2DSW : public ConcaveShape2DSW {
struct Segment {
- int points[2];
+ int points[2] = {};
};
Vector<Segment> segments;
@@ -488,11 +481,11 @@ class ConcavePolygonShape2DSW : public ConcaveShape2DSW {
struct BVH {
Rect2 aabb;
- int left, right;
+ int left = 0, right = 0;
};
Vector<BVH> bvh;
- int bvh_depth;
+ int bvh_depth = 0;
struct BVH_CompareX {
_FORCE_INLINE_ bool operator()(const BVH &a, const BVH &b) const {
@@ -509,23 +502,31 @@ class ConcavePolygonShape2DSW : public ConcaveShape2DSW {
int _generate_bvh(BVH *p_bvh, int p_len, int p_depth);
public:
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CONCAVE_POLYGON; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CONCAVE_POLYGON; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { /*project_range(p_normal,p_transform,r_min,r_max);*/
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override {
+ r_min = 0;
+ r_max = 0;
+ ERR_FAIL_MSG("Unsupported call to project_rangev in ConcavePolygonShape2DSW");
}
- virtual void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { /*project_range(p_normal,p_transform,r_min,r_max);*/
+
+ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
+ r_min = 0;
+ r_max = 0;
+ ERR_FAIL_MSG("Unsupported call to project_range in ConcavePolygonShape2DSW");
}
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
+
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; }
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override { return 0; }
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
- virtual void cull(const Rect2 &p_local_aabb, Callback p_callback, void *p_userdata) const;
+ virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const override;
DEFAULT_PROJECT_RANGE_CAST
};
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index 966dcbd651..5cd9bf3223 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,8 +32,11 @@
#include "collision_solver_2d_sw.h"
#include "core/os/os.h"
-#include "core/pair.h"
+#include "core/templates/pair.h"
#include "physics_server_2d_sw.h"
+
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (!(p_object->get_collision_layer() & p_collision_mask)) {
return false;
@@ -102,7 +105,6 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S
}
r_results[cc].rid = col_obj->get_self();
r_results[cc].shape = shape_idx;
- r_results[cc].metadata = col_obj->get_shape_metadata(shape_idx);
cc++;
}
@@ -190,7 +192,6 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec
r_result.collider = ObjectDB::get_instance(r_result.collider_id);
}
r_result.normal = res_normal;
- r_result.metadata = res_obj->get_shape_metadata(res_shape);
r_result.position = res_point;
r_result.rid = res_obj->get_self();
r_result.shape = res_shape;
@@ -203,7 +204,7 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans
return 0;
}
- Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.getornull(p_shape);
+ Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, 0);
Rect2 aabb = p_xform.xform(shape->get_aabb());
@@ -239,7 +240,6 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans
}
r_results[cc].rid = col_obj->get_self();
r_results[cc].shape = shape_idx;
- r_results[cc].metadata = col_obj->get_shape_metadata(shape_idx);
cc++;
}
@@ -248,7 +248,7 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans
}
bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &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) {
- Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.getornull(p_shape);
+ Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, false);
Rect2 aabb = p_xform.xform(shape->get_aabb());
@@ -278,27 +278,43 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor
continue;
}
- //test initial overlap
+ //test initial overlap, ignore objects it's inside of.
if (CollisionSolver2DSW::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) {
- return false;
+ continue;
}
- //just do kinematic solving
- real_t low = 0;
- real_t hi = 1;
Vector2 mnormal = p_motion.normalized();
+ //just do kinematic solving
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
for (int j = 0; j < 8; j++) { //steps should be customizable..
-
- real_t ofs = (low + hi) * 0.5;
+ real_t fraction = low + (hi - low) * fraction_coeff;
Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * ofs, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin);
+ bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin);
if (collided) {
- hi = ofs;
+ hi = fraction;
+ if ((j == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
} else {
- low = ofs;
+ low = fraction;
+ if ((j == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
}
}
@@ -319,7 +335,7 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D &
return false;
}
- Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.getornull(p_shape);
+ Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, 0);
Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
@@ -346,12 +362,13 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D &
}
const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
if (p_exclude.has(col_obj->get_self())) {
continue;
}
+ int shape_idx = space->intersection_query_subindex_results[i];
+
cbk.valid_dir = Vector2();
cbk.valid_depth = 0;
@@ -366,32 +383,23 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D &
}
struct _RestCallbackData2D {
- const CollisionObject2DSW *object;
- const CollisionObject2DSW *best_object;
- int local_shape;
- int best_local_shape;
- int shape;
- int best_shape;
+ const CollisionObject2DSW *object = nullptr;
+ const CollisionObject2DSW *best_object = nullptr;
+ int local_shape = 0;
+ int best_local_shape = 0;
+ int shape = 0;
+ int best_shape = 0;
Vector2 best_contact;
Vector2 best_normal;
- real_t best_len;
+ real_t best_len = 0.0;
Vector2 valid_dir;
- real_t valid_depth;
- real_t min_allowed_depth;
+ real_t valid_depth = 0.0;
+ real_t min_allowed_depth = 0.0;
};
static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) {
_RestCallbackData2D *rd = (_RestCallbackData2D *)p_userdata;
- if (rd->valid_dir != Vector2()) {
- if (p_point_A.distance_squared_to(p_point_B) > rd->valid_depth * rd->valid_depth) {
- return;
- }
- if (rd->valid_dir.dot((p_point_A - p_point_B).normalized()) < Math_PI * 0.25) {
- return;
- }
- }
-
Vector2 contact_rel = p_point_B - p_point_A;
real_t len = contact_rel.length();
@@ -403,18 +411,32 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B,
return;
}
+ Vector2 normal = contact_rel / len;
+
+ if (rd->valid_dir != Vector2()) {
+ if (len > rd->valid_depth) {
+ return;
+ }
+
+ if (rd->valid_dir.dot(normal) > -CMP_EPSILON) {
+ return;
+ }
+ }
+
rd->best_len = len;
rd->best_contact = p_point_B;
- rd->best_normal = contact_rel / len;
+ rd->best_normal = normal;
rd->best_object = rd->object;
rd->best_shape = rd->shape;
rd->best_local_shape = rd->local_shape;
}
bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, 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) {
- Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.getornull(p_shape);
+ Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, 0);
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
aabb = aabb.grow(p_margin);
@@ -425,7 +447,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
rcd.best_len = 0;
rcd.best_object = nullptr;
rcd.best_shape = 0;
- rcd.min_allowed_depth = space->test_motion_min_contact_depth;
+ rcd.min_allowed_depth = min_contact_depth;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
@@ -433,14 +455,14 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
}
const CollisionObject2DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
if (p_exclude.has(col_obj->get_self())) {
continue;
}
+ int shape_idx = space->intersection_query_subindex_results[i];
+
rcd.valid_dir = Vector2();
- rcd.valid_depth = 0;
rcd.object = col_obj;
rcd.shape = shape_idx;
rcd.local_shape = 0;
@@ -459,10 +481,9 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
r_info->normal = rcd.best_normal;
r_info->point = rcd.best_contact;
r_info->rid = rcd.best_object->get_self();
- r_info->metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
if (rcd.best_object->get_type() == CollisionObject2DSW::TYPE_BODY) {
const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
- Vector2 rel_vec = r_info->point - body->get_transform().get_origin();
+ Vector2 rel_vec = r_info->point - (body->get_transform().get_origin() + body->get_center_of_mass());
r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
} else {
@@ -472,10 +493,6 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
return true;
}
-PhysicsDirectSpaceState2DSW::PhysicsDirectSpaceState2DSW() {
- space = nullptr;
-}
-
////////////////////////////////////////////////////////////////////////////////////////////////////////////
int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
@@ -488,12 +505,10 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
keep = false;
} else if (intersection_query_results[i]->get_type() == CollisionObject2DSW::TYPE_AREA) {
keep = false;
- } else if ((static_cast<Body2DSW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0) {
+ } else if (!p_body->collides_with(static_cast<Body2DSW *>(intersection_query_results[i]))) {
keep = false;
} else if (static_cast<Body2DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
keep = false;
- } else if (static_cast<Body2DSW *>(intersection_query_results[i])->is_shape_set_as_disabled(intersection_query_subindex_results[i])) {
- keep = false;
}
if (!keep) {
@@ -510,189 +525,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) {
return amount;
}
-int Space2DSW::test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, PhysicsServer2D::SeparationResult *r_results, int p_result_max, real_t p_margin) {
- Rect2 body_aabb;
-
- bool shapes_found = false;
-
- for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_set_as_disabled(i)) {
- continue;
- }
-
- if (p_body->get_shape(i)->get_type() != PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
- if (!shapes_found) {
- body_aabb = p_body->get_shape_aabb(i);
- shapes_found = true;
- } else {
- body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
- }
- }
-
- if (!shapes_found) {
- return 0;
- }
-
- // Undo the currently transform the physics server is aware of and apply the provided one
- body_aabb = p_transform.xform(p_body->get_inv_transform().xform(body_aabb));
- body_aabb = body_aabb.grow(p_margin);
-
- Transform2D body_transform = p_transform;
-
- for (int i = 0; i < p_result_max; i++) {
- //reset results
- r_results[i].collision_depth = 0;
- }
-
- int rays_found = 0;
-
- {
- // raycast AND separate
-
- const int max_results = 32;
- int recover_attempts = 4;
- Vector2 sr[max_results * 2];
- PhysicsServer2DSW::CollCbkData cbk;
- cbk.max = max_results;
- PhysicsServer2DSW::CollCbkData *cbkptr = &cbk;
- CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk;
-
- do {
- Vector2 recover_motion;
-
- bool collided = false;
-
- int amount = _cull_aabb_for_body(p_body, body_aabb);
-
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_set_as_disabled(j)) {
- continue;
- }
-
- Shape2DSW *body_shape = p_body->get_shape(j);
-
- if (body_shape->get_type() != PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
- Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
-
- for (int i = 0; i < amount; i++) {
- const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
-
- cbk.amount = 0;
- cbk.passed = 0;
- cbk.ptr = sr;
- cbk.invalid_by_dir = 0;
-
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
-
- Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
-
- /*
- * There is no point in supporting one way collisions with ray shapes, as they will always collide in the desired
- * direction. Use a short ray shape if you want to achieve a similar effect.
- *
- if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
-
- cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- cbk.valid_depth = p_margin; //only valid depth is the collision margin
- cbk.invalid_by_dir = 0;
-
- } else {
-*/
-
- cbk.valid_dir = Vector2();
- cbk.valid_depth = 0;
- cbk.invalid_by_dir = 0;
-
- /*
- }
- */
-
- Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_margin)) {
- if (cbk.amount > 0) {
- collided = true;
- }
-
- int ray_index = -1; //reuse shape
- for (int k = 0; k < rays_found; k++) {
- if (r_results[ray_index].collision_local_shape == j) {
- ray_index = k;
- }
- }
-
- if (ray_index == -1 && rays_found < p_result_max) {
- ray_index = rays_found;
- rays_found++;
- }
-
- if (ray_index != -1) {
- PhysicsServer2D::SeparationResult &result = r_results[ray_index];
-
- for (int k = 0; k < cbk.amount; k++) {
- Vector2 a = sr[k * 2 + 0];
- Vector2 b = sr[k * 2 + 1];
-
- recover_motion += (b - a) * 0.4;
-
- float depth = a.distance_to(b);
- if (depth > result.collision_depth) {
- result.collision_depth = depth;
- result.collision_point = b;
- result.collision_normal = (b - a).normalized();
- result.collision_local_shape = j;
- result.collider_shape = shape_idx;
- result.collider = col_obj->get_self();
- result.collider_id = col_obj->get_instance_id();
- result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
- if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) {
- Body2DSW *body = (Body2DSW *)col_obj;
-
- Vector2 rel_vec = b - body->get_transform().get_origin();
- result.collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- }
- }
- }
- }
- }
- }
- }
-
- if (!collided || recover_motion == Vector2()) {
- break;
- }
-
- body_transform.elements[2] += recover_motion;
- body_aabb.position += recover_motion;
-
- recover_attempts--;
- } while (recover_attempts);
- }
-
- //optimize results (remove non colliding)
- for (int i = 0; i < rays_found; i++) {
- if (r_results[i].collision_depth == 0) {
- rays_found--;
- SWAP(r_results[i], r_results[rays_found]);
- }
- }
-
- r_recover_motion = body_transform.elements[2] - p_transform.elements[2];
- return rays_found;
-}
-
-bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer2D::MotionResult *r_result, bool p_exclude_raycast_shapes) {
+bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, PhysicsServer2D::MotionResult *r_result, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -709,11 +542,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
bool shapes_found = false;
for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_set_as_disabled(i)) {
- continue;
- }
-
- if (p_exclude_raycast_shapes && p_body->get_shape(i)->get_type() == PhysicsServer2D::SHAPE_RAY) {
+ if (p_body->is_shape_disabled(i)) {
continue;
}
@@ -728,7 +557,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
if (!shapes_found) {
if (r_result) {
*r_result = PhysicsServer2D::MotionResult();
- r_result->motion = p_motion;
+ r_result->travel = p_motion;
}
return false;
}
@@ -741,10 +570,15 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
int excluded_shape_pair_count = 0;
- float separation_margin = MIN(p_margin, MAX(0.0, p_motion.length() - CMP_EPSILON)); //don't separate by more than the intended motion
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
+ real_t motion_length = p_motion.length();
+ Vector2 motion_normal = p_motion / motion_length;
Transform2D body_transform = p_from;
+ bool recovered = false;
+
{
//STEP 1, FREE BODY IF STUCK
@@ -769,44 +603,38 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
int amount = _cull_aabb_for_body(p_body, body_aabb);
for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_set_as_disabled(j)) {
+ if (p_body->is_shape_disabled(j)) {
continue;
}
Shape2DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j);
+
for (int i = 0; i < amount; i++) {
const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
-
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
}
+ int shape_idx = intersection_query_subindex_results[i];
+
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
+ if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- float owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
+ real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
cbk.valid_depth = MAX(owc_margin, p_margin); //user specified, but never less than actual margin or it won't work
cbk.invalid_by_dir = 0;
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
- Vector2 motion = lv * PhysicsDirectBodyState2DSW::singleton->step;
- float motion_len = motion.length();
+ Vector2 motion = lv * last_step;
+ real_t motion_len = motion.length();
motion.normalize();
cbk.valid_depth += motion_len * MAX(motion.dot(-cbk.valid_dir), 0.0);
}
@@ -821,7 +649,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
bool did_collide = false;
Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, separation_margin)) {
+ if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_margin)) {
did_collide = cbk.passed > current_passed; //more passed, so collision actually existed
}
@@ -846,12 +674,23 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
break;
}
- Vector2 recover_motion;
+ recovered = true;
+ Vector2 recover_motion;
for (int i = 0; i < cbk.amount; i++) {
Vector2 a = sr[i * 2 + 0];
Vector2 b = sr[i * 2 + 1];
- recover_motion += (b - a) * 0.4;
+
+ // Compute plane on b towards a.
+ Vector2 n = (a - b).normalized();
+ real_t d = n.dot(b);
+
+ // Compute depth on recovered motion.
+ real_t depth = n.dot(a + recover_motion) - d;
+ if (depth > min_contact_depth + CMP_EPSILON) {
+ // Only recover if there is penetration.
+ recover_motion -= n * (depth - min_contact_depth) * 0.4;
+ }
}
if (recover_motion == Vector2()) {
@@ -881,13 +720,19 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
int amount = _cull_aabb_for_body(p_body, motion_aabb);
for (int body_shape_idx = 0; body_shape_idx < p_body->get_shape_count(); body_shape_idx++) {
- if (p_body->is_shape_set_as_disabled(body_shape_idx)) {
+ if (p_body->is_shape_disabled(body_shape_idx)) {
continue;
}
Shape2DSW *body_shape = p_body->get_shape(body_shape_idx);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) {
- continue;
+
+ // Colliding separation rays allows to properly snap to the ground,
+ // otherwise it's not needed in regular motion.
+ if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) {
+ // When slide on slope is on, separation ray shape acts like a regular shape.
+ if (!static_cast<SeparationRayShape2DSW *>(body_shape)->get_slide_on_slope()) {
+ continue;
+ }
}
Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(body_shape_idx);
@@ -899,16 +744,12 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
for (int i = 0; i < amount; i++) {
const CollisionObject2DSW *col_obj = intersection_query_results[i];
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
+ }
int col_shape_idx = intersection_query_subindex_results[i];
Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx);
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
- }
-
bool excluded = false;
for (int k = 0; k < excluded_shape_pair_count; k++) {
@@ -930,8 +771,11 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
//test initial overlap
if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) {
- if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
- continue;
+ if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
+ Vector2 direction = col_obj_shape_xform.get_axis(1).normalized();
+ if (motion_normal.dot(direction) < 0) {
+ continue;
+ }
}
stuck = true;
@@ -939,25 +783,39 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
//just do kinematic solving
- real_t low = 0;
- real_t hi = 1;
- Vector2 mnormal = p_motion.normalized();
-
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
for (int k = 0; k < 8; k++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
- real_t ofs = (low + hi) * 0.5;
-
- Vector2 sep = mnormal; //important optimization for this to work fast enough
- bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * ofs, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
+ Vector2 sep = motion_normal; //important optimization for this to work fast enough
+ bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0);
if (collided) {
- hi = ofs;
+ hi = fraction;
+ if ((k == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
} else {
- low = ofs;
+ low = fraction;
+ if ((k == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
}
}
- if (col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
+ if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) {
Vector2 cd[2];
PhysicsServer2DSW::CollCbkData cbk;
cbk.max = 1;
@@ -968,7 +826,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
cbk.valid_depth = 10e20;
- Vector2 sep = mnormal; //important optimization for this to work fast enough
+ Vector2 sep = motion_normal; //important optimization for this to work fast enough
bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), PhysicsServer2DSW::_shape_col_cbk, &cbk, &sep, 0);
if (!collided || cbk.amount == 0) {
continue;
@@ -999,11 +857,12 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
bool collided = false;
- if (safe >= 1) {
- best_shape = -1; //no best shape with cast, reset to -1
- }
- {
+ if (recovered || (safe < 1)) {
+ if (safe >= 1) {
+ best_shape = -1; //no best shape with cast, reset to -1
+ }
+
//it collided, let's get the rest info in unsafe advance
Transform2D ugt = body_transform;
ugt.elements[2] += p_motion * unsafe;
@@ -1012,39 +871,33 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
rcd.best_len = 0;
rcd.best_object = nullptr;
rcd.best_shape = 0;
- rcd.min_allowed_depth = test_motion_min_contact_depth;
- //optimization
+ // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
+
int from_shape = best_shape != -1 ? best_shape : 0;
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
for (int j = from_shape; j < to_shape; j++) {
- if (p_body->is_shape_set_as_disabled(j)) {
+ if (p_body->is_shape_disabled(j)) {
continue;
}
Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j);
Shape2DSW *body_shape = p_body->get_shape(j);
- if (p_exclude_raycast_shapes && body_shape->get_type() == PhysicsServer2D::SHAPE_RAY) {
- continue;
- }
-
body_aabb.position += p_motion * unsafe;
int amount = _cull_aabb_for_body(p_body, body_aabb);
for (int i = 0; i < amount; i++) {
const CollisionObject2DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
-
- if (CollisionObject2DSW::TYPE_BODY == col_obj->get_type()) {
- const Body2DSW *b = static_cast<const Body2DSW *>(col_obj);
- if (p_infinite_inertia && PhysicsServer2D::BODY_MODE_STATIC != b->get_mode() && PhysicsServer2D::BODY_MODE_KINEMATIC != b->get_mode()) {
- continue;
- }
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
}
+ int shape_idx = intersection_query_subindex_results[i];
+
Shape2DSW *against_shape = col_obj->get_shape(shape_idx);
bool excluded = false;
@@ -1060,9 +913,24 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx);
- if (col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
+ if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(shape_idx)) {
rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized();
- rcd.valid_depth = 10e20;
+
+ real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx);
+ rcd.valid_depth = MAX(owc_margin, p_margin); //user specified, but never less than actual margin or it won't work
+
+ 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_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
+ Vector2 motion = lv * last_step;
+ real_t motion_len = motion.length();
+ motion.normalize();
+ rcd.valid_depth += motion_len * MAX(motion.dot(-rcd.valid_dir), 0.0);
+ }
+ }
} else {
rcd.valid_dir = Vector2();
rcd.valid_depth = 0;
@@ -1086,15 +954,17 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
r_result->collision_local_shape = rcd.best_local_shape;
r_result->collision_normal = rcd.best_normal;
r_result->collision_point = rcd.best_contact;
- r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
+ r_result->collision_depth = rcd.best_len;
+ r_result->collision_safe_fraction = safe;
+ r_result->collision_unsafe_fraction = unsafe;
const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object);
- Vector2 rel_vec = r_result->collision_point - body->get_transform().get_origin();
+ Vector2 rel_vec = r_result->collision_point - (body->get_transform().get_origin() + body->get_center_of_mass());
r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- r_result->motion = safe * p_motion;
+ r_result->travel = safe * p_motion;
r_result->remainder = p_motion - safe * p_motion;
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
+ r_result->travel += (body_transform.get_origin() - p_from.get_origin());
}
collided = true;
@@ -1102,16 +972,16 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
}
if (!collided && r_result) {
- r_result->motion = p_motion;
+ r_result->travel = p_motion;
r_result->remainder = Vector2();
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
+ r_result->travel += (body_transform.get_origin() - p_from.get_origin());
}
return collided;
}
void *Space2DSW::_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self) {
- if (!A->test_collision_mask(B)) {
+ if (!A->interacts_with(B)) {
return nullptr;
}
@@ -1169,12 +1039,12 @@ void Space2DSW::body_remove_from_active_list(SelfList<Body2DSW> *p_body) {
active_list.remove(p_body);
}
-void Space2DSW::body_add_to_inertia_update_list(SelfList<Body2DSW> *p_body) {
- inertia_update_list.add(p_body);
+void Space2DSW::body_add_to_mass_properties_update_list(SelfList<Body2DSW> *p_body) {
+ mass_properties_update_list.add(p_body);
}
-void Space2DSW::body_remove_from_inertia_update_list(SelfList<Body2DSW> *p_body) {
- inertia_update_list.remove(p_body);
+void Space2DSW::body_remove_from_mass_properties_update_list(SelfList<Body2DSW> *p_body) {
+ mass_properties_update_list.remove(p_body);
}
BroadPhase2DSW *Space2DSW::get_broadphase() {
@@ -1240,9 +1110,9 @@ void Space2DSW::call_queries() {
void Space2DSW::setup() {
contact_debug_count = 0;
- while (inertia_update_list.first()) {
- inertia_update_list.first()->self()->update_inertias();
- inertia_update_list.remove(inertia_update_list.first());
+ while (mass_properties_update_list.first()) {
+ mass_properties_update_list.first()->self()->update_mass_properties();
+ mass_properties_update_list.remove(mass_properties_update_list.first());
}
}
@@ -1273,9 +1143,6 @@ void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_valu
case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
constraint_bias = p_value;
break;
- case PhysicsServer2D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
- test_motion_min_contact_depth = p_value;
- break;
}
}
@@ -1295,8 +1162,6 @@ real_t Space2DSW::get_param(PhysicsServer2D::SpaceParameter p_param) const {
return body_time_to_sleep;
case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
return constraint_bias;
- case PhysicsServer2D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
- return test_motion_min_contact_depth;
}
return 0;
}
@@ -1318,35 +1183,17 @@ PhysicsDirectSpaceState2DSW *Space2DSW::get_direct_state() {
}
Space2DSW::Space2DSW() {
- collision_pairs = 0;
- active_objects = 0;
- island_count = 0;
-
- contact_debug_count = 0;
-
- locked = false;
- contact_recycle_radius = 1.0;
- contact_max_separation = 1.5;
- contact_max_allowed_penetration = 0.3;
- test_motion_min_contact_depth = 0.005;
-
- constraint_bias = 0.2;
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0);
- body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg2rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
broadphase = BroadPhase2DSW::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
broadphase->set_unpair_callback(_broadphase_unpair, this);
- area = nullptr;
direct_access = memnew(PhysicsDirectSpaceState2DSW);
direct_access->space = this;
-
- for (int i = 0; i < ELAPSED_TIME_MAX; i++) {
- elapsed_time[i] = 0;
- }
}
Space2DSW::~Space2DSW() {
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h
index 1eee83dfe9..a1a8a77ee4 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/space_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,8 +37,8 @@
#include "body_pair_2d_sw.h"
#include "broad_phase_2d_sw.h"
#include "collision_object_2d_sw.h"
-#include "core/hash_map.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
+#include "core/templates/hash_map.h"
#include "core/typedefs.h"
class PhysicsDirectSpaceState2DSW : public PhysicsDirectSpaceState2D {
@@ -47,17 +47,17 @@ class PhysicsDirectSpaceState2DSW : public PhysicsDirectSpaceState2D {
int _intersect_point_impl(const Vector2 &p_point, 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, bool p_pick_point, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID());
public:
- Space2DSW *space;
+ Space2DSW *space = nullptr;
- virtual int intersect_point(const Vector2 &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, bool p_pick_point = false) override;
- virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, 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, bool p_pick_point = false) override;
- virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &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) override;
- virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, 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 Transform2D &p_xform, const Vector2 &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) override;
- virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *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 Transform2D &p_shape_xform, const Vector2 &p_motion, 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_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
+ virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override;
+ virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &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 = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
+ virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override;
- PhysicsDirectSpaceState2DSW();
+ PhysicsDirectSpaceState2DSW() {}
};
class Space2DSW {
@@ -74,19 +74,19 @@ public:
private:
struct ExcludedShapeSW {
- Shape2DSW *local_shape;
- const CollisionObject2DSW *against_object;
- int against_shape_index;
+ Shape2DSW *local_shape = nullptr;
+ const CollisionObject2DSW *against_object = nullptr;
+ int against_shape_index = 0;
};
- uint64_t elapsed_time[ELAPSED_TIME_MAX];
+ uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
- PhysicsDirectSpaceState2DSW *direct_access;
+ PhysicsDirectSpaceState2DSW *direct_access = nullptr;
RID self;
BroadPhase2DSW *broadphase;
SelfList<Body2DSW>::List active_list;
- SelfList<Body2DSW>::List inertia_update_list;
+ SelfList<Body2DSW>::List mass_properties_update_list;
SelfList<Body2DSW>::List state_query_list;
SelfList<Area2DSW>::List monitor_query_list;
SelfList<Area2DSW>::List area_moved_list;
@@ -96,36 +96,36 @@ private:
Set<CollisionObject2DSW *> objects;
- Area2DSW *area;
+ Area2DSW *area = nullptr;
- real_t contact_recycle_radius;
- real_t contact_max_separation;
- real_t contact_max_allowed_penetration;
- real_t constraint_bias;
- real_t test_motion_min_contact_depth;
+ real_t contact_recycle_radius = 1.0;
+ real_t contact_max_separation = 1.5;
+ real_t contact_max_allowed_penetration = 0.3;
+ real_t constraint_bias = 0.2;
enum {
-
INTERSECTION_QUERY_MAX = 2048
};
CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX];
int intersection_query_subindex_results[INTERSECTION_QUERY_MAX];
- real_t body_linear_velocity_sleep_threshold;
- real_t body_angular_velocity_sleep_threshold;
- real_t body_time_to_sleep;
+ real_t body_linear_velocity_sleep_threshold = 0.0;
+ real_t body_angular_velocity_sleep_threshold = 0.0;
+ real_t body_time_to_sleep = 0.0;
+
+ bool locked = false;
- bool locked;
+ real_t last_step = 0.001;
- int island_count;
- int active_objects;
- int collision_pairs;
+ int island_count = 0;
+ int active_objects = 0;
+ int collision_pairs = 0;
int _cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb);
Vector<Vector2> contact_debug;
- int contact_debug_count;
+ int contact_debug_count = 0;
friend class PhysicsDirectSpaceState2DSW;
@@ -139,8 +139,8 @@ public:
const SelfList<Body2DSW>::List &get_active_body_list() const;
void body_add_to_active_list(SelfList<Body2DSW> *p_body);
void body_remove_from_active_list(SelfList<Body2DSW> *p_body);
- void body_add_to_inertia_update_list(SelfList<Body2DSW> *p_body);
- void body_remove_from_inertia_update_list(SelfList<Body2DSW> *p_body);
+ void body_add_to_mass_properties_update_list(SelfList<Body2DSW> *p_body);
+ void body_remove_from_mass_properties_update_list(SelfList<Body2DSW> *p_body);
void area_add_to_moved_list(SelfList<Area2DSW> *p_area);
void area_remove_from_moved_list(SelfList<Area2DSW> *p_area);
const SelfList<Area2DSW>::List &get_moved_area_list() const;
@@ -173,6 +173,9 @@ public:
void lock();
void unlock();
+ real_t get_last_step() const { return last_step; }
+ void set_last_step(real_t p_step) { last_step = p_step; }
+
void set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value);
real_t get_param(PhysicsServer2D::SpaceParameter p_param) const;
@@ -184,11 +187,10 @@ public:
int get_collision_pairs() const { return collision_pairs; }
- bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, real_t p_margin, PhysicsServer2D::MotionResult *r_result, bool p_exclude_raycast_shapes = true);
- int test_body_ray_separation(Body2DSW *p_body, const Transform2D &p_transform, bool p_infinite_inertia, Vector2 &r_recover_motion, PhysicsServer2D::SeparationResult *r_results, int p_result_max, real_t p_margin);
+ bool test_body_motion(Body2DSW *p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, PhysicsServer2D::MotionResult *r_result, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>());
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
- _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.empty(); }
+ _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
_FORCE_INLINE_ void add_debug_contact(const Vector2 &p_contact) {
if (contact_debug_count < contact_debug.size()) {
contact_debug.write[contact_debug_count++] = p_contact;
diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/step_2d_sw.cpp
index c7711bcd1d..a03e30f850 100644
--- a/servers/physics_2d/step_2d_sw.cpp
+++ b/servers/physics_2d/step_2d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
- for (Map<Constraint2DSW *, int>::Element *E = p_body->get_constraint_map().front(); E; E = E->next()) {
- Constraint2DSW *c = (Constraint2DSW *)E->key();
- if (c->get_island_step() == _step) {
- continue; //already processed
+ 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 Pair<Constraint2DSW *, int> &E : p_body->get_constraint_list()) {
+ Constraint2DSW *constraint = (Constraint2DSW *)E.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++) {
- if (i == E->get()) {
+ for (int i = 0; i < constraint->get_body_count(); i++) {
+ if (i == E.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 +129,11 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
p_space->setup(); //update inertias, etc
+ p_space->set_last_step(p_delta);
+
+ iterations = p_iterations;
+ delta = p_delta;
+
const SelfList<Body2DSW>::List *body_list = &p_space->get_active_body_list();
/* INTEGRATE FORCES */
@@ -157,94 +158,85 @@ 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 +244,21 @@ 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 +278,8 @@ 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
@@ -294,11 +288,21 @@ 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++;
}
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 c1b2d01fb4..de8e76cc99 100644
--- a/servers/physics_2d/step_2d_sw.h
+++ b/servers/physics_2d/step_2d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
+ uint64_t _step = 1;
+
+ 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, 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);
+ 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 571f1435de..630ab7e229 100644
--- a/servers/physics_3d/area_3d_sw.cpp
+++ b/servers/physics_3d/area_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,8 +30,16 @@
#include "area_3d_sw.h"
#include "body_3d_sw.h"
+#include "soft_body_3d_sw.h"
#include "space_3d_sw.h"
+Area3DSW::BodyKey::BodyKey(SoftBody3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
+ rid = p_body->get_self();
+ instance_id = p_body->get_instance_id();
+ body_shape = p_body_shape;
+ area_shape = p_area_shape;
+}
+
Area3DSW::BodyKey::BodyKey(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
rid = p_body->get_self();
instance_id = p_body->get_instance_id();
@@ -52,7 +60,7 @@ 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);
}
@@ -155,6 +163,20 @@ void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &
case PhysicsServer3D::AREA_PARAM_PRIORITY:
priority = p_value;
break;
+ case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE:
+ ERR_FAIL_COND_MSG(wind_force_magnitude < 0, "Wind force magnitude must be a non-negative real number, but a negative number was specified.");
+ wind_force_magnitude = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_SOURCE:
+ wind_source = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION:
+ wind_direction = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR:
+ ERR_FAIL_COND_MSG(wind_attenuation_factor < 0, "Wind attenuation factor must be a non-negative real number, but a negative number was specified.");
+ wind_attenuation_factor = p_value;
+ break;
}
}
@@ -176,6 +198,14 @@ Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const {
return angular_damp;
case PhysicsServer3D::AREA_PARAM_PRIORITY:
return priority;
+ case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE:
+ return wind_force_magnitude;
+ case PhysicsServer3D::AREA_PARAM_WIND_SOURCE:
+ return wind_source;
+ case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION:
+ return wind_direction;
+ case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR:
+ return wind_attenuation_factor;
}
return Variant();
@@ -199,7 +229,7 @@ void Area3DSW::set_monitorable(bool p_monitorable) {
}
void Area3DSW::call_queries() {
- if (monitor_callback_id.is_valid() && !monitored_bodies.empty()) {
+ if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) {
Variant res[5];
Variant *resptr[5];
for (int i = 0; i < 5; i++) {
@@ -215,7 +245,9 @@ 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;
}
@@ -234,7 +266,7 @@ void Area3DSW::call_queries() {
}
}
- if (area_monitor_callback_id.is_valid() && !monitored_areas.empty()) {
+ if (area_monitor_callback_id.is_valid() && !monitored_areas.is_empty()) {
Variant res[5];
Variant *resptr[5];
for (int i = 0; i < 5; i++) {
@@ -250,7 +282,9 @@ 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;
}
@@ -270,22 +304,32 @@ void Area3DSW::call_queries() {
}
}
+void Area3DSW::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const {
+ if (is_gravity_point()) {
+ const real_t gravity_distance_scale = get_gravity_distance_scale();
+ Vector3 v = get_transform().xform(get_gravity_vector()) - p_position;
+ if (gravity_distance_scale > 0) {
+ const real_t v_length = v.length();
+ if (v_length > 0) {
+ const real_t v_scaled = v_length * gravity_distance_scale;
+ r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled)));
+ } else {
+ r_gravity = Vector3();
+ }
+ } else {
+ r_gravity = v.normalized() * get_gravity();
+ }
+ } else {
+ r_gravity = get_gravity_vector() * get_gravity();
+ }
+}
+
Area3DSW::Area3DSW() :
CollisionObject3DSW(TYPE_AREA),
monitor_query_list(this),
moved_list(this) {
_set_static(true); //areas are never active
- space_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
- gravity = 9.80665;
- gravity_vector = Vector3(0, -1, 0);
- gravity_is_point = false;
- gravity_distance_scale = 0;
- point_attenuation = 1;
- angular_damp = 0.1;
- linear_damp = 0.1;
- priority = 0;
set_ray_pickable(false);
- monitorable = false;
}
Area3DSW::~Area3DSW() {
diff --git a/servers/physics_3d/area_3d_sw.h b/servers/physics_3d/area_3d_sw.h
index 6af3976167..af5c23949c 100644
--- a/servers/physics_3d/area_3d_sw.h
+++ b/servers/physics_3d/area_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,25 +32,29 @@
#define AREA_SW_H
#include "collision_object_3d_sw.h"
-#include "core/self_list.h"
+#include "core/templates/self_list.h"
#include "servers/physics_server_3d.h"
-//#include "servers/physics_3d/query_sw.h"
class Space3DSW;
class Body3DSW;
+class SoftBody3DSW;
class Constraint3DSW;
class Area3DSW : public CollisionObject3DSW {
- PhysicsServer3D::AreaSpaceOverrideMode space_override_mode;
- real_t gravity;
- Vector3 gravity_vector;
- bool gravity_is_point;
- real_t gravity_distance_scale;
- real_t point_attenuation;
- real_t linear_damp;
- real_t angular_damp;
- int priority;
- bool monitorable;
+ PhysicsServer3D::AreaSpaceOverrideMode space_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED;
+ real_t gravity = 9.80665;
+ Vector3 gravity_vector = Vector3(0, -1, 0);
+ bool gravity_is_point = false;
+ real_t gravity_distance_scale = 0.0;
+ real_t point_attenuation = 1.0;
+ real_t linear_damp = 0.1;
+ real_t angular_damp = 0.1;
+ real_t wind_force_magnitude = 0.0;
+ real_t wind_attenuation_factor = 0.0;
+ Vector3 wind_source;
+ Vector3 wind_direction;
+ int priority = 0;
+ bool monitorable = false;
ObjectID monitor_callback_id;
StringName monitor_callback_method;
@@ -64,8 +68,8 @@ class Area3DSW : public CollisionObject3DSW {
struct BodyKey {
RID rid;
ObjectID instance_id;
- uint32_t body_shape;
- uint32_t area_shape;
+ uint32_t body_shape = 0;
+ uint32_t area_shape = 0;
_FORCE_INLINE_ bool operator<(const BodyKey &p_key) const {
if (rid == p_key.rid) {
@@ -80,32 +84,27 @@ class Area3DSW : public CollisionObject3DSW {
}
_FORCE_INLINE_ BodyKey() {}
+ BodyKey(SoftBody3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
BodyKey(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
BodyKey(Area3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
};
struct BodyState {
- int state;
+ int state = 0;
_FORCE_INLINE_ void inc() { state++; }
_FORCE_INLINE_ void dec() { state--; }
- _FORCE_INLINE_ BodyState() { state = 0; }
};
+ Map<BodyKey, BodyState> monitored_soft_bodies;
Map<BodyKey, BodyState> monitored_bodies;
Map<BodyKey, BodyState> monitored_areas;
- //virtual void shape_changed_notify(ShapeSW *p_shape);
- //virtual void shape_deleted_notify(ShapeSW *p_shape);
-
Set<Constraint3DSW *> constraints;
virtual void _shapes_changed();
void _queue_monitor_update();
public:
- //_FORCE_INLINE_ const Transform& get_inverse_transform() const { return inverse_transform; }
- //_FORCE_INLINE_ SpaceSW* get_owner() { return owner; }
-
void set_monitor_callback(ObjectID p_id, const StringName &p_method);
_FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); }
@@ -115,6 +114,9 @@ public:
_FORCE_INLINE_ void add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
_FORCE_INLINE_ void remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
+ _FORCE_INLINE_ void remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape);
+
_FORCE_INLINE_ void add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
_FORCE_INLINE_ void remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape);
@@ -148,6 +150,18 @@ public:
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
+ _FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; }
+ _FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; }
+
+ _FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; }
+ _FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; }
+
+ _FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; }
+ _FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; }
+
+ _FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; }
+ _FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; }
+
_FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
_FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
@@ -156,16 +170,34 @@ 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);
void call_queries();
+ void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const;
+
Area3DSW();
~Area3DSW();
};
+void Area3DSW::add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
+ BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
+ monitored_soft_bodies[bk].inc();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
+void Area3DSW::remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) {
+ BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape);
+ monitored_soft_bodies[bk].dec();
+ if (!monitor_query_list.in_list()) {
+ _queue_monitor_update();
+ }
+}
+
void Area3DSW::add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) {
BodyKey bk(p_body, p_body_shape, p_area_shape);
monitored_bodies[bk].inc();
@@ -198,4 +230,16 @@ void Area3DSW::remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, u
}
}
+struct AreaCMP {
+ Area3DSW *area = nullptr;
+ int refCount = 0;
+ _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
+ _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
+ _FORCE_INLINE_ AreaCMP() {}
+ _FORCE_INLINE_ AreaCMP(Area3DSW *p_area) {
+ area = p_area;
+ refCount = 1;
+ }
+};
+
#endif // AREA__SW_H
diff --git a/servers/physics_3d/area_pair_3d_sw.cpp b/servers/physics_3d/area_pair_3d_sw.cpp
index a5fb20fe2b..bf4f0035b4 100644
--- a/servers/physics_3d/area_pair_3d_sw.cpp
+++ b/servers/physics_3d/area_pair_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,38 +33,52 @@
bool AreaPair3DSW::setup(real_t p_step) {
bool result = false;
-
- if (area->is_shape_set_as_disabled(area_shape) || body->is_shape_set_as_disabled(body_shape)) {
- result = false;
- } else if (area->test_collision_mask(body) && CollisionSolver3DSW::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), nullptr, this)) {
+ if (area->collides_with(body) && CollisionSolver3DSW::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), nullptr, this)) {
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 +86,6 @@ 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) {
@@ -96,40 +109,58 @@ AreaPair3DSW::~AreaPair3DSW() {
////////////////////////////////////////////////////
bool Area2Pair3DSW::setup(real_t p_step) {
- bool result = false;
- if (area_a->is_shape_set_as_disabled(shape_a) || area_b->is_shape_set_as_disabled(shape_b)) {
- result = false;
- } else if (area_a->test_collision_mask(area_b) && CollisionSolver3DSW::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), nullptr, this)) {
- result = true;
+ bool result_a = area_a->collides_with(area_b);
+ bool result_b = area_b->collides_with(area_a);
+ if ((result_a || result_b) && !CollisionSolver3DSW::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), nullptr, this)) {
+ result_a = false;
+ result_b = 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);
- }
+ bool process_collision = false;
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->add_area_to_query(area_b, shape_b, shape_a);
- }
+ process_collision_a = false;
+ if (result_a != colliding_a) {
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ process_collision_a = true;
+ process_collision = true;
+ }
+ colliding_a = result_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);
- }
+ process_collision_b = false;
+ if (result_b != colliding_b) {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ process_collision_b = true;
+ process_collision = true;
+ }
+ colliding_b = result_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 process_collision;
+}
+
+bool Area2Pair3DSW::pre_solve(real_t p_step) {
+ if (process_collision_a) {
+ if (colliding_a) {
+ area_a->add_area_to_query(area_b, shape_b, shape_a);
+ } else {
+ area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
+ }
- colliding = result;
+ if (process_collision_b) {
+ if (colliding_b) {
+ area_b->add_area_to_query(area_a, shape_a, shape_b);
+ } else {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
}
- return false; //never do any post solving
+ 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) {
@@ -137,22 +168,105 @@ 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);
}
Area2Pair3DSW::~Area2Pair3DSW() {
- if (colliding) {
- if (area_b->has_area_monitor_callback()) {
- area_b->remove_area_from_query(area_a, shape_a, shape_b);
- }
-
+ if (colliding_a) {
if (area_a->has_area_monitor_callback()) {
area_a->remove_area_from_query(area_b, shape_b, shape_a);
}
}
+ if (colliding_b) {
+ if (area_b->has_area_monitor_callback()) {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
+ }
+
area_a->remove_constraint(this);
area_b->remove_constraint(this);
}
+
+////////////////////////////////////////////////////
+
+bool AreaSoftBodyPair3DSW::setup(real_t p_step) {
+ bool result = false;
+ if (
+ area->collides_with(soft_body) &&
+ CollisionSolver3DSW::solve_static(
+ soft_body->get_shape(soft_body_shape),
+ soft_body->get_transform() * soft_body->get_shape_transform(soft_body_shape),
+ area->get_shape(area_shape),
+ area->get_transform() * area->get_shape_transform(area_shape),
+ nullptr,
+ this)) {
+ result = true;
+ }
+
+ process_collision = false;
+ if (result != colliding) {
+ 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 process_collision;
+}
+
+bool AreaSoftBodyPair3DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ soft_body->add_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->add_soft_body_to_query(soft_body, soft_body_shape, area_shape);
+ }
+ } else {
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ soft_body->remove_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->remove_soft_body_from_query(soft_body, soft_body_shape, area_shape);
+ }
+ }
+
+ return false; // Never do any post solving.
+}
+
+void AreaSoftBodyPair3DSW::solve(real_t p_step) {
+ // Nothing to do.
+}
+
+AreaSoftBodyPair3DSW::AreaSoftBodyPair3DSW(SoftBody3DSW *p_soft_body, int p_soft_body_shape, Area3DSW *p_area, int p_area_shape) {
+ soft_body = p_soft_body;
+ area = p_area;
+ soft_body_shape = p_soft_body_shape;
+ area_shape = p_area_shape;
+ soft_body->add_constraint(this);
+ area->add_constraint(this);
+}
+
+AreaSoftBodyPair3DSW::~AreaSoftBodyPair3DSW() {
+ if (colliding) {
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ soft_body->remove_area(area);
+ }
+ if (area->has_monitor_callback()) {
+ area->remove_soft_body_from_query(soft_body, soft_body_shape, area_shape);
+ }
+ }
+ soft_body->remove_constraint(this);
+ area->remove_constraint(this);
+}
diff --git a/servers/physics_3d/area_pair_3d_sw.h b/servers/physics_3d/area_pair_3d_sw.h
index 992d4747b9..4572dcbb23 100644
--- a/servers/physics_3d/area_pair_3d_sw.h
+++ b/servers/physics_3d/area_pair_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,17 +34,20 @@
#include "area_3d_sw.h"
#include "body_3d_sw.h"
#include "constraint_3d_sw.h"
+#include "soft_body_3d_sw.h"
class AreaPair3DSW : public Constraint3DSW {
Body3DSW *body;
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();
@@ -55,14 +58,35 @@ class Area2Pair3DSW : public Constraint3DSW {
Area3DSW *area_b;
int shape_a;
int shape_b;
- bool colliding;
+ bool colliding_a = false;
+ bool colliding_b = false;
+ bool process_collision_a = false;
+ bool process_collision_b = 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();
};
+class AreaSoftBodyPair3DSW : public Constraint3DSW {
+ SoftBody3DSW *soft_body;
+ Area3DSW *area;
+ int soft_body_shape;
+ int area_shape;
+ bool colliding = false;
+ bool process_collision = false;
+
+public:
+ 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;
+
+ AreaSoftBodyPair3DSW(SoftBody3DSW *p_sof_body, int p_soft_body_shape, Area3DSW *p_area, int p_area_shape);
+ ~AreaSoftBodyPair3DSW();
+};
+
#endif // AREA_PAIR__SW_H
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
index d1f16cb4ae..069374d122 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/body_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,12 +29,14 @@
/*************************************************************************/
#include "body_3d_sw.h"
+
#include "area_3d_sw.h"
+#include "body_direct_state_3d_sw.h"
#include "space_3d_sw.h"
-void Body3DSW::_update_inertia() {
- if (get_space() && !inertia_update_list.in_list()) {
- get_space()->body_add_to_inertia_update_list(&inertia_update_list);
+void Body3DSW::_mass_properties_changed() {
+ if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) {
+ get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list);
}
}
@@ -42,7 +44,7 @@ void Body3DSW::_update_transform_dependant() {
center_of_mass = get_transform().basis.xform(center_of_mass_local);
principal_inertia_axes = get_transform().basis * principal_inertia_axes_local;
- // update inertia tensor
+ // Update inertia tensor.
Basis tb = principal_inertia_axes;
Basis tbt = tb.transposed();
Basis diag;
@@ -50,61 +52,95 @@ void Body3DSW::_update_transform_dependant() {
_inv_inertia_tensor = tb * diag * tbt;
}
-void Body3DSW::update_inertias() {
- //update shapes and motions
+void Body3DSW::update_mass_properties() {
+ // Update shapes and motions.
switch (mode) {
- case PhysicsServer3D::BODY_MODE_RIGID: {
- //update tensor for all shapes, not the best way but should be somehow OK. (inspired from bullet)
+ case PhysicsServer3D::BODY_MODE_DYNAMIC: {
real_t total_area = 0;
-
for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
+
total_area += get_shape_area(i);
}
- // We have to recompute the center of mass
- center_of_mass_local.zero();
+ if (calculate_center_of_mass) {
+ // 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++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
- real_t mass = area * this->mass / total_area;
+ real_t area = get_shape_area(i);
- // NOTE: we assume that the shape origin is also its center of mass
- center_of_mass_local += mass * get_shape_transform(i).origin;
+ 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;
+ }
+
+ center_of_mass_local /= mass;
+ }
}
- center_of_mass_local /= mass;
+ if (calculate_inertia) {
+ // Recompute the inertia tensor.
+ Basis inertia_tensor;
+ inertia_tensor.set_zero();
+ bool inertia_set = false;
- // Recompute the inertia tensor
- Basis inertia_tensor;
- inertia_tensor.set_zero();
+ for (int i = 0; i < get_shape_count(); i++) {
+ if (is_shape_disabled(i)) {
+ continue;
+ }
- for (int i = 0; i < get_shape_count(); i++) {
- if (is_shape_disabled(i)) {
- continue;
- }
+ real_t area = get_shape_area(i);
+ if (area == 0.0) {
+ continue;
+ }
- const Shape3DSW *shape = get_shape(i);
+ inertia_set = true;
- real_t area = get_shape_area(i);
+ const Shape3DSW *shape = get_shape(i);
- real_t mass = area * this->mass / total_area;
+ 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);
- Basis shape_basis = shape_transform.basis.orthonormalized();
+ Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass));
+ 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!
- shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
+ // NOTE: we don't take the scale of collision shapes into account when computing the inertia tensor!
+ shape_inertia_tensor = shape_basis * shape_inertia_tensor * shape_basis.transposed();
- Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
- inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
- }
+ Vector3 shape_origin = shape_transform.origin - center_of_mass_local;
+ inertia_tensor += shape_inertia_tensor + (Basis() * shape_origin.dot(shape_origin) - shape_origin.outer(shape_origin)) * mass;
+ }
+
+ // Set the inertia to a valid value when there are no valid shapes.
+ if (!inertia_set) {
+ inertia_tensor = Basis();
+ }
+
+ // Handle partial custom inertia.
+ if (inertia.x > 0.0) {
+ inertia_tensor[0][0] = inertia.x;
+ }
+ if (inertia.y > 0.0) {
+ inertia_tensor[1][1] = inertia.y;
+ }
+ if (inertia.z > 0.0) {
+ inertia_tensor[2][2] = inertia.z;
+ }
- // Compute the principal axes of inertia
- principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
- _inv_inertia = inertia_tensor.get_main_diagonal().inverse();
+ // Compute the principal axes of inertia.
+ principal_inertia_axes_local = inertia_tensor.diagonalize().transposed();
+ _inv_inertia = inertia_tensor.get_main_diagonal().inverse();
+ }
if (mass) {
_inv_mass = 1.0 / mass;
@@ -113,58 +149,47 @@ void Body3DSW::update_inertias() {
}
} break;
-
case PhysicsServer3D::BODY_MODE_KINEMATIC:
case PhysicsServer3D::BODY_MODE_STATIC: {
- _inv_inertia_tensor.set_zero();
+ _inv_inertia = Vector3();
_inv_mass = 0;
} break;
- case PhysicsServer3D::BODY_MODE_CHARACTER: {
+ case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
_inv_inertia_tensor.set_zero();
_inv_mass = 1.0 / mass;
} break;
}
- //_update_shapes();
-
_update_transform_dependant();
}
+void Body3DSW::reset_mass_properties() {
+ calculate_inertia = true;
+ calculate_center_of_mass = true;
+ _mass_properties_changed();
+}
+
void Body3DSW::set_active(bool p_active) {
if (active == p_active) {
return;
}
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;
+ } else if (get_space()) {
+ get_space()->body_remove_from_active_list(&active_list);
}
- /*
- 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);
- }
- }
-*/
}
-void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) {
+void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
bounce = p_value;
@@ -173,10 +198,33 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value)
friction = p_value;
} break;
case PhysicsServer3D::BODY_PARAM_MASS: {
- ERR_FAIL_COND(p_value <= 0);
- mass = p_value;
- _update_inertia();
-
+ real_t mass_value = p_value;
+ ERR_FAIL_COND(mass_value <= 0);
+ mass = mass_value;
+ if (mode >= PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ _mass_properties_changed();
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_INERTIA: {
+ inertia = p_value;
+ if ((inertia.x <= 0.0) || (inertia.y <= 0.0) || (inertia.z <= 0.0)) {
+ calculate_inertia = true;
+ if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ _mass_properties_changed();
+ }
+ } else {
+ calculate_inertia = false;
+ if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ principal_inertia_axes_local = Basis();
+ _inv_inertia = inertia.inverse();
+ _update_transform_dependant();
+ }
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
+ calculate_center_of_mass = false;
+ center_of_mass_local = p_value;
+ _update_transform_dependant();
} break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
gravity_scale = p_value;
@@ -192,7 +240,7 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value)
}
}
-real_t Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
+Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
switch (p_param) {
case PhysicsServer3D::BODY_PARAM_BOUNCE: {
return bounce;
@@ -203,6 +251,16 @@ real_t Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const {
case PhysicsServer3D::BODY_PARAM_MASS: {
return mass;
} break;
+ case PhysicsServer3D::BODY_PARAM_INERTIA: {
+ if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
+ return _inv_inertia.inverse();
+ } else {
+ return Vector3();
+ }
+ } break;
+ case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: {
+ return center_of_mass;
+ } break;
case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: {
return gravity_scale;
} break;
@@ -225,40 +283,42 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
mode = p_mode;
switch (p_mode) {
- //CLEAR UP EVERYTHING IN CASE IT NOT WORKS!
case PhysicsServer3D::BODY_MODE_STATIC:
case PhysicsServer3D::BODY_MODE_KINEMATIC: {
_set_inv_transform(get_transform().affine_inverse());
_inv_mass = 0;
+ _inv_inertia = Vector3();
_set_static(p_mode == PhysicsServer3D::BODY_MODE_STATIC);
- //set_active(p_mode==PhysicsServer3D::BODY_MODE_KINEMATIC);
set_active(p_mode == PhysicsServer3D::BODY_MODE_KINEMATIC && contacts.size());
linear_velocity = Vector3();
angular_velocity = Vector3();
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) {
first_time_kinematic = true;
}
+ _update_transform_dependant();
} break;
- case PhysicsServer3D::BODY_MODE_RIGID: {
+ case PhysicsServer3D::BODY_MODE_DYNAMIC: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ if (!calculate_inertia) {
+ principal_inertia_axes_local = Basis();
+ _inv_inertia = inertia.inverse();
+ _update_transform_dependant();
+ }
+ _mass_properties_changed();
_set_static(false);
set_active(true);
} break;
- case PhysicsServer3D::BODY_MODE_CHARACTER: {
+ case PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
+ _inv_inertia = Vector3();
+ angular_velocity = Vector3();
+ _update_transform_dependant();
_set_static(false);
set_active(true);
- angular_velocity = Vector3();
- } break;
+ }
}
-
- _update_inertia();
- /*
- if (get_space())
- _update_queries();
- */
}
PhysicsServer3D::BodyMode Body3DSW::get_mode() const {
@@ -266,7 +326,7 @@ PhysicsServer3D::BodyMode Body3DSW::get_mode() const {
}
void Body3DSW::_shapes_changed() {
- _update_inertia();
+ _mass_properties_changed();
}
void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
@@ -287,7 +347,7 @@ 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) {
@@ -300,24 +360,17 @@ 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;
+ constant_linear_velocity = linear_velocity;
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
- /*
- if (mode!=PhysicsServer3D::BODY_MODE_RIGID)
- break;
- */
angular_velocity = p_variant;
+ constant_angular_velocity = angular_velocity;
wakeup();
} break;
case PhysicsServer3D::BODY_STATE_SLEEPING: {
- //?
if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
break;
}
@@ -334,7 +387,7 @@ 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);
}
@@ -366,8 +419,8 @@ Variant Body3DSW::get_state(PhysicsServer3D::BodyState p_state) const {
void Body3DSW::set_space(Space3DSW *p_space) {
if (get_space()) {
- if (inertia_update_list.in_list()) {
- get_space()->body_remove_from_inertia_update_list(&inertia_update_list);
+ if (mass_properties_update_list.in_list()) {
+ get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list);
}
if (active_list.in_list()) {
get_space()->body_remove_from_active_list(&active_list);
@@ -380,33 +433,17 @@ void Body3DSW::set_space(Space3DSW *p_space) {
_set_space(p_space);
if (get_space()) {
- _update_inertia();
+ _mass_properties_changed();
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
- /*
- _update_queries();
- if (is_active()) {
- active=false;
- set_active(true);
- }
- */
}
-
- first_integration = true;
}
-void Body3DSW::_compute_area_gravity_and_dampenings(const Area3DSW *p_area) {
- if (p_area->is_gravity_point()) {
- if (p_area->get_gravity_distance_scale() > 0) {
- Vector3 v = p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin();
- gravity += v.normalized() * (p_area->get_gravity() / Math::pow(v.length() * p_area->get_gravity_distance_scale() + 1, 2));
- } else {
- gravity += (p_area->get_transform().xform(p_area->get_gravity_vector()) - get_transform().get_origin()).normalized() * p_area->get_gravity();
- }
- } else {
- gravity += p_area->get_gravity_vector() * p_area->get_gravity();
- }
+void Body3DSW::_compute_area_gravity_and_damping(const Area3DSW *p_area) {
+ Vector3 area_gravity;
+ p_area->compute_gravity(get_transform().get_origin(), area_gravity);
+ gravity += area_gravity;
area_linear_damp += p_area->get_linear_damp();
area_angular_damp += p_area->get_angular_damp();
@@ -448,7 +485,7 @@ void Body3DSW::integrate_forces(real_t p_step) {
switch (mode) {
case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
- _compute_area_gravity_and_dampenings(aa[i].area);
+ _compute_area_gravity_and_damping(aa[i].area);
stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
} break;
case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
@@ -456,7 +493,7 @@ void Body3DSW::integrate_forces(real_t p_step) {
gravity = Vector3(0, 0, 0);
area_angular_damp = 0;
area_linear_damp = 0;
- _compute_area_gravity_and_dampenings(aa[i].area);
+ _compute_area_gravity_and_damping(aa[i].area);
stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
} break;
default: {
@@ -466,7 +503,7 @@ void Body3DSW::integrate_forces(real_t p_step) {
}
if (!stopped) {
- _compute_area_gravity_and_dampenings(def_area);
+ _compute_area_gravity_and_damping(def_area);
}
gravity *= gravity_scale;
@@ -493,22 +530,20 @@ void Body3DSW::integrate_forces(real_t p_step) {
if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) {
//compute motion, angular and etc. velocities from prev transform
- linear_velocity = (new_transform.origin - get_transform().origin) / p_step;
+ motion = new_transform.origin - get_transform().origin;
+ do_motion = true;
+ linear_velocity = constant_linear_velocity + motion / p_step;
//compute a FAKE angular velocity, not so easy
- Basis rot = new_transform.basis.orthonormalized().transposed() * get_transform().basis.orthonormalized();
+ Basis rot = new_transform.basis.orthonormalized() * get_transform().basis.orthonormalized().transposed();
Vector3 axis;
real_t angle;
rot.get_axis_angle(axis, angle);
axis.normalize();
- angular_velocity = axis.normalized() * (angle / p_step);
-
- motion = new_transform.origin - get_transform().origin;
- do_motion = true;
-
+ angular_velocity = constant_angular_velocity + axis * (angle / p_step);
} else {
- if (!omit_force_integration && !first_integration) {
+ if (!omit_force_integration) {
//overridden by direct state query
Vector3 force = gravity * mass;
@@ -542,7 +577,6 @@ void Body3DSW::integrate_forces(real_t p_step) {
applied_force = Vector3();
applied_torque = Vector3();
- first_integration = false;
//motion=linear_velocity*p_step;
@@ -562,7 +596,7 @@ void Body3DSW::integrate_velocities(real_t p_step) {
return;
}
- if (fi_callback) {
+ if (fi_callback_data || body_state_callback) {
get_space()->body_add_to_state_query_list(&direct_state_query_list);
}
@@ -595,9 +629,9 @@ 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) {
+ if (!Math::is_zero_approx(ang_vel)) {
Vector3 ang_vel_axis = total_angular_velocity / ang_vel;
Basis rot(ang_vel_axis, ang_vel * p_step);
Basis identity3(1, 0, 0, 0, 1, 0, 0, 0, 1);
@@ -619,17 +653,11 @@ void Body3DSW::integrate_velocities(real_t p_step) {
_set_inv_transform(get_transform().inverse());
_update_transform_dependant();
-
- /*
- if (fi_callback) {
- get_space()->body_add_to_state_query_list(&direct_state_query_list);
- */
}
/*
-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);
@@ -655,24 +683,22 @@ void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
get_space()->body_add_to_state_query_list(&direct_state_query_list);
simulated_motion=true;
_set_transform(p_xform);
-
-
}
*/
void Body3DSW::wakeup_neighbours() {
- for (Map<Constraint3DSW *, int>::Element *E = constraint_map.front(); E; E = E->next()) {
- const Constraint3DSW *c = E->key();
+ for (const KeyValue<Constraint3DSW *, int> &E : constraint_map) {
+ const Constraint3DSW *c = E.key;
Body3DSW **n = c->get_body_ptr();
int bc = c->get_body_count();
for (int i = 0; i < bc; i++) {
- if (i == E->get()) {
+ if (i == E.value) {
continue;
}
Body3DSW *b = n[i];
- if (b->mode != PhysicsServer3D::BODY_MODE_RIGID) {
+ if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) {
continue;
}
@@ -684,30 +710,28 @@ void Body3DSW::wakeup_neighbours() {
}
void Body3DSW::call_queries() {
- if (fi_callback) {
- PhysicsDirectBodyState3DSW *dbs = PhysicsDirectBodyState3DSW::singleton;
- dbs->body = this;
-
- Variant v = dbs;
-
- Object *obj = ObjectDB::get_instance(fi_callback->id);
- if (!obj) {
- set_force_integration_callback(ObjectID(), StringName());
+ if (fi_callback_data) {
+ if (!fi_callback_data->callable.get_object()) {
+ set_force_integration_callback(Callable());
} else {
- const Variant *vp[2] = { &v, &fi_callback->udata };
+ Variant direct_state_variant = get_direct_state();
+ const Variant *vp[2] = { &direct_state_variant, &fi_callback_data->udata };
Callable::CallError ce;
- int argc = (fi_callback->udata.get_type() == Variant::NIL) ? 1 : 2;
- obj->call(fi_callback->method, vp, argc, ce);
+ int argc = (fi_callback_data->udata.get_type() == Variant::NIL) ? 1 : 2;
+ Variant rv;
+ fi_callback_data->callable.call(vp, argc, rv, ce);
}
}
+
+ if (body_state_callback_instance) {
+ (body_state_callback)(body_state_callback_instance, get_direct_state());
+ }
}
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;
}
@@ -722,69 +746,45 @@ 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) {
- if (fi_callback) {
- memdelete(fi_callback);
- fi_callback = nullptr;
- }
+void Body3DSW::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) {
+ body_state_callback_instance = p_instance;
+ body_state_callback = p_callback;
+}
- if (p_id.is_valid()) {
- fi_callback = memnew(ForceIntegrationCallback);
- fi_callback->id = p_id;
- fi_callback->method = p_method;
- fi_callback->udata = p_udata;
+void Body3DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) {
+ if (p_callable.get_object()) {
+ if (!fi_callback_data) {
+ fi_callback_data = memnew(ForceIntegrationCallbackData);
+ }
+ fi_callback_data->callable = p_callable;
+ fi_callback_data->udata = p_udata;
+ } else if (fi_callback_data) {
+ memdelete(fi_callback_data);
+ fi_callback_data = nullptr;
}
}
-void Body3DSW::set_kinematic_margin(real_t p_margin) {
- kinematic_safe_margin = p_margin;
+PhysicsDirectBodyState3DSW *Body3DSW::get_direct_state() {
+ if (!direct_state) {
+ direct_state = memnew(PhysicsDirectBodyState3DSW);
+ direct_state->body = this;
+ }
+ return direct_state;
}
Body3DSW::Body3DSW() :
CollisionObject3DSW(TYPE_BODY),
-
active_list(this),
- inertia_update_list(this),
+ mass_properties_update_list(this),
direct_state_query_list(this) {
- mode = PhysicsServer3D::BODY_MODE_RIGID;
- 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);
-
- contact_count = 0;
- gravity_scale = 1.0;
- linear_damp = -1;
- angular_damp = -1;
- area_angular_damp = 0;
- area_linear_damp = 0;
-
- still_time = 0;
- continuous_cd = false;
- can_sleep = true;
- fi_callback = nullptr;
}
Body3DSW::~Body3DSW() {
- if (fi_callback) {
- memdelete(fi_callback);
+ if (fi_callback_data) {
+ memdelete(fi_callback_data);
+ }
+ if (direct_state) {
+ memdelete(direct_state);
}
-}
-
-PhysicsDirectBodyState3DSW *PhysicsDirectBodyState3DSW::singleton = nullptr;
-
-PhysicsDirectSpaceState3D *PhysicsDirectBodyState3DSW::get_space_state() {
- return body->get_space()->get_direct_state();
}
diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/body_3d_sw.h
index b642729404..fc47040389 100644
--- a/servers/physics_3d/body_3d_sw.h
+++ b/servers/physics_3d/body_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,35 +28,39 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_SW_H
-#define BODY_SW_H
+#ifndef BODY_3D_SW_H
+#define BODY_3D_SW_H
#include "area_3d_sw.h"
#include "collision_object_3d_sw.h"
-#include "core/vset.h"
+#include "core/templates/vset.h"
class Constraint3DSW;
+class PhysicsDirectBodyState3DSW;
class Body3DSW : public CollisionObject3DSW {
- PhysicsServer3D::BodyMode mode;
+ PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC;
Vector3 linear_velocity;
Vector3 angular_velocity;
+ Vector3 constant_linear_velocity;
+ Vector3 constant_angular_velocity;
+
Vector3 biased_linear_velocity;
Vector3 biased_angular_velocity;
- real_t mass;
- real_t bounce;
- real_t friction;
+ real_t mass = 1.0;
+ real_t bounce = 0.0;
+ real_t friction = 1.0;
+ Vector3 inertia;
- real_t linear_damp;
- real_t angular_damp;
- real_t gravity_scale;
+ real_t linear_damp = -1.0;
+ real_t angular_damp = -1.0;
+ real_t gravity_scale = 1.0;
uint16_t locked_axis = 0;
- real_t kinematic_safe_margin;
- real_t _inv_mass;
+ real_t _inv_mass = 1.0;
Vector3 _inv_inertia; // Relative to the principal axes of inertia
// Relative to the local frame of reference
@@ -68,87 +72,79 @@ class Body3DSW : public CollisionObject3DSW {
Basis principal_inertia_axes;
Vector3 center_of_mass;
+ bool calculate_inertia = true;
+ bool calculate_center_of_mass = true;
+
Vector3 gravity;
- real_t still_time;
+ real_t still_time = 0.0;
Vector3 applied_force;
Vector3 applied_torque;
- real_t area_angular_damp;
- real_t area_linear_damp;
+ real_t area_angular_damp = 0.0;
+ real_t area_linear_damp = 0.0;
SelfList<Body3DSW> active_list;
- SelfList<Body3DSW> inertia_update_list;
+ SelfList<Body3DSW> mass_properties_update_list;
SelfList<Body3DSW> direct_state_query_list;
VSet<RID> exceptions;
- bool omit_force_integration;
- bool active;
+ bool omit_force_integration = false;
+ bool active = true;
- bool first_integration;
+ bool continuous_cd = false;
+ bool can_sleep = true;
+ bool first_time_kinematic = false;
- bool continuous_cd;
- bool can_sleep;
- bool first_time_kinematic;
- void _update_inertia();
+ void _mass_properties_changed();
virtual void _shapes_changed();
- Transform new_transform;
+ Transform3D new_transform;
Map<Constraint3DSW *, int> constraint_map;
- struct AreaCMP {
- Area3DSW *area;
- int refCount;
- _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); }
- _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); }
- _FORCE_INLINE_ AreaCMP() {}
- _FORCE_INLINE_ AreaCMP(Area3DSW *p_area) {
- area = p_area;
- refCount = 1;
- }
- };
-
Vector<AreaCMP> areas;
struct Contact {
Vector3 local_pos;
Vector3 local_normal;
- real_t depth;
- int local_shape;
+ real_t depth = 0.0;
+ int local_shape = 0;
Vector3 collider_pos;
- int collider_shape;
+ int collider_shape = 0;
ObjectID collider_instance_id;
RID collider;
Vector3 collider_velocity_at_pos;
};
Vector<Contact> contacts; //no contacts by default
- int contact_count;
+ int contact_count = 0;
- struct ForceIntegrationCallback {
- ObjectID id;
- StringName method;
+ void *body_state_callback_instance = nullptr;
+ PhysicsServer3D::BodyStateCallback body_state_callback = nullptr;
+
+ struct ForceIntegrationCallbackData {
+ Callable callable;
Variant udata;
};
- ForceIntegrationCallback *fi_callback;
+ ForceIntegrationCallbackData *fi_callback_data = nullptr;
+
+ PhysicsDirectBodyState3DSW *direct_state = nullptr;
- uint64_t island_step;
- Body3DSW *island_next;
- Body3DSW *island_list_next;
+ uint64_t island_step = 0;
- _FORCE_INLINE_ void _compute_area_gravity_and_dampenings(const Area3DSW *p_area);
+ _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area3DSW *p_area);
_FORCE_INLINE_ void _update_transform_dependant();
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_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback);
+ void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant());
- void set_kinematic_margin(real_t p_margin);
- _FORCE_INLINE_ real_t get_kinematic_margin() { return kinematic_safe_margin; }
+ PhysicsDirectBodyState3DSW *get_direct_state();
_FORCE_INLINE_ void add_area(Area3DSW *p_area) {
int index = areas.find(AreaCMP(p_area));
@@ -178,7 +174,7 @@ public:
}
_FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); }
- _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.empty(); }
+ _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); }
_FORCE_INLINE_ void add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos);
_FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
@@ -189,12 +185,6 @@ 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; }
@@ -267,8 +257,8 @@ public:
set_active(true);
}
- void set_param(PhysicsServer3D::BodyParameter p_param, real_t);
- real_t get_param(PhysicsServer3D::BodyParameter p_param) const;
+ void set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value);
+ Variant get_param(PhysicsServer3D::BodyParameter p_param) const;
void set_mode(PhysicsServer3D::BodyMode p_mode);
PhysicsServer3D::BodyMode get_mode() const;
@@ -287,13 +277,14 @@ public:
void set_space(Space3DSW *p_space);
- void update_inertias();
+ void update_mass_properties();
+ void reset_mass_properties();
_FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; }
- _FORCE_INLINE_ Vector3 get_inv_inertia() const { return _inv_inertia; }
- _FORCE_INLINE_ Basis get_inv_inertia_tensor() const { return _inv_inertia_tensor; }
+ _FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; }
+ _FORCE_INLINE_ const Basis &get_inv_inertia_tensor() const { return _inv_inertia_tensor; }
_FORCE_INLINE_ real_t get_friction() const { return friction; }
- _FORCE_INLINE_ Vector3 get_gravity() const { return gravity; }
+ _FORCE_INLINE_ const Vector3 &get_gravity() const { return gravity; }
_FORCE_INLINE_ real_t get_bounce() const { return bounce; }
void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock);
@@ -320,7 +311,7 @@ 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();
@@ -374,94 +365,4 @@ void Body3DSW::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_no
c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos;
}
-class PhysicsDirectBodyState3DSW : public PhysicsDirectBodyState3D {
- GDCLASS(PhysicsDirectBodyState3DSW, PhysicsDirectBodyState3D);
-
-public:
- static PhysicsDirectBodyState3DSW *singleton;
- Body3DSW *body;
- real_t step;
-
- virtual Vector3 get_total_gravity() const override { return body->gravity; } // get gravity vector working on this body space/area
- virtual real_t get_total_angular_damp() const override { return body->area_angular_damp; } // get density of this body space/area
- virtual real_t get_total_linear_damp() const override { return body->area_linear_damp; } // get density of this body space/area
-
- virtual Vector3 get_center_of_mass() const override { return body->get_center_of_mass(); }
- virtual Basis get_principal_inertia_axes() const override { return body->get_principal_inertia_axes(); }
-
- virtual real_t get_inverse_mass() const override { return body->get_inv_mass(); } // get the mass
- virtual Vector3 get_inverse_inertia() const override { return body->get_inv_inertia(); } // get density of this body space
- virtual Basis get_inverse_inertia_tensor() const override { return body->get_inv_inertia_tensor(); } // get density of this body space
-
- virtual void set_linear_velocity(const Vector3 &p_velocity) override { body->set_linear_velocity(p_velocity); }
- virtual Vector3 get_linear_velocity() const override { return body->get_linear_velocity(); }
-
- 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 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 {
- body->add_force(p_force, p_position);
- }
- virtual void add_torque(const Vector3 &p_torque) override { body->add_torque(p_torque); }
- virtual void apply_central_impulse(const Vector3 &p_impulse) override { body->apply_central_impulse(p_impulse); }
- virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override {
- body->apply_impulse(p_impulse, p_position);
- }
- virtual void apply_torque_impulse(const Vector3 &p_impulse) override { body->apply_torque_impulse(p_impulse); }
-
- virtual void set_sleep_state(bool p_sleep) override { body->set_active(!p_sleep); }
- virtual bool is_sleeping() const override { return !body->is_active(); }
-
- virtual int get_contact_count() const override { return body->contact_count; }
-
- virtual Vector3 get_contact_local_position(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
- return body->contacts[p_contact_idx].local_pos;
- }
- virtual Vector3 get_contact_local_normal(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
- return body->contacts[p_contact_idx].local_normal;
- }
- virtual float get_contact_impulse(int p_contact_idx) const override {
- return 0.0f; // Only implemented for bullet
- }
- virtual int get_contact_local_shape(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
- return body->contacts[p_contact_idx].local_shape;
- }
-
- virtual RID get_contact_collider(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
- return body->contacts[p_contact_idx].collider;
- }
- virtual Vector3 get_contact_collider_position(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
- return body->contacts[p_contact_idx].collider_pos;
- }
- virtual ObjectID get_contact_collider_id(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
- return body->contacts[p_contact_idx].collider_instance_id;
- }
- virtual int get_contact_collider_shape(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
- return body->contacts[p_contact_idx].collider_shape;
- }
- virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const override {
- ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
- return body->contacts[p_contact_idx].collider_velocity_at_pos;
- }
-
- virtual PhysicsDirectSpaceState3D *get_space_state() override;
-
- virtual real_t get_step() const override { return step; }
- PhysicsDirectBodyState3DSW() {
- singleton = this;
- body = nullptr;
- }
-};
-
-#endif // BODY__SW_H
+#endif // BODY_3D_SW_H
diff --git a/servers/physics_3d/body_direct_state_3d_sw.cpp b/servers/physics_3d/body_direct_state_3d_sw.cpp
new file mode 100644
index 0000000000..e74baefc3a
--- /dev/null
+++ b/servers/physics_3d/body_direct_state_3d_sw.cpp
@@ -0,0 +1,190 @@
+/*************************************************************************/
+/* body_direct_state_3d_sw.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 "body_direct_state_3d_sw.h"
+
+#include "body_3d_sw.h"
+#include "space_3d_sw.h"
+
+Vector3 PhysicsDirectBodyState3DSW::get_total_gravity() const {
+ return body->gravity;
+}
+
+real_t PhysicsDirectBodyState3DSW::get_total_angular_damp() const {
+ return body->area_angular_damp;
+}
+
+real_t PhysicsDirectBodyState3DSW::get_total_linear_damp() const {
+ return body->area_linear_damp;
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_center_of_mass() const {
+ return body->get_center_of_mass();
+}
+
+Basis PhysicsDirectBodyState3DSW::get_principal_inertia_axes() const {
+ return body->get_principal_inertia_axes();
+}
+
+real_t PhysicsDirectBodyState3DSW::get_inverse_mass() const {
+ return body->get_inv_mass();
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_inverse_inertia() const {
+ return body->get_inv_inertia();
+}
+
+Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const {
+ return body->get_inv_inertia_tensor();
+}
+
+void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) {
+ body->set_active(true);
+ body->set_linear_velocity(p_velocity);
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const {
+ return body->get_linear_velocity();
+}
+
+void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) {
+ body->set_active(true);
+ body->set_angular_velocity(p_velocity);
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_angular_velocity() const {
+ return body->get_angular_velocity();
+}
+
+void PhysicsDirectBodyState3DSW::set_transform(const Transform3D &p_transform) {
+ body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform);
+}
+
+Transform3D PhysicsDirectBodyState3DSW::get_transform() const {
+ return body->get_transform();
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_velocity_at_local_position(const Vector3 &p_position) const {
+ return body->get_velocity_in_local_point(p_position);
+}
+
+void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) {
+ body->set_active(true);
+ body->add_central_force(p_force);
+}
+
+void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) {
+ body->set_active(true);
+ body->add_force(p_force, p_position);
+}
+
+void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) {
+ body->set_active(true);
+ body->add_torque(p_torque);
+}
+
+void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) {
+ body->set_active(true);
+ body->apply_central_impulse(p_impulse);
+}
+
+void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) {
+ body->set_active(true);
+ body->apply_impulse(p_impulse, p_position);
+}
+
+void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) {
+ body->set_active(true);
+ body->apply_torque_impulse(p_impulse);
+}
+
+void PhysicsDirectBodyState3DSW::set_sleep_state(bool p_sleep) {
+ body->set_active(!p_sleep);
+}
+
+bool PhysicsDirectBodyState3DSW::is_sleeping() const {
+ return !body->is_active();
+}
+
+int PhysicsDirectBodyState3DSW::get_contact_count() const {
+ return body->contact_count;
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_contact_local_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].local_pos;
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_contact_local_normal(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].local_normal;
+}
+
+real_t PhysicsDirectBodyState3DSW::get_contact_impulse(int p_contact_idx) const {
+ return 0.0f; // Only implemented for bullet
+}
+
+int PhysicsDirectBodyState3DSW::get_contact_local_shape(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1);
+ return body->contacts[p_contact_idx].local_shape;
+}
+
+RID PhysicsDirectBodyState3DSW::get_contact_collider(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID());
+ return body->contacts[p_contact_idx].collider;
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_contact_collider_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].collider_pos;
+}
+
+ObjectID PhysicsDirectBodyState3DSW::get_contact_collider_id(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID());
+ return body->contacts[p_contact_idx].collider_instance_id;
+}
+
+int PhysicsDirectBodyState3DSW::get_contact_collider_shape(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0);
+ return body->contacts[p_contact_idx].collider_shape;
+}
+
+Vector3 PhysicsDirectBodyState3DSW::get_contact_collider_velocity_at_position(int p_contact_idx) const {
+ ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3());
+ return body->contacts[p_contact_idx].collider_velocity_at_pos;
+}
+
+PhysicsDirectSpaceState3D *PhysicsDirectBodyState3DSW::get_space_state() {
+ return body->get_space()->get_direct_state();
+}
+
+real_t PhysicsDirectBodyState3DSW::get_step() const {
+ return body->get_space()->get_last_step();
+}
diff --git a/servers/physics_3d/body_direct_state_3d_sw.h b/servers/physics_3d/body_direct_state_3d_sw.h
new file mode 100644
index 0000000000..5132376715
--- /dev/null
+++ b/servers/physics_3d/body_direct_state_3d_sw.h
@@ -0,0 +1,94 @@
+/*************************************************************************/
+/* body_direct_state_3d_sw.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 BODY_DIRECT_STATE_3D_SW_H
+#define BODY_DIRECT_STATE_3D_SW_H
+
+#include "servers/physics_server_3d.h"
+
+class Body3DSW;
+
+class PhysicsDirectBodyState3DSW : public PhysicsDirectBodyState3D {
+ GDCLASS(PhysicsDirectBodyState3DSW, PhysicsDirectBodyState3D);
+
+public:
+ Body3DSW *body = nullptr;
+
+ virtual Vector3 get_total_gravity() const override;
+ virtual real_t get_total_angular_damp() const override;
+ virtual real_t get_total_linear_damp() const override;
+
+ virtual Vector3 get_center_of_mass() const override;
+ virtual Basis get_principal_inertia_axes() const override;
+
+ virtual real_t get_inverse_mass() const override;
+ virtual Vector3 get_inverse_inertia() const override;
+ virtual Basis get_inverse_inertia_tensor() const override;
+
+ virtual void set_linear_velocity(const Vector3 &p_velocity) override;
+ virtual Vector3 get_linear_velocity() const override;
+
+ virtual void set_angular_velocity(const Vector3 &p_velocity) override;
+ virtual Vector3 get_angular_velocity() const override;
+
+ virtual void set_transform(const Transform3D &p_transform) override;
+ virtual Transform3D get_transform() const override;
+
+ virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override;
+
+ virtual void add_central_force(const Vector3 &p_force) override;
+ virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override;
+ virtual void add_torque(const Vector3 &p_torque) override;
+ virtual void apply_central_impulse(const Vector3 &p_impulse) override;
+ virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override;
+ virtual void apply_torque_impulse(const Vector3 &p_impulse) override;
+
+ virtual void set_sleep_state(bool p_sleep) override;
+ virtual bool is_sleeping() const override;
+
+ virtual int get_contact_count() const override;
+
+ virtual Vector3 get_contact_local_position(int p_contact_idx) const override;
+ virtual Vector3 get_contact_local_normal(int p_contact_idx) const override;
+ virtual real_t get_contact_impulse(int p_contact_idx) const override;
+ virtual int get_contact_local_shape(int p_contact_idx) const override;
+
+ virtual RID get_contact_collider(int p_contact_idx) const override;
+ virtual Vector3 get_contact_collider_position(int p_contact_idx) const override;
+ virtual ObjectID get_contact_collider_id(int p_contact_idx) const override;
+ virtual int get_contact_collider_shape(int p_contact_idx) const override;
+ virtual Vector3 get_contact_collider_velocity_at_position(int p_contact_idx) const override;
+
+ virtual PhysicsDirectSpaceState3D *get_space_state() override;
+
+ virtual real_t get_step() const override;
+};
+
+#endif // BODY_DIRECT_STATE_3D_SW_H
diff --git a/servers/physics_3d/body_pair_3d_sw.cpp b/servers/physics_3d/body_pair_3d_sw.cpp
index 848138940e..c27a2ecced 100644
--- a/servers/physics_3d/body_pair_3d_sw.cpp
+++ b/servers/physics_3d/body_pair_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -49,12 +49,12 @@
#define MIN_VELOCITY 0.0001
#define MAX_BIAS_ROTATION (Math_PI / 8)
-void BodyPair3DSW::_contact_added_callback(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) {
+void BodyPair3DSW::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
BodyPair3DSW *pair = (BodyPair3DSW *)p_userdata;
- pair->contact_added_callback(p_point_A, p_point_B);
+ pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B);
}
-void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, const Vector3 &p_point_B) {
+void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) {
// check if we already have the contact
//Vector3 local_A = A->get_inv_transform().xform(p_point_A);
@@ -73,6 +73,8 @@ void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, const Vector
contact.acc_bias_impulse = 0;
contact.acc_bias_impulse_center_of_mass = 0;
contact.acc_tangent_impulse = Vector3();
+ contact.index_A = p_index_A;
+ contact.index_B = p_index_B;
contact.local_A = local_A;
contact.local_B = local_B;
contact.normal = (p_point_A - p_point_B).normalized();
@@ -159,7 +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) {
@@ -182,7 +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);
@@ -210,53 +212,70 @@ real_t combine_friction(Body3DSW *A, Body3DSW *B) {
}
bool BodyPair3DSW::setup(real_t p_step) {
- //cannot collide
- if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC && A->get_max_contacts_reported() == 0 && B->get_max_contacts_reported() == 0)) {
+ if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
}
- if (A->is_shape_set_as_disabled(shape_A) || B->is_shape_set_as_disabled(shape_B)) {
- collided = false;
- return false;
+ collide_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && A->collides_with(B);
+ collide_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && B->collides_with(A);
+
+ report_contacts_only = false;
+ if (!collide_A && !collide_B) {
+ if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) {
+ report_contacts_only = true;
+ } else {
+ collided = false;
+ return false;
+ }
}
offset_B = B->get_transform().get_origin() - A->get_transform().get_origin();
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() && collide_A) {
_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() && collide_B) {
_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();
@@ -269,25 +288,37 @@ 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;
+
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &inv_inertia_tensor_A = collide_A ? A->get_inv_inertia_tensor() : zero_basis;
+ const Basis &inv_inertia_tensor_B = collide_B ? B->get_inv_inertia_tensor() : zero_basis;
+
+ real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0;
+ real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0;
+
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) {
- c.active = false;
+ if (depth <= 0.0) {
continue;
}
- c.active = true;
-
#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);
}
@@ -308,12 +339,18 @@ bool BodyPair3DSW::setup(real_t p_step) {
B->add_contact(global_B, c.normal, depth, shape_B, global_A, shape_A, A->get_instance_id(), A->get_self(), crB);
}
+ if (report_contacts_only) {
+ collided = false;
+ continue;
+ }
+
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));
- Vector3 inertia_B = B->get_inv_inertia_tensor().xform(c.rB.cross(c.normal));
- real_t kNormal = A->get_inv_mass() + B->get_inv_mass();
+ Vector3 inertia_A = inv_inertia_tensor_A.xform(c.rA.cross(c.normal));
+ Vector3 inertia_B = inv_inertia_tensor_B.xform(c.rB.cross(c.normal));
+ real_t kNormal = inv_mass_A + inv_mass_B;
kNormal += c.normal.dot(inertia_A.cross(c.rA)) + c.normal.dot(inertia_B.cross(c.rB));
c.mass_normal = 1.0f / kNormal;
@@ -321,8 +358,12 @@ 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 (collide_A) {
+ A->apply_impulse(-j_vec, c.rA + A->get_center_of_mass());
+ }
+ if (collide_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;
@@ -336,7 +377,7 @@ bool BodyPair3DSW::setup(real_t p_step) {
}
}
- return true;
+ return do_process;
}
void BodyPair3DSW::solve(real_t p_step) {
@@ -344,6 +385,17 @@ void BodyPair3DSW::solve(real_t p_step) {
return;
}
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &inv_inertia_tensor_A = collide_A ? A->get_inv_inertia_tensor() : zero_basis;
+ const Basis &inv_inertia_tensor_B = collide_B ? B->get_inv_inertia_tensor() : zero_basis;
+
+ real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0;
+ real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0;
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
if (!c.active) {
@@ -367,8 +419,12 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(c.rA + A->get_center_of_mass(), -jb, MAX_BIAS_ROTATION / p_step);
- B->apply_bias_impulse(c.rB + B->get_center_of_mass(), jb, MAX_BIAS_ROTATION / p_step);
+ if (collide_A) {
+ A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av);
+ }
+ if (collide_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);
@@ -377,14 +433,18 @@ void BodyPair3DSW::solve(real_t p_step) {
vbn = dbv.dot(c.normal);
if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
- real_t jbn_com = (-vbn + c.bias) / (A->get_inv_mass() + B->get_inv_mass());
+ real_t jbn_com = (-vbn + c.bias) / (inv_mass_A + inv_mass_B);
real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
- A->apply_bias_impulse(A->get_center_of_mass(), -jb_com, 0.0f);
- B->apply_bias_impulse(B->get_center_of_mass(), jb_com, 0.0f);
+ if (collide_A) {
+ A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
+ }
+ if (collide_B) {
+ B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
+ }
}
c.active = true;
@@ -404,8 +464,12 @@ 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 (collide_A) {
+ A->apply_impulse(-j, c.rA + A->get_center_of_mass());
+ }
+ if (collide_B) {
+ B->apply_impulse(j, c.rB + B->get_center_of_mass());
+ }
c.active = true;
}
@@ -427,11 +491,11 @@ void BodyPair3DSW::solve(real_t p_step) {
if (tvl > MIN_VELOCITY) {
tv /= tvl;
- Vector3 temp1 = A->get_inv_inertia_tensor().xform(c.rA.cross(tv));
- Vector3 temp2 = B->get_inv_inertia_tensor().xform(c.rB.cross(tv));
+ Vector3 temp1 = inv_inertia_tensor_A.xform(c.rA.cross(tv));
+ Vector3 temp2 = inv_inertia_tensor_B.xform(c.rB.cross(tv));
real_t t = -tvl /
- (A->get_inv_mass() + B->get_inv_mass() + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
+ (inv_mass_A + inv_mass_B + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
Vector3 jt = t * tv;
@@ -447,8 +511,12 @@ 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 (collide_A) {
+ A->apply_impulse(-jt, c.rA + A->get_center_of_mass());
+ }
+ if (collide_B) {
+ B->apply_impulse(jt, c.rB + B->get_center_of_mass());
+ }
c.active = true;
}
@@ -456,7 +524,7 @@ void BodyPair3DSW::solve(real_t p_step) {
}
BodyPair3DSW::BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_shape_B) :
- Constraint3DSW(_arr, 2) {
+ BodyContact3DSW(_arr, 2) {
A = p_A;
B = p_B;
shape_A = p_shape_A;
@@ -464,11 +532,376 @@ 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() {
A->remove_constraint(this);
B->remove_constraint(this);
}
+
+void BodySoftBodyPair3DSW::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
+ BodySoftBodyPair3DSW *pair = (BodySoftBodyPair3DSW *)p_userdata;
+ pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B);
+}
+
+void BodySoftBodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) {
+ Vector3 local_A = body->get_inv_transform().xform(p_point_A);
+ Vector3 local_B = p_point_B - soft_body->get_node_position(p_index_B);
+
+ Contact contact;
+ contact.index_A = p_index_A;
+ contact.index_B = p_index_B;
+ contact.acc_normal_impulse = 0;
+ contact.acc_bias_impulse = 0;
+ contact.acc_bias_impulse_center_of_mass = 0;
+ contact.acc_tangent_impulse = Vector3();
+ contact.local_A = local_A;
+ contact.local_B = local_B;
+ contact.normal = (p_point_A - p_point_B).normalized();
+ contact.mass_normal = 0;
+
+ // Attempt to determine if the contact will be reused.
+ real_t contact_recycle_radius = space->get_contact_recycle_radius();
+
+ uint32_t contact_count = contacts.size();
+ for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
+ Contact &c = contacts[contact_index];
+ if (c.index_B == p_index_B) {
+ if (c.local_A.distance_squared_to(local_A) < (contact_recycle_radius * contact_recycle_radius) &&
+ c.local_B.distance_squared_to(local_B) < (contact_recycle_radius * contact_recycle_radius)) {
+ contact.acc_normal_impulse = c.acc_normal_impulse;
+ contact.acc_bias_impulse = c.acc_bias_impulse;
+ contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass;
+ contact.acc_tangent_impulse = c.acc_tangent_impulse;
+ }
+ c = contact;
+ return;
+ }
+ }
+
+ contacts.push_back(contact);
+}
+
+void BodySoftBodyPair3DSW::validate_contacts() {
+ // Make sure to erase contacts that are no longer valid.
+ const Transform3D &transform_A = body->get_transform();
+
+ real_t contact_max_separation = space->get_contact_max_separation();
+
+ uint32_t contact_count = contacts.size();
+ for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
+ Contact &c = contacts[contact_index];
+
+ Vector3 global_A = transform_A.xform(c.local_A);
+ Vector3 global_B = soft_body->get_node_position(c.index_B) + c.local_B;
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
+
+ if (depth < -contact_max_separation || (global_B + c.normal * depth - global_A).length() > contact_max_separation) {
+ // Contact no longer needed, remove.
+ if ((contact_index + 1) < contact_count) {
+ // Swap with the last one.
+ SWAP(c, contacts[contact_count - 1]);
+ }
+
+ contact_index--;
+ contact_count--;
+ }
+ }
+
+ contacts.resize(contact_count);
+}
+
+bool BodySoftBodyPair3DSW::setup(real_t p_step) {
+ if (!body->interacts_with(soft_body) || body->has_exception(soft_body->get_self()) || soft_body->has_exception(body->get_self())) {
+ collided = false;
+ return false;
+ }
+
+ body_collides = (body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && body->collides_with(soft_body);
+ soft_body_collides = soft_body->collides_with(body);
+
+ if (!body_collides && !soft_body_collides) {
+ if (body->get_max_contacts_reported() > 0) {
+ report_contacts_only = true;
+ } else {
+ collided = false;
+ return false;
+ }
+ }
+
+ const Transform3D &xform_Au = body->get_transform();
+ Transform3D xform_A = xform_Au * body->get_shape_transform(body_shape);
+
+ 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);
+
+ 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();
+
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &body_inv_inertia_tensor = body_collides ? body->get_inv_inertia_tensor() : zero_basis;
+
+ real_t body_inv_mass = body_collides ? body->get_inv_mass() : 0.0;
+
+ uint32_t contact_count = contacts.size();
+ for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
+ Contact &c = contacts[contact_index];
+ c.active = false;
+
+ real_t node_inv_mass = soft_body_collides ? soft_body->get_node_inv_mass(c.index_B) : 0.0;
+ if ((node_inv_mass == 0.0) && (body_inv_mass == 0.0)) {
+ continue;
+ }
+
+ Vector3 global_A = transform_A.xform(c.local_A);
+ Vector3 global_B = soft_body->get_node_position(c.index_B) + c.local_B;
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
+
+ if (depth <= 0.0) {
+ continue;
+ }
+
+#ifdef DEBUG_ENABLED
+ if (space->is_debugging_contacts()) {
+ space->add_debug_contact(global_A);
+ space->add_debug_contact(global_B);
+ }
+#endif
+
+ c.rA = global_A - transform_A.origin - body->get_center_of_mass();
+ c.rB = global_B;
+
+ if (body->can_report_contacts()) {
+ Vector3 crA = body->get_angular_velocity().cross(c.rA) + body->get_linear_velocity();
+ body->add_contact(global_A, -c.normal, depth, body_shape, global_B, 0, soft_body->get_instance_id(), soft_body->get_self(), crA);
+ }
+
+ if (report_contacts_only) {
+ collided = false;
+ continue;
+ }
+
+ c.active = true;
+ do_process = true;
+
+ if (body_collides) {
+ body->set_active(true);
+ }
+
+ // Precompute normal mass, tangent mass, and bias.
+ Vector3 inertia_A = body_inv_inertia_tensor.xform(c.rA.cross(c.normal));
+ real_t kNormal = body_inv_mass + node_inv_mass;
+ kNormal += c.normal.dot(inertia_A.cross(c.rA));
+ c.mass_normal = 1.0f / kNormal;
+
+ c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration);
+ c.depth = depth;
+
+ Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
+ if (body_collides) {
+ body->apply_impulse(-j_vec, c.rA + body->get_center_of_mass());
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, j_vec);
+ }
+ c.acc_bias_impulse = 0;
+ c.acc_bias_impulse_center_of_mass = 0;
+
+ c.bounce = body->get_bounce();
+
+ if (c.bounce) {
+ Vector3 crA = body->get_angular_velocity().cross(c.rA);
+ Vector3 dv = soft_body->get_node_velocity(c.index_B) - body->get_linear_velocity() - crA;
+
+ // Normal impulse.
+ c.bounce = c.bounce * dv.dot(c.normal);
+ }
+ }
+
+ return do_process;
+}
+
+void BodySoftBodyPair3DSW::solve(real_t p_step) {
+ if (!collided) {
+ return;
+ }
+
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &body_inv_inertia_tensor = body_collides ? body->get_inv_inertia_tensor() : zero_basis;
+
+ real_t body_inv_mass = body_collides ? body->get_inv_mass() : 0.0;
+
+ uint32_t contact_count = contacts.size();
+ for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
+ Contact &c = contacts[contact_index];
+ if (!c.active) {
+ continue;
+ }
+
+ c.active = false;
+
+ real_t node_inv_mass = soft_body_collides ? soft_body->get_node_inv_mass(c.index_B) : 0.0;
+
+ // Bias impulse.
+ Vector3 crbA = body->get_biased_angular_velocity().cross(c.rA);
+ Vector3 dbv = soft_body->get_node_biased_velocity(c.index_B) - body->get_biased_linear_velocity() - crbA;
+
+ real_t vbn = dbv.dot(c.normal);
+
+ if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
+ real_t jbn = (-vbn + c.bias) * c.mass_normal;
+ real_t jbnOld = c.acc_bias_impulse;
+ c.acc_bias_impulse = MAX(jbnOld + jbn, 0.0f);
+
+ Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
+
+ if (body_collides) {
+ body->apply_bias_impulse(-jb, c.rA + body->get_center_of_mass(), max_bias_av);
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_bias_impulse(c.index_B, jb);
+ }
+
+ crbA = body->get_biased_angular_velocity().cross(c.rA);
+ dbv = soft_body->get_node_biased_velocity(c.index_B) - body->get_biased_linear_velocity() - crbA;
+
+ vbn = dbv.dot(c.normal);
+
+ if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
+ real_t jbn_com = (-vbn + c.bias) / (body_inv_mass + node_inv_mass);
+ real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
+ c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
+
+ Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
+
+ if (body_collides) {
+ body->apply_bias_impulse(-jb_com, body->get_center_of_mass(), 0.0f);
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_bias_impulse(c.index_B, jb_com);
+ }
+ }
+
+ c.active = true;
+ }
+
+ Vector3 crA = body->get_angular_velocity().cross(c.rA);
+ Vector3 dv = soft_body->get_node_velocity(c.index_B) - body->get_linear_velocity() - crA;
+
+ // Normal impulse.
+ real_t vn = dv.dot(c.normal);
+
+ if (Math::abs(vn) > MIN_VELOCITY) {
+ real_t jn = -(c.bounce + vn) * c.mass_normal;
+ real_t jnOld = c.acc_normal_impulse;
+ c.acc_normal_impulse = MAX(jnOld + jn, 0.0f);
+
+ Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
+
+ if (body_collides) {
+ body->apply_impulse(-j, c.rA + body->get_center_of_mass());
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, j);
+ }
+
+ c.active = true;
+ }
+
+ // Friction impulse.
+ real_t friction = body->get_friction();
+
+ Vector3 lvA = body->get_linear_velocity() + body->get_angular_velocity().cross(c.rA);
+ Vector3 lvB = soft_body->get_node_velocity(c.index_B);
+ Vector3 dtv = lvB - lvA;
+
+ real_t tn = c.normal.dot(dtv);
+
+ // Tangential velocity.
+ Vector3 tv = dtv - c.normal * tn;
+ real_t tvl = tv.length();
+
+ if (tvl > MIN_VELOCITY) {
+ tv /= tvl;
+
+ Vector3 temp1 = body_inv_inertia_tensor.xform(c.rA.cross(tv));
+
+ real_t t = -tvl /
+ (body_inv_mass + node_inv_mass + tv.dot(temp1.cross(c.rA)));
+
+ Vector3 jt = t * tv;
+
+ Vector3 jtOld = c.acc_tangent_impulse;
+ c.acc_tangent_impulse += jt;
+
+ real_t fi_len = c.acc_tangent_impulse.length();
+ real_t jtMax = c.acc_normal_impulse * friction;
+
+ if (fi_len > CMP_EPSILON && fi_len > jtMax) {
+ c.acc_tangent_impulse *= jtMax / fi_len;
+ }
+
+ jt = c.acc_tangent_impulse - jtOld;
+
+ if (body_collides) {
+ body->apply_impulse(-jt, c.rA + body->get_center_of_mass());
+ }
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, jt);
+ }
+
+ c.active = true;
+ }
+ }
+}
+
+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;
+ space = p_A->get_space();
+ body->add_constraint(this, 0);
+ soft_body->add_constraint(this);
+}
+
+BodySoftBodyPair3DSW::~BodySoftBodyPair3DSW() {
+ body->remove_constraint(this);
+ soft_body->remove_constraint(this);
+}
diff --git a/servers/physics_3d/body_pair_3d_sw.h b/servers/physics_3d/body_pair_3d_sw.h
index 59e36e7ea5..01afb07e13 100644
--- a/servers/physics_3d/body_pair_3d_sw.h
+++ b/servers/physics_3d/body_pair_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,15 +28,46 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef BODY_PAIR_SW_H
-#define BODY_PAIR_SW_H
+#ifndef BODY_PAIR_3D_SW_H
+#define BODY_PAIR_3D_SW_H
#include "body_3d_sw.h"
#include "constraint_3d_sw.h"
+#include "core/templates/local_vector.h"
+#include "soft_body_3d_sw.h"
-class BodyPair3DSW : public Constraint3DSW {
- enum {
+class BodyContact3DSW : public Constraint3DSW {
+protected:
+ struct Contact {
+ Vector3 position;
+ Vector3 normal;
+ int index_A = 0, index_B = 0;
+ Vector3 local_A, local_B;
+ real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn)
+ Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt)
+ real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb)
+ real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com
+ real_t mass_normal = 0.0;
+ real_t bias = 0.0;
+ real_t bounce = 0.0;
+
+ real_t depth = 0.0;
+ bool active = false;
+ Vector3 rA, rB; // Offset in world orientation with respect to center of mass
+ };
+
+ Vector3 sep_axis;
+ bool collided = false;
+ Space3DSW *space = nullptr;
+
+ BodyContact3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) :
+ Constraint3DSW(p_body_ptr, p_body_count) {
+ }
+};
+
+class BodyPair3DSW : public BodyContact3DSW {
+ enum {
MAX_CONTACTS = 4
};
@@ -46,51 +77,67 @@ class BodyPair3DSW : public Constraint3DSW {
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
- int shape_A;
- int shape_B;
+ int shape_A = 0;
+ int shape_B = 0;
- struct Contact {
- Vector3 position;
- Vector3 normal;
- Vector3 local_A, local_B;
- real_t acc_normal_impulse; // accumulated normal impulse (Pn)
- Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt)
- real_t acc_bias_impulse; // accumulated normal impulse for position bias (Pnb)
- real_t acc_bias_impulse_center_of_mass; // accumulated normal impulse for position bias applied to com
- real_t mass_normal;
- real_t bias;
- real_t bounce;
-
- real_t depth;
- bool active;
- Vector3 rA, rB; // Offset in world orientation with respect to center of mass
- };
+ bool collide_A = false;
+ bool collide_B = false;
+
+ bool report_contacts_only = false;
Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection
- Vector3 sep_axis;
Contact contacts[MAX_CONTACTS];
- int contact_count;
- bool collided;
+ int contact_count = 0;
- static void _contact_added_callback(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata);
+ 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, const Vector3 &p_point_B);
+ 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);
-
- Space3DSW *space;
+ 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();
};
-#endif // BODY_PAIR__SW_H
+class BodySoftBodyPair3DSW : public BodyContact3DSW {
+ Body3DSW *body = nullptr;
+ SoftBody3DSW *soft_body = nullptr;
+
+ int body_shape = 0;
+
+ bool body_collides = false;
+ bool soft_body_collides = false;
+
+ bool report_contacts_only = false;
+
+ LocalVector<Contact> contacts;
+
+ 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();
+
+public:
+ 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();
+};
+
+#endif // BODY_PAIR_3D_SW_H
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 f5ea1897a9..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) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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/list.h"
-#include "core/print_string.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_3d_bvh.cpp b/servers/physics_3d/broad_phase_3d_bvh.cpp
new file mode 100644
index 0000000000..d89e0e1f6d
--- /dev/null
+++ b/servers/physics_3d/broad_phase_3d_bvh.cpp
@@ -0,0 +1,117 @@
+/*************************************************************************/
+/* broad_phase_3d_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_3d_bvh.h"
+#include "collision_object_3d_sw.h"
+
+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 BroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) {
+ bvh.move(p_id - 1, p_aabb);
+}
+
+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 BroadPhase3DBVH::remove(ID p_id) {
+ bvh.erase(p_id - 1);
+}
+
+CollisionObject3DSW *BroadPhase3DBVH::get_object(ID p_id) const {
+ CollisionObject3DSW *it = bvh.get(p_id - 1);
+ ERR_FAIL_COND_V(!it, nullptr);
+ return it;
+}
+
+bool BroadPhase3DBVH::is_static(ID p_id) const {
+ return !bvh.is_pairable(p_id - 1);
+}
+
+int BroadPhase3DBVH::get_subindex(ID p_id) const {
+ return bvh.get_subindex(p_id - 1);
+}
+
+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 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 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 *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;
+ }
+
+ return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata);
+}
+
+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;
+ }
+
+ bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata);
+}
+
+void BroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) {
+ pair_callback = p_pair_callback;
+ pair_userdata = p_userdata;
+}
+
+void BroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
+ unpair_callback = p_unpair_callback;
+ unpair_userdata = p_userdata;
+}
+
+void BroadPhase3DBVH::update() {
+ bvh.update();
+}
+
+BroadPhase3DSW *BroadPhase3DBVH::_create() {
+ return memnew(BroadPhase3DBVH);
+}
+
+BroadPhase3DBVH::BroadPhase3DBVH() {
+ bvh.set_pair_callback(_pair_callback, this);
+ bvh.set_unpair_callback(_unpair_callback, this);
+}
diff --git a/servers/physics_3d/broad_phase_octree.h b/servers/physics_3d/broad_phase_3d_bvh.h
index 761a90a051..03131c9db2 100644
--- a/servers/physics_3d/broad_phase_octree.h
+++ b/servers/physics_3d/broad_phase_3d_bvh.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* broad_phase_octree.h */
+/* broad_phase_3d_bvh.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,26 +28,26 @@
/* 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;
- UnpairCallback unpair_callback;
- void *unpair_userdata;
+ PairCallback pair_callback = nullptr;
+ void *pair_userdata = nullptr;
+ UnpairCallback unpair_callback = nullptr;
+ void *unpair_userdata = nullptr;
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.cpp b/servers/physics_3d/broad_phase_3d_sw.cpp
index 1a20fdd0cb..8aa64034ec 100644
--- a/servers/physics_3d/broad_phase_3d_sw.cpp
+++ b/servers/physics_3d/broad_phase_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/physics_3d/broad_phase_3d_sw.h b/servers/physics_3d/broad_phase_3d_sw.h
index 081e75810f..98313cb216 100644
--- a/servers/physics_3d/broad_phase_3d_sw.h
+++ b/servers/physics_3d/broad_phase_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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/broad_phase_octree.cpp b/servers/physics_3d/broad_phase_octree.cpp
deleted file mode 100644
index 1ace1a4fcf..0000000000
--- a/servers/physics_3d/broad_phase_octree.cpp
+++ /dev/null
@@ -1,120 +0,0 @@
-/*************************************************************************/
-/* broad_phase_octree.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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_octree.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;
-}
-
-void BroadPhaseOctree::move(ID p_id, const AABB &p_aabb) {
- octree.move(p_id, 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 BroadPhaseOctree::remove(ID p_id) {
- octree.erase(p_id);
-}
-
-CollisionObject3DSW *BroadPhaseOctree::get_object(ID p_id) const {
- CollisionObject3DSW *it = octree.get(p_id);
- ERR_FAIL_COND_V(!it, nullptr);
- return it;
-}
-
-bool BroadPhaseOctree::is_static(ID p_id) const {
- return !octree.is_pairable(p_id);
-}
-
-int BroadPhaseOctree::get_subindex(ID p_id) const {
- return octree.get_subindex(p_id);
-}
-
-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 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 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);
-}
-
-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);
- if (!bpo->pair_callback) {
- return nullptr;
- }
-
- 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);
- if (!bpo->unpair_callback) {
- return;
- }
-
- 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) {
- pair_callback = p_pair_callback;
- pair_userdata = p_userdata;
-}
-
-void BroadPhaseOctree::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) {
- unpair_callback = p_unpair_callback;
- unpair_userdata = p_userdata;
-}
-
-void BroadPhaseOctree::update() {
- // does.. not?
-}
-
-BroadPhase3DSW *BroadPhaseOctree::_create() {
- return memnew(BroadPhaseOctree);
-}
-
-BroadPhaseOctree::BroadPhaseOctree() {
- octree.set_pair_callback(_pair_callback, this);
- octree.set_unpair_callback(_unpair_callback, this);
- pair_callback = nullptr;
- pair_userdata = nullptr;
- unpair_userdata = nullptr;
-}
diff --git a/servers/physics_3d/collision_object_3d_sw.cpp b/servers/physics_3d/collision_object_3d_sw.cpp
index e12f0659e2..098f627d11 100644
--- a/servers/physics_3d/collision_object_3d_sw.cpp
+++ b/servers/physics_3d/collision_object_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
@@ -43,10 +43,8 @@ void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform &p_trans
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- //_update_shapes();
- //_shapes_changed();
}
void CollisionObject3DSW::set_shape(int p_index, Shape3DSW *p_shape) {
@@ -56,28 +54,44 @@ void CollisionObject3DSW::set_shape(int p_index, Shape3DSW *p_shape) {
p_shape->add_owner(this);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- //_update_shapes();
- //_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;
shapes.write[p_index].xform_inv = p_transform.affine_inverse();
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- //_update_shapes();
- //_shapes_changed();
}
-void CollisionObject3DSW::set_shape_as_disabled(int p_idx, bool p_enable) {
- shapes.write[p_idx].disabled = p_enable;
- if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
+void CollisionObject3DSW::set_shape_disabled(int p_idx, bool p_disabled) {
+ ERR_FAIL_INDEX(p_idx, shapes.size());
+
+ CollisionObject3DSW::Shape &shape = shapes.write[p_idx];
+ if (shape.disabled == p_disabled) {
+ return;
+ }
+
+ shape.disabled = p_disabled;
+
+ if (!space) {
+ return;
+ }
+
+ if (p_disabled && shape.bpid != 0) {
+ space->get_broadphase()->remove(shape.bpid);
+ shape.bpid = 0;
+ if (!pending_shape_update_list.in_list()) {
+ PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ }
+ } else if (!p_disabled && shape.bpid == 0) {
+ if (!pending_shape_update_list.in_list()) {
+ PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
+ }
}
}
@@ -106,10 +120,8 @@ void CollisionObject3DSW::remove_shape(int p_index) {
shapes.remove(p_index);
if (!pending_shape_update_list.in_list()) {
- PhysicsServer3DSW::singleton->pending_shape_update_list.add(&pending_shape_update_list);
+ PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list);
}
- //_update_shapes();
- //_shapes_changed();
}
void CollisionObject3DSW::_set_static(bool p_static) {
@@ -146,22 +158,26 @@ 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);
+ if (s.disabled) {
+ continue;
}
//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 +188,22 @@ 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);
+ if (s.disabled) {
+ continue;
}
//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);
}
}
@@ -216,11 +236,5 @@ void CollisionObject3DSW::_shape_changed() {
CollisionObject3DSW::CollisionObject3DSW(Type p_type) :
pending_shape_update_list(this) {
- _static = true;
type = p_type;
- space = nullptr;
-
- collision_layer = 1;
- collision_mask = 1;
- ray_pickable = true;
}
diff --git a/servers/physics_3d/collision_object_3d_sw.h b/servers/physics_3d/collision_object_3d_sw.h
index a3a5787ced..3aa48946b7 100644
--- a/servers/physics_3d/collision_object_3d_sw.h
+++ b/servers/physics_3d/collision_object_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,7 +32,7 @@
#define COLLISION_OBJECT_SW_H
#include "broad_phase_3d_sw.h"
-#include "core/self_list.h"
+#include "core/templates/self_list.h"
#include "servers/physics_server_3d.h"
#include "shape_3d_sw.h"
@@ -48,33 +48,32 @@ class CollisionObject3DSW : public ShapeOwner3DSW {
public:
enum Type {
TYPE_AREA,
- TYPE_BODY
+ TYPE_BODY,
+ TYPE_SOFT_BODY,
};
private:
Type type;
RID self;
ObjectID instance_id;
- uint32_t collision_layer;
- uint32_t collision_mask;
+ uint32_t collision_layer = 1;
+ uint32_t collision_mask = 1;
struct Shape {
- Transform xform;
- Transform xform_inv;
+ Transform3D xform;
+ Transform3D xform_inv;
BroadPhase3DSW::ID bpid;
AABB aabb_cache; //for rayqueries
- real_t area_cache;
- Shape3DSW *shape;
- bool disabled;
-
- Shape() { disabled = false; }
+ real_t area_cache = 0.0;
+ Shape3DSW *shape = nullptr;
+ bool disabled = false;
};
Vector<Shape> shapes;
- Space3DSW *space;
- Transform transform;
- Transform inv_transform;
- bool _static;
+ Space3DSW *space = nullptr;
+ Transform3D transform;
+ Transform3D inv_transform;
+ bool _static = true;
SelfList<CollisionObject3DSW> pending_shape_update_list;
@@ -84,7 +83,7 @@ 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).");
@@ -95,13 +94,13 @@ 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;
void _set_space(Space3DSW *p_space);
- bool ray_pickable;
+ bool ray_pickable = true;
CollisionObject3DSW(Type p_type);
@@ -115,30 +114,41 @@ 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 {
+ _FORCE_INLINE_ Shape3DSW *get_shape(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].shape;
+ }
+ _FORCE_INLINE_ const Transform3D &get_shape_transform(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].xform;
+ }
+ _FORCE_INLINE_ const Transform3D &get_shape_inv_transform(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].xform_inv;
+ }
+ _FORCE_INLINE_ const AABB &get_shape_aabb(int p_index) const {
+ CRASH_BAD_INDEX(p_index, shapes.size());
+ return shapes[p_index].aabb_cache;
+ }
+ _FORCE_INLINE_ real_t get_shape_area(int p_index) const {
CRASH_BAD_INDEX(p_index, shapes.size());
- return shapes[p_index].disabled;
+ return shapes[p_index].area_cache;
}
- _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 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_ Transform get_transform() const { return transform; }
- _FORCE_INLINE_ 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; }
_FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; }
- void set_shape_as_disabled(int p_idx, bool p_enable);
- _FORCE_INLINE_ bool is_shape_set_as_disabled(int p_idx) const {
- CRASH_BAD_INDEX(p_idx, shapes.size());
+ void set_shape_disabled(int p_idx, bool p_disabled);
+ _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, shapes.size(), false);
return shapes[p_idx].disabled;
}
@@ -154,7 +164,11 @@ public:
}
_FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; }
- _FORCE_INLINE_ bool test_collision_mask(CollisionObject3DSW *p_other) const {
+ _FORCE_INLINE_ bool collides_with(CollisionObject3DSW *p_other) const {
+ return p_other->collision_layer & collision_mask;
+ }
+
+ _FORCE_INLINE_ bool interacts_with(CollisionObject3DSW *p_other) const {
return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask;
}
diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/collision_solver_3d_sat.cpp
index 85f55ad66d..76738bb746 100644
--- a/servers/physics_3d/collision_solver_3d_sat.cpp
+++ b/servers/physics_3d/collision_solver_3d_sat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,21 +31,52 @@
#include "collision_solver_3d_sat.h"
#include "core/math/geometry_3d.h"
-#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.02
+#include "gjk_epa.h"
+
+#define fallback_collision_solver gjk_epa_calculate_penetration
+
+// Cylinder SAT analytic methods and face-circle contact points for cylinder-trimesh and cylinder-box collision are based on ODE colliders.
+
+/*
+ * Cylinder-trimesh and Cylinder-box colliders by Alen Ladavac
+ * Ported to ODE by Nguyen Binh
+ */
+
+/*************************************************************************
+ * *
+ * Open Dynamics Engine, Copyright (C) 2001-2003 Russell L. Smith. *
+ * All rights reserved. Email: russ@q12.org Web: www.q12.org *
+ * *
+ * This library is free software; you can redistribute it and/or *
+ * modify it under the terms of EITHER: *
+ * (1) The GNU Lesser General Public License as published by the Free *
+ * Software Foundation; either version 2.1 of the License, or (at *
+ * your option) any later version. The text of the GNU Lesser *
+ * General Public License is included with this library in the *
+ * file LICENSE.TXT. *
+ * (2) The BSD-style license that is included with this library in *
+ * the file LICENSE-BSD.TXT. *
+ * *
+ * This library is distributed in the hope that it will be useful, *
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of *
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the files *
+ * LICENSE.TXT and LICENSE-BSD.TXT for more details. *
+ * *
+ *************************************************************************/
struct _CollectorCallback {
CollisionSolver3DSW::CallbackResult callback;
- void *userdata;
- bool swap;
- bool collided;
+ void *userdata = nullptr;
+ bool swap = false;
+ bool collided = false;
Vector3 normal;
- Vector3 *prev_axis;
+ Vector3 *prev_axis = nullptr;
_FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B) {
if (swap) {
- callback(p_point_B, p_point_A, userdata);
+ callback(p_point_B, 0, p_point_A, 0, userdata);
} else {
- callback(p_point_A, p_point_B, userdata);
+ callback(p_point_A, 0, p_point_B, 0, userdata);
}
}
};
@@ -82,6 +113,17 @@ static void _generate_contacts_point_face(const Vector3 *p_points_A, int p_point
p_callback->call(*p_points_A, closest_B);
}
+static void _generate_contacts_point_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 1);
+ ERR_FAIL_COND(p_point_count_B != 3);
+#endif
+
+ Vector3 closest_B = Plane(p_points_B[0], p_points_B[1], p_points_B[2]).project(*p_points_A);
+
+ p_callback->call(*p_points_A, closest_B);
+}
+
static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(p_point_count_A != 2);
@@ -128,6 +170,104 @@ static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_
p_callback->call(closest_A, closest_B);
}
+static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 2);
+ ERR_FAIL_COND(p_point_count_B != 3);
+#endif
+
+ const Vector3 &circle_B_pos = p_points_B[0];
+ Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
+ Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
+
+ real_t circle_B_radius = circle_B_line_1.length();
+ Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
+
+ Plane circle_plane(circle_B_pos, circle_B_normal);
+
+ static const int max_clip = 2;
+ Vector3 contact_points[max_clip];
+ int num_points = 0;
+
+ // Project edge point in circle plane.
+ const Vector3 &edge_A_1 = p_points_A[0];
+ Vector3 proj_point_1 = circle_plane.project(edge_A_1);
+
+ Vector3 dist_vec = proj_point_1 - circle_B_pos;
+ real_t dist_sq = dist_vec.length_squared();
+
+ // Point 1 is inside disk, add as contact point.
+ if (dist_sq <= circle_B_radius * circle_B_radius) {
+ contact_points[num_points] = edge_A_1;
+ ++num_points;
+ }
+
+ const Vector3 &edge_A_2 = p_points_A[1];
+ Vector3 proj_point_2 = circle_plane.project(edge_A_2);
+
+ Vector3 dist_vec_2 = proj_point_2 - circle_B_pos;
+ real_t dist_sq_2 = dist_vec_2.length_squared();
+
+ // Point 2 is inside disk, add as contact point.
+ if (dist_sq_2 <= circle_B_radius * circle_B_radius) {
+ contact_points[num_points] = edge_A_2;
+ ++num_points;
+ }
+
+ if (num_points < 2) {
+ Vector3 line_vec = proj_point_2 - proj_point_1;
+ real_t line_length_sq = line_vec.length_squared();
+
+ // Create a quadratic formula of the form ax^2 + bx + c = 0
+ real_t a, b, c;
+
+ a = line_length_sq;
+ b = 2.0 * dist_vec.dot(line_vec);
+ c = dist_sq - circle_B_radius * circle_B_radius;
+
+ // Solve for t.
+ real_t sqrtterm = b * b - 4.0 * a * c;
+
+ // If the term we intend to square root is less than 0 then the answer won't be real,
+ // so the line doesn't intersect.
+ if (sqrtterm >= 0) {
+ sqrtterm = Math::sqrt(sqrtterm);
+
+ Vector3 edge_dir = edge_A_2 - edge_A_1;
+
+ real_t fraction_1 = (-b - sqrtterm) / (2.0 * a);
+ if ((fraction_1 > 0.0) && (fraction_1 < 1.0)) {
+ Vector3 face_point_1 = edge_A_1 + fraction_1 * edge_dir;
+ ERR_FAIL_COND(num_points >= max_clip);
+ contact_points[num_points] = face_point_1;
+ ++num_points;
+ }
+
+ real_t fraction_2 = (-b + sqrtterm) / (2.0 * a);
+ if ((fraction_2 > 0.0) && (fraction_2 < 1.0) && !Math::is_equal_approx(fraction_1, fraction_2)) {
+ Vector3 face_point_2 = edge_A_1 + fraction_2 * edge_dir;
+ ERR_FAIL_COND(num_points >= max_clip);
+ contact_points[num_points] = face_point_2;
+ ++num_points;
+ }
+ }
+ }
+
+ // Generate contact points.
+ for (int i = 0; i < num_points; i++) {
+ const Vector3 &contact_point_A = contact_points[i];
+
+ real_t d = circle_plane.distance_to(contact_point_A);
+ Vector3 closest_B = contact_point_A - circle_plane.normal * d;
+
+ if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
+ continue;
+ }
+
+ p_callback->call(contact_point_A, closest_B);
+ }
+}
+
static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(p_point_count_A < 2);
@@ -217,36 +357,229 @@ static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_
}
}
-static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+static void _generate_contacts_face_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A < 3);
+ ERR_FAIL_COND(p_point_count_B != 3);
+#endif
+
+ const Vector3 &circle_B_pos = p_points_B[0];
+ Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
+ Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
+
+ // Clip face with circle segments.
+ static const int circle_segments = 8;
+ Vector3 circle_points[circle_segments];
+
+ real_t angle_delta = 2.0 * Math_PI / circle_segments;
+
+ for (int i = 0; i < circle_segments; ++i) {
+ Vector3 point_pos = circle_B_pos;
+ point_pos += circle_B_line_1 * Math::cos(i * angle_delta);
+ point_pos += circle_B_line_2 * Math::sin(i * angle_delta);
+ circle_points[i] = point_pos;
+ }
+
+ _generate_contacts_face_face(p_points_A, p_point_count_A, circle_points, circle_segments, p_callback);
+
+ // Clip face with circle plane.
+ Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
+
+ Plane circle_plane(circle_B_pos, circle_B_normal);
+
+ static const int max_clip = 32;
+ Vector3 contact_points[max_clip];
+ int num_points = 0;
+
+ for (int i = 0; i < p_point_count_A; i++) {
+ int i_n = (i + 1) % p_point_count_A;
+
+ const Vector3 &edge0_A = p_points_A[i];
+ const Vector3 &edge1_A = p_points_A[i_n];
+
+ real_t dist0 = circle_plane.distance_to(edge0_A);
+ real_t dist1 = circle_plane.distance_to(edge1_A);
+
+ // First point in front of plane, generate contact point.
+ if (dist0 * circle_plane.d >= 0) {
+ ERR_FAIL_COND(num_points >= max_clip);
+ contact_points[num_points] = edge0_A;
+ ++num_points;
+ }
+
+ // Points on different sides, generate contact point.
+ if (dist0 * dist1 < 0) {
+ // calculate intersection
+ Vector3 rel = edge1_A - edge0_A;
+ real_t den = circle_plane.normal.dot(rel);
+ real_t dist = -(circle_plane.normal.dot(edge0_A) - circle_plane.d) / den;
+ Vector3 inters = edge0_A + rel * dist;
+
+ ERR_FAIL_COND(num_points >= max_clip);
+ contact_points[num_points] = inters;
+ ++num_points;
+ }
+ }
+
+ // Generate contact points.
+ for (int i = 0; i < num_points; i++) {
+ const Vector3 &contact_point_A = contact_points[i];
+
+ real_t d = circle_plane.distance_to(contact_point_A);
+ Vector3 closest_B = contact_point_A - circle_plane.normal * d;
+
+ if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
+ continue;
+ }
+
+ p_callback->call(contact_point_A, closest_B);
+ }
+}
+
+static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) {
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND(p_point_count_A != 3);
+ ERR_FAIL_COND(p_point_count_B != 3);
+#endif
+
+ const Vector3 &circle_A_pos = p_points_A[0];
+ Vector3 circle_A_line_1 = p_points_A[1] - circle_A_pos;
+ Vector3 circle_A_line_2 = p_points_A[2] - circle_A_pos;
+
+ real_t circle_A_radius = circle_A_line_1.length();
+ Vector3 circle_A_normal = circle_A_line_1.cross(circle_A_line_2).normalized();
+
+ const Vector3 &circle_B_pos = p_points_B[0];
+ Vector3 circle_B_line_1 = p_points_B[1] - circle_B_pos;
+ Vector3 circle_B_line_2 = p_points_B[2] - circle_B_pos;
+
+ real_t circle_B_radius = circle_B_line_1.length();
+ Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized();
+
+ static const int max_clip = 4;
+ Vector3 contact_points[max_clip];
+ int num_points = 0;
+
+ Vector3 centers_diff = circle_B_pos - circle_A_pos;
+ Vector3 norm_proj = circle_A_normal.dot(centers_diff) * circle_A_normal;
+ Vector3 comp_proj = centers_diff - norm_proj;
+ real_t proj_dist = comp_proj.length();
+ if (!Math::is_zero_approx(proj_dist)) {
+ comp_proj /= proj_dist;
+ if ((proj_dist > circle_A_radius - circle_B_radius) && (proj_dist > circle_B_radius - circle_A_radius)) {
+ // Circles are overlapping, use the 2 points of intersection as contacts.
+ real_t radius_a_sqr = circle_A_radius * circle_A_radius;
+ real_t radius_b_sqr = circle_B_radius * circle_B_radius;
+ real_t d_sqr = proj_dist * proj_dist;
+ real_t s = (1.0 + (radius_a_sqr - radius_b_sqr) / d_sqr) * 0.5;
+ real_t h = Math::sqrt(MAX(radius_a_sqr - d_sqr * s * s, 0.0));
+ Vector3 midpoint = circle_A_pos + s * comp_proj * proj_dist;
+ Vector3 h_vec = h * circle_A_normal.cross(comp_proj);
+
+ Vector3 point_A = midpoint + h_vec;
+ contact_points[num_points] = point_A;
+ ++num_points;
+
+ point_A = midpoint - h_vec;
+ contact_points[num_points] = point_A;
+ ++num_points;
+
+ // Add 2 points from circle A and B along the line between the centers.
+ point_A = circle_A_pos + comp_proj * circle_A_radius;
+ contact_points[num_points] = point_A;
+ ++num_points;
+
+ point_A = circle_B_pos - comp_proj * circle_B_radius - norm_proj;
+ contact_points[num_points] = point_A;
+ ++num_points;
+ } // Otherwise one circle is inside the other one, use 3 arbitrary equidistant points.
+ } // Otherwise circles are concentric, use 3 arbitrary equidistant points.
+
+ if (num_points == 0) {
+ // Generate equidistant points.
+ if (circle_A_radius < circle_B_radius) {
+ // Circle A inside circle B.
+ for (int i = 0; i < 3; ++i) {
+ Vector3 circle_A_point = circle_A_pos;
+ circle_A_point += circle_A_line_1 * Math::cos(2.0 * Math_PI * i / 3.0);
+ circle_A_point += circle_A_line_2 * Math::sin(2.0 * Math_PI * i / 3.0);
+
+ contact_points[num_points] = circle_A_point;
+ ++num_points;
+ }
+ } else {
+ // Circle B inside circle A.
+ for (int i = 0; i < 3; ++i) {
+ Vector3 circle_B_point = circle_B_pos;
+ circle_B_point += circle_B_line_1 * Math::cos(2.0 * Math_PI * i / 3.0);
+ circle_B_point += circle_B_line_2 * Math::sin(2.0 * Math_PI * i / 3.0);
+
+ Vector3 circle_A_point = circle_B_point - norm_proj;
+
+ contact_points[num_points] = circle_A_point;
+ ++num_points;
+ }
+ }
+ }
+
+ Plane circle_B_plane(circle_B_pos, circle_B_normal);
+
+ // Generate contact points.
+ for (int i = 0; i < num_points; i++) {
+ const Vector3 &contact_point_A = contact_points[i];
+
+ real_t d = circle_B_plane.distance_to(contact_point_A);
+ Vector3 closest_B = contact_point_A - circle_B_plane.normal * d;
+
+ if (p_callback->normal.dot(contact_point_A) >= p_callback->normal.dot(closest_B)) {
+ continue;
+ }
+
+ p_callback->call(contact_point_A, closest_B);
+ }
+}
+
+static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_point_count_A, Shape3DSW::FeatureType p_feature_type_A, const Vector3 *p_points_B, int p_point_count_B, Shape3DSW::FeatureType p_feature_type_B, _CollectorCallback *p_callback) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(p_point_count_A < 1);
ERR_FAIL_COND(p_point_count_B < 1);
#endif
- static const GenerateContactsFunc generate_contacts_func_table[3][3] = {
+ static const GenerateContactsFunc generate_contacts_func_table[4][4] = {
{
_generate_contacts_point_point,
_generate_contacts_point_edge,
_generate_contacts_point_face,
+ _generate_contacts_point_circle,
},
{
nullptr,
_generate_contacts_edge_edge,
_generate_contacts_face_face,
+ _generate_contacts_edge_circle,
},
{
nullptr,
nullptr,
_generate_contacts_face_face,
- }
+ _generate_contacts_face_circle,
+ },
+ {
+ nullptr,
+ nullptr,
+ nullptr,
+ _generate_contacts_circle_circle,
+ },
};
int pointcount_B;
int pointcount_A;
const Vector3 *points_A;
const Vector3 *points_B;
+ int version_A;
+ int version_B;
- if (p_point_count_A > p_point_count_B) {
+ if (p_feature_type_A > p_feature_type_B) {
//swap
p_callback->swap = !p_callback->swap;
p_callback->normal = -p_callback->normal;
@@ -255,16 +588,17 @@ static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_po
pointcount_A = p_point_count_B;
points_A = p_points_B;
points_B = p_points_A;
+ version_A = p_feature_type_B;
+ version_B = p_feature_type_A;
} else {
pointcount_B = p_point_count_B;
pointcount_A = p_point_count_A;
points_A = p_points_A;
points_B = p_points_B;
+ version_A = p_feature_type_A;
+ version_B = p_feature_type_B;
}
- int version_A = (pointcount_A > 3 ? 3 : pointcount_A) - 1;
- int version_B = (pointcount_B > 3 ? 3 : pointcount_B) - 1;
-
GenerateContactsFunc contacts_func = generate_contacts_func_table[version_A][version_B];
ERR_FAIL_COND(!contacts_func);
contacts_func(points_A, pointcount_A, points_B, pointcount_B, p_callback);
@@ -272,15 +606,15 @@ static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_po
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;
- real_t best_depth;
+ const ShapeA *shape_A = nullptr;
+ const ShapeB *shape_B = nullptr;
+ const Transform3D *transform_A = nullptr;
+ const Transform3D *transform_B = nullptr;
+ real_t best_depth = 1e15;
Vector3 best_axis;
- _CollectorCallback *callback;
- real_t margin_A;
- real_t margin_B;
+ _CollectorCallback *callback = nullptr;
+ real_t margin_A = 0.0;
+ real_t margin_B = 0.0;
Vector3 separator_axis;
public:
@@ -292,12 +626,10 @@ public:
}
}
- _FORCE_INLINE_ bool test_axis(const Vector3 &p_axis) {
+ _FORCE_INLINE_ bool test_axis(const Vector3 &p_axis, bool p_directional = false) {
Vector3 axis = p_axis;
- if (Math::abs(axis.x) < CMP_EPSILON &&
- Math::abs(axis.y) < CMP_EPSILON &&
- Math::abs(axis.z) < CMP_EPSILON) {
+ if (axis.is_equal_approx(Vector3())) {
// strange case, try an upwards separator
axis = Vector3(0.0, 1.0, 0.0);
}
@@ -328,7 +660,12 @@ public:
//use the smallest depth
if (min_B < 0.0) { // could be +0.0, we don't want it to become -0.0
- min_B = -min_B;
+ if (p_directional) {
+ min_B = max_B;
+ axis = -axis;
+ } else {
+ min_B = -min_B;
+ }
}
if (max_B < min_B) {
@@ -346,6 +683,17 @@ public:
return true;
}
+ static _FORCE_INLINE_ void test_contact_points(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
+ SeparatorAxisTest<ShapeA, ShapeB, withMargin> *separator = (SeparatorAxisTest<ShapeA, ShapeB, withMargin> *)p_userdata;
+ Vector3 axis = (p_point_B - p_point_A);
+ real_t depth = axis.length();
+
+ // Filter out bogus directions with a threshold and re-testing axis.
+ if (separator->best_depth - depth > 0.001) {
+ separator->test_axis(axis / depth);
+ }
+ }
+
_FORCE_INLINE_ void generate_contacts() {
// nothing to do, don't generate
if (best_axis == Vector3(0.0, 0.0, 0.0)) {
@@ -365,7 +713,8 @@ public:
Vector3 supports_A[max_supports];
int support_count_A;
- shape_A->get_supports(transform_A->basis.xform_inv(-best_axis).normalized(), max_supports, supports_A, support_count_A);
+ Shape3DSW::FeatureType support_type_A;
+ shape_A->get_supports(transform_A->basis.xform_inv(-best_axis).normalized(), max_supports, supports_A, support_count_A, support_type_A);
for (int i = 0; i < support_count_A; i++) {
supports_A[i] = transform_A->xform(supports_A[i]);
}
@@ -378,7 +727,8 @@ public:
Vector3 supports_B[max_supports];
int support_count_B;
- shape_B->get_supports(transform_B->basis.xform_inv(best_axis).normalized(), max_supports, supports_B, support_count_B);
+ Shape3DSW::FeatureType support_type_B;
+ shape_B->get_supports(transform_B->basis.xform_inv(best_axis).normalized(), max_supports, supports_B, support_count_B, support_type_B);
for (int i = 0; i < support_count_B; i++) {
supports_B[i] = transform_B->xform(supports_B[i]);
}
@@ -393,13 +743,12 @@ public:
if (callback->prev_axis) {
*callback->prev_axis = best_axis;
}
- _generate_contacts_from_supports(supports_A, support_count_A, supports_B, support_count_B, callback);
+ _generate_contacts_from_supports(supports_A, support_count_A, support_type_A, supports_B, support_count_B, support_type_B, callback);
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) {
- best_depth = 1e15;
+ _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) {
shape_A = p_shape_A;
shape_B = p_shape_B;
transform_A = &p_transform_A;
@@ -412,10 +761,10 @@ 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);
@@ -435,7 +784,7 @@ 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);
@@ -486,7 +835,7 @@ 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);
@@ -498,7 +847,7 @@ static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform &p_t
//capsule sphere 1, sphere
- Vector3 capsule_axis = p_transform_b.basis.get_axis(2) * (capsule_B->get_height() * 0.5);
+ Vector3 capsule_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
Vector3 capsule_ball_1 = p_transform_b.origin + capsule_axis;
@@ -528,11 +877,66 @@ 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);
+
+ SeparatorAxisTest<SphereShape3DSW, CylinderShape3DSW, withMargin> separator(sphere_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ // Cylinder B end caps.
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_axis(1).normalized();
+ if (!separator.test_axis(cylinder_B_axis)) {
+ return;
+ }
+
+ Vector3 cylinder_diff = p_transform_b.origin - p_transform_a.origin;
+
+ // Cylinder B lateral surface.
+ if (!separator.test_axis(cylinder_B_axis.cross(cylinder_diff).cross(cylinder_B_axis).normalized())) {
+ return;
+ }
+
+ // Closest point to cylinder caps.
+ const Vector3 &sphere_center = p_transform_a.origin;
+ Vector3 cyl_axis = p_transform_b.basis.get_axis(1);
+ Vector3 cap_axis = p_transform_b.basis.get_axis(0);
+ real_t height_scale = cyl_axis.length();
+ real_t cap_dist = cylinder_B->get_height() * 0.5 * height_scale;
+ cyl_axis /= height_scale;
+ real_t radius_scale = cap_axis.length();
+ real_t cap_radius = cylinder_B->get_radius() * radius_scale;
+
+ for (int i = 0; i < 2; i++) {
+ Vector3 cap_dir = ((i == 0) ? cyl_axis : -cyl_axis);
+ Vector3 cap_pos = p_transform_b.origin + cap_dir * cap_dist;
+
+ Vector3 closest_point;
+
+ Vector3 diff = sphere_center - cap_pos;
+ Vector3 proj = diff - cap_dir.dot(diff) * cap_dir;
+
+ real_t proj_len = proj.length();
+ if (Math::is_zero_approx(proj_len)) {
+ // Point is equidistant to all circle points.
+ continue;
+ }
+
+ closest_point = cap_pos + (cap_radius / proj_len) * proj;
+
+ if (!separator.test_axis((closest_point - sphere_center).normalized())) {
+ return;
+ }
+ }
+
+ separator.generate_contacts();
}
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);
@@ -551,9 +955,12 @@ static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transfo
const Vector3 *vertices = mesh.vertices.ptr();
int vertex_count = mesh.vertices.size();
+ // Precalculating this makes the transforms faster.
+ Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
+
// faces of B
for (int i = 0; i < face_count; i++) {
- Vector3 axis = p_transform_b.xform(faces[i].plane).normal;
+ Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -592,7 +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);
@@ -604,13 +1011,18 @@ static void _collision_sphere_face(const Shape3DSW *p_a, const Transform &p_tran
p_transform_b.xform(face_B->vertex[2]),
};
- if (!separator.test_axis((vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized())) {
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ if (!separator.test_axis(normal, !face_B->backface_collision)) {
return;
}
// edges and points of B
for (int i = 0; i < 3; i++) {
Vector3 n1 = vertex[i] - p_transform_a.origin;
+ if (n1.dot(normal) < 0.0) {
+ n1 *= -1.0;
+ }
if (!separator.test_axis(n1.normalized())) {
return;
@@ -619,6 +1031,9 @@ static void _collision_sphere_face(const Shape3DSW *p_a, const Transform &p_tran
Vector3 n2 = vertex[(i + 1) % 3] - vertex[i];
Vector3 axis = n1.cross(n2).cross(n2).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
if (!separator.test_axis(axis)) {
return;
@@ -629,7 +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);
@@ -727,7 +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);
@@ -739,14 +1154,14 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform &p_tran
// faces of A
for (int i = 0; i < 3; i++) {
- Vector3 axis = p_transform_a.basis.get_axis(i);
+ Vector3 axis = p_transform_a.basis.get_axis(i).normalized();
if (!separator.test_axis(axis)) {
return;
}
}
- Vector3 cyl_axis = p_transform_b.basis.get_axis(2).normalized();
+ Vector3 cyl_axis = p_transform_b.basis.get_axis(1).normalized();
// edges of A, capsule cylinder
@@ -791,7 +1206,7 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform &p_tran
// capsule balls, edges of A
for (int i = 0; i < 2; i++) {
- Vector3 capsule_axis = p_transform_b.basis.get_axis(2) * (capsule_B->get_height() * 0.5);
+ Vector3 capsule_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
Vector3 sphere_pos = p_transform_b.origin + ((i == 0) ? capsule_axis : -capsule_axis);
@@ -825,11 +1240,120 @@ 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);
+
+ SeparatorAxisTest<BoxShape3DSW, CylinderShape3DSW, withMargin> separator(box_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ // Faces of A.
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis = p_transform_a.basis.get_axis(i).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ Vector3 cyl_axis = p_transform_b.basis.get_axis(1).normalized();
+
+ // Cylinder end caps.
+ {
+ if (!separator.test_axis(cyl_axis)) {
+ return;
+ }
+ }
+
+ // Edges of A, cylinder lateral surface.
+ for (int i = 0; i < 3; i++) {
+ Vector3 box_axis = p_transform_a.basis.get_axis(i);
+ Vector3 axis = box_axis.cross(cyl_axis);
+ if (Math::is_zero_approx(axis.length_squared())) {
+ continue;
+ }
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+
+ // Gather points of A.
+ Vector3 vertices_A[8];
+ Vector3 box_extent = box_A->get_half_extents();
+ for (int i = 0; i < 2; i++) {
+ for (int j = 0; j < 2; j++) {
+ for (int k = 0; k < 2; k++) {
+ Vector3 extent = box_extent;
+ extent.x *= (i * 2 - 1);
+ extent.y *= (j * 2 - 1);
+ extent.z *= (k * 2 - 1);
+ Vector3 &point = vertices_A[i * 2 * 2 + j * 2 + k];
+ point = p_transform_a.origin;
+ for (int l = 0; l < 3; l++) {
+ point += p_transform_a.basis.get_axis(l) * extent[l];
+ }
+ }
+ }
+ }
+
+ // Points of A, cylinder lateral surface.
+ for (int i = 0; i < 8; i++) {
+ const Vector3 &point = vertices_A[i];
+ Vector3 axis = Plane(cyl_axis, 0).project(point).normalized();
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // Edges of A, cylinder end caps rim.
+ int edges_start_A[12] = { 0, 2, 4, 6, 0, 1, 4, 5, 0, 1, 2, 3 };
+ int edges_end_A[12] = { 1, 3, 5, 7, 2, 3, 6, 7, 4, 5, 6, 7 };
+
+ Vector3 cap_axis = cyl_axis * (cylinder_B->get_height() * 0.5);
+
+ for (int i = 0; i < 2; i++) {
+ Vector3 cap_pos = p_transform_b.origin + ((i == 0) ? cap_axis : -cap_axis);
+
+ for (int e = 0; e < 12; e++) {
+ const Vector3 &edge_start = vertices_A[edges_start_A[e]];
+ const Vector3 &edge_end = vertices_A[edges_end_A[e]];
+
+ Vector3 edge_dir = (edge_end - edge_start);
+ edge_dir.normalize();
+
+ real_t edge_dot = edge_dir.dot(cyl_axis);
+ if (Math::is_zero_approx(edge_dot)) {
+ // Edge is perpendicular to cylinder axis.
+ continue;
+ }
+
+ // Calculate intersection between edge and circle plane.
+ Vector3 edge_diff = cap_pos - edge_start;
+ real_t diff_dot = edge_diff.dot(cyl_axis);
+ Vector3 intersection = edge_start + edge_dir * diff_dot / edge_dot;
+
+ // Calculate tangent that touches intersection.
+ Vector3 tangent = (cap_pos - intersection).cross(cyl_axis);
+
+ // Axis is orthogonal both to tangent and edge direction.
+ Vector3 axis = tangent.cross(edge_dir);
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
}
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);
@@ -857,9 +1381,12 @@ static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform
}
}
+ // Precalculating this makes the transforms faster.
+ Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
+
// faces of B
for (int i = 0; i < face_count; i++) {
- Vector3 axis = p_transform_b.xform(faces[i].plane).normal;
+ Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -944,7 +1471,7 @@ 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);
@@ -956,13 +1483,18 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform &p_transfo
p_transform_b.xform(face_B->vertex[2]),
};
- if (!separator.test_axis((vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized())) {
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ if (!separator.test_axis(normal, !face_B->backface_collision)) {
return;
}
// faces of A
for (int i = 0; i < 3; i++) {
Vector3 axis = p_transform_a.basis.get_axis(i).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
if (!separator.test_axis(axis)) {
return;
@@ -975,9 +1507,12 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform &p_transfo
Vector3 e = vertex[i] - vertex[(i + 1) % 3];
for (int j = 0; j < 3; j++) {
- Vector3 axis = p_transform_a.basis.get_axis(j);
+ Vector3 axis = e.cross(p_transform_a.basis.get_axis(j)).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
- if (!separator.test_axis(e.cross(axis).normalized())) {
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -997,6 +1532,9 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform &p_transfo
(cnormal_a.z < 0) ? -box_A->get_half_extents().z : box_A->get_half_extents().z));
Vector3 axis_ab = support_a - vertex[v];
+ if (axis_ab.dot(normal) < 0.0) {
+ axis_ab *= -1.0;
+ }
if (!separator.test_axis(axis_ab.normalized())) {
return;
@@ -1008,7 +1546,12 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform &p_transfo
//a ->b
Vector3 axis_a = p_transform_a.basis.get_axis(i);
- if (!separator.test_axis(axis_ab.cross(axis_a).cross(axis_a).normalized())) {
+ Vector3 axis = axis_ab.cross(axis_a).cross(axis_a).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1033,7 +1576,12 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform &p_transfo
Vector3 n = (p2 - p1);
- if (!separator.test_axis((point - p2).cross(n).cross(n).normalized())) {
+ Vector3 axis = (point - p2).cross(n).cross(n).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1046,7 +1594,7 @@ 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);
@@ -1058,8 +1606,8 @@ static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform &p_
// some values
- Vector3 capsule_A_axis = p_transform_a.basis.get_axis(2) * (capsule_A->get_height() * 0.5);
- Vector3 capsule_B_axis = p_transform_b.basis.get_axis(2) * (capsule_B->get_height() * 0.5);
+ Vector3 capsule_A_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 capsule_B_axis = p_transform_b.basis.get_axis(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius());
Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis;
Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis;
@@ -1110,11 +1658,69 @@ 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);
+
+ SeparatorAxisTest<CapsuleShape3DSW, CylinderShape3DSW, withMargin> separator(capsule_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ // Cylinder B end caps.
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_axis(1).normalized();
+ if (!separator.test_axis(cylinder_B_axis)) {
+ return;
+ }
+
+ // Cylinder edge against capsule balls.
+
+ Vector3 capsule_A_axis = p_transform_a.basis.get_axis(1);
+
+ Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+ Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
+
+ if (!separator.test_axis((p_transform_b.origin - capsule_A_ball_1).cross(cylinder_B_axis).cross(cylinder_B_axis).normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis((p_transform_b.origin - capsule_A_ball_2).cross(cylinder_B_axis).cross(cylinder_B_axis).normalized())) {
+ return;
+ }
+
+ // Cylinder edge against capsule edge.
+
+ Vector3 center_diff = p_transform_b.origin - p_transform_a.origin;
+
+ if (!separator.test_axis(capsule_A_axis.cross(center_diff).cross(capsule_A_axis).normalized())) {
+ return;
+ }
+
+ if (!separator.test_axis(cylinder_B_axis.cross(center_diff).cross(cylinder_B_axis).normalized())) {
+ return;
+ }
+
+ real_t proj = capsule_A_axis.cross(cylinder_B_axis).cross(cylinder_B_axis).dot(capsule_A_axis);
+ if (Math::is_zero_approx(proj)) {
+ // Parallel capsule and cylinder axes, handle with specific axes only.
+ // Note: GJKEPA with no margin can lead to degenerate cases in this situation.
+ separator.generate_contacts();
+ return;
+ }
+
+ CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CapsuleShape3DSW, CylinderShape3DSW, withMargin>::test_contact_points;
+
+ // Fallback to generic algorithm to find the best separating axis.
+ if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
+ return;
+ }
+
+ separator.generate_contacts();
}
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);
@@ -1132,9 +1738,12 @@ static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transf
int edge_count = mesh.edges.size();
const Vector3 *vertices = mesh.vertices.ptr();
+ // Precalculating this makes the transforms faster.
+ Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
+
// faces of B
for (int i = 0; i < face_count; i++) {
- Vector3 axis = p_transform_b.xform(faces[i].plane).normal;
+ Vector3 axis = b_xform_normal.xform(faces[i].plane.normal).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1146,7 +1755,7 @@ static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transf
for (int i = 0; i < edge_count; i++) {
// cylinder
Vector3 edge_axis = p_transform_b.basis.xform(vertices[edges[i].a]) - p_transform_b.basis.xform(vertices[edges[i].b]);
- Vector3 axis = edge_axis.cross(p_transform_a.basis.get_axis(2)).normalized();
+ Vector3 axis = edge_axis.cross(p_transform_a.basis.get_axis(1)).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1158,7 +1767,7 @@ static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transf
for (int i = 0; i < 2; i++) {
// edges of B, capsule cylinder
- Vector3 capsule_axis = p_transform_a.basis.get_axis(2) * (capsule_A->get_height() * 0.5);
+ Vector3 capsule_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
Vector3 sphere_pos = p_transform_a.origin + ((i == 0) ? capsule_axis : -capsule_axis);
@@ -1178,7 +1787,7 @@ 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);
@@ -1190,24 +1799,35 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform &p_tra
p_transform_b.xform(face_B->vertex[2]),
};
- if (!separator.test_axis((vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized())) {
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ if (!separator.test_axis(normal, !face_B->backface_collision)) {
return;
}
// edges of B, capsule cylinder
- Vector3 capsule_axis = p_transform_a.basis.get_axis(2) * (capsule_A->get_height() * 0.5);
+ Vector3 capsule_axis = p_transform_a.basis.get_axis(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius());
for (int i = 0; i < 3; i++) {
// edge-cylinder
Vector3 edge_axis = vertex[i] - vertex[(i + 1) % 3];
+
Vector3 axis = edge_axis.cross(capsule_axis).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
if (!separator.test_axis(axis)) {
return;
}
- if (!separator.test_axis((p_transform_a.origin - vertex[i]).cross(capsule_axis).cross(capsule_axis).normalized())) {
+ Vector3 dir_axis = (p_transform_a.origin - vertex[i]).cross(capsule_axis).cross(capsule_axis).normalized();
+ if (dir_axis.dot(normal) < 0.0) {
+ dir_axis *= -1.0;
+ }
+
+ if (!separator.test_axis(dir_axis)) {
return;
}
@@ -1216,6 +1836,9 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform &p_tra
Vector3 sphere_pos = p_transform_a.origin + ((j == 0) ? capsule_axis : -capsule_axis);
Vector3 n1 = sphere_pos - vertex[i];
+ if (n1.dot(normal) < 0.0) {
+ n1 *= -1.0;
+ }
if (!separator.test_axis(n1.normalized())) {
return;
@@ -1224,6 +1847,9 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform &p_tra
Vector3 n2 = edge_axis;
axis = n1.cross(n2).cross(n2);
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
if (!separator.test_axis(axis.normalized())) {
return;
@@ -1235,19 +1861,183 @@ 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);
+
+ SeparatorAxisTest<CylinderShape3DSW, CylinderShape3DSW, withMargin> separator(cylinder_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ Vector3 cylinder_A_axis = p_transform_a.basis.get_axis(1);
+ Vector3 cylinder_B_axis = p_transform_b.basis.get_axis(1);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ // Cylinder A end caps.
+ if (!separator.test_axis(cylinder_A_axis.normalized())) {
+ return;
+ }
+
+ // Cylinder B end caps.
+ if (!separator.test_axis(cylinder_A_axis.normalized())) {
+ return;
+ }
+
+ Vector3 cylinder_diff = p_transform_b.origin - p_transform_a.origin;
+
+ // Cylinder A lateral surface.
+ if (!separator.test_axis(cylinder_A_axis.cross(cylinder_diff).cross(cylinder_A_axis).normalized())) {
+ return;
+ }
+
+ // Cylinder B lateral surface.
+ if (!separator.test_axis(cylinder_B_axis.cross(cylinder_diff).cross(cylinder_B_axis).normalized())) {
+ return;
+ }
+
+ real_t proj = cylinder_A_axis.cross(cylinder_B_axis).cross(cylinder_B_axis).dot(cylinder_A_axis);
+ if (Math::is_zero_approx(proj)) {
+ // Parallel cylinders, handle with specific axes only.
+ // Note: GJKEPA with no margin can lead to degenerate cases in this situation.
+ separator.generate_contacts();
+ return;
+ }
+
+ CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CylinderShape3DSW, CylinderShape3DSW, withMargin>::test_contact_points;
+
+ // Fallback to generic algorithm to find the best separating axis.
+ if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
+ return;
+ }
+
+ separator.generate_contacts();
}
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);
+
+ SeparatorAxisTest<CylinderShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(cylinder_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CylinderShape3DSW, ConvexPolygonShape3DSW, withMargin>::test_contact_points;
+
+ // Fallback to generic algorithm to find the best separating axis.
+ if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) {
+ return;
+ }
+
+ separator.generate_contacts();
}
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);
+
+ SeparatorAxisTest<CylinderShape3DSW, FaceShape3DSW, withMargin> separator(cylinder_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b);
+
+ if (!separator.test_previous_axis()) {
+ return;
+ }
+
+ Vector3 vertex[3] = {
+ p_transform_b.xform(face_B->vertex[0]),
+ p_transform_b.xform(face_B->vertex[1]),
+ p_transform_b.xform(face_B->vertex[2]),
+ };
+
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ // Face B normal.
+ if (!separator.test_axis(normal, !face_B->backface_collision)) {
+ return;
+ }
+
+ Vector3 cyl_axis = p_transform_a.basis.get_axis(1).normalized();
+ if (cyl_axis.dot(normal) < 0.0) {
+ cyl_axis *= -1.0;
+ }
+
+ // Cylinder end caps.
+ if (!separator.test_axis(cyl_axis)) {
+ return;
+ }
+
+ // Edges of B, cylinder lateral surface.
+ for (int i = 0; i < 3; i++) {
+ Vector3 edge_axis = vertex[i] - vertex[(i + 1) % 3];
+ Vector3 axis = edge_axis.cross(cyl_axis);
+ if (Math::is_zero_approx(axis.length_squared())) {
+ continue;
+ }
+
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+
+ // Points of B, cylinder lateral surface.
+ for (int i = 0; i < 3; i++) {
+ const Vector3 &point = vertex[i];
+ Vector3 axis = Plane(cyl_axis, 0).project(point).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
+ return;
+ }
+ }
+
+ // Edges of B, cylinder end caps rim.
+ Vector3 cap_axis = cyl_axis * (cylinder_A->get_height() * 0.5);
+
+ for (int i = 0; i < 2; i++) {
+ Vector3 cap_pos = p_transform_a.origin + ((i == 0) ? cap_axis : -cap_axis);
+
+ for (int j = 0; j < 3; j++) {
+ const Vector3 &edge_start = vertex[j];
+ const Vector3 &edge_end = vertex[(j + 1) % 3];
+ Vector3 edge_dir = edge_end - edge_start;
+ edge_dir.normalize();
+
+ real_t edge_dot = edge_dir.dot(cyl_axis);
+ if (Math::is_zero_approx(edge_dot)) {
+ // Edge is perpendicular to cylinder axis.
+ continue;
+ }
+
+ // Calculate intersection between edge and circle plane.
+ Vector3 edge_diff = cap_pos - edge_start;
+ real_t diff_dot = edge_diff.dot(cyl_axis);
+ Vector3 intersection = edge_start + edge_dir * diff_dot / edge_dot;
+
+ // Calculate tangent that touches intersection.
+ Vector3 tangent = (cap_pos - intersection).cross(cyl_axis);
+
+ // Axis is orthogonal both to tangent and edge direction.
+ Vector3 axis = tangent.cross(edge_dir);
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis.normalized())) {
+ return;
+ }
+ }
+ }
+
+ separator.generate_contacts();
}
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);
@@ -1275,20 +2065,24 @@ static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const
const Vector3 *vertices_B = mesh_B.vertices.ptr();
int vertex_count_B = mesh_B.vertices.size();
+ // Precalculating this makes the transforms faster.
+ Basis a_xform_normal = p_transform_b.basis.inverse().transposed();
+
// faces of A
for (int i = 0; i < face_count_A; i++) {
- Vector3 axis = p_transform_a.xform(faces_A[i].plane).normal;
- //Vector3 axis = p_transform_a.basis.xform( faces_A[i].plane.normal ).normalized();
+ Vector3 axis = a_xform_normal.xform(faces_A[i].plane.normal).normalized();
if (!separator.test_axis(axis)) {
return;
}
}
+ // Precalculating this makes the transforms faster.
+ Basis b_xform_normal = p_transform_b.basis.inverse().transposed();
+
// faces of B
for (int i = 0; i < face_count_B; i++) {
- Vector3 axis = p_transform_b.xform(faces_B[i].plane).normal;
- //Vector3 axis = p_transform_b.basis.xform( faces_B[i].plane.normal ).normalized();
+ Vector3 axis = b_xform_normal.xform(faces_B[i].plane.normal).normalized();
if (!separator.test_axis(axis)) {
return;
@@ -1356,7 +2150,7 @@ 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);
@@ -1377,7 +2171,9 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
p_transform_b.xform(face_B->vertex[2]),
};
- if (!separator.test_axis((vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized())) {
+ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized();
+
+ if (!separator.test_axis(normal, !face_B->backface_collision)) {
return;
}
@@ -1385,6 +2181,9 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
for (int i = 0; i < face_count; i++) {
//Vector3 axis = p_transform_a.xform( faces[i].plane ).normal;
Vector3 axis = p_transform_a.basis.xform(faces[i].plane.normal).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
if (!separator.test_axis(axis)) {
return;
@@ -1399,6 +2198,9 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
Vector3 e2 = vertex[j] - vertex[(j + 1) % 3];
Vector3 axis = e1.cross(e2).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
if (!separator.test_axis(axis)) {
return;
@@ -1412,7 +2214,12 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
Vector3 va = p_transform_a.xform(vertices[i]);
for (int j = 0; j < 3; j++) {
- if (!separator.test_axis((va - vertex[j]).normalized())) {
+ Vector3 axis = (va - vertex[j]).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1427,7 +2234,12 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
for (int j = 0; j < 3; j++) {
Vector3 e3 = vertex[j];
- if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) {
+ Vector3 axis = (e1 - e3).cross(n).cross(n).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1441,7 +2253,12 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform
for (int j = 0; j < vertex_count; j++) {
Vector3 e3 = p_transform_a.xform(vertices[j]);
- if (!separator.test_axis((e1 - e3).cross(n).cross(n).normalized())) {
+ Vector3 axis = (e1 - e3).cross(n).cross(n).normalized();
+ if (axis.dot(normal) < 0.0) {
+ axis *= -1.0;
+ }
+
+ if (!separator.test_axis(axis)) {
return;
}
}
@@ -1451,17 +2268,17 @@ 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);
- ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_RAY, false);
+ ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
+ ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
ERR_FAIL_COND_V(p_shape_A->is_concave(), false);
PhysicsServer3D::ShapeType type_B = p_shape_B->get_type();
- ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_PLANE, false);
- ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_RAY, false);
+ ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false);
+ ERR_FAIL_COND_V(type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY, false);
ERR_FAIL_COND_V(p_shape_B->is_concave(), false);
static const CollisionFunc collision_table[6][6] = {
@@ -1551,8 +2368,8 @@ 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 5eccfda9ac..e50da7b101 100644
--- a/servers/physics_3d/collision_solver_3d_sat.h
+++ b/servers/physics_3d/collision_solver_3d_sat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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 e2bfaf990d..dcc363638e 100644
--- a/servers/physics_3d/collision_solver_3d_sw.cpp
+++ b/servers/physics_3d/collision_solver_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,24 +30,41 @@
#include "collision_solver_3d_sw.h"
#include "collision_solver_3d_sat.h"
+#include "soft_body_3d_sw.h"
#include "gjk_epa.h"
#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) {
- const PlaneShape3DSW *plane = static_cast<const PlaneShape3DSW *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_PLANE) {
+bool CollisionSolver3DSW::solve_static_world_boundary(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 WorldBoundaryShape3DSW *world_boundary = static_cast<const WorldBoundaryShape3DSW *>(p_shape_A);
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
}
- Plane p = p_transform_A.xform(plane->get_plane());
+ Plane p = p_transform_A.xform(world_boundary->get_plane());
static const int max_supports = 16;
Vector3 supports[max_supports];
int support_count;
-
- p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count);
+ Shape3DSW::FeatureType support_type;
+ p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
+
+ if (support_type == Shape3DSW::FEATURE_CIRCLE) {
+ ERR_FAIL_COND_V(support_count != 3, false);
+
+ Vector3 circle_pos = supports[0];
+ Vector3 circle_axis_1 = supports[1] - circle_pos;
+ Vector3 circle_axis_2 = supports[2] - circle_pos;
+
+ // Use 3 equidistant points on the circle.
+ for (int i = 0; i < 3; ++i) {
+ Vector3 vertex_pos = circle_pos;
+ vertex_pos += circle_axis_1 * Math::cos(2.0 * Math_PI * i / 3.0);
+ vertex_pos += circle_axis_2 * Math::sin(2.0 * Math_PI * i / 3.0);
+ supports[i] = vertex_pos;
+ }
+ }
bool found = false;
@@ -62,9 +79,9 @@ bool CollisionSolver3DSW::solve_static_plane(const Shape3DSW *p_shape_A, const T
if (p_result_callback) {
if (p_swap_result) {
- p_result_callback(supports[i], support_A, p_userdata);
+ p_result_callback(supports[i], 0, support_A, 0, p_userdata);
} else {
- p_result_callback(support_A, supports[i], p_userdata);
+ p_result_callback(support_A, 0, supports[i], 0, p_userdata);
}
}
}
@@ -72,14 +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) {
- const RayShape3DSW *ray = static_cast<const RayShape3DSW *>(p_shape_A);
+bool CollisionSolver3DSW::solve_separation_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, real_t p_margin) {
+ const SeparationRayShape3DSW *ray = static_cast<const SeparationRayShape3DSW *>(p_shape_A);
Vector3 from = p_transform_A.origin;
- Vector3 to = from + p_transform_A.basis.get_axis(2) * ray->get_length();
+ Vector3 to = from + p_transform_A.basis.get_axis(2) * (ray->get_length() + p_margin);
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);
@@ -89,26 +106,179 @@ bool CollisionSolver3DSW::solve_ray(const Shape3DSW *p_shape_A, const Transform
return false;
}
+ // Discard contacts when the ray is fully contained inside the shape.
+ if (n == Vector3()) {
+ return false;
+ }
+
+ // Discard contacts in the wrong direction.
+ if (n.dot(from - to) < CMP_EPSILON) {
+ return false;
+ }
+
Vector3 support_B = p_transform_B.xform(p);
- if (ray->get_slips_on_slope()) {
+ if (ray->get_slide_on_slope()) {
Vector3 global_n = ai.basis.xform_inv(n).normalized();
support_B = support_A + (support_B - support_A).length() * global_n;
}
if (p_result_callback) {
if (p_swap_result) {
- p_result_callback(support_B, support_A, p_userdata);
+ p_result_callback(support_B, 0, support_A, 0, p_userdata);
} else {
- p_result_callback(support_A, support_B, p_userdata);
+ p_result_callback(support_A, 0, support_B, 0, p_userdata);
}
}
return true;
}
+struct _SoftBodyContactCollisionInfo {
+ int node_index = 0;
+ CollisionSolver3DSW::CallbackResult result_callback = nullptr;
+ void *userdata = nullptr;
+ bool swap_result = false;
+ int contact_count = 0;
+};
+
+void CollisionSolver3DSW::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) {
+ _SoftBodyContactCollisionInfo &cinfo = *(_SoftBodyContactCollisionInfo *)(p_userdata);
+
+ ++cinfo.contact_count;
+
+ if (!cinfo.result_callback) {
+ return;
+ }
+
+ if (cinfo.swap_result) {
+ cinfo.result_callback(p_point_B, cinfo.node_index, p_point_A, p_index_A, cinfo.userdata);
+ } else {
+ cinfo.result_callback(p_point_A, p_index_A, p_point_B, cinfo.node_index, cinfo.userdata);
+ }
+}
+
+struct _SoftBodyQueryInfo {
+ SoftBody3DSW *soft_body = nullptr;
+ const Shape3DSW *shape_A = nullptr;
+ const Shape3DSW *shape_B = nullptr;
+ Transform3D transform_A;
+ Transform3D node_transform;
+ _SoftBodyContactCollisionInfo contact_info;
+#ifdef DEBUG_ENABLED
+ int node_query_count = 0;
+ int convex_query_count = 0;
+#endif
+};
+
+bool CollisionSolver3DSW::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) {
+ _SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata);
+
+ Vector3 node_position = query_cinfo.soft_body->get_node_position(p_node_index);
+
+ Transform3D transform_B;
+ transform_B.origin = query_cinfo.node_transform.xform(node_position);
+
+ query_cinfo.contact_info.node_index = p_node_index;
+ bool collided = solve_static(query_cinfo.shape_A, query_cinfo.transform_A, query_cinfo.shape_B, transform_B, soft_body_contact_callback, &query_cinfo.contact_info);
+
+#ifdef DEBUG_ENABLED
+ ++query_cinfo.node_query_count;
+#endif
+
+ // Stop at first collision if contacts are not needed.
+ return (collided && !query_cinfo.contact_info.result_callback);
+}
+
+bool CollisionSolver3DSW::soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex) {
+ _SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata);
+
+ query_cinfo.shape_A = p_convex;
+
+ // Calculate AABB for internal soft body query (in world space).
+ AABB shape_aabb;
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis;
+ axis[i] = 1.0;
+
+ real_t smin, smax;
+ p_convex->project_range(axis, query_cinfo.transform_A, smin, smax);
+
+ shape_aabb.position[i] = smin;
+ shape_aabb.size[i] = smax - smin;
+ }
+
+ shape_aabb.grow_by(query_cinfo.soft_body->get_collision_margin());
+
+ query_cinfo.soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
+
+ bool collided = (query_cinfo.contact_info.contact_count > 0);
+
+#ifdef DEBUG_ENABLED
+ ++query_cinfo.convex_query_count;
+#endif
+
+ // Stop at first collision if contacts are not needed.
+ return (collided && !query_cinfo.contact_info.result_callback);
+}
+
+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 Transform3D &world_to_local = soft_body->get_inv_transform();
+
+ const real_t collision_margin = soft_body->get_collision_margin();
+
+ SphereShape3DSW sphere_shape;
+ sphere_shape.set_data(collision_margin);
+
+ _SoftBodyQueryInfo query_cinfo;
+ query_cinfo.contact_info.result_callback = p_result_callback;
+ query_cinfo.contact_info.userdata = p_userdata;
+ query_cinfo.contact_info.swap_result = p_swap_result;
+ query_cinfo.soft_body = soft_body;
+ query_cinfo.node_transform = p_transform_B * world_to_local;
+ query_cinfo.shape_A = p_shape_A;
+ query_cinfo.transform_A = p_transform_A;
+ query_cinfo.shape_B = &sphere_shape;
+
+ if (p_shape_A->is_concave()) {
+ // In case of concave shape, query convex shapes first.
+ const ConcaveShape3DSW *concave_shape_A = static_cast<const ConcaveShape3DSW *>(p_shape_A);
+
+ AABB soft_body_aabb = soft_body->get_bounds();
+ soft_body_aabb.grow_by(collision_margin);
+
+ // Calculate AABB for internal concave shape query (in local space).
+ AABB local_aabb;
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis(p_transform_A.basis.get_axis(i));
+ real_t axis_scale = 1.0 / axis.length();
+
+ real_t smin = soft_body_aabb.position[i];
+ real_t smax = smin + soft_body_aabb.size[i];
+
+ smin *= axis_scale;
+ smax *= axis_scale;
+
+ local_aabb.position[i] = smin;
+ local_aabb.size[i] = smax - smin;
+ }
+
+ concave_shape_A->cull(local_aabb, soft_body_concave_callback, &query_cinfo);
+ } else {
+ AABB shape_aabb = p_transform_A.xform(p_shape_A->get_aabb());
+ shape_aabb.grow_by(collision_margin);
+
+ soft_body->query_aabb(shape_aabb, soft_body_query_callback, &query_cinfo);
+ }
+
+ return (query_cinfo.contact_info.contact_count > 0);
+}
+
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;
@@ -121,20 +291,23 @@ struct _ConcaveCollisionInfo {
Vector3 close_A, close_B;
};
-void CollisionSolver3DSW::concave_callback(void *p_userdata, Shape3DSW *p_convex) {
+bool CollisionSolver3DSW::concave_callback(void *p_userdata, Shape3DSW *p_convex) {
_ConcaveCollisionInfo &cinfo = *(_ConcaveCollisionInfo *)(p_userdata);
cinfo.aabb_tests++;
bool collided = collision_solver(cinfo.shape_A, *cinfo.transform_A, p_convex, *cinfo.transform_B, cinfo.result_callback, cinfo.userdata, cinfo.swap_result, nullptr, cinfo.margin_A, cinfo.margin_B);
if (!collided) {
- return;
+ return false;
}
cinfo.collided = true;
cinfo.collisions++;
+
+ // Stop at first collision if contacts are not needed.
+ return !cinfo.result_callback;
}
-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;
@@ -151,7 +324,7 @@ 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
@@ -178,7 +351,7 @@ 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();
@@ -192,29 +365,44 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
swap = true;
}
- if (type_A == PhysicsServer3D::SHAPE_PLANE) {
- if (type_B == PhysicsServer3D::SHAPE_PLANE) {
+ if (type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
+ if (type_B == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
}
- if (type_B == PhysicsServer3D::SHAPE_RAY) {
+ if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ return false;
+ }
+ if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
+ return false;
+ }
+
+ if (swap) {
+ return solve_static_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
+ } else {
+ return solve_static_world_boundary(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
+ }
+
+ } else if (type_A == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
+ if (type_B == PhysicsServer3D::SHAPE_SEPARATION_RAY) {
return false;
}
if (swap) {
- return solve_static_plane(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
+ return solve_separation_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true, p_margin_B);
} else {
- return solve_static_plane(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
+ return solve_separation_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false, p_margin_A);
}
- } else if (type_A == PhysicsServer3D::SHAPE_RAY) {
- if (type_B == PhysicsServer3D::SHAPE_RAY) {
+ } else if (type_B == PhysicsServer3D::SHAPE_SOFT_BODY) {
+ if (type_A == PhysicsServer3D::SHAPE_SOFT_BODY) {
+ // Soft Body / Soft Body not supported.
return false;
}
if (swap) {
- return solve_ray(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
+ return solve_soft_body(p_shape_B, p_transform_B, p_shape_A, p_transform_A, p_result_callback, p_userdata, true);
} else {
- return solve_ray(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
+ return solve_soft_body(p_shape_A, p_transform_A, p_shape_B, p_transform_B, p_result_callback, p_userdata, false);
}
} else if (concave_B) {
@@ -233,19 +421,18 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo
}
}
-void CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW *p_convex) {
+bool CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW *p_convex) {
_ConcaveCollisionInfo &cinfo = *(_ConcaveCollisionInfo *)(p_userdata);
cinfo.aabb_tests++;
- if (cinfo.collided) {
- return;
- }
Vector3 close_A, close_B;
cinfo.collided = !gjk_epa_calculate_distance(cinfo.shape_A, *cinfo.transform_A, p_convex, *cinfo.transform_B, close_A, close_B);
if (cinfo.collided) {
- return;
+ // No need to process any more result.
+ return true;
}
+
if (!cinfo.tested || close_A.distance_squared_to(close_B) < cinfo.close_A.distance_squared_to(cinfo.close_B)) {
cinfo.close_A = close_A;
cinfo.close_B = close_B;
@@ -253,20 +440,38 @@ void CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW
}
cinfo.collisions++;
+ return false;
}
-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) {
- const PlaneShape3DSW *plane = static_cast<const PlaneShape3DSW *>(p_shape_A);
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_PLANE) {
+bool CollisionSolver3DSW::solve_distance_world_boundary(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 WorldBoundaryShape3DSW *world_boundary = static_cast<const WorldBoundaryShape3DSW *>(p_shape_A);
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
return false;
}
- Plane p = p_transform_A.xform(plane->get_plane());
+ Plane p = p_transform_A.xform(world_boundary->get_plane());
static const int max_supports = 16;
Vector3 supports[max_supports];
int support_count;
+ Shape3DSW::FeatureType support_type;
- p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count);
+ p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type);
+
+ if (support_type == Shape3DSW::FEATURE_CIRCLE) {
+ ERR_FAIL_COND_V(support_count != 3, false);
+
+ Vector3 circle_pos = supports[0];
+ Vector3 circle_axis_1 = supports[1] - circle_pos;
+ Vector3 circle_axis_2 = supports[2] - circle_pos;
+
+ // Use 3 equidistant points on the circle.
+ for (int i = 0; i < 3; ++i) {
+ Vector3 vertex_pos = circle_pos;
+ vertex_pos += circle_axis_1 * Math::cos(2.0 * Math_PI * i / 3.0);
+ vertex_pos += circle_axis_2 * Math::sin(2.0 * Math_PI * i / 3.0);
+ supports[i] = vertex_pos;
+ }
+ }
bool collided = false;
Vector3 closest;
@@ -290,14 +495,14 @@ 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;
}
- if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_PLANE) {
+ if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) {
Vector3 a, b;
- bool col = solve_distance_plane(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b);
+ bool col = solve_distance_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b);
r_point_A = b;
r_point_B = a;
return !col;
@@ -321,7 +526,7 @@ 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 13f54ca8fb..0a9ea7c0eb 100644
--- a/servers/physics_3d/collision_solver_3d_sw.h
+++ b/servers/physics_3d/collision_solver_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,19 +35,23 @@
class CollisionSolver3DSW {
public:
- typedef void (*CallbackResult)(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata);
+ typedef void (*CallbackResult)(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
private:
- 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_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 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 soft_body_query_callback(uint32_t p_node_index, void *p_userdata);
+ 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 bool soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex);
+ static bool concave_callback(void *p_userdata, Shape3DSW *p_convex);
+ static bool solve_static_world_boundary(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_separation_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, real_t p_margin = 0);
+ 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 bool concave_distance_callback(void *p_userdata, Shape3DSW *p_convex);
+ static bool solve_distance_world_boundary(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 081ddb0382..7b44726ef5 100644
--- a/servers/physics_3d/constraint_3d_sw.h
+++ b/servers/physics_3d/constraint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,14 +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 d99a2532f8..a1dbdd0a70 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -64,7 +64,7 @@ GJK-EPA collision solver by Nathanael Presson, 2008
/* GJK */
#define GJK_MAX_ITERATIONS 128
-#define GJK_ACCURARY ((real_t)0.0001)
+#define GJK_ACCURACY ((real_t)0.0001)
#define GJK_MIN_DISTANCE ((real_t)0.0001)
#define GJK_DUPLICATED_EPS ((real_t)0.0001)
#define GJK_SIMPLEX2_EPS ((real_t)0.0)
@@ -72,10 +72,13 @@ GJK-EPA collision solver by Nathanael Presson, 2008
#define GJK_SIMPLEX4_EPS ((real_t)0.0)
/* EPA */
-#define EPA_MAX_VERTICES 64
+#define EPA_MAX_VERTICES 128
#define EPA_MAX_FACES (EPA_MAX_VERTICES*2)
#define EPA_MAX_ITERATIONS 255
-#define EPA_ACCURACY ((real_t)0.0001)
+// -- GODOT start --
+//#define EPA_ACCURACY ((real_t)0.0001)
+#define EPA_ACCURACY ((real_t)0.00001)
+// -- GODOT end --
#define EPA_FALLBACK (10*EPA_ACCURACY)
#define EPA_PLANE_EPS ((real_t)0.00001)
#define EPA_INSIDE_EPS ((real_t)0.01)
@@ -93,7 +96,7 @@ struct sResults {
Vector3 witnesses[2];
Vector3 normal;
- real_t distance;
+ real_t distance = 0.0;
};
// Shorthands
@@ -102,33 +105,65 @@ typedef unsigned char U1;
// MinkowskiDiff
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 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;
+ transform_B = wtrs1;
+ margin_A = margin0;
+ margin_B = margin1;
+
+ if ((margin0 > 0.0) || (margin1 > 0.0)) {
+ get_support = get_support_with_margin;
+ } else {
+ get_support = get_support_without_margin;
+ }
+ }
+
+ static Vector3 get_support_without_margin(const Shape3DSW* p_shape, const Vector3& p_dir, real_t p_margin) {
+ return p_shape->get_support(p_dir.normalized());
+ }
+
+ static Vector3 get_support_with_margin(const Shape3DSW* p_shape, const Vector3& p_dir, real_t p_margin) {
+ Vector3 local_dir_norm = p_dir;
+ if (local_dir_norm.length_squared() < CMP_EPSILON2) {
+ local_dir_norm = Vector3(-1.0, -1.0, -1.0);
+ }
+ local_dir_norm.normalize();
+
+ return p_shape->get_support(local_dir_norm) + p_margin * local_dir_norm;
+ }
// i wonder how this could be sped up... if it can
- _FORCE_INLINE_ Vector3 Support0 ( const Vector3& d ) const {
- return transform_A.xform( m_shapes[0]->get_support( transform_A.basis.xform_inv(d).normalized() ) );
+ _FORCE_INLINE_ Vector3 Support0(const Vector3& d) const {
+ return transform_A.xform(get_support(m_shapes[0], transform_A.basis.xform_inv(d), margin_A));
}
- _FORCE_INLINE_ Vector3 Support1 ( const Vector3& d ) const {
- return transform_B.xform( m_shapes[1]->get_support( transform_B.basis.xform_inv(d).normalized() ) );
+ _FORCE_INLINE_ Vector3 Support1(const Vector3& d) const {
+ return transform_B.xform(get_support(m_shapes[1], transform_B.basis.xform_inv(d), margin_B));
}
- _FORCE_INLINE_ Vector3 Support ( const Vector3& d ) const {
- return ( Support0 ( d )-Support1 ( -d ) );
+ _FORCE_INLINE_ Vector3 Support (const Vector3& d) const {
+ return (Support0(d) - Support1(-d));
}
- _FORCE_INLINE_ Vector3 Support ( const Vector3& d,U index ) const
- {
- if ( index ) {
- return ( Support1 ( d ) );
+ _FORCE_INLINE_ Vector3 Support(const Vector3& d, U index) const {
+ if (index) {
+ return Support1(d);
} else {
- return ( Support0 ( d ) );
-
-}
+ return Support0(d);
+ }
}
};
@@ -239,7 +274,7 @@ struct GJK
/* Check for termination */
const real_t omega=vec3_dot(m_ray,w)/rl;
alpha=MAX(omega,alpha);
- if(((rl-alpha)-(GJK_ACCURARY*rl))<=0)
+ if(((rl-alpha)-(GJK_ACCURACY*rl))<=0)
{/* Return old simplex */
removevertice(m_simplices[m_current]);
break;
@@ -281,7 +316,6 @@ struct GJK
}
}
if(mask==15) { m_status=eStatus::Inside;
-
}
}
else
@@ -312,12 +346,10 @@ struct GJK
axis[i]=1;
appendvertice(*m_simplex, axis);
if(EncloseOrigin()) { return(true);
-
}
removevertice(*m_simplex);
appendvertice(*m_simplex,-axis);
if(EncloseOrigin()) { return(true);
-
}
removevertice(*m_simplex);
}
@@ -335,12 +367,10 @@ struct GJK
{
appendvertice(*m_simplex, p);
if(EncloseOrigin()) { return(true);
-
}
removevertice(*m_simplex);
appendvertice(*m_simplex,-p);
if(EncloseOrigin()) { return(true);
-
}
removevertice(*m_simplex);
}
@@ -355,12 +385,10 @@ struct GJK
{
appendvertice(*m_simplex,n);
if(EncloseOrigin()) { return(true);
-
}
removevertice(*m_simplex);
appendvertice(*m_simplex,-n);
if(EncloseOrigin()) { return(true);
-
}
removevertice(*m_simplex);
}
@@ -372,7 +400,6 @@ struct GJK
m_simplex->c[1]->w-m_simplex->c[3]->w,
m_simplex->c[2]->w-m_simplex->c[3]->w))>0) {
return(true);
-
}
}
break;
@@ -476,7 +503,7 @@ struct GJK
if(ng&&(Math::abs(vl)>GJK_SIMPLEX4_EPS))
{
real_t mindist=-1;
- real_t subw[3];
+ real_t subw[3] = {0.f, 0.f, 0.f};
U subm=0;
for(U i=0;i<3;++i)
{
@@ -522,7 +549,6 @@ struct GJK
{
Vector3 n;
real_t d;
- real_t p;
sSV* c[3];
sFace* f[3];
sFace* l[2];
@@ -580,7 +606,6 @@ struct GJK
face->l[0] = nullptr;
face->l[1] = list.root;
if(list.root) { list.root->l[0]=face;
-
}
list.root = face;
++list.count;
@@ -588,13 +613,10 @@ struct GJK
static inline void remove(sList& list,sFace* face)
{
if(face->l[1]) { face->l[1]->l[0]=face->l[0];
-
}
if(face->l[0]) { face->l[0]->l[1]=face->l[1];
-
}
if(face==list.root) { list.root=face->l[1];
-
}
--list.count;
}
@@ -616,7 +638,6 @@ struct GJK
GJK::sSimplex& simplex=*gjk.m_simplex;
if((simplex.rank>1)&&gjk.EncloseOrigin())
{
-
/* Clean up */
while(m_hull.root)
{
@@ -676,9 +697,7 @@ struct GJK
remove(m_hull,best);
append(m_stock,best);
best=findbest();
- if(best->p>=outer.p) { outer=*best;
-
-}
+ outer=*best;
} else { m_status=eStatus::InvalidHull;break; }
} else { m_status=eStatus::AccuraryReached;break; }
} else { m_status=eStatus::OutOfVertices;break; }
@@ -704,25 +723,54 @@ struct GJK
}
}
/* Fallback */
- m_status = eStatus::FallBack;
- m_normal = -guess;
- const real_t nl=m_normal.length();
- if(nl>0) {
- m_normal = m_normal/nl;
+ m_status = eStatus::FallBack;
+ m_normal = -guess;
+ const real_t nl = m_normal.length();
+ if (nl > 0) {
+ m_normal = m_normal/nl;
} else {
- m_normal = Vector3(1,0,0);
-
-}
+ m_normal = Vector3(1,0,0);
+ }
m_depth = 0;
m_result.rank=1;
m_result.c[0]=simplex.c[0];
m_result.p[0]=1;
return(m_status);
}
+
+ bool getedgedist(sFace* face, sSV* a, sSV* b, real_t& dist)
+ {
+ const Vector3 ba = b->w - a->w;
+ const Vector3 n_ab = vec3_cross(ba, face->n); // Outward facing edge normal direction, on triangle plane
+ const real_t a_dot_nab = vec3_dot(a->w, n_ab); // Only care about the sign to determine inside/outside, so not normalization required
+
+ if (a_dot_nab < 0) {
+ // Outside of edge a->b
+ const real_t ba_l2 = ba.length_squared();
+ const real_t a_dot_ba = vec3_dot(a->w, ba);
+ const real_t b_dot_ba = vec3_dot(b->w, ba);
+
+ if (a_dot_ba > 0) {
+ // Pick distance vertex a
+ dist = a->w.length();
+ } else if (b_dot_ba < 0) {
+ // Pick distance vertex b
+ dist = b->w.length();
+ } else {
+ // Pick distance to edge a->b
+ const real_t a_dot_b = vec3_dot(a->w, b->w);
+ dist = Math::sqrt(MAX((a->w.length_squared() * b->w.length_squared() - a_dot_b * a_dot_b) / ba_l2, 0.0));
+ }
+
+ return true;
+ }
+
+ return false;
+ }
+
sFace* newface(sSV* a,sSV* b,sSV* c,bool forced)
{
- if(m_stock.root)
- {
+ if (m_stock.root) {
sFace* face=m_stock.root;
remove(m_stock,face);
append(m_hull,face);
@@ -733,25 +781,23 @@ struct GJK
face->n = vec3_cross(b->w-a->w,c->w-a->w);
const real_t l=face->n.length();
const bool v=l>EPA_ACCURACY;
- face->p = MIN(MIN(
- vec3_dot(a->w,vec3_cross(face->n,a->w-b->w)),
- vec3_dot(b->w,vec3_cross(face->n,b->w-c->w))),
- vec3_dot(c->w,vec3_cross(face->n,c->w-a->w))) /
- (v?l:1);
- face->p = face->p>=-EPA_INSIDE_EPS?0:face->p;
- if(v)
- {
- face->d = vec3_dot(a->w,face->n)/l;
+ if (v) {
+ if (!(getedgedist(face, a, b, face->d) ||
+ getedgedist(face, b, c, face->d) ||
+ getedgedist(face, c, a, face->d))) {
+ // Origin projects to the interior of the triangle
+ // Use distance to triangle plane
+ face->d = vec3_dot(a->w, face->n) / l;
+ }
face->n /= l;
- if(forced||(face->d>=-EPA_PLANE_EPS))
- {
+ if (forced||(face->d>=-EPA_PLANE_EPS)) {
return(face);
- } else { m_status=eStatus::NonConvex;
-
-}
- } else { m_status=eStatus::Degenerated;
-
-}
+ } else {
+ m_status=eStatus::NonConvex;
+ }
+ } else {
+ m_status=eStatus::Degenerated;
+ }
remove(m_hull,face);
append(m_stock,face);
return(nullptr);
@@ -766,15 +812,13 @@ struct GJK
{
sFace* minf=m_hull.root;
real_t mind=minf->d*minf->d;
- real_t maxp=minf->p;
for(sFace* f=minf->l[1];f;f=f->l[1])
{
const real_t sqd=f->d*f->d;
- if((f->p>=maxp)&&(sqd<mind))
+ if(sqd<mind)
{
minf=f;
mind=sqd;
- maxp=f->p;
}
}
return(minf);
@@ -793,7 +837,6 @@ struct GJK
{
bind(nf,0,f,e);
if(horizon.cf) { bind(horizon.cf,1,nf,2); } else { horizon.ff=nf;
-
}
horizon.cf=nf;
++horizon.nf;
@@ -819,22 +862,17 @@ struct GJK
};
//
- static void Initialize( const Shape3DSW* shape0,const Transform& wtrs0,
- const Shape3DSW* shape1,const Transform& wtrs1,
+ 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,
- bool withmargins)
+ tShape& shape)
{
/* Results */
- results.witnesses[0] =
- results.witnesses[1] = Vector3(0,0,0);
+ results.witnesses[0] = Vector3(0,0,0);
+ results.witnesses[1] = Vector3(0,0,0);
results.status = sResults::Separated;
/* Shape */
- shape.m_shapes[0] = shape0;
- shape.m_shapes[1] = shape1;
- shape.transform_A = wtrs0;
- shape.transform_B = wtrs1;
-
+ shape.Initialize(shape0, wtrs0, margin0, shape1, wtrs1, margin1);
}
@@ -847,14 +885,16 @@ struct GJK
//
bool Distance( const Shape3DSW* shape0,
- const Transform& wtrs0,
- const Shape3DSW* shape1,
- const Transform& wtrs1,
+ const Transform3D& wtrs0,
+ real_t margin0,
+ const Shape3DSW* shape1,
+ const Transform3D& wtrs1,
+ real_t margin1,
const Vector3& guess,
sResults& results)
{
tShape shape;
- Initialize(shape0,wtrs0,shape1,wtrs1,results,shape,false);
+ Initialize(shape0, wtrs0, margin0, shape1, wtrs1, margin1, results, shape);
GJK gjk;
GJK::eStatus::_ gjk_status=gjk.Evaluate(shape,guess);
if(gjk_status==GJK::eStatus::Valid)
@@ -886,15 +926,17 @@ bool Distance( const Shape3DSW* shape0,
//
bool Penetration( const Shape3DSW* shape0,
- const Transform& wtrs0,
- const Shape3DSW* shape1,
- const Transform& wtrs1,
- const Vector3& guess,
+ const Transform3D& wtrs0,
+ real_t margin0,
+ const Shape3DSW* shape1,
+ const Transform3D& wtrs1,
+ real_t margin1,
+ const Vector3& guess,
sResults& results
)
{
tShape shape;
- Initialize(shape0,wtrs0,shape1,wtrs1,results,shape,false);
+ Initialize(shape0, wtrs0, margin0, shape1, wtrs1, margin1, results, shape);
GJK gjk;
GJK::eStatus::_ gjk_status=gjk.Evaluate(shape,-guess);
switch(gjk_status)
@@ -917,7 +959,6 @@ bool Penetration( const Shape3DSW* shape0,
results.distance = -epa.m_depth;
return(true);
} else { results.status=sResults::EPA_Failed;
-
}
}
break;
@@ -948,16 +989,14 @@ bool Penetration( const Shape3DSW* shape0,
#undef EPA_FALLBACK
#undef EPA_PLANE_EPS
#undef EPA_INSIDE_EPS
-
-
} // end of namespace
/* 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, p_shape_B, p_transform_B, p_transform_B.origin - p_transform_A.origin, 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)) {
r_result_A = res.witnesses[0];
r_result_B = res.witnesses[1];
return true;
@@ -966,15 +1005,15 @@ 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) {
+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_shape_B, p_transform_B, p_transform_B.origin - p_transform_A.origin, 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)) {
if (p_result_callback) {
if (p_swap) {
- p_result_callback(res.witnesses[1], res.witnesses[0], p_userdata);
+ p_result_callback(res.witnesses[1], 0, res.witnesses[0], 0, p_userdata);
} else {
- p_result_callback(res.witnesses[0], res.witnesses[1], p_userdata);
+ p_result_callback(res.witnesses[0], 0, res.witnesses[1], 0, p_userdata);
}
}
return true;
diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h
index dec0f269e1..69e85d2bc0 100644
--- a/servers/physics_3d/gjk_epa.h
+++ b/servers/physics_3d/gjk_epa.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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);
-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 789d6687a4..bb9cc1bf67 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
@@ -92,23 +92,18 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans
m_rbAFrame = rbAFrame;
m_rbBFrame = rbBFrame;
- m_swingSpan1 = Math_PI / 4.0;
- m_swingSpan2 = Math_PI / 4.0;
- m_twistSpan = Math_PI * 2;
- m_biasFactor = 0.3f;
- m_relaxationFactor = 1.0f;
-
- m_angularOnly = false;
- m_solveTwistLimit = false;
- m_solveSwingLimit = false;
-
A->add_constraint(this, 0);
B->add_constraint(this, 1);
-
- m_appliedImpulse = 0;
}
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 +199,7 @@ 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 +256,12 @@ 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 +282,12 @@ 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 +302,12 @@ 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 c713d8cf17..bf7e593820 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -67,47 +67,47 @@ public:
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
- JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
+ JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints
- real_t m_appliedImpulse;
- Transform m_rbAFrame;
- Transform m_rbBFrame;
+ real_t m_appliedImpulse = 0.0;
+ Transform3D m_rbAFrame;
+ Transform3D m_rbBFrame;
- real_t m_limitSoftness;
- real_t m_biasFactor;
- real_t m_relaxationFactor;
+ real_t m_limitSoftness = 0.0;
+ real_t m_biasFactor = 0.3;
+ real_t m_relaxationFactor = 1.0;
- real_t m_swingSpan1;
- real_t m_swingSpan2;
- real_t m_twistSpan;
+ real_t m_swingSpan1 = Math_TAU / 8.0;
+ real_t m_swingSpan2 = 0.0;
+ real_t m_twistSpan = 0.0;
Vector3 m_swingAxis;
Vector3 m_twistAxis;
- real_t m_kSwing;
- real_t m_kTwist;
+ real_t m_kSwing = 0.0;
+ real_t m_kTwist = 0.0;
- real_t m_twistLimitSign;
- real_t m_swingCorrection;
- real_t m_twistCorrection;
+ real_t m_twistLimitSign = 0.0;
+ real_t m_swingCorrection = 0.0;
+ real_t m_twistCorrection = 0.0;
- real_t m_accSwingLimitImpulse;
- real_t m_accTwistLimitImpulse;
+ real_t m_accSwingLimitImpulse = 0.0;
+ real_t m_accTwistLimitImpulse = 0.0;
- bool m_angularOnly;
- bool m_solveTwistLimit;
- bool m_solveSwingLimit;
+ bool m_angularOnly = false;
+ bool m_solveTwistLimit = false;
+ bool m_solveSwingLimit = false;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_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 fede40ca65..56aba24b42 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
}
@@ -132,14 +132,16 @@ real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits(
real_t oldaccumImpulse = m_accumulatedImpulse;
real_t sum = oldaccumImpulse + clippedMotorImpulse;
- m_accumulatedImpulse = sum > hi ? real_t(0.) : sum < lo ? real_t(0.) : sum;
+ m_accumulatedImpulse = sum > hi ? real_t(0.) : (sum < lo ? real_t(0.) : sum);
clippedMotorImpulse = m_accumulatedImpulse - oldaccumImpulse;
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) {
@@ -201,18 +204,22 @@ real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis(
real_t oldNormalImpulse = m_accumulatedImpulse[limit_index];
real_t sum = oldNormalImpulse + normalImpulse;
- m_accumulatedImpulse[limit_index] = sum > hi ? real_t(0.) : sum < lo ? real_t(0.) : sum;
+ m_accumulatedImpulse[limit_index] = sum > hi ? real_t(0.) : (sum < lo ? real_t(0.) : sum);
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),
@@ -253,7 +260,6 @@ void Generic6DOFJoint3DSW::calculateAngleInfo() {
/*
if(m_debugDrawer)
{
-
char buff[300];
sprintf(buff,"\n X: %.2f ; Y: %.2f ; Z: %.2f ",
m_calculatedAxisAngleDiff[0],
@@ -304,6 +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;
@@ -381,6 +394,7 @@ void Generic6DOFJoint3DSW::solve(real_t p_timestep) {
jacDiagABInv,
A, pointInA,
B, pointInB,
+ dynamic_A, dynamic_B,
i, linear_axis, m_AnchorPos);
}
}
@@ -395,7 +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 cc1423a1cb..6492e40393 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -65,56 +65,28 @@ class G6DOFRotationalLimitMotor3DSW {
public:
//! limit_parameters
//!@{
- real_t m_loLimit; //!< joint limit
- real_t m_hiLimit; //!< joint limit
- real_t m_targetVelocity; //!< target motor velocity
- real_t m_maxMotorForce; //!< max force on motor
- real_t m_maxLimitForce; //!< max force on limit
- real_t m_damping; //!< Damping.
- real_t m_limitSoftness; //! Relaxation factor
- real_t m_ERP; //!< Error tolerance factor when joint is at limit
- real_t m_bounce; //!< restitution factor
- bool m_enableMotor;
- bool m_enableLimit;
+ real_t m_loLimit = -1e30; //!< joint limit
+ real_t m_hiLimit = 1e30; //!< joint limit
+ real_t m_targetVelocity = 0.0; //!< target motor velocity
+ real_t m_maxMotorForce = 0.1; //!< max force on motor
+ real_t m_maxLimitForce = 300.0; //!< max force on limit
+ real_t m_damping = 1.0; //!< Damping.
+ real_t m_limitSoftness = 0.5; //! Relaxation factor
+ real_t m_ERP = 0.5; //!< Error tolerance factor when joint is at limit
+ real_t m_bounce = 0.0; //!< restitution factor
+ bool m_enableMotor = false;
+ bool m_enableLimit = false;
//!@}
//! temp_variables
//!@{
- 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;
+ real_t m_currentLimitError = 0.0; //!< How much is violated this limit
+ int m_currentLimit = 0; //!< 0=free, 1=at lo limit, 2=at hi limit
+ real_t m_accumulatedImpulse = 0.0;
//!@}
- G6DOFRotationalLimitMotor3DSW() {
- m_accumulatedImpulse = 0.f;
- m_targetVelocity = 0;
- m_maxMotorForce = 0.1f;
- m_maxLimitForce = 300.0f;
- m_loLimit = -1e30;
- m_hiLimit = 1e30;
- m_ERP = 0.5f;
- m_bounce = 0.0f;
- m_damping = 1.0f;
- m_limitSoftness = 0.5f;
- m_currentLimit = 0;
- m_currentLimitError = 0;
- m_enableMotor = false;
- m_enableLimit = false;
- }
-
- G6DOFRotationalLimitMotor3DSW(const G6DOFRotationalLimitMotor3DSW &limot) {
- m_targetVelocity = limot.m_targetVelocity;
- m_maxMotorForce = limot.m_maxMotorForce;
- m_limitSoftness = limot.m_limitSoftness;
- m_loLimit = limot.m_loLimit;
- m_hiLimit = limot.m_hiLimit;
- m_ERP = limot.m_ERP;
- m_bounce = limot.m_bounce;
- m_currentLimit = limot.m_currentLimit;
- m_currentLimitError = limot.m_currentLimitError;
- m_enableMotor = limot.m_enableMotor;
- }
+ G6DOFRotationalLimitMotor3DSW() {}
//! Is limited
bool isLimited() {
@@ -126,52 +98,28 @@ 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 {
public:
- Vector3 m_lowerLimit; //!< the constraint lower limits
- Vector3 m_upperLimit; //!< the constraint upper limits
- Vector3 m_accumulatedImpulse;
+ Vector3 m_lowerLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint lower limits
+ Vector3 m_upperLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint upper limits
+ Vector3 m_accumulatedImpulse = Vector3(0.0, 0.0, 0.0);
//! Linear_Limit_parameters
//!@{
- Vector3 m_limitSoftness; //!< Softness for linear limit
- Vector3 m_damping; //!< Damping for linear limit
- Vector3 m_restitution; //! Bounce parameter for linear limit
+ Vector3 m_limitSoftness = Vector3(0.7, 0.7, 0.7); //!< Softness for linear limit
+ Vector3 m_damping = Vector3(1.0, 1.0, 1.0); //!< Damping for linear limit
+ Vector3 m_restitution = Vector3(0.5, 0.5, 0.5); //! Bounce parameter for linear limit
//!@}
- bool enable_limit[3];
-
- G6DOFTranslationalLimitMotor3DSW() {
- m_lowerLimit = Vector3(0.f, 0.f, 0.f);
- m_upperLimit = Vector3(0.f, 0.f, 0.f);
- m_accumulatedImpulse = Vector3(0.f, 0.f, 0.f);
-
- m_limitSoftness = Vector3(1, 1, 1) * 0.7f;
- m_damping = Vector3(1, 1, 1) * real_t(1.0f);
- m_restitution = Vector3(1, 1, 1) * real_t(0.5f);
-
- enable_limit[0] = true;
- enable_limit[1] = true;
- enable_limit[2] = true;
- }
-
- G6DOFTranslationalLimitMotor3DSW(const G6DOFTranslationalLimitMotor3DSW &other) {
- m_lowerLimit = other.m_lowerLimit;
- m_upperLimit = other.m_upperLimit;
- m_accumulatedImpulse = other.m_accumulatedImpulse;
-
- m_limitSoftness = other.m_limitSoftness;
- m_damping = other.m_damping;
- m_restitution = other.m_restitution;
- }
+ bool enable_limit[3] = { true, true, true };
//! Test limit
/*!
@@ -189,6 +137,7 @@ 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);
@@ -202,13 +151,13 @@ protected:
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
//! 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
@@ -230,23 +179,20 @@ protected:
protected:
//! temporal variables
//!@{
- real_t m_timeStep;
- Transform m_calculatedTransformA;
- Transform m_calculatedTransformB;
+ real_t m_timeStep = 0.0;
+ Transform3D m_calculatedTransformA;
+ Transform3D m_calculatedTransformB;
Vector3 m_calculatedAxisAngleDiff;
Vector3 m_calculatedAxis[3];
Vector3 m_AnchorPos; // point between pivots of bodies A and B to solve linear axes
- bool m_useLinearReferenceFrameA;
+ bool m_useLinearReferenceFrameA = false;
//!@}
- Generic6DOFJoint3DSW &operator=(Generic6DOFJoint3DSW &other) {
- ERR_PRINT("pito");
- (void)other;
- return *this;
- }
+ Generic6DOFJoint3DSW(Generic6DOFJoint3DSW const &) = delete;
+ void operator=(Generic6DOFJoint3DSW const &) = delete;
void buildLinearJacobian(
JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld,
@@ -258,12 +204,12 @@ 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_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
/*!
@@ -276,7 +222,7 @@ public:
/*!
\sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo.
*/
- const Transform &getCalculatedTransformA() const {
+ const Transform3D &getCalculatedTransformA() const {
return m_calculatedTransformA;
}
@@ -284,23 +230,23 @@ 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;
}
@@ -347,12 +293,12 @@ public:
m_angularLimits[2].m_hiLimit = angularUpper.z;
}
- //! Retrieves the angular limit informacion
+ //! Retrieves the angular limit information.
G6DOFRotationalLimitMotor3DSW *getRotationalLimitMotor(int index) {
return &m_angularLimits[index];
}
- //! Retrieves the limit informacion
+ //! Retrieves the limit information.
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 52c7389e1f..a45fcf7eb5 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
@@ -79,21 +79,6 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &fr
m_rbBFrame.basis[1][2] *= real_t(-1.);
m_rbBFrame.basis[2][2] *= real_t(-1.);
- //start with free
- m_lowerLimit = Math_PI;
- m_upperLimit = -Math_PI;
-
- m_useLimit = false;
- m_biasFactor = 0.3f;
- m_relaxationFactor = 1.0f;
- m_limitSoftness = 0.9f;
- m_solveLimit = false;
-
- tau = 0.3;
-
- m_angularOnly = false;
- m_enableAngularMotor = false;
-
A->add_constraint(this, 0);
B->add_constraint(this, 1);
}
@@ -126,7 +111,7 @@ 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);
@@ -135,26 +120,18 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivo
rbAxisB1.y, rbAxisB2.y, -axisInB.y,
rbAxisB1.z, rbAxisB2.z, -axisInB.z);
- //start with free
- m_lowerLimit = Math_PI;
- m_upperLimit = -Math_PI;
-
- m_useLimit = false;
- m_biasFactor = 0.3f;
- m_relaxationFactor = 1.0f;
- m_limitSoftness = 0.9f;
- m_solveLimit = false;
-
- tau = 0.3;
-
- m_angularOnly = false;
- m_enableAngularMotor = false;
-
A->add_constraint(this, 0);
B->add_constraint(this, 1);
}
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 +252,12 @@ 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 +299,12 @@ 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 +318,12 @@ 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 +344,12 @@ 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);
+ }
}
}
}
@@ -365,7 +358,6 @@ void HingeJoint3DSW::solve(real_t p_step) {
void HingeJointSW::updateRHS(real_t timeStep)
{
(void)timeStep;
-
}
*/
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/hinge_joint_3d_sw.h
index c5af888eca..a4ceff9ffe 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.h
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -60,46 +60,46 @@ class HingeJoint3DSW : public Joint3DSW {
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = {};
};
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;
+ real_t m_motorTargetVelocity = 0.0;
+ real_t m_maxMotorImpulse = 0.0;
- real_t m_limitSoftness;
- real_t m_biasFactor;
- real_t m_relaxationFactor;
+ real_t m_limitSoftness = 0.9;
+ real_t m_biasFactor = 0.3;
+ real_t m_relaxationFactor = 1.0;
- real_t m_lowerLimit;
- real_t m_upperLimit;
+ real_t m_lowerLimit = Math_PI;
+ real_t m_upperLimit = -Math_PI;
- real_t m_kHinge;
+ real_t m_kHinge = 0.0;
- real_t m_limitSign;
- real_t m_correction;
+ real_t m_limitSign = 0.0;
+ real_t m_correction = 0.0;
- real_t m_accLimitImpulse;
+ real_t m_accLimitImpulse = 0.0;
- real_t tau;
+ real_t tau = 0.3;
- bool m_useLimit;
- bool m_angularOnly;
- bool m_enableAngularMotor;
- bool m_solveLimit;
+ bool m_useLimit = false;
+ bool m_angularOnly = false;
+ bool m_enableAngularMotor = false;
+ bool m_solveLimit = false;
- real_t m_appliedImpulse;
+ real_t m_appliedImpulse = 0.0;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_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 1737c21b3d..7294ff78e3 100644
--- a/servers/physics_3d/joints/jacobian_entry_3d_sw.h
+++ b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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:
@@ -163,7 +163,7 @@ public:
Vector3 m_0MinvJt;
Vector3 m_1MinvJt;
//Optimization: can be stored in the w/last component of one of the vectors
- real_t m_Adiag;
+ real_t m_Adiag = 1.0;
};
#endif // JACOBIAN_ENTRY_SW_H
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
index f028ad88f9..f41151ec0e 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
}
@@ -160,11 +171,6 @@ PinJoint3DSW::PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW
m_pivotInA = p_pos_a;
m_pivotInB = p_pos_b;
- m_tau = 0.3;
- m_damping = 1;
- m_impulseClamp = 0;
- m_appliedImpulse = 0;
-
A->add_constraint(this, 0);
B->add_constraint(this, 1);
}
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/pin_joint_3d_sw.h
index 0181a4455b..79af48f2a5 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.h
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -60,24 +60,24 @@ class PinJoint3DSW : public Joint3DSW {
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = {};
};
- real_t m_tau; //bias
- real_t m_damping;
- real_t m_impulseClamp;
- real_t m_appliedImpulse;
+ real_t m_tau = 0.3; //bias
+ real_t m_damping = 1.0;
+ real_t m_impulseClamp = 0.0;
+ real_t m_appliedImpulse = 0.0;
- JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints
+ JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints
Vector3 m_pivotInA;
Vector3 m_pivotInB;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_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 43bd49b4b5..e10ed436d5 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -72,47 +72,11 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) {
return (y < 0.0f) ? -angle : angle;
}
-void SliderJoint3DSW::initParams() {
- m_lowerLinLimit = real_t(1.0);
- m_upperLinLimit = real_t(-1.0);
- m_lowerAngLimit = real_t(0.);
- m_upperAngLimit = real_t(0.);
- m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingDirLin = real_t(0.);
- m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingDirAng = real_t(0.);
- m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING;
- m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING;
- m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING;
- m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
- m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
- m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING;
-
- m_poweredLinMotor = false;
- m_targetLinMotorVelocity = real_t(0.);
- m_maxLinMotorForce = real_t(0.);
- m_accumulatedLinMotorImpulse = real_t(0.0);
-
- m_poweredAngMotor = false;
- m_targetAngMotorVelocity = real_t(0.);
- m_maxAngMotorForce = real_t(0.);
- m_accumulatedAngMotorImpulse = real_t(0.0);
-
-} // SliderJointSW::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) {
@@ -121,13 +85,18 @@ SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &
A->add_constraint(this, 0);
B->add_constraint(this, 1);
-
- initParams();
} // SliderJointSW::SliderJointSW()
//-----------------------------------------------------------------------------
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;
@@ -194,11 +163,15 @@ void SliderJoint3DSW::solve(real_t p_step) {
real_t softness = (i) ? m_softnessOrthoLin : (m_solveLinLim ? m_softnessLimLin : m_softnessDirLin);
real_t restitution = (i) ? m_restitutionOrthoLin : (m_solveLinLim ? m_restitutionLimLin : m_restitutionDirLin);
real_t damping = (i) ? m_dampingOrthoLin : (m_solveLinLim ? m_dampingLimLin : m_dampingDirLin);
- // calcutate and apply impulse
+ // Calculate 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;
@@ -218,8 +191,12 @@ 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);
+ }
}
}
}
@@ -253,8 +230,12 @@ 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) {
@@ -265,8 +246,12 @@ 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) {
@@ -291,8 +276,12 @@ 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 37394a1580..d32ad9469e 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.h
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -73,55 +73,55 @@ protected:
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
- Transform m_frameInA;
- Transform m_frameInB;
+ Transform3D m_frameInA;
+ Transform3D m_frameInB;
// linear limits
- real_t m_lowerLinLimit;
- real_t m_upperLinLimit;
+ real_t m_lowerLinLimit = 1.0;
+ real_t m_upperLinLimit = -1.0;
// angular limits
- real_t m_lowerAngLimit;
- real_t m_upperAngLimit;
+ real_t m_lowerAngLimit = 0.0;
+ real_t m_upperAngLimit = 0.0;
// softness, restitution and damping for different cases
// DirLin - moving inside linear limits
// LimLin - hitting linear limit
// DirAng - moving inside angular limits
// LimAng - hitting angular limit
// OrthoLin, OrthoAng - against constraint axis
- real_t m_softnessDirLin;
- real_t m_restitutionDirLin;
- real_t m_dampingDirLin;
- real_t m_softnessDirAng;
- real_t m_restitutionDirAng;
- real_t m_dampingDirAng;
- real_t m_softnessLimLin;
- real_t m_restitutionLimLin;
- real_t m_dampingLimLin;
- real_t m_softnessLimAng;
- real_t m_restitutionLimAng;
- real_t m_dampingLimAng;
- real_t m_softnessOrthoLin;
- real_t m_restitutionOrthoLin;
- real_t m_dampingOrthoLin;
- real_t m_softnessOrthoAng;
- real_t m_restitutionOrthoAng;
- real_t m_dampingOrthoAng;
+ real_t m_softnessDirLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionDirLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingDirLin = 0.0;
+ real_t m_softnessDirAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionDirAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingDirAng = 0.0;
+ real_t m_softnessLimLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionLimLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingLimLin = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessLimAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionLimAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingLimAng = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessOrthoLin = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionOrthoLin = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingOrthoLin = SLIDER_CONSTRAINT_DEF_DAMPING;
+ real_t m_softnessOrthoAng = SLIDER_CONSTRAINT_DEF_SOFTNESS;
+ real_t m_restitutionOrthoAng = SLIDER_CONSTRAINT_DEF_RESTITUTION;
+ real_t m_dampingOrthoAng = SLIDER_CONSTRAINT_DEF_DAMPING;
// for interlal use
- bool m_solveLinLim;
- bool m_solveAngLim;
+ bool m_solveLinLim = false;
+ bool m_solveAngLim = false;
- JacobianEntry3DSW m_jacLin[3];
- real_t m_jacLinDiagABInv[3];
+ JacobianEntry3DSW m_jacLin[3] = {};
+ real_t m_jacLinDiagABInv[3] = {};
- JacobianEntry3DSW m_jacAng[3];
+ JacobianEntry3DSW m_jacAng[3] = {};
- real_t m_timeStep;
- Transform m_calculatedTransformA;
- Transform m_calculatedTransformB;
+ real_t m_timeStep = 0.0;
+ Transform3D m_calculatedTransformA;
+ Transform3D m_calculatedTransformB;
Vector3 m_sliderAxis;
Vector3 m_realPivotAInW;
@@ -132,39 +132,36 @@ protected:
Vector3 m_relPosA;
Vector3 m_relPosB;
- real_t m_linPos;
+ real_t m_linPos = 0.0;
- real_t m_angDepth;
- real_t m_kAngle;
+ real_t m_angDepth = 0.0;
+ real_t m_kAngle = 0.0;
- bool m_poweredLinMotor;
- real_t m_targetLinMotorVelocity;
- real_t m_maxLinMotorForce;
- real_t m_accumulatedLinMotorImpulse;
+ bool m_poweredLinMotor = false;
+ real_t m_targetLinMotorVelocity = 0.0;
+ real_t m_maxLinMotorForce = 0.0;
+ real_t m_accumulatedLinMotorImpulse = 0.0;
- bool m_poweredAngMotor;
- real_t m_targetAngMotorVelocity;
- real_t m_maxAngMotorForce;
- real_t m_accumulatedAngMotorImpulse;
-
- //------------------------
- void initParams();
+ bool m_poweredAngMotor = false;
+ real_t m_targetAngMotorVelocity = 0.0;
+ real_t m_maxAngMotorForce = 0.0;
+ real_t m_accumulatedAngMotorImpulse = 0.0;
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 +237,10 @@ 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_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 6a010ee771..e2514674ea 100644
--- a/servers/physics_3d/joints_3d_sw.h
+++ b/servers/physics_3d/joints_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,11 +35,34 @@
#include "constraint_3d_sw.h"
class Joint3DSW : public Constraint3DSW {
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
public:
- virtual PhysicsServer3D::JointType get_type() const = 0;
+ 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());
+ set_priority(p_joint->get_priority());
+ disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies());
+ }
+
+ virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; }
_FORCE_INLINE_ Joint3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) :
Constraint3DSW(p_body_ptr, p_body_count) {
}
+
+ virtual ~Joint3DSW() {
+ for (int i = 0; i < get_body_count(); i++) {
+ Body3DSW *body = get_body_ptr()[i];
+ if (body) {
+ body->remove_constraint(this);
+ }
+ }
+ }
};
#endif // JOINTS_SW_H
diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp
index 143cc9ebbd..36f81e072d 100644
--- a/servers/physics_3d/physics_server_3d_sw.cpp
+++ b/servers/physics_3d/physics_server_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,8 +30,8 @@
#include "physics_server_3d_sw.h"
-#include "broad_phase_3d_basic.h"
-#include "broad_phase_octree.h"
+#include "body_direct_state_3d_sw.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"
@@ -43,68 +43,84 @@
#define FLUSH_QUERY_CHECK(m_object) \
ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead.");
-RID PhysicsServer3DSW::shape_create(ShapeType p_shape) {
- Shape3DSW *shape = nullptr;
- switch (p_shape) {
- case SHAPE_PLANE: {
- shape = memnew(PlaneShape3DSW);
- } break;
- case SHAPE_RAY: {
- shape = memnew(RayShape3DSW);
- } break;
- case SHAPE_SPHERE: {
- shape = memnew(SphereShape3DSW);
- } break;
- case SHAPE_BOX: {
- shape = memnew(BoxShape3DSW);
- } break;
- case SHAPE_CAPSULE: {
- shape = memnew(CapsuleShape3DSW);
- } break;
- case SHAPE_CYLINDER: {
- ERR_FAIL_V_MSG(RID(), "CylinderShape3D is not supported in GodotPhysics3D. Please switch to Bullet in the Project Settings.");
- } break;
- case SHAPE_CONVEX_POLYGON: {
- shape = memnew(ConvexPolygonShape3DSW);
- } break;
- case SHAPE_CONCAVE_POLYGON: {
- shape = memnew(ConcavePolygonShape3DSW);
- } break;
- case SHAPE_HEIGHTMAP: {
- shape = memnew(HeightMapShape3DSW);
- } break;
- case SHAPE_CUSTOM: {
- ERR_FAIL_V(RID());
-
- } break;
- }
-
- RID id = shape_owner.make_rid(shape);
- shape->set_self(id);
-
- return id;
-};
+RID PhysicsServer3DSW::world_boundary_shape_create() {
+ Shape3DSW *shape = memnew(WorldBoundaryShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::separation_ray_shape_create() {
+ Shape3DSW *shape = memnew(SeparationRayShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::sphere_shape_create() {
+ Shape3DSW *shape = memnew(SphereShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::box_shape_create() {
+ Shape3DSW *shape = memnew(BoxShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::capsule_shape_create() {
+ Shape3DSW *shape = memnew(CapsuleShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::cylinder_shape_create() {
+ Shape3DSW *shape = memnew(CylinderShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::convex_polygon_shape_create() {
+ Shape3DSW *shape = memnew(ConvexPolygonShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::concave_polygon_shape_create() {
+ Shape3DSW *shape = memnew(ConcavePolygonShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::heightmap_shape_create() {
+ Shape3DSW *shape = memnew(HeightMapShape3DSW);
+ RID rid = shape_owner.make_rid(shape);
+ shape->set_self(rid);
+ return rid;
+}
+RID PhysicsServer3DSW::custom_shape_create() {
+ ERR_FAIL_V(RID());
+}
void PhysicsServer3DSW::shape_set_data(RID p_shape, const Variant &p_data) {
- Shape3DSW *shape = shape_owner.getornull(p_shape);
+ Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
shape->set_data(p_data);
};
void PhysicsServer3DSW::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) {
- Shape3DSW *shape = shape_owner.getornull(p_shape);
+ Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
shape->set_custom_bias(p_bias);
}
PhysicsServer3D::ShapeType PhysicsServer3DSW::shape_get_type(RID p_shape) const {
- const Shape3DSW *shape = shape_owner.getornull(p_shape);
+ const Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM);
return shape->get_type();
};
Variant PhysicsServer3DSW::shape_get_data(RID p_shape) const {
- const Shape3DSW *shape = shape_owner.getornull(p_shape);
+ const Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, Variant());
ERR_FAIL_COND_V(!shape->is_configured(), Variant());
return shape->get_data();
@@ -118,7 +134,7 @@ real_t PhysicsServer3DSW::shape_get_margin(RID p_shape) const {
}
real_t PhysicsServer3DSW::shape_get_custom_solver_bias(RID p_shape) const {
- const Shape3DSW *shape = shape_owner.getornull(p_shape);
+ const Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, 0);
return shape->get_custom_bias();
}
@@ -128,7 +144,7 @@ RID PhysicsServer3DSW::space_create() {
RID id = space_owner.make_rid(space);
space->set_self(id);
RID area_id = area_create();
- Area3DSW *area = area_owner.getornull(area_id);
+ Area3DSW *area = area_owner.get_or_null(area_id);
ERR_FAIL_COND_V(!area, RID());
space->set_default_area(area);
area->set_space(space);
@@ -142,7 +158,7 @@ RID PhysicsServer3DSW::space_create() {
};
void PhysicsServer3DSW::space_set_active(RID p_space, bool p_active) {
- Space3DSW *space = space_owner.getornull(p_space);
+ Space3DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
if (p_active) {
active_spaces.insert(space);
@@ -152,47 +168,47 @@ void PhysicsServer3DSW::space_set_active(RID p_space, bool p_active) {
}
bool PhysicsServer3DSW::space_is_active(RID p_space) const {
- const Space3DSW *space = space_owner.getornull(p_space);
+ const Space3DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, false);
return active_spaces.has(space);
}
void PhysicsServer3DSW::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) {
- Space3DSW *space = space_owner.getornull(p_space);
+ Space3DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
space->set_param(p_param, p_value);
}
real_t PhysicsServer3DSW::space_get_param(RID p_space, SpaceParameter p_param) const {
- const Space3DSW *space = space_owner.getornull(p_space);
+ const Space3DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, 0);
return space->get_param(p_param);
}
PhysicsDirectSpaceState3D *PhysicsServer3DSW::space_get_direct_state(RID p_space) {
- Space3DSW *space = space_owner.getornull(p_space);
+ Space3DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, nullptr);
- ERR_FAIL_COND_V_MSG(!doing_sync || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification.");
return space->get_direct_state();
}
void PhysicsServer3DSW::space_set_debug_contacts(RID p_space, int p_max_contacts) {
- Space3DSW *space = space_owner.getornull(p_space);
+ Space3DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
space->set_debug_contacts(p_max_contacts);
}
Vector<Vector3> PhysicsServer3DSW::space_get_contacts(RID p_space) const {
- Space3DSW *space = space_owner.getornull(p_space);
+ Space3DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, Vector<Vector3>());
return space->get_debug_contacts();
}
int PhysicsServer3DSW::space_get_contact_count(RID p_space) const {
- Space3DSW *space = space_owner.getornull(p_space);
+ Space3DSW *space = space_owner.get_or_null(p_space);
ERR_FAIL_COND_V(!space, 0);
return space->get_debug_contact_count();
}
@@ -205,12 +221,12 @@ RID PhysicsServer3DSW::area_create() {
};
void PhysicsServer3DSW::area_set_space(RID p_area, RID p_space) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
Space3DSW *space = nullptr;
if (p_space.is_valid()) {
- space = space_owner.getornull(p_space);
+ space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
}
@@ -223,7 +239,7 @@ void PhysicsServer3DSW::area_set_space(RID p_area, RID p_space) {
};
RID PhysicsServer3DSW::area_get_space(RID p_area) const {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, RID());
Space3DSW *space = area->get_space();
@@ -234,56 +250,56 @@ RID PhysicsServer3DSW::area_get_space(RID p_area) const {
};
void PhysicsServer3DSW::area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_space_override_mode(p_mode);
}
PhysicsServer3D::AreaSpaceOverrideMode PhysicsServer3DSW::area_get_space_override_mode(RID p_area) const {
- const Area3DSW *area = area_owner.getornull(p_area);
+ const Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, AREA_SPACE_OVERRIDE_DISABLED);
return area->get_space_override_mode();
}
-void PhysicsServer3DSW::area_add_shape(RID p_area, RID p_shape, const Transform &p_transform, bool p_disabled) {
- Area3DSW *area = area_owner.getornull(p_area);
+void PhysicsServer3DSW::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
- Shape3DSW *shape = shape_owner.getornull(p_shape);
+ Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
area->add_shape(shape, p_transform, p_disabled);
}
void PhysicsServer3DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
- Shape3DSW *shape = shape_owner.getornull(p_shape);
+ Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
ERR_FAIL_COND(!shape->is_configured());
area->set_shape(p_shape_idx, shape);
}
-void PhysicsServer3DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform &p_transform) {
- Area3DSW *area = area_owner.getornull(p_area);
+void PhysicsServer3DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) {
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_shape_transform(p_shape_idx, p_transform);
}
int PhysicsServer3DSW::area_get_shape_count(RID p_area) const {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, -1);
return area->get_shape_count();
}
RID PhysicsServer3DSW::area_get_shape(RID p_area, int p_shape_idx) const {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, RID());
Shape3DSW *shape = area->get_shape(p_shape_idx);
@@ -292,22 +308,22 @@ 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 {
- Area3DSW *area = area_owner.getornull(p_area);
- ERR_FAIL_COND_V(!area, Transform());
+Transform3D PhysicsServer3DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const {
+ Area3DSW *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, Transform3D());
return area->get_shape_transform(p_shape_idx);
}
void PhysicsServer3DSW::area_remove_shape(RID p_area, int p_shape_idx) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->remove_shape(p_shape_idx);
}
void PhysicsServer3DSW::area_clear_shapes(RID p_area) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
while (area->get_shape_count()) {
@@ -316,83 +332,83 @@ void PhysicsServer3DSW::area_clear_shapes(RID p_area) {
}
void PhysicsServer3DSW::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count());
FLUSH_QUERY_CHECK(area);
- area->set_shape_as_disabled(p_shape_idx, p_disabled);
+ area->set_shape_disabled(p_shape_idx, p_disabled);
}
void PhysicsServer3DSW::area_attach_object_instance_id(RID p_area, ObjectID p_id) {
if (space_owner.owns(p_area)) {
- Space3DSW *space = space_owner.getornull(p_area);
+ Space3DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_instance_id(p_id);
}
ObjectID PhysicsServer3DSW::area_get_object_instance_id(RID p_area) const {
if (space_owner.owns(p_area)) {
- Space3DSW *space = space_owner.getornull(p_area);
+ Space3DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, ObjectID());
return area->get_instance_id();
}
void PhysicsServer3DSW::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) {
if (space_owner.owns(p_area)) {
- Space3DSW *space = space_owner.getornull(p_area);
+ Space3DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_param(p_param, p_value);
};
-void PhysicsServer3DSW::area_set_transform(RID p_area, const Transform &p_transform) {
- Area3DSW *area = area_owner.getornull(p_area);
+void PhysicsServer3DSW::area_set_transform(RID p_area, const Transform3D &p_transform) {
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_transform(p_transform);
};
Variant PhysicsServer3DSW::area_get_param(RID p_area, AreaParameter p_param) const {
if (space_owner.owns(p_area)) {
- Space3DSW *space = space_owner.getornull(p_area);
+ Space3DSW *space = space_owner.get_or_null(p_area);
p_area = space->get_default_area()->get_self();
}
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND_V(!area, Variant());
return area->get_param(p_param);
};
-Transform PhysicsServer3DSW::area_get_transform(RID p_area) const {
- Area3DSW *area = area_owner.getornull(p_area);
- ERR_FAIL_COND_V(!area, Transform());
+Transform3D PhysicsServer3DSW::area_get_transform(RID p_area) const {
+ Area3DSW *area = area_owner.get_or_null(p_area);
+ ERR_FAIL_COND_V(!area, Transform3D());
return area->get_transform();
};
void PhysicsServer3DSW::area_set_collision_layer(RID p_area, uint32_t p_layer) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_collision_layer(p_layer);
}
void PhysicsServer3DSW::area_set_collision_mask(RID p_area, uint32_t p_mask) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_collision_mask(p_mask);
}
void PhysicsServer3DSW::area_set_monitorable(RID p_area, bool p_monitorable) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
FLUSH_QUERY_CHECK(area);
@@ -400,28 +416,21 @@ void PhysicsServer3DSW::area_set_monitorable(RID p_area, bool p_monitorable) {
}
void PhysicsServer3DSW::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
}
void PhysicsServer3DSW::area_set_ray_pickable(RID p_area, bool p_enable) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_ray_pickable(p_enable);
}
-bool PhysicsServer3DSW::area_is_ray_pickable(RID p_area) const {
- Area3DSW *area = area_owner.getornull(p_area);
- ERR_FAIL_COND_V(!area, false);
-
- return area->is_ray_pickable();
-}
-
void PhysicsServer3DSW::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) {
- Area3DSW *area = area_owner.getornull(p_area);
+ Area3DSW *area = area_owner.get_or_null(p_area);
ERR_FAIL_COND(!area);
area->set_area_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method);
@@ -429,26 +438,20 @@ void PhysicsServer3DSW::area_set_area_monitor_callback(RID p_area, Object *p_rec
/* BODY API */
-RID PhysicsServer3DSW::body_create(BodyMode p_mode, bool p_init_sleeping) {
+RID PhysicsServer3DSW::body_create() {
Body3DSW *body = memnew(Body3DSW);
- if (p_mode != BODY_MODE_RIGID) {
- body->set_mode(p_mode);
- }
- if (p_init_sleeping) {
- body->set_state(BODY_STATE_SLEEPING, p_init_sleeping);
- }
RID rid = body_owner.make_rid(body);
body->set_self(rid);
return rid;
};
void PhysicsServer3DSW::body_set_space(RID p_body, RID p_space) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
Space3DSW *space = nullptr;
if (p_space.is_valid()) {
- space = space_owner.getornull(p_space);
+ space = space_owner.get_or_null(p_space);
ERR_FAIL_COND(!space);
}
@@ -461,7 +464,7 @@ void PhysicsServer3DSW::body_set_space(RID p_body, RID p_space) {
};
RID PhysicsServer3DSW::body_get_space(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, RID());
Space3DSW *space = body->get_space();
@@ -472,56 +475,55 @@ RID PhysicsServer3DSW::body_get_space(RID p_body) const {
};
void PhysicsServer3DSW::body_set_mode(RID p_body, BodyMode p_mode) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_mode(p_mode);
};
PhysicsServer3D::BodyMode PhysicsServer3DSW::body_get_mode(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, BODY_MODE_STATIC);
return body->get_mode();
};
-void PhysicsServer3DSW::body_add_shape(RID p_body, RID p_shape, const Transform &p_transform, bool p_disabled) {
- Body3DSW *body = body_owner.getornull(p_body);
+void PhysicsServer3DSW::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) {
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- Shape3DSW *shape = shape_owner.getornull(p_shape);
+ Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
body->add_shape(shape, p_transform, p_disabled);
}
void PhysicsServer3DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- Shape3DSW *shape = shape_owner.getornull(p_shape);
+ Shape3DSW *shape = shape_owner.get_or_null(p_shape);
ERR_FAIL_COND(!shape);
ERR_FAIL_COND(!shape->is_configured());
body->set_shape(p_shape_idx, shape);
}
-
-void PhysicsServer3DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform &p_transform) {
- Body3DSW *body = body_owner.getornull(p_body);
+void PhysicsServer3DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) {
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_shape_transform(p_shape_idx, p_transform);
}
int PhysicsServer3DSW::body_get_shape_count(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, -1);
return body->get_shape_count();
}
RID PhysicsServer3DSW::body_get_shape(RID p_body, int p_shape_idx) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, RID());
Shape3DSW *shape = body->get_shape(p_shape_idx);
@@ -531,30 +533,30 @@ RID PhysicsServer3DSW::body_get_shape(RID p_body, int p_shape_idx) const {
}
void PhysicsServer3DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count());
FLUSH_QUERY_CHECK(body);
- body->set_shape_as_disabled(p_shape_idx, p_disabled);
+ body->set_shape_disabled(p_shape_idx, p_disabled);
}
-Transform 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());
+Transform3D PhysicsServer3DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const {
+ Body3DSW *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!body, Transform3D());
return body->get_shape_transform(p_shape_idx);
}
void PhysicsServer3DSW::body_remove_shape(RID p_body, int p_shape_idx) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->remove_shape(p_shape_idx);
}
void PhysicsServer3DSW::body_clear_shapes(RID p_body) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
while (body->get_shape_count()) {
@@ -563,21 +565,21 @@ void PhysicsServer3DSW::body_clear_shapes(RID p_body) {
}
void PhysicsServer3DSW::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_continuous_collision_detection(p_enable);
}
bool PhysicsServer3DSW::body_is_continuous_collision_detection_enabled(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, false);
return body->is_continuous_collision_detection_enabled();
}
void PhysicsServer3DSW::body_set_collision_layer(RID p_body, uint32_t p_layer) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_collision_layer(p_layer);
@@ -585,14 +587,14 @@ void PhysicsServer3DSW::body_set_collision_layer(RID p_body, uint32_t p_layer) {
}
uint32_t PhysicsServer3DSW::body_get_collision_layer(RID p_body) const {
- const Body3DSW *body = body_owner.getornull(p_body);
+ const Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_collision_layer();
}
void PhysicsServer3DSW::body_set_collision_mask(RID p_body, uint32_t p_mask) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_collision_mask(p_mask);
@@ -600,81 +602,84 @@ void PhysicsServer3DSW::body_set_collision_mask(RID p_body, uint32_t p_mask) {
}
uint32_t PhysicsServer3DSW::body_get_collision_mask(RID p_body) const {
- const Body3DSW *body = body_owner.getornull(p_body);
+ const Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->get_collision_mask();
}
void PhysicsServer3DSW::body_attach_object_instance_id(RID p_body, ObjectID p_id) {
- Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND(!body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
+ if (body) {
+ body->set_instance_id(p_id);
+ return;
+ }
+
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ if (soft_body) {
+ soft_body->set_instance_id(p_id);
+ return;
+ }
- body->set_instance_id(p_id);
+ ERR_FAIL_MSG("Invalid ID.");
};
ObjectID PhysicsServer3DSW::body_get_object_instance_id(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, ObjectID());
return body->get_instance_id();
};
void PhysicsServer3DSW::body_set_user_flags(RID p_body, uint32_t p_flags) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
};
uint32_t PhysicsServer3DSW::body_get_user_flags(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return 0;
};
-void PhysicsServer3DSW::body_set_param(RID p_body, BodyParameter p_param, real_t p_value) {
- Body3DSW *body = body_owner.getornull(p_body);
+void PhysicsServer3DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) {
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_param(p_param, p_value);
};
-real_t PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) const {
- Body3DSW *body = body_owner.getornull(p_body);
+Variant PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) const {
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
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);
+void PhysicsServer3DSW::body_reset_mass_properties(RID p_body) {
+ Body3DSW *body = body_owner.get_or_null(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();
+ return body->reset_mass_properties();
}
void PhysicsServer3DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_state(p_state, p_variant);
};
Variant PhysicsServer3DSW::body_get_state(RID p_body, BodyState p_state) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, Variant());
return body->get_state(p_state);
};
void PhysicsServer3DSW::body_set_applied_force(RID p_body, const Vector3 &p_force) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_applied_force(p_force);
@@ -682,13 +687,13 @@ void PhysicsServer3DSW::body_set_applied_force(RID p_body, const Vector3 &p_forc
};
Vector3 PhysicsServer3DSW::body_get_applied_force(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, Vector3());
return body->get_applied_force();
};
void PhysicsServer3DSW::body_set_applied_torque(RID p_body, const Vector3 &p_torque) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_applied_torque(p_torque);
@@ -696,14 +701,14 @@ void PhysicsServer3DSW::body_set_applied_torque(RID p_body, const Vector3 &p_tor
};
Vector3 PhysicsServer3DSW::body_get_applied_torque(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, Vector3());
return body->get_applied_torque();
};
void PhysicsServer3DSW::body_add_central_force(RID p_body, const Vector3 &p_force) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->add_central_force(p_force);
@@ -711,7 +716,7 @@ void PhysicsServer3DSW::body_add_central_force(RID p_body, const Vector3 &p_forc
}
void PhysicsServer3DSW::body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->add_force(p_force, p_position);
@@ -719,7 +724,7 @@ void PhysicsServer3DSW::body_add_force(RID p_body, const Vector3 &p_force, const
};
void PhysicsServer3DSW::body_add_torque(RID p_body, const Vector3 &p_torque) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->add_torque(p_torque);
@@ -727,7 +732,7 @@ void PhysicsServer3DSW::body_add_torque(RID p_body, const Vector3 &p_torque) {
};
void PhysicsServer3DSW::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
_update_shapes();
@@ -737,7 +742,7 @@ void PhysicsServer3DSW::body_apply_central_impulse(RID p_body, const Vector3 &p_
}
void PhysicsServer3DSW::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
_update_shapes();
@@ -747,7 +752,7 @@ void PhysicsServer3DSW::body_apply_impulse(RID p_body, const Vector3 &p_impulse,
};
void PhysicsServer3DSW::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
_update_shapes();
@@ -757,7 +762,7 @@ void PhysicsServer3DSW::body_apply_torque_impulse(RID p_body, const Vector3 &p_i
};
void PhysicsServer3DSW::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
_update_shapes();
@@ -771,7 +776,7 @@ void PhysicsServer3DSW::body_set_axis_velocity(RID p_body, const Vector3 &p_axis
};
void PhysicsServer3DSW::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_axis_lock(p_axis, p_lock);
@@ -779,13 +784,13 @@ void PhysicsServer3DSW::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_l
}
bool PhysicsServer3DSW::body_is_axis_locked(RID p_body, BodyAxis p_axis) const {
- const Body3DSW *body = body_owner.getornull(p_body);
+ const Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return body->is_axis_locked(p_axis);
}
void PhysicsServer3DSW::body_add_collision_exception(RID p_body, RID p_body_b) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->add_exception(p_body_b);
@@ -793,7 +798,7 @@ void PhysicsServer3DSW::body_add_collision_exception(RID p_body, RID p_body_b) {
};
void PhysicsServer3DSW::body_remove_collision_exception(RID p_body, RID p_body_b) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->remove_exception(p_body_b);
@@ -801,7 +806,7 @@ void PhysicsServer3DSW::body_remove_collision_exception(RID p_body, RID p_body_b
};
void PhysicsServer3DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
for (int i = 0; i < body->get_exceptions().size(); i++) {
@@ -810,246 +815,528 @@ void PhysicsServer3DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_e
};
void PhysicsServer3DSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
};
real_t PhysicsServer3DSW::body_get_contacts_reported_depth_threshold(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, 0);
return 0;
};
void PhysicsServer3DSW::body_set_omit_force_integration(RID p_body, bool p_omit) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_omit_force_integration(p_omit);
};
bool PhysicsServer3DSW::body_is_omitting_force_integration(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, false);
return body->get_omit_force_integration();
};
void PhysicsServer3DSW::body_set_max_contacts_reported(RID p_body, int p_contacts) {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
body->set_max_contacts_reported(p_contacts);
}
int PhysicsServer3DSW::body_get_max_contacts_reported(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, -1);
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) {
- Body3DSW *body = body_owner.getornull(p_body);
+void PhysicsServer3DSW::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) {
+ Body3DSW *body = body_owner.get_or_null(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_state_sync_callback(p_instance, p_callback);
}
-void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) {
- Body3DSW *body = body_owner.getornull(p_body);
+void PhysicsServer3DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) {
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND(!body);
- body->set_ray_pickable(p_enable);
+ body->set_force_integration_callback(p_callable, p_udata);
}
-bool PhysicsServer3DSW::body_is_ray_pickable(RID p_body) const {
- Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, false);
- return body->is_ray_pickable();
+void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) {
+ Body3DSW *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!body);
+ 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) {
- Body3DSW *body = body_owner.getornull(p_body);
+bool PhysicsServer3DSW::body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, MotionResult *r_result, int p_max_collisions, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
+ Body3DSW *body = body_owner.get_or_null(p_body);
ERR_FAIL_COND_V(!body, false);
ERR_FAIL_COND_V(!body->get_space(), false);
ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
_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_margin, r_result, p_max_collisions, p_collide_separation_ray, p_exclude);
}
-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, float p_margin) {
- Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, false);
- ERR_FAIL_COND_V(!body->get_space(), false);
- ERR_FAIL_COND_V(body->get_space()->is_locked(), false);
+PhysicsDirectBodyState3D *PhysicsServer3DSW::body_get_direct_state(RID p_body) {
+ ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
- _update_shapes();
+ Body3DSW *body = body_owner.get_or_null(p_body);
+ ERR_FAIL_NULL_V(body, nullptr);
+
+ ERR_FAIL_NULL_V(body->get_space(), nullptr);
+ ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
- return body->get_space()->test_body_ray_separation(body, p_transform, p_infinite_inertia, r_recover_motion, r_results, p_result_max, p_margin);
+ return body->get_direct_state();
}
-PhysicsDirectBodyState3D *PhysicsServer3DSW::body_get_direct_state(RID p_body) {
- Body3DSW *body = body_owner.getornull(p_body);
- ERR_FAIL_COND_V(!body, nullptr);
- ERR_FAIL_COND_V_MSG(!doing_sync || body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification.");
+/* SOFT BODY */
+
+RID PhysicsServer3DSW::soft_body_create() {
+ SoftBody3DSW *soft_body = memnew(SoftBody3DSW);
+ RID rid = soft_body_owner.make_rid(soft_body);
+ soft_body->set_self(rid);
+ return rid;
+}
+
+void PhysicsServer3DSW::soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->update_rendering_server(p_rendering_server_handler);
+}
+
+void PhysicsServer3DSW::soft_body_set_space(RID p_body, RID p_space) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ Space3DSW *space = nullptr;
+ if (p_space.is_valid()) {
+ space = space_owner.get_or_null(p_space);
+ ERR_FAIL_COND(!space);
+ }
+
+ if (soft_body->get_space() == space) {
+ return;
+ }
+
+ soft_body->set_space(space);
+}
+
+RID PhysicsServer3DSW::soft_body_get_space(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, RID());
+
+ Space3DSW *space = soft_body->get_space();
+ if (!space) {
+ return RID();
+ }
+ return space->get_self();
+}
+
+void PhysicsServer3DSW::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_collision_layer(p_layer);
+}
+
+uint32_t PhysicsServer3DSW::soft_body_get_collision_layer(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0);
+
+ return soft_body->get_collision_layer();
+}
+
+void PhysicsServer3DSW::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_collision_mask(p_mask);
+}
+
+uint32_t PhysicsServer3DSW::soft_body_get_collision_mask(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0);
+
+ return soft_body->get_collision_mask();
+}
+
+void PhysicsServer3DSW::soft_body_add_collision_exception(RID p_body, RID p_body_b) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->add_exception(p_body_b);
+}
+
+void PhysicsServer3DSW::soft_body_remove_collision_exception(RID p_body, RID p_body_b) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->remove_exception(p_body_b);
+}
+
+void PhysicsServer3DSW::soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ for (int i = 0; i < soft_body->get_exceptions().size(); i++) {
+ p_exceptions->push_back(soft_body->get_exceptions()[i]);
+ }
+}
+
+void PhysicsServer3DSW::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_state(p_state, p_variant);
+}
+
+Variant PhysicsServer3DSW::soft_body_get_state(RID p_body, BodyState p_state) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, Variant());
+
+ return soft_body->get_state(p_state);
+}
+
+void PhysicsServer3DSW::soft_body_set_transform(RID p_body, const Transform3D &p_transform) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_state(BODY_STATE_TRANSFORM, p_transform);
+}
+
+void PhysicsServer3DSW::soft_body_set_ray_pickable(RID p_body, bool p_enable) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
- direct_state->body = body;
- return direct_state;
+ soft_body->set_ray_pickable(p_enable);
+}
+
+void PhysicsServer3DSW::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_iteration_count(p_simulation_precision);
+}
+
+int PhysicsServer3DSW::soft_body_get_simulation_precision(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_iteration_count();
+}
+
+void PhysicsServer3DSW::soft_body_set_total_mass(RID p_body, real_t p_total_mass) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_total_mass(p_total_mass);
+}
+
+real_t PhysicsServer3DSW::soft_body_get_total_mass(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_total_mass();
+}
+
+void PhysicsServer3DSW::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_linear_stiffness(p_stiffness);
+}
+
+real_t PhysicsServer3DSW::soft_body_get_linear_stiffness(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_linear_stiffness();
+}
+
+void PhysicsServer3DSW::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_pressure_coefficient(p_pressure_coefficient);
+}
+
+real_t PhysicsServer3DSW::soft_body_get_pressure_coefficient(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_pressure_coefficient();
+}
+
+void PhysicsServer3DSW::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_damping_coefficient(p_damping_coefficient);
+}
+
+real_t PhysicsServer3DSW::soft_body_get_damping_coefficient(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_damping_coefficient();
+}
+
+void PhysicsServer3DSW::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_drag_coefficient(p_drag_coefficient);
+}
+
+real_t PhysicsServer3DSW::soft_body_get_drag_coefficient(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, 0.f);
+
+ return soft_body->get_drag_coefficient();
+}
+
+void PhysicsServer3DSW::soft_body_set_mesh(RID p_body, RID p_mesh) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_mesh(p_mesh);
+}
+
+AABB PhysicsServer3DSW::soft_body_get_bounds(RID p_body) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, AABB());
+
+ return soft_body->get_bounds();
+}
+
+void PhysicsServer3DSW::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->set_vertex_position(p_point_index, p_global_position);
+}
+
+Vector3 PhysicsServer3DSW::soft_body_get_point_global_position(RID p_body, int p_point_index) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, Vector3());
+
+ return soft_body->get_vertex_position(p_point_index);
+}
+
+void PhysicsServer3DSW::soft_body_remove_all_pinned_points(RID p_body) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ soft_body->unpin_all_vertices();
+}
+
+void PhysicsServer3DSW::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND(!soft_body);
+
+ if (p_pin) {
+ soft_body->pin_vertex(p_point_index);
+ } else {
+ soft_body->unpin_vertex(p_point_index);
+ }
+}
+
+bool PhysicsServer3DSW::soft_body_is_point_pinned(RID p_body, int p_point_index) const {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body);
+ ERR_FAIL_COND_V(!soft_body, false);
+
+ return soft_body->is_vertex_pinned(p_point_index);
}
/* JOINT API */
-RID PhysicsServer3DSW::joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) {
- Body3DSW *body_A = body_owner.getornull(p_body_A);
- ERR_FAIL_COND_V(!body_A, RID());
+RID PhysicsServer3DSW::joint_create() {
+ Joint3DSW *joint = memnew(Joint3DSW);
+ RID rid = joint_owner.make_rid(joint);
+ joint->set_self(rid);
+ return rid;
+}
+
+void PhysicsServer3DSW::joint_clear(RID p_joint) {
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
+ if (joint->get_type() != JOINT_TYPE_MAX) {
+ Joint3DSW *empty_joint = memnew(Joint3DSW);
+ empty_joint->copy_settings_from(joint);
+
+ joint_owner.replace(p_joint, empty_joint);
+ memdelete(joint);
+ }
+}
+
+void PhysicsServer3DSW::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) {
+ Body3DSW *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
if (!p_body_B.is_valid()) {
- ERR_FAIL_COND_V(!body_A->get_space(), RID());
+ ERR_FAIL_COND(!body_A->get_space());
p_body_B = body_A->get_space()->get_static_global_body();
}
- Body3DSW *body_B = body_owner.getornull(p_body_B);
- ERR_FAIL_COND_V(!body_B, RID());
+ Body3DSW *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
- ERR_FAIL_COND_V(body_A == body_B, RID());
+ Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
Joint3DSW *joint = memnew(PinJoint3DSW(body_A, p_local_A, body_B, p_local_B));
- RID rid = joint_owner.make_rid(joint);
- joint->set_self(rid);
- return rid;
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
}
void PhysicsServer3DSW::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_PIN);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
pin_joint->set_param(p_param, p_value);
}
real_t PhysicsServer3DSW::pin_joint_get_param(RID p_joint, PinJointParam p_param) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_PIN, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0);
PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
return pin_joint->get_param(p_param);
}
void PhysicsServer3DSW::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_PIN);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
pin_joint->set_pos_a(p_A);
}
Vector3 PhysicsServer3DSW::pin_joint_get_local_a(RID p_joint) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, Vector3());
- ERR_FAIL_COND_V(joint->get_type() != JOINT_PIN, Vector3());
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
return pin_joint->get_position_a();
}
void PhysicsServer3DSW::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_PIN);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN);
PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
pin_joint->set_pos_b(p_B);
}
Vector3 PhysicsServer3DSW::pin_joint_get_local_b(RID p_joint) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, Vector3());
- ERR_FAIL_COND_V(joint->get_type() != JOINT_PIN, Vector3());
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3());
PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint);
return pin_joint->get_position_b();
}
-RID PhysicsServer3DSW::joint_create_hinge(RID p_body_A, const Transform &p_frame_A, RID p_body_B, const Transform &p_frame_B) {
- Body3DSW *body_A = body_owner.getornull(p_body_A);
- ERR_FAIL_COND_V(!body_A, RID());
+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.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
if (!p_body_B.is_valid()) {
- ERR_FAIL_COND_V(!body_A->get_space(), RID());
+ ERR_FAIL_COND(!body_A->get_space());
p_body_B = body_A->get_space()->get_static_global_body();
}
- Body3DSW *body_B = body_owner.getornull(p_body_B);
- ERR_FAIL_COND_V(!body_B, RID());
+ Body3DSW *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
- ERR_FAIL_COND_V(body_A == body_B, RID());
+ Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
Joint3DSW *joint = memnew(HingeJoint3DSW(body_A, body_B, p_frame_A, p_frame_B));
- RID rid = joint_owner.make_rid(joint);
- joint->set_self(rid);
- return rid;
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
}
-RID PhysicsServer3DSW::joint_create_hinge_simple(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) {
- Body3DSW *body_A = body_owner.getornull(p_body_A);
- ERR_FAIL_COND_V(!body_A, RID());
+void PhysicsServer3DSW::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) {
+ Body3DSW *body_A = body_owner.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
if (!p_body_B.is_valid()) {
- ERR_FAIL_COND_V(!body_A->get_space(), RID());
+ ERR_FAIL_COND(!body_A->get_space());
p_body_B = body_A->get_space()->get_static_global_body();
}
- Body3DSW *body_B = body_owner.getornull(p_body_B);
- ERR_FAIL_COND_V(!body_B, RID());
+ Body3DSW *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
- ERR_FAIL_COND_V(body_A == body_B, RID());
+ ERR_FAIL_COND(body_A == body_B);
+
+ Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
Joint3DSW *joint = memnew(HingeJoint3DSW(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B));
- RID rid = joint_owner.make_rid(joint);
- joint->set_self(rid);
- return rid;
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
}
void PhysicsServer3DSW::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_HINGE);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint);
hinge_joint->set_param(p_param, p_value);
}
real_t PhysicsServer3DSW::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_HINGE, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0);
HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint);
return hinge_joint->get_param(p_param);
}
void PhysicsServer3DSW::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_HINGE);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE);
HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint);
hinge_joint->set_flag(p_flag, p_value);
}
bool PhysicsServer3DSW::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, false);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_HINGE, false);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false);
HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint);
return hinge_joint->get_flag(p_flag);
}
void PhysicsServer3DSW::joint_set_solver_priority(RID p_joint, int p_priority) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
joint->set_priority(p_priority);
}
int PhysicsServer3DSW::joint_get_solver_priority(RID p_joint) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, 0);
return joint->get_priority();
}
void PhysicsServer3DSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
joint->disable_collisions_between_bodies(p_disable);
@@ -1069,138 +1356,150 @@ void PhysicsServer3DSW::joint_disable_collisions_between_bodies(RID p_joint, con
}
bool PhysicsServer3DSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, true);
return joint->is_disabled_collisions_between_bodies();
}
PhysicsServer3DSW::JointType PhysicsServer3DSW::joint_get_type(RID p_joint) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
- ERR_FAIL_COND_V(!joint, JOINT_PIN);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN);
return joint->get_type();
}
-RID PhysicsServer3DSW::joint_create_slider(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) {
- Body3DSW *body_A = body_owner.getornull(p_body_A);
- ERR_FAIL_COND_V(!body_A, RID());
+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.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
if (!p_body_B.is_valid()) {
- ERR_FAIL_COND_V(!body_A->get_space(), RID());
+ ERR_FAIL_COND(!body_A->get_space());
p_body_B = body_A->get_space()->get_static_global_body();
}
- Body3DSW *body_B = body_owner.getornull(p_body_B);
- ERR_FAIL_COND_V(!body_B, RID());
+ Body3DSW *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
- ERR_FAIL_COND_V(body_A == body_B, RID());
+ Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
Joint3DSW *joint = memnew(SliderJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B));
- RID rid = joint_owner.make_rid(joint);
- joint->set_self(rid);
- return rid;
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
}
void PhysicsServer3DSW::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_SLIDER);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER);
SliderJoint3DSW *slider_joint = static_cast<SliderJoint3DSW *>(joint);
slider_joint->set_param(p_param, p_value);
}
real_t PhysicsServer3DSW::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_CONE_TWIST, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
SliderJoint3DSW *slider_joint = static_cast<SliderJoint3DSW *>(joint);
return slider_joint->get_param(p_param);
}
-RID PhysicsServer3DSW::joint_create_cone_twist(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) {
- Body3DSW *body_A = body_owner.getornull(p_body_A);
- ERR_FAIL_COND_V(!body_A, RID());
+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.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
if (!p_body_B.is_valid()) {
- ERR_FAIL_COND_V(!body_A->get_space(), RID());
+ ERR_FAIL_COND(!body_A->get_space());
p_body_B = body_A->get_space()->get_static_global_body();
}
- Body3DSW *body_B = body_owner.getornull(p_body_B);
- ERR_FAIL_COND_V(!body_B, RID());
+ Body3DSW *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
+
+ ERR_FAIL_COND(body_A == body_B);
- ERR_FAIL_COND_V(body_A == body_B, RID());
+ Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
Joint3DSW *joint = memnew(ConeTwistJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B));
- RID rid = joint_owner.make_rid(joint);
- joint->set_self(rid);
- return rid;
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
}
void PhysicsServer3DSW::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_CONE_TWIST);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST);
ConeTwistJoint3DSW *cone_twist_joint = static_cast<ConeTwistJoint3DSW *>(joint);
cone_twist_joint->set_param(p_param, p_value);
}
real_t PhysicsServer3DSW::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_CONE_TWIST, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0);
ConeTwistJoint3DSW *cone_twist_joint = static_cast<ConeTwistJoint3DSW *>(joint);
return cone_twist_joint->get_param(p_param);
}
-RID PhysicsServer3DSW::joint_create_generic_6dof(RID p_body_A, const Transform &p_local_frame_A, RID p_body_B, const Transform &p_local_frame_B) {
- Body3DSW *body_A = body_owner.getornull(p_body_A);
- ERR_FAIL_COND_V(!body_A, RID());
+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.get_or_null(p_body_A);
+ ERR_FAIL_COND(!body_A);
if (!p_body_B.is_valid()) {
- ERR_FAIL_COND_V(!body_A->get_space(), RID());
+ ERR_FAIL_COND(!body_A->get_space());
p_body_B = body_A->get_space()->get_static_global_body();
}
- Body3DSW *body_B = body_owner.getornull(p_body_B);
- ERR_FAIL_COND_V(!body_B, RID());
+ Body3DSW *body_B = body_owner.get_or_null(p_body_B);
+ ERR_FAIL_COND(!body_B);
- ERR_FAIL_COND_V(body_A == body_B, RID());
+ ERR_FAIL_COND(body_A == body_B);
+
+ Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint);
+ ERR_FAIL_COND(prev_joint == nullptr);
Joint3DSW *joint = memnew(Generic6DOFJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B, true));
- RID rid = joint_owner.make_rid(joint);
- joint->set_self(rid);
- return rid;
+
+ joint->copy_settings_from(prev_joint);
+ joint_owner.replace(p_joint, joint);
+ memdelete(prev_joint);
}
void PhysicsServer3DSW::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_6DOF);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint);
generic_6dof_joint->set_param(p_axis, p_param, p_value);
}
-real_t PhysicsServer3DSW::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+real_t PhysicsServer3DSW::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const {
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, 0);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_6DOF, 0);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0);
Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint);
return generic_6dof_joint->get_param(p_axis, p_param);
}
void PhysicsServer3DSW::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND(!joint);
- ERR_FAIL_COND(joint->get_type() != JOINT_6DOF);
+ ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF);
Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint);
generic_6dof_joint->set_flag(p_axis, p_flag, p_enable);
}
-bool PhysicsServer3DSW::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) {
- Joint3DSW *joint = joint_owner.getornull(p_joint);
+bool PhysicsServer3DSW::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const {
+ Joint3DSW *joint = joint_owner.get_or_null(p_joint);
ERR_FAIL_COND_V(!joint, false);
- ERR_FAIL_COND_V(joint->get_type() != JOINT_6DOF, false);
+ ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false);
Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint);
return generic_6dof_joint->get_flag(p_axis, p_flag);
}
@@ -1209,7 +1508,7 @@ void PhysicsServer3DSW::free(RID p_rid) {
_update_shapes(); //just in case
if (shape_owner.owns(p_rid)) {
- Shape3DSW *shape = shape_owner.getornull(p_rid);
+ Shape3DSW *shape = shape_owner.get_or_null(p_rid);
while (shape->get_owners().size()) {
ShapeOwner3DSW *so = shape->get_owners().front()->key();
@@ -1219,7 +1518,7 @@ void PhysicsServer3DSW::free(RID p_rid) {
shape_owner.free(p_rid);
memdelete(shape);
} else if (body_owner.owns(p_rid)) {
- Body3DSW *body = body_owner.getornull(p_rid);
+ Body3DSW *body = body_owner.get_or_null(p_rid);
/*
if (body->get_state_query())
@@ -1237,9 +1536,15 @@ void PhysicsServer3DSW::free(RID p_rid) {
body_owner.free(p_rid);
memdelete(body);
+ } else if (soft_body_owner.owns(p_rid)) {
+ SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_rid);
+
+ soft_body->set_space(nullptr);
+ soft_body_owner.free(p_rid);
+ memdelete(soft_body);
} else if (area_owner.owns(p_rid)) {
- Area3DSW *area = area_owner.getornull(p_rid);
+ Area3DSW *area = area_owner.get_or_null(p_rid);
/*
if (area->get_monitor_query())
@@ -1255,7 +1560,7 @@ void PhysicsServer3DSW::free(RID p_rid) {
area_owner.free(p_rid);
memdelete(area);
} else if (space_owner.owns(p_rid)) {
- Space3DSW *space = space_owner.getornull(p_rid);
+ Space3DSW *space = space_owner.get_or_null(p_rid);
while (space->get_objects().size()) {
CollisionObject3DSW *co = (CollisionObject3DSW *)space->get_objects().front()->get();
@@ -1269,11 +1574,8 @@ void PhysicsServer3DSW::free(RID p_rid) {
space_owner.free(p_rid);
memdelete(space);
} else if (joint_owner.owns(p_rid)) {
- Joint3DSW *joint = joint_owner.getornull(p_rid);
+ Joint3DSW *joint = joint_owner.get_or_null(p_rid);
- for (int i = 0; i < joint->get_body_count(); i++) {
- joint->get_body_ptr()[i]->remove_constraint(joint);
- }
joint_owner.free(p_rid);
memdelete(joint);
@@ -1286,12 +1588,13 @@ void PhysicsServer3DSW::set_active(bool p_active) {
active = p_active;
};
+void PhysicsServer3DSW::set_collision_iterations(int p_iterations) {
+ iterations = p_iterations;
+};
+
void PhysicsServer3DSW::init() {
- doing_sync = true;
- last_step = 0.001;
iterations = 8; // 8?
stepper = memnew(Step3DSW);
- direct_state = memnew(PhysicsDirectBodyState3DSW);
};
void PhysicsServer3DSW::step(real_t p_step) {
@@ -1303,11 +1606,6 @@ void PhysicsServer3DSW::step(real_t p_step) {
_update_shapes();
- doing_sync = false;
-
- last_step = p_step;
- PhysicsDirectBodyState3DSW::singleton->step = p_step;
-
island_count = 0;
active_objects = 0;
collision_pairs = 0;
@@ -1320,6 +1618,10 @@ void PhysicsServer3DSW::step(real_t p_step) {
#endif
}
+void PhysicsServer3DSW::sync() {
+ doing_sync = true;
+};
+
void PhysicsServer3DSW::flush_queries() {
#ifndef _3D_DISABLED
@@ -1327,8 +1629,6 @@ void PhysicsServer3DSW::flush_queries() {
return;
}
- doing_sync = true;
-
flushing_queries = true;
uint64_t time_beg = OS::get_singleton()->get_ticks_usec();
@@ -1375,9 +1675,12 @@ void PhysicsServer3DSW::flush_queries() {
#endif
};
+void PhysicsServer3DSW::end_sync() {
+ doing_sync = false;
+};
+
void PhysicsServer3DSW::finish() {
memdelete(stepper);
- memdelete(direct_state);
};
int PhysicsServer3DSW::get_process_info(ProcessInfo p_info) {
@@ -1403,7 +1706,7 @@ void PhysicsServer3DSW::_update_shapes() {
}
}
-void PhysicsServer3DSW::_shape_col_cbk(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) {
+void PhysicsServer3DSW::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
CollCbkData *cbk = (CollCbkData *)p_userdata;
if (cbk->max == 0) {
@@ -1436,14 +1739,10 @@ void PhysicsServer3DSW::_shape_col_cbk(const Vector3 &p_point_A, const Vector3 &
}
}
-PhysicsServer3DSW *PhysicsServer3DSW::singleton = nullptr;
-PhysicsServer3DSW::PhysicsServer3DSW() {
- singleton = this;
- BroadPhase3DSW::create_func = BroadPhaseOctree::_create;
- island_count = 0;
- active_objects = 0;
- collision_pairs = 0;
+PhysicsServer3DSW *PhysicsServer3DSW::singletonsw = nullptr;
+PhysicsServer3DSW::PhysicsServer3DSW(bool p_using_threads) {
+ singletonsw = this;
+ BroadPhase3DSW::create_func = BroadPhase3DBVH::_create;
- active = true;
- flushing_queries = false;
+ using_threads = p_using_threads;
};
diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/physics_server_3d_sw.h
index d9c86312cc..106e260311 100644
--- a/servers/physics_3d/physics_server_3d_sw.h
+++ b/servers/physics_3d/physics_server_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#ifndef PHYSICS_SERVER_SW
#define PHYSICS_SERVER_SW
-#include "core/rid_owner.h"
+#include "core/templates/rid_owner.h"
#include "joints_3d_sw.h"
#include "servers/physics_server_3d.h"
#include "shape_3d_sw.h"
@@ -42,45 +42,54 @@ class PhysicsServer3DSW : public PhysicsServer3D {
GDCLASS(PhysicsServer3DSW, PhysicsServer3D);
friend class PhysicsDirectSpaceState3DSW;
- bool active;
- int iterations;
- bool doing_sync;
- real_t last_step;
+ bool active = true;
+ int iterations = 0;
- int island_count;
- int active_objects;
- int collision_pairs;
+ int island_count = 0;
+ int active_objects = 0;
+ int collision_pairs = 0;
- bool flushing_queries;
+ bool using_threads = false;
+ bool doing_sync = false;
+ bool flushing_queries = false;
- Step3DSW *stepper;
+ Step3DSW *stepper = nullptr;
Set<const Space3DSW *> active_spaces;
- PhysicsDirectBodyState3DSW *direct_state;
-
- mutable RID_PtrOwner<Shape3DSW> shape_owner;
- mutable RID_PtrOwner<Space3DSW> space_owner;
- mutable RID_PtrOwner<Area3DSW> area_owner;
- mutable RID_PtrOwner<Body3DSW> body_owner;
- mutable RID_PtrOwner<Joint3DSW> joint_owner;
+ mutable RID_PtrOwner<Shape3DSW, true> shape_owner;
+ mutable RID_PtrOwner<Space3DSW, true> space_owner;
+ mutable RID_PtrOwner<Area3DSW, true> area_owner;
+ mutable RID_PtrOwner<Body3DSW, true> body_owner;
+ mutable RID_PtrOwner<SoftBody3DSW, true> soft_body_owner;
+ mutable RID_PtrOwner<Joint3DSW, true> joint_owner;
//void _clear_query(QuerySW *p_query);
friend class CollisionObject3DSW;
SelfList<CollisionObject3DSW>::List pending_shape_update_list;
void _update_shapes();
-public:
- static PhysicsServer3DSW *singleton;
+ static PhysicsServer3DSW *singletonsw;
+public:
struct CollCbkData {
int max;
int amount;
Vector3 *ptr;
};
- static void _shape_col_cbk(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata);
+ static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
+
+ virtual RID world_boundary_shape_create() override;
+ virtual RID separation_ray_shape_create() override;
+ virtual RID sphere_shape_create() override;
+ virtual RID box_shape_create() override;
+ virtual RID capsule_shape_create() override;
+ virtual RID cylinder_shape_create() override;
+ virtual RID convex_polygon_shape_create() override;
+ virtual RID concave_polygon_shape_create() override;
+ virtual RID heightmap_shape_create() override;
+ virtual RID custom_shape_create() override;
- virtual RID shape_create(ShapeType p_shape) override;
virtual void shape_set_data(RID p_shape, const Variant &p_data) override;
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) override;
@@ -118,13 +127,13 @@ 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;
@@ -135,13 +144,12 @@ 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;
- virtual bool area_is_ray_pickable(RID p_area) const override;
virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override;
virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override;
@@ -154,7 +162,7 @@ public:
/* BODY API */
// create a body of a given type
- virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false) override;
+ virtual RID body_create() override;
virtual void body_set_space(RID p_body, RID p_space) override;
virtual RID body_get_space(RID p_body) const override;
@@ -162,13 +170,13 @@ 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;
@@ -190,11 +198,10 @@ public:
virtual void body_set_user_flags(RID p_body, uint32_t p_flags) override;
virtual uint32_t body_get_user_flags(RID p_body) const override;
- 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_param(RID p_body, BodyParameter p_param, const Variant &p_value) override;
+ virtual Variant 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_reset_mass_properties(RID p_body) 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;
@@ -230,86 +237,78 @@ 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_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) 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_is_ray_pickable(RID p_body) const 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, float p_margin = 0.001) override;
+ virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) override;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override;
/* SOFT BODY */
- virtual RID soft_body_create(bool p_init_sleeping = false) override { return RID(); }
-
- virtual void soft_body_update_rendering_server(RID p_body, class SoftBodyRenderingServerHandler *p_rendering_server_handler) override {}
+ virtual RID soft_body_create() override;
- virtual void soft_body_set_space(RID p_body, RID p_space) override {}
- virtual RID soft_body_get_space(RID p_body) const override { return RID(); }
+ virtual void soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) override;
- virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) override {}
- virtual uint32_t soft_body_get_collision_layer(RID p_body) const override { return 0; }
+ virtual void soft_body_set_space(RID p_body, RID p_space) override;
+ virtual RID soft_body_get_space(RID p_body) const override;
- virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) override {}
- virtual uint32_t soft_body_get_collision_mask(RID p_body) const override { return 0; }
+ virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) override;
+ virtual uint32_t soft_body_get_collision_layer(RID p_body) const override;
- virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b) override {}
- virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b) override {}
- virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override {}
+ virtual void soft_body_set_collision_mask(RID p_body, uint32_t p_mask) override;
+ virtual uint32_t soft_body_get_collision_mask(RID p_body) const override;
- 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 { return Variant(); }
+ virtual void soft_body_add_collision_exception(RID p_body, RID p_body_b) override;
+ virtual void soft_body_remove_collision_exception(RID p_body, RID p_body_b) override;
+ virtual void soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) override;
- virtual void soft_body_set_transform(RID p_body, const Transform &p_transform) override {}
- virtual Vector3 soft_body_get_vertex_position(RID p_body, int vertex_index) const override { return Vector3(); }
+ 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_ray_pickable(RID p_body, bool p_enable) override {}
- virtual bool soft_body_is_ray_pickable(RID p_body) const override { return false; }
+ virtual void soft_body_set_transform(RID p_body, const Transform3D &p_transform) override;
- virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) override {}
- virtual int soft_body_get_simulation_precision(RID p_body) override { return 0; }
+ virtual void soft_body_set_ray_pickable(RID p_body, bool p_enable) override;
- virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) override {}
- virtual real_t soft_body_get_total_mass(RID p_body) override { return 0.; }
+ virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) override;
+ virtual int soft_body_get_simulation_precision(RID p_body) const override;
- virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) override {}
- virtual real_t soft_body_get_linear_stiffness(RID p_body) override { return 0.; }
+ virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) override;
+ virtual real_t soft_body_get_total_mass(RID p_body) const override;
- virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness) override {}
- virtual real_t soft_body_get_areaAngular_stiffness(RID p_body) override { return 0.; }
+ virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) override;
+ virtual real_t soft_body_get_linear_stiffness(RID p_body) const override;
- virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) override {}
- virtual real_t soft_body_get_volume_stiffness(RID p_body) override { return 0.; }
+ virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) override;
+ virtual real_t soft_body_get_pressure_coefficient(RID p_body) const override;
- virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) override {}
- virtual real_t soft_body_get_pressure_coefficient(RID p_body) override { return 0.; }
+ virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) override;
+ virtual real_t soft_body_get_damping_coefficient(RID p_body) const override;
- virtual void soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient) override {}
- virtual real_t soft_body_get_pose_matching_coefficient(RID p_body) override { return 0.; }
+ virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) override;
+ virtual real_t soft_body_get_drag_coefficient(RID p_body) const override;
- virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) override {}
- virtual real_t soft_body_get_damping_coefficient(RID p_body) override { return 0.; }
+ virtual void soft_body_set_mesh(RID p_body, RID p_mesh) override;
- virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) override {}
- virtual real_t soft_body_get_drag_coefficient(RID p_body) override { return 0.; }
+ virtual AABB soft_body_get_bounds(RID p_body) const override;
- virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) override {}
+ virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) override;
+ virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const override;
- virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) override {}
- virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) override { return Vector3(); }
+ virtual void soft_body_remove_all_pinned_points(RID p_body) override;
+ virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) override;
+ virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const override;
- virtual Vector3 soft_body_get_point_offset(RID p_body, int p_point_index) const override { return Vector3(); }
+ /* JOINT API */
- virtual void soft_body_remove_all_pinned_points(RID p_body) override {}
- virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) override {}
- virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) override { return false; }
+ virtual RID joint_create() override;
- /* JOINT API */
+ virtual void joint_clear(RID p_joint) override; //resets type
- virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) override;
+ virtual void joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) override;
virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) override;
virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const override;
@@ -320,8 +319,8 @@ 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 RID joint_create_hinge(RID p_body_A, const Transform &p_frame_A, RID p_body_B, const Transform &p_frame_B) override;
- virtual RID joint_create_hinge_simple(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 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;
virtual real_t hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const override;
@@ -329,26 +328,23 @@ 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 RID joint_create_slider(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 RID joint_create_cone_twist(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 RID joint_create_generic_6dof(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) override;
+ virtual real_t generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) const override;
virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag, bool p_enable) override;
- virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) override;
-
- virtual void generic_6dof_joint_set_precision(RID p_joint, int precision) override {}
- virtual int generic_6dof_joint_get_precision(RID p_joint) override { return 0; }
+ virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) const override;
virtual JointType joint_get_type(RID p_joint) const override;
@@ -365,15 +361,18 @@ public:
virtual void set_active(bool p_active) override;
virtual void init() override;
virtual void step(real_t p_step) override;
- virtual void sync() override {}
+ virtual void sync() override;
virtual void flush_queries() override;
+ 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;
- PhysicsServer3DSW();
+ PhysicsServer3DSW(bool p_using_threads = false);
~PhysicsServer3DSW() {}
};
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.cpp b/servers/physics_3d/physics_server_3d_wrap_mt.cpp
new file mode 100644
index 0000000000..c424100bba
--- /dev/null
+++ b/servers/physics_3d/physics_server_3d_wrap_mt.cpp
@@ -0,0 +1,137 @@
+/*************************************************************************/
+/* physics_server_3d_wrap_mt.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 "physics_server_3d_wrap_mt.h"
+
+#include "core/os/os.h"
+
+void PhysicsServer3DWrapMT::thread_exit() {
+ exit = true;
+}
+
+void PhysicsServer3DWrapMT::thread_step(real_t p_delta) {
+ physics_3d_server->step(p_delta);
+ step_sem.post();
+}
+
+void PhysicsServer3DWrapMT::_thread_callback(void *_instance) {
+ PhysicsServer3DWrapMT *vsmt = reinterpret_cast<PhysicsServer3DWrapMT *>(_instance);
+
+ vsmt->thread_loop();
+}
+
+void PhysicsServer3DWrapMT::thread_loop() {
+ server_thread = Thread::get_caller_id();
+
+ physics_3d_server->init();
+
+ exit = false;
+ step_thread_up = true;
+ while (!exit) {
+ // flush commands one by one, until exit is requested
+ command_queue.wait_and_flush();
+ }
+
+ command_queue.flush_all(); // flush all
+
+ physics_3d_server->finish();
+}
+
+/* EVENT QUEUING */
+
+void PhysicsServer3DWrapMT::step(real_t p_step) {
+ if (create_thread) {
+ command_queue.push(this, &PhysicsServer3DWrapMT::thread_step, p_step);
+ } else {
+ command_queue.flush_all(); //flush all pending from other threads
+ physics_3d_server->step(p_step);
+ }
+}
+
+void PhysicsServer3DWrapMT::sync() {
+ if (create_thread) {
+ if (first_frame) {
+ first_frame = false;
+ } else {
+ step_sem.wait(); //must not wait if a step was not issued
+ }
+ }
+ physics_3d_server->sync();
+}
+
+void PhysicsServer3DWrapMT::flush_queries() {
+ physics_3d_server->flush_queries();
+}
+
+void PhysicsServer3DWrapMT::end_sync() {
+ physics_3d_server->end_sync();
+}
+
+void PhysicsServer3DWrapMT::init() {
+ if (create_thread) {
+ //OS::get_singleton()->release_rendering_thread();
+ thread.start(_thread_callback, this);
+ while (!step_thread_up) {
+ OS::get_singleton()->delay_usec(1000);
+ }
+ } else {
+ physics_3d_server->init();
+ }
+}
+
+void PhysicsServer3DWrapMT::finish() {
+ if (thread.is_started()) {
+ command_queue.push(this, &PhysicsServer3DWrapMT::thread_exit);
+ thread.wait_to_finish();
+ } else {
+ physics_3d_server->finish();
+ }
+}
+
+PhysicsServer3DWrapMT::PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread) :
+ command_queue(p_create_thread) {
+ physics_3d_server = p_contained;
+ create_thread = p_create_thread;
+
+ pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
+
+ if (!p_create_thread) {
+ server_thread = Thread::get_caller_id();
+ } else {
+ server_thread = 0;
+ }
+
+ main_thread = Thread::get_caller_id();
+}
+
+PhysicsServer3DWrapMT::~PhysicsServer3DWrapMT() {
+ memdelete(physics_3d_server);
+ //finish();
+}
diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_3d/physics_server_3d_wrap_mt.h
new file mode 100644
index 0000000000..a86fb5a3d3
--- /dev/null
+++ b/servers/physics_3d/physics_server_3d_wrap_mt.h
@@ -0,0 +1,409 @@
+/*************************************************************************/
+/* physics_server_3d_wrap_mt.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 PHYSICS3DSERVERWRAPMT_H
+#define PHYSICS3DSERVERWRAPMT_H
+
+#include "core/config/project_settings.h"
+#include "core/os/thread.h"
+#include "core/templates/command_queue_mt.h"
+#include "servers/physics_server_3d.h"
+
+#ifdef DEBUG_SYNC
+#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
+#else
+#define SYNC_DEBUG
+#endif
+
+class PhysicsServer3DWrapMT : public PhysicsServer3D {
+ mutable PhysicsServer3D *physics_3d_server;
+
+ mutable CommandQueueMT command_queue;
+
+ static void _thread_callback(void *_instance);
+ void thread_loop();
+
+ Thread::ID server_thread;
+ Thread::ID main_thread;
+ volatile bool exit = false;
+ Thread thread;
+ volatile bool step_thread_up = false;
+ bool create_thread = false;
+
+ Semaphore step_sem;
+ int step_pending = 0;
+ void thread_step(real_t p_delta);
+ void thread_flush();
+
+ void thread_exit();
+
+ bool first_frame = true;
+
+ Mutex alloc_mutex;
+ int pool_max_size = 0;
+
+public:
+#define ServerName PhysicsServer3D
+#define ServerNameWrapMT PhysicsServer3DWrapMT
+#define server_name physics_3d_server
+#define WRITE_ACTION
+
+#include "servers/server_wrap_mt_common.h"
+
+ //FUNC1RID(shape,ShapeType); todo fix
+ FUNCRID(world_boundary_shape)
+ FUNCRID(separation_ray_shape)
+ FUNCRID(sphere_shape)
+ FUNCRID(box_shape)
+ FUNCRID(capsule_shape)
+ FUNCRID(cylinder_shape)
+ FUNCRID(convex_polygon_shape)
+ FUNCRID(concave_polygon_shape)
+ FUNCRID(heightmap_shape)
+ FUNCRID(custom_shape)
+
+ FUNC2(shape_set_data, RID, const Variant &);
+ FUNC2(shape_set_custom_solver_bias, RID, real_t);
+
+ FUNC2(shape_set_margin, RID, real_t)
+ FUNC1RC(real_t, shape_get_margin, RID)
+
+ FUNC1RC(ShapeType, shape_get_type, RID);
+ FUNC1RC(Variant, shape_get_data, RID);
+ FUNC1RC(real_t, shape_get_custom_solver_bias, RID);
+#if 0
+ //these work well, but should be used from the main thread only
+ bool shape_collide(RID p_shape_A, const Transform &p_xform_A, const Vector3 &p_motion_A, RID p_shape_B, const Transform &p_xform_B, const Vector3 &p_motion_B, Vector3 *r_results, int p_result_max, int &r_result_count) {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), false);
+ return physics_3d_server->shape_collide(p_shape_A, p_xform_A, p_motion_A, p_shape_B, p_xform_B, p_motion_B, r_results, p_result_max, r_result_count);
+ }
+#endif
+ /* SPACE API */
+
+ FUNCRID(space);
+ FUNC2(space_set_active, RID, bool);
+ FUNC1RC(bool, space_is_active, RID);
+
+ FUNC3(space_set_param, RID, SpaceParameter, real_t);
+ FUNC2RC(real_t, space_get_param, RID, SpaceParameter);
+
+ // this function only works on physics process, errors and returns null otherwise
+ PhysicsDirectSpaceState3D *space_get_direct_state(RID p_space) override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
+ return physics_3d_server->space_get_direct_state(p_space);
+ }
+
+ FUNC2(space_set_debug_contacts, RID, int);
+ virtual Vector<Vector3> space_get_contacts(RID p_space) const override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), Vector<Vector3>());
+ return physics_3d_server->space_get_contacts(p_space);
+ }
+
+ virtual int space_get_contact_count(RID p_space) const override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), 0);
+ return physics_3d_server->space_get_contact_count(p_space);
+ }
+
+ /* AREA API */
+
+ //FUNC0RID(area);
+ FUNCRID(area);
+
+ FUNC2(area_set_space, RID, RID);
+ FUNC1RC(RID, area_get_space, RID);
+
+ FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode);
+ FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID);
+
+ FUNC4(area_add_shape, RID, RID, const Transform3D &, bool);
+ FUNC3(area_set_shape, RID, int, RID);
+ 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(Transform3D, area_get_shape_transform, RID, int);
+ FUNC2(area_remove_shape, RID, int);
+ FUNC1(area_clear_shapes, RID);
+
+ FUNC2(area_attach_object_instance_id, RID, ObjectID);
+ FUNC1RC(ObjectID, area_get_object_instance_id, RID);
+
+ FUNC3(area_set_param, RID, AreaParameter, const Variant &);
+ FUNC2(area_set_transform, RID, const Transform3D &);
+
+ FUNC2RC(Variant, area_get_param, RID, AreaParameter);
+ FUNC1RC(Transform3D, area_get_transform, RID);
+
+ FUNC2(area_set_collision_mask, RID, uint32_t);
+ FUNC2(area_set_collision_layer, RID, uint32_t);
+
+ FUNC2(area_set_monitorable, RID, bool);
+ FUNC2(area_set_ray_pickable, RID, bool);
+
+ FUNC3(area_set_monitor_callback, RID, Object *, const StringName &);
+ FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &);
+
+ /* BODY API */
+
+ //FUNC2RID(body,BodyMode,bool);
+ FUNCRID(body)
+
+ FUNC2(body_set_space, RID, RID);
+ FUNC1RC(RID, body_get_space, RID);
+
+ FUNC2(body_set_mode, RID, BodyMode);
+ FUNC1RC(BodyMode, body_get_mode, RID);
+
+ FUNC4(body_add_shape, RID, RID, const Transform3D &, bool);
+ FUNC3(body_set_shape, RID, int, RID);
+ FUNC3(body_set_shape_transform, RID, int, const Transform3D &);
+
+ FUNC1RC(int, body_get_shape_count, RID);
+ FUNC2RC(Transform3D, body_get_shape_transform, RID, int);
+ FUNC2RC(RID, body_get_shape, RID, int);
+
+ FUNC3(body_set_shape_disabled, RID, int, bool);
+
+ FUNC2(body_remove_shape, RID, int);
+ FUNC1(body_clear_shapes, RID);
+
+ FUNC2(body_attach_object_instance_id, RID, ObjectID);
+ FUNC1RC(ObjectID, body_get_object_instance_id, RID);
+
+ FUNC2(body_set_enable_continuous_collision_detection, RID, bool);
+ FUNC1RC(bool, body_is_continuous_collision_detection_enabled, RID);
+
+ FUNC2(body_set_collision_layer, RID, uint32_t);
+ FUNC1RC(uint32_t, body_get_collision_layer, RID);
+
+ FUNC2(body_set_collision_mask, RID, uint32_t);
+ FUNC1RC(uint32_t, body_get_collision_mask, RID);
+
+ FUNC2(body_set_user_flags, RID, uint32_t);
+ FUNC1RC(uint32_t, body_get_user_flags, RID);
+
+ FUNC3(body_set_param, RID, BodyParameter, const Variant &);
+ FUNC2RC(Variant, body_get_param, RID, BodyParameter);
+
+ FUNC1(body_reset_mass_properties, RID);
+
+ FUNC3(body_set_state, RID, BodyState, const Variant &);
+ FUNC2RC(Variant, body_get_state, RID, BodyState);
+
+ FUNC2(body_set_applied_force, RID, const Vector3 &);
+ FUNC1RC(Vector3, body_get_applied_force, RID);
+
+ FUNC2(body_set_applied_torque, RID, const Vector3 &);
+ FUNC1RC(Vector3, body_get_applied_torque, RID);
+
+ FUNC2(body_add_central_force, RID, const Vector3 &);
+ FUNC3(body_add_force, RID, const Vector3 &, const Vector3 &);
+ FUNC2(body_add_torque, RID, const Vector3 &);
+ FUNC2(body_apply_torque_impulse, RID, const Vector3 &);
+ FUNC2(body_apply_central_impulse, RID, const Vector3 &);
+ FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &);
+ FUNC2(body_set_axis_velocity, RID, const Vector3 &);
+
+ FUNC3(body_set_axis_lock, RID, BodyAxis, bool);
+ FUNC2RC(bool, body_is_axis_locked, RID, BodyAxis);
+
+ FUNC2(body_add_collision_exception, RID, RID);
+ FUNC2(body_remove_collision_exception, RID, RID);
+ FUNC2S(body_get_collision_exceptions, RID, List<RID> *);
+
+ FUNC2(body_set_max_contacts_reported, RID, int);
+ FUNC1RC(int, body_get_max_contacts_reported, RID);
+
+ FUNC2(body_set_contacts_reported_depth_threshold, RID, real_t);
+ FUNC1RC(real_t, body_get_contacts_reported_depth_threshold, RID);
+
+ FUNC2(body_set_omit_force_integration, RID, bool);
+ FUNC1RC(bool, body_is_omitting_force_integration, RID);
+
+ FUNC3(body_set_state_sync_callback, RID, void *, BodyStateCallback);
+ 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 Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) 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_margin, r_result, p_max_collisions, p_collide_separation_ray, p_exclude);
+ }
+
+ // this function only works on physics process, errors and returns null otherwise
+ PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) override {
+ ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), nullptr);
+ return physics_3d_server->body_get_direct_state(p_body);
+ }
+
+ /* SOFT BODY API */
+
+ FUNCRID(soft_body)
+
+ FUNC2(soft_body_update_rendering_server, RID, class RenderingServerHandler *)
+
+ FUNC2(soft_body_set_space, RID, RID)
+ FUNC1RC(RID, soft_body_get_space, RID)
+
+ FUNC2(soft_body_set_ray_pickable, RID, bool);
+
+ FUNC2(soft_body_set_collision_layer, RID, uint32_t)
+ FUNC1RC(uint32_t, soft_body_get_collision_layer, RID)
+
+ FUNC2(soft_body_set_collision_mask, RID, uint32_t)
+ FUNC1RC(uint32_t, soft_body_get_collision_mask, RID)
+
+ FUNC2(soft_body_add_collision_exception, RID, RID)
+ FUNC2(soft_body_remove_collision_exception, RID, RID)
+ FUNC2S(soft_body_get_collision_exceptions, RID, List<RID> *)
+
+ FUNC3(soft_body_set_state, RID, BodyState, const Variant &);
+ FUNC2RC(Variant, soft_body_get_state, RID, BodyState);
+
+ FUNC2(soft_body_set_transform, RID, const Transform3D &);
+
+ FUNC2(soft_body_set_simulation_precision, RID, int);
+ FUNC1RC(int, soft_body_get_simulation_precision, RID);
+
+ FUNC2(soft_body_set_total_mass, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_total_mass, RID);
+
+ FUNC2(soft_body_set_linear_stiffness, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_linear_stiffness, RID);
+
+ FUNC2(soft_body_set_pressure_coefficient, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_pressure_coefficient, RID);
+
+ FUNC2(soft_body_set_damping_coefficient, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_damping_coefficient, RID);
+
+ FUNC2(soft_body_set_drag_coefficient, RID, real_t);
+ FUNC1RC(real_t, soft_body_get_drag_coefficient, RID);
+
+ FUNC2(soft_body_set_mesh, RID, RID);
+
+ FUNC1RC(AABB, soft_body_get_bounds, RID);
+
+ FUNC3(soft_body_move_point, RID, int, const Vector3 &);
+ FUNC2RC(Vector3, soft_body_get_point_global_position, RID, int);
+
+ FUNC1(soft_body_remove_all_pinned_points, RID);
+ FUNC3(soft_body_pin_point, RID, int, bool);
+ FUNC2RC(bool, soft_body_is_point_pinned, RID, int);
+
+ /* JOINT API */
+
+ FUNCRID(joint)
+
+ FUNC1(joint_clear, RID)
+
+ FUNC5(joint_make_pin, RID, RID, const Vector3 &, RID, const Vector3 &)
+
+ FUNC3(pin_joint_set_param, RID, PinJointParam, real_t)
+ FUNC2RC(real_t, pin_joint_get_param, RID, PinJointParam)
+
+ FUNC2(pin_joint_set_local_a, RID, const Vector3 &)
+ FUNC1RC(Vector3, pin_joint_get_local_a, RID)
+
+ FUNC2(pin_joint_set_local_b, RID, const Vector3 &)
+ FUNC1RC(Vector3, pin_joint_get_local_b, RID)
+
+ 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)
+ FUNC2RC(real_t, hinge_joint_get_param, RID, HingeJointParam)
+
+ FUNC3(hinge_joint_set_flag, RID, HingeJointFlag, bool)
+ FUNC2RC(bool, hinge_joint_get_flag, RID, HingeJointFlag)
+
+ 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 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 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)
+
+ FUNC4(generic_6dof_joint_set_flag, RID, Vector3::Axis, G6DOFJointAxisFlag, bool)
+ FUNC3RC(bool, generic_6dof_joint_get_flag, RID, Vector3::Axis, G6DOFJointAxisFlag)
+
+ FUNC1RC(JointType, joint_get_type, RID);
+
+ FUNC2(joint_set_solver_priority, RID, int);
+ FUNC1RC(int, joint_get_solver_priority, RID);
+
+ FUNC2(joint_disable_collisions_between_bodies, RID, const bool);
+ FUNC1RC(bool, joint_is_disabled_collisions_between_bodies, RID);
+
+ /* MISC */
+
+ FUNC1(free, RID);
+ FUNC1(set_active, bool);
+ FUNC1(set_collision_iterations, int);
+
+ virtual void init() override;
+ virtual void step(real_t p_step) override;
+ virtual void sync() override;
+ virtual void end_sync() override;
+ virtual void flush_queries() override;
+ virtual void finish() override;
+
+ virtual bool is_flushing_queries() const override {
+ return physics_3d_server->is_flushing_queries();
+ }
+
+ int get_process_info(ProcessInfo p_info) override {
+ return physics_3d_server->get_process_info(p_info);
+ }
+
+ PhysicsServer3DWrapMT(PhysicsServer3D *p_contained, bool p_create_thread);
+ ~PhysicsServer3DWrapMT();
+
+#undef ServerNameWrapMT
+#undef ServerName
+#undef server_name
+#undef WRITE_ACTION
+};
+
+#ifdef DEBUG_SYNC
+#undef DEBUG_SYNC
+#endif
+#undef SYNC_DEBUG
+
+#endif // PHYSICS3DSERVERWRAPMT_H
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index ca33241d29..0fb6d582c8 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,19 +30,39 @@
#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/sort_array.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 _POINT_SNAP 0.001953125
#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.0002
#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.9998
+#define _CYLINDER_EDGE_IS_VALID_SUPPORT_THRESHOLD 0.002
+#define _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD 0.999
+
void Shape3DSW::configure(const AABB &p_aabb) {
aabb = p_aabb;
configured = true;
- for (Map<ShapeOwner3DSW *, int>::Element *E = owners.front(); E; E = E->next()) {
- ShapeOwner3DSW *co = (ShapeOwner3DSW *)E->key();
+ for (const KeyValue<ShapeOwner3DSW *, int> &E : owners) {
+ ShapeOwner3DSW *co = (ShapeOwner3DSW *)E.key;
co->_shape_changed();
}
}
@@ -50,7 +70,8 @@ void Shape3DSW::configure(const AABB &p_aabb) {
Vector3 Shape3DSW::get_support(const Vector3 &p_normal) const {
Vector3 res;
int amnt;
- get_supports(p_normal, 1, &res, amnt);
+ FeatureType type;
+ get_supports(p_normal, 1, &res, amnt, type);
return res;
}
@@ -80,30 +101,25 @@ const Map<ShapeOwner3DSW *, int> &Shape3DSW::get_owners() const {
return owners;
}
-Shape3DSW::Shape3DSW() {
- custom_bias = 0;
- configured = false;
-}
-
Shape3DSW::~Shape3DSW() {
ERR_FAIL_COND(owners.size());
}
-Plane PlaneShape3DSW::get_plane() const {
+Plane WorldBoundaryShape3DSW::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 WorldBoundaryShape3DSW::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;
}
-Vector3 PlaneShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 WorldBoundaryShape3DSW::get_support(const Vector3 &p_normal) const {
return p_normal * 1e15;
}
-bool PlaneShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool WorldBoundaryShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
bool inters = plane.intersects_segment(p_begin, p_end, &r_result);
if (inters) {
r_normal = plane.normal;
@@ -111,11 +127,11 @@ bool PlaneShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_
return inters;
}
-bool PlaneShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool WorldBoundaryShape3DSW::intersect_point(const Vector3 &p_point) const {
return plane.distance_to(p_point) < 0;
}
-Vector3 PlaneShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 WorldBoundaryShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
if (plane.is_point_over(p_point)) {
return plane.project(p_point);
} else {
@@ -123,43 +139,43 @@ Vector3 PlaneShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
}
}
-Vector3 PlaneShape3DSW::get_moment_of_inertia(real_t p_mass) const {
- return Vector3(); //wtf
+Vector3 WorldBoundaryShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+ return Vector3(); // not applicable.
}
-void PlaneShape3DSW::_setup(const Plane &p_plane) {
+void WorldBoundaryShape3DSW::_setup(const Plane &p_plane) {
plane = p_plane;
configure(AABB(Vector3(-1e4, -1e4, -1e4), Vector3(1e4 * 2, 1e4 * 2, 1e4 * 2)));
}
-void PlaneShape3DSW::set_data(const Variant &p_data) {
+void WorldBoundaryShape3DSW::set_data(const Variant &p_data) {
_setup(p_data);
}
-Variant PlaneShape3DSW::get_data() const {
+Variant WorldBoundaryShape3DSW::get_data() const {
return plane;
}
-PlaneShape3DSW::PlaneShape3DSW() {
+WorldBoundaryShape3DSW::WorldBoundaryShape3DSW() {
}
//
-real_t RayShape3DSW::get_length() const {
+real_t SeparationRayShape3DSW::get_length() const {
return length;
}
-bool RayShape3DSW::get_slips_on_slope() const {
- return slips_on_slope;
+bool SeparationRayShape3DSW::get_slide_on_slope() const {
+ return slide_on_slope;
}
-void RayShape3DSW::project_range(const Vector3 &p_normal, const Transform &p_transform, real_t &r_min, real_t &r_max) const {
+void SeparationRayShape3DSW::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;
}
-Vector3 RayShape3DSW::get_support(const Vector3 &p_normal) const {
+Vector3 SeparationRayShape3DSW::get_support(const Vector3 &p_normal) const {
if (p_normal.z > 0) {
return Vector3(0, 0, length);
} else {
@@ -167,29 +183,32 @@ Vector3 RayShape3DSW::get_support(const Vector3 &p_normal) const {
}
}
-void RayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
+void SeparationRayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 2;
+ r_type = FEATURE_EDGE;
r_supports[0] = Vector3(0, 0, 0);
r_supports[1] = Vector3(0, 0, length);
} else if (p_normal.z > 0) {
r_amount = 1;
+ r_type = FEATURE_POINT;
*r_supports = Vector3(0, 0, length);
} else {
r_amount = 1;
+ r_type = FEATURE_POINT;
*r_supports = Vector3(0, 0, 0);
}
}
-bool RayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+bool SeparationRayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
return false; //simply not possible
}
-bool RayShape3DSW::intersect_point(const Vector3 &p_point) const {
+bool SeparationRayShape3DSW::intersect_point(const Vector3 &p_point) const {
return false; //simply not possible
}
-Vector3 RayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+Vector3 SeparationRayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 s[2] = {
Vector3(0, 0, 0),
Vector3(0, 0, length)
@@ -198,32 +217,29 @@ Vector3 RayShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
return Geometry3D::get_closest_point_to_segment(p_point, s);
}
-Vector3 RayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+Vector3 SeparationRayShape3DSW::get_moment_of_inertia(real_t p_mass) const {
return Vector3();
}
-void RayShape3DSW::_setup(real_t p_length, bool p_slips_on_slope) {
+void SeparationRayShape3DSW::_setup(real_t p_length, bool p_slide_on_slope) {
length = p_length;
- slips_on_slope = p_slips_on_slope;
+ slide_on_slope = p_slide_on_slope;
configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length)));
}
-void RayShape3DSW::set_data(const Variant &p_data) {
+void SeparationRayShape3DSW::set_data(const Variant &p_data) {
Dictionary d = p_data;
- _setup(d["length"], d["slips_on_slope"]);
+ _setup(d["length"], d["slide_on_slope"]);
}
-Variant RayShape3DSW::get_data() const {
+Variant SeparationRayShape3DSW::get_data() const {
Dictionary d;
d["length"] = length;
- d["slips_on_slope"] = slips_on_slope;
+ d["slide_on_slope"] = slide_on_slope;
return d;
}
-RayShape3DSW::RayShape3DSW() {
- length = 1;
- slips_on_slope = false;
-}
+SeparationRayShape3DSW::SeparationRayShape3DSW() {}
/********** SPHERE *************/
@@ -231,7 +247,7 @@ 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
@@ -246,9 +262,10 @@ Vector3 SphereShape3DSW::get_support(const Vector3 &p_normal) const {
return p_normal * radius;
}
-void SphereShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
+void SphereShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
*r_supports = p_normal * radius;
r_amount = 1;
+ r_type = FEATURE_POINT;
}
bool SphereShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
@@ -261,7 +278,7 @@ bool SphereShape3DSW::intersect_point(const Vector3 &p_point) const {
Vector3 SphereShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 p = p_point;
- float l = p.length();
+ real_t l = p.length();
if (l < radius) {
return p_point;
}
@@ -286,13 +303,11 @@ Variant SphereShape3DSW::get_data() const {
return radius;
}
-SphereShape3DSW::SphereShape3DSW() {
- radius = 0;
-}
+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);
@@ -312,7 +327,7 @@ Vector3 BoxShape3DSW::get_support(const Vector3 &p_normal) const {
return point;
}
-void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
+void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
static const int next[3] = { 1, 2, 0 };
static const int next2[3] = { 2, 0, 1 };
@@ -325,6 +340,7 @@ void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_s
bool neg = dot < 0;
r_amount = 4;
+ r_type = FEATURE_FACE;
Vector3 point;
point[i] = half_extents[i];
@@ -333,7 +349,6 @@ void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_s
int i_n2 = next2[i];
static const real_t sign[4][2] = {
-
{ -1.0, 1.0 },
{ 1.0, 1.0 },
{ 1.0, -1.0 },
@@ -363,6 +378,7 @@ void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_s
if (Math::abs(p_normal.dot(axis)) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 2;
+ r_type = FEATURE_EDGE;
int i_n = next[i];
int i_n2 = next2[i];
@@ -390,6 +406,7 @@ void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_s
(p_normal.z < 0) ? -half_extents.z : half_extents.z);
r_amount = 1;
+ r_type = FEATURE_POINT;
r_supports[0] = point;
}
@@ -430,7 +447,7 @@ Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
}
//check segments
- float min_distance = 1e20;
+ real_t min_distance = 1e20;
Vector3 closest_vertex = half_extents * p_point.sign();
Vector3 s[2] = {
closest_vertex,
@@ -443,7 +460,7 @@ Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 closest_edge = Geometry3D::get_closest_point_to_segment(p_point, s);
- float d = p_point.distance_to(closest_edge);
+ real_t d = p_point.distance_to(closest_edge);
if (d < min_distance) {
min_point = closest_edge;
min_distance = d;
@@ -475,17 +492,16 @@ Variant BoxShape3DSW::get_data() const {
return half_extents;
}
-BoxShape3DSW::BoxShape3DSW() {
-}
+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.z > 0) ? height : -height;
+ real_t h = height * 0.5 - radius;
n *= radius;
- n.z += h * 0.5;
+ n.y += (n.y > 0) ? h : -h;
r_max = p_normal.dot(p_transform.xform(n));
r_min = p_normal.dot(p_transform.xform(-n));
@@ -494,36 +510,38 @@ void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform &p
Vector3 CapsuleShape3DSW::get_support(const Vector3 &p_normal) const {
Vector3 n = p_normal;
- real_t h = (n.z > 0) ? height : -height;
+ real_t h = height * 0.5 - radius;
n *= radius;
- n.z += h * 0.5;
+ n.y += (n.y > 0) ? h : -h;
return n;
}
-void CapsuleShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
+void CapsuleShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
Vector3 n = p_normal;
- real_t d = n.z;
+ real_t d = n.y;
if (Math::abs(d) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
// make it flat
- n.z = 0.0;
+ n.y = 0.0;
n.normalize();
n *= radius;
r_amount = 2;
+ r_type = FEATURE_EDGE;
r_supports[0] = n;
- r_supports[0].z += height * 0.5;
+ r_supports[0].y += height * 0.5 - radius;
r_supports[1] = n;
- r_supports[1].z -= height * 0.5;
+ r_supports[1].y -= height * 0.5 - radius;
} else {
- real_t h = (d > 0) ? height : -height;
+ real_t h = height * 0.5 - radius;
n *= radius;
- n.z += h * 0.5;
+ n.y += (d > 0) ? h : -h;
r_amount = 1;
+ r_type = FEATURE_POINT;
*r_supports = n;
}
}
@@ -540,7 +558,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
// test against cylinder and spheres :-|
- collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &auxres, &auxn);
+ collided = Geometry3D::segment_intersects_cylinder(p_begin, p_end, height - radius * 2.0, radius, &auxres, &auxn, 1);
if (collided) {
real_t d = norm.dot(auxres);
@@ -552,7 +570,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
}
}
- collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * 0.5), radius, &auxres, &auxn);
+ collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * 0.5 - radius, 0), radius, &auxres, &auxn);
if (collided) {
real_t d = norm.dot(auxres);
@@ -564,7 +582,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
}
}
- collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, 0, height * -0.5), radius, &auxres, &auxn);
+ collided = Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(0, height * -0.5 + radius, 0), radius, &auxres, &auxn);
if (collided) {
real_t d = norm.dot(auxres);
@@ -585,19 +603,19 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &
}
bool CapsuleShape3DSW::intersect_point(const Vector3 &p_point) const {
- if (Math::abs(p_point.z) < height * 0.5) {
- return Vector3(p_point.x, p_point.y, 0).length() < radius;
+ if (Math::abs(p_point.y) < height * 0.5 - radius) {
+ return Vector3(p_point.x, 0, p_point.z).length() < radius;
} else {
Vector3 p = p_point;
- p.z = Math::abs(p.z) - height * 0.5;
+ p.y = Math::abs(p.y) - height * 0.5 + radius;
return p.length() < radius;
}
}
Vector3 CapsuleShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
Vector3 s[2] = {
- Vector3(0, 0, -height * 0.5),
- Vector3(0, 0, height * 0.5),
+ Vector3(0, -height * 0.5 + radius, 0),
+ Vector3(0, height * 0.5 - radius, 0),
};
Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s);
@@ -616,13 +634,13 @@ 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) {
height = p_height;
radius = p_radius;
- configure(AABB(Vector3(-radius, -radius, -height * 0.5 - radius), Vector3(radius * 2, radius * 2, height + radius * 2.0)));
+ configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2, height, radius * 2)));
}
void CapsuleShape3DSW::set_data(const Variant &p_data) {
@@ -639,13 +657,189 @@ Variant CapsuleShape3DSW::get_data() const {
return d;
}
-CapsuleShape3DSW::CapsuleShape3DSW() {
- height = radius = 0;
+CapsuleShape3DSW::CapsuleShape3DSW() {}
+
+/********** CYLINDER *************/
+
+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);
+
+ Vector3 local_normal = p_transform.basis.xform_inv(p_normal);
+ real_t scale = local_normal.length();
+ real_t scaled_radius = radius * scale;
+ real_t scaled_height = height * scale;
+
+ real_t length;
+ if (Math::abs(axis_dot) > 1.0) {
+ length = scaled_height * 0.5;
+ } else {
+ length = Math::abs(axis_dot * scaled_height * 0.5) + scaled_radius * Math::sqrt(1.0 - axis_dot * axis_dot);
+ }
+
+ real_t distance = p_normal.dot(p_transform.origin);
+
+ r_min = distance - length;
+ r_max = distance + length;
+}
+
+Vector3 CylinderShape3DSW::get_support(const Vector3 &p_normal) const {
+ Vector3 n = p_normal;
+ real_t h = (n.y > 0) ? height : -height;
+ real_t s = Math::sqrt(n.x * n.x + n.z * n.z);
+ if (Math::is_zero_approx(s)) {
+ n.x = radius;
+ n.y = h * 0.5;
+ n.z = 0.0;
+ } else {
+ real_t d = radius / s;
+ n.x = n.x * d;
+ n.y = h * 0.5;
+ n.z = n.z * d;
+ }
+
+ return n;
}
+void CylinderShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
+ real_t d = p_normal.y;
+ if (Math::abs(d) > _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD) {
+ real_t h = (d > 0) ? height : -height;
+
+ Vector3 n = p_normal;
+ n.x = 0.0;
+ n.z = 0.0;
+ n.y = h * 0.5;
+
+ r_amount = 3;
+ r_type = FEATURE_CIRCLE;
+ r_supports[0] = n;
+ r_supports[1] = n;
+ r_supports[1].x += radius;
+ r_supports[2] = n;
+ r_supports[2].z += radius;
+ } else if (Math::abs(d) < _CYLINDER_EDGE_IS_VALID_SUPPORT_THRESHOLD) {
+ // make it flat
+ Vector3 n = p_normal;
+ n.y = 0.0;
+ n.normalize();
+ n *= radius;
+
+ r_amount = 2;
+ r_type = FEATURE_EDGE;
+ r_supports[0] = n;
+ r_supports[0].y += height * 0.5;
+ r_supports[1] = n;
+ r_supports[1].y -= height * 0.5;
+ } else {
+ r_amount = 1;
+ r_type = FEATURE_POINT;
+ r_supports[0] = get_support(p_normal);
+ return;
+
+ Vector3 n = p_normal;
+ real_t h = n.y * Math::sqrt(0.25 * height * height + radius * radius);
+ if (Math::abs(h) > 1.0) {
+ // Top or bottom surface.
+ n.y = (n.y > 0.0) ? height * 0.5 : -height * 0.5;
+ } else {
+ // Lateral surface.
+ n.y = height * 0.5 * h;
+ }
+
+ real_t s = Math::sqrt(n.x * n.x + n.z * n.z);
+ if (Math::is_zero_approx(s)) {
+ n.x = 0.0;
+ n.z = 0.0;
+ } else {
+ real_t scaled_radius = radius / s;
+ n.x = n.x * scaled_radius;
+ n.z = n.z * scaled_radius;
+ }
+
+ r_supports[0] = n;
+ }
+}
+
+bool CylinderShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+ return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1);
+}
+
+bool CylinderShape3DSW::intersect_point(const Vector3 &p_point) const {
+ if (Math::abs(p_point.y) < height * 0.5) {
+ return Vector3(p_point.x, 0, p_point.z).length() < radius;
+ }
+ return false;
+}
+
+Vector3 CylinderShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+ if (Math::absf(p_point.y) > height * 0.5) {
+ // Project point to top disk.
+ real_t dir = p_point.y > 0.0 ? 1.0 : -1.0;
+ Vector3 circle_pos(0.0, dir * height * 0.5, 0.0);
+ Plane circle_plane(circle_pos, Vector3(0.0, dir, 0.0));
+ Vector3 proj_point = circle_plane.project(p_point);
+
+ // Clip position.
+ Vector3 delta_point_1 = proj_point - circle_pos;
+ real_t dist_point_1 = delta_point_1.length_squared();
+ if (!Math::is_zero_approx(dist_point_1)) {
+ dist_point_1 = Math::sqrt(dist_point_1);
+ proj_point = circle_pos + delta_point_1 * MIN(dist_point_1, radius) / dist_point_1;
+ }
+
+ return proj_point;
+ } else {
+ Vector3 s[2] = {
+ Vector3(0, -height * 0.5, 0),
+ Vector3(0, height * 0.5, 0),
+ };
+
+ Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, s);
+
+ if (p.distance_to(p_point) < radius) {
+ return p_point;
+ }
+
+ return p + (p_point - p).normalized() * radius;
+ }
+}
+
+Vector3 CylinderShape3DSW::get_moment_of_inertia(real_t p_mass) const {
+ // use bad AABB approximation
+ Vector3 extents = get_aabb().size * 0.5;
+
+ 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.x * extents.x + extents.y * extents.y));
+}
+
+void CylinderShape3DSW::_setup(real_t p_height, real_t p_radius) {
+ height = p_height;
+ radius = p_radius;
+ configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0)));
+}
+
+void CylinderShape3DSW::set_data(const Variant &p_data) {
+ Dictionary d = p_data;
+ ERR_FAIL_COND(!d.has("radius"));
+ ERR_FAIL_COND(!d.has("height"));
+ _setup(d["height"], d["radius"]);
+}
+
+Variant CylinderShape3DSW::get_data() const {
+ Dictionary d;
+ d["radius"] = radius;
+ d["height"] = height;
+ return d;
+}
+
+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;
@@ -690,7 +884,7 @@ Vector3 ConvexPolygonShape3DSW::get_support(const Vector3 &p_normal) const {
return vrts[vert_support_idx];
}
-void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
+void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
const Geometry3D::MeshData::Face *faces = mesh.faces.ptr();
int fc = mesh.faces.size();
@@ -700,6 +894,9 @@ 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;
@@ -735,6 +932,7 @@ void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve
r_supports[j] = vertices[ind[j]];
}
r_amount = m;
+ r_type = FEATURE_FACE;
return;
}
}
@@ -744,6 +942,7 @@ void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve
dot = ABS(dot);
if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD && (edges[i].a == vtx || edges[i].b == vtx)) {
r_amount = 2;
+ r_type = FEATURE_EDGE;
r_supports[0] = vertices[edges[i].a];
r_supports[1] = vertices[edges[i].b];
return;
@@ -752,6 +951,7 @@ void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve
r_supports[0] = vertices[vtx];
r_amount = 1;
+ r_type = FEATURE_POINT;
}
bool ConvexPolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
@@ -840,7 +1040,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con
return p_point;
}
- float min_distance = 1e20;
+ real_t min_distance = 1e20;
Vector3 min_point;
//check edges
@@ -853,7 +1053,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con
};
Vector3 closest = Geometry3D::get_closest_point_to_segment(p_point, s);
- float d = closest.distance_to(p_point);
+ real_t d = closest.distance_to(p_point);
if (d < min_distance) {
min_distance = d;
min_point = closest;
@@ -870,13 +1070,13 @@ 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;
@@ -905,7 +1105,7 @@ 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);
@@ -936,12 +1136,13 @@ Vector3 FaceShape3DSW::get_support(const Vector3 &p_normal) const {
return vertex[vert_support_idx];
}
-void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const {
+void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const {
Vector3 n = p_normal;
/** TEST FACE AS SUPPORT **/
- if (normal.dot(n) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
+ if (Math::abs(normal.dot(n)) > _FACE_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 3;
+ r_type = FEATURE_FACE;
for (int i = 0; i < 3; i++) {
r_supports[i] = vertex[i];
}
@@ -975,6 +1176,7 @@ void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_
dot = ABS(dot);
if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD) {
r_amount = 2;
+ r_type = FEATURE_EDGE;
r_supports[0] = vertex[i];
r_supports[1] = vertex[nx];
return;
@@ -982,6 +1184,7 @@ void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_
}
r_amount = 1;
+ r_type = FEATURE_POINT;
r_supports[0] = vertex[vert_support_idx];
}
@@ -990,7 +1193,11 @@ bool FaceShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_e
if (c) {
r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal;
if (r_normal.dot(p_end - p_begin) > 0) {
- r_normal = -r_normal;
+ if (backface_collision) {
+ r_normal = -r_normal;
+ } else {
+ c = false;
+ }
}
}
@@ -1028,7 +1235,7 @@ 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;
@@ -1088,30 +1295,24 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par
}
if (bvh->face_index >= 0) {
- Vector3 res;
- Vector3 vertices[3] = {
- p_params->vertices[p_params->faces[bvh->face_index].indices[0]],
- p_params->vertices[p_params->faces[bvh->face_index].indices[1]],
- p_params->vertices[p_params->faces[bvh->face_index].indices[2]]
- };
+ const Face *f = &p_params->faces[bvh->face_index];
+ FaceShape3DSW *face = p_params->face;
+ face->normal = f->normal;
+ face->vertex[0] = p_params->vertices[f->indices[0]];
+ face->vertex[1] = p_params->vertices[f->indices[1]];
+ face->vertex[2] = p_params->vertices[f->indices[2]];
- if (Geometry3D::segment_intersects_triangle(
- p_params->from,
- p_params->to,
- vertices[0],
- vertices[1],
- vertices[2],
- &res)) {
+ Vector3 res;
+ Vector3 normal;
+ if (face->intersect_segment(p_params->from, p_params->to, res, normal)) {
real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from);
- //TODO, seems segmen/triangle intersection is broken :(
- if (d > 0 && d < p_params->min_d) {
+ if ((d > 0) && (d < p_params->min_d)) {
p_params->min_d = d;
p_params->result = res;
- p_params->normal = Plane(vertices[0], vertices[1], vertices[2]).normal;
+ p_params->normal = normal;
p_params->collisions++;
}
}
-
} else {
if (bvh->left >= 0) {
_cull_segment(bvh->left, p_params);
@@ -1132,17 +1333,20 @@ bool ConcavePolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Ve
const Vector3 *vr = vertices.ptr();
const BVH *br = bvh.ptr();
+ FaceShape3DSW face;
+ face.backface_collision = backface_collision;
+
_SegmentCullParams params;
params.from = p_begin;
params.to = p_end;
- params.collisions = 0;
params.dir = (p_end - p_begin).normalized();
params.faces = fr;
params.vertices = vr;
params.bvh = br;
- params.min_d = 1e20;
+ params.face = &face;
+
// cull
_cull_segment(0, &params);
@@ -1163,11 +1367,11 @@ Vector3 ConcavePolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) co
return Vector3();
}
-void ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const {
+bool ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const {
const BVH *bvh = &p_params->bvh[p_idx];
if (!p_params->aabb.intersects(bvh->aabb)) {
- return;
+ return false;
}
if (bvh->face_index >= 0) {
@@ -1177,20 +1381,27 @@ void ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const {
face->vertex[0] = p_params->vertices[f->indices[0]];
face->vertex[1] = p_params->vertices[f->indices[1]];
face->vertex[2] = p_params->vertices[f->indices[2]];
- p_params->callback(p_params->userdata, face);
-
+ if (p_params->callback(p_params->userdata, face)) {
+ return true;
+ }
} else {
if (bvh->left >= 0) {
- _cull(bvh->left, p_params);
+ if (_cull(bvh->left, p_params)) {
+ return true;
+ }
}
if (bvh->right >= 0) {
- _cull(bvh->right, p_params);
+ if (_cull(bvh->right, p_params)) {
+ return true;
+ }
}
}
+
+ return false;
}
-void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const {
+void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const {
// make matrix local to concave
if (faces.size() == 0) {
return;
@@ -1204,6 +1415,7 @@ void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, Callback p_callback
const BVH *br = bvh.ptr();
FaceShape3DSW face; // use this to send in the callback
+ face.backface_collision = backface_collision;
_CullParams params;
params.aabb = local_aabb;
@@ -1225,7 +1437,7 @@ 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 {
@@ -1335,7 +1547,7 @@ void ConcavePolygonShape3DSW::_fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_ar
memdelete(p_bvh_tree);
}
-void ConcavePolygonShape3DSW::_setup(Vector<Vector3> p_faces) {
+void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_backface_collision) {
int src_face_count = p_faces.size();
if (src_face_count == 0) {
configure(AABB());
@@ -1364,7 +1576,7 @@ void ConcavePolygonShape3DSW::_setup(Vector<Vector3> p_faces) {
Face3 face(facesr[i * 3 + 0], facesr[i * 3 + 1], facesr[i * 3 + 2]);
bvh_arrayw[i].aabb = face.get_aabb();
- bvh_arrayw[i].center = bvh_arrayw[i].aabb.position + bvh_arrayw[i].aabb.size * 0.5;
+ bvh_arrayw[i].center = bvh_arrayw[i].aabb.get_center();
bvh_arrayw[i].face_index = i;
facesw[i].indices[0] = i * 3 + 0;
facesw[i].indices[1] = i * 3 + 1;
@@ -1390,15 +1602,24 @@ void ConcavePolygonShape3DSW::_setup(Vector<Vector3> p_faces) {
int idx = 0;
_fill_bvh(bvh_tree, bvh_arrayw2, idx);
+ backface_collision = p_backface_collision;
+
configure(_aabb); // this type of shape has no margin
}
void ConcavePolygonShape3DSW::set_data(const Variant &p_data) {
- _setup(p_data);
+ Dictionary d = p_data;
+ ERR_FAIL_COND(!d.has("faces"));
+
+ _setup(d["faces"], d["backface_collision"]);
}
Variant ConcavePolygonShape3DSW::get_data() const {
- return get_faces();
+ Dictionary d;
+ d["faces"] = get_faces();
+ d["backface_collision"] = backface_collision;
+
+ return d;
}
ConcavePolygonShape3DSW::ConcavePolygonShape3DSW() {
@@ -1418,11 +1639,7 @@ 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);
}
@@ -1432,7 +1649,292 @@ 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;
+};
+
+struct _HeightmapGridCullState {
+ real_t length = 0.0;
+ real_t length_flat = 0.0;
+
+ real_t dist = 0.0;
+ real_t prev_dist = 0.0;
+
+ int x = 0;
+ int z = 0;
+};
+
+_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, const _HeightmapGridCullState &p_state) {
+ // First triangle.
+ p_params.heightmap->_get_point(p_state.x, p_state.z, p_params.face->vertex[0]);
+ p_params.heightmap->_get_point(p_state.x + 1, p_state.z, p_params.face->vertex[1]);
+ p_params.heightmap->_get_point(p_state.x, p_state.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_state.x + 1, p_state.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;
+}
+
+_FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) {
+ const HeightMapShape3DSW::Range &chunk = p_params.heightmap->_get_bounds_chunk(p_state.x, p_state.z);
+
+ Vector3 enter_pos;
+ Vector3 exit_pos;
+
+ if (p_state.length_flat > CMP_EPSILON) {
+ real_t flat_to_3d = p_state.length / p_state.length_flat;
+ real_t enter_param = p_state.prev_dist * flat_to_3d;
+ real_t exit_param = p_state.dist * flat_to_3d;
+ enter_pos = p_params.from + p_params.dir * enter_param;
+ exit_pos = p_params.from + p_params.dir * exit_param;
+ } else {
+ // Consider the ray vertical.
+ // (though we shouldn't reach this often because there is an early check up-front)
+ enter_pos = p_params.from;
+ exit_pos = p_params.to;
+ }
+
+ // Transform positions to heightmap space.
+ enter_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE;
+ exit_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE;
+
+ // We did enter the flat projection of the AABB,
+ // but we have to check if we intersect it on the vertical axis.
+ if ((enter_pos.y > chunk.max) && (exit_pos.y > chunk.max)) {
+ return false;
+ }
+ if ((enter_pos.y < chunk.min) && (exit_pos.y < chunk.min)) {
+ return false;
+ }
+
+ return p_params.heightmap->_intersect_grid_segment(_heightmap_cell_cull_segment, enter_pos, exit_pos, p_params.heightmap->width, p_params.heightmap->depth, p_params.heightmap->local_origin, p_params.result, p_params.normal);
+}
+
+template <typename ProcessFunction>
+bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const {
+ Vector3 delta = (p_end - p_begin);
+ real_t length = delta.length();
+
+ if (length < CMP_EPSILON) {
+ return false;
+ }
+
+ Vector3 local_begin = p_begin + offset;
+
+ FaceShape3DSW face;
+ face.backface_collision = false;
+
+ _HeightmapSegmentCullParams params;
+ params.from = p_begin;
+ params.to = p_end;
+ params.dir = delta / length;
+ params.heightmap = this;
+ params.face = &face;
+
+ _HeightmapGridCullState state;
+
+ // Perform grid query from projected ray.
+ Vector2 ray_dir_flat(delta.x, delta.z);
+ state.length = length;
+ state.length_flat = ray_dir_flat.length();
+
+ if (state.length_flat < CMP_EPSILON) {
+ ray_dir_flat = Vector2();
+ } else {
+ ray_dir_flat /= state.length_flat;
+ }
+
+ const int x_step = (ray_dir_flat.x > CMP_EPSILON) ? 1 : ((ray_dir_flat.x < -CMP_EPSILON) ? -1 : 0);
+ const int z_step = (ray_dir_flat.y > CMP_EPSILON) ? 1 : ((ray_dir_flat.y < -CMP_EPSILON) ? -1 : 0);
+
+ const real_t infinite = 1e20;
+ const real_t delta_x = (x_step != 0) ? 1.f / Math::abs(ray_dir_flat.x) : infinite;
+ const real_t delta_z = (z_step != 0) ? 1.f / Math::abs(ray_dir_flat.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 = (Math::ceil(local_begin.x) - local_begin.x) * delta_x;
+ } else {
+ cross_x = (local_begin.x - Math::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 = (Math::ceil(local_begin.z) - local_begin.z) * delta_z;
+ } else {
+ cross_z = (local_begin.z - Math::floor(local_begin.z)) * delta_z;
+ }
+ } else {
+ cross_z = infinite; // Will never cross on Z.
+ }
+
+ int x = Math::floor(local_begin.x);
+ int z = Math::floor(local_begin.z);
+
+ // Workaround cases where the ray starts at an integer position.
+ if (Math::is_zero_approx(cross_x)) {
+ 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::is_zero_approx(cross_z)) {
+ cross_z += delta_z;
+ if (z_step == -1) {
+ z -= 1;
+ }
+ }
+
+ // Start inside the grid.
+ int x_start = MAX(MIN(x, p_width - 2), 0);
+ int z_start = MAX(MIN(z, p_depth - 2), 0);
+
+ // 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;
+
+ while (true) {
+ state.prev_dist = state.dist;
+ state.x = x;
+ state.z = z;
+
+ if (cross_x < cross_z) {
+ // X lane.
+ x += x_step;
+ // Assign before advancing the param,
+ // to be in sync with the initialization step.
+ state.dist = cross_x;
+ cross_x += delta_x;
+ } else {
+ // Z lane.
+ z += z_step;
+ state.dist = cross_z;
+ cross_z += delta_z;
+ }
+
+ if (state.dist > state.length_flat) {
+ state.dist = state.length_flat;
+ if (p_process(params, state)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+ break;
+ }
+
+ if (p_process(params, state)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+
+ // Stop when outside the grid.
+ if ((x < 0) || (z < 0) || (x >= p_width - 1) || (z >= p_depth - 1)) {
+ break;
+ }
+ }
+
+ 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;
+
+ // Quantize the ray begin/end.
+ int begin_x = Math::floor(local_begin.x);
+ int begin_z = Math::floor(local_begin.z);
+ int end_x = Math::floor(local_end.x);
+ int end_z = Math::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.
+ 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;
+
+ _HeightmapGridCullState state;
+ state.x = MAX(MIN(begin_x, width - 2), 0);
+ state.z = MAX(MIN(begin_z, depth - 2), 0);
+ if (_heightmap_cell_cull_segment(params, state)) {
+ r_point = params.result;
+ r_normal = params.normal;
+ return true;
+ }
+ } else if (bounds_grid.is_empty()) {
+ // Process all cells intersecting the flat projection of the ray.
+ return _intersect_grid_segment(_heightmap_cell_cull_segment, p_begin, p_end, width, depth, local_origin, r_point, r_normal);
+ } else {
+ Vector3 ray_diff = (p_end - p_begin);
+ real_t length_flat_sqr = ray_diff.x * ray_diff.x + ray_diff.z * ray_diff.z;
+ if (length_flat_sqr < BOUNDS_CHUNK_SIZE * BOUNDS_CHUNK_SIZE) {
+ // Don't use chunks, the ray is too short in the plane.
+ return _intersect_grid_segment(_heightmap_cell_cull_segment, p_begin, p_end, width, depth, local_origin, r_point, r_normal);
+ } else {
+ // The ray is long, run raycast on a higher-level grid.
+ Vector3 bounds_from = p_begin / BOUNDS_CHUNK_SIZE;
+ Vector3 bounds_to = p_end / BOUNDS_CHUNK_SIZE;
+ Vector3 bounds_offset = local_origin / BOUNDS_CHUNK_SIZE;
+ return _intersect_grid_segment(_heightmap_chunk_cull_segment, bounds_from, bounds_to, bounds_grid_width, bounds_grid_depth, bounds_offset, r_point, r_normal);
+ }
+ }
+
return false;
}
@@ -1444,7 +1946,70 @@ Vector3 HeightMapShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
return Vector3();
}
-void HeightMapShape3DSW::cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const {
+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, QueryCallback 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[1], face.vertex[2]).normal;
+ if (p_callback(p_userdata, &face)) {
+ return;
+ }
+
+ // 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[1], face.vertex[2]).normal;
+ if (p_callback(p_userdata, &face)) {
+ return;
+ }
+ }
+ }
}
Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
@@ -1454,61 +2019,184 @@ 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) {
- heights = p_heights;
- width = p_width;
- depth = p_depth;
- cell_size = p_cell_size;
+void HeightMapShape3DSW::_build_accelerator() {
+ bounds_grid.clear();
- const real_t *r = heights.ptr();
+ bounds_grid_width = width / BOUNDS_CHUNK_SIZE;
+ bounds_grid_depth = depth / BOUNDS_CHUNK_SIZE;
- AABB aabb;
+ if (width % BOUNDS_CHUNK_SIZE > 0) {
+ ++bounds_grid_width; // In case terrain size isn't dividable by chunk size.
+ }
- for (int i = 0; i < depth; i++) {
- for (int j = 0; j < width; j++) {
- real_t h = r[i * width + j];
+ if (depth % BOUNDS_CHUNK_SIZE > 0) {
+ ++bounds_grid_depth;
+ }
- Vector3 pos(j * cell_size, h, i * cell_size);
- if (i == 0 || j == 0) {
- aabb.position = pos;
- } else {
- aabb.expand_to(pos);
+ uint32_t bound_grid_size = (uint32_t)(bounds_grid_width * bounds_grid_depth);
+
+ if (bound_grid_size < 2) {
+ // Grid is empty or just one chunk.
+ return;
+ }
+
+ bounds_grid.resize(bound_grid_size);
+
+ // Compute min and max height for all chunks.
+ for (int cz = 0; cz < bounds_grid_depth; ++cz) {
+ int z0 = cz * BOUNDS_CHUNK_SIZE;
+
+ for (int cx = 0; cx < bounds_grid_width; ++cx) {
+ int x0 = cx * BOUNDS_CHUNK_SIZE;
+
+ Range r;
+
+ r.min = _get_height(x0, z0);
+ r.max = r.min;
+
+ // Compute min and max height for this chunk.
+ // We have to include one extra cell to account for neighbors.
+ // Here is why:
+ // Say we have a flat terrain, and a plateau that fits a chunk perfectly.
+ //
+ // Left Right
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // | | | | | |
+ // 0---0---0---1---1---1
+ // x
+ //
+ // If the AABB for the Left chunk did not share vertices with the Right,
+ // then we would fail collision tests at x due to a gap.
+ //
+ int z_max = MIN(z0 + BOUNDS_CHUNK_SIZE + 1, depth);
+ int x_max = MIN(x0 + BOUNDS_CHUNK_SIZE + 1, width);
+ for (int z = z0; z < z_max; ++z) {
+ for (int x = x0; x < x_max; ++x) {
+ real_t height = _get_height(x, z);
+ if (height < r.min) {
+ r.min = height;
+ } else if (height > r.max) {
+ r.max = height;
+ }
+ }
}
+
+ bounds_grid[cx + cz * bounds_grid_width] = r;
}
}
+}
+
+void HeightMapShape3DSW::_setup(const Vector<real_t> &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;
+
+ // 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);
+
+ // Initialize origin as the aabb center.
+ local_origin = aabb.position + 0.5 * aabb.size;
+ local_origin.y = 0.0;
+
+ aabb.position -= local_origin;
+
+ _build_accelerator();
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<real_t> heights_buffer;
+#ifdef REAL_T_IS_DOUBLE
+ if (heights_variant.get_type() == Variant::PACKED_FLOAT64_ARRAY) {
+#else
+ if (heights_variant.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
+#endif
+ // 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());
+
+ real_t *w = heights_buffer.ptrw();
+ real_t *rp = (real_t *)im_data.ptr();
+ for (int i = 0; i < heights_buffer.size(); ++i) {
+ w[i] = rp[i];
+ }
+ } else {
+#ifdef REAL_T_IS_DOUBLE
+ ERR_FAIL_MSG("Expected PackedFloat64Array or float Image.");
+#else
+ ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
+#endif
+ }
+
+ // 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) {
+ real_t 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 2a2cd42255..061d66a085 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/shape_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -32,18 +32,8 @@
#define SHAPE_SW_H
#include "core/math/geometry_3d.h"
+#include "core/templates/local_vector.h"
#include "servers/physics_server_3d.h"
-/*
-
-SHAPE_LINE, ///< plane:"plane"
-SHAPE_SEGMENT, ///< real_t:"length"
-SHAPE_CIRCLE, ///< real_t:"radius"
-SHAPE_RECTANGLE, ///< vec3:"extents"
-SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
-SHAPE_CONCAVE_POLYGON, ///< Vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
-SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
-
-*/
class Shape3DSW;
@@ -58,8 +48,8 @@ public:
class Shape3DSW {
RID self;
AABB aabb;
- bool configured;
- real_t custom_bias;
+ bool configured = false;
+ real_t custom_bias = 0.0;
Map<ShapeOwner3DSW *, int> owners;
@@ -67,8 +57,11 @@ protected:
void configure(const AABB &p_aabb);
public:
- enum {
- MAX_SUPPORTS = 8
+ enum FeatureType {
+ FEATURE_POINT,
+ FEATURE_EDGE,
+ FEATURE_FACE,
+ FEATURE_CIRCLE,
};
virtual real_t get_area() const { return aabb.get_area(); }
@@ -78,14 +71,14 @@ 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) const = 0;
+ 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;
virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const = 0;
virtual bool intersect_point(const Vector3 &p_point) const = 0;
@@ -102,22 +95,24 @@ public:
bool is_owner(ShapeOwner3DSW *p_owner) const;
const Map<ShapeOwner3DSW *, int> &get_owners() const;
- Shape3DSW();
+ Shape3DSW() {}
virtual ~Shape3DSW();
};
class ConcaveShape3DSW : public Shape3DSW {
public:
- virtual bool is_concave() const { return true; }
- typedef void (*Callback)(void *p_userdata, Shape3DSW *p_convex);
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const { r_amount = 0; }
+ virtual bool is_concave() const override { return true; }
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
+
+ // Returns true to stop the query.
+ typedef bool (*QueryCallback)(void *p_userdata, Shape3DSW *p_convex);
- virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const = 0;
+ virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0;
ConcaveShape3DSW() {}
};
-class PlaneShape3DSW : public Shape3DSW {
+class WorldBoundaryShape3DSW : public Shape3DSW {
Plane plane;
void _setup(const Plane &p_plane);
@@ -125,74 +120,74 @@ class PlaneShape3DSW : public Shape3DSW {
public:
Plane get_plane() const;
- 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 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) const { r_amount = 0; }
+ virtual real_t get_area() const override { return INFINITY; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_WORLD_BOUNDARY; }
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
- PlaneShape3DSW();
+ WorldBoundaryShape3DSW();
};
-class RayShape3DSW : public Shape3DSW {
- real_t length;
- bool slips_on_slope;
+class SeparationRayShape3DSW : public Shape3DSW {
+ real_t length = 1.0;
+ bool slide_on_slope = false;
- void _setup(real_t p_length, bool p_slips_on_slope);
+ void _setup(real_t p_length, bool p_slide_on_slope);
public:
real_t get_length() const;
- bool get_slips_on_slope() const;
+ bool get_slide_on_slope() const;
- 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 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) const;
+ virtual real_t get_area() const override { return 0.0; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SEPARATION_RAY; }
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
- RayShape3DSW();
+ SeparationRayShape3DSW();
};
class SphereShape3DSW : public Shape3DSW {
- real_t radius;
+ real_t radius = 0.0;
void _setup(real_t p_radius);
public:
real_t get_radius() const;
- virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius; }
+ virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SPHERE; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { 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 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) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
SphereShape3DSW();
};
@@ -203,28 +198,28 @@ class BoxShape3DSW : public Shape3DSW {
public:
_FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; }
- virtual real_t get_area() const { return 8 * half_extents.x * half_extents.y * half_extents.z; }
+ virtual real_t get_area() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_BOX; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { 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 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) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
BoxShape3DSW();
};
class CapsuleShape3DSW : public Shape3DSW {
- real_t height;
- real_t radius;
+ real_t height = 0.0;
+ real_t radius = 0.0;
void _setup(real_t p_height, real_t p_radius);
@@ -232,25 +227,54 @@ public:
_FORCE_INLINE_ real_t get_height() const { return height; }
_FORCE_INLINE_ real_t get_radius() const { return radius; }
- virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
+ virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CAPSULE; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { 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 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) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
CapsuleShape3DSW();
};
+class CylinderShape3DSW : public Shape3DSW {
+ real_t height = 0.0;
+ real_t radius = 0.0;
+
+ void _setup(real_t p_height, real_t p_radius);
+
+public:
+ _FORCE_INLINE_ real_t get_height() const { return height; }
+ _FORCE_INLINE_ real_t get_radius() const { return radius; }
+
+ virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
+
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CYLINDER; }
+
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
+
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
+
+ CylinderShape3DSW();
+};
+
struct ConvexPolygonShape3DSW : public Shape3DSW {
Geometry3D::MeshData mesh;
@@ -259,19 +283,19 @@ struct ConvexPolygonShape3DSW : public Shape3DSW {
public:
const Geometry3D::MeshData &get_mesh() const { return mesh; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { 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 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) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
ConvexPolygonShape3DSW();
};
@@ -284,7 +308,7 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
struct Face {
Vector3 normal;
- int indices[3];
+ int indices[3] = {};
};
Vector<Face> faces;
@@ -292,98 +316,129 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
struct BVH {
AABB aabb;
- int left;
- int right;
+ int left = 0;
+ int right = 0;
- int face_index;
+ int face_index = 0;
};
Vector<BVH> bvh;
struct _CullParams {
AABB aabb;
- Callback callback;
- void *userdata;
- const Face *faces;
- const Vector3 *vertices;
- const BVH *bvh;
- FaceShape3DSW *face;
+ QueryCallback callback = nullptr;
+ void *userdata = nullptr;
+ const Face *faces = nullptr;
+ const Vector3 *vertices = nullptr;
+ const BVH *bvh = nullptr;
+ FaceShape3DSW *face = nullptr;
};
struct _SegmentCullParams {
Vector3 from;
Vector3 to;
- const Face *faces;
- const Vector3 *vertices;
- const BVH *bvh;
Vector3 dir;
+ const Face *faces = nullptr;
+ const Vector3 *vertices = nullptr;
+ const BVH *bvh = nullptr;
+ FaceShape3DSW *face = nullptr;
Vector3 result;
Vector3 normal;
- real_t min_d;
- int collisions;
+ real_t min_d = 1e20;
+ int collisions = 0;
};
+ bool backface_collision = false;
+
void _cull_segment(int p_idx, _SegmentCullParams *p_params) const;
- void _cull(int p_idx, _CullParams *p_params) const;
+ bool _cull(int p_idx, _CullParams *p_params) const;
void _fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx);
- void _setup(Vector<Vector3> p_faces);
+ void _setup(const Vector<Vector3> &p_faces, bool p_backface_collision);
public:
Vector<Vector3> get_faces() const;
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { 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 Vector3 get_support(const Vector3 &p_normal) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const;
+ virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
ConcavePolygonShape3DSW();
};
struct HeightMapShape3DSW : public ConcaveShape3DSW {
Vector<real_t> heights;
- int width;
- int depth;
- real_t cell_size;
+ int width = 0;
+ int depth = 0;
+ Vector3 local_origin;
+
+ // Accelerator.
+ struct Range {
+ real_t min = 0.0;
+ real_t max = 0.0;
+ };
+ LocalVector<Range> bounds_grid;
+ int bounds_grid_width = 0;
+ int bounds_grid_depth = 0;
+
+ static const int BOUNDS_CHUNK_SIZE = 16;
+
+ _FORCE_INLINE_ const Range &_get_bounds_chunk(int p_x, int p_z) const {
+ return bounds_grid[(p_z * bounds_grid_width) + p_x];
+ }
+
+ _FORCE_INLINE_ real_t _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 _cull_segment(int p_idx,_SegmentCullParams *p_params) const;
- //void _cull(int p_idx,_CullParams *p_params) const;
+ 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 _build_accelerator();
+
+ template <typename ProcessFunction>
+ bool _intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const;
+
+ void _setup(const Vector<real_t> &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;
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 PhysicsServer3D::ShapeType get_type() const override { 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 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;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
- virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+ virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
HeightMapShape3DSW();
};
@@ -392,37 +447,38 @@ public:
struct FaceShape3DSW : public Shape3DSW {
Vector3 normal; //cache
Vector3 vertex[3];
+ bool backface_collision = false;
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
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;
- 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) const;
- bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data) {}
- virtual Variant get_data() const { return Variant(); }
+ virtual void set_data(const Variant &p_data) override {}
+ virtual Variant get_data() const override { return Variant(); }
FaceShape3DSW();
};
struct MotionShape3DSW : public Shape3DSW {
- Shape3DSW *shape;
+ Shape3DSW *shape = nullptr;
Vector3 motion;
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { 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 {
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override {
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);
@@ -430,22 +486,23 @@ struct MotionShape3DSW : public Shape3DSW {
r_max = MAX(maxa, maxb);
}
- Vector3 get_support(const Vector3 &p_normal) const {
+ virtual Vector3 get_support(const Vector3 &p_normal) const override {
Vector3 support = shape->get_support(p_normal);
if (p_normal.dot(motion) > 0) {
support += motion;
}
return support;
}
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount) const { r_amount = 0; }
- bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { return false; }
- virtual bool intersect_point(const Vector3 &p_point) const { return false; }
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const { return p_point; }
- Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override { return false; }
+ virtual bool intersect_point(const Vector3 &p_point) const override { return false; }
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; }
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
- virtual void set_data(const Variant &p_data) {}
- virtual Variant get_data() const { return Variant(); }
+ virtual void set_data(const Variant &p_data) override {}
+ virtual Variant get_data() const override { return Variant(); }
MotionShape3DSW() { configure(AABB()); }
};
diff --git a/servers/physics_3d/soft_body_3d_sw.cpp b/servers/physics_3d/soft_body_3d_sw.cpp
new file mode 100644
index 0000000000..5e8f8692ba
--- /dev/null
+++ b/servers/physics_3d/soft_body_3d_sw.cpp
@@ -0,0 +1,1312 @@
+/*************************************************************************/
+/* soft_body_3d_sw.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 "soft_body_3d_sw.h"
+#include "space_3d_sw.h"
+
+#include "core/math/geometry_3d.h"
+#include "core/templates/map.h"
+#include "servers/rendering_server.h"
+
+// Based on Bullet soft body.
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+
+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.
+*/
+///btSoftBody implementation by Nathanael Presson
+
+SoftBody3DSW::SoftBody3DSW() :
+ CollisionObject3DSW(TYPE_SOFT_BODY),
+ active_list(this) {
+ _set_static(false);
+}
+
+void SoftBody3DSW::_shapes_changed() {
+}
+
+void SoftBody3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) {
+ switch (p_state) {
+ case PhysicsServer3D::BODY_STATE_TRANSFORM: {
+ _set_transform(p_variant);
+ _set_inv_transform(get_transform().inverse());
+
+ apply_nodes_transform(get_transform());
+
+ } break;
+ case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
+ // Not supported.
+ ERR_FAIL_MSG("Linear velocity is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
+ ERR_FAIL_MSG("Angular velocity is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_SLEEPING: {
+ ERR_FAIL_MSG("Sleeping state is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
+ ERR_FAIL_MSG("Sleeping state is not supported for Soft bodies.");
+ } break;
+ }
+}
+
+Variant SoftBody3DSW::get_state(PhysicsServer3D::BodyState p_state) const {
+ switch (p_state) {
+ case PhysicsServer3D::BODY_STATE_TRANSFORM: {
+ return get_transform();
+ } break;
+ case PhysicsServer3D::BODY_STATE_LINEAR_VELOCITY: {
+ ERR_FAIL_V_MSG(Vector3(), "Linear velocity is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_ANGULAR_VELOCITY: {
+ ERR_FAIL_V_MSG(Vector3(), "Angular velocity is not supported for Soft bodies.");
+ return Vector3();
+ } break;
+ case PhysicsServer3D::BODY_STATE_SLEEPING: {
+ ERR_FAIL_V_MSG(false, "Sleeping state is not supported for Soft bodies.");
+ } break;
+ case PhysicsServer3D::BODY_STATE_CAN_SLEEP: {
+ ERR_FAIL_V_MSG(false, "Sleeping state is not supported for Soft bodies.");
+ } break;
+ }
+
+ return Variant();
+}
+
+void SoftBody3DSW::set_space(Space3DSW *p_space) {
+ if (get_space()) {
+ get_space()->soft_body_remove_from_active_list(&active_list);
+
+ deinitialize_shape();
+ }
+
+ _set_space(p_space);
+
+ if (get_space()) {
+ get_space()->soft_body_add_to_active_list(&active_list);
+
+ if (bounds != AABB()) {
+ initialize_shape(true);
+ }
+ }
+}
+
+void SoftBody3DSW::set_mesh(RID p_mesh) {
+ destroy();
+
+ soft_mesh = p_mesh;
+
+ if (soft_mesh.is_null()) {
+ return;
+ }
+
+ Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0);
+
+ bool success = create_from_trimesh(arrays[RenderingServer::ARRAY_INDEX], arrays[RenderingServer::ARRAY_VERTEX]);
+ if (!success) {
+ destroy();
+ }
+}
+
+void SoftBody3DSW::update_rendering_server(RenderingServerHandler *p_rendering_server_handler) {
+ if (soft_mesh.is_null()) {
+ return;
+ }
+
+ const uint32_t vertex_count = map_visual_to_physics.size();
+ for (uint32_t i = 0; i < vertex_count; ++i) {
+ const uint32_t node_index = map_visual_to_physics[i];
+ const Node &node = nodes[node_index];
+ const Vector3 &vertex_position = node.x;
+ const Vector3 &vertex_normal = node.n;
+
+ p_rendering_server_handler->set_vertex(i, &vertex_position);
+ p_rendering_server_handler->set_normal(i, &vertex_normal);
+ }
+
+ p_rendering_server_handler->set_aabb(bounds);
+}
+
+void SoftBody3DSW::update_normals_and_centroids() {
+ uint32_t i, ni;
+
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ nodes[i].n = Vector3();
+ }
+
+ for (i = 0, ni = faces.size(); i < ni; ++i) {
+ Face &face = faces[i];
+ const Vector3 n = vec3_cross(face.n[0]->x - face.n[2]->x, face.n[0]->x - face.n[1]->x);
+ face.n[0]->n += n;
+ face.n[1]->n += n;
+ face.n[2]->n += n;
+ face.normal = n;
+ face.normal.normalize();
+ face.centroid = 0.33333333333 * (face.n[0]->x + face.n[1]->x + face.n[2]->x);
+ }
+
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ Node &node = nodes[i];
+ real_t len = node.n.length();
+ if (len > CMP_EPSILON) {
+ node.n /= len;
+ }
+ }
+}
+
+void SoftBody3DSW::update_bounds() {
+ AABB prev_bounds = bounds;
+ prev_bounds.grow_by(collision_margin);
+
+ bounds = AABB();
+
+ const uint32_t nodes_count = nodes.size();
+ if (nodes_count == 0) {
+ deinitialize_shape();
+ return;
+ }
+
+ bool first = true;
+ bool moved = false;
+ for (uint32_t node_index = 0; node_index < nodes_count; ++node_index) {
+ const Node &node = nodes[node_index];
+ if (!prev_bounds.has_point(node.x)) {
+ moved = true;
+ }
+ if (first) {
+ bounds.position = node.x;
+ first = false;
+ } else {
+ bounds.expand_to(node.x);
+ }
+ }
+
+ if (get_space()) {
+ initialize_shape(moved);
+ }
+}
+
+void SoftBody3DSW::update_constants() {
+ reset_link_rest_lengths();
+ update_link_constants();
+ update_area();
+}
+
+void SoftBody3DSW::update_area() {
+ int i, ni;
+
+ // Face area.
+ for (i = 0, ni = faces.size(); i < ni; ++i) {
+ Face &face = faces[i];
+
+ const Vector3 &x0 = face.n[0]->x;
+ const Vector3 &x1 = face.n[1]->x;
+ const Vector3 &x2 = face.n[2]->x;
+
+ const Vector3 a = x1 - x0;
+ const Vector3 b = x2 - x0;
+ const Vector3 cr = vec3_cross(a, b);
+ face.ra = cr.length();
+ }
+
+ // Node area.
+ LocalVector<int> counts;
+ if (nodes.size() > 0) {
+ counts.resize(nodes.size());
+ memset(counts.ptr(), 0, counts.size() * sizeof(int));
+ }
+
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ nodes[i].area = 0.0;
+ }
+
+ for (i = 0, ni = faces.size(); i < ni; ++i) {
+ const Face &face = faces[i];
+ for (int j = 0; j < 3; ++j) {
+ const int index = (int)(face.n[j] - &nodes[0]);
+ counts[index]++;
+ face.n[j]->area += Math::abs(face.ra);
+ }
+ }
+
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ if (counts[i] > 0) {
+ nodes[i].area /= (real_t)counts[i];
+ } else {
+ nodes[i].area = 0.0;
+ }
+ }
+}
+
+void SoftBody3DSW::reset_link_rest_lengths() {
+ for (uint32_t i = 0, ni = links.size(); i < ni; ++i) {
+ Link &link = links[i];
+ link.rl = (link.n[0]->x - link.n[1]->x).length();
+ link.c1 = link.rl * link.rl;
+ }
+}
+
+void SoftBody3DSW::update_link_constants() {
+ real_t inv_linear_stiffness = 1.0 / linear_stiffness;
+ for (uint32_t i = 0, ni = links.size(); i < ni; ++i) {
+ Link &link = links[i];
+ link.c0 = (link.n[0]->im + link.n[1]->im) * inv_linear_stiffness;
+ }
+}
+
+void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) {
+ if (soft_mesh.is_null()) {
+ return;
+ }
+
+ uint32_t node_count = nodes.size();
+ Vector3 leaf_size = Vector3(collision_margin, collision_margin, collision_margin) * 2.0;
+ for (uint32_t node_index = 0; node_index < node_count; ++node_index) {
+ Node &node = nodes[node_index];
+
+ node.x = p_transform.xform(node.x);
+ node.q = node.x;
+ node.v = Vector3();
+ node.bv = Vector3();
+
+ AABB node_aabb(node.x, leaf_size);
+ node_tree.update(node.leaf, node_aabb);
+ }
+
+ face_tree.clear();
+
+ update_normals_and_centroids();
+ update_bounds();
+ update_constants();
+}
+
+Vector3 SoftBody3DSW::get_vertex_position(int p_index) const {
+ if (soft_mesh.is_null()) {
+ return Vector3();
+ }
+
+ ERR_FAIL_INDEX_V(p_index, (int)map_visual_to_physics.size(), Vector3());
+ uint32_t node_index = map_visual_to_physics[p_index];
+
+ ERR_FAIL_COND_V(node_index >= nodes.size(), Vector3());
+ return nodes[node_index].x;
+}
+
+void SoftBody3DSW::set_vertex_position(int p_index, const Vector3 &p_position) {
+ if (soft_mesh.is_null()) {
+ return;
+ }
+
+ ERR_FAIL_INDEX(p_index, (int)map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[p_index];
+
+ ERR_FAIL_COND(node_index >= nodes.size());
+ Node &node = nodes[node_index];
+ node.q = node.x;
+ node.x = p_position;
+}
+
+void SoftBody3DSW::pin_vertex(int p_index) {
+ if (is_vertex_pinned(p_index)) {
+ return;
+ }
+
+ pinned_vertices.push_back(p_index);
+
+ if (!soft_mesh.is_null()) {
+ ERR_FAIL_INDEX(p_index, (int)map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[p_index];
+
+ ERR_FAIL_COND(node_index >= nodes.size());
+ Node &node = nodes[node_index];
+ node.im = 0.0;
+ }
+}
+
+void SoftBody3DSW::unpin_vertex(int p_index) {
+ uint32_t pinned_count = pinned_vertices.size();
+ for (uint32_t i = 0; i < pinned_count; ++i) {
+ if (p_index == pinned_vertices[i]) {
+ pinned_vertices.remove(i);
+
+ if (!soft_mesh.is_null()) {
+ ERR_FAIL_INDEX(p_index, (int)map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[p_index];
+
+ ERR_FAIL_COND(node_index >= nodes.size());
+ real_t inv_node_mass = nodes.size() * inv_total_mass;
+
+ Node &node = nodes[node_index];
+ node.im = inv_node_mass;
+ }
+
+ return;
+ }
+ }
+}
+
+void SoftBody3DSW::unpin_all_vertices() {
+ if (!soft_mesh.is_null()) {
+ real_t inv_node_mass = nodes.size() * inv_total_mass;
+ uint32_t pinned_count = pinned_vertices.size();
+ for (uint32_t i = 0; i < pinned_count; ++i) {
+ uint32_t vertex_index = pinned_vertices[i];
+
+ ERR_CONTINUE(vertex_index >= map_visual_to_physics.size());
+ uint32_t node_index = map_visual_to_physics[vertex_index];
+
+ ERR_CONTINUE(node_index >= nodes.size());
+ Node &node = nodes[node_index];
+ node.im = inv_node_mass;
+ }
+ }
+
+ pinned_vertices.clear();
+}
+
+bool SoftBody3DSW::is_vertex_pinned(int p_index) const {
+ uint32_t pinned_count = pinned_vertices.size();
+ for (uint32_t i = 0; i < pinned_count; ++i) {
+ if (p_index == pinned_vertices[i]) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+uint32_t SoftBody3DSW::get_node_count() const {
+ return nodes.size();
+}
+
+real_t SoftBody3DSW::get_node_inv_mass(uint32_t p_node_index) const {
+ ERR_FAIL_COND_V(p_node_index >= nodes.size(), 0.0);
+ return nodes[p_node_index].im;
+}
+
+Vector3 SoftBody3DSW::get_node_position(uint32_t p_node_index) const {
+ ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
+ return nodes[p_node_index].x;
+}
+
+Vector3 SoftBody3DSW::get_node_velocity(uint32_t p_node_index) const {
+ ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
+ return nodes[p_node_index].v;
+}
+
+Vector3 SoftBody3DSW::get_node_biased_velocity(uint32_t p_node_index) const {
+ ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3());
+ return nodes[p_node_index].bv;
+}
+
+void SoftBody3DSW::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
+ ERR_FAIL_COND(p_node_index >= nodes.size());
+ Node &node = nodes[p_node_index];
+ node.v += p_impulse * node.im;
+}
+
+void SoftBody3DSW::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) {
+ ERR_FAIL_COND(p_node_index >= nodes.size());
+ Node &node = nodes[p_node_index];
+ node.bv += p_impulse * node.im;
+}
+
+uint32_t SoftBody3DSW::get_face_count() const {
+ return faces.size();
+}
+
+void SoftBody3DSW::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const {
+ ERR_FAIL_COND(p_face_index >= faces.size());
+ const Face &face = faces[p_face_index];
+ r_point_1 = face.n[0]->x;
+ r_point_2 = face.n[1]->x;
+ r_point_3 = face.n[2]->x;
+}
+
+Vector3 SoftBody3DSW::get_face_normal(uint32_t p_face_index) const {
+ ERR_FAIL_COND_V(p_face_index >= faces.size(), Vector3());
+ return faces[p_face_index].normal;
+}
+
+bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) {
+ ERR_FAIL_COND_V(p_indices.is_empty(), false);
+ ERR_FAIL_COND_V(p_vertices.is_empty(), false);
+
+ uint32_t node_count = 0;
+ LocalVector<Vector3> vertices;
+ const int visual_vertex_count(p_vertices.size());
+
+ LocalVector<int> triangles;
+ const uint32_t triangle_count(p_indices.size() / 3);
+ triangles.resize(triangle_count * 3);
+
+ // Merge all overlapping vertices and create a map of physical vertices to visual vertices.
+ {
+ // Process vertices.
+ {
+ uint32_t vertex_count = 0;
+ Map<Vector3, uint32_t> unique_vertices;
+
+ vertices.resize(visual_vertex_count);
+ map_visual_to_physics.resize(visual_vertex_count);
+
+ for (int visual_vertex_index = 0; visual_vertex_index < visual_vertex_count; ++visual_vertex_index) {
+ const Vector3 &vertex = p_vertices[visual_vertex_index];
+
+ Map<Vector3, uint32_t>::Element *e = unique_vertices.find(vertex);
+ uint32_t vertex_id;
+ if (e) {
+ // Already existing.
+ vertex_id = e->value();
+ } else {
+ // Create new one.
+ vertex_id = vertex_count++;
+ unique_vertices[vertex] = vertex_id;
+ vertices[vertex_id] = vertex;
+ }
+
+ map_visual_to_physics[visual_vertex_index] = vertex_id;
+ }
+
+ vertices.resize(vertex_count);
+ }
+
+ // Process triangles.
+ {
+ for (uint32_t triangle_index = 0; triangle_index < triangle_count; ++triangle_index) {
+ for (int i = 0; i < 3; ++i) {
+ int visual_index = 3 * triangle_index + i;
+ int physics_index = map_visual_to_physics[p_indices[visual_index]];
+ triangles[visual_index] = physics_index;
+ node_count = MAX((int)node_count, physics_index);
+ }
+ }
+ }
+ }
+
+ ++node_count;
+
+ // Create nodes from vertices.
+ nodes.resize(node_count);
+ real_t inv_node_mass = node_count * inv_total_mass;
+ Vector3 leaf_size = Vector3(collision_margin, collision_margin, collision_margin) * 2.0;
+ for (uint32_t i = 0; i < node_count; ++i) {
+ Node &node = nodes[i];
+ node.s = vertices[i];
+ node.x = node.s;
+ node.q = node.s;
+ node.im = inv_node_mass;
+
+ AABB node_aabb(node.x, leaf_size);
+ node.leaf = node_tree.insert(node_aabb, &node);
+
+ node.index = i;
+ }
+
+ // Create links and faces from triangles.
+ LocalVector<bool> chks;
+ chks.resize(node_count * node_count);
+ memset(chks.ptr(), 0, chks.size() * sizeof(bool));
+
+ for (uint32_t i = 0; i < triangle_count * 3; i += 3) {
+ const int idx[] = { triangles[i], triangles[i + 1], triangles[i + 2] };
+
+ for (int j = 2, k = 0; k < 3; j = k++) {
+ int chk = idx[k] * node_count + idx[j];
+ if (!chks[chk]) {
+ chks[chk] = true;
+ int inv_chk = idx[j] * node_count + idx[k];
+ chks[inv_chk] = true;
+
+ append_link(idx[j], idx[k]);
+ }
+ }
+
+ append_face(idx[0], idx[1], idx[2]);
+ }
+
+ // Set pinned nodes.
+ uint32_t pinned_count = pinned_vertices.size();
+ for (uint32_t i = 0; i < pinned_count; ++i) {
+ int pinned_vertex = pinned_vertices[i];
+
+ ERR_CONTINUE(pinned_vertex >= visual_vertex_count);
+ uint32_t node_index = map_visual_to_physics[pinned_vertex];
+
+ ERR_CONTINUE(node_index >= node_count);
+ Node &node = nodes[node_index];
+ node.im = 0.0;
+ }
+
+ generate_bending_constraints(2);
+ reoptimize_link_order();
+
+ update_constants();
+ update_normals_and_centroids();
+ update_bounds();
+
+ return true;
+}
+
+void SoftBody3DSW::generate_bending_constraints(int p_distance) {
+ uint32_t i, j;
+
+ if (p_distance > 1) {
+ // Build graph.
+ const uint32_t n = nodes.size();
+ const unsigned inf = (~(unsigned)0) >> 1;
+ const uint32_t adj_size = n * n;
+ unsigned *adj = memnew_arr(unsigned, adj_size);
+
+#define IDX(_x_, _y_) ((_y_)*n + (_x_))
+ for (j = 0; j < n; ++j) {
+ for (i = 0; i < n; ++i) {
+ int idx_ij = j * n + i;
+ int idx_ji = i * n + j;
+ if (i != j) {
+ adj[idx_ij] = adj[idx_ji] = inf;
+ } else {
+ adj[idx_ij] = adj[idx_ji] = 0;
+ }
+ }
+ }
+ for (i = 0; i < links.size(); ++i) {
+ const int ia = (int)(links[i].n[0] - &nodes[0]);
+ const int ib = (int)(links[i].n[1] - &nodes[0]);
+ int idx = ib * n + ia;
+ int idx_inv = ia * n + ib;
+ adj[idx] = 1;
+ adj[idx_inv] = 1;
+ }
+
+ // Special optimized case for distance == 2.
+ if (p_distance == 2) {
+ LocalVector<LocalVector<int>> node_links;
+
+ // Build node links.
+ node_links.resize(nodes.size());
+
+ for (i = 0; i < links.size(); ++i) {
+ const int ia = (int)(links[i].n[0] - &nodes[0]);
+ const int ib = (int)(links[i].n[1] - &nodes[0]);
+ if (node_links[ia].find(ib) == -1) {
+ node_links[ia].push_back(ib);
+ }
+
+ if (node_links[ib].find(ia) == -1) {
+ node_links[ib].push_back(ia);
+ }
+ }
+ for (uint32_t ii = 0; ii < node_links.size(); ii++) {
+ for (uint32_t jj = 0; jj < node_links[ii].size(); jj++) {
+ int k = node_links[ii][jj];
+ for (uint32_t kk = 0; kk < node_links[k].size(); kk++) {
+ int l = node_links[k][kk];
+ if ((int)ii != l) {
+ int idx_ik = k * n + ii;
+ int idx_kj = l * n + k;
+ const unsigned sum = adj[idx_ik] + adj[idx_kj];
+ ERR_FAIL_COND(sum != 2);
+ int idx_ij = l * n + ii;
+ if (adj[idx_ij] > sum) {
+ int idx_ji = l * n + ii;
+ adj[idx_ij] = adj[idx_ji] = sum;
+ }
+ }
+ }
+ }
+ }
+ } else {
+ // Generic Floyd's algorithm.
+ for (uint32_t k = 0; k < n; ++k) {
+ for (j = 0; j < n; ++j) {
+ for (i = j + 1; i < n; ++i) {
+ int idx_ik = k * n + i;
+ int idx_kj = j * n + k;
+ const unsigned sum = adj[idx_ik] + adj[idx_kj];
+ int idx_ij = j * n + i;
+ if (adj[idx_ij] > sum) {
+ int idx_ji = j * n + i;
+ adj[idx_ij] = adj[idx_ji] = sum;
+ }
+ }
+ }
+ }
+ }
+
+ // Build links.
+ for (j = 0; j < n; ++j) {
+ for (i = j + 1; i < n; ++i) {
+ int idx_ij = j * n + i;
+ if (adj[idx_ij] == (unsigned)p_distance) {
+ append_link(i, j);
+ }
+ }
+ }
+ memdelete_arr(adj);
+ }
+}
+
+//===================================================================
+//
+//
+// 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
+// be exploited by out-of-order instruction processors with large but
+// (inevitably) finite instruction windows.
+//
+//===================================================================
+
+// A small structure to track lists of dependent link calculations.
+class LinkDeps {
+public:
+ int value; // A link calculation that is dependent on this one
+ // Positive values = "input A" while negative values = "input B"
+ LinkDeps *next; // Next dependence in the list
+};
+typedef LinkDeps *LinkDepsPtr;
+
+void SoftBody3DSW::reoptimize_link_order() {
+ const int reop_not_dependent = -1;
+ const int reop_node_complete = -2;
+
+ uint32_t i, link_count = links.size(), node_count = nodes.size();
+ Link *lr;
+ int ar, br;
+ Node *node0 = &(nodes[0]);
+ Node *node1 = &(nodes[1]);
+ LinkDepsPtr link_dep;
+ int ready_list_head, ready_list_tail, link_num, link_dep_frees, dep_link;
+
+ // Allocate temporary buffers.
+ int *node_written_at = memnew_arr(int, node_count + 1); // What link calculation produced this node's current values?
+ int *link_dep_A = memnew_arr(int, link_count); // Link calculation input is dependent upon prior calculation #N
+ int *link_dep_B = memnew_arr(int, link_count);
+ int *ready_list = memnew_arr(int, link_count); // List of ready-to-process link calculations (# of links, maximum)
+ LinkDeps *link_dep_free_list = memnew_arr(LinkDeps, 2 * link_count); // Dependent-on-me list elements (2x# of links, maximum)
+ LinkDepsPtr *link_dep_list_starts = memnew_arr(LinkDepsPtr, link_count); // Start nodes of dependent-on-me lists, one for each link
+
+ // Copy the original, unsorted links to a side buffer.
+ Link *link_buffer = memnew_arr(Link, link_count);
+ memcpy(link_buffer, &(links[0]), sizeof(Link) * link_count);
+
+ // Clear out the node setup and ready list.
+ for (i = 0; i < node_count + 1; i++) {
+ node_written_at[i] = reop_not_dependent;
+ }
+ for (i = 0; i < link_count; i++) {
+ link_dep_list_starts[i] = nullptr;
+ }
+ ready_list_head = ready_list_tail = link_dep_frees = 0;
+
+ // Initial link analysis to set up data structures.
+ for (i = 0; i < link_count; i++) {
+ // Note which prior link calculations we are dependent upon & build up dependence lists.
+ lr = &(links[i]);
+ ar = (lr->n[0] - node0) / (node1 - node0);
+ br = (lr->n[1] - node0) / (node1 - node0);
+ if (node_written_at[ar] > reop_not_dependent) {
+ link_dep_A[i] = node_written_at[ar];
+ link_dep = &link_dep_free_list[link_dep_frees++];
+ link_dep->value = i;
+ link_dep->next = link_dep_list_starts[node_written_at[ar]];
+ link_dep_list_starts[node_written_at[ar]] = link_dep;
+ } else {
+ link_dep_A[i] = reop_not_dependent;
+ }
+ if (node_written_at[br] > reop_not_dependent) {
+ link_dep_B[i] = node_written_at[br];
+ link_dep = &link_dep_free_list[link_dep_frees++];
+ link_dep->value = -(int)(i + 1);
+ link_dep->next = link_dep_list_starts[node_written_at[br]];
+ link_dep_list_starts[node_written_at[br]] = link_dep;
+ } else {
+ link_dep_B[i] = reop_not_dependent;
+ }
+
+ // Add this link to the initial ready list, if it is not dependent on any other links.
+ if ((link_dep_A[i] == reop_not_dependent) && (link_dep_B[i] == reop_not_dependent)) {
+ ready_list[ready_list_tail++] = i;
+ link_dep_A[i] = link_dep_B[i] = reop_node_complete; // Probably not needed now.
+ }
+
+ // Update the nodes to mark which ones are calculated by this link.
+ node_written_at[ar] = node_written_at[br] = i;
+ }
+
+ // Process the ready list and create the sorted list of links:
+ // -- By treating the ready list as a queue, we maximize the distance between any
+ // inter-dependent node calculations.
+ // -- All other (non-related) nodes in the ready list will automatically be inserted
+ // in between each set of inter-dependent link calculations by this loop.
+ i = 0;
+ while (ready_list_head != ready_list_tail) {
+ // Use ready list to select the next link to process.
+ link_num = ready_list[ready_list_head++];
+ // Copy the next-to-calculate link back into the original link array.
+ links[i++] = link_buffer[link_num];
+
+ // Free up any link inputs that are dependent on this one.
+ link_dep = link_dep_list_starts[link_num];
+ while (link_dep) {
+ dep_link = link_dep->value;
+ if (dep_link >= 0) {
+ link_dep_A[dep_link] = reop_not_dependent;
+ } else {
+ dep_link = -dep_link - 1;
+ link_dep_B[dep_link] = reop_not_dependent;
+ }
+ // Add this dependent link calculation to the ready list if *both* inputs are clear.
+ if ((link_dep_A[dep_link] == reop_not_dependent) && (link_dep_B[dep_link] == reop_not_dependent)) {
+ ready_list[ready_list_tail++] = dep_link;
+ link_dep_A[dep_link] = link_dep_B[dep_link] = reop_node_complete; // Probably not needed now.
+ }
+ link_dep = link_dep->next;
+ }
+ }
+
+ // Delete the temporary buffers.
+ memdelete_arr(node_written_at);
+ memdelete_arr(link_dep_A);
+ memdelete_arr(link_dep_B);
+ memdelete_arr(ready_list);
+ memdelete_arr(link_dep_free_list);
+ memdelete_arr(link_dep_list_starts);
+ memdelete_arr(link_buffer);
+}
+
+void SoftBody3DSW::append_link(uint32_t p_node1, uint32_t p_node2) {
+ if (p_node1 == p_node2) {
+ return;
+ }
+
+ Node *node1 = &nodes[p_node1];
+ Node *node2 = &nodes[p_node2];
+
+ Link link;
+ link.n[0] = node1;
+ link.n[1] = node2;
+ link.rl = (node1->x - node2->x).length();
+
+ links.push_back(link);
+}
+
+void SoftBody3DSW::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) {
+ if (p_node1 == p_node2) {
+ return;
+ }
+ if (p_node1 == p_node3) {
+ return;
+ }
+ if (p_node2 == p_node3) {
+ return;
+ }
+
+ Node *node1 = &nodes[p_node1];
+ Node *node2 = &nodes[p_node2];
+ Node *node3 = &nodes[p_node3];
+
+ Face face;
+ face.n[0] = node1;
+ face.n[1] = node2;
+ face.n[2] = node3;
+
+ face.index = faces.size();
+
+ faces.push_back(face);
+}
+
+void SoftBody3DSW::set_iteration_count(int p_val) {
+ iteration_count = p_val;
+}
+
+void SoftBody3DSW::set_total_mass(real_t p_val) {
+ ERR_FAIL_COND(p_val < 0.0);
+
+ inv_total_mass = 1.0 / p_val;
+ real_t mass_factor = total_mass * inv_total_mass;
+ total_mass = p_val;
+
+ uint32_t node_count = nodes.size();
+ for (uint32_t node_index = 0; node_index < node_count; ++node_index) {
+ Node &node = nodes[node_index];
+ node.im *= mass_factor;
+ }
+
+ update_constants();
+}
+
+void SoftBody3DSW::set_collision_margin(real_t p_val) {
+ collision_margin = p_val;
+}
+
+void SoftBody3DSW::set_linear_stiffness(real_t p_val) {
+ linear_stiffness = p_val;
+}
+
+void SoftBody3DSW::set_pressure_coefficient(real_t p_val) {
+ pressure_coefficient = p_val;
+}
+
+void SoftBody3DSW::set_damping_coefficient(real_t p_val) {
+ damping_coefficient = p_val;
+}
+
+void SoftBody3DSW::set_drag_coefficient(real_t p_val) {
+ drag_coefficient = p_val;
+}
+
+void SoftBody3DSW::add_velocity(const Vector3 &p_velocity) {
+ for (uint32_t i = 0, ni = nodes.size(); i < ni; ++i) {
+ Node &node = nodes[i];
+ if (node.im > 0) {
+ node.v += p_velocity;
+ }
+ }
+}
+
+void SoftBody3DSW::apply_forces(bool p_has_wind_forces) {
+ int ac = areas.size();
+
+ if (nodes.is_empty()) {
+ return;
+ }
+
+ uint32_t i, ni;
+ int32_t j;
+
+ real_t volume = 0.0;
+ const Vector3 &org = nodes[0].x;
+
+ // Iterate over faces (try not to iterate elsewhere if possible).
+ for (i = 0, ni = faces.size(); i < ni; ++i) {
+ bool stopped = false;
+ const Face &face = faces[i];
+
+ Vector3 wind_force(0, 0, 0);
+
+ // Compute volume.
+ volume += vec3_dot(face.n[0]->x - org, vec3_cross(face.n[1]->x - org, face.n[2]->x - org));
+
+ // Compute nodal forces from area winds.
+ if (ac && p_has_wind_forces) {
+ const AreaCMP *aa = &areas[0];
+ for (j = ac - 1; j >= 0 && !stopped; j--) {
+ PhysicsServer3D::AreaSpaceOverrideMode mode = aa[j].area->get_space_override_mode();
+ switch (mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ wind_force += _compute_area_windforce(aa[j].area, &face);
+ stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ wind_force = _compute_area_windforce(aa[j].area, &face);
+ stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+
+ for (j = 0; j < 3; j++) {
+ Node *current_node = face.n[j];
+ current_node->f += wind_force;
+ }
+ }
+ }
+ volume /= 6.0;
+
+ // Apply nodal pressure forces.
+ if (pressure_coefficient > CMP_EPSILON) {
+ real_t ivolumetp = 1.0 / Math::abs(volume) * pressure_coefficient;
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ Node &node = nodes[i];
+ if (node.im > 0) {
+ node.f += node.n * (node.area * ivolumetp);
+ }
+ }
+ }
+}
+
+void SoftBody3DSW::_compute_area_gravity(const Area3DSW *p_area) {
+ Vector3 area_gravity;
+ p_area->compute_gravity(get_transform().get_origin(), area_gravity);
+ gravity += area_gravity;
+}
+
+Vector3 SoftBody3DSW::_compute_area_windforce(const Area3DSW *p_area, const Face *p_face) {
+ real_t wfm = p_area->get_wind_force_magnitude();
+ real_t waf = p_area->get_wind_attenuation_factor();
+ const Vector3 &wd = p_area->get_wind_direction();
+ const Vector3 &ws = p_area->get_wind_source();
+ real_t projection_on_tri_normal = vec3_dot(p_face->normal, wd);
+ real_t projection_toward_centroid = vec3_dot(p_face->centroid - ws, wd);
+ real_t attenuation_over_distance = pow(projection_toward_centroid, -waf);
+ real_t nodal_force_magnitude = wfm * 0.33333333333 * p_face->ra * projection_on_tri_normal * attenuation_over_distance;
+ return nodal_force_magnitude * p_face->normal;
+}
+
+void SoftBody3DSW::predict_motion(real_t p_delta) {
+ const real_t inv_delta = 1.0 / p_delta;
+
+ ERR_FAIL_COND(!get_space());
+
+ Area3DSW *def_area = get_space()->get_default_area();
+ ERR_FAIL_COND(!def_area);
+ gravity = def_area->get_gravity_vector() * def_area->get_gravity();
+
+ int ac = areas.size();
+ bool stopped = false;
+ bool has_wind_forces = false;
+
+ if (ac) {
+ areas.sort();
+ const AreaCMP *aa = &areas[0];
+ for (int i = ac - 1; i >= 0 && !stopped; i--) {
+ // Avoids unnecessary loop in apply_forces().
+ has_wind_forces = has_wind_forces || aa[i].area->get_wind_force_magnitude() > CMP_EPSILON;
+
+ PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
+ switch (mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ _compute_area_gravity(aa[i].area);
+ stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ gravity = Vector3(0, 0, 0);
+ _compute_area_gravity(aa[i].area);
+ stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+ }
+
+ // Apply forces.
+ add_velocity(gravity * p_delta);
+ if (pressure_coefficient > CMP_EPSILON || has_wind_forces) {
+ apply_forces(has_wind_forces);
+ }
+
+ // Avoid soft body from 'exploding' so use some upper threshold of maximum motion
+ // that a node can travel per frame.
+ const real_t max_displacement = 1000.0;
+ real_t clamp_delta_v = max_displacement * inv_delta;
+
+ // Integrate.
+ uint32_t i, ni;
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ Node &node = nodes[i];
+ node.q = node.x;
+ Vector3 delta_v = node.f * node.im * p_delta;
+ for (int c = 0; c < 3; c++) {
+ delta_v[c] = CLAMP(delta_v[c], -clamp_delta_v, clamp_delta_v);
+ }
+ node.v += delta_v;
+ node.x += node.v * p_delta;
+ node.f = Vector3();
+ }
+
+ // Bounds and tree update.
+ update_bounds();
+
+ // Node tree update.
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ const Node &node = nodes[i];
+
+ AABB node_aabb(node.x, Vector3());
+ node_aabb.expand_to(node.x + node.v * p_delta);
+ node_aabb.grow_by(collision_margin);
+
+ node_tree.update(node.leaf, node_aabb);
+ }
+
+ // Face tree update.
+ if (!face_tree.is_empty()) {
+ update_face_tree(p_delta);
+ }
+
+ // Optimize node tree.
+ node_tree.optimize_incremental(1);
+ face_tree.optimize_incremental(1);
+}
+
+void SoftBody3DSW::solve_constraints(real_t p_delta) {
+ const real_t inv_delta = 1.0 / p_delta;
+
+ uint32_t i, ni;
+
+ for (i = 0, ni = links.size(); i < ni; ++i) {
+ Link &link = links[i];
+ link.c3 = link.n[1]->q - link.n[0]->q;
+ link.c2 = 1 / (link.c3.length_squared() * link.c0);
+ }
+
+ // Solve velocities.
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ Node &node = nodes[i];
+ node.x = node.q + node.v * p_delta;
+ }
+
+ // Solve positions.
+ for (int isolve = 0; isolve < iteration_count; ++isolve) {
+ const real_t ti = isolve / (real_t)iteration_count;
+ solve_links(1.0, ti);
+ }
+ const real_t vc = (1.0 - damping_coefficient) * inv_delta;
+ for (i = 0, ni = nodes.size(); i < ni; ++i) {
+ Node &node = nodes[i];
+
+ node.x += node.bv * p_delta;
+ node.bv = Vector3();
+
+ node.v = (node.x - node.q) * vc;
+
+ node.q = node.x;
+ }
+
+ update_normals_and_centroids();
+}
+
+void SoftBody3DSW::solve_links(real_t kst, real_t ti) {
+ for (uint32_t i = 0, ni = links.size(); i < ni; ++i) {
+ Link &link = links[i];
+ if (link.c0 > 0) {
+ Node &node_a = *link.n[0];
+ Node &node_b = *link.n[1];
+ const Vector3 del = node_b.x - node_a.x;
+ const real_t len = del.length_squared();
+ if (link.c1 + len > CMP_EPSILON) {
+ const real_t k = ((link.c1 - len) / (link.c0 * (link.c1 + len))) * kst;
+ node_a.x -= del * (k * node_a.im);
+ node_b.x += del * (k * node_b.im);
+ }
+ }
+ }
+}
+
+struct AABBQueryResult {
+ const SoftBody3DSW *soft_body = nullptr;
+ void *userdata = nullptr;
+ SoftBody3DSW::QueryResultCallback result_callback = nullptr;
+
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ return result_callback(soft_body->get_node_index(p_data), userdata);
+ };
+};
+
+void SoftBody3DSW::query_aabb(const AABB &p_aabb, SoftBody3DSW::QueryResultCallback p_result_callback, void *p_userdata) {
+ AABBQueryResult query_result;
+ query_result.soft_body = this;
+ query_result.result_callback = p_result_callback;
+ query_result.userdata = p_userdata;
+
+ node_tree.aabb_query(p_aabb, query_result);
+}
+
+struct RayQueryResult {
+ const SoftBody3DSW *soft_body = nullptr;
+ void *userdata = nullptr;
+ SoftBody3DSW::QueryResultCallback result_callback = nullptr;
+
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ return result_callback(soft_body->get_face_index(p_data), userdata);
+ };
+};
+
+void SoftBody3DSW::query_ray(const Vector3 &p_from, const Vector3 &p_to, SoftBody3DSW::QueryResultCallback p_result_callback, void *p_userdata) {
+ if (face_tree.is_empty()) {
+ initialize_face_tree();
+ }
+
+ RayQueryResult query_result;
+ query_result.soft_body = this;
+ query_result.result_callback = p_result_callback;
+ query_result.userdata = p_userdata;
+
+ face_tree.ray_query(p_from, p_to, query_result);
+}
+
+void SoftBody3DSW::initialize_face_tree() {
+ face_tree.clear();
+ for (uint32_t i = 0; i < faces.size(); ++i) {
+ Face &face = faces[i];
+
+ AABB face_aabb;
+
+ face_aabb.position = face.n[0]->x;
+ face_aabb.expand_to(face.n[1]->x);
+ face_aabb.expand_to(face.n[2]->x);
+
+ face_aabb.grow_by(collision_margin);
+
+ face.leaf = face_tree.insert(face_aabb, &face);
+ }
+}
+
+void SoftBody3DSW::update_face_tree(real_t p_delta) {
+ for (uint32_t i = 0; i < faces.size(); ++i) {
+ const Face &face = faces[i];
+
+ AABB face_aabb;
+
+ const Node *node0 = face.n[0];
+ face_aabb.position = node0->x;
+ face_aabb.expand_to(node0->x + node0->v * p_delta);
+
+ const Node *node1 = face.n[1];
+ face_aabb.expand_to(node1->x);
+ face_aabb.expand_to(node1->x + node1->v * p_delta);
+
+ const Node *node2 = face.n[2];
+ face_aabb.expand_to(node2->x);
+ face_aabb.expand_to(node2->x + node2->v * p_delta);
+
+ face_aabb.grow_by(collision_margin);
+
+ face_tree.update(face.leaf, face_aabb);
+ }
+}
+
+void SoftBody3DSW::initialize_shape(bool p_force_move) {
+ if (get_shape_count() == 0) {
+ SoftBodyShape3DSW *soft_body_shape = memnew(SoftBodyShape3DSW(this));
+ add_shape(soft_body_shape);
+ } else if (p_force_move) {
+ SoftBodyShape3DSW *soft_body_shape = static_cast<SoftBodyShape3DSW *>(get_shape(0));
+ soft_body_shape->update_bounds();
+ }
+}
+
+void SoftBody3DSW::deinitialize_shape() {
+ if (get_shape_count() > 0) {
+ Shape3DSW *shape = get_shape(0);
+ remove_shape(shape);
+ memdelete(shape);
+ }
+}
+
+void SoftBody3DSW::destroy() {
+ soft_mesh = RID();
+
+ map_visual_to_physics.clear();
+
+ node_tree.clear();
+ face_tree.clear();
+
+ nodes.clear();
+ links.clear();
+ faces.clear();
+
+ bounds = AABB();
+ deinitialize_shape();
+}
+
+void SoftBodyShape3DSW::update_bounds() {
+ ERR_FAIL_COND(!soft_body);
+
+ AABB collision_aabb = soft_body->get_bounds();
+ collision_aabb.grow_by(soft_body->get_collision_margin());
+ configure(collision_aabb);
+}
+
+SoftBodyShape3DSW::SoftBodyShape3DSW(SoftBody3DSW *p_soft_body) {
+ soft_body = p_soft_body;
+ update_bounds();
+}
+
+struct _SoftBodyIntersectSegmentInfo {
+ const SoftBody3DSW *soft_body = nullptr;
+ Vector3 from;
+ Vector3 dir;
+ Vector3 hit_position;
+ uint32_t hit_face_index = -1;
+ real_t hit_dist_sq = INFINITY;
+
+ static bool process_hit(uint32_t p_face_index, void *p_userdata) {
+ _SoftBodyIntersectSegmentInfo &query_info = *(_SoftBodyIntersectSegmentInfo *)(p_userdata);
+
+ Vector3 points[3];
+ query_info.soft_body->get_face_points(p_face_index, points[0], points[1], points[2]);
+
+ Vector3 result;
+ if (Geometry3D::ray_intersects_triangle(query_info.from, query_info.dir, points[0], points[1], points[2], &result)) {
+ real_t dist_sq = query_info.from.distance_squared_to(result);
+ if (dist_sq < query_info.hit_dist_sq) {
+ query_info.hit_dist_sq = dist_sq;
+ query_info.hit_position = result;
+ query_info.hit_face_index = p_face_index;
+ }
+ }
+
+ // Continue with the query.
+ return false;
+ }
+};
+
+bool SoftBodyShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const {
+ _SoftBodyIntersectSegmentInfo query_info;
+ query_info.soft_body = soft_body;
+ query_info.from = p_begin;
+ query_info.dir = (p_end - p_begin).normalized();
+
+ soft_body->query_ray(p_begin, p_end, _SoftBodyIntersectSegmentInfo::process_hit, &query_info);
+
+ if (query_info.hit_dist_sq != INFINITY) {
+ r_result = query_info.hit_position;
+ r_normal = soft_body->get_face_normal(query_info.hit_face_index);
+ return true;
+ }
+
+ return false;
+}
+
+bool SoftBodyShape3DSW::intersect_point(const Vector3 &p_point) const {
+ return false;
+}
+
+Vector3 SoftBodyShape3DSW::get_closest_point_to(const Vector3 &p_point) const {
+ ERR_FAIL_V_MSG(Vector3(), "Get closest point is not supported for soft bodies.");
+}
diff --git a/servers/physics_3d/soft_body_3d_sw.h b/servers/physics_3d/soft_body_3d_sw.h
new file mode 100644
index 0000000000..7d4b83d0ee
--- /dev/null
+++ b/servers/physics_3d/soft_body_3d_sw.h
@@ -0,0 +1,279 @@
+/*************************************************************************/
+/* soft_body_3d_sw.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 SOFT_BODY_3D_SW_H
+#define SOFT_BODY_3D_SW_H
+
+#include "area_3d_sw.h"
+#include "collision_object_3d_sw.h"
+
+#include "core/math/aabb.h"
+#include "core/math/dynamic_bvh.h"
+#include "core/math/vector3.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/set.h"
+#include "core/templates/vset.h"
+
+class Constraint3DSW;
+
+class SoftBody3DSW : public CollisionObject3DSW {
+ RID soft_mesh;
+
+ struct Node {
+ Vector3 s; // Source position
+ Vector3 x; // Position
+ Vector3 q; // Previous step position/Test position
+ Vector3 f; // Force accumulator
+ Vector3 v; // Velocity
+ Vector3 bv; // Biased Velocity
+ Vector3 n; // Normal
+ real_t area = 0.0; // Area
+ real_t im = 0.0; // 1/mass
+ DynamicBVH::ID leaf; // Leaf data
+ uint32_t index = 0;
+ };
+
+ struct Link {
+ Vector3 c3; // gradient
+ Node *n[2] = { nullptr, nullptr }; // Node pointers
+ real_t rl = 0.0; // Rest length
+ real_t c0 = 0.0; // (ima+imb)*kLST
+ real_t c1 = 0.0; // rl^2
+ real_t c2 = 0.0; // |gradient|^2/c0
+ };
+
+ struct Face {
+ Vector3 centroid;
+ Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
+ Vector3 normal; // Normal
+ real_t ra = 0.0; // Rest area
+ DynamicBVH::ID leaf; // Leaf data
+ uint32_t index = 0;
+ };
+
+ LocalVector<Node> nodes;
+ LocalVector<Link> links;
+ LocalVector<Face> faces;
+
+ DynamicBVH node_tree;
+ DynamicBVH face_tree;
+
+ LocalVector<uint32_t> map_visual_to_physics;
+
+ AABB bounds;
+
+ real_t collision_margin = 0.05;
+
+ real_t total_mass = 1.0;
+ real_t inv_total_mass = 1.0;
+
+ int iteration_count = 5;
+ real_t linear_stiffness = 0.5; // [0,1]
+ real_t pressure_coefficient = 0.0; // [-inf,+inf]
+ real_t damping_coefficient = 0.01; // [0,1]
+ real_t drag_coefficient = 0.0; // [0,1]
+ LocalVector<int> pinned_vertices;
+
+ Vector3 gravity;
+
+ SelfList<SoftBody3DSW> active_list;
+
+ Set<Constraint3DSW *> constraints;
+
+ Vector<AreaCMP> areas;
+
+ VSet<RID> exceptions;
+
+ uint64_t island_step = 0;
+
+ _FORCE_INLINE_ void _compute_area_gravity(const Area3DSW *p_area);
+ _FORCE_INLINE_ Vector3 _compute_area_windforce(const Area3DSW *p_area, const Face *p_face);
+
+public:
+ SoftBody3DSW();
+
+ const AABB &get_bounds() const { return bounds; }
+
+ void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant);
+ Variant get_state(PhysicsServer3D::BodyState p_state) const;
+
+ _FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
+ _FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
+ _FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
+ _FORCE_INLINE_ void clear_constraints() { constraints.clear(); }
+
+ _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); }
+ _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); }
+ _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; }
+
+ _FORCE_INLINE_ void add_area(Area3DSW *p_area) {
+ int index = areas.find(AreaCMP(p_area));
+ if (index > -1) {
+ areas.write[index].refCount += 1;
+ } else {
+ areas.ordered_insert(AreaCMP(p_area));
+ }
+ }
+
+ _FORCE_INLINE_ void remove_area(Area3DSW *p_area) {
+ int index = areas.find(AreaCMP(p_area));
+ if (index > -1) {
+ areas.write[index].refCount -= 1;
+ if (areas[index].refCount < 1) {
+ areas.remove(index);
+ }
+ }
+ }
+
+ virtual void set_space(Space3DSW *p_space);
+
+ void set_mesh(RID p_mesh);
+
+ void update_rendering_server(RenderingServerHandler *p_rendering_server_handler);
+
+ Vector3 get_vertex_position(int p_index) const;
+ void set_vertex_position(int p_index, const Vector3 &p_position);
+
+ void pin_vertex(int p_index);
+ void unpin_vertex(int p_index);
+ void unpin_all_vertices();
+ bool is_vertex_pinned(int p_index) const;
+
+ uint32_t get_node_count() const;
+ real_t get_node_inv_mass(uint32_t p_node_index) const;
+ Vector3 get_node_position(uint32_t p_node_index) const;
+ Vector3 get_node_velocity(uint32_t p_node_index) const;
+ Vector3 get_node_biased_velocity(uint32_t p_node_index) const;
+ void apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
+ void apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse);
+
+ uint32_t get_face_count() const;
+ void get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const;
+ Vector3 get_face_normal(uint32_t p_face_index) const;
+
+ void set_iteration_count(int p_val);
+ _FORCE_INLINE_ real_t get_iteration_count() const { return iteration_count; }
+
+ void set_total_mass(real_t p_val);
+ _FORCE_INLINE_ real_t get_total_mass() const { return total_mass; }
+ _FORCE_INLINE_ real_t get_total_inv_mass() const { return inv_total_mass; }
+
+ void set_collision_margin(real_t p_val);
+ _FORCE_INLINE_ real_t get_collision_margin() const { return collision_margin; }
+
+ void set_linear_stiffness(real_t p_val);
+ _FORCE_INLINE_ real_t get_linear_stiffness() const { return linear_stiffness; }
+
+ void set_pressure_coefficient(real_t p_val);
+ _FORCE_INLINE_ real_t get_pressure_coefficient() const { return pressure_coefficient; }
+
+ void set_damping_coefficient(real_t p_val);
+ _FORCE_INLINE_ real_t get_damping_coefficient() const { return damping_coefficient; }
+
+ void set_drag_coefficient(real_t p_val);
+ _FORCE_INLINE_ real_t get_drag_coefficient() const { return drag_coefficient; }
+
+ void predict_motion(real_t p_delta);
+ void solve_constraints(real_t p_delta);
+
+ _FORCE_INLINE_ uint32_t get_node_index(void *p_node) const { return ((Node *)p_node)->index; }
+ _FORCE_INLINE_ uint32_t get_face_index(void *p_face) const { return ((Face *)p_face)->index; }
+
+ // Return true to stop the query.
+ // p_index is the node index for AABB query, face index for Ray query.
+ typedef bool (*QueryResultCallback)(uint32_t p_index, void *p_userdata);
+
+ void query_aabb(const AABB &p_aabb, QueryResultCallback p_result_callback, void *p_userdata);
+ void query_ray(const Vector3 &p_from, const Vector3 &p_to, QueryResultCallback p_result_callback, void *p_userdata);
+
+protected:
+ virtual void _shapes_changed();
+
+private:
+ void update_normals_and_centroids();
+ void update_bounds();
+ void update_constants();
+ void update_area();
+ void reset_link_rest_lengths();
+ void update_link_constants();
+
+ void apply_nodes_transform(const Transform3D &p_transform);
+
+ void add_velocity(const Vector3 &p_velocity);
+
+ void apply_forces(bool p_has_wind_forces);
+
+ bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
+ void generate_bending_constraints(int p_distance);
+ void reoptimize_link_order();
+ void append_link(uint32_t p_node1, uint32_t p_node2);
+ void append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3);
+
+ void solve_links(real_t kst, real_t ti);
+
+ void initialize_face_tree();
+ void update_face_tree(real_t p_delta);
+
+ void initialize_shape(bool p_force_move = true);
+ void deinitialize_shape();
+
+ void destroy();
+};
+
+class SoftBodyShape3DSW : public Shape3DSW {
+ SoftBody3DSW *soft_body = nullptr;
+
+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 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; }
+
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
+ virtual bool intersect_point(const Vector3 &p_point) const;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }
+
+ virtual void set_data(const Variant &p_data) {}
+ virtual Variant get_data() const { return Variant(); }
+
+ void update_bounds();
+
+ SoftBodyShape3DSW(SoftBody3DSW *p_soft_body);
+ ~SoftBodyShape3DSW() {}
+};
+
+#endif // SOFT_BODY_3D_SW_H
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index 48f250ba35..369dad45eb 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,9 +31,11 @@
#include "space_3d_sw.h"
#include "collision_solver_3d_sw.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
#include "physics_server_3d_sw.h"
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (!(p_object->get_collision_layer() & p_collision_mask)) {
return false;
@@ -47,6 +49,10 @@ _FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint
return false;
}
+ if (p_object->get_type() == CollisionObject3DSW::TYPE_SOFT_BODY && !p_collide_with_bodies) {
+ return false;
+ }
+
return true;
}
@@ -55,7 +61,7 @@ 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) {
@@ -75,7 +81,7 @@ 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))) {
@@ -132,7 +138,7 @@ 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);
@@ -142,7 +148,7 @@ 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);
@@ -176,12 +182,12 @@ 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;
}
- Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
+ Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, 0);
AABB aabb = p_xform.xform(shape->get_aabb());
@@ -190,7 +196,7 @@ 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) {
@@ -231,8 +237,8 @@ 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) {
- Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
+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.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, false);
AABB aabb = p_xform.xform(shape->get_aabb());
@@ -244,13 +250,15 @@ 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);
bool best_first = true;
+ Vector3 motion_normal = p_motion.normalized();
+
Vector3 closest_A, closest_B;
for (int i = 0; i < amount; i++) {
@@ -266,44 +274,56 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
int shape_idx = space->intersection_query_subindex_results[i];
Vector3 point_A, point_B;
- Vector3 sep_axis = p_motion.normalized();
+ 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, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
continue;
}
- //test initial overlap
- sep_axis = p_motion.normalized();
+ //test initial overlap, ignore objects it's inside of.
+ sep_axis = motion_normal;
if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) {
- return false;
+ continue;
}
//just do kinematic solving
- real_t low = 0;
- real_t hi = 1;
- Vector3 mnormal = p_motion.normalized();
-
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
for (int j = 0; j < 8; j++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
- real_t ofs = (low + hi) * 0.5;
-
- Vector3 sep = mnormal; //important optimization for this to work fast enough
-
- mshape.motion = xform_inv.basis.xform(p_motion * ofs);
+ mshape.motion = xform_inv.basis.xform(p_motion * fraction);
Vector3 lA, lB;
-
+ Vector3 sep = motion_normal; //important optimization for this to work fast enough
bool collided = !CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep);
if (collided) {
- hi = ofs;
+ hi = fraction;
+ if ((j == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
} else {
point_A = lA;
point_B = lB;
- low = ofs;
+ low = fraction;
+ if ((j == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
}
}
@@ -324,7 +344,8 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor
best_first = false;
if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
const Body3DSW *body = static_cast<const Body3DSW *>(col_obj);
- r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - closest_B);
+ Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass());
+ r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
}
}
}
@@ -335,12 +356,12 @@ 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;
}
- Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
+ Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, 0);
AABB aabb = p_shape_xform.xform(shape->get_aabb());
@@ -365,12 +386,13 @@ bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform &p_
}
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
if (p_exclude.has(col_obj->get_self())) {
continue;
}
+ int shape_idx = space->intersection_query_subindex_results[i];
+
if (CollisionSolver3DSW::solve_static(shape, p_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 = true;
}
@@ -381,18 +403,30 @@ bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform &p_
return collided;
}
+struct _RestResultData {
+ const CollisionObject3DSW *object = nullptr;
+ int local_shape = 0;
+ int shape = 0;
+ Vector3 contact;
+ Vector3 normal;
+ real_t len = 0.0;
+};
+
struct _RestCallbackData {
- const CollisionObject3DSW *object;
- const CollisionObject3DSW *best_object;
- int shape;
- int best_shape;
- Vector3 best_contact;
- Vector3 best_normal;
- real_t best_len;
- real_t min_allowed_depth;
+ const CollisionObject3DSW *object = nullptr;
+ int local_shape = 0;
+ int shape = 0;
+
+ real_t min_allowed_depth = 0.0;
+
+ _RestResultData best_result;
+
+ int max_results = 0;
+ int result_count = 0;
+ _RestResultData *other_results = nullptr;
};
-static void _rest_cbk_result(const Vector3 &p_point_A, const Vector3 &p_point_B, void *p_userdata) {
+static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) {
_RestCallbackData *rd = (_RestCallbackData *)p_userdata;
Vector3 contact_rel = p_point_B - p_point_A;
@@ -400,31 +434,71 @@ static void _rest_cbk_result(const Vector3 &p_point_A, const Vector3 &p_point_B,
if (len < rd->min_allowed_depth) {
return;
}
- if (len <= rd->best_len) {
+
+ bool is_best_result = (len > rd->best_result.len);
+
+ if (rd->other_results && rd->result_count > 0) {
+ // Consider as new result by default.
+ int prev_result_count = rd->result_count++;
+
+ int result_index = 0;
+ real_t tested_len = is_best_result ? rd->best_result.len : len;
+ for (; result_index < prev_result_count - 1; ++result_index) {
+ if (tested_len > rd->other_results[result_index].len) {
+ // Re-using a previous result.
+ rd->result_count--;
+ break;
+ }
+ }
+
+ if (result_index < rd->max_results - 1) {
+ _RestResultData &result = rd->other_results[result_index];
+
+ if (is_best_result) {
+ // Keep the previous best result as separate result.
+ result = rd->best_result;
+ } else {
+ // Keep this result as separate result.
+ result.len = len;
+ result.contact = p_point_B;
+ result.normal = contact_rel / len;
+ result.object = rd->object;
+ result.shape = rd->shape;
+ result.local_shape = rd->local_shape;
+ }
+ } else {
+ // Discarding this result.
+ rd->result_count--;
+ }
+ } else if (is_best_result) {
+ rd->result_count = 1;
+ }
+
+ if (!is_best_result) {
return;
}
- rd->best_len = len;
- rd->best_contact = p_point_B;
- rd->best_normal = contact_rel / len;
- rd->best_object = rd->object;
- rd->best_shape = rd->shape;
+ rd->best_result.len = len;
+ rd->best_result.contact = p_point_B;
+ rd->best_result.normal = contact_rel / len;
+ rd->best_result.object = rd->object;
+ rd->best_result.shape = rd->shape;
+ rd->best_result.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) {
- Shape3DSW *shape = static_cast<PhysicsServer3DSW *>(PhysicsServer3D::get_singleton())->shape_owner.getornull(p_shape);
+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.get_or_null(p_shape);
ERR_FAIL_COND_V(!shape, 0);
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
AABB aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.grow(p_margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
_RestCallbackData rcd;
- rcd.best_len = 0;
- rcd.best_object = nullptr;
- rcd.best_shape = 0;
- rcd.min_allowed_depth = space->test_motion_min_contact_depth;
+ rcd.min_allowed_depth = min_contact_depth;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
@@ -432,12 +506,13 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shap
}
const CollisionObject3DSW *col_obj = space->intersection_query_results[i];
- int shape_idx = space->intersection_query_subindex_results[i];
if (p_exclude.has(col_obj->get_self())) {
continue;
}
+ int shape_idx = space->intersection_query_subindex_results[i];
+
rcd.object = col_obj;
rcd.shape = shape_idx;
bool sc = CollisionSolver3DSW::solve_static(shape, p_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);
@@ -446,19 +521,19 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shap
}
}
- if (rcd.best_len == 0 || !rcd.best_object) {
+ if (rcd.best_result.len == 0 || !rcd.best_result.object) {
return false;
}
- r_info->collider_id = rcd.best_object->get_instance_id();
- r_info->shape = rcd.best_shape;
- r_info->normal = rcd.best_normal;
- r_info->point = rcd.best_contact;
- r_info->rid = rcd.best_object->get_self();
- if (rcd.best_object->get_type() == CollisionObject3DSW::TYPE_BODY) {
- const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object);
- r_info->linear_velocity = body->get_linear_velocity() +
- (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
+ r_info->collider_id = rcd.best_result.object->get_instance_id();
+ r_info->shape = rcd.best_result.shape;
+ r_info->normal = rcd.best_result.normal;
+ r_info->point = rcd.best_result.contact;
+ r_info->rid = rcd.best_result.object->get_self();
+ if (rcd.best_result.object->get_type() == CollisionObject3DSW::TYPE_BODY) {
+ const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_result.object);
+ Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass());
+ r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
} else {
r_info->linear_velocity = Vector3();
@@ -468,31 +543,31 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform &p_shap
}
Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const {
- CollisionObject3DSW *obj = PhysicsServer3DSW::singleton->area_owner.getornull(p_object);
+ CollisionObject3DSW *obj = PhysicsServer3DSW::singletonsw->area_owner.get_or_null(p_object);
if (!obj) {
- obj = PhysicsServer3DSW::singleton->body_owner.getornull(p_object);
+ obj = PhysicsServer3DSW::singletonsw->body_owner.get_or_null(p_object);
}
ERR_FAIL_COND_V(!obj, Vector3());
ERR_FAIL_COND_V(obj->get_space() != space, Vector3());
- float min_distance = 1e20;
+ real_t min_distance = 1e20;
Vector3 min_point;
bool shapes_found = false;
for (int i = 0; i < obj->get_shape_count(); i++) {
- if (obj->is_shape_set_as_disabled(i)) {
+ if (obj->is_shape_disabled(i)) {
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));
point = shape_xform.xform(point);
- float dist = point.distance_to(p_point);
+ real_t dist = point.distance_to(p_point);
if (dist < min_distance) {
min_distance = dist;
min_point = point;
@@ -523,11 +598,11 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) {
keep = false;
} else if (intersection_query_results[i]->get_type() == CollisionObject3DSW::TYPE_AREA) {
keep = false;
- } else if ((static_cast<Body3DSW *>(intersection_query_results[i])->test_collision_mask(p_body)) == 0) {
+ } else if (intersection_query_results[i]->get_type() == CollisionObject3DSW::TYPE_SOFT_BODY) {
keep = false;
- } else if (static_cast<Body3DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
+ } else if (!p_body->collides_with(static_cast<Body3DSW *>(intersection_query_results[i]))) {
keep = false;
- } else if (static_cast<Body3DSW *>(intersection_query_results[i])->is_shape_set_as_disabled(intersection_query_subindex_results[i])) {
+ } else if (static_cast<Body3DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) {
keep = false;
}
@@ -545,160 +620,7 @@ 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) {
- AABB body_aabb;
-
- bool shapes_found = false;
-
- for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_set_as_disabled(i)) {
- continue;
- }
-
- if (!shapes_found) {
- body_aabb = p_body->get_shape_aabb(i);
- shapes_found = true;
- } else {
- body_aabb = body_aabb.merge(p_body->get_shape_aabb(i));
- }
- }
-
- if (!shapes_found) {
- return 0;
- }
- // Undo the currently transform the physics server is aware of and apply the provided one
- 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;
-
- for (int i = 0; i < p_result_max; i++) {
- //reset results
- r_results[i].collision_depth = 0;
- }
-
- int rays_found = 0;
-
- {
- // raycast AND separate
-
- const int max_results = 32;
- int recover_attempts = 4;
- Vector3 sr[max_results * 2];
- PhysicsServer3DSW::CollCbkData cbk;
- cbk.max = max_results;
- PhysicsServer3DSW::CollCbkData *cbkptr = &cbk;
- CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk;
-
- do {
- Vector3 recover_motion;
-
- bool collided = false;
-
- int amount = _cull_aabb_for_body(p_body, body_aabb);
-
- for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_set_as_disabled(j)) {
- continue;
- }
-
- Shape3DSW *body_shape = p_body->get_shape(j);
-
- if (body_shape->get_type() != PhysicsServer3D::SHAPE_RAY) {
- continue;
- }
-
- Transform 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];
- int shape_idx = intersection_query_subindex_results[i];
-
- cbk.amount = 0;
- cbk.ptr = sr;
-
- 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;
- }
- }
-
- Shape3DSW *against_shape = col_obj->get_shape(shape_idx);
- if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, against_shape, col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) {
- if (cbk.amount > 0) {
- collided = true;
- }
-
- int ray_index = -1; //reuse shape
- for (int k = 0; k < rays_found; k++) {
- if (r_results[k].collision_local_shape == j) {
- ray_index = k;
- }
- }
-
- if (ray_index == -1 && rays_found < p_result_max) {
- ray_index = rays_found;
- rays_found++;
- }
-
- if (ray_index != -1) {
- PhysicsServer3D::SeparationResult &result = r_results[ray_index];
-
- for (int k = 0; k < cbk.amount; k++) {
- Vector3 a = sr[k * 2 + 0];
- Vector3 b = sr[k * 2 + 1];
-
- recover_motion += (b - a) * 0.4;
-
- float depth = a.distance_to(b);
- if (depth > result.collision_depth) {
- result.collision_depth = depth;
- result.collision_point = b;
- result.collision_normal = (b - a).normalized();
- result.collision_local_shape = j;
- result.collider = col_obj->get_self();
- result.collider_id = col_obj->get_instance_id();
- result.collider_shape = shape_idx;
- //result.collider_metadata = col_obj->get_shape_metadata(shape_idx);
- if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) {
- Body3DSW *body = (Body3DSW *)col_obj;
-
- Vector3 rel_vec = b - body->get_transform().get_origin();
- //result.collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- result.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rel_vec); // * mPos);
- }
- }
- }
- }
- }
- }
- }
-
- if (!collided || recover_motion == Vector3()) {
- break;
- }
-
- body_transform.origin += recover_motion;
- body_aabb.position += recover_motion;
-
- recover_attempts--;
- } while (recover_attempts);
- }
-
- //optimize results (remove non colliding)
- for (int i = 0; i < rays_found; i++) {
- if (r_results[i].collision_depth == 0) {
- rays_found--;
- SWAP(r_results[i], r_results[rays_found]);
- }
- }
-
- r_recover_motion = body_transform.origin - p_transform.origin;
- 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, real_t p_margin, PhysicsServer3D::MotionResult *r_result, int p_max_collisions, bool p_collide_separation_ray, const Set<RID> &p_exclude) {
//give me back regular physics engine logic
//this is madness
//and most people using this function will think
@@ -706,15 +628,17 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
//this took about a week to get right..
//but is it right? who knows at this point..
+ ERR_FAIL_INDEX_V(p_max_collisions, PhysicsServer3D::MotionResult::MAX_COLLISIONS, false);
+
if (r_result) {
- r_result->collider_id = ObjectID();
- r_result->collider_shape = 0;
+ *r_result = PhysicsServer3D::MotionResult();
}
+
AABB body_aabb;
bool shapes_found = false;
for (int i = 0; i < p_body->get_shape_count(); i++) {
- if (p_body->is_shape_set_as_disabled(i)) {
+ if (p_body->is_shape_disabled(i)) {
continue;
}
@@ -728,8 +652,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
if (!shapes_found) {
if (r_result) {
- *r_result = PhysicsServer3D::MotionResult();
- r_result->motion = p_motion;
+ r_result->travel = p_motion;
}
return false;
@@ -739,7 +662,14 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
body_aabb = body_aabb.grow(p_margin);
- Transform body_transform = p_from;
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
+ real_t motion_length = p_motion.length();
+ Vector3 motion_normal = p_motion / motion_length;
+
+ Transform3D body_transform = p_from;
+
+ bool recovered = false;
{
//STEP 1, FREE BODY IF STUCK
@@ -762,18 +692,19 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
int amount = _cull_aabb_for_body(p_body, body_aabb);
for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_set_as_disabled(j)) {
+ if (p_body->is_shape_disabled(j)) {
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;
- }
for (int i = 0; i < amount; i++) {
const CollisionObject3DSW *col_obj = intersection_query_results[i];
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
int shape_idx = intersection_query_subindex_results[i];
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)) {
@@ -786,12 +717,23 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
break;
}
- Vector3 recover_motion;
+ recovered = true;
+ Vector3 recover_motion;
for (int i = 0; i < cbk.amount; i++) {
Vector3 a = sr[i * 2 + 0];
Vector3 b = sr[i * 2 + 1];
- recover_motion += (b - a) * 0.4;
+
+ // Compute plane on b towards a.
+ Vector3 n = (a - b).normalized();
+ real_t d = n.dot(b);
+
+ // Compute depth on recovered motion.
+ real_t depth = n.dot(a + recover_motion) - d;
+ if (depth > min_contact_depth + CMP_EPSILON) {
+ // Only recover if there is penetration.
+ recover_motion -= n * (depth - min_contact_depth) * 0.4;
+ }
}
if (recover_motion == Vector3()) {
@@ -821,18 +763,24 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
int amount = _cull_aabb_for_body(p_body, motion_aabb);
for (int j = 0; j < p_body->get_shape_count(); j++) {
- if (p_body->is_shape_set_as_disabled(j)) {
+ if (p_body->is_shape_disabled(j)) {
continue;
}
- Transform 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;
+ // Colliding separation rays allows to properly snap to the ground,
+ // otherwise it's not needed in regular motion.
+ if (!p_collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) {
+ // When slide on slope is on, separation ray shape acts like a regular shape.
+ if (!static_cast<SeparationRayShape3DSW *>(body_shape)->get_slide_on_slope()) {
+ continue;
+ }
}
- Transform body_shape_xform_inv = body_shape_xform.affine_inverse();
+ Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j);
+
+ 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);
@@ -844,18 +792,22 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
for (int i = 0; i < amount; i++) {
const CollisionObject3DSW *col_obj = intersection_query_results[i];
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
+ }
+
int shape_idx = intersection_query_subindex_results[i];
//test initial overlap, does it collide if going all the way?
Vector3 point_A, point_B;
- Vector3 sep_axis = p_motion.normalized();
+ 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;
}
- sep_axis = p_motion.normalized();
+ sep_axis = motion_normal;
if (!CollisionSolver3DSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) {
stuck = true;
@@ -863,28 +815,40 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
}
//just do kinematic solving
- real_t low = 0;
- real_t hi = 1;
- Vector3 mnormal = p_motion.normalized();
-
+ real_t low = 0.0;
+ real_t hi = 1.0;
+ real_t fraction_coeff = 0.5;
for (int k = 0; k < 8; k++) { //steps should be customizable..
+ real_t fraction = low + (hi - low) * fraction_coeff;
- real_t ofs = (low + hi) * 0.5;
-
- Vector3 sep = mnormal; //important optimization for this to work fast enough
-
- mshape.motion = body_shape_xform_inv.basis.xform(p_motion * ofs);
+ mshape.motion = body_shape_xform_inv.basis.xform(p_motion * fraction);
Vector3 lA, lB;
-
+ Vector3 sep = motion_normal; //important optimization for this to work fast enough
bool collided = !CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep);
if (collided) {
- hi = ofs;
+ hi = fraction;
+ if ((k == 0) || (low > 0.0)) { // Did it not collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When colliding again, converge faster towards low fraction
+ // for more accurate results with long motions that collide near the start.
+ fraction_coeff = 0.25;
+ }
} else {
point_A = lA;
point_B = lB;
- low = ofs;
+ low = fraction;
+ if ((k == 0) || (hi < 1.0)) { // Did it collide before?
+ // When alternating or first iteration, use dichotomy.
+ fraction_coeff = 0.5;
+ } else {
+ // When not colliding again, converge faster towards high fraction
+ // for more accurate results with long motions that collide near the end.
+ fraction_coeff = 0.75;
+ }
}
}
@@ -912,82 +876,106 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform &p_from, cons
}
bool collided = false;
- if (safe >= 1) {
- //not collided
- collided = false;
- if (r_result) {
- r_result->motion = p_motion;
- r_result->remainder = Vector3();
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
+ if (recovered || (safe < 1)) {
+ if (safe >= 1) {
+ best_shape = -1; //no best shape with cast, reset to -1
}
- } else {
//it collided, let's get the rest info in unsafe advance
- Transform ugt = body_transform;
+ Transform3D ugt = body_transform;
ugt.origin += p_motion * unsafe;
+ _RestResultData results[PhysicsServer3D::MotionResult::MAX_COLLISIONS];
+
_RestCallbackData rcd;
- rcd.best_len = 0;
- rcd.best_object = nullptr;
- rcd.best_shape = 0;
- rcd.min_allowed_depth = test_motion_min_contact_depth;
+ if (p_max_collisions > 1) {
+ rcd.max_results = p_max_collisions;
+ rcd.other_results = results;
+ }
- Transform body_shape_xform = ugt * p_body->get_shape_transform(best_shape);
- Shape3DSW *body_shape = p_body->get_shape(best_shape);
+ // Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
- body_aabb.position += p_motion * unsafe;
+ int from_shape = best_shape != -1 ? best_shape : 0;
+ int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
- int amount = _cull_aabb_for_body(p_body, body_aabb);
+ for (int j = from_shape; j < to_shape; j++) {
+ if (p_body->is_shape_disabled(j)) {
+ continue;
+ }
- for (int i = 0; i < amount; i++) {
- const CollisionObject3DSW *col_obj = intersection_query_results[i];
- int shape_idx = intersection_query_subindex_results[i];
+ Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j);
+ Shape3DSW *body_shape = p_body->get_shape(j);
- 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);
- if (!sc) {
- continue;
+ body_aabb.position += p_motion * unsafe;
+
+ int amount = _cull_aabb_for_body(p_body, body_aabb);
+
+ for (int i = 0; i < amount; i++) {
+ const CollisionObject3DSW *col_obj = intersection_query_results[i];
+ if (p_exclude.has(col_obj->get_self())) {
+ continue;
+ }
+ int shape_idx = intersection_query_subindex_results[i];
+
+ 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);
+ if (!sc) {
+ continue;
+ }
}
}
- if (rcd.best_len != 0) {
+ if (rcd.result_count > 0) {
if (r_result) {
- r_result->collider = rcd.best_object->get_self();
- r_result->collider_id = rcd.best_object->get_instance_id();
- r_result->collider_shape = rcd.best_shape;
- r_result->collision_local_shape = best_shape;
- r_result->collision_normal = rcd.best_normal;
- r_result->collision_point = rcd.best_contact;
- //r_result->collider_metadata = rcd.best_object->get_shape_metadata(rcd.best_shape);
-
- const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_object);
- //Vector3 rel_vec = r_result->collision_point - body->get_transform().get_origin();
- // r_result->collider_velocity = Vector3(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity();
- r_result->collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(body->get_transform().origin - rcd.best_contact); // * mPos);
-
- r_result->motion = safe * p_motion;
+ for (int collision_index = 0; collision_index < rcd.result_count; ++collision_index) {
+ const _RestResultData &result = (collision_index > 0) ? rcd.other_results[collision_index - 1] : rcd.best_result;
+
+ PhysicsServer3D::MotionCollision &collision = r_result->collisions[collision_index];
+
+ collision.collider = result.object->get_self();
+ collision.collider_id = result.object->get_instance_id();
+ collision.collider_shape = result.shape;
+ collision.local_shape = result.local_shape;
+ collision.normal = result.normal;
+ collision.position = result.contact;
+ collision.depth = result.len;
+
+ const Body3DSW *body = static_cast<const Body3DSW *>(result.object);
+
+ Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass());
+ collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec);
+ }
+
+ r_result->travel = safe * p_motion;
r_result->remainder = p_motion - safe * p_motion;
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
- }
+ r_result->travel += (body_transform.get_origin() - p_from.get_origin());
- collided = true;
- } else {
- if (r_result) {
- r_result->motion = p_motion;
- r_result->remainder = Vector3();
- r_result->motion += (body_transform.get_origin() - p_from.get_origin());
+ r_result->safe_fraction = safe;
+ r_result->unsafe_fraction = unsafe;
+
+ r_result->collision_count = rcd.result_count;
}
- collided = false;
+ collided = true;
}
}
+ if (!collided && r_result) {
+ r_result->travel = p_motion;
+ r_result->remainder = Vector3();
+ r_result->travel += (body_transform.get_origin() - p_from.get_origin());
+
+ r_result->safe_fraction = 1.0;
+ r_result->unsafe_fraction = 1.0;
+ }
+
return collided;
}
void *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self) {
- if (!A->test_collision_mask(B)) {
+ if (!A->interacts_with(B)) {
return nullptr;
}
@@ -1009,14 +997,25 @@ void *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, Coll
Area3DSW *area_b = static_cast<Area3DSW *>(B);
Area2Pair3DSW *area2_pair = memnew(Area2Pair3DSW(area_b, p_subindex_B, area, p_subindex_A));
return area2_pair;
+ } else if (type_B == CollisionObject3DSW::TYPE_SOFT_BODY) {
+ SoftBody3DSW *softbody = static_cast<SoftBody3DSW *>(B);
+ AreaSoftBodyPair3DSW *soft_area_pair = memnew(AreaSoftBodyPair3DSW(softbody, p_subindex_B, area, p_subindex_A));
+ return soft_area_pair;
} else {
Body3DSW *body = static_cast<Body3DSW *>(B);
AreaPair3DSW *area_pair = memnew(AreaPair3DSW(body, p_subindex_B, area, p_subindex_A));
return area_pair;
}
+ } else if (type_A == CollisionObject3DSW::TYPE_BODY) {
+ if (type_B == CollisionObject3DSW::TYPE_SOFT_BODY) {
+ BodySoftBodyPair3DSW *soft_pair = memnew(BodySoftBodyPair3DSW((Body3DSW *)A, p_subindex_A, (SoftBody3DSW *)B));
+ return soft_pair;
+ } else {
+ BodyPair3DSW *b = memnew(BodyPair3DSW((Body3DSW *)A, p_subindex_A, (Body3DSW *)B, p_subindex_B));
+ return b;
+ }
} else {
- BodyPair3DSW *b = memnew(BodyPair3DSW((Body3DSW *)A, p_subindex_A, (Body3DSW *)B, p_subindex_B));
- return b;
+ // Soft Body/Soft Body, not supported.
}
return nullptr;
@@ -1045,12 +1044,12 @@ void Space3DSW::body_remove_from_active_list(SelfList<Body3DSW> *p_body) {
active_list.remove(p_body);
}
-void Space3DSW::body_add_to_inertia_update_list(SelfList<Body3DSW> *p_body) {
- inertia_update_list.add(p_body);
+void Space3DSW::body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body) {
+ mass_properties_update_list.add(p_body);
}
-void Space3DSW::body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body) {
- inertia_update_list.remove(p_body);
+void Space3DSW::body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body) {
+ mass_properties_update_list.remove(p_body);
}
BroadPhase3DSW *Space3DSW::get_broadphase() {
@@ -1099,6 +1098,18 @@ const SelfList<Area3DSW>::List &Space3DSW::get_moved_area_list() const {
return area_moved_list;
}
+const SelfList<SoftBody3DSW>::List &Space3DSW::get_active_soft_body_list() const {
+ return active_soft_body_list;
+}
+
+void Space3DSW::soft_body_add_to_active_list(SelfList<SoftBody3DSW> *p_soft_body) {
+ active_soft_body_list.add(p_soft_body);
+}
+
+void Space3DSW::soft_body_remove_from_active_list(SelfList<SoftBody3DSW> *p_soft_body) {
+ active_soft_body_list.remove(p_soft_body);
+}
+
void Space3DSW::call_queries() {
while (state_query_list.first()) {
Body3DSW *b = state_query_list.first()->self();
@@ -1115,9 +1126,9 @@ void Space3DSW::call_queries() {
void Space3DSW::setup() {
contact_debug_count = 0;
- while (inertia_update_list.first()) {
- inertia_update_list.first()->self()->update_inertias();
- inertia_update_list.remove(inertia_update_list.first());
+ while (mass_properties_update_list.first()) {
+ mass_properties_update_list.first()->self()->update_mass_properties();
+ mass_properties_update_list.remove(mass_properties_update_list.first());
}
}
@@ -1151,9 +1162,6 @@ void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_valu
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
constraint_bias = p_value;
break;
- case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
- test_motion_min_contact_depth = p_value;
- break;
}
}
@@ -1175,8 +1183,6 @@ real_t Space3DSW::get_param(PhysicsServer3D::SpaceParameter p_param) const {
return body_angular_velocity_damp_ratio;
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
return constraint_bias;
- case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
- return test_motion_min_contact_depth;
}
return 0;
}
@@ -1198,20 +1204,8 @@ PhysicsDirectSpaceState3DSW *Space3DSW::get_direct_state() {
}
Space3DSW::Space3DSW() {
- collision_pairs = 0;
- active_objects = 0;
- island_count = 0;
- contact_debug_count = 0;
-
- locked = false;
- contact_recycle_radius = 0.01;
- contact_max_separation = 0.05;
- contact_max_allowed_penetration = 0.01;
- test_motion_min_contact_depth = 0.00001;
-
- constraint_bias = 0.01;
body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1);
- body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", (8.0 / 180.0 * Math_PI));
+ body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0));
body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5);
ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"));
body_angular_velocity_damp_ratio = 10;
@@ -1219,14 +1213,9 @@ Space3DSW::Space3DSW() {
broadphase = BroadPhase3DSW::create_func();
broadphase->set_pair_callback(_broadphase_pair, this);
broadphase->set_unpair_callback(_broadphase_unpair, this);
- area = nullptr;
direct_access = memnew(PhysicsDirectSpaceState3DSW);
direct_access->space = this;
-
- for (int i = 0; i < ELAPSED_TIME_MAX; i++) {
- elapsed_time[i] = 0;
- }
}
Space3DSW::~Space3DSW() {
diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h
index 4aba80c8f3..daa1244bf8 100644
--- a/servers/physics_3d/space_3d_sw.h
+++ b/servers/physics_3d/space_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -37,9 +37,10 @@
#include "body_pair_3d_sw.h"
#include "broad_phase_3d_sw.h"
#include "collision_object_3d_sw.h"
-#include "core/hash_map.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
+#include "core/templates/hash_map.h"
#include "core/typedefs.h"
+#include "soft_body_3d_sw.h"
class PhysicsDirectSpaceState3DSW : public PhysicsDirectSpaceState3D {
GDCLASS(PhysicsDirectSpaceState3DSW, PhysicsDirectSpaceState3D);
@@ -47,12 +48,12 @@ class PhysicsDirectSpaceState3DSW : public PhysicsDirectSpaceState3D {
public:
Space3DSW *space;
- 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_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, 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 = UINT32_MAX, 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 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 = UINT32_MAX, 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 = UINT32_MAX, 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 = UINT32_MAX, 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 = UINT32_MAX, 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();
@@ -71,33 +72,32 @@ public:
};
private:
- uint64_t elapsed_time[ELAPSED_TIME_MAX];
+ uint64_t elapsed_time[ELAPSED_TIME_MAX] = {};
PhysicsDirectSpaceState3DSW *direct_access;
RID self;
BroadPhase3DSW *broadphase;
SelfList<Body3DSW>::List active_list;
- SelfList<Body3DSW>::List inertia_update_list;
+ SelfList<Body3DSW>::List mass_properties_update_list;
SelfList<Body3DSW>::List state_query_list;
SelfList<Area3DSW>::List monitor_query_list;
SelfList<Area3DSW>::List area_moved_list;
+ SelfList<SoftBody3DSW>::List active_soft_body_list;
static void *_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self);
static void _broadphase_unpair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_self);
Set<CollisionObject3DSW *> objects;
- Area3DSW *area;
+ Area3DSW *area = nullptr;
- real_t contact_recycle_radius;
- real_t contact_max_separation;
- real_t contact_max_allowed_penetration;
- real_t constraint_bias;
- real_t test_motion_min_contact_depth;
+ real_t contact_recycle_radius = 0.01;
+ real_t contact_max_separation = 0.05;
+ real_t contact_max_allowed_penetration = 0.01;
+ real_t constraint_bias = 0.01;
enum {
-
INTERSECTION_QUERY_MAX = 2048
};
@@ -109,16 +109,18 @@ private:
real_t body_time_to_sleep;
real_t body_angular_velocity_damp_ratio;
- bool locked;
+ bool locked = false;
+
+ real_t last_step = 0.001;
- int island_count;
- int active_objects;
- int collision_pairs;
+ int island_count = 0;
+ int active_objects = 0;
+ int collision_pairs = 0;
RID static_global_body;
Vector<Vector3> contact_debug;
- int contact_debug_count;
+ int contact_debug_count = 0;
friend class PhysicsDirectSpaceState3DSW;
@@ -134,8 +136,8 @@ public:
const SelfList<Body3DSW>::List &get_active_body_list() const;
void body_add_to_active_list(SelfList<Body3DSW> *p_body);
void body_remove_from_active_list(SelfList<Body3DSW> *p_body);
- void body_add_to_inertia_update_list(SelfList<Body3DSW> *p_body);
- void body_remove_from_inertia_update_list(SelfList<Body3DSW> *p_body);
+ void body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body);
+ void body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body);
void body_add_to_state_query_list(SelfList<Body3DSW> *p_body);
void body_remove_from_state_query_list(SelfList<Body3DSW> *p_body);
@@ -146,6 +148,10 @@ public:
void area_remove_from_moved_list(SelfList<Area3DSW> *p_area);
const SelfList<Area3DSW>::List &get_moved_area_list() const;
+ const SelfList<SoftBody3DSW>::List &get_active_soft_body_list() const;
+ void soft_body_add_to_active_list(SelfList<SoftBody3DSW> *p_soft_body);
+ void soft_body_remove_from_active_list(SelfList<SoftBody3DSW> *p_soft_body);
+
BroadPhase3DSW *get_broadphase();
void add_object(CollisionObject3DSW *p_object);
@@ -169,6 +175,9 @@ public:
void lock();
void unlock();
+ real_t get_last_step() const { return last_step; }
+ void set_last_step(real_t p_step) { last_step = p_step; }
+
void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value);
real_t get_param(PhysicsServer3D::SpaceParameter p_param) const;
@@ -183,7 +192,7 @@ public:
PhysicsDirectSpaceState3DSW *get_direct_state();
void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); }
- _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.empty(); }
+ _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); }
_FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) {
if (contact_debug_count < contact_debug.size()) {
contact_debug.write[contact_debug_count++] = p_contact;
@@ -198,8 +207,7 @@ 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);
+ bool test_body_motion(Body3DSW *p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, PhysicsServer3D::MotionResult *r_result, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>());
Space3DSW();
~Space3DSW();
diff --git a/servers/physics_3d/step_3d_sw.cpp b/servers/physics_3d/step_3d_sw.cpp
index 9a2a0073a1..6572d58c91 100644
--- a/servers/physics_3d/step_3d_sw.cpp
+++ b/servers/physics_3d/step_3d_sw.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
- 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
+ if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ // Only dynamic bodies are tested for activation.
+ p_body_island.push_back(p_body);
+ }
+
+ for (const KeyValue<Constraint3DSW *, int> &E : p_body->get_constraint_map()) {
+ 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++) {
- if (i == E->get()) {
+ all_constraints.push_back(constraint);
+
+ // Find connected rigid bodies.
+ for (int i = 0; i < constraint->get_body_count(); i++) {
+ if (i == E.value) {
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
+ // 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];
- 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
- }
-
- 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();
}
}
@@ -144,8 +185,15 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
p_space->setup(); //update inertias, etc
+ p_space->set_last_step(p_delta);
+
+ 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();
+
/* INTEGRATE FORCES */
uint64_t profile_begtime = OS::get_singleton()->get_ticks_usec();
@@ -160,6 +208,15 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
active_count++;
}
+ /* UPDATE SOFT BODY MOTION */
+
+ const SelfList<SoftBody3DSW> *sb = soft_body_list->first();
+ while (sb) {
+ sb->self()->predict_motion(p_delta);
+ sb = sb->next();
+ active_count++;
+ }
+
p_space->set_active_objects(active_count);
{ //profile
@@ -168,67 +225,121 @@ 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);
+ ++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->set_island_list_next(island_list);
- island_list = island;
+ ++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);
- if (constraint_island) {
- constraint_island->set_island_list_next(constraint_island_list);
- constraint_island_list = constraint_island;
- island_count++;
+ _populate_island(body, body_island, constraint_island);
+
+ if (body_island.is_empty()) {
+ --body_island_count;
+ }
+
+ if (constraint_island.is_empty()) {
+ --island_count;
}
}
b = b->next();
}
- p_space->set_island_count(island_count);
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE SOFT BODIES */
- const SelfList<Area3DSW>::List &aml = p_space->get_moved_area_list();
+ sb = soft_body_list->first();
+ while (sb) {
+ SoftBody3DSW *soft_body = sb->self();
- 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 (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;
}
- 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
+ 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();
@@ -236,15 +347,21 @@ 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
@@ -264,12 +381,16 @@ 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 */
+
+ sb = soft_body_list->first();
+ while (sb) {
+ sb->self()->solve_constraints(p_delta);
+ sb = sb->next();
}
{ //profile
@@ -278,11 +399,21 @@ 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++;
}
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 9dbb61308f..f2f879104a 100644
--- a/servers/physics_3d/step_3d_sw.h
+++ b/servers/physics_3d/step_3d_sw.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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;
+ uint64_t _step = 1;
+
+ 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, 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);
+ 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 f6b6cf0676..2a4240baee 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,9 +30,8 @@
#include "physics_server_2d.h"
-#include "core/method_bind_ext.gen.inc"
-#include "core/print_string.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
+#include "core/string/print_string.h"
PhysicsServer2D *PhysicsServer2D::singleton = nullptr;
@@ -43,7 +42,7 @@ void PhysicsDirectBodyState2D::integrate_forces() {
real_t av = get_angular_velocity();
- float damp = 1.0 - step * get_total_linear_damp();
+ real_t damp = 1.0 - step * get_total_linear_damp();
if (damp < 0) { // reached zero in the given time
damp = 0;
@@ -78,6 +77,7 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_total_linear_damp"), &PhysicsDirectBodyState2D::get_total_linear_damp);
ClassDB::bind_method(D_METHOD("get_total_angular_damp"), &PhysicsDirectBodyState2D::get_total_angular_damp);
+ ClassDB::bind_method(D_METHOD("get_center_of_mass"), &PhysicsDirectBodyState2D::get_center_of_mass);
ClassDB::bind_method(D_METHOD("get_inverse_mass"), &PhysicsDirectBodyState2D::get_inverse_mass);
ClassDB::bind_method(D_METHOD("get_inverse_inertia"), &PhysicsDirectBodyState2D::get_inverse_inertia);
@@ -90,6 +90,8 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsDirectBodyState2D::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsDirectBodyState2D::get_transform);
+ ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState2D::get_velocity_at_local_position);
+
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState2D::add_central_force);
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState2D::add_force, Vector2());
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState2D::add_torque);
@@ -110,7 +112,6 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_contact_collider_id", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_id);
ClassDB::bind_method(D_METHOD("get_contact_collider_object", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_object);
ClassDB::bind_method(D_METHOD("get_contact_collider_shape", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_shape);
- ClassDB::bind_method(D_METHOD("get_contact_collider_shape_metadata", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_shape_metadata);
ClassDB::bind_method(D_METHOD("get_contact_collider_velocity_at_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_velocity_at_position);
ClassDB::bind_method(D_METHOD("get_step"), &PhysicsDirectBodyState2D::get_step);
ClassDB::bind_method(D_METHOD("integrate_forces"), &PhysicsDirectBodyState2D::integrate_forces);
@@ -122,6 +123,7 @@ void PhysicsDirectBodyState2D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_angular_damp"), "", "get_total_angular_damp");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_linear_damp"), "", "get_total_linear_damp");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "total_gravity"), "", "get_total_gravity");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass"), "", "get_center_of_mass");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping");
@@ -169,19 +171,19 @@ Vector2 PhysicsShapeQueryParameters2D::get_motion() const {
return motion;
}
-void PhysicsShapeQueryParameters2D::set_margin(float p_margin) {
+void PhysicsShapeQueryParameters2D::set_margin(real_t p_margin) {
margin = p_margin;
}
-float PhysicsShapeQueryParameters2D::get_margin() const {
+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;
}
@@ -233,8 +235,8 @@ void PhysicsShapeQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &PhysicsShapeQueryParameters2D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &PhysicsShapeQueryParameters2D::get_margin);
- ClassDB::bind_method(D_METHOD("set_collision_layer", "collision_layer"), &PhysicsShapeQueryParameters2D::set_collision_mask);
- ClassDB::bind_method(D_METHOD("get_collision_layer"), &PhysicsShapeQueryParameters2D::get_collision_mask);
+ ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsShapeQueryParameters2D::set_collision_mask);
+ ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsShapeQueryParameters2D::get_collision_mask);
ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsShapeQueryParameters2D::set_exclude);
ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsShapeQueryParameters2D::get_exclude);
@@ -245,24 +247,17 @@ void PhysicsShapeQueryParameters2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsShapeQueryParameters2D::set_collide_with_areas);
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_layer", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_layer", "get_collision_layer");
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::_RID) + ":"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape");
- ADD_PROPERTY(PropertyInfo(Variant::_RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
+ ADD_PROPERTY(PropertyInfo(Variant::RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "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");
}
-PhysicsShapeQueryParameters2D::PhysicsShapeQueryParameters2D() {
- margin = 0;
- collision_mask = 0x7FFFFFFF;
- collide_with_bodies = true;
- collide_with_areas = false;
-}
-
Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) {
RayResult inters;
Set<RID> exclude;
@@ -283,7 +278,6 @@ Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Vector2 &p_from, cons
d["collider"] = inters.collider;
d["shape"] = inters.shape;
d["rid"] = inters.rid;
- d["metadata"] = inters.metadata;
return d;
}
@@ -302,7 +296,6 @@ Array PhysicsDirectSpaceState2D::_intersect_shape(const Ref<PhysicsShapeQueryPar
d["collider_id"] = sr[i].collider_id;
d["collider"] = sr[i].collider;
d["shape"] = sr[i].shape;
- d["metadata"] = sr[i].metadata;
ret[i] = d;
}
@@ -312,7 +305,7 @@ Array PhysicsDirectSpaceState2D::_intersect_shape(const Ref<PhysicsShapeQueryPar
Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
- float closest_safe, closest_unsafe;
+ real_t closest_safe, closest_unsafe;
bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
if (!res) {
return Array();
@@ -352,7 +345,6 @@ Array PhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, i
d["collider_id"] = ret[i].collider_id;
d["collider"] = ret[i].collider;
d["shape"] = ret[i].shape;
- d["metadata"] = ret[i].metadata;
r[i] = d;
}
return r;
@@ -401,7 +393,6 @@ Dictionary PhysicsDirectSpaceState2D::_get_rest_info(const Ref<PhysicsShapeQuery
r["collider_id"] = sri.collider_id;
r["shape"] = sri.shape;
r["linear_velocity"] = sri.linear_velocity;
- r["metadata"] = sri.metadata;
return r;
}
@@ -410,53 +401,22 @@ PhysicsDirectSpaceState2D::PhysicsDirectSpaceState2D() {
}
void PhysicsDirectSpaceState2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_layer", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("intersect_point_on_canvas", "point", "canvas_instance_id", "max_results", "exclude", "collision_layer", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point_on_canvas, DEFVAL(32), DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_layer", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_ray, DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("intersect_point_on_canvas", "point", "canvas_instance_id", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point_on_canvas, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "shape"), &PhysicsDirectSpaceState2D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState2D::_get_rest_info);
}
-int PhysicsShapeQueryResult2D::get_result_count() const {
- return result.size();
-}
-
-RID PhysicsShapeQueryResult2D::get_result_rid(int p_idx) const {
- return result[p_idx].rid;
-}
-
-ObjectID PhysicsShapeQueryResult2D::get_result_object_id(int p_idx) const {
- return result[p_idx].collider_id;
-}
-
-Object *PhysicsShapeQueryResult2D::get_result_object(int p_idx) const {
- return result[p_idx].collider;
-}
-
-int PhysicsShapeQueryResult2D::get_result_object_shape(int p_idx) const {
- return result[p_idx].shape;
-}
-
-PhysicsShapeQueryResult2D::PhysicsShapeQueryResult2D() {
-}
-
-void PhysicsShapeQueryResult2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_result_count"), &PhysicsShapeQueryResult2D::get_result_count);
- ClassDB::bind_method(D_METHOD("get_result_rid", "idx"), &PhysicsShapeQueryResult2D::get_result_rid);
- ClassDB::bind_method(D_METHOD("get_result_object_id", "idx"), &PhysicsShapeQueryResult2D::get_result_object_id);
- ClassDB::bind_method(D_METHOD("get_result_object", "idx"), &PhysicsShapeQueryResult2D::get_result_object);
- ClassDB::bind_method(D_METHOD("get_result_object_shape", "idx"), &PhysicsShapeQueryResult2D::get_result_object_shape);
-}
-
///////////////////////////////
-Vector2 PhysicsTestMotionResult2D::get_motion() const {
- return result.motion;
+Vector2 PhysicsTestMotionResult2D::get_travel() const {
+ return result.travel;
}
-Vector2 PhysicsTestMotionResult2D::get_motion_remainder() const {
+Vector2 PhysicsTestMotionResult2D::get_remainder() const {
return result.remainder;
}
@@ -488,9 +448,21 @@ int PhysicsTestMotionResult2D::get_collider_shape() const {
return result.collider_shape;
}
+real_t PhysicsTestMotionResult2D::get_collision_depth() const {
+ return result.collision_depth;
+}
+
+real_t PhysicsTestMotionResult2D::get_collision_safe_fraction() const {
+ return result.collision_safe_fraction;
+}
+
+real_t PhysicsTestMotionResult2D::get_collision_unsafe_fraction() const {
+ return result.collision_unsafe_fraction;
+}
+
void PhysicsTestMotionResult2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsTestMotionResult2D::get_motion);
- ClassDB::bind_method(D_METHOD("get_motion_remainder"), &PhysicsTestMotionResult2D::get_motion_remainder);
+ ClassDB::bind_method(D_METHOD("get_travel"), &PhysicsTestMotionResult2D::get_travel);
+ ClassDB::bind_method(D_METHOD("get_remainder"), &PhysicsTestMotionResult2D::get_remainder);
ClassDB::bind_method(D_METHOD("get_collision_point"), &PhysicsTestMotionResult2D::get_collision_point);
ClassDB::bind_method(D_METHOD("get_collision_normal"), &PhysicsTestMotionResult2D::get_collision_normal);
ClassDB::bind_method(D_METHOD("get_collider_velocity"), &PhysicsTestMotionResult2D::get_collider_velocity);
@@ -498,37 +470,41 @@ void PhysicsTestMotionResult2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_collider_rid"), &PhysicsTestMotionResult2D::get_collider_rid);
ClassDB::bind_method(D_METHOD("get_collider"), &PhysicsTestMotionResult2D::get_collider);
ClassDB::bind_method(D_METHOD("get_collider_shape"), &PhysicsTestMotionResult2D::get_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_collision_depth"), &PhysicsTestMotionResult2D::get_collision_depth);
+ ClassDB::bind_method(D_METHOD("get_collision_safe_fraction"), &PhysicsTestMotionResult2D::get_collision_safe_fraction);
+ ClassDB::bind_method(D_METHOD("get_collision_unsafe_fraction"), &PhysicsTestMotionResult2D::get_collision_unsafe_fraction);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "", "get_motion");
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion_remainder"), "", "get_motion_remainder");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "travel"), "", "get_travel");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "remainder"), "", "get_remainder");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collision_point"), "", "get_collision_point");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collision_normal"), "", "get_collision_normal");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "collider_velocity"), "", "get_collider_velocity");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id", PROPERTY_HINT_OBJECT_ID), "", "get_collider_id");
- ADD_PROPERTY(PropertyInfo(Variant::_RID, "collider_rid"), "", "get_collider_rid");
+ ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_collider_rid");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_collider");
ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_collider_shape");
-}
-
-PhysicsTestMotionResult2D::PhysicsTestMotionResult2D() {
- colliding = false;
-
- result.collider_shape = 0;
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_depth"), "", "get_collision_depth");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_safe_fraction"), "", "get_collision_safe_fraction");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_unsafe_fraction"), "", "get_collision_unsafe_fraction");
}
///////////////////////////////////////
-bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin, const Ref<PhysicsTestMotionResult2D> &p_result) {
+bool PhysicsServer2D::_body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin, const Ref<PhysicsTestMotionResult2D> &p_result, bool p_collide_separation_ray, const Vector<RID> &p_exclude) {
MotionResult *r = nullptr;
if (p_result.is_valid()) {
r = p_result->get_result_ptr();
}
- return body_test_motion(p_body, p_from, p_motion, p_infinite_inertia, p_margin, r);
+ Set<RID> exclude;
+ for (int i = 0; i < p_exclude.size(); i++) {
+ exclude.insert(p_exclude[i]);
+ }
+ return body_test_motion(p_body, p_from, p_motion, p_margin, r, p_collide_separation_ray, exclude);
}
void PhysicsServer2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("line_shape_create"), &PhysicsServer2D::line_shape_create);
- ClassDB::bind_method(D_METHOD("ray_shape_create"), &PhysicsServer2D::ray_shape_create);
+ ClassDB::bind_method(D_METHOD("world_boundary_shape_create"), &PhysicsServer2D::world_boundary_shape_create);
+ ClassDB::bind_method(D_METHOD("separation_ray_shape_create"), &PhysicsServer2D::separation_ray_shape_create);
ClassDB::bind_method(D_METHOD("segment_shape_create"), &PhysicsServer2D::segment_shape_create);
ClassDB::bind_method(D_METHOD("circle_shape_create"), &PhysicsServer2D::circle_shape_create);
ClassDB::bind_method(D_METHOD("rectangle_shape_create"), &PhysicsServer2D::rectangle_shape_create);
@@ -597,12 +573,10 @@ void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_add_shape", "body", "shape", "transform", "disabled"), &PhysicsServer2D::body_add_shape, DEFVAL(Transform2D()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("body_set_shape", "body", "shape_idx", "shape"), &PhysicsServer2D::body_set_shape);
ClassDB::bind_method(D_METHOD("body_set_shape_transform", "body", "shape_idx", "transform"), &PhysicsServer2D::body_set_shape_transform);
- ClassDB::bind_method(D_METHOD("body_set_shape_metadata", "body", "shape_idx", "metadata"), &PhysicsServer2D::body_set_shape_metadata);
ClassDB::bind_method(D_METHOD("body_get_shape_count", "body"), &PhysicsServer2D::body_get_shape_count);
ClassDB::bind_method(D_METHOD("body_get_shape", "body", "shape_idx"), &PhysicsServer2D::body_get_shape);
ClassDB::bind_method(D_METHOD("body_get_shape_transform", "body", "shape_idx"), &PhysicsServer2D::body_get_shape_transform);
- ClassDB::bind_method(D_METHOD("body_get_shape_metadata", "body", "shape_idx"), &PhysicsServer2D::body_get_shape_metadata);
ClassDB::bind_method(D_METHOD("body_remove_shape", "body", "shape_idx"), &PhysicsServer2D::body_remove_shape);
ClassDB::bind_method(D_METHOD("body_clear_shapes", "body"), &PhysicsServer2D::body_clear_shapes);
@@ -628,6 +602,8 @@ void PhysicsServer2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("body_set_param", "body", "param", "value"), &PhysicsServer2D::body_set_param);
ClassDB::bind_method(D_METHOD("body_get_param", "body", "param"), &PhysicsServer2D::body_get_param);
+ ClassDB::bind_method(D_METHOD("body_reset_mass_properties", "body"), &PhysicsServer2D::body_reset_mass_properties);
+
ClassDB::bind_method(D_METHOD("body_set_state", "body", "state", "value"), &PhysicsServer2D::body_set_state);
ClassDB::bind_method(D_METHOD("body_get_state", "body", "state"), &PhysicsServer2D::body_get_state);
@@ -648,20 +624,24 @@ 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()));
+ ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "margin", "result", "collide_separation_ray", "exclude"), &PhysicsServer2D::_body_test_motion, DEFVAL(0.08), DEFVAL(Variant()), DEFVAL(false), DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer2D::body_get_direct_state);
/* JOINT API */
+ ClassDB::bind_method(D_METHOD("joint_create"), &PhysicsServer2D::joint_create);
+
+ ClassDB::bind_method(D_METHOD("joint_clear", "joint"), &PhysicsServer2D::joint_clear);
+
ClassDB::bind_method(D_METHOD("joint_set_param", "joint", "param", "value"), &PhysicsServer2D::joint_set_param);
ClassDB::bind_method(D_METHOD("joint_get_param", "joint", "param"), &PhysicsServer2D::joint_get_param);
- ClassDB::bind_method(D_METHOD("pin_joint_create", "anchor", "body_a", "body_b"), &PhysicsServer2D::pin_joint_create, DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("groove_joint_create", "groove1_a", "groove2_a", "anchor_b", "body_a", "body_b"), &PhysicsServer2D::groove_joint_create, DEFVAL(RID()), DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("damped_spring_joint_create", "anchor_a", "anchor_b", "body_a", "body_b"), &PhysicsServer2D::damped_spring_joint_create, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("joint_make_pin", "joint", "anchor", "body_a", "body_b"), &PhysicsServer2D::joint_make_pin, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("joint_make_groove", "joint", "groove1_a", "groove2_a", "anchor_b", "body_a", "body_b"), &PhysicsServer2D::joint_make_groove, DEFVAL(RID()), DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("joint_make_damped_spring", "joint", "anchor_a", "anchor_b", "body_a", "body_b"), &PhysicsServer2D::joint_make_damped_spring, DEFVAL(RID()));
ClassDB::bind_method(D_METHOD("damped_spring_joint_set_param", "joint", "param", "value"), &PhysicsServer2D::damped_spring_joint_set_param);
ClassDB::bind_method(D_METHOD("damped_spring_joint_get_param", "joint", "param"), &PhysicsServer2D::damped_spring_joint_get_param);
@@ -672,6 +652,8 @@ 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);
@@ -681,10 +663,9 @@ void PhysicsServer2D::_bind_methods() {
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
- BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
- BIND_ENUM_CONSTANT(SHAPE_LINE);
- BIND_ENUM_CONSTANT(SHAPE_RAY);
+ BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY);
+ BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY);
BIND_ENUM_CONSTANT(SHAPE_SEGMENT);
BIND_ENUM_CONSTANT(SHAPE_CIRCLE);
BIND_ENUM_CONSTANT(SHAPE_RECTANGLE);
@@ -710,13 +691,14 @@ 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_LINEAR);
BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE);
BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION);
BIND_ENUM_CONSTANT(BODY_PARAM_MASS);
BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA);
+ BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS);
BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE);
BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP);
BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP);
@@ -728,9 +710,10 @@ void PhysicsServer2D::_bind_methods() {
BIND_ENUM_CONSTANT(BODY_STATE_SLEEPING);
BIND_ENUM_CONSTANT(BODY_STATE_CAN_SLEEP);
- BIND_ENUM_CONSTANT(JOINT_PIN);
- BIND_ENUM_CONSTANT(JOINT_GROOVE);
- BIND_ENUM_CONSTANT(JOINT_DAMPED_SPRING);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_PIN);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_GROOVE);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_DAMPED_SPRING);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_MAX);
BIND_ENUM_CONSTANT(JOINT_PARAM_BIAS);
BIND_ENUM_CONSTANT(JOINT_PARAM_MAX_BIAS);
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index f609adccf9..ed0584aaa6 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,9 +31,9 @@
#ifndef PHYSICS_2D_SERVER_H
#define PHYSICS_2D_SERVER_H
-#include "core/object.h"
-#include "core/reference.h"
-#include "core/resource.h"
+#include "core/io/resource.h"
+#include "core/object/class_db.h"
+#include "core/object/ref_counted.h"
class PhysicsDirectSpaceState2D;
@@ -45,10 +45,11 @@ protected:
public:
virtual Vector2 get_total_gravity() const = 0; // get gravity vector working on this body space/area
- virtual float get_total_linear_damp() const = 0; // get density of this body space/area
- virtual float get_total_angular_damp() const = 0; // get density of this body space/area
+ virtual real_t get_total_linear_damp() const = 0; // get density of this body space/area
+ virtual real_t get_total_angular_damp() const = 0; // get density of this body space/area
- virtual float get_inverse_mass() const = 0; // get the mass
+ virtual Vector2 get_center_of_mass() const = 0;
+ virtual real_t get_inverse_mass() const = 0; // get the mass
virtual real_t get_inverse_inertia() const = 0; // get density of this body space
virtual void set_linear_velocity(const Vector2 &p_velocity) = 0;
@@ -60,6 +61,8 @@ public:
virtual void set_transform(const Transform2D &p_transform) = 0;
virtual Transform2D get_transform() const = 0;
+ virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const = 0;
+
virtual void add_central_force(const Vector2 &p_force) = 0;
virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
virtual void add_torque(real_t p_torque) = 0;
@@ -81,7 +84,6 @@ public:
virtual ObjectID get_contact_collider_id(int p_contact_idx) const = 0;
virtual Object *get_contact_collider_object(int p_contact_idx) const;
virtual int get_contact_collider_shape(int p_contact_idx) const = 0;
- virtual Variant get_contact_collider_shape_metadata(int p_contact_idx) const = 0;
virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const = 0;
virtual real_t get_step() const = 0;
@@ -92,23 +94,21 @@ public:
PhysicsDirectBodyState2D();
};
-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;
RID shape;
Transform2D transform;
Vector2 motion;
- float margin;
+ real_t margin = 0.0;
Set<RID> exclude;
- uint32_t collision_mask;
+ uint32_t collision_mask = UINT32_MAX;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
protected:
static void _bind_methods();
@@ -125,11 +125,11 @@ public:
void set_motion(const Vector2 &p_motion);
Vector2 get_motion() const;
- void set_margin(float p_margin);
- float get_margin() 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_mask);
+ uint32_t get_collision_mask() const;
void set_collide_with_bodies(bool p_enable);
bool is_collide_with_bodies_enabled() const;
@@ -139,8 +139,6 @@ public:
void set_exclude(const Vector<RID> &p_exclude);
Vector<RID> get_exclude() const;
-
- PhysicsShapeQueryParameters2D();
};
class PhysicsDirectSpaceState2D : public Object {
@@ -164,65 +162,42 @@ public:
Vector2 normal;
RID rid;
ObjectID collider_id;
- Object *collider;
- int shape;
- Variant metadata;
+ Object *collider = nullptr;
+ int shape = 0;
};
- virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeResult {
RID rid;
ObjectID collider_id;
- Object *collider;
- int shape;
- Variant metadata;
+ Object *collider = nullptr;
+ int shape = 0;
};
- virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
- virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
+ virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
+ virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0;
- virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, float p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, float p_margin, float &p_closest_safe, float &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &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_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
- virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, float p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct ShapeRestInfo {
Vector2 point;
Vector2 normal;
RID rid;
ObjectID collider_id;
- int shape;
+ int shape = 0;
Vector2 linear_velocity; //velocity at contact point
- Variant metadata;
};
- virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, float p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = 0xFFFFFFFF, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
+ virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
PhysicsDirectSpaceState2D();
};
-class PhysicsShapeQueryResult2D : public Reference {
- GDCLASS(PhysicsShapeQueryResult2D, Reference);
-
- Vector<PhysicsDirectSpaceState2D::ShapeResult> result;
-
- friend class PhysicsDirectSpaceState2D;
-
-protected:
- static void _bind_methods();
-
-public:
- int get_result_count() const;
- RID get_result_rid(int p_idx) const;
- ObjectID get_result_object_id(int p_idx) const;
- Object *get_result_object(int p_idx) const;
- int get_result_object_shape(int p_idx) const;
-
- PhysicsShapeQueryResult2D();
-};
-
class PhysicsTestMotionResult2D;
class PhysicsServer2D : public Object {
@@ -230,7 +205,7 @@ class PhysicsServer2D : public Object {
static PhysicsServer2D *singleton;
- virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>());
+ virtual bool _body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, const Ref<PhysicsTestMotionResult2D> &p_result = Ref<PhysicsTestMotionResult2D>(), bool p_collide_separation_ray = false, const Vector<RID> &p_exclude = Vector<RID>());
protected:
static void _bind_methods();
@@ -239,8 +214,8 @@ public:
static PhysicsServer2D *get_singleton();
enum ShapeType {
- SHAPE_LINE, ///< plane:"plane"
- SHAPE_RAY, ///< float:"length"
+ SHAPE_WORLD_BOUNDARY, ///< plane:"plane"
+ SHAPE_SEPARATION_RAY, ///< float:"length"
SHAPE_SEGMENT, ///< float:"length"
SHAPE_CIRCLE, ///< float:"radius"
SHAPE_RECTANGLE, ///< vec3:"extents"
@@ -250,8 +225,8 @@ public:
SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
};
- virtual RID line_shape_create() = 0;
- virtual RID ray_shape_create() = 0;
+ virtual RID world_boundary_shape_create() = 0;
+ virtual RID separation_ray_shape_create() = 0;
virtual RID segment_shape_create() = 0;
virtual RID circle_shape_create() = 0;
virtual RID rectangle_shape_create() = 0;
@@ -276,7 +251,6 @@ public:
virtual bool space_is_active(RID p_space) const = 0;
enum SpaceParameter {
-
SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
SPACE_PARAM_CONTACT_MAX_SEPARATION,
SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
@@ -284,7 +258,6 @@ public:
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
- SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH,
};
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
@@ -371,8 +344,8 @@ public:
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
- BODY_MODE_RIGID,
- BODY_MODE_CHARACTER
+ BODY_MODE_DYNAMIC,
+ BODY_MODE_DYNAMIC_LINEAR,
};
virtual RID body_create() = 0;
@@ -386,15 +359,13 @@ public:
virtual void body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform = Transform2D(), 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 Transform2D &p_transform) = 0;
- virtual void body_set_shape_metadata(RID p_body, int p_shape_idx, const Variant &p_metadata) = 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 Transform2D body_get_shape_transform(RID p_body, int p_shape_idx) const = 0;
- virtual Variant body_get_shape_metadata(RID p_body, int p_shape_idx) const = 0;
virtual void body_set_shape_disabled(RID p_body, int p_shape, bool p_disabled) = 0;
- virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape, bool p_enabled, float p_margin = 0) = 0;
+ virtual void body_set_shape_as_one_way_collision(RID p_body, int p_shape, bool p_enabled, real_t p_margin = 0) = 0;
virtual void body_remove_shape(RID p_body, int p_shape_idx) = 0;
virtual void body_clear_shapes(RID p_body) = 0;
@@ -425,15 +396,18 @@ public:
BODY_PARAM_BOUNCE,
BODY_PARAM_FRICTION,
BODY_PARAM_MASS, ///< unused for static, always infinite
- BODY_PARAM_INERTIA, // read-only: computed from mass & shapes
+ BODY_PARAM_INERTIA,
+ BODY_PARAM_CENTER_OF_MASS,
BODY_PARAM_GRAVITY_SCALE,
BODY_PARAM_LINEAR_DAMP,
BODY_PARAM_ANGULAR_DAMP,
BODY_PARAM_MAX,
};
- virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) = 0;
- virtual float body_get_param(RID p_body, BodyParameter p_param) const = 0;
+ virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) = 0;
+ virtual Variant body_get_param(RID p_body, BodyParameter p_param) const = 0;
+
+ virtual void body_reset_mass_properties(RID p_body) = 0;
//state
enum BodyState {
@@ -451,15 +425,15 @@ public:
virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0;
virtual Vector2 body_get_applied_force(RID p_body) const = 0;
- virtual void body_set_applied_torque(RID p_body, float p_torque) = 0;
- virtual float body_get_applied_torque(RID p_body) const = 0;
+ virtual void body_set_applied_torque(RID p_body, real_t p_torque) = 0;
+ virtual real_t body_get_applied_torque(RID p_body) const = 0;
virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0;
virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0;
- virtual void body_add_torque(RID p_body, float p_torque) = 0;
+ virtual void body_add_torque(RID p_body, real_t p_torque) = 0;
virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) = 0;
- virtual void body_apply_torque_impulse(RID p_body, float p_torque) = 0;
+ virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) = 0;
virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0;
virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0;
@@ -472,13 +446,17 @@ public:
virtual int body_get_max_contacts_reported(RID p_body) const = 0;
//missing remove
- virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) = 0;
- virtual float body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
+ virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) = 0;
+ virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
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;
+ // Callback for C++ use only.
+ typedef void (*BodyStateCallback)(void *p_instance, PhysicsDirectBodyState2D *p_state);
+ virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) = 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;
@@ -488,29 +466,29 @@ public:
virtual PhysicsDirectBodyState2D *body_get_direct_state(RID p_body) = 0;
struct MotionResult {
- Vector2 motion;
+ Vector2 travel;
Vector2 remainder;
Vector2 collision_point;
Vector2 collision_normal;
Vector2 collider_velocity;
- int collision_local_shape;
+ real_t collision_depth = 0.0;
+ real_t collision_safe_fraction = 0.0;
+ real_t collision_unsafe_fraction = 0.0;
+ int collision_local_shape = 0;
ObjectID collider_id;
RID collider;
- int collider_shape;
- Variant collider_metadata;
+ int collider_shape = 0;
- MotionResult() {
- collision_local_shape = 0;
- collider_shape = 0;
- collider_id = ObjectID();
+ real_t get_angle(Vector2 p_up_direction) const {
+ return Math::acos(collision_normal.dot(p_up_direction));
}
};
- virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, bool p_infinite_inertia, float p_margin = 0.001, MotionResult *r_result = nullptr, bool p_exclude_raycast_shapes = true) = 0;
+ virtual bool body_test_motion(RID p_body, const Transform2D &p_from, const Vector2 &p_motion, real_t p_margin = 0.08, MotionResult *r_result = nullptr, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) = 0;
struct SeparationResult {
- float collision_depth;
+ real_t collision_depth;
Vector2 collision_point;
Vector2 collision_normal;
Vector2 collider_velocity;
@@ -518,18 +496,19 @@ public:
ObjectID collider_id;
RID collider;
int collider_shape;
- Variant collider_metadata;
};
- 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, float p_margin = 0.001) = 0;
-
/* JOINT API */
- enum JointType {
+ virtual RID joint_create() = 0;
- JOINT_PIN,
- JOINT_GROOVE,
- JOINT_DAMPED_SPRING
+ virtual void joint_clear(RID p_joint) = 0;
+
+ enum JointType {
+ JOINT_TYPE_PIN,
+ JOINT_TYPE_GROOVE,
+ JOINT_TYPE_DAMPED_SPRING,
+ JOINT_TYPE_MAX
};
enum JointParam {
@@ -544,9 +523,9 @@ public:
virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) = 0;
virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const = 0;
- virtual RID pin_joint_create(const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) = 0;
- virtual RID groove_joint_create(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) = 0;
- virtual RID damped_spring_joint_create(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) = 0;
+ virtual void joint_make_pin(RID p_joint, const Vector2 &p_anchor, RID p_body_a, RID p_body_b = RID()) = 0;
+ virtual void joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) = 0;
+ virtual void joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b = RID()) = 0;
enum PinJointParam {
PIN_JOINT_SOFTNESS
@@ -578,7 +557,7 @@ public:
virtual void set_active(bool p_active) = 0;
virtual void init() = 0;
- virtual void step(float p_step) = 0;
+ virtual void step(real_t p_step) = 0;
virtual void sync() = 0;
virtual void flush_queries() = 0;
virtual void end_sync() = 0;
@@ -586,8 +565,9 @@ public:
virtual bool is_flushing_queries() const = 0;
- enum ProcessInfo {
+ virtual void set_collision_iterations(int p_iterations) = 0;
+ enum ProcessInfo {
INFO_ACTIVE_OBJECTS,
INFO_COLLISION_PAIRS,
INFO_ISLAND_COUNT
@@ -599,11 +579,10 @@ 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:
@@ -612,9 +591,8 @@ 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;
+ Vector2 get_travel() const;
+ Vector2 get_remainder() const;
Vector2 get_collision_point() const;
Vector2 get_collision_normal() const;
@@ -623,8 +601,9 @@ public:
RID get_collider_rid() const;
Object *get_collider() const;
int get_collider_shape() const;
-
- PhysicsTestMotionResult2D();
+ real_t get_collision_depth() const;
+ real_t get_collision_safe_fraction() const;
+ real_t get_collision_unsafe_fraction() const;
};
typedef PhysicsServer2D *(*CreatePhysicsServer2DCallback)();
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 2c862b63cd..f444c2883d 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,9 +30,8 @@
#include "physics_server_3d.h"
-#include "core/method_bind_ext.gen.inc"
-#include "core/print_string.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
+#include "core/string/print_string.h"
PhysicsServer3D *PhysicsServer3D::singleton = nullptr;
@@ -43,13 +42,13 @@ void PhysicsDirectBodyState3D::integrate_forces() {
Vector3 av = get_angular_velocity();
- float linear_damp = 1.0 - step * get_total_linear_damp();
+ real_t linear_damp = 1.0 - step * get_total_linear_damp();
if (linear_damp < 0) { // reached zero in the given time
linear_damp = 0;
}
- float angular_damp = 1.0 - step * get_total_angular_damp();
+ real_t angular_damp = 1.0 - step * get_total_angular_damp();
if (angular_damp < 0) { // reached zero in the given time
angular_damp = 0;
@@ -92,6 +91,8 @@ void PhysicsDirectBodyState3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsDirectBodyState3D::set_transform);
ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsDirectBodyState3D::get_transform);
+ ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState3D::get_velocity_at_local_position);
+
ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState3D::add_central_force, Vector3());
ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState3D::add_force, Vector3());
ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState3D::add_torque);
@@ -129,7 +130,7 @@ 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::TRANSFORM2D, "transform"), "set_transform", "get_transform");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform");
}
PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {}
@@ -157,27 +158,27 @@ 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;
}
-void PhysicsShapeQueryParameters3D::set_margin(float p_margin) {
+void PhysicsShapeQueryParameters3D::set_margin(real_t p_margin) {
margin = p_margin;
}
-float PhysicsShapeQueryParameters3D::get_margin() const {
+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;
}
@@ -239,22 +240,15 @@ void PhysicsShapeQueryParameters3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask");
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::_RID) + ":"), "set_exclude", "get_exclude");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude");
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::RID, "shape_rid"), "set_shape_rid", "get_shape_rid");
+ 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");
}
-PhysicsShapeQueryParameters3D::PhysicsShapeQueryParameters3D() {
- margin = 0;
- collision_mask = 0x7FFFFFFF;
- collide_with_bodies = true;
- collide_with_areas = false;
-}
-
/////////////////////////////////////
Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
@@ -304,7 +298,7 @@ Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryPar
Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion) {
ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array());
- float closest_safe = 1.0f, closest_unsafe = 1.0f;
+ real_t closest_safe = 1.0f, closest_unsafe = 1.0f;
bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas);
if (!res) {
return Array();
@@ -359,50 +353,201 @@ PhysicsDirectSpaceState3D::PhysicsDirectSpaceState3D() {
}
void PhysicsDirectSpaceState3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState3D::_intersect_ray, DEFVAL(Array()), DEFVAL(0x7FFFFFFF), DEFVAL(true), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState3D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false));
ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("cast_motion", "shape", "motion"), &PhysicsDirectSpaceState3D::_cast_motion);
ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32));
ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState3D::_get_rest_info);
}
-int PhysicsShapeQueryResult3D::get_result_count() const {
- return result.size();
+///////////////////////////////
+
+Vector3 PhysicsTestMotionResult3D::get_travel() const {
+ return result.travel;
+}
+
+Vector3 PhysicsTestMotionResult3D::get_remainder() const {
+ return result.remainder;
+}
+
+real_t PhysicsTestMotionResult3D::get_safe_fraction() const {
+ return result.safe_fraction;
+}
+
+real_t PhysicsTestMotionResult3D::get_unsafe_fraction() const {
+ return result.unsafe_fraction;
+}
+
+int PhysicsTestMotionResult3D::get_collision_count() const {
+ return result.collision_count;
+}
+
+Vector3 PhysicsTestMotionResult3D::get_collision_point(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
+ return result.collisions[p_collision_index].position;
+}
+
+Vector3 PhysicsTestMotionResult3D::get_collision_normal(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
+ return result.collisions[p_collision_index].normal;
+}
+
+Vector3 PhysicsTestMotionResult3D::get_collider_velocity(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, Vector3());
+ return result.collisions[p_collision_index].collider_velocity;
+}
+
+ObjectID PhysicsTestMotionResult3D::get_collider_id(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, ObjectID());
+ return result.collisions[p_collision_index].collider_id;
+}
+
+RID PhysicsTestMotionResult3D::get_collider_rid(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, RID());
+ return result.collisions[p_collision_index].collider;
+}
+
+Object *PhysicsTestMotionResult3D::get_collider(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, nullptr);
+ return ObjectDB::get_instance(result.collisions[p_collision_index].collider_id);
+}
+
+int PhysicsTestMotionResult3D::get_collider_shape(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0);
+ return result.collisions[p_collision_index].collider_shape;
+}
+
+real_t PhysicsTestMotionResult3D::get_collision_depth(int p_collision_index) const {
+ ERR_FAIL_INDEX_V(p_collision_index, result.collision_count, 0.0);
+ return result.collisions[p_collision_index].depth;
+}
+
+Vector3 PhysicsTestMotionResult3D::get_best_collision_point() const {
+ return result.collision_count ? get_collision_point() : Vector3();
+}
+
+Vector3 PhysicsTestMotionResult3D::get_best_collision_normal() const {
+ return result.collision_count ? get_collision_normal() : Vector3();
}
-RID PhysicsShapeQueryResult3D::get_result_rid(int p_idx) const {
- return result[p_idx].rid;
+Vector3 PhysicsTestMotionResult3D::get_best_collider_velocity() const {
+ return result.collision_count ? get_collider_velocity() : Vector3();
}
-ObjectID PhysicsShapeQueryResult3D::get_result_object_id(int p_idx) const {
- return result[p_idx].collider_id;
+ObjectID PhysicsTestMotionResult3D::get_best_collider_id() const {
+ return result.collision_count ? get_collider_id() : ObjectID();
}
-Object *PhysicsShapeQueryResult3D::get_result_object(int p_idx) const {
- return result[p_idx].collider;
+RID PhysicsTestMotionResult3D::get_best_collider_rid() const {
+ return result.collision_count ? get_collider_rid() : RID();
}
-int PhysicsShapeQueryResult3D::get_result_object_shape(int p_idx) const {
- return result[p_idx].shape;
+Object *PhysicsTestMotionResult3D::get_best_collider() const {
+ return result.collision_count ? get_collider() : nullptr;
}
-PhysicsShapeQueryResult3D::PhysicsShapeQueryResult3D() {
+int PhysicsTestMotionResult3D::get_best_collider_shape() const {
+ return result.collision_count ? get_collider_shape() : 0;
}
-void PhysicsShapeQueryResult3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("get_result_count"), &PhysicsShapeQueryResult3D::get_result_count);
- ClassDB::bind_method(D_METHOD("get_result_rid", "idx"), &PhysicsShapeQueryResult3D::get_result_rid);
- ClassDB::bind_method(D_METHOD("get_result_object_id", "idx"), &PhysicsShapeQueryResult3D::get_result_object_id);
- ClassDB::bind_method(D_METHOD("get_result_object", "idx"), &PhysicsShapeQueryResult3D::get_result_object);
- ClassDB::bind_method(D_METHOD("get_result_object_shape", "idx"), &PhysicsShapeQueryResult3D::get_result_object_shape);
+real_t PhysicsTestMotionResult3D::get_best_collision_depth() const {
+ return result.collision_count ? get_collision_depth() : 0.0;
+}
+
+void PhysicsTestMotionResult3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("get_travel"), &PhysicsTestMotionResult3D::get_travel);
+ ClassDB::bind_method(D_METHOD("get_remainder"), &PhysicsTestMotionResult3D::get_remainder);
+ ClassDB::bind_method(D_METHOD("get_safe_fraction"), &PhysicsTestMotionResult3D::get_safe_fraction);
+ ClassDB::bind_method(D_METHOD("get_unsafe_fraction"), &PhysicsTestMotionResult3D::get_unsafe_fraction);
+ ClassDB::bind_method(D_METHOD("get_collision_count"), &PhysicsTestMotionResult3D::get_collision_count);
+ ClassDB::bind_method(D_METHOD("get_collision_point", "collision_index"), &PhysicsTestMotionResult3D::get_collision_point, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collision_normal", "collision_index"), &PhysicsTestMotionResult3D::get_collision_normal, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_velocity", "collision_index"), &PhysicsTestMotionResult3D::get_collider_velocity, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_id", "collision_index"), &PhysicsTestMotionResult3D::get_collider_id, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_rid", "collision_index"), &PhysicsTestMotionResult3D::get_collider_rid, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider", "collision_index"), &PhysicsTestMotionResult3D::get_collider, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collider_shape", "collision_index"), &PhysicsTestMotionResult3D::get_collider_shape, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("get_collision_depth", "collision_index"), &PhysicsTestMotionResult3D::get_collision_depth, DEFVAL(0));
+
+ ClassDB::bind_method(D_METHOD("get_best_collision_point"), &PhysicsTestMotionResult3D::get_best_collision_point);
+ ClassDB::bind_method(D_METHOD("get_best_collision_normal"), &PhysicsTestMotionResult3D::get_best_collision_normal);
+ ClassDB::bind_method(D_METHOD("get_best_collider_velocity"), &PhysicsTestMotionResult3D::get_best_collider_velocity);
+ ClassDB::bind_method(D_METHOD("get_best_collider_id"), &PhysicsTestMotionResult3D::get_best_collider_id);
+ ClassDB::bind_method(D_METHOD("get_best_collider_rid"), &PhysicsTestMotionResult3D::get_best_collider_rid);
+ ClassDB::bind_method(D_METHOD("get_best_collider"), &PhysicsTestMotionResult3D::get_best_collider);
+ ClassDB::bind_method(D_METHOD("get_best_collider_shape"), &PhysicsTestMotionResult3D::get_best_collider_shape);
+ ClassDB::bind_method(D_METHOD("get_best_collision_depth"), &PhysicsTestMotionResult3D::get_best_collision_depth);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "travel"), "", "get_travel");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "remainder"), "", "get_remainder");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "safe_fraction"), "", "get_safe_fraction");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "unsafe_fraction"), "", "get_unsafe_fraction");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_count"), "", "get_collision_count");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collision_point"), "", "get_best_collision_point");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collision_normal"), "", "get_best_collision_normal");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "collider_velocity"), "", "get_best_collider_velocity");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_id", PROPERTY_HINT_OBJECT_ID), "", "get_best_collider_id");
+ ADD_PROPERTY(PropertyInfo(Variant::RID, "collider_rid"), "", "get_best_collider_rid");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "collider"), "", "get_best_collider");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "collider_shape"), "", "get_best_collider_shape");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "collision_depth"), "", "get_best_collision_depth");
}
///////////////////////////////////////
+bool PhysicsServer3D::_body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin, const Ref<PhysicsTestMotionResult3D> &p_result, bool p_collide_separation_ray, const Vector<RID> &p_exclude, int p_max_collisions) {
+ MotionResult *r = nullptr;
+ if (p_result.is_valid()) {
+ r = p_result->get_result_ptr();
+ }
+ Set<RID> exclude;
+ for (int i = 0; i < p_exclude.size(); i++) {
+ exclude.insert(p_exclude[i]);
+ }
+ return body_test_motion(p_body, p_from, p_motion, p_margin, r, p_max_collisions, p_collide_separation_ray, exclude);
+}
+
+RID PhysicsServer3D::shape_create(ShapeType p_shape) {
+ switch (p_shape) {
+ case SHAPE_WORLD_BOUNDARY:
+ return world_boundary_shape_create();
+ case SHAPE_SEPARATION_RAY:
+ return separation_ray_shape_create();
+ case SHAPE_SPHERE:
+ return sphere_shape_create();
+ case SHAPE_BOX:
+ return box_shape_create();
+ case SHAPE_CAPSULE:
+ return capsule_shape_create();
+ case SHAPE_CYLINDER:
+ return cylinder_shape_create();
+ case SHAPE_CONVEX_POLYGON:
+ return convex_polygon_shape_create();
+ case SHAPE_CONCAVE_POLYGON:
+ return concave_polygon_shape_create();
+ case SHAPE_HEIGHTMAP:
+ return heightmap_shape_create();
+ case SHAPE_CUSTOM:
+ return custom_shape_create();
+ default:
+ return RID();
+ }
+}
+
void PhysicsServer3D::_bind_methods() {
#ifndef _3D_DISABLED
- ClassDB::bind_method(D_METHOD("shape_create", "type"), &PhysicsServer3D::shape_create);
+ ClassDB::bind_method(D_METHOD("world_boundary_shape_create"), &PhysicsServer3D::world_boundary_shape_create);
+ ClassDB::bind_method(D_METHOD("separation_ray_shape_create"), &PhysicsServer3D::separation_ray_shape_create);
+ ClassDB::bind_method(D_METHOD("sphere_shape_create"), &PhysicsServer3D::sphere_shape_create);
+ ClassDB::bind_method(D_METHOD("box_shape_create"), &PhysicsServer3D::box_shape_create);
+ ClassDB::bind_method(D_METHOD("capsule_shape_create"), &PhysicsServer3D::capsule_shape_create);
+ ClassDB::bind_method(D_METHOD("cylinder_shape_create"), &PhysicsServer3D::cylinder_shape_create);
+ ClassDB::bind_method(D_METHOD("convex_polygon_shape_create"), &PhysicsServer3D::convex_polygon_shape_create);
+ ClassDB::bind_method(D_METHOD("concave_polygon_shape_create"), &PhysicsServer3D::concave_polygon_shape_create);
+ ClassDB::bind_method(D_METHOD("heightmap_shape_create"), &PhysicsServer3D::heightmap_shape_create);
+ ClassDB::bind_method(D_METHOD("custom_shape_create"), &PhysicsServer3D::custom_shape_create);
+
ClassDB::bind_method(D_METHOD("shape_set_data", "shape", "data"), &PhysicsServer3D::shape_set_data);
ClassDB::bind_method(D_METHOD("shape_get_type", "shape"), &PhysicsServer3D::shape_get_type);
@@ -422,7 +567,7 @@ 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);
@@ -451,9 +596,8 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("area_set_monitorable", "area", "monitorable"), &PhysicsServer3D::area_set_monitorable);
ClassDB::bind_method(D_METHOD("area_set_ray_pickable", "area", "enable"), &PhysicsServer3D::area_set_ray_pickable);
- ClassDB::bind_method(D_METHOD("area_is_ray_pickable", "area"), &PhysicsServer3D::area_is_ray_pickable);
- ClassDB::bind_method(D_METHOD("body_create", "mode", "init_sleeping"), &PhysicsServer3D::body_create, DEFVAL(BODY_MODE_RIGID), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("body_create"), &PhysicsServer3D::body_create);
ClassDB::bind_method(D_METHOD("body_set_space", "body", "space"), &PhysicsServer3D::body_set_space);
ClassDB::bind_method(D_METHOD("body_get_space", "body"), &PhysicsServer3D::body_get_space);
@@ -467,7 +611,7 @@ 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);
@@ -488,8 +632,7 @@ 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_reset_mass_properties", "body"), &PhysicsServer3D::body_reset_mass_properties);
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);
@@ -515,22 +658,31 @@ 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);
- ClassDB::bind_method(D_METHOD("body_is_ray_pickable", "body"), &PhysicsServer3D::body_is_ray_pickable);
+
+ ClassDB::bind_method(D_METHOD("body_test_motion", "body", "from", "motion", "margin", "result", "collide_separation_ray", "exclude", "max_collisions"), &PhysicsServer3D::_body_test_motion, DEFVAL(0.001), DEFVAL(Variant()), DEFVAL(false), DEFVAL(Array()), DEFVAL(1));
ClassDB::bind_method(D_METHOD("body_get_direct_state", "body"), &PhysicsServer3D::body_get_direct_state);
+ /* SOFT BODY API */
+
+ ClassDB::bind_method(D_METHOD("soft_body_get_bounds", "body"), &PhysicsServer3D::soft_body_get_bounds);
+
/* JOINT API */
- BIND_ENUM_CONSTANT(JOINT_PIN);
- BIND_ENUM_CONSTANT(JOINT_HINGE);
- BIND_ENUM_CONSTANT(JOINT_SLIDER);
- BIND_ENUM_CONSTANT(JOINT_CONE_TWIST);
- BIND_ENUM_CONSTANT(JOINT_6DOF);
+ ClassDB::bind_method(D_METHOD("joint_create"), &PhysicsServer3D::joint_create);
+ ClassDB::bind_method(D_METHOD("joint_clear", "joint"), &PhysicsServer3D::joint_clear);
+
+ BIND_ENUM_CONSTANT(JOINT_TYPE_PIN);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_HINGE);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_SLIDER);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_CONE_TWIST);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_6DOF);
+ BIND_ENUM_CONSTANT(JOINT_TYPE_MAX);
- ClassDB::bind_method(D_METHOD("joint_create_pin", "body_A", "local_A", "body_B", "local_B"), &PhysicsServer3D::joint_create_pin);
+ ClassDB::bind_method(D_METHOD("joint_make_pin", "joint", "body_A", "local_A", "body_B", "local_B"), &PhysicsServer3D::joint_make_pin);
ClassDB::bind_method(D_METHOD("pin_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::pin_joint_set_param);
ClassDB::bind_method(D_METHOD("pin_joint_get_param", "joint", "param"), &PhysicsServer3D::pin_joint_get_param);
@@ -556,7 +708,7 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(HINGE_JOINT_FLAG_USE_LIMIT);
BIND_ENUM_CONSTANT(HINGE_JOINT_FLAG_ENABLE_MOTOR);
- ClassDB::bind_method(D_METHOD("joint_create_hinge", "body_A", "hinge_A", "body_B", "hinge_B"), &PhysicsServer3D::joint_create_hinge);
+ ClassDB::bind_method(D_METHOD("joint_make_hinge", "joint", "body_A", "hinge_A", "body_B", "hinge_B"), &PhysicsServer3D::joint_make_hinge);
ClassDB::bind_method(D_METHOD("hinge_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::hinge_joint_set_param);
ClassDB::bind_method(D_METHOD("hinge_joint_get_param", "joint", "param"), &PhysicsServer3D::hinge_joint_get_param);
@@ -564,7 +716,7 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("hinge_joint_set_flag", "joint", "flag", "enabled"), &PhysicsServer3D::hinge_joint_set_flag);
ClassDB::bind_method(D_METHOD("hinge_joint_get_flag", "joint", "flag"), &PhysicsServer3D::hinge_joint_get_flag);
- ClassDB::bind_method(D_METHOD("joint_create_slider", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_create_slider);
+ ClassDB::bind_method(D_METHOD("joint_make_slider", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_slider);
ClassDB::bind_method(D_METHOD("slider_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::slider_joint_set_param);
ClassDB::bind_method(D_METHOD("slider_joint_get_param", "joint", "param"), &PhysicsServer3D::slider_joint_get_param);
@@ -594,7 +746,7 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(SLIDER_JOINT_ANGULAR_ORTHOGONAL_DAMPING);
BIND_ENUM_CONSTANT(SLIDER_JOINT_MAX);
- ClassDB::bind_method(D_METHOD("joint_create_cone_twist", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_create_cone_twist);
+ ClassDB::bind_method(D_METHOD("joint_make_cone_twist", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_cone_twist);
ClassDB::bind_method(D_METHOD("cone_twist_joint_set_param", "joint", "param", "value"), &PhysicsServer3D::cone_twist_joint_set_param);
ClassDB::bind_method(D_METHOD("cone_twist_joint_get_param", "joint", "param"), &PhysicsServer3D::cone_twist_joint_get_param);
@@ -632,7 +784,7 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("joint_set_solver_priority", "joint", "priority"), &PhysicsServer3D::joint_set_solver_priority);
ClassDB::bind_method(D_METHOD("joint_get_solver_priority", "joint"), &PhysicsServer3D::joint_get_solver_priority);
- ClassDB::bind_method(D_METHOD("joint_create_generic_6dof", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_create_generic_6dof);
+ ClassDB::bind_method(D_METHOD("joint_make_generic_6dof", "joint", "body_A", "local_ref_A", "body_B", "local_ref_B"), &PhysicsServer3D::joint_make_generic_6dof);
ClassDB::bind_method(D_METHOD("generic_6dof_joint_set_param", "joint", "axis", "param", "value"), &PhysicsServer3D::generic_6dof_joint_set_param);
ClassDB::bind_method(D_METHOD("generic_6dof_joint_get_param", "joint", "axis", "param"), &PhysicsServer3D::generic_6dof_joint_get_param);
@@ -644,10 +796,12 @@ void PhysicsServer3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer3D::set_active);
+ ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer3D::set_collision_iterations);
+
ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info);
- BIND_ENUM_CONSTANT(SHAPE_PLANE);
- BIND_ENUM_CONSTANT(SHAPE_RAY);
+ BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY);
+ BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY);
BIND_ENUM_CONSTANT(SHAPE_SPHERE);
BIND_ENUM_CONSTANT(SHAPE_BOX);
BIND_ENUM_CONSTANT(SHAPE_CAPSULE);
@@ -655,6 +809,7 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(SHAPE_CONVEX_POLYGON);
BIND_ENUM_CONSTANT(SHAPE_CONCAVE_POLYGON);
BIND_ENUM_CONSTANT(SHAPE_HEIGHTMAP);
+ BIND_ENUM_CONSTANT(SHAPE_SOFT_BODY);
BIND_ENUM_CONSTANT(SHAPE_CUSTOM);
BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY);
@@ -665,6 +820,10 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP);
BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP);
BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY);
+ BIND_ENUM_CONSTANT(AREA_PARAM_WIND_FORCE_MAGNITUDE);
+ BIND_ENUM_CONSTANT(AREA_PARAM_WIND_SOURCE);
+ BIND_ENUM_CONSTANT(AREA_PARAM_WIND_DIRECTION);
+ BIND_ENUM_CONSTANT(AREA_PARAM_WIND_ATTENUATION_FACTOR);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_DISABLED);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_COMBINE);
@@ -674,12 +833,14 @@ 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_LINEAR);
BIND_ENUM_CONSTANT(BODY_PARAM_BOUNCE);
BIND_ENUM_CONSTANT(BODY_PARAM_FRICTION);
BIND_ENUM_CONSTANT(BODY_PARAM_MASS);
+ BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA);
+ BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS);
BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE);
BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP);
BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP);
@@ -706,7 +867,6 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
- BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_X);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_Y);
@@ -719,7 +879,6 @@ void PhysicsServer3D::_bind_methods() {
}
PhysicsServer3D::PhysicsServer3D() {
- ERR_FAIL_COND(singleton != nullptr);
singleton = this;
}
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index b779942460..dbd734ba32 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,8 +31,8 @@
#ifndef PHYSICS_SERVER_H
#define PHYSICS_SERVER_H
-#include "core/object.h"
-#include "core/resource.h"
+#include "core/io/resource.h"
+#include "core/object/class_db.h"
class PhysicsDirectSpaceState3D;
@@ -44,12 +44,12 @@ protected:
public:
virtual Vector3 get_total_gravity() const = 0;
- virtual float get_total_angular_damp() const = 0;
- virtual float get_total_linear_damp() const = 0;
+ virtual real_t get_total_angular_damp() const = 0;
+ virtual real_t get_total_linear_damp() const = 0;
virtual Vector3 get_center_of_mass() const = 0;
virtual Basis get_principal_inertia_axes() const = 0;
- virtual float get_inverse_mass() const = 0; // get the mass
+ virtual real_t get_inverse_mass() const = 0; // get the mass
virtual Vector3 get_inverse_inertia() const = 0; // get density of this body space
virtual Basis get_inverse_inertia_tensor() const = 0; // get density of this body space
@@ -59,8 +59,10 @@ 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 Vector3 get_velocity_at_local_position(const Vector3 &p_position) 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;
@@ -76,7 +78,7 @@ public:
virtual Vector3 get_contact_local_position(int p_contact_idx) const = 0;
virtual Vector3 get_contact_local_normal(int p_contact_idx) const = 0;
- virtual float get_contact_impulse(int p_contact_idx) const = 0;
+ virtual real_t get_contact_impulse(int p_contact_idx) const = 0;
virtual int get_contact_local_shape(int p_contact_idx) const = 0;
virtual RID get_contact_collider(int p_contact_idx) const = 0;
@@ -94,21 +96,19 @@ public:
PhysicsDirectBodyState3D();
};
-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;
- float margin;
+ Transform3D transform;
+ real_t margin = 0.0;
Set<RID> exclude;
- uint32_t collision_mask;
+ uint32_t collision_mask = UINT32_MAX;
- bool collide_with_bodies;
- bool collide_with_areas;
+ bool collide_with_bodies = true;
+ bool collide_with_areas = false;
protected:
static void _bind_methods();
@@ -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(float p_margin);
- float get_margin() 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;
@@ -136,15 +136,13 @@ public:
void set_collide_with_areas(bool p_enable);
bool is_collide_with_areas_enabled() const;
-
- PhysicsShapeQueryParameters3D();
};
class PhysicsDirectSpaceState3D : public Object {
GDCLASS(PhysicsDirectSpaceState3D, Object);
private:
- Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
+ Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false);
Array _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion);
Array _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32);
@@ -157,70 +155,63 @@ 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;
+ 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 = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0;
struct RayResult {
Vector3 position;
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 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 = UINT32_MAX, 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, float 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 = UINT32_MAX, 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, float p_margin, float &p_closest_safe, float &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 = UINT32_MAX, 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, float 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 = UINT32_MAX, 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, float 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 = UINT32_MAX, 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);
-
- Vector<PhysicsDirectSpaceState3D::ShapeResult> result;
-
- friend class PhysicsDirectSpaceState3D;
-
-protected:
- static void _bind_methods();
-
+class RenderingServerHandler {
public:
- int get_result_count() const;
- RID get_result_rid(int p_idx) const;
- ObjectID get_result_object_id(int p_idx) const;
- Object *get_result_object(int p_idx) const;
- int get_result_object_shape(int p_idx) const;
+ virtual void set_vertex(int p_vertex_id, const void *p_vector3) = 0;
+ virtual void set_normal(int p_vertex_id, const void *p_vector3) = 0;
+ virtual void set_aabb(const AABB &p_aabb) = 0;
- PhysicsShapeQueryResult3D();
+ virtual ~RenderingServerHandler() {}
};
+class PhysicsTestMotionResult3D;
+
class PhysicsServer3D : public Object {
GDCLASS(PhysicsServer3D, Object);
static PhysicsServer3D *singleton;
+ virtual bool _body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, const Ref<PhysicsTestMotionResult3D> &p_result = Ref<PhysicsTestMotionResult3D>(), bool p_collide_separation_ray = false, const Vector<RID> &p_exclude = Vector<RID>(), int p_max_collisions = 1);
+
protected:
static void _bind_methods();
@@ -228,8 +219,8 @@ public:
static PhysicsServer3D *get_singleton();
enum ShapeType {
- SHAPE_PLANE, ///< plane:"plane"
- SHAPE_RAY, ///< float:"length"
+ SHAPE_WORLD_BOUNDARY, ///< plane:"plane"
+ SHAPE_SEPARATION_RAY, ///< float:"length"
SHAPE_SPHERE, ///< float:"radius"
SHAPE_BOX, ///< vec3:"extents"
SHAPE_CAPSULE, ///< dict( float:"radius", float:"height"):capsule
@@ -237,10 +228,23 @@ public:
SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
SHAPE_CONCAVE_POLYGON, ///< vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
SHAPE_HEIGHTMAP, ///< dict( int:"width", int:"depth",float:"cell_size", float_array:"heights"
+ SHAPE_SOFT_BODY, ///< Used internally, can't be created from the physics server.
SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
};
- virtual RID shape_create(ShapeType p_shape) = 0;
+ RID shape_create(ShapeType p_shape);
+
+ virtual RID world_boundary_shape_create() = 0;
+ virtual RID separation_ray_shape_create() = 0;
+ virtual RID sphere_shape_create() = 0;
+ virtual RID box_shape_create() = 0;
+ virtual RID capsule_shape_create() = 0;
+ virtual RID cylinder_shape_create() = 0;
+ virtual RID convex_polygon_shape_create() = 0;
+ virtual RID concave_polygon_shape_create() = 0;
+ virtual RID heightmap_shape_create() = 0;
+ virtual RID custom_shape_create() = 0;
+
virtual void shape_set_data(RID p_shape, const Variant &p_data) = 0;
virtual void shape_set_custom_solver_bias(RID p_shape, real_t p_bias) = 0;
@@ -259,7 +263,6 @@ public:
virtual bool space_is_active(RID p_space) const = 0;
enum SpaceParameter {
-
SPACE_PARAM_CONTACT_RECYCLE_RADIUS,
SPACE_PARAM_CONTACT_MAX_SEPARATION,
SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION,
@@ -268,7 +271,6 @@ public:
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
- SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH
};
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
@@ -295,7 +297,11 @@ public:
AREA_PARAM_GRAVITY_POINT_ATTENUATION,
AREA_PARAM_LINEAR_DAMP,
AREA_PARAM_ANGULAR_DAMP,
- AREA_PARAM_PRIORITY
+ AREA_PARAM_PRIORITY,
+ AREA_PARAM_WIND_FORCE_MAGNITUDE,
+ AREA_PARAM_WIND_SOURCE,
+ AREA_PARAM_WIND_DIRECTION,
+ AREA_PARAM_WIND_ATTENUATION_FACTOR,
};
virtual RID area_create() = 0;
@@ -314,13 +320,13 @@ 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;
@@ -331,10 +337,10 @@ 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;
@@ -345,7 +351,6 @@ public:
virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0;
virtual void area_set_ray_pickable(RID p_area, bool p_enable) = 0;
- virtual bool area_is_ray_pickable(RID p_area) const = 0;
/* BODY API */
@@ -354,11 +359,11 @@ public:
enum BodyMode {
BODY_MODE_STATIC,
BODY_MODE_KINEMATIC,
- BODY_MODE_RIGID,
- BODY_MODE_CHARACTER
+ BODY_MODE_DYNAMIC,
+ BODY_MODE_DYNAMIC_LINEAR,
};
- virtual RID body_create(BodyMode p_mode = BODY_MODE_RIGID, bool p_init_sleeping = false) = 0;
+ virtual RID body_create() = 0;
virtual void body_set_space(RID p_body, RID p_space) = 0;
virtual RID body_get_space(RID p_body) const = 0;
@@ -366,13 +371,13 @@ 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;
@@ -399,17 +404,18 @@ public:
BODY_PARAM_BOUNCE,
BODY_PARAM_FRICTION,
BODY_PARAM_MASS, ///< unused for static, always infinite
+ BODY_PARAM_INERTIA,
+ BODY_PARAM_CENTER_OF_MASS,
BODY_PARAM_GRAVITY_SCALE,
BODY_PARAM_LINEAR_DAMP,
BODY_PARAM_ANGULAR_DAMP,
BODY_PARAM_MAX,
};
- virtual void body_set_param(RID p_body, BodyParameter p_param, float p_value) = 0;
- virtual float body_get_param(RID p_body, BodyParameter p_param) const = 0;
+ virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) = 0;
+ virtual Variant 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;
+ virtual void body_reset_mass_properties(RID p_body) = 0;
//state
enum BodyState {
@@ -460,65 +466,63 @@ public:
virtual int body_get_max_contacts_reported(RID p_body) const = 0;
//missing remove
- virtual void body_set_contacts_reported_depth_threshold(RID p_body, float p_threshold) = 0;
- virtual float body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
+ virtual void body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) = 0;
+ virtual real_t body_get_contacts_reported_depth_threshold(RID p_body) const = 0;
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;
+ // Callback for C++ use only.
+ typedef void (*BodyStateCallback)(void *p_instance, PhysicsDirectBodyState3D *p_state);
+ virtual void body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) = 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;
- virtual bool body_is_ray_pickable(RID p_body) const = 0;
// this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectBodyState3D *body_get_direct_state(RID p_body) = 0;
- struct MotionResult {
- Vector3 motion;
- Vector3 remainder;
-
- Vector3 collision_point;
- Vector3 collision_normal;
+ struct MotionCollision {
+ Vector3 position;
+ Vector3 normal;
Vector3 collider_velocity;
- int collision_local_shape;
+ real_t depth = 0.0;
+ int local_shape = 0;
ObjectID collider_id;
RID collider;
- int collider_shape;
- Variant collider_metadata;
- MotionResult() {
- collision_local_shape = 0;
- collider_id = ObjectID();
- collider_shape = 0;
+ int collider_shape = 0;
+
+ real_t get_angle(Vector3 p_up_direction) const {
+ return Math::acos(normal.dot(p_up_direction));
}
};
- 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;
+ struct MotionResult {
+ Vector3 travel;
+ Vector3 remainder;
+ real_t safe_fraction = 0.0;
+ real_t unsafe_fraction = 0.0;
- struct SeparationResult {
- float collision_depth;
- Vector3 collision_point;
- Vector3 collision_normal;
- Vector3 collider_velocity;
- int collision_local_shape;
- ObjectID collider_id;
- RID collider;
- int collider_shape;
- Variant collider_metadata;
+ static const int MAX_COLLISIONS = 32;
+ MotionCollision collisions[MAX_COLLISIONS];
+ int collision_count = 0;
};
- 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, float p_margin = 0.001) = 0;
+ virtual bool body_test_motion(RID p_body, const Transform3D &p_from, const Vector3 &p_motion, real_t p_margin = 0.001, MotionResult *r_result = nullptr, int p_max_collisions = 1, bool p_collide_separation_ray = false, const Set<RID> &p_exclude = Set<RID>()) = 0;
/* SOFT BODY */
- virtual RID soft_body_create(bool p_init_sleeping = false) = 0;
+ virtual RID soft_body_create() = 0;
- virtual void soft_body_update_rendering_server(RID p_body, class SoftBodyRenderingServerHandler *p_rendering_server_handler) = 0;
+ virtual void soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) = 0;
virtual void soft_body_set_space(RID p_body, RID p_space) = 0;
virtual RID soft_body_get_space(RID p_body) const = 0;
- virtual void soft_body_set_mesh(RID p_body, const REF &p_mesh) = 0;
+ virtual void soft_body_set_mesh(RID p_body, RID p_mesh) = 0;
+
+ virtual AABB soft_body_get_bounds(RID p_body) const = 0;
virtual void soft_body_set_collision_layer(RID p_body, uint32_t p_layer) = 0;
virtual uint32_t soft_body_get_collision_layer(RID p_body) const = 0;
@@ -533,60 +537,51 @@ 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 Vector3 soft_body_get_vertex_position(RID p_body, int vertex_index) const = 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;
- virtual bool soft_body_is_ray_pickable(RID p_body) const = 0;
virtual void soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) = 0;
- virtual int soft_body_get_simulation_precision(RID p_body) = 0;
+ virtual int soft_body_get_simulation_precision(RID p_body) const = 0;
virtual void soft_body_set_total_mass(RID p_body, real_t p_total_mass) = 0;
- virtual real_t soft_body_get_total_mass(RID p_body) = 0;
+ virtual real_t soft_body_get_total_mass(RID p_body) const = 0;
virtual void soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) = 0;
- virtual real_t soft_body_get_linear_stiffness(RID p_body) = 0;
-
- virtual void soft_body_set_areaAngular_stiffness(RID p_body, real_t p_stiffness) = 0;
- virtual real_t soft_body_get_areaAngular_stiffness(RID p_body) = 0;
-
- virtual void soft_body_set_volume_stiffness(RID p_body, real_t p_stiffness) = 0;
- virtual real_t soft_body_get_volume_stiffness(RID p_body) = 0;
+ virtual real_t soft_body_get_linear_stiffness(RID p_body) const = 0;
virtual void soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) = 0;
- virtual real_t soft_body_get_pressure_coefficient(RID p_body) = 0;
-
- virtual void soft_body_set_pose_matching_coefficient(RID p_body, real_t p_pose_matching_coefficient) = 0;
- virtual real_t soft_body_get_pose_matching_coefficient(RID p_body) = 0;
+ virtual real_t soft_body_get_pressure_coefficient(RID p_body) const = 0;
virtual void soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) = 0;
- virtual real_t soft_body_get_damping_coefficient(RID p_body) = 0;
+ virtual real_t soft_body_get_damping_coefficient(RID p_body) const = 0;
virtual void soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) = 0;
- virtual real_t soft_body_get_drag_coefficient(RID p_body) = 0;
+ virtual real_t soft_body_get_drag_coefficient(RID p_body) const = 0;
virtual void soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) = 0;
- virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) = 0;
-
- virtual Vector3 soft_body_get_point_offset(RID p_body, int p_point_index) const = 0;
+ virtual Vector3 soft_body_get_point_global_position(RID p_body, int p_point_index) const = 0;
virtual void soft_body_remove_all_pinned_points(RID p_body) = 0;
virtual void soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) = 0;
- virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) = 0;
+ virtual bool soft_body_is_point_pinned(RID p_body, int p_point_index) const = 0;
/* JOINT API */
enum JointType {
-
- JOINT_PIN,
- JOINT_HINGE,
- JOINT_SLIDER,
- JOINT_CONE_TWIST,
- JOINT_6DOF
+ JOINT_TYPE_PIN,
+ JOINT_TYPE_HINGE,
+ JOINT_TYPE_SLIDER,
+ JOINT_TYPE_CONE_TWIST,
+ JOINT_TYPE_6DOF,
+ JOINT_TYPE_MAX,
};
+ virtual RID joint_create() = 0;
+
+ virtual void joint_clear(RID p_joint) = 0;
+
virtual JointType joint_get_type(RID p_joint) const = 0;
virtual void joint_set_solver_priority(RID p_joint, int p_priority) = 0;
@@ -595,7 +590,7 @@ public:
virtual void joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) = 0;
virtual bool joint_is_disabled_collisions_between_bodies(RID p_joint) const = 0;
- virtual RID joint_create_pin(RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) = 0;
+ virtual void joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) = 0;
enum PinJointParam {
PIN_JOINT_BIAS,
@@ -603,8 +598,8 @@ public:
PIN_JOINT_IMPULSE_CLAMP
};
- virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, float p_value) = 0;
- virtual float pin_joint_get_param(RID p_joint, PinJointParam p_param) const = 0;
+ virtual void pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) = 0;
+ virtual real_t pin_joint_get_param(RID p_joint, PinJointParam p_param) const = 0;
virtual void pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) = 0;
virtual Vector3 pin_joint_get_local_a(RID p_joint) const = 0;
@@ -613,7 +608,6 @@ public:
virtual Vector3 pin_joint_get_local_b(RID p_joint) const = 0;
enum HingeJointParam {
-
HINGE_JOINT_BIAS,
HINGE_JOINT_LIMIT_UPPER,
HINGE_JOINT_LIMIT_LOWER,
@@ -631,11 +625,11 @@ public:
HINGE_JOINT_FLAG_MAX
};
- virtual RID joint_create_hinge(RID p_body_A, const Transform &p_hinge_A, RID p_body_B, const Transform &p_hinge_B) = 0;
- virtual RID joint_create_hinge_simple(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 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, float p_value) = 0;
- virtual float hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const = 0;
+ virtual void hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) = 0;
+ virtual real_t hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const = 0;
virtual void hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) = 0;
virtual bool hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const = 0;
@@ -668,10 +662,10 @@ public:
};
- virtual RID joint_create_slider(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, float p_value) = 0;
- virtual float slider_joint_get_param(RID p_joint, SliderJointParam p_param) const = 0;
+ 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;
enum ConeTwistJointParam {
CONE_TWIST_JOINT_SWING_SPAN,
@@ -682,10 +676,10 @@ public:
CONE_TWIST_MAX
};
- virtual RID joint_create_cone_twist(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, float p_value) = 0;
- virtual float cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const = 0;
+ 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;
enum G6DOFJointAxisParam {
G6DOF_JOINT_LINEAR_LOWER_LIMIT,
@@ -714,7 +708,6 @@ public:
};
enum G6DOFJointAxisFlag {
-
G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT,
G6DOF_JOINT_FLAG_ENABLE_ANGULAR_LIMIT,
G6DOF_JOINT_FLAG_ENABLE_ANGULAR_SPRING,
@@ -724,16 +717,13 @@ public:
G6DOF_JOINT_FLAG_MAX
};
- virtual RID joint_create_generic_6dof(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, float p_value) = 0;
- virtual float generic_6dof_joint_get_param(RID p_joint, Vector3::Axis, G6DOFJointAxisParam p_param) = 0;
+ 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;
virtual void generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag, bool p_enable) = 0;
- virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) = 0;
-
- virtual void generic_6dof_joint_set_precision(RID p_joint, int precision) = 0;
- virtual int generic_6dof_joint_get_precision(RID p_joint) = 0;
+ virtual bool generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis, G6DOFJointAxisFlag p_flag) const = 0;
/* QUERY API */
@@ -748,15 +738,17 @@ public:
virtual void set_active(bool p_active) = 0;
virtual void init() = 0;
- virtual void step(float p_step) = 0;
+ virtual void step(real_t p_step) = 0;
virtual void sync() = 0;
virtual void flush_queries() = 0;
+ virtual void end_sync() = 0;
virtual void finish() = 0;
virtual bool is_flushing_queries() const = 0;
- enum ProcessInfo {
+ virtual void set_collision_iterations(int p_iterations) = 0;
+ enum ProcessInfo {
INFO_ACTIVE_OBJECTS,
INFO_COLLISION_PAIRS,
INFO_ISLAND_COUNT
@@ -768,6 +760,44 @@ public:
~PhysicsServer3D();
};
+class PhysicsTestMotionResult3D : public RefCounted {
+ GDCLASS(PhysicsTestMotionResult3D, RefCounted);
+
+ PhysicsServer3D::MotionResult result;
+ friend class PhysicsServer3D;
+
+protected:
+ static void _bind_methods();
+
+public:
+ PhysicsServer3D::MotionResult *get_result_ptr() const { return const_cast<PhysicsServer3D::MotionResult *>(&result); }
+
+ Vector3 get_travel() const;
+ Vector3 get_remainder() const;
+ real_t get_safe_fraction() const;
+ real_t get_unsafe_fraction() const;
+
+ int get_collision_count() const;
+
+ Vector3 get_collision_point(int p_collision_index = 0) const;
+ Vector3 get_collision_normal(int p_collision_index = 0) const;
+ Vector3 get_collider_velocity(int p_collision_index = 0) const;
+ ObjectID get_collider_id(int p_collision_index = 0) const;
+ RID get_collider_rid(int p_collision_index = 0) const;
+ Object *get_collider(int p_collision_index = 0) const;
+ int get_collider_shape(int p_collision_index = 0) const;
+ real_t get_collision_depth(int p_collision_index = 0) const;
+
+ Vector3 get_best_collision_point() const;
+ Vector3 get_best_collision_normal() const;
+ Vector3 get_best_collider_velocity() const;
+ ObjectID get_best_collider_id() const;
+ RID get_best_collider_rid() const;
+ Object *get_best_collider() const;
+ int get_best_collider_shape() const;
+ real_t get_best_collision_depth() const;
+};
+
typedef PhysicsServer3D *(*CreatePhysicsServer3DCallback)();
class PhysicsServer3DManager {
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index adca7b8055..c5effeb243 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,12 +30,13 @@
#include "register_server_types.h"
-#include "core/engine.h"
-#include "core/project_settings.h"
+#include "core/config/engine.h"
+#include "core/config/project_settings.h"
#include "audio/audio_effect.h"
#include "audio/audio_stream.h"
#include "audio/effects/audio_effect_amplify.h"
+#include "audio/effects/audio_effect_capture.h"
#include "audio/effects/audio_effect_chorus.h"
#include "audio/effects/audio_effect_compressor.h"
#include "audio/effects/audio_effect_delay.h"
@@ -54,32 +55,44 @@
#include "audio_server.h"
#include "camera/camera_feed.h"
#include "camera_server.h"
+#include "core/extension/native_extension_manager.h"
#include "display_server.h"
#include "navigation_server_2d.h"
#include "navigation_server_3d.h"
#include "physics_2d/physics_server_2d_sw.h"
#include "physics_2d/physics_server_2d_wrap_mt.h"
#include "physics_3d/physics_server_3d_sw.h"
+#include "physics_3d/physics_server_3d_wrap_mt.h"
#include "physics_server_2d.h"
#include "physics_server_3d.h"
-#include "rendering/rasterizer.h"
+#include "rendering/renderer_compositor.h"
#include "rendering/rendering_device.h"
#include "rendering/rendering_device_binds.h"
-
#include "rendering_server.h"
#include "servers/rendering/shader_types.h"
+#include "text/text_server_extension.h"
+#include "text_server.h"
#include "xr/xr_interface.h"
+#include "xr/xr_interface_extension.h"
#include "xr/xr_positional_tracker.h"
#include "xr_server.h"
ShaderTypes *shader_types = nullptr;
PhysicsServer3D *_createGodotPhysics3DCallback() {
- return memnew(PhysicsServer3DSW);
+ bool using_threads = GLOBAL_GET("physics/3d/run_on_thread");
+
+ PhysicsServer3D *physics_server = memnew(PhysicsServer3DSW(using_threads));
+
+ return memnew(PhysicsServer3DWrapMT(physics_server, using_threads));
}
PhysicsServer2D *_createGodotPhysics2DCallback() {
- return PhysicsServer2DWrapMT::init_server<PhysicsServer2DSW>();
+ bool using_threads = GLOBAL_GET("physics/2d/run_on_thread");
+
+ PhysicsServer2D *physics_server = memnew(PhysicsServer2DSW(using_threads));
+
+ return memnew(PhysicsServer2DWrapMT(physics_server, using_threads));
}
static bool has_server_feature_callback(const String &p_feature) {
@@ -94,103 +107,114 @@ static bool has_server_feature_callback(const String &p_feature) {
void preregister_server_types() {
shader_types = memnew(ShaderTypes);
+
+ GDREGISTER_CLASS(TextServerManager);
+ GDREGISTER_VIRTUAL_CLASS(TextServer);
+ GDREGISTER_CLASS(TextServerExtension);
+
+ Engine::get_singleton()->add_singleton(Engine::Singleton("TextServerManager", TextServerManager::get_singleton(), "TextServerManager"));
}
void register_server_types() {
OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback);
- ClassDB::register_virtual_class<DisplayServer>();
- ClassDB::register_virtual_class<RenderingServer>();
- ClassDB::register_class<AudioServer>();
- ClassDB::register_virtual_class<PhysicsServer2D>();
- ClassDB::register_virtual_class<PhysicsServer3D>();
- ClassDB::register_virtual_class<NavigationServer2D>();
- ClassDB::register_virtual_class<NavigationServer3D>();
- ClassDB::register_class<XRServer>();
- ClassDB::register_class<CameraServer>();
-
- ClassDB::register_virtual_class<RenderingDevice>();
-
- ClassDB::register_virtual_class<XRInterface>();
- ClassDB::register_class<XRPositionalTracker>();
-
- ClassDB::register_virtual_class<AudioStream>();
- ClassDB::register_virtual_class<AudioStreamPlayback>();
- ClassDB::register_virtual_class<AudioStreamPlaybackResampled>();
- ClassDB::register_class<AudioStreamMicrophone>();
- ClassDB::register_class<AudioStreamRandomPitch>();
- ClassDB::register_virtual_class<AudioEffect>();
- ClassDB::register_virtual_class<AudioEffectInstance>();
- ClassDB::register_class<AudioEffectEQ>();
- ClassDB::register_class<AudioEffectFilter>();
- ClassDB::register_class<AudioBusLayout>();
-
- ClassDB::register_class<AudioStreamGenerator>();
- ClassDB::register_virtual_class<AudioStreamGeneratorPlayback>();
+ GDREGISTER_VIRTUAL_CLASS(DisplayServer);
+ GDREGISTER_VIRTUAL_CLASS(RenderingServer);
+ GDREGISTER_CLASS(AudioServer);
+
+ GDREGISTER_VIRTUAL_CLASS(PhysicsServer2D);
+ GDREGISTER_VIRTUAL_CLASS(PhysicsServer3D);
+ GDREGISTER_VIRTUAL_CLASS(NavigationServer2D);
+ GDREGISTER_VIRTUAL_CLASS(NavigationServer3D);
+ GDREGISTER_CLASS(XRServer);
+ GDREGISTER_CLASS(CameraServer);
+
+ GDREGISTER_VIRTUAL_CLASS(RenderingDevice);
+
+ GDREGISTER_VIRTUAL_CLASS(XRInterface);
+ GDREGISTER_CLASS(XRInterfaceExtension); // can't register this as virtual because we need a creation function for our extensions.
+ GDREGISTER_CLASS(XRPositionalTracker);
+
+ GDREGISTER_CLASS(AudioStream);
+ GDREGISTER_CLASS(AudioStreamPlayback);
+ GDREGISTER_VIRTUAL_CLASS(AudioStreamPlaybackResampled);
+ GDREGISTER_CLASS(AudioStreamMicrophone);
+ GDREGISTER_CLASS(AudioStreamRandomPitch);
+ GDREGISTER_VIRTUAL_CLASS(AudioEffect);
+ GDREGISTER_VIRTUAL_CLASS(AudioEffectInstance);
+ GDREGISTER_CLASS(AudioEffectEQ);
+ GDREGISTER_CLASS(AudioEffectFilter);
+ GDREGISTER_CLASS(AudioBusLayout);
+
+ GDREGISTER_CLASS(AudioStreamGenerator);
+ GDREGISTER_VIRTUAL_CLASS(AudioStreamGeneratorPlayback);
{
//audio effects
- ClassDB::register_class<AudioEffectAmplify>();
+ GDREGISTER_CLASS(AudioEffectAmplify);
+
+ GDREGISTER_CLASS(AudioEffectReverb);
- ClassDB::register_class<AudioEffectReverb>();
+ GDREGISTER_CLASS(AudioEffectLowPassFilter);
+ GDREGISTER_CLASS(AudioEffectHighPassFilter);
+ GDREGISTER_CLASS(AudioEffectBandPassFilter);
+ GDREGISTER_CLASS(AudioEffectNotchFilter);
+ GDREGISTER_CLASS(AudioEffectBandLimitFilter);
+ GDREGISTER_CLASS(AudioEffectLowShelfFilter);
+ GDREGISTER_CLASS(AudioEffectHighShelfFilter);
- ClassDB::register_class<AudioEffectLowPassFilter>();
- ClassDB::register_class<AudioEffectHighPassFilter>();
- ClassDB::register_class<AudioEffectBandPassFilter>();
- ClassDB::register_class<AudioEffectNotchFilter>();
- ClassDB::register_class<AudioEffectBandLimitFilter>();
- ClassDB::register_class<AudioEffectLowShelfFilter>();
- ClassDB::register_class<AudioEffectHighShelfFilter>();
+ GDREGISTER_CLASS(AudioEffectEQ6);
+ GDREGISTER_CLASS(AudioEffectEQ10);
+ GDREGISTER_CLASS(AudioEffectEQ21);
- ClassDB::register_class<AudioEffectEQ6>();
- ClassDB::register_class<AudioEffectEQ10>();
- ClassDB::register_class<AudioEffectEQ21>();
+ GDREGISTER_CLASS(AudioEffectDistortion);
- ClassDB::register_class<AudioEffectDistortion>();
+ GDREGISTER_CLASS(AudioEffectStereoEnhance);
- ClassDB::register_class<AudioEffectStereoEnhance>();
+ GDREGISTER_CLASS(AudioEffectPanner);
+ GDREGISTER_CLASS(AudioEffectChorus);
+ GDREGISTER_CLASS(AudioEffectDelay);
+ GDREGISTER_CLASS(AudioEffectCompressor);
+ GDREGISTER_CLASS(AudioEffectLimiter);
+ GDREGISTER_CLASS(AudioEffectPitchShift);
+ GDREGISTER_CLASS(AudioEffectPhaser);
- ClassDB::register_class<AudioEffectPanner>();
- ClassDB::register_class<AudioEffectChorus>();
- ClassDB::register_class<AudioEffectDelay>();
- ClassDB::register_class<AudioEffectCompressor>();
- ClassDB::register_class<AudioEffectLimiter>();
- ClassDB::register_class<AudioEffectPitchShift>();
- ClassDB::register_class<AudioEffectPhaser>();
+ GDREGISTER_CLASS(AudioEffectRecord);
+ GDREGISTER_CLASS(AudioEffectSpectrumAnalyzer);
+ GDREGISTER_VIRTUAL_CLASS(AudioEffectSpectrumAnalyzerInstance);
- ClassDB::register_class<AudioEffectRecord>();
- ClassDB::register_class<AudioEffectSpectrumAnalyzer>();
- ClassDB::register_virtual_class<AudioEffectSpectrumAnalyzerInstance>();
+ GDREGISTER_CLASS(AudioEffectCapture);
}
- ClassDB::register_virtual_class<RenderingDevice>();
- ClassDB::register_class<RDTextureFormat>();
- ClassDB::register_class<RDTextureView>();
- ClassDB::register_class<RDAttachmentFormat>();
- ClassDB::register_class<RDSamplerState>();
- ClassDB::register_class<RDVertexAttribute>();
- ClassDB::register_class<RDUniform>();
- ClassDB::register_class<RDPipelineRasterizationState>();
- ClassDB::register_class<RDPipelineMultisampleState>();
- ClassDB::register_class<RDPipelineDepthStencilState>();
- ClassDB::register_class<RDPipelineColorBlendStateAttachment>();
- ClassDB::register_class<RDPipelineColorBlendState>();
- ClassDB::register_class<RDShaderSource>();
- ClassDB::register_class<RDShaderBytecode>();
- ClassDB::register_class<RDShaderFile>();
-
- ClassDB::register_class<CameraFeed>();
-
- ClassDB::register_virtual_class<PhysicsDirectBodyState2D>();
- ClassDB::register_virtual_class<PhysicsDirectSpaceState2D>();
- ClassDB::register_virtual_class<PhysicsShapeQueryResult2D>();
- ClassDB::register_class<PhysicsTestMotionResult2D>();
- ClassDB::register_class<PhysicsShapeQueryParameters2D>();
-
- ClassDB::register_class<PhysicsShapeQueryParameters3D>();
- ClassDB::register_virtual_class<PhysicsDirectBodyState3D>();
- ClassDB::register_virtual_class<PhysicsDirectSpaceState3D>();
- ClassDB::register_virtual_class<PhysicsShapeQueryResult3D>();
+ GDREGISTER_VIRTUAL_CLASS(RenderingDevice);
+ GDREGISTER_CLASS(RDTextureFormat);
+ GDREGISTER_CLASS(RDTextureView);
+ GDREGISTER_CLASS(RDAttachmentFormat);
+ GDREGISTER_CLASS(RDFramebufferPass);
+ GDREGISTER_CLASS(RDSamplerState);
+ GDREGISTER_CLASS(RDVertexAttribute);
+ GDREGISTER_CLASS(RDUniform);
+ GDREGISTER_CLASS(RDPipelineRasterizationState);
+ GDREGISTER_CLASS(RDPipelineMultisampleState);
+ GDREGISTER_CLASS(RDPipelineDepthStencilState);
+ GDREGISTER_CLASS(RDPipelineColorBlendStateAttachment);
+ GDREGISTER_CLASS(RDPipelineColorBlendState);
+ GDREGISTER_CLASS(RDShaderSource);
+ GDREGISTER_CLASS(RDShaderSPIRV);
+ GDREGISTER_CLASS(RDShaderFile);
+ GDREGISTER_CLASS(RDPipelineSpecializationConstant);
+
+ GDREGISTER_CLASS(CameraFeed);
+
+ GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2D);
+ GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2D);
+ GDREGISTER_CLASS(PhysicsTestMotionResult2D);
+ GDREGISTER_CLASS(PhysicsShapeQueryParameters2D);
+
+ GDREGISTER_CLASS(PhysicsShapeQueryParameters3D);
+ GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3D);
+ GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3D);
+ GDREGISTER_CLASS(PhysicsTestMotionResult3D);
// Physics 2D
GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT");
@@ -205,20 +229,24 @@ void register_server_types() {
PhysicsServer3DManager::register_server("GodotPhysics3D", &_createGodotPhysics3DCallback);
PhysicsServer3DManager::set_default_server("GodotPhysics3D");
+
+ NativeExtensionManager::get_singleton()->initialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
}
void unregister_server_types() {
+ NativeExtensionManager::get_singleton()->deinitialize_extensions(NativeExtension::INITIALIZATION_LEVEL_SERVERS);
+
memdelete(shader_types);
}
void register_server_singletons() {
- Engine::get_singleton()->add_singleton(Engine::Singleton("DisplayServer", DisplayServer::get_singleton()));
- Engine::get_singleton()->add_singleton(Engine::Singleton("RenderingServer", RenderingServer::get_singleton()));
- Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton()));
- Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton()));
- Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton()));
- Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton_mut()));
- Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton_mut()));
- Engine::get_singleton()->add_singleton(Engine::Singleton("XRServer", XRServer::get_singleton()));
- Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton()));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("DisplayServer", DisplayServer::get_singleton(), "DisplayServer"));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("RenderingServer", RenderingServer::get_singleton(), "RenderingServer"));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton(), "AudioServer"));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton(), "PhysicsServer2D"));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton(), "PhysicsServer3D"));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton_mut(), "NavigationServer2D"));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton_mut(), "NavigationServer3D"));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("XRServer", XRServer::get_singleton(), "XRServer"));
+ Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton(), "CameraServer"));
}
diff --git a/servers/register_server_types.h b/servers/register_server_types.h
index 7d1dad37af..f6a65cb653 100644
--- a/servers/register_server_types.h
+++ b/servers/register_server_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/SCsub b/servers/rendering/SCsub
index 5ea0d40486..0939b68482 100644
--- a/servers/rendering/SCsub
+++ b/servers/rendering/SCsub
@@ -4,4 +4,4 @@ Import("env")
env.add_source_files(env.servers_sources, "*.cpp")
-SConscript("rasterizer_rd/SCsub")
+SConscript("renderer_rd/SCsub")
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h
deleted file mode 100644
index a24189bdd7..0000000000
--- a/servers/rendering/rasterizer.h
+++ /dev/null
@@ -1,1387 +0,0 @@
-/*************************************************************************/
-/* rasterizer.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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_H
-#define RASTERIZER_H
-
-#include "core/math/camera_matrix.h"
-#include "core/pair.h"
-#include "core/self_list.h"
-#include "servers/rendering_server.h"
-
-class RasterizerScene {
-public:
- /* SHADOW ATLAS API */
-
- virtual RID shadow_atlas_create() = 0;
- virtual void shadow_atlas_set_size(RID p_atlas, int p_size) = 0;
- virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
- virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
-
- virtual void directional_shadow_atlas_set_size(int p_size) = 0;
- virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
- virtual void set_directional_shadow_count(int p_count) = 0;
-
- /* SDFGI UPDATE */
-
- struct InstanceBase;
-
- virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0;
- virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0;
- virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0;
- virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const = 0;
- virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const RID *p_directional_light_instances, uint32_t p_directional_light_count, const RID *p_positional_light_instances, uint32_t p_positional_light_count) = 0;
-
- /* SKY API */
-
- virtual RID sky_create() = 0;
- virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
- virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
- virtual void sky_set_material(RID p_sky, RID p_material) = 0;
- virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
-
- /* ENVIRONMENT API */
-
- virtual RID environment_create() = 0;
-
- virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
- virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
- virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
- virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
- virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
- virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
- virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
- virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
-#endif
-
- virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, 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) = 0;
- virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
- virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
-
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
-
- virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
- virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
- virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
-
- virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
- virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
-
- virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
-
- virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
-
- virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
-
- virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
- virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
-
- virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
-
- virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
-
- virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
-
- virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
-
- virtual bool is_environment(RID p_env) const = 0;
- virtual RS::EnvironmentBG environment_get_background(RID p_env) const = 0;
- virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
-
- virtual RID camera_effects_create() = 0;
-
- virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
- virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;
-
- virtual 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) = 0;
- virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
-
- virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
- virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
-
- struct InstanceDependency {
- void instance_notify_changed(bool p_aabb, bool p_dependencies);
- void instance_notify_deleted(RID p_deleted);
-
- ~InstanceDependency();
-
- private:
- friend struct InstanceBase;
- Map<InstanceBase *, uint32_t> instances;
- };
-
- struct InstanceBase {
- RS::InstanceType base_type;
- RID base;
-
- RID skeleton;
- RID material_override;
-
- RID instance_data;
-
- Transform transform;
-
- int depth_layer;
- uint32_t layer_mask;
- uint32_t instance_version;
-
- //RID sampled_light;
-
- Vector<RID> materials;
- Vector<RID> light_instances;
- Vector<RID> reflection_probe_instances;
- Vector<RID> gi_probe_instances;
-
- Vector<float> blend_values;
-
- RS::ShadowCastingSetting cast_shadows;
-
- //fit in 32 bits
- bool mirror : 8;
- bool receive_shadows : 8;
- bool visible : 8;
- bool baked_light : 2; //this flag is only to know if it actually did use baked light
- bool dynamic_gi : 2; //this flag is only to know if it actually did use baked light
- bool redraw_if_visible : 4;
-
- float depth; //used for sorting
-
- SelfList<InstanceBase> dependency_item;
-
- InstanceBase *lightmap;
- Rect2 lightmap_uv_scale;
- int lightmap_slice_index;
- uint32_t lightmap_cull_index;
- Vector<Color> lightmap_sh; //spherical harmonic
-
- AABB aabb;
- AABB transformed_aabb;
-
- struct InstanceShaderParameter {
- int32_t index = -1;
- Variant value;
- Variant default_value;
- PropertyInfo info;
- };
-
- Map<StringName, InstanceShaderParameter> instance_shader_parameters;
- bool instance_allocated_shader_parameters = false;
- int32_t instance_allocated_shader_parameters_offset = -1;
-
- virtual void dependency_deleted(RID p_dependency) {}
- virtual void dependency_changed(bool p_aabb, bool p_dependencies) {}
-
- Set<InstanceDependency *> dependencies;
-
- void instance_increase_version() {
- instance_version++;
- }
-
- void update_dependency(InstanceDependency *p_dependency) {
- dependencies.insert(p_dependency);
- p_dependency->instances[this] = instance_version;
- }
-
- void clean_up_dependencies() {
- List<Pair<InstanceDependency *, Map<InstanceBase *, uint32_t>::Element *>> to_clean_up;
- for (Set<InstanceDependency *>::Element *E = dependencies.front(); E; E = E->next()) {
- InstanceDependency *dep = E->get();
- Map<InstanceBase *, uint32_t>::Element *F = dep->instances.find(this);
- ERR_CONTINUE(!F);
- if (F->get() != instance_version) {
- Pair<InstanceDependency *, Map<InstanceBase *, uint32_t>::Element *> p;
- p.first = dep;
- p.second = F;
- to_clean_up.push_back(p);
- }
- }
-
- while (to_clean_up.size()) {
- to_clean_up.front()->get().first->instances.erase(to_clean_up.front()->get().second);
- to_clean_up.pop_front();
- }
- }
-
- void clear_dependencies() {
- for (Set<InstanceDependency *>::Element *E = dependencies.front(); E; E = E->next()) {
- InstanceDependency *dep = E->get();
- dep->instances.erase(this);
- }
- dependencies.clear();
- }
-
- InstanceBase() :
- dependency_item(this) {
- base_type = RS::INSTANCE_NONE;
- cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
- receive_shadows = true;
- visible = true;
- depth_layer = 0;
- layer_mask = 1;
- instance_version = 0;
- baked_light = false;
- dynamic_gi = false;
- redraw_if_visible = false;
- lightmap_slice_index = 0;
- lightmap = nullptr;
- lightmap_cull_index = 0;
- }
-
- virtual ~InstanceBase() {
- clear_dependencies();
- }
- };
-
- 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_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_mark_visible(RID p_light_instance) = 0;
- virtual bool light_instances_can_render_shadow_cube() const {
- return true;
- }
-
- virtual RID reflection_atlas_create() = 0;
- virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 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_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;
- virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;
- 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 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, int p_dynamic_object_count, InstanceBase **p_dynamic_objects) = 0;
-
- virtual void gi_probe_set_quality(RS::GIProbeQuality) = 0;
-
- virtual void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) = 0;
-
- virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) = 0;
- virtual void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count) = 0;
- virtual void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count) = 0;
-
- virtual void set_scene_pass(uint64_t p_pass) = 0;
- virtual void set_time(double p_time, double p_step) = 0;
- virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
-
- virtual RID render_buffers_create() = 0;
- virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa) = 0;
-
- virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
- virtual bool screen_space_roughness_limiter_is_active() const = 0;
-
- virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
- virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
-
- virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
-
- virtual bool free(RID p_rid) = 0;
-
- virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
-
- virtual void update() = 0;
- virtual ~RasterizerScene() {}
-};
-
-class RasterizerStorage {
- Color default_clear_color;
-
-public:
- /* TEXTURE API */
-
- virtual RID texture_2d_create(const Ref<Image> &p_image) = 0;
- virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) = 0;
- virtual RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0;
- virtual RID texture_proxy_create(RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
-
- virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming
- virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
- virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
- virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
-
- //these two APIs can be used together or in combination with the others.
- virtual RID texture_2d_placeholder_create() = 0;
- virtual RID texture_2d_layered_placeholder_create(RenderingServer::TextureLayeredType p_layered_type) = 0;
- virtual RID texture_3d_placeholder_create() = 0;
-
- virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
- virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
- virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
-
- virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
- virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0;
-#endif
-
- virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
- virtual String texture_get_path(RID p_texture) const = 0;
-
- virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
- virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
- virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0;
-
- virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) = 0;
-
- virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
-
- virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
-
- virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
- virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
-
- /* SHADER API */
-
- virtual RID shader_create() = 0;
-
- virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
- virtual String shader_get_code(RID p_shader) const = 0;
- virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
-
- virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
- virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
- virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
-
- /* COMMON MATERIAL API */
-
- virtual RID material_create() = 0;
-
- virtual void material_set_render_priority(RID p_material, int priority) = 0;
- virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
-
- virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
- virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
-
- virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
-
- virtual bool material_is_animated(RID p_material) = 0;
- virtual bool material_casts_shadows(RID p_material) = 0;
-
- struct InstanceShaderParam {
- PropertyInfo info;
- int index;
- Variant default_value;
- };
-
- virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
-
- virtual void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance) = 0;
-
- /* MESH API */
-
- virtual RID mesh_create() = 0;
-
- /// Returns stride
- virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) = 0;
-
- virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
-
- virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) = 0;
- virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
-
- virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
-
- virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
- virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
-
- virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0;
-
- virtual int mesh_get_surface_count(RID p_mesh) const = 0;
-
- virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
- virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
-
- virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) = 0;
-
- virtual void mesh_clear(RID p_mesh) = 0;
-
- /* MULTIMESH API */
-
- virtual RID multimesh_create() = 0;
-
- virtual void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) = 0;
-
- 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_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 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;
-
- virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) = 0;
- virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const = 0;
-
- virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
- virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
-
- virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
-
- /* IMMEDIATE API */
-
- virtual RID immediate_create() = 0;
- virtual void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
- virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
- virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
- virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
- virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
- virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
- virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
- virtual void immediate_end(RID p_immediate) = 0;
- virtual void immediate_clear(RID p_immediate) = 0;
- virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
- virtual RID immediate_get_material(RID p_immediate) const = 0;
- virtual AABB immediate_get_aabb(RID p_immediate) const = 0;
-
- /* SKELETON API */
-
- virtual RID skeleton_create() = 0;
- virtual void skeleton_allocate(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_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;
-
- /* Light API */
-
- virtual RID light_create(RS::LightType p_type) = 0;
-
- RID directional_light_create() { return light_create(RS::LIGHT_DIRECTIONAL); }
- RID omni_light_create() { return light_create(RS::LIGHT_OMNI); }
- RID spot_light_create() { return light_create(RS::LIGHT_SPOT); }
-
- virtual void light_set_color(RID p_light, const Color &p_color) = 0;
- virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) = 0;
- virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
- virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0;
- virtual void light_set_projector(RID p_light, RID p_texture) = 0;
- virtual void light_set_negative(RID p_light, bool p_enable) = 0;
- virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
- virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
- virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) = 0;
- virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) = 0;
-
- virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) = 0;
-
- virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) = 0;
- virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
- virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
- virtual void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
- virtual RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const = 0;
-
- virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
- virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
-
- virtual bool light_has_shadow(RID p_light) const = 0;
-
- virtual RS::LightType light_get_type(RID p_light) const = 0;
- virtual AABB light_get_aabb(RID p_light) const = 0;
- virtual float light_get_param(RID p_light, RS::LightParam p_param) = 0;
- virtual Color light_get_color(RID p_light) = 0;
- virtual RS::LightBakeMode light_get_bake_mode(RID p_light) = 0;
- virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) = 0;
- virtual uint64_t light_get_version(RID p_light) const = 0;
-
- /* PROBE API */
-
- virtual RID reflection_probe_create() = 0;
-
- virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) = 0;
- virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
- virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
- virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) = 0;
- virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) = 0;
- virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) = 0;
- virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
- virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
- virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
- virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
- virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
- virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
- virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
-
- virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0;
- virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0;
- virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0;
- virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0;
- virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0;
- virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0;
- virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;
-
- virtual void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;
- virtual void skeleton_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) = 0;
-
- /* DECAL API */
-
- virtual RID decal_create() = 0;
- virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0;
- virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) = 0;
- virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0;
- virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0;
- virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) = 0;
- virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) = 0;
- virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) = 0;
- 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;
-
- virtual AABB decal_get_aabb(RID p_decal) const = 0;
-
- /* GI PROBE API */
-
- virtual RID gi_probe_create() = 0;
-
- virtual void gi_probe_allocate(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 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 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 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 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 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 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 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 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 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 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 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 uint32_t gi_probe_get_version(RID p_probe) = 0;
-
- /* LIGHTMAP CAPTURE */
-
- virtual RID lightmap_create() = 0;
-
- virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) = 0;
- virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) = 0;
- virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) = 0;
- virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) = 0;
- virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const = 0;
- virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const = 0;
- virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const = 0;
- virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const = 0;
- virtual AABB lightmap_get_aabb(RID p_lightmap) const = 0;
- virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) = 0;
- virtual bool lightmap_is_interior(RID p_lightmap) const = 0;
- virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0;
- virtual float lightmap_get_probe_capture_update_speed() const = 0;
-
- /* PARTICLES */
-
- virtual RID particles_create() = 0;
-
- virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
- virtual bool particles_get_emitting(RID p_particles) = 0;
-
- virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
- virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0;
- virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
- virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0;
- virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0;
- virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0;
- virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
- virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0;
- 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_fractional_delta(RID p_particles, bool p_enable) = 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_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
-
- virtual bool particles_is_inactive(RID p_particles) const = 0;
-
- virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) = 0;
-
- virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
- virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
-
- virtual void particles_request_process(RID p_particles) = 0;
- 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 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;
-
- /* GLOBAL VARIABLES */
-
- virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) = 0;
- virtual void global_variable_remove(const StringName &p_name) = 0;
- virtual Vector<StringName> global_variable_get_list() const = 0;
-
- virtual void global_variable_set(const StringName &p_name, const Variant &p_value) = 0;
- virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) = 0;
- virtual Variant global_variable_get(const StringName &p_name) const = 0;
- virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const = 0;
-
- virtual void global_variables_load_settings(bool p_load_textures = true) = 0;
- virtual void global_variables_clear() = 0;
-
- virtual int32_t global_variables_instance_allocate(RID p_instance) = 0;
- virtual void global_variables_instance_free(RID p_instance) = 0;
- virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) = 0;
-
- /* RENDER TARGET */
-
- enum RenderTargetFlags {
- RENDER_TARGET_TRANSPARENT,
- RENDER_TARGET_DIRECT_TO_SCREEN,
- RENDER_TARGET_FLAG_MAX
- };
-
- virtual RID render_target_create() = 0;
- virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0;
- virtual void render_target_set_size(RID p_render_target, int p_width, int p_height) = 0;
- virtual RID render_target_get_texture(RID p_render_target) = 0;
- virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0;
- virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
- virtual bool render_target_was_used(RID p_render_target) = 0;
- virtual void render_target_set_as_unused(RID p_render_target) = 0;
-
- virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) = 0;
- virtual bool render_target_is_clear_requested(RID p_render_target) = 0;
- virtual Color render_target_get_clear_request_color(RID p_render_target) = 0;
- virtual void render_target_disable_clear_request(RID p_render_target) = 0;
- virtual void render_target_do_clear_request(RID p_render_target) = 0;
-
- virtual RS::InstanceType get_base_type(RID p_rid) const = 0;
- virtual bool free(RID p_rid) = 0;
-
- virtual bool has_os_feature(const String &p_feature) const = 0;
-
- virtual void update_dirty_resources() = 0;
-
- virtual void set_debug_generate_wireframes(bool p_generate) = 0;
-
- virtual void render_info_begin_capture() = 0;
- virtual void render_info_end_capture() = 0;
- virtual int get_captured_render_info(RS::RenderInfo p_info) = 0;
-
- virtual int get_render_info(RS::RenderInfo p_info) = 0;
- virtual String get_video_adapter_name() const = 0;
- virtual String get_video_adapter_vendor() const = 0;
-
- static RasterizerStorage *base_singleton;
-
- void set_default_clear_color(const Color &p_color) {
- default_clear_color = p_color;
- }
-
- Color get_default_clear_color() const {
- return default_clear_color;
- }
-#define TIMESTAMP_BEGIN() \
- { \
- if (RSG::storage->capturing_timestamps) \
- RSG::storage->capture_timestamps_begin(); \
- }
-
-#define RENDER_TIMESTAMP(m_text) \
- { \
- if (RSG::storage->capturing_timestamps) \
- RSG::storage->capture_timestamp(m_text); \
- }
-
- bool capturing_timestamps = false;
-
- virtual void capture_timestamps_begin() = 0;
- virtual void capture_timestamp(const String &p_name) = 0;
- virtual uint32_t get_captured_timestamps_count() const = 0;
- virtual uint64_t get_captured_timestamps_frame() const = 0;
- virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const = 0;
- virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const = 0;
- virtual String get_captured_timestamp_name(uint32_t p_index) const = 0;
-
- RasterizerStorage();
- virtual ~RasterizerStorage() {}
-};
-
-class RasterizerCanvas {
-public:
- static RasterizerCanvas *singleton;
-
- enum CanvasRectFlags {
-
- CANVAS_RECT_REGION = 1,
- CANVAS_RECT_TILE = 2,
- CANVAS_RECT_FLIP_H = 4,
- CANVAS_RECT_FLIP_V = 8,
- CANVAS_RECT_TRANSPOSE = 16,
- CANVAS_RECT_CLIP_UV = 32
- };
-
- struct Light {
- bool enabled;
- Color color;
- Transform2D xform;
- float height;
- float energy;
- float scale;
- int z_min;
- int z_max;
- int layer_min;
- int layer_max;
- int item_mask;
- int item_shadow_mask;
- RS::CanvasLightMode mode;
- RID texture;
- Vector2 texture_offset;
- RID canvas;
- bool use_shadow;
- int shadow_buffer_size;
- RS::CanvasLightShadowFilter shadow_filter;
- Color shadow_color;
- float shadow_smooth;
-
- //void *texture_cache; // implementation dependent
- Rect2 rect_cache;
- Transform2D xform_cache;
- float radius_cache; //used for shadow far plane
- //CameraMatrix shadow_matrix_cache;
-
- Transform2D light_shader_xform;
- //Vector2 light_shader_pos;
-
- Light *shadows_next_ptr;
- Light *filter_next_ptr;
- Light *next_ptr;
- Light *mask_next_ptr;
-
- RID light_internal;
- uint64_t version;
-
- int32_t render_index_cache;
-
- Light() {
- version = 0;
- enabled = true;
- color = Color(1, 1, 1);
- shadow_color = Color(0, 0, 0, 0);
- height = 0;
- z_min = -1024;
- z_max = 1024;
- layer_min = 0;
- layer_max = 0;
- item_mask = 1;
- scale = 1.0;
- energy = 1.0;
- item_shadow_mask = 1;
- mode = RS::CANVAS_LIGHT_MODE_ADD;
- // texture_cache = nullptr;
- next_ptr = nullptr;
- mask_next_ptr = nullptr;
- filter_next_ptr = nullptr;
- use_shadow = false;
- shadow_buffer_size = 2048;
- shadow_filter = RS::CANVAS_LIGHT_FILTER_NONE;
- shadow_smooth = 0.0;
- render_index_cache = -1;
- }
- };
-
- typedef uint64_t TextureBindingID;
-
- virtual TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) = 0;
- virtual void free_texture_binding(TextureBindingID p_binding) = 0;
-
- //easier wrap to avoid mistakes
-
- struct Item;
-
- struct TextureBinding {
- TextureBindingID binding_id;
-
- _FORCE_INLINE_ void create(RS::CanvasItemTextureFilter p_item_filter, RS::CanvasItemTextureRepeat p_item_repeat, RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
- if (p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
- p_filter = p_item_filter;
- }
- if (p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
- p_repeat = p_item_repeat;
- }
- if (p_texture != RID() || p_normalmap != RID() || p_specular != RID() || p_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT || p_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT || p_multimesh.is_valid()) {
- ERR_FAIL_COND(binding_id != 0);
- binding_id = singleton->request_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh);
- }
- }
-
- _FORCE_INLINE_ TextureBinding() { binding_id = 0; }
- _FORCE_INLINE_ ~TextureBinding() {
- if (binding_id) {
- singleton->free_texture_binding(binding_id);
- }
- }
- };
-
- typedef uint64_t PolygonID;
- virtual 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>()) = 0;
- virtual void free_polygon(PolygonID p_polygon) = 0;
-
- //also easier to wrap to avoid mistakes
- struct Polygon {
- PolygonID polygon_id;
- Rect2 rect_cache;
-
- _FORCE_INLINE_ void create(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>()) {
- ERR_FAIL_COND(polygon_id != 0);
- {
- uint32_t pc = p_points.size();
- const Vector2 *v2 = p_points.ptr();
- rect_cache.position = *v2;
- for (uint32_t i = 1; i < pc; i++) {
- rect_cache.expand_to(v2[i]);
- }
- }
- polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights);
- }
-
- _FORCE_INLINE_ Polygon() { polygon_id = 0; }
- _FORCE_INLINE_ ~Polygon() {
- if (polygon_id) {
- singleton->free_polygon(polygon_id);
- }
- }
- };
-
- //item
-
- struct Item {
- //commands are allocated in blocks of 4k to improve performance
- //and cache coherence.
- //blocks always grow but never shrink.
-
- struct CommandBlock {
- enum {
- MAX_SIZE = 4096
- };
- uint32_t usage;
- uint8_t *memory;
- };
-
- struct Command {
- enum Type {
-
- TYPE_RECT,
- TYPE_NINEPATCH,
- TYPE_POLYGON,
- TYPE_PRIMITIVE,
- TYPE_MESH,
- TYPE_MULTIMESH,
- TYPE_PARTICLES,
- TYPE_TRANSFORM,
- TYPE_CLIP_IGNORE,
- };
-
- Command *next;
- Type type;
- virtual ~Command() {}
- };
-
- struct CommandRect : public Command {
- Rect2 rect;
- Color modulate;
- Rect2 source;
- uint8_t flags;
- Color specular_shininess;
-
- TextureBinding texture_binding;
-
- CommandRect() {
- flags = 0;
- type = TYPE_RECT;
- }
- };
-
- struct CommandNinePatch : public Command {
- Rect2 rect;
- Rect2 source;
- float margin[4];
- bool draw_center;
- Color color;
- RS::NinePatchAxisMode axis_x;
- RS::NinePatchAxisMode axis_y;
- Color specular_shininess;
- TextureBinding texture_binding;
- CommandNinePatch() {
- draw_center = true;
- type = TYPE_NINEPATCH;
- }
- };
-
- struct CommandPolygon : public Command {
- RS::PrimitiveType primitive;
- Polygon polygon;
- Color specular_shininess;
- TextureBinding texture_binding;
- CommandPolygon() {
- type = TYPE_POLYGON;
- }
- };
-
- struct CommandPrimitive : public Command {
- uint32_t point_count;
- Vector2 points[4];
- Vector2 uvs[4];
- Color colors[4];
- Color specular_shininess;
- TextureBinding texture_binding;
- CommandPrimitive() {
- type = TYPE_PRIMITIVE;
- }
- };
-
- struct CommandMesh : public Command {
- RID mesh;
- Transform2D transform;
- Color modulate;
- Color specular_shininess;
- TextureBinding texture_binding;
- CommandMesh() { type = TYPE_MESH; }
- };
-
- struct CommandMultiMesh : public Command {
- RID multimesh;
- Color specular_shininess;
- TextureBinding texture_binding;
- CommandMultiMesh() { type = TYPE_MULTIMESH; }
- };
-
- struct CommandParticles : public Command {
- RID particles;
- Color specular_shininess;
- TextureBinding texture_binding;
- CommandParticles() { type = TYPE_PARTICLES; }
- };
-
- struct CommandTransform : public Command {
- Transform2D xform;
- CommandTransform() { type = TYPE_TRANSFORM; }
- };
-
- struct CommandClipIgnore : public Command {
- bool ignore;
- CommandClipIgnore() {
- type = TYPE_CLIP_IGNORE;
- ignore = false;
- }
- };
-
- struct ViewportRender {
- RenderingServer *owner;
- void *udata;
- Rect2 rect;
- };
-
- Transform2D xform;
- bool clip;
- bool visible;
- bool behind;
- bool update_when_visible;
- //RS::MaterialBlendMode blend_mode;
- int light_mask;
- int z_final;
-
- mutable bool custom_rect;
- mutable bool rect_dirty;
- mutable Rect2 rect;
- RID material;
- RID skeleton;
-
- Item *next;
-
- struct CopyBackBuffer {
- Rect2 rect;
- Rect2 screen_rect;
- bool full;
- };
- CopyBackBuffer *copy_back_buffer;
-
- Color final_modulate;
- Transform2D final_transform;
- Rect2 final_clip_rect;
- Item *final_clip_owner;
- Item *material_owner;
- ViewportRender *vp_render;
- bool distance_field;
- bool light_masked;
-
- Rect2 global_rect_cache;
-
- const Rect2 &get_rect() const {
- if (custom_rect || (!rect_dirty && !update_when_visible)) {
- return rect;
- }
-
- //must update rect
-
- if (commands == nullptr) {
- rect = Rect2();
- rect_dirty = false;
- return rect;
- }
-
- Transform2D xf;
- bool found_xform = false;
- bool first = true;
-
- const Item::Command *c = commands;
-
- while (c) {
- Rect2 r;
-
- switch (c->type) {
- case Item::Command::TYPE_RECT: {
- const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c);
- r = crect->rect;
-
- } break;
- case Item::Command::TYPE_NINEPATCH: {
- const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c);
- r = style->rect;
- } break;
-
- case Item::Command::TYPE_POLYGON: {
- const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
- r = polygon->polygon.rect_cache;
- } break;
- case Item::Command::TYPE_PRIMITIVE: {
- const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
- for (uint32_t j = 0; j < primitive->point_count; j++) {
- if (j == 0) {
- r.position = primitive->points[0];
- } else {
- r.expand_to(primitive->points[j]);
- }
- }
- } break;
- case Item::Command::TYPE_MESH: {
- const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
- AABB aabb = RasterizerStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());
-
- r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
-
- } break;
- case Item::Command::TYPE_MULTIMESH: {
- const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);
- AABB aabb = RasterizerStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh);
-
- r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
-
- } break;
- case Item::Command::TYPE_PARTICLES: {
- const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);
- if (particles_cmd->particles.is_valid()) {
- AABB aabb = RasterizerStorage::base_singleton->particles_get_aabb(particles_cmd->particles);
- r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
- }
-
- } break;
- case Item::Command::TYPE_TRANSFORM: {
- const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
- xf = transform->xform;
- found_xform = true;
- [[fallthrough]];
- }
- default: {
- c = c->next;
- continue;
- }
- }
-
- if (found_xform) {
- r = xf.xform(r);
- found_xform = false;
- }
-
- if (first) {
- rect = r;
- first = false;
- } else {
- rect = rect.merge(r);
- }
- c = c->next;
- }
-
- rect_dirty = false;
- return rect;
- }
-
- Command *commands;
- Command *last_command;
- Vector<CommandBlock> blocks;
- uint32_t current_block;
-
- template <class T>
- T *alloc_command() {
- T *command;
- if (commands == nullptr) {
- // As the most common use case of canvas items is to
- // use only one command, the first is done with it's
- // own allocation. The rest of them use blocks.
- command = memnew(T);
- command->next = nullptr;
- commands = command;
- last_command = command;
- } else {
- //Subsequent commands go into a block.
-
- while (true) {
- if (unlikely(current_block == (uint32_t)blocks.size())) {
- // If we need more blocks, we allocate them
- // (they won't be freed until this CanvasItem is
- // deleted, though).
- CommandBlock cb;
- cb.memory = (uint8_t *)memalloc(CommandBlock::MAX_SIZE);
- cb.usage = 0;
- blocks.push_back(cb);
- }
-
- CommandBlock *c = &blocks.write[current_block];
- size_t space_left = CommandBlock::MAX_SIZE - c->usage;
- if (space_left < sizeof(T)) {
- current_block++;
- continue;
- }
-
- //allocate block and add to the linked list
- void *memory = c->memory + c->usage;
- command = memnew_placement(memory, T);
- command->next = nullptr;
- last_command->next = command;
- last_command = command;
- c->usage += sizeof(T);
- break;
- }
- }
-
- rect_dirty = true;
- return command;
- }
-
- struct CustomData {
- virtual ~CustomData() {}
- };
-
- mutable CustomData *custom_data; //implementation dependent
-
- void clear() {
- Command *c = commands;
- while (c) {
- Command *n = c->next;
- if (c == commands) {
- memdelete(commands);
- commands = nullptr;
- } else {
- c->~Command();
- }
- c = n;
- }
- {
- uint32_t cbc = MIN((current_block + 1), (uint32_t)blocks.size());
- CommandBlock *blockptr = blocks.ptrw();
- for (uint32_t i = 0; i < cbc; i++) {
- blockptr[i].usage = 0;
- }
- }
-
- last_command = nullptr;
- commands = nullptr;
- current_block = 0;
- clip = false;
- rect_dirty = true;
- final_clip_owner = nullptr;
- material_owner = nullptr;
- light_masked = false;
- }
- Item() {
- commands = nullptr;
- last_command = nullptr;
- current_block = 0;
- light_mask = 1;
- vp_render = nullptr;
- next = nullptr;
- final_clip_owner = nullptr;
- clip = false;
- final_modulate = Color(1, 1, 1, 1);
- visible = true;
- rect_dirty = true;
- custom_rect = false;
- behind = false;
- material_owner = nullptr;
- copy_back_buffer = nullptr;
- distance_field = false;
- light_masked = false;
- update_when_visible = false;
- z_final = 0;
- custom_data = nullptr;
- }
- virtual ~Item() {
- clear();
- for (int i = 0; i < blocks.size(); i++) {
- memfree(blocks[i].memory);
- }
- if (copy_back_buffer) {
- memdelete(copy_back_buffer);
- }
- if (custom_data) {
- memdelete(custom_data);
- }
- }
- };
-
- virtual void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) = 0;
- virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
-
- struct LightOccluderInstance {
- bool enabled;
- RID canvas;
- RID polygon;
- RID occluder;
- Rect2 aabb_cache;
- Transform2D xform;
- Transform2D xform_cache;
- int light_mask;
- RS::CanvasOccluderPolygonCullMode cull_cache;
-
- LightOccluderInstance *next;
-
- LightOccluderInstance() {
- enabled = true;
- next = nullptr;
- light_mask = 1;
- cull_cache = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
- }
- };
-
- virtual RID light_create() = 0;
- virtual void light_set_texture(RID p_rid, RID p_texture) = 0;
- virtual void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) = 0;
- virtual void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) = 0;
-
- virtual RID occluder_polygon_create() = 0;
- virtual void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines) = 0;
- virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) = 0;
-
- virtual void draw_window_margins(int *p_margins, RID *p_margin_textures) = 0;
-
- virtual bool free(RID p_rid) = 0;
- virtual void update() = 0;
-
- RasterizerCanvas() { singleton = this; }
- virtual ~RasterizerCanvas() {}
-};
-
-class Rasterizer {
-protected:
- static Rasterizer *(*_create_func)();
-
-public:
- static Rasterizer *create();
-
- virtual RasterizerStorage *get_storage() = 0;
- virtual RasterizerCanvas *get_canvas() = 0;
- virtual RasterizerScene *get_scene() = 0;
-
- virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
-
- virtual void initialize() = 0;
- virtual void begin_frame(double frame_step) = 0;
-
- struct BlitToScreen {
- RID render_target;
- Rect2i rect;
- //lens distorted parameters for VR should go here
- };
-
- virtual void prepare_for_blitting_render_targets() = 0;
- virtual void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0;
-
- virtual void end_frame(bool p_swap_buffers) = 0;
- virtual void finalize() = 0;
- virtual uint64_t get_frame_number() const = 0;
- virtual float get_frame_delta_time() const = 0;
-
- virtual bool is_low_end() const = 0;
-
- virtual ~Rasterizer() {}
-};
-
-#endif // RASTERIZER_H
diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h
new file mode 100644
index 0000000000..f95221c05b
--- /dev/null
+++ b/servers/rendering/rasterizer_dummy.h
@@ -0,0 +1,775 @@
+/*************************************************************************/
+/* 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/renderer_scene_render.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_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) 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 CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = 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, uint32_t p_view_count) 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 false; }
+ void update() override {}
+ void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override {}
+
+ virtual void decals_set_filter(RS::DecalFilter p_filter) override {}
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) 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.get_or_null(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(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.get_or_null(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_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
+ void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override {}
+ void mesh_surface_update_skin_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; }
+
+ /* 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_sky_only(RID p_light, bool p_sky_only) override {}
+ bool light_directional_is_sky_only(RID p_light) const override { return false; }
+
+ 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; }
+ bool light_has_projector(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_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, double 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, double p_time) override {}
+ void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override {}
+ void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override {}
+ void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override {}
+ void particles_set_speed_scale(RID p_particles, double 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, real_t 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, double 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, real_t 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, real_t p_strength) override {}
+ void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override {}
+ void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t 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 {}
+
+ /* VISIBILITY NOTIFIER */
+ virtual RID visibility_notifier_allocate() override { return RID(); }
+ virtual void visibility_notifier_initialize(RID p_notifier) override {}
+ virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override {}
+ virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override {}
+
+ virtual AABB visibility_notifier_get_aabb(RID p_notifier) const override { return AABB(); }
+ virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) 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, uint32_t p_view_count) 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.get_or_null(p_rid);
+ texture_owner.free(p_rid);
+ memdelete(texture);
+ return true;
+ }
+ return false;
+ }
+
+ virtual void update_memory_info() override {}
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) override { return 0; }
+
+ 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 {}
+
+ 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 {}
+
+ bool free(RID p_rid) override { return true; }
+ void update() override {}
+
+ RasterizerCanvasDummy() {}
+ ~RasterizerCanvasDummy() {}
+};
+
+class RasterizerDummy : public RendererCompositor {
+private:
+ uint64_t frame = 1;
+ double 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; }
+ double get_frame_delta_time() const override { return delta; }
+
+ RasterizerDummy() {}
+ ~RasterizerDummy() {}
+};
+
+#endif // RASTERIZER_DUMMY_H
diff --git a/servers/rendering/rasterizer_rd/light_cluster_builder.cpp b/servers/rendering/rasterizer_rd/light_cluster_builder.cpp
deleted file mode 100644
index efb48e6df7..0000000000
--- a/servers/rendering/rasterizer_rd/light_cluster_builder.cpp
+++ /dev/null
@@ -1,252 +0,0 @@
-/*************************************************************************/
-/* light_cluster_builder.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#include "light_cluster_builder.h"
-
-void LightClusterBuilder::begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection) {
- view_xform = p_view_transform;
- projection = p_cam_projection;
- z_near = -projection.get_z_near();
- z_far = -projection.get_z_far();
-
- //reset counts
- light_count = 0;
- refprobe_count = 0;
- decal_count = 0;
- item_count = 0;
- sort_id_count = 0;
-}
-
-void LightClusterBuilder::bake_cluster() {
- float slice_depth = (z_near - z_far) / depth;
-
- uint8_t *cluster_dataw = cluster_data.ptrw();
- Cell *cluster_data_ptr = (Cell *)cluster_dataw;
- //clear the cluster
- zeromem(cluster_data_ptr, (width * height * depth * sizeof(Cell)));
-
- /* Step 1, create cell positions and count them */
-
- for (uint32_t i = 0; i < item_count; i++) {
- const Item &item = items[i];
-
- int from_slice = Math::floor((z_near - (item.aabb.position.z + item.aabb.size.z)) / slice_depth);
- int to_slice = Math::floor((z_near - item.aabb.position.z) / slice_depth);
-
- if (from_slice >= (int)depth || to_slice < 0) {
- continue; //sorry no go
- }
-
- from_slice = MAX(0, from_slice);
- to_slice = MIN((int)depth - 1, to_slice);
-
- for (int j = from_slice; j <= to_slice; j++) {
- Vector3 min = item.aabb.position;
- Vector3 max = item.aabb.position + item.aabb.size;
-
- float limit_near = MIN((z_near - slice_depth * j), max.z);
- float limit_far = MAX((z_near - slice_depth * (j + 1)), min.z);
-
- max.z = limit_near;
- min.z = limit_near;
-
- Vector3 proj_min = projection.xform(min);
- Vector3 proj_max = projection.xform(max);
-
- int near_from_x = int(Math::floor((proj_min.x * 0.5 + 0.5) * width));
- int near_from_y = int(Math::floor((-proj_max.y * 0.5 + 0.5) * height));
- int near_to_x = int(Math::floor((proj_max.x * 0.5 + 0.5) * width));
- int near_to_y = int(Math::floor((-proj_min.y * 0.5 + 0.5) * height));
-
- max.z = limit_far;
- min.z = limit_far;
-
- proj_min = projection.xform(min);
- proj_max = projection.xform(max);
-
- int far_from_x = int(Math::floor((proj_min.x * 0.5 + 0.5) * width));
- int far_from_y = int(Math::floor((-proj_max.y * 0.5 + 0.5) * height));
- int far_to_x = int(Math::floor((proj_max.x * 0.5 + 0.5) * width));
- int far_to_y = int(Math::floor((-proj_min.y * 0.5 + 0.5) * height));
-
- //print_line(itos(j) + " near - " + Vector2i(near_from_x, near_from_y) + " -> " + Vector2i(near_to_x, near_to_y));
- //print_line(itos(j) + " far - " + Vector2i(far_from_x, far_from_y) + " -> " + Vector2i(far_to_x, far_to_y));
-
- int from_x = MIN(near_from_x, far_from_x);
- int from_y = MIN(near_from_y, far_from_y);
- int to_x = MAX(near_to_x, far_to_x);
- int to_y = MAX(near_to_y, far_to_y);
-
- if (from_x >= (int)width || to_x < 0 || from_y >= (int)height || to_y < 0) {
- continue;
- }
-
- int sx = MAX(0, from_x);
- int sy = MAX(0, from_y);
- int dx = MIN((int)width - 1, to_x);
- int dy = MIN((int)height - 1, to_y);
-
- //print_line(itos(j) + " - " + Vector2i(sx, sy) + " -> " + Vector2i(dx, dy));
-
- for (int x = sx; x <= dx; x++) {
- for (int y = sy; y <= dy; y++) {
- uint32_t offset = j * (width * height) + y * width + x;
-
- if (unlikely(sort_id_count == sort_id_max)) {
- sort_id_max = nearest_power_of_2_templated(sort_id_max + 1);
- sort_ids = (SortID *)memrealloc(sort_ids, sizeof(SortID) * sort_id_max);
- if (ids.size()) {
- ids.resize(sort_id_max);
- RD::get_singleton()->free(items_buffer);
- items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * sort_id_max);
- }
- }
-
- sort_ids[sort_id_count].cell_index = offset;
- sort_ids[sort_id_count].item_index = item.index;
- sort_ids[sort_id_count].item_type = item.type;
-
- sort_id_count++;
-
- //for now, only count
- cluster_data_ptr[offset].item_pointers[item.type]++;
- //print_line("at offset " + itos(offset) + " value: " + itos(cluster_data_ptr[offset].item_pointers[item.type]));
- }
- }
- }
- }
-
- /* Step 2, Assign pointers (and reset counters) */
-
- uint32_t offset = 0;
- for (uint32_t i = 0; i < (width * height * depth); i++) {
- for (int j = 0; j < ITEM_TYPE_MAX; j++) {
- uint32_t count = cluster_data_ptr[i].item_pointers[j]; //save count
- cluster_data_ptr[i].item_pointers[j] = offset; //replace count by pointer
- offset += count; //increase offset by count;
- }
- }
-
- //print_line("offset: " + itos(offset));
- /* Step 3, Place item lists */
-
- uint32_t *ids_ptr = ids.ptrw();
-
- for (uint32_t i = 0; i < sort_id_count; i++) {
- const SortID &id = sort_ids[i];
- Cell &cell = cluster_data_ptr[id.cell_index];
- uint32_t pointer = cell.item_pointers[id.item_type] & POINTER_MASK;
- uint32_t counter = cell.item_pointers[id.item_type] >> COUNTER_SHIFT;
- ids_ptr[pointer + counter] = id.item_index;
-
- cell.item_pointers[id.item_type] = pointer | ((counter + 1) << COUNTER_SHIFT);
- }
-
- RD::get_singleton()->texture_update(cluster_texture, 0, cluster_data, true);
- RD::get_singleton()->buffer_update(items_buffer, 0, offset * sizeof(uint32_t), ids_ptr, true);
-}
-
-void LightClusterBuilder::setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth) {
- if (width == p_width && height == p_height && depth == p_depth) {
- return;
- }
- if (cluster_texture.is_valid()) {
- RD::get_singleton()->free(cluster_texture);
- }
-
- width = p_width;
- height = p_height;
- depth = p_depth;
-
- cluster_data.resize(width * height * depth * sizeof(Cell));
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
- tf.type = RD::TEXTURE_TYPE_3D;
- tf.width = width;
- tf.height = height;
- tf.depth = depth;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
-
- cluster_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-}
-
-RID LightClusterBuilder::get_cluster_texture() const {
- return cluster_texture;
-}
-
-RID LightClusterBuilder::get_cluster_indices_buffer() const {
- return items_buffer;
-}
-
-LightClusterBuilder::LightClusterBuilder() {
- //initialize accumulators to something
- lights = (LightData *)memalloc(sizeof(LightData) * 1024);
- light_max = 1024;
-
- refprobes = (OrientedBoxData *)memalloc(sizeof(OrientedBoxData) * 1024);
- refprobe_max = 1024;
-
- decals = (OrientedBoxData *)memalloc(sizeof(OrientedBoxData) * 1024);
- decal_max = 1024;
-
- items = (Item *)memalloc(sizeof(Item) * 1024);
- item_max = 1024;
-
- sort_ids = (SortID *)memalloc(sizeof(SortID) * 1024);
- ids.resize(2014);
- items_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 1024);
- item_max = 1024;
-}
-
-LightClusterBuilder::~LightClusterBuilder() {
- if (cluster_data.size()) {
- RD::get_singleton()->free(cluster_texture);
- }
-
- if (lights) {
- memfree(lights);
- }
- if (refprobes) {
- memfree(refprobes);
- }
- if (decals) {
- memfree(decals);
- }
- if (items) {
- memfree(items);
- }
- if (sort_ids) {
- memfree(sort_ids);
- RD::get_singleton()->free(items_buffer);
- }
-}
diff --git a/servers/rendering/rasterizer_rd/light_cluster_builder.h b/servers/rendering/rasterizer_rd/light_cluster_builder.h
deleted file mode 100644
index b1da083dad..0000000000
--- a/servers/rendering/rasterizer_rd/light_cluster_builder.h
+++ /dev/null
@@ -1,290 +0,0 @@
-/*************************************************************************/
-/* light_cluster_builder.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
-
-#ifndef LIGHT_CLUSTER_BUILDER_H
-#define LIGHT_CLUSTER_BUILDER_H
-
-#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
-
-class LightClusterBuilder {
-public:
- enum LightType {
- LIGHT_TYPE_OMNI,
- LIGHT_TYPE_SPOT
- };
-
- enum ItemType {
- ITEM_TYPE_OMNI_LIGHT,
- ITEM_TYPE_SPOT_LIGHT,
- ITEM_TYPE_REFLECTION_PROBE,
- ITEM_TYPE_DECAL,
- ITEM_TYPE_MAX //should always be 4
- };
-
- enum {
- COUNTER_SHIFT = 20, //one million total ids
- POINTER_MASK = (1 << COUNTER_SHIFT) - 1,
- COUNTER_MASK = 0xfff // 4096 items per cell
- };
-
-private:
- struct LightData {
- float position[3];
- uint32_t type;
- float radius;
- float spot_aperture;
- uint32_t pad[2];
- };
-
- uint32_t light_count = 0;
- uint32_t light_max = 0;
- LightData *lights = nullptr;
-
- struct OrientedBoxData {
- float position[3];
- uint32_t pad;
- float x_axis[3];
- uint32_t pad2;
- float y_axis[3];
- uint32_t pad3;
- float z_axis[3];
- uint32_t pad4;
- };
-
- uint32_t refprobe_count = 0;
- uint32_t refprobe_max = 0;
- OrientedBoxData *refprobes = nullptr;
-
- uint32_t decal_count = 0;
- uint32_t decal_max = 0;
- OrientedBoxData *decals = nullptr;
-
- struct Item {
- AABB aabb;
- ItemType type;
- uint32_t index;
- };
-
- Item *items = nullptr;
- uint32_t item_count = 0;
- uint32_t item_max = 0;
-
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
-
- struct Cell {
- uint32_t item_pointers[ITEM_TYPE_MAX];
- };
-
- Vector<uint8_t> cluster_data;
- RID cluster_texture;
-
- struct SortID {
- uint32_t cell_index;
- uint32_t item_index;
- ItemType item_type;
- };
-
- SortID *sort_ids = nullptr;
- Vector<uint32_t> ids;
- uint32_t sort_id_count = 0;
- uint32_t sort_id_max = 0;
- RID items_buffer;
-
- Transform view_xform;
- CameraMatrix projection;
- float z_far = 0;
- float z_near = 0;
-
- _FORCE_INLINE_ void _add_item(const AABB &p_aabb, ItemType p_type, uint32_t p_index) {
- if (unlikely(item_count == item_max)) {
- item_max = nearest_power_of_2_templated(item_max + 1);
- items = (Item *)memrealloc(items, sizeof(Item) * item_max);
- }
-
- Item &item = items[item_count];
- item.aabb = p_aabb;
- item.index = p_index;
- item.type = p_type;
- item_count++;
- }
-
-public:
- void begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection);
-
- _FORCE_INLINE_ void add_light(LightType p_type, const Transform &p_transform, float p_radius, float p_spot_aperture) {
- if (unlikely(light_count == light_max)) {
- light_max = nearest_power_of_2_templated(light_max + 1);
- lights = (LightData *)memrealloc(lights, sizeof(LightData) * light_max);
- }
-
- LightData &ld = lights[light_count];
- ld.type = p_type;
- ld.position[0] = p_transform.origin.x;
- ld.position[1] = p_transform.origin.y;
- ld.position[2] = p_transform.origin.z;
- ld.radius = p_radius;
- ld.spot_aperture = p_spot_aperture;
-
- Transform xform = view_xform * p_transform;
-
- ld.radius *= xform.basis.get_uniform_scale();
-
- AABB aabb;
-
- switch (p_type) {
- case LIGHT_TYPE_OMNI: {
- aabb.position = xform.origin;
- aabb.size = Vector3(ld.radius, ld.radius, ld.radius);
- aabb.position -= aabb.size;
- aabb.size *= 2.0;
-
- _add_item(aabb, ITEM_TYPE_OMNI_LIGHT, light_count);
- } break;
- case LIGHT_TYPE_SPOT: {
- float r = ld.radius;
- real_t len = Math::tan(Math::deg2rad(ld.spot_aperture)) * r;
-
- aabb.position = xform.origin;
- aabb.expand_to(xform.xform(Vector3(len, len, -r)));
- aabb.expand_to(xform.xform(Vector3(-len, len, -r)));
- aabb.expand_to(xform.xform(Vector3(-len, -len, -r)));
- aabb.expand_to(xform.xform(Vector3(len, -len, -r)));
- _add_item(aabb, ITEM_TYPE_SPOT_LIGHT, light_count);
- } break;
- }
-
- light_count++;
- }
-
- _FORCE_INLINE_ void add_reflection_probe(const Transform &p_transform, const Vector3 &p_half_extents) {
- if (unlikely(refprobe_count == refprobe_max)) {
- refprobe_max = nearest_power_of_2_templated(refprobe_max + 1);
- refprobes = (OrientedBoxData *)memrealloc(refprobes, sizeof(OrientedBoxData) * refprobe_max);
- }
-
- Transform xform = view_xform * p_transform;
-
- OrientedBoxData &rp = refprobes[refprobe_count];
- Vector3 origin = xform.origin;
- rp.position[0] = origin.x;
- rp.position[1] = origin.y;
- rp.position[2] = origin.z;
-
- Vector3 x_axis = xform.basis.get_axis(0) * p_half_extents.x;
- rp.x_axis[0] = x_axis.x;
- rp.x_axis[1] = x_axis.y;
- rp.x_axis[2] = x_axis.z;
-
- Vector3 y_axis = xform.basis.get_axis(1) * p_half_extents.y;
- rp.y_axis[0] = y_axis.x;
- rp.y_axis[1] = y_axis.y;
- rp.y_axis[2] = y_axis.z;
-
- Vector3 z_axis = xform.basis.get_axis(2) * p_half_extents.z;
- rp.z_axis[0] = z_axis.x;
- rp.z_axis[1] = z_axis.y;
- rp.z_axis[2] = z_axis.z;
-
- AABB aabb;
-
- aabb.position = origin + x_axis + y_axis + z_axis;
- aabb.expand_to(origin + x_axis + y_axis - z_axis);
- aabb.expand_to(origin + x_axis - y_axis + z_axis);
- aabb.expand_to(origin + x_axis - y_axis - z_axis);
- aabb.expand_to(origin - x_axis + y_axis + z_axis);
- aabb.expand_to(origin - x_axis + y_axis - z_axis);
- aabb.expand_to(origin - x_axis - y_axis + z_axis);
- aabb.expand_to(origin - x_axis - y_axis - z_axis);
-
- _add_item(aabb, ITEM_TYPE_REFLECTION_PROBE, refprobe_count);
-
- refprobe_count++;
- }
-
- _FORCE_INLINE_ void add_decal(const Transform &p_transform, const Vector3 &p_half_extents) {
- if (unlikely(decal_count == decal_max)) {
- decal_max = nearest_power_of_2_templated(decal_max + 1);
- decals = (OrientedBoxData *)memrealloc(decals, sizeof(OrientedBoxData) * decal_max);
- }
-
- Transform xform = view_xform * p_transform;
-
- OrientedBoxData &dc = decals[decal_count];
-
- Vector3 origin = xform.origin;
- dc.position[0] = origin.x;
- dc.position[1] = origin.y;
- dc.position[2] = origin.z;
-
- Vector3 x_axis = xform.basis.get_axis(0) * p_half_extents.x;
- dc.x_axis[0] = x_axis.x;
- dc.x_axis[1] = x_axis.y;
- dc.x_axis[2] = x_axis.z;
-
- Vector3 y_axis = xform.basis.get_axis(1) * p_half_extents.y;
- dc.y_axis[0] = y_axis.x;
- dc.y_axis[1] = y_axis.y;
- dc.y_axis[2] = y_axis.z;
-
- Vector3 z_axis = xform.basis.get_axis(2) * p_half_extents.z;
- dc.z_axis[0] = z_axis.x;
- dc.z_axis[1] = z_axis.y;
- dc.z_axis[2] = z_axis.z;
-
- AABB aabb;
-
- aabb.position = origin + x_axis + y_axis + z_axis;
- aabb.expand_to(origin + x_axis + y_axis - z_axis);
- aabb.expand_to(origin + x_axis - y_axis + z_axis);
- aabb.expand_to(origin + x_axis - y_axis - z_axis);
- aabb.expand_to(origin - x_axis + y_axis + z_axis);
- aabb.expand_to(origin - x_axis + y_axis - z_axis);
- aabb.expand_to(origin - x_axis - y_axis + z_axis);
- aabb.expand_to(origin - x_axis - y_axis - z_axis);
-
- _add_item(aabb, ITEM_TYPE_DECAL, decal_count);
-
- decal_count++;
- }
-
- void bake_cluster();
-
- void setup(uint32_t p_width, uint32_t p_height, uint32_t p_depth);
-
- RID get_cluster_texture() const;
- RID get_cluster_indices_buffer() const;
-
- LightClusterBuilder();
- ~LightClusterBuilder();
-};
-
-#endif // LIGHT_CLUSTER_BUILDER_H
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
deleted file mode 100644
index 527ed09584..0000000000
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ /dev/null
@@ -1,1771 +0,0 @@
-/*************************************************************************/
-/* rasterizer_effects_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rasterizer_effects_rd.h"
-
-#include "core/os/os.h"
-#include "core/project_settings.h"
-
-#include "thirdparty/misc/cubemap_coeffs.h"
-
-static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
- p_array[0] = p_basis.elements[0][0];
- p_array[1] = p_basis.elements[1][0];
- p_array[2] = p_basis.elements[2][0];
- p_array[3] = 0;
- p_array[4] = p_basis.elements[0][1];
- p_array[5] = p_basis.elements[1][1];
- p_array[6] = p_basis.elements[2][1];
- p_array[7] = 0;
- p_array[8] = p_basis.elements[0][2];
- p_array[9] = p_basis.elements[1][2];
- p_array[10] = p_basis.elements[2][2];
- p_array[11] = 0;
-}
-
-static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- p_array[i * 4 + j] = p_mtx.matrix[i][j];
- }
- }
-}
-
-RID RasterizerEffectsRD::_get_uniform_set_from_image(RID p_image) {
- if (image_to_uniform_set_cache.has(p_image)) {
- RID uniform_set = image_to_uniform_set_cache[p_image];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.ids.push_back(p_image);
- uniforms.push_back(u);
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1);
-
- image_to_uniform_set_cache[p_image] = uniform_set;
-
- return uniform_set;
-}
-
-RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
- if (texture_to_uniform_set_cache.has(p_texture)) {
- RID uniform_set = texture_to_uniform_set_cache[p_texture];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.ids.push_back(p_texture);
- uniforms.push_back(u);
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
-
- texture_to_uniform_set_cache[p_texture] = uniform_set;
-
- return uniform_set;
-}
-
-RID RasterizerEffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
- if (texture_to_compute_uniform_set_cache.has(p_texture)) {
- RID uniform_set = texture_to_compute_uniform_set_cache[p_texture];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.ids.push_back(p_texture);
- uniforms.push_back(u);
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0);
-
- texture_to_compute_uniform_set_cache[p_texture] = uniform_set;
-
- return uniform_set;
-}
-
-RID RasterizerEffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) {
- TexturePair tp;
- tp.texture1 = p_texture1;
- tp.texture2 = p_texture2;
-
- if (texture_pair_to_compute_uniform_set_cache.has(tp)) {
- RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.ids.push_back(p_texture1);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 1;
- u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
- u.ids.push_back(p_texture2);
- uniforms.push_back(u);
- }
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1);
-
- texture_pair_to_compute_uniform_set_cache[tp] = uniform_set;
-
- return uniform_set;
-}
-
-RID RasterizerEffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) {
- TexturePair tp;
- tp.texture1 = p_texture1;
- tp.texture2 = p_texture2;
-
- if (image_pair_to_compute_uniform_set_cache.has(tp)) {
- RID uniform_set = image_pair_to_compute_uniform_set_cache[tp];
- if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- return uniform_set;
- }
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.ids.push_back(p_texture1);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(p_texture2);
- uniforms.push_back(u);
- }
- //any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3);
-
- image_pair_to_compute_uniform_set_cache[tp] = uniform_set;
-
- return uniform_set;
-}
-
-void RasterizerEffectsRD::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));
-
- copy_to_fb.push_constant.use_section = true;
- copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
- copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
- copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
- copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
-
- if (p_flip_y) {
- copy_to_fb.push_constant.flip_y = true;
- }
-
- RD::DrawListID draw_list = p_draw_list;
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
-}
-
-void RasterizerEffectsRD::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));
-
- if (p_flip_y) {
- copy_to_fb.push_constant.flip_y = true;
- }
- if (p_force_luminance) {
- copy_to_fb.push_constant.force_luminance = true;
- }
- if (p_alpha_to_zero) {
- copy_to_fb.push_constant.alpha_to_zero = true;
- }
- if (p_srgb) {
- copy_to_fb.push_constant.srgb = true;
- }
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- if (p_secondary.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1);
- }
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void RasterizerEffectsRD::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) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
-
- if (p_force_luminance) {
- copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
- }
-
- if (p_all_source) {
- copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
- }
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
-
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::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));
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_panorama_size.width;
- copy.push_constant.section[3] = p_panorama_size.height;
- copy.push_constant.target[0] = 0;
- copy.push_constant.target[1] = 0;
- copy.push_constant.camera_z_far = p_lod;
-
- int32_t x_groups = (p_panorama_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_panorama_size.height - 1) / 8 + 1;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_panorama), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::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));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
- copy.push_constant.camera_z_far = p_z_far;
- copy.push_constant.camera_z_near = p_z_near;
-
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::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));
- if (p_flip_y) {
- copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
- }
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_rect.size.width;
- copy.push_constant.section[3] = p_rect.size.height;
- copy.push_constant.target[0] = p_rect.position.x;
- copy.push_constant.target[1] = p_rect.position.y;
-
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::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));
-
- uint32_t base_flags = 0;
- copy.push_constant.section[0] = p_region.position.x;
- copy.push_constant.section[1] = p_region.position.y;
- copy.push_constant.section[2] = p_region.size.width;
- copy.push_constant.section[3] = p_region.size.height;
-
- int32_t x_groups = (p_region.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_region.size.height - 1) / 8 + 1;
- //HORIZONTAL
- RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 0);
-
- copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //VERTICAL
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 0);
-
- copy.push_constant.flags = base_flags;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_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));
-
- 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;
-
- int32_t x_groups = (p_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_size.height - 1) / 8 + 1;
-
- copy.push_constant.section[2] = p_size.x;
- copy.push_constant.section[3] = p_size.y;
-
- copy.push_constant.glow_strength = p_strength;
- copy.push_constant.glow_bloom = p_bloom;
- copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
- copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
- copy.push_constant.glow_exposure = p_exposure;
- copy.push_constant.glow_white = 0; //actually unused
- copy.push_constant.glow_luminance_cap = p_luminance_cap;
-
- copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
-
- //HORIZONTAL
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
- if (p_auto_exposure.is_valid() && p_first_pass) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
- }
-
- copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- copy_mode = COPY_MODE_GAUSSIAN_GLOW;
-
- //VERTICAL
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
-
- copy.push_constant.flags = base_flags;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
-
- { //scale color and depth to half
- ssr_scale.push_constant.camera_z_far = p_camera.get_z_far();
- ssr_scale.push_constant.camera_z_near = p_camera.get_z_near();
- ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr_scale.push_constant.filter = false; //enabling causes arctifacts
- ssr_scale.push_constant.screen_size[0] = p_screen_size.x;
- ssr_scale.push_constant.screen_size[1] = p_screen_size.y;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal_roughness), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- {
- ssr.push_constant.camera_z_far = p_camera.get_z_far();
- ssr.push_constant.camera_z_near = p_camera.get_z_near();
- ssr.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr.push_constant.screen_size[0] = p_screen_size.x;
- ssr.push_constant.screen_size[1] = p_screen_size.y;
- ssr.push_constant.curve_fade_in = p_fade_in;
- ssr.push_constant.distance_fade = p_fade_out;
- ssr.push_constant.num_steps = p_max_steps;
- ssr.push_constant.depth_tolerance = p_tolerance;
- ssr.push_constant.use_half_res = true;
- ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
- ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
- ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
- ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
- ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
- ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
- store_camera(p_camera, ssr.push_constant.projection);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant));
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0);
-
- if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_metallic, p_normal_roughness), 3);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2);
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- }
-
- if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
- //blur
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal();
- ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
- ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
- ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
- ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
- ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
- ssr_filter.push_constant.vertical = 0;
- if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_LOW) {
- ssr_filter.push_constant.steps = p_max_steps / 3;
- ssr_filter.push_constant.increment = 3;
- } else if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_MEDIUM) {
- ssr_filter.push_constant.steps = p_max_steps / 2;
- ssr_filter.push_constant.increment = 2;
- } else {
- ssr_filter.push_constant.steps = p_max_steps;
- ssr_filter.push_constant.increment = 1;
- }
-
- ssr_filter.push_constant.screen_size[0] = p_screen_size.width;
- ssr_filter.push_constant.screen_size[1] = p_screen_size.height;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
-
- ssr_filter.push_constant.vertical = 1;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
-
- Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
- p.normal /= p.d;
- float unit_size = p.normal.x;
-
- { //scale color and depth to half
- sss.push_constant.camera_z_far = p_camera.get_z_far();
- sss.push_constant.camera_z_near = p_camera.get_z_near();
- sss.push_constant.orthogonal = p_camera.is_orthogonal();
- sss.push_constant.unit_size = unit_size;
- sss.push_constant.screen_size[0] = p_screen_size.x;
- sss.push_constant.screen_size[1] = p_screen_size.y;
- sss.push_constant.vertical = false;
- sss.push_constant.scale = p_scale;
- sss.push_constant.depth_scale = p_depth_scale;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
-
- sss.push_constant.vertical = true;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
-
- RD::get_singleton()->compute_list_end();
- }
-}
-
-void RasterizerEffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) {
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
-
- if (p_reflection.is_valid()) {
- if (p_base.is_valid()) {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
- } else {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- }
-
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1);
-
- } else {
- if (p_base.is_valid()) {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
- } else {
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- }
-
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
- }
-
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
-
- copy.push_constant.section[0] = 0;
- copy.push_constant.section[1] = 0;
- copy.push_constant.section[2] = p_size.width;
- copy.push_constant.section[3] = p_size.height;
-
- int32_t x_groups = (p_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_size.height - 1) / 8 + 1;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) {
- CopyToDPPushConstant push_constant;
- push_constant.screen_size[0] = p_rect.size.x;
- push_constant.screen_size[1] = p_rect.size.y;
- push_constant.dest_offset[0] = p_rect.position.x;
- push_constant.dest_offset[1] = p_rect.position.y;
- push_constant.bias = p_bias;
- push_constant.z_far = p_z_far;
- push_constant.z_near = p_z_near;
- push_constant.z_flip = p_dp_flip;
-
- int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
- int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cube_to_dp.pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(CopyToDPPushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
- zeromem(&tonemap.push_constant, sizeof(TonemapPushConstant));
-
- tonemap.push_constant.use_bcs = p_settings.use_bcs;
- tonemap.push_constant.bcs[0] = p_settings.brightness;
- tonemap.push_constant.bcs[1] = p_settings.contrast;
- tonemap.push_constant.bcs[2] = p_settings.saturation;
-
- tonemap.push_constant.use_glow = p_settings.use_glow;
- tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
- tonemap.push_constant.glow_level_flags = p_settings.glow_level_flags;
- tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
- tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
- tonemap.push_constant.glow_mode = p_settings.glow_mode;
-
- TonemapMode mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
-
- tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
- tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
- tonemap.push_constant.exposure = p_settings.exposure;
- tonemap.push_constant.white = p_settings.white;
- tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
-
- tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
-
- tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
- tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
- tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
-}
-
-void RasterizerEffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
- luminance_reduce.push_constant.source_size[0] = p_source_size.x;
- luminance_reduce.push_constant.source_size[1] = p_source_size.y;
- luminance_reduce.push_constant.max_luminance = p_max_luminance;
- luminance_reduce.push_constant.min_luminance = p_min_luminance;
- luminance_reduce.push_constant.exposure_adjust = p_adjust;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- for (int i = 0; i < p_reduce.size(); i++) {
- if (i == 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0);
- } else {
- RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
-
- if (i == p_reduce.size() - 1 && !p_set) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2);
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
-
- int32_t x_groups = (luminance_reduce.push_constant.source_size[0] - 1) / 8 + 1;
- int32_t y_groups = (luminance_reduce.push_constant.source_size[1] - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
-
- luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
- luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_halfsize_texture1, RID p_halfsize_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
- bokeh.push_constant.blur_far_active = p_dof_far;
- bokeh.push_constant.blur_far_begin = p_dof_far_begin;
- bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
-
- bokeh.push_constant.blur_near_active = p_dof_near;
- bokeh.push_constant.blur_near_begin = p_dof_near_begin;
- bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
- bokeh.push_constant.use_jitter = p_use_jitter;
- bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
-
- bokeh.push_constant.z_near = p_cam_znear;
- bokeh.push_constant.z_far = p_cam_zfar;
- bokeh.push_constant.orthogonal = p_cam_orthogonal;
- bokeh.push_constant.blur_size = p_bokeh_size;
-
- bokeh.push_constant.second_pass = false;
- bokeh.push_constant.half_size = false;
-
- bokeh.push_constant.blur_scale = 0.5;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- /* FIRST PASS */
- // The alpha channel of the source color texture is filled with the expected circle size
- // If used for DOF far, the size is positive, if used for near, its negative.
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BLUR_SIZE]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_texture), 1);
-
- int32_t x_groups = (p_base_texture_size.x - 1) / 8 + 1;
- int32_t y_groups = (p_base_texture_size.y - 1) / 8 + 1;
- bokeh.push_constant.size[0] = p_base_texture_size.x;
- bokeh.push_constant.size[1] = p_base_texture_size.y;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
- //second pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
-
- static const int quality_samples[4] = { 6, 12, 12, 24 };
-
- bokeh.push_constant.steps = quality_samples[p_quality];
-
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
- //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
-
- x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
- y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
- bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
- bokeh.push_constant.half_size = true;
- bokeh.push_constant.blur_size *= 0.5;
-
- } else {
- //medium and high quality use full size
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //third pass
- bokeh.push_constant.second_pass = true;
-
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 1);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
- //forth pass, upscale for low quality
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture2), 1);
-
- x_groups = (p_base_texture_size.x - 1) / 8 + 1;
- y_groups = (p_base_texture_size.y - 1) / 8 + 1;
- bokeh.push_constant.size[0] = p_base_texture_size.x;
- bokeh.push_constant.size[1] = p_base_texture_size.y;
- bokeh.push_constant.half_size = false;
- bokeh.push_constant.second_pass = false;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- }
- } else {
- //circle
-
- //second pass
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
-
- static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
-
- bokeh.push_constant.steps = 0;
- bokeh.push_constant.blur_scale = quality_scale[p_quality];
-
- //circle always runs in half size, otherwise too expensive
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_halfsize_texture1), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_base_texture), 1);
-
- x_groups = ((p_base_texture_size.x >> 1) - 1) / 8 + 1;
- y_groups = ((p_base_texture_size.y >> 1) - 1) / 8 + 1;
- bokeh.push_constant.size[0] = p_base_texture_size.x >> 1;
- bokeh.push_constant.size[1] = p_base_texture_size.y >> 1;
- bokeh.push_constant.half_size = true;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //circle is just one pass, then upscale
-
- // upscale
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.pipelines[BOKEH_COMPOSITE]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_base_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_halfsize_texture1), 1);
-
- x_groups = (p_base_texture_size.x - 1) / 8 + 1;
- y_groups = (p_base_texture_size.y - 1) / 8 + 1;
- bokeh.push_constant.size[0] = p_base_texture_size.x;
- bokeh.push_constant.size[1] = p_base_texture_size.y;
- bokeh.push_constant.half_size = false;
- bokeh.push_constant.second_pass = false;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness) {
- //minify first
- ssao.minify_push_constant.orthogonal = p_projection.is_orthogonal();
- ssao.minify_push_constant.z_near = p_projection.get_z_near();
- ssao.minify_push_constant.z_far = p_projection.get_z_far();
- ssao.minify_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
- ssao.minify_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
- ssao.minify_push_constant.source_size[0] = p_depth_buffer_size.x;
- ssao.minify_push_constant.source_size[1] = p_depth_buffer_size.y;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- /* FIRST PASS */
- // Minify the depth buffer.
-
- for (int i = 0; i < depth_mipmaps.size(); i++) {
- if (i == 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_FIRST]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
- } else {
- if (i == 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_MINIFY_MIPMAP]);
- }
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i - 1]), 0);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(depth_mipmaps[i]), 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.minify_push_constant, sizeof(SSAOMinifyPushConstant));
- // shrink after set
- ssao.minify_push_constant.source_size[0] = MAX(1, ssao.minify_push_constant.source_size[0] >> 1);
- ssao.minify_push_constant.source_size[1] = MAX(1, ssao.minify_push_constant.source_size[1] >> 1);
-
- int x_groups = (ssao.minify_push_constant.source_size[0] - 1) / 8 + 1;
- int y_groups = (ssao.minify_push_constant.source_size[1] - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- /* SECOND PASS */
- // Gather samples
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[(SSAO_GATHER_LOW + p_quality) + (p_half_size ? 4 : 0)]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 1);
- if (!p_half_size) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 2);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_normal_buffer), 3);
-
- ssao.gather_push_constant.screen_size[0] = p_depth_buffer_size.x;
- ssao.gather_push_constant.screen_size[1] = p_depth_buffer_size.y;
- if (p_half_size) {
- ssao.gather_push_constant.screen_size[0] >>= 1;
- ssao.gather_push_constant.screen_size[1] >>= 1;
- }
- ssao.gather_push_constant.z_far = p_projection.get_z_far();
- ssao.gather_push_constant.z_near = p_projection.get_z_near();
- ssao.gather_push_constant.orthogonal = p_projection.is_orthogonal();
-
- ssao.gather_push_constant.proj_info[0] = -2.0f / (ssao.gather_push_constant.screen_size[0] * p_projection.matrix[0][0]);
- ssao.gather_push_constant.proj_info[1] = -2.0f / (ssao.gather_push_constant.screen_size[1] * p_projection.matrix[1][1]);
- ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
- ssao.gather_push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
- //ssao.gather_push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
- //ssao.gather_push_constant.proj_info[3] = -(1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
-
- ssao.gather_push_constant.radius = p_radius;
-
- ssao.gather_push_constant.proj_scale = float(p_projection.get_pixels_per_meter(ssao.gather_push_constant.screen_size[0]));
- ssao.gather_push_constant.bias = p_bias;
- ssao.gather_push_constant.intensity_div_r6 = p_intensity / pow(p_radius, 6.0f);
-
- ssao.gather_push_constant.pixel_size[0] = 1.0 / p_depth_buffer_size.x;
- ssao.gather_push_constant.pixel_size[1] = 1.0 / p_depth_buffer_size.y;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
-
- int x_groups = (ssao.gather_push_constant.screen_size[0] - 1) / 8 + 1;
- int y_groups = (ssao.gather_push_constant.screen_size[1] - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- /* THIRD PASS */
- // Blur horizontal
-
- ssao.blur_push_constant.edge_sharpness = p_edge_sharpness;
- ssao.blur_push_constant.filter_scale = p_blur;
- ssao.blur_push_constant.screen_size[0] = ssao.gather_push_constant.screen_size[0];
- ssao.blur_push_constant.screen_size[1] = ssao.gather_push_constant.screen_size[1];
- ssao.blur_push_constant.z_far = p_projection.get_z_far();
- ssao.blur_push_constant.z_near = p_projection.get_z_near();
- ssao.blur_push_constant.orthogonal = p_projection.is_orthogonal();
- ssao.blur_push_constant.axis[0] = 1;
- ssao.blur_push_constant.axis[1] = 0;
-
- if (p_blur != RS::ENV_SSAO_BLUR_DISABLED) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[p_half_size ? SSAO_BLUR_PASS_HALF : SSAO_BLUR_PASS]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
- if (p_half_size) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 1);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao2), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- /* THIRD PASS */
- // Blur vertical
-
- ssao.blur_push_constant.axis[0] = 0;
- ssao.blur_push_constant.axis[1] = 1;
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao2), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao1), 3);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- }
- if (p_half_size) { //must upscale
-
- /* FOURTH PASS */
- // upscale if half size
- //back to full size
- ssao.blur_push_constant.screen_size[0] = p_depth_buffer_size.x;
- ssao.blur_push_constant.screen_size[1] = p_depth_buffer_size.y;
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_BLUR_UPSCALE]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao1), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 3);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_mipmaps_texture), 2);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); //not used but set anyway
-
- x_groups = (p_depth_buffer_size.x - 1) / 8 + 1;
- y_groups = (p_depth_buffer_size.y - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
- roughness_limiter.push_constant.screen_size[0] = p_size.x;
- roughness_limiter.push_constant.screen_size[1] = p_size.y;
- roughness_limiter.push_constant.curve = p_curve;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness_limiter.pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_normal), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_roughness), 1);
-
- int x_groups = (p_size.x - 1) / 8 + 1;
- int y_groups = (p_size.y - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness_limiter.push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::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));
-
- roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
- roughness.push_constant.roughness = p_roughness;
- roughness.push_constant.sample_count = p_sample_count;
- roughness.push_constant.use_direct_write = p_roughness == 0.0;
- roughness.push_constant.face_size = p_size;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.pipeline);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_framebuffer), 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
-
- int x_groups = (p_size - 1) / 8 + 1;
- int y_groups = (p_size - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1);
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) {
- cubemap_downsampler.push_constant.face_size = p_size.x;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_cubemap), 1);
-
- int x_groups = (p_size.x - 1) / 8 + 1;
- int y_groups = (p_size.y - 1) / 8 + 1;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) {
- Vector<RD::Uniform> uniforms;
- for (int i = 0; i < p_dest_cubemap.size(); i++) {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = i;
- u.ids.push_back(p_dest_cubemap[i]);
- uniforms.push_back(u);
- }
- if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
- RD::get_singleton()->free(filter.image_uniform_set);
- }
- filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, 0), 2);
-
- int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY;
- pipeline = filter.use_high_quality ? pipeline : pipeline + 1;
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.pipelines[pipeline]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap, true), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2);
-
- int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64
-
- RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *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));
-
- sky_push_constant.proj[0] = p_camera.matrix[2][0];
- sky_push_constant.proj[1] = p_camera.matrix[0][0];
- sky_push_constant.proj[2] = p_camera.matrix[2][1];
- sky_push_constant.proj[3] = p_camera.matrix[1][1];
- sky_push_constant.position[0] = p_position.x;
- sky_push_constant.position[1] = p_position.y;
- sky_push_constant.position[2] = p_position.z;
- sky_push_constant.multiplier = p_multiplier;
- sky_push_constant.time = p_time;
- store_transform_3x3(p_orientation, sky_push_constant.orientation);
-
- RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
-
- RD::DrawListID draw_list = p_list;
-
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format));
-
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_samplers, 0);
- if (p_uniform_set.is_valid()) { //material may not have uniform set
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
- }
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_fog, 3);
-
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
-
- RD::get_singleton()->draw_list_draw(draw_list, true);
-}
-
-void RasterizerEffectsRD::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) {
- 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_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);
- }
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1, 8, 8, 1);
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerEffectsRD::reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RD::ComputeListID compute_list) {
- uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, (uint32_t)p_shrink_limit, 0, 0, 0 };
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_REDUCE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_source_shadow, p_dest_shadow), 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
-}
-void RasterizerEffectsRD::filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RenderingServer::EnvVolumetricFogShadowFilter p_filter, RD::ComputeListID compute_list, bool p_vertical, bool p_horizontal) {
- uint32_t push_constant[8] = { (uint32_t)p_source_size.x, (uint32_t)p_source_size.y, (uint32_t)p_source_rect.position.x, (uint32_t)p_source_rect.position.y, 0, 0, 0, 0 };
-
- switch (p_filter) {
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED:
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW: {
- push_constant[5] = 0;
- } break;
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM: {
- push_constant[5] = 9;
- } break;
- case RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH: {
- push_constant[5] = 18;
- } break;
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shadow_reduce.pipelines[SHADOW_REDUCE_FILTER]);
- if (p_vertical) {
- push_constant[6] = 1;
- push_constant[7] = 0;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_shadow, p_backing_shadow), 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
- }
- if (p_vertical && p_horizontal) {
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
- if (p_horizontal) {
- push_constant[6] = 0;
- push_constant[7] = 1;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_backing_shadow, p_shadow), 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(uint32_t) * 8);
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_source_rect.size.width, p_source_rect.size.height, 1, 8, 8, 1);
- }
-}
-
-void RasterizerEffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
- Sort::PushConstant push_constant;
- push_constant.total_elements = p_size;
-
- bool done = true;
-
- int numThreadGroups = ((p_size - 1) >> 9) + 1;
-
- if (numThreadGroups > 1) {
- done = false;
- }
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_BLOCK]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_uniform_set, 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
-
- int presorted = 512;
-
- while (!done) {
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- done = true;
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_STEP]);
-
- numThreadGroups = 0;
-
- if (p_size > presorted) {
- if (p_size > presorted * 2) {
- done = false;
- }
-
- int pow2 = presorted;
- while (pow2 < p_size) {
- pow2 *= 2;
- }
- numThreadGroups = pow2 >> 9;
- }
-
- unsigned int nMergeSize = presorted * 2;
-
- for (unsigned int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 256; nMergeSubSize = nMergeSubSize >> 1) {
- push_constant.job_params[0] = nMergeSubSize;
- if (nMergeSubSize == nMergeSize >> 1) {
- push_constant.job_params[1] = (2 * nMergeSubSize - 1);
- push_constant.job_params[2] = -1;
- } else {
- push_constant.job_params[1] = nMergeSubSize;
- push_constant.job_params[2] = 1;
- }
- push_constant.job_params[3] = 0;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_INNER]);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
- RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
-
- presorted *= 2;
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-RasterizerEffectsRD::RasterizerEffectsRD() {
- { // Initialize copy
- Vector<String> copy_modes;
- copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
- copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
- copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
- copy_modes.push_back("\n#define MODE_MIPMAP\n");
- copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
- copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
- copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
-
- copy.shader.initialize(copy_modes);
- zeromem(&copy.push_constant, sizeof(CopyPushConstant));
- copy.shader_version = copy.shader.version_create();
-
- for (int i = 0; i < COPY_MODE_MAX; i++) {
- copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
- }
- }
- {
- Vector<String> copy_modes;
- copy_modes.push_back("\n");
- copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
- copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
-
- copy_to_fb.shader.initialize(copy_modes);
-
- copy_to_fb.shader_version = copy_to_fb.shader.version_create();
-
- //use additive
-
- for (int i = 0; i < COPY_TO_FB_MAX; i++) {
- copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
- }
-
- {
- // Initialize roughness
- Vector<String> cubemap_roughness_modes;
- cubemap_roughness_modes.push_back("");
- roughness.shader.initialize(cubemap_roughness_modes);
-
- roughness.shader_version = roughness.shader.version_create();
-
- roughness.pipeline = RD::get_singleton()->compute_pipeline_create(roughness.shader.version_get_shader(roughness.shader_version, 0));
- }
-
- {
- // Initialize tonemapper
- Vector<String> tonemap_modes;
- tonemap_modes.push_back("\n");
- tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
-
- tonemap.shader.initialize(tonemap_modes);
-
- tonemap.shader_version = tonemap.shader.version_create();
-
- for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
- tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
- }
-
- {
- // Initialize luminance_reduce
- Vector<String> luminance_reduce_modes;
- luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
- luminance_reduce_modes.push_back("\n");
- luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
-
- luminance_reduce.shader.initialize(luminance_reduce_modes);
-
- luminance_reduce.shader_version = luminance_reduce.shader.version_create();
-
- for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
- luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
- }
- }
-
- {
- // Initialize copier
- Vector<String> copy_modes;
- copy_modes.push_back("\n");
-
- cube_to_dp.shader.initialize(copy_modes);
-
- cube_to_dp.shader_version = cube_to_dp.shader.version_create();
-
- cube_to_dp.pipeline = RD::get_singleton()->compute_pipeline_create(cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0));
- }
-
- {
- // Initialize bokeh
- Vector<String> bokeh_modes;
- bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
- bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n");
- bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
-
- bokeh.shader.initialize(bokeh_modes);
-
- bokeh.shader_version = bokeh.shader.version_create();
-
- for (int i = 0; i < BOKEH_MAX; i++) {
- bokeh.pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.shader.version_get_shader(bokeh.shader_version, i));
- }
- }
-
- {
- // Initialize ssao
- uint32_t pipeline = 0;
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MINIFY_START\n");
- ssao_modes.push_back("\n");
-
- ssao.minify_shader.initialize(ssao_modes);
-
- ssao.minify_shader_version = ssao.minify_shader.version_create();
-
- for (int i = 0; i <= SSAO_MINIFY_MIPMAP; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.minify_shader.version_get_shader(ssao.minify_shader_version, i));
- pipeline++;
- }
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n");
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_LOW\n#define USE_HALF_SIZE\n");
- ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_HIGH\n#define USE_HALF_SIZE\n");
- ssao_modes.push_back("\n#define SSAO_QUALITY_ULTRA\n#define USE_HALF_SIZE\n");
-
- ssao.gather_shader.initialize(ssao_modes);
-
- ssao.gather_shader_version = ssao.gather_shader.version_create();
-
- for (int i = SSAO_GATHER_LOW; i <= SSAO_GATHER_ULTRA_HALF; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER_LOW));
- pipeline++;
- }
- }
- {
- Vector<String> ssao_modes;
- ssao_modes.push_back("\n#define MODE_FULL_SIZE\n");
- ssao_modes.push_back("\n");
- ssao_modes.push_back("\n#define MODE_UPSCALE\n");
-
- ssao.blur_shader.initialize(ssao_modes);
-
- ssao.blur_shader_version = ssao.blur_shader.version_create();
-
- for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_UPSCALE; i++) {
- ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
-
- pipeline++;
- }
- }
-
- ERR_FAIL_COND(pipeline != SSAO_MAX);
- }
-
- {
- // Initialize roughness limiter
- Vector<String> shader_modes;
- shader_modes.push_back("");
-
- roughness_limiter.shader.initialize(shader_modes);
-
- roughness_limiter.shader_version = roughness_limiter.shader.version_create();
-
- roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0));
- }
-
- {
- //Initialize cubemap downsampler
- Vector<String> cubemap_downsampler_modes;
- cubemap_downsampler_modes.push_back("");
- cubemap_downsampler.shader.initialize(cubemap_downsampler_modes);
-
- cubemap_downsampler.shader_version = cubemap_downsampler.shader.version_create();
-
- cubemap_downsampler.pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.shader.version_get_shader(cubemap_downsampler.shader_version, 0));
- }
-
- {
- // Initialize cubemap filter
- filter.use_high_quality = GLOBAL_GET("rendering/quality/reflections/fast_filter_high_quality");
-
- Vector<String> cubemap_filter_modes;
- cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n");
- cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n");
- cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n");
- cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n");
- filter.shader.initialize(cubemap_filter_modes);
- filter.shader_version = filter.shader.version_create();
-
- for (int i = 0; i < FILTER_MODE_MAX; i++) {
- filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.shader.version_get_shader(filter.shader_version, i));
- }
-
- if (filter.use_high_quality) {
- filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs));
- RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0], false);
- } else {
- filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs));
- RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0], false);
- }
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 0;
- u.ids.push_back(filter.coefficient_buffer);
- uniforms.push_back(u);
- }
- filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
- }
-
- {
- Vector<String> specular_modes;
- specular_modes.push_back("\n#define MODE_MERGE\n");
- specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n");
- specular_modes.push_back("\n");
- specular_modes.push_back("\n#define MODE_SSR\n");
-
- specular_merge.shader.initialize(specular_modes);
-
- specular_merge.shader_version = specular_merge.shader.version_create();
-
- //use additive
-
- RD::PipelineColorBlendState::Attachment ba;
- ba.enable_blend = true;
- ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
- ba.color_blend_op = RD::BLEND_OP_ADD;
- ba.alpha_blend_op = RD::BLEND_OP_ADD;
-
- RD::PipelineColorBlendState blend_additive;
- blend_additive.attachments.push_back(ba);
-
- for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
- RD::PipelineColorBlendState blend_state;
- if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) {
- blend_state = blend_additive;
- } else {
- blend_state = RD::PipelineColorBlendState::create_disabled();
- }
- specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
- }
- }
-
- {
- Vector<String> ssr_modes;
- ssr_modes.push_back("\n");
- ssr_modes.push_back("\n#define MODE_ROUGH\n");
-
- ssr.shader.initialize(ssr_modes);
-
- ssr.shader_version = ssr.shader.version_create();
-
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
- ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i));
- }
- }
-
- {
- Vector<String> ssr_filter_modes;
- ssr_filter_modes.push_back("\n");
- ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n");
-
- ssr_filter.shader.initialize(ssr_filter_modes);
-
- ssr_filter.shader_version = ssr_filter.shader.version_create();
-
- for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
- ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i));
- }
- }
-
- {
- Vector<String> ssr_scale_modes;
- ssr_scale_modes.push_back("\n");
-
- ssr_scale.shader.initialize(ssr_scale_modes);
-
- ssr_scale.shader_version = ssr_scale.shader.version_create();
-
- ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
- }
-
- {
- Vector<String> sss_modes;
- sss_modes.push_back("\n#define USE_11_SAMPLES\n");
- sss_modes.push_back("\n#define USE_17_SAMPLES\n");
- sss_modes.push_back("\n#define USE_25_SAMPLES\n");
-
- sss.shader.initialize(sss_modes);
-
- sss.shader_version = sss.shader.version_create();
-
- for (int i = 0; i < sss_modes.size(); i++) {
- sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
- }
- }
-
- {
- Vector<String> resolve_modes;
- resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
- resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define GIPROBE_RESOLVE\n");
-
- resolve.shader.initialize(resolve_modes);
-
- resolve.shader_version = resolve.shader.version_create();
-
- for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
- resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
- }
- }
-
- {
- Vector<String> shadow_reduce_modes;
- shadow_reduce_modes.push_back("\n#define MODE_REDUCE\n");
- shadow_reduce_modes.push_back("\n#define MODE_FILTER\n");
-
- shadow_reduce.shader.initialize(shadow_reduce_modes);
-
- shadow_reduce.shader_version = shadow_reduce.shader.version_create();
-
- for (int i = 0; i < SHADOW_REDUCE_MAX; i++) {
- shadow_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(shadow_reduce.shader.version_get_shader(shadow_reduce.shader_version, i));
- }
- }
-
- {
- Vector<String> sort_modes;
- sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
- sort_modes.push_back("\n#define MODE_SORT_STEP\n");
- sort_modes.push_back("\n#define MODE_SORT_INNER\n");
-
- sort.shader.initialize(sort_modes);
-
- sort.shader_version = sort.shader.version_create();
-
- for (int i = 0; i < SORT_MODE_MAX; i++) {
- sort.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sort.shader.version_get_shader(sort.shader_version, i));
- }
- }
-
- RD::SamplerState sampler;
- sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.max_lod = 0;
-
- default_sampler = RD::get_singleton()->sampler_create(sampler);
-
- sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler.max_lod = 1e20;
-
- default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler);
-
- { //create index array for copy shaders
- Vector<uint8_t> pv;
- pv.resize(6 * 4);
- {
- uint8_t *w = pv.ptrw();
- int *p32 = (int *)w;
- p32[0] = 0;
- p32[1] = 1;
- p32[2] = 2;
- p32[3] = 0;
- p32[4] = 2;
- p32[5] = 3;
- }
- index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
- index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
- }
-}
-
-RasterizerEffectsRD::~RasterizerEffectsRD() {
- if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
- RD::get_singleton()->free(filter.image_uniform_set);
- }
-
- if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) {
- RD::get_singleton()->free(filter.uniform_set);
- }
-
- RD::get_singleton()->free(default_sampler);
- RD::get_singleton()->free(default_mipmap_sampler);
- RD::get_singleton()->free(index_buffer); //array gets freed as dependency
- RD::get_singleton()->free(filter.coefficient_buffer);
-
- bokeh.shader.version_free(bokeh.shader_version);
- copy.shader.version_free(copy.shader_version);
- copy_to_fb.shader.version_free(copy_to_fb.shader_version);
- cube_to_dp.shader.version_free(cube_to_dp.shader_version);
- cubemap_downsampler.shader.version_free(cubemap_downsampler.shader_version);
- filter.shader.version_free(filter.shader_version);
- luminance_reduce.shader.version_free(luminance_reduce.shader_version);
- resolve.shader.version_free(resolve.shader_version);
- roughness.shader.version_free(roughness.shader_version);
- roughness_limiter.shader.version_free(roughness_limiter.shader_version);
- specular_merge.shader.version_free(specular_merge.shader_version);
- ssao.blur_shader.version_free(ssao.blur_shader_version);
- ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.minify_shader.version_free(ssao.minify_shader_version);
- ssr.shader.version_free(ssr.shader_version);
- ssr_filter.shader.version_free(ssr_filter.shader_version);
- ssr_scale.shader.version_free(ssr_scale.shader_version);
- sss.shader.version_free(sss.shader_version);
- tonemap.shader.version_free(tonemap.shader_version);
- shadow_reduce.shader.version_free(shadow_reduce.shader_version);
-}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_rd.cpp
deleted file mode 100644
index 509bd3ee73..0000000000
--- a/servers/rendering/rasterizer_rd/rasterizer_rd.cpp
+++ /dev/null
@@ -1,183 +0,0 @@
-/*************************************************************************/
-/* rasterizer_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rasterizer_rd.h"
-
-#include "core/project_settings.h"
-
-void RasterizerRD::prepare_for_blitting_render_targets() {
- RD::get_singleton()->prepare_screen_for_drawing();
-}
-
-void RasterizerRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
-
- for (int i = 0; i < p_amount; i++) {
- RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
- ERR_CONTINUE(texture.is_null());
- RID rd_texture = storage->texture_get_rd_texture(texture);
- 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.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
- u.binding = 0;
- u.ids.push_back(copy_viewports_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);
-
- 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);
- 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));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- }
-
- RD::get_singleton()->draw_list_end();
-}
-
-void RasterizerRD::begin_frame(double frame_step) {
- frame++;
- delta = frame_step;
- time += frame_step;
-
- double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
- time = Math::fmod(time, time_roll_over);
-
- canvas->set_time(time);
- scene->set_time(time, frame_step);
-}
-
-void RasterizerRD::end_frame(bool p_swap_buffers) {
-#ifndef _MSC_VER
-#warning TODO: likely pass a bool to swap buffers to avoid display?
-#endif
- RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
-}
-
-void RasterizerRD::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);
- }
- }
-
- { //create index array for copy shader
- Vector<uint8_t> pv;
- pv.resize(6 * 4);
- {
- uint8_t *w = pv.ptrw();
- int *p32 = (int *)w;
- p32[0] = 0;
- p32[1] = 1;
- p32[2] = 2;
- p32[3] = 0;
- p32[4] = 2;
- p32[5] = 3;
- }
- 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);
- }
-
- { //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());
- }
-}
-
-ThreadWorkPool RasterizerRD::thread_work_pool;
-uint64_t RasterizerRD::frame = 1;
-
-void RasterizerRD::finalize() {
- thread_work_pool.finish();
-
- memdelete(scene);
- memdelete(canvas);
- 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);
-}
-
-RasterizerRD *RasterizerRD::singleton = nullptr;
-
-RasterizerRD::RasterizerRD() {
- singleton = this;
- thread_work_pool.init();
- time = 0;
-
- storage = memnew(RasterizerStorageRD);
- canvas = memnew(RasterizerCanvasRD(storage));
- scene = memnew(RasterizerSceneHighEndRD(storage));
-}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
deleted file mode 100644
index c56c208098..0000000000
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ /dev/null
@@ -1,2966 +0,0 @@
-/*************************************************************************/
-/* rasterizer_scene_high_end_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rasterizer_scene_high_end_rd.h"
-#include "core/project_settings.h"
-#include "servers/rendering/rendering_device.h"
-#include "servers/rendering/rendering_server_raster.h"
-
-/* SCENE SHADER */
-void RasterizerSceneHighEndRD::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 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["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["NORMALMAP"] = &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;
-
- RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::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
-
- 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;
- }
-
- 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++) {
- 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;
-
- if (uses_alpha || uses_blend_alpha) {
- 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, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
- }
- }
- }
-
- valid = true;
-}
-
-void RasterizerSceneHighEndRD::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 RasterizerSceneHighEndRD::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 RasterizerSceneHighEndRD::ShaderData::get_instance_param_list(List<RasterizerStorage::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;
- }
-
- RasterizerStorage::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 RasterizerSceneHighEndRD::ShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
-bool RasterizerSceneHighEndRD::ShaderData::is_animated() const {
- return false;
-}
-
-bool RasterizerSceneHighEndRD::ShaderData::casts_shadows() const {
- return false;
-}
-
-Variant RasterizerSceneHighEndRD::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();
-}
-
-RasterizerSceneHighEndRD::ShaderData::ShaderData() {
- valid = false;
- uses_screen_texture = false;
-}
-
-RasterizerSceneHighEndRD::ShaderData::~ShaderData() {
- RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::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);
- }
-}
-
-RasterizerStorageRD::ShaderData *RasterizerSceneHighEndRD::_create_shader_func() {
- ShaderData *shader_data = memnew(ShaderData);
- return shader_data;
-}
-
-void RasterizerSceneHighEndRD::MaterialData::set_render_priority(int p_priority) {
- priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
-}
-
-void RasterizerSceneHighEndRD::MaterialData::set_next_pass(RID p_pass) {
- next_pass = p_pass;
-}
-
-void RasterizerSceneHighEndRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::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());
- }
-
- 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.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.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);
-}
-
-RasterizerSceneHighEndRD::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);
- }
-}
-
-RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_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;
-}
-
-RasterizerSceneHighEndRD::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() {
- clear();
-}
-
-void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_specular() {
- if (!specular.is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = width;
- tf.height = height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
-
- specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
- {
- Vector<RID> fb;
- fb.push_back(color);
- fb.push_back(specular);
- fb.push_back(depth);
-
- color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- {
- Vector<RID> fb;
- fb.push_back(specular);
-
- specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
- }
-
- } else {
- tf.samples = texture_samples;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- {
- Vector<RID> fb;
- fb.push_back(color_msaa);
- fb.push_back(specular_msaa);
- fb.push_back(depth_msaa);
-
- color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- {
- Vector<RID> fb;
- fb.push_back(specular_msaa);
-
- specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- }
- }
-}
-
-void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_gi() {
- if (!reflection_buffer.is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = width;
- tf.height = height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-}
-
-void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_giprobe() {
- if (!giprobe_buffer.is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8_UINT;
- tf.width = width;
- tf.height = height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
- 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());
- } 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());
-
- 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);
- } else {
- fb.push_back(depth);
- fb.push_back(normal_roughness_buffer);
- fb.push_back(giprobe_buffer);
- }
-
- depth_normal_roughness_giprobe_fb = RD::get_singleton()->framebuffer_create(fb);
- }
-}
-
-void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::clear() {
- if (ambient_buffer != RID() && ambient_buffer != color) {
- RD::get_singleton()->free(ambient_buffer);
- ambient_buffer = RID();
- }
-
- if (reflection_buffer != RID() && reflection_buffer != specular) {
- RD::get_singleton()->free(reflection_buffer);
- reflection_buffer = RID();
- }
-
- if (giprobe_buffer != RID()) {
- RD::get_singleton()->free(giprobe_buffer);
- giprobe_buffer = RID();
-
- if (giprobe_buffer_msaa.is_valid()) {
- RD::get_singleton()->free(giprobe_buffer_msaa);
- giprobe_buffer_msaa = RID();
- }
-
- depth_normal_roughness_giprobe_fb = RID();
- }
-
- 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();
- }
-
- if (specular.is_valid()) {
- if (specular_msaa.is_valid()) {
- RD::get_singleton()->free(specular_msaa);
- specular_msaa = RID();
- }
- RD::get_singleton()->free(specular);
- specular = RID();
- }
-
- color = RID();
- depth = RID();
- color_specular_fb = RID();
- specular_only_fb = RID();
- color_fb = RID();
- depth_fb = RID();
-
- if (normal_roughness_buffer.is_valid()) {
- RD::get_singleton()->free(normal_roughness_buffer);
- if (normal_roughness_buffer_msaa.is_valid()) {
- RD::get_singleton()->free(normal_roughness_buffer_msaa);
- normal_roughness_buffer_msaa = RID();
- }
- normal_roughness_buffer = RID();
- depth_normal_roughness_fb = RID();
- }
-
- if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
- RD::get_singleton()->free(render_sdfgi_uniform_set);
- }
-}
-
-void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::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;
-
- 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);
- }
- {
- Vector<RID> fb;
- fb.push_back(depth);
-
- depth_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.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);
- }
- {
- Vector<RID> fb;
- fb.push_back(depth_msaa);
-
- depth_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- }
-}
-
-void RasterizerSceneHighEndRD::_allocate_normal_roughness_texture(RenderBufferDataHighEnd *rb) {
- if (rb->normal_roughness_buffer.is_valid()) {
- return;
- }
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tf.width = rb->width;
- tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
-
- rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
- Vector<RID> fb;
- fb.push_back(rb->depth);
- fb.push_back(rb->normal_roughness_buffer);
- rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
- } else {
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- tf.samples = rb->texture_samples;
- rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- Vector<RID> fb;
- fb.push_back(rb->depth_msaa);
- fb.push_back(rb->normal_roughness_buffer_msaa);
- rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
- }
-
- _render_buffers_clear_uniform_set(rb);
-}
-
-RasterizerSceneRD::RenderBufferData *RasterizerSceneHighEndRD::_create_render_buffer_data() {
- return memnew(RenderBufferDataHighEnd);
-}
-
-bool RasterizerSceneHighEndRD::free(RID p_rid) {
- if (RasterizerSceneRD::free(p_rid)) {
- return true;
- }
- return false;
-}
-
-void RasterizerSceneHighEndRD::_fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi, bool p_has_opaque_gi) {
- uint32_t lightmap_captures_used = 0;
-
- for (int i = 0; i < p_element_count; i++) {
- const RenderList::Element *e = p_elements[i];
- InstanceData &id = scene_state.instances[i];
- bool store_transform = true;
- id.flags = 0;
- id.mask = e->instance->layer_mask;
- id.instance_uniforms_ofs = e->instance->instance_allocated_shader_parameters_offset >= 0 ? e->instance->instance_allocated_shader_parameters_offset : 0;
-
- if (e->instance->base_type == RS::INSTANCE_MULTIMESH) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- uint32_t stride;
- if (storage->multimesh_get_transform_format(e->instance->base) == RS::MULTIMESH_TRANSFORM_2D) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
- stride = 2;
- } else {
- stride = 3;
- }
- if (storage->multimesh_uses_colors(e->instance->base)) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
- stride += 1;
- }
- if (storage->multimesh_uses_custom_data(e->instance->base)) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
- stride += 1;
- }
-
- id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
- } else if (e->instance->base_type == RS::INSTANCE_PARTICLES) {
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH;
- uint32_t stride;
- if (false) { // 2D particles
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
- stride = 2;
- } else {
- stride = 3;
- }
-
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
- stride += 1;
-
- id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
- stride += 1;
-
- id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT);
-
- if (!storage->particles_is_using_local_coords(e->instance->base)) {
- store_transform = false;
- }
-
- } else if (e->instance->base_type == RS::INSTANCE_MESH) {
- if (e->instance->skeleton.is_valid()) {
- id.flags |= INSTANCE_DATA_FLAG_SKELETON;
- }
- }
-
- if (store_transform) {
- RasterizerStorageRD::store_transform(e->instance->transform, id.transform);
- RasterizerStorageRD::store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform);
- } else {
- RasterizerStorageRD::store_transform(Transform(), id.transform);
- RasterizerStorageRD::store_transform(Transform(), id.normal_transform);
- }
-
- if (p_for_depth) {
- id.gi_offset = 0xFFFFFFFF;
- continue;
- }
-
- if (e->instance->lightmap) {
- int32_t lightmap_index = storage->lightmap_get_array_index(e->instance->lightmap->base);
- if (lightmap_index >= 0) {
- id.gi_offset = lightmap_index;
- id.gi_offset |= e->instance->lightmap_slice_index << 12;
- id.gi_offset |= e->instance->lightmap_cull_index << 20;
- id.lightmap_uv_scale[0] = e->instance->lightmap_uv_scale.position.x;
- id.lightmap_uv_scale[1] = e->instance->lightmap_uv_scale.position.y;
- id.lightmap_uv_scale[2] = e->instance->lightmap_uv_scale.size.width;
- id.lightmap_uv_scale[3] = e->instance->lightmap_uv_scale.size.height;
- id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
- if (storage->lightmap_uses_spherical_harmonics(e->instance->lightmap->base)) {
- id.flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
- }
- } else {
- id.gi_offset = 0xFFFFFFFF;
- }
- } else if (!e->instance->lightmap_sh.empty()) {
- if (lightmap_captures_used < scene_state.max_lightmap_captures) {
- const Color *src_capture = e->instance->lightmap_sh.ptr();
- LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
- for (int j = 0; j < 9; j++) {
- lcd.sh[j * 4 + 0] = src_capture[j].r;
- lcd.sh[j * 4 + 1] = src_capture[j].g;
- lcd.sh[j * 4 + 2] = src_capture[j].b;
- lcd.sh[j * 4 + 3] = src_capture[j].a;
- }
- id.flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
- id.gi_offset = lightmap_captures_used;
- lightmap_captures_used++;
- }
-
- } else {
- if (p_has_opaque_gi) {
- id.flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
- }
-
- if (!e->instance->gi_probe_instances.empty()) {
- uint32_t written = 0;
- for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) {
- RID probe = e->instance->gi_probe_instances[j];
-
- uint32_t index = gi_probe_instance_get_render_index(probe);
-
- if (written == 0) {
- id.gi_offset = index;
- id.flags |= INSTANCE_DATA_FLAG_USE_GIPROBE;
- written = 1;
- } else {
- id.gi_offset = index << 16;
- written = 2;
- break;
- }
- }
- if (written == 0) {
- id.gi_offset = 0xFFFFFFFF;
- } else if (written == 1) {
- id.gi_offset |= 0xFFFF0000;
- }
- } else {
- if (p_has_sdfgi && (e->instance->baked_light || e->instance->dynamic_gi)) {
- id.flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
- }
- id.gi_offset = 0xFFFFFFFF;
- }
- }
- }
-
- RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true);
- if (lightmap_captures_used) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, true);
- }
-}
-
-/// RENDERING ///
-
-void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set, bool p_force_wireframe, const Vector2 &p_uv_offset) {
- 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);
- if (p_radiance_uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_radiance_uniform_set, RADIANCE_UNIFORM_SET);
- } else {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_radiance_uniform_set, RADIANCE_UNIFORM_SET);
- }
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, view_dependant_uniform_set, VIEW_DEPENDANT_UNIFORM_SET);
- if (p_render_buffers_uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET);
- } else {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET);
- }
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
-
- MaterialData *prev_material = nullptr;
-
- RID prev_vertex_array_rd;
- RID prev_index_array_rd;
- RID prev_pipeline_rd;
- RID prev_xforms_uniform_set;
-
- PushConstant push_constant;
- zeromem(&push_constant, sizeof(PushConstant));
- push_constant.bake_uv2_offset[0] = p_uv_offset.x;
- push_constant.bake_uv2_offset[1] = p_uv_offset.y;
-
- for (int i = 0; i < p_element_count; i++) {
- const RenderList::Element *e = p_elements[i];
-
- MaterialData *material = e->material;
- ShaderData *shader = material->shader_data;
- RID xforms_uniform_set;
-
- //find cull variant
- ShaderData::CullVariant cull_variant;
-
- if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL || p_pass_mode == PASS_MODE_SDF || ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && e->instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)) {
- cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED;
- } else {
- bool mirror = e->instance->mirror;
- if (p_reverse_cull) {
- mirror = !mirror;
- }
- cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL;
- }
-
- //find primitive and vertex format
- RS::PrimitiveType primitive;
-
- switch (e->instance->base_type) {
- case RS::INSTANCE_MESH: {
- primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
- if (e->instance->skeleton.is_valid()) {
- xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET);
- }
- } break;
- case RS::INSTANCE_MULTIMESH: {
- RID mesh = storage->multimesh_get_mesh(e->instance->base);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
- primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index);
-
- xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
- } break;
- case RS::INSTANCE_IMMEDIATE: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case RS::INSTANCE_PARTICLES: {
- RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
- primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index & 0xFFFF);
-
- xforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
- }
-
- ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
-
- switch (p_pass_mode) {
- case PASS_MODE_COLOR:
- case PASS_MODE_COLOR_TRANSPARENT: {
- if (e->uses_lightmap) {
- shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS;
- } else if (e->uses_forward_gi) {
- shader_version = SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI;
- } else {
- shader_version = SHADER_VERSION_COLOR_PASS;
- }
- } break;
- case PASS_MODE_COLOR_SPECULAR: {
- if (e->uses_lightmap) {
- shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
- } else {
- shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
- }
- } break;
- case PASS_MODE_SHADOW:
- case PASS_MODE_DEPTH: {
- shader_version = SHADER_VERSION_DEPTH_PASS;
- } break;
- case PASS_MODE_SHADOW_DP: {
- shader_version = SHADER_VERSION_DEPTH_PASS_DP;
- } break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- shader_version = 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;
- } break;
- case PASS_MODE_DEPTH_MATERIAL: {
- shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
- } break;
- case PASS_MODE_SDF: {
- shader_version = SHADER_VERSION_DEPTH_PASS_WITH_SDF;
- } break;
- }
-
- RenderPipelineVertexFormatCacheRD *pipeline = nullptr;
-
- pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
-
- RD::VertexFormatID vertex_format = -1;
- RID vertex_array_rd;
- RID index_array_rd;
-
- switch (e->instance->base_type) {
- case RS::INSTANCE_MESH: {
- storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
- } break;
- case RS::INSTANCE_MULTIMESH: {
- RID mesh = storage->multimesh_get_mesh(e->instance->base);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
- storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
- } break;
- case RS::INSTANCE_IMMEDIATE: {
- ERR_CONTINUE(true); //should be a bug
- } break;
- case RS::INSTANCE_PARTICLES: {
- RID mesh = storage->particles_get_draw_pass_mesh(e->instance->base, e->surface_index >> 16);
- ERR_CONTINUE(!mesh.is_valid()); //should be a bug
- storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index & 0xFFFF, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
- }
-
- 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_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 != prev_material) {
- //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 = material;
- }
-
- push_constant.index = i;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
-
- switch (e->instance->base_type) {
- case RS::INSTANCE_MESH: {
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
- } break;
- case RS::INSTANCE_MULTIMESH: {
- uint32_t instances = storage->multimesh_get_instances_to_draw(e->instance->base);
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
- } break;
- case RS::INSTANCE_IMMEDIATE: {
- } break;
- case RS::INSTANCE_PARTICLES: {
- uint32_t instances = storage->particles_get_amount(e->instance->base);
- RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances);
- } break;
- default: {
- ERR_CONTINUE(true); //should be a bug
- }
- }
- }
-}
-
-void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
- //CameraMatrix projection = p_cam_projection;
- //projection.flip_y(); // Vulkan and modern APIs use Y-Down
- CameraMatrix correction;
- correction.set_depth_correction(p_flip_y);
- CameraMatrix projection = correction * p_cam_projection;
-
- //store camera into ubo
- RasterizerStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
- RasterizerStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RasterizerStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
- RasterizerStorageRD::store_transform(p_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.pancake_shadows = p_pancake_shadows;
-
- RasterizerStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
- RasterizerStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
- RasterizerStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
- RasterizerStorageRD::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();
-
- scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
- scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
-
- if (p_shadow_atlas.is_valid()) {
- Vector2 sas = shadow_atlas_get_size(p_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_buffers.is_valid()) {
- RenderBufferDataHighEnd *render_buffers = (RenderBufferDataHighEnd *)render_buffers_get_data(p_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)) {
- scene_state.ubo.volumetric_fog_enabled = true;
- float fog_end = render_buffers_get_volumetric_fog_end(p_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
- 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 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);
- 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);
- 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);
-
- 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];
-
- //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
- //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
-
- uint32_t oct_size = sdfgi_get_lightprobe_octahedron_size();
-
- scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
- scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
- scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
-
- scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
- scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
- scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
-
- scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
- scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
- scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
-
- for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
- SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
- Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_buffers, i);
- pos -= p_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);
-
- Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_buffers, i);
- c.probe_world_offset[0] = probe_ofs.x;
- c.probe_world_offset[1] = probe_ofs.y;
- c.probe_world_offset[2] = probe_ofs.z;
- }
- }
-#endif
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- scene_state.ubo.use_ambient_light = true;
- scene_state.ubo.ambient_light_color_energy[0] = 1;
- 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_environment)) {
- RS::EnvironmentBG env_bg = environment_get_background(p_environment);
- RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
-
- float bg_energy = environment_get_bg_energy(p_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);
-
- //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.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_environment);
- Color color = environment_get_ambient_light_color(p_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;
- RasterizerStorageRD::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_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);
-
- Color ao_color = environment_get_ao_color(p_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);
- if (scene_state.ubo.fog_height_density >= 0.0001) {
- scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
- }
-
- Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
- float fog_energy = environment_get_fog_light_energy(p_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);
-
- } else {
- if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_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();
-
- RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true);
-}
-
-void RasterizerSceneHighEndRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
- RID m_src;
-
- m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material;
-
- if (unlikely(get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_DISABLED)) {
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
- m_src = overdraw_material;
- } else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING) {
- m_src = default_material;
- }
- }
-
- MaterialData *material = nullptr;
-
- if (m_src.is_valid()) {
- material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- m_src = default_material;
- }
-
- ERR_FAIL_COND(!material);
-
- _add_geometry_with_material(p_instance, p_surface, material, m_src, p_pass_mode, p_geometry_index, p_using_sdfgi);
-
- while (material->next_pass.is_valid()) {
- material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D);
- if (!material || !material->shader_data->valid) {
- break;
- }
- _add_geometry_with_material(p_instance, p_surface, material, material->next_pass, p_pass_mode, p_geometry_index, p_using_sdfgi);
- }
-}
-
-void RasterizerSceneHighEndRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi) {
- bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
- bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
- bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
- bool has_alpha = has_base_alpha || has_blend_alpha;
-
- if (p_material->shader_data->uses_sss) {
- scene_state.used_sss = true;
- }
-
- if (p_material->shader_data->uses_screen_texture) {
- scene_state.used_screen_texture = true;
- }
-
- if (p_material->shader_data->uses_depth_texture) {
- scene_state.used_depth_texture = true;
- }
-
- if (p_material->shader_data->uses_normal_texture) {
- scene_state.used_normal_texture = true;
- }
-
- if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) {
- if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !p_material->shader_data->uses_depth_pre_pass) || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED || p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
- //conditions in which no depth pass should be processed
- return;
- }
-
- if ((p_pass_mode != PASS_MODE_DEPTH_MATERIAL && p_pass_mode != PASS_MODE_SDF) && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
- //shader does not use discard and does not write a vertex position, use generic material
- if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- } else if ((p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) {
- p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- }
- }
-
- has_alpha = false;
- }
-
- has_alpha = has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED;
-
- RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
-
- if (!e) {
- return;
- }
-
- e->instance = p_instance;
- e->material = p_material;
- e->surface_index = p_surface;
- e->sort_key = 0;
-
- if (e->material->last_pass != render_pass) {
- if (!RD::get_singleton()->uniform_set_is_valid(e->material->uniform_set)) {
- //uniform set no longer valid, probably a texture changed
- storage->material_force_update_textures(p_material_rid, RasterizerStorageRD::SHADER_TYPE_3D);
- }
- e->material->last_pass = render_pass;
- e->material->index = scene_state.current_material_index++;
- if (e->material->shader_data->last_pass != render_pass) {
- e->material->shader_data->last_pass = scene_state.current_material_index++;
- e->material->shader_data->index = scene_state.current_shader_index++;
- }
- }
- e->geometry_index = p_geometry_index;
- e->material_index = e->material->index;
- e->uses_instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH;
- e->uses_lightmap = e->instance->lightmap != nullptr || !e->instance->lightmap_sh.empty();
- e->uses_forward_gi = has_alpha && (e->instance->gi_probe_instances.size() || p_using_sdfgi);
- e->shader_index = e->shader_index;
- e->depth_layer = e->instance->depth_layer;
- e->priority = p_material->priority;
-
- if (p_material->shader_data->uses_time) {
- RenderingServerRaster::redraw_request();
- }
-}
-
-void RasterizerSceneHighEndRD::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi) {
- scene_state.current_shader_index = 0;
- scene_state.current_material_index = 0;
- scene_state.used_sss = false;
- scene_state.used_screen_texture = false;
- scene_state.used_normal_texture = false;
- scene_state.used_depth_texture = false;
-
- uint32_t geometry_index = 0;
-
- //fill list
-
- for (int i = 0; i < p_cull_count; i++) {
- InstanceBase *inst = p_cull_result[i];
-
- //add geometry for drawing
- switch (inst->base_type) {
- case RS::INSTANCE_MESH: {
- const RID *materials = nullptr;
- uint32_t surface_count;
-
- materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
- if (!materials) {
- continue; //nothing to do
- }
-
- const RID *inst_materials = inst->materials.ptr();
-
- for (uint32_t j = 0; j < surface_count; j++) {
- RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j];
-
- uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index);
- _add_geometry(inst, j, material, p_pass_mode, surface_index, p_using_sdfgi);
- }
-
- //mesh->last_pass=frame;
-
- } break;
-
- case RS::INSTANCE_MULTIMESH: {
- if (storage->multimesh_get_instances_to_draw(inst->base) == 0) {
- //not visible, 0 instances
- continue;
- }
-
- RID mesh = storage->multimesh_get_mesh(inst->base);
- 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) {
- continue; //nothing to do
- }
-
- for (uint32_t j = 0; j < surface_count; j++) {
- uint32_t surface_index = storage->mesh_surface_get_multimesh_render_pass_index(mesh, j, render_pass, &geometry_index);
- _add_geometry(inst, j, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
- }
-
- } 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(inst->base);
-
- for (int j = 0; j < draw_passes; j++) {
- RID mesh = storage->particles_get_draw_pass_mesh(inst->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) {
- continue; //nothing to do
- }
-
- for (uint32_t k = 0; k < surface_count; k++) {
- uint32_t surface_index = storage->mesh_surface_get_particles_render_pass_index(mesh, j, render_pass, &geometry_index);
- _add_geometry(inst, (j << 16) | k, materials[j], p_pass_mode, surface_index, p_using_sdfgi);
- }
- }
-
- } break;
-
- default: {
- }
- }
- }
-}
-
-void RasterizerSceneHighEndRD::_setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform) {
- uint32_t lightmaps_used = 0;
- for (int i = 0; i < p_lightmap_cull_count; i++) {
- if (i >= (int)scene_state.max_lightmaps) {
- break;
- }
-
- InstanceBase *lm = p_lightmap_cull_result[i];
- Basis to_lm = lm->transform.basis.inverse() * p_cam_transform.basis;
- to_lm = to_lm.inverse().transposed(); //will transform normals
- RasterizerStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
- lm->lightmap_cull_index = i;
- lightmaps_used++;
- }
- if (lightmaps_used > 0) {
- RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * lightmaps_used, scene_state.lightmaps, true);
- }
-}
-
-void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
- RenderBufferDataHighEnd *render_buffer = nullptr;
- if (p_render_buffer.is_valid()) {
- render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffer);
- }
-
- //first of all, make a new render pass
- render_pass++;
-
- //fill up ubo
-
- RENDER_TIMESTAMP("Setup 3D Scene");
-
- if (p_reflection_probe.is_valid()) {
- scene_state.ubo.reflection_multiplier = 0.0;
- } else {
- scene_state.ubo.reflection_multiplier = 1.0;
- }
-
- //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
-
- Vector2 vp_he = p_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 = p_directional_light_count;
-
- Size2 screen_pixel_size;
- Size2i screen_size;
- RID opaque_framebuffer;
- RID opaque_specular_framebuffer;
- RID depth_framebuffer;
- RID alpha_framebuffer;
-
- PassMode depth_pass_mode = PASS_MODE_DEPTH;
- Vector<Color> depth_pass_clear;
- bool using_separate_specular = false;
- bool using_ssr = false;
- bool using_sdfgi = false;
- bool using_giprobe = false;
-
- if (render_buffer) {
- screen_pixel_size.width = 1.0 / render_buffer->width;
- screen_pixel_size.height = 1.0 / render_buffer->height;
- screen_size.x = render_buffer->width;
- screen_size.y = render_buffer->height;
-
- opaque_framebuffer = render_buffer->color_fb;
-
- if (p_gi_probe_cull_count > 0) {
- using_giprobe = true;
- render_buffer->ensure_gi();
- }
-
- if (!p_environment.is_valid() && using_giprobe) {
- depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE;
-
- } 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
- using_sdfgi = true;
- render_buffer->ensure_gi();
- } else {
- depth_pass_mode = using_giprobe ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
- }
-
- if (environment_is_ssr_enabled(p_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)) {
- depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
- }
-
- switch (depth_pass_mode) {
- case PASS_MODE_DEPTH: {
- depth_framebuffer = render_buffer->depth_fb;
- } break;
- case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
- _allocate_normal_roughness_texture(render_buffer);
- 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: {
- _allocate_normal_roughness_texture(render_buffer);
- render_buffer->ensure_giprobe();
- depth_framebuffer = render_buffer->depth_normal_roughness_giprobe_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;
- default: {
- };
- }
-
- alpha_framebuffer = opaque_framebuffer;
- } else if (p_reflection_probe.is_valid()) {
- uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
- screen_pixel_size.width = 1.0 / resolution;
- screen_pixel_size.height = 1.0 / resolution;
- 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);
- 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
- }
- } else {
- ERR_FAIL(); //bug?
- }
-
- _setup_lightmaps(p_lightmap_cull_result, p_lightmap_cull_count, p_cam_transform);
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
-
- _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
-
- render_list.clear();
- _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, using_sdfgi);
-
- 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;
- render_buffer->ensure_specular();
- using_separate_specular = true;
- opaque_specular_framebuffer = render_buffer->color_specular_fb;
- }
- RID radiance_uniform_set;
- bool draw_sky = false;
- bool draw_sky_fog_only = false;
-
- Color clear_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_environment)) {
- RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
- float bg_energy = environment_get_bg_energy(p_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)) {
- draw_sky_fog_only = true;
- storage->material_set_param(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.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)) {
- draw_sky_fog_only = true;
- storage->material_set_param(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_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
- RENDER_TIMESTAMP("Setup Sky");
- CameraMatrix projection = p_cam_projection;
- if (p_reflection_probe.is_valid()) {
- CameraMatrix correction;
- correction.set_depth_correction(true);
- projection = correction * p_cam_projection;
- }
-
- _setup_sky(p_environment, p_render_buffer, projection, p_cam_transform, screen_size);
-
- RID sky = environment_get_sky(p_environment);
- if (sky.is_valid()) {
- _update_sky(p_environment, projection, p_cam_transform);
- radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
- } else {
- // do not try to draw sky if invalid
- draw_sky = false;
- }
- }
- } else {
- clear_color = p_default_bg_color;
- }
-
- _setup_view_dependant_uniform_set(p_shadow_atlas, p_reflection_atlas, p_gi_probe_cull_result, p_gi_probe_cull_count);
-
- render_list.sort_by_key(false);
-
- _fill_instances(render_list.elements, render_list.element_count, false, false, using_sdfgi || using_giprobe);
-
- bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
- bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
-
- bool depth_pre_pass = depth_framebuffer.is_valid();
- RID render_buffers_uniform_set;
-
- bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
- bool continue_depth = false;
- if (depth_pre_pass) { //depth pre pass
- RENDER_TIMESTAMP("Render Depth Pre-Pass");
-
- bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, radiance_uniform_set, RID(), get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
- RD::get_singleton()->draw_list_end();
-
- if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
- if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE) {
- 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]);
- } else if (finish_depth) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
- }
- }
-
- continue_depth = !finish_depth;
- }
-
- if (using_ssao) {
- _process_ssao(p_render_buffer, p_environment, render_buffer->normal_roughness_buffer, p_cam_projection);
- }
-
- if (using_sdfgi || using_giprobe) {
- _process_gi(p_render_buffer, render_buffer->normal_roughness_buffer, render_buffer->ambient_buffer, render_buffer->reflection_buffer, render_buffer->giprobe_buffer, p_environment, p_cam_projection, p_cam_transform, p_gi_probe_cull_result, p_gi_probe_cull_count);
- }
-
- if (p_render_buffer.is_valid()) {
- //update the render buffers uniform set in case it changed
- _update_render_buffers_uniform_set(p_render_buffer);
- render_buffers_uniform_set = render_buffer->uniform_set;
- }
-
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
-
- RENDER_TIMESTAMP("Render Opaque Pass");
-
- 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);
-
- //regular forward for now
- Vector<Color> c;
- if (using_separate_specular) {
- Color cc = clear_color.to_linear();
- cc.a = 0; //subsurf scatter must be 0
- c.push_back(cc);
- c.push_back(Color(0, 0, 0, 0));
- } else {
- c.push_back(clear_color.to_linear());
- }
-
- RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
- RD::get_singleton()->draw_list_end();
-
- if (will_continue_color && using_separate_specular) {
- // close the specular framebuffer, as it's no longer used
- draw_list = RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
- RD::get_singleton()->draw_list_end();
- }
- }
-
- if (debug_giprobes) {
- //debug giprobes
- 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());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- for (int i = 0; i < p_gi_probe_cull_count; i++) {
- _debug_giprobe(p_gi_probe_cull_result[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
- }
- RD::get_singleton()->draw_list_end();
- }
-
- if (debug_sdfgi_probes) {
- //debug giprobes
- 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());
- 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);
- _debug_sdfgi_probes(p_render_buffer, draw_list, opaque_framebuffer, cm);
- RD::get_singleton()->draw_list_end();
- }
-
- if (draw_sky || draw_sky_fog_only) {
- RENDER_TIMESTAMP("Render Sky");
-
- CameraMatrix projection = p_cam_projection;
- if (p_reflection_probe.is_valid()) {
- CameraMatrix correction;
- correction.set_depth_correction(true);
- projection = correction * p_cam_projection;
- }
-
- _draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
- }
-
- 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, true);
- if (using_separate_specular) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
- }
- }
-
- 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, true);
- }
-
- if (using_separate_specular) {
- if (using_sss) {
- RENDER_TIMESTAMP("Sub Surface Scattering");
- _process_sss(p_render_buffer, p_cam_projection);
- }
-
- if (using_ssr) {
- RENDER_TIMESTAMP("Screen Space Reflection");
- _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);
- } else {
- //just mix specular back
- RENDER_TIMESTAMP("Merge Specular");
- storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
- }
- }
-
- RENDER_TIMESTAMP("Render Transparent Pass");
-
- _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
-
- render_list.sort_by_reverse_depth_and_priority(true);
-
- _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, using_sdfgi);
-
- {
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME);
- RD::get_singleton()->draw_list_end();
- }
-
- if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
- }
-}
-
-void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
- RENDER_TIMESTAMP("Setup Rendering Shadow");
-
- _update_render_base_uniform_set();
-
- render_pass++;
-
- 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), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
-
- render_list.clear();
-
- PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
-
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
-
- _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
-
- RENDER_TIMESTAMP("Render Shadow");
-
- render_list.sort_by_key(false);
-
- _fill_instances(render_list.elements, render_list.element_count, true);
-
- {
- //regular forward for now
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, RID(), RID());
- RD::get_singleton()->draw_list_end();
- }
-}
-
-void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
- RENDER_TIMESTAMP("Setup Rendering Material");
-
- _update_render_base_uniform_set();
-
- render_pass++;
-
- scene_state.ubo.dual_paraboloid_side = 0;
- scene_state.ubo.material_uv2_mode = true;
-
- _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
-
- render_list.clear();
-
- PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
-
- _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
-
- RENDER_TIMESTAMP("Render Material");
-
- render_list.sort_by_key(false);
-
- _fill_instances(render_list.elements, render_list.element_count, 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);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID());
- RD::get_singleton()->draw_list_end();
- }
-}
-
-void RasterizerSceneHighEndRD::_render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
- RENDER_TIMESTAMP("Setup Rendering UV2");
-
- _update_render_base_uniform_set();
-
- render_pass++;
-
- 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), RID(), false, Color(), 0, 0);
-
- render_list.clear();
-
- PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
-
- _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
-
- RENDER_TIMESTAMP("Render Material");
-
- render_list.sort_by_key(false);
-
- _fill_instances(render_list.elements, render_list.element_count, 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(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID(), true, ofs); //first wireframe, for pseudo conservative
- }
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID(), false); //second regular triangles
-
- RD::get_singleton()->draw_list_end();
- }
-}
-
-void RasterizerSceneHighEndRD::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
- RENDER_TIMESTAMP("Render SDFGI");
-
- _update_render_base_uniform_set();
-
- RenderBufferDataHighEnd *render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
- ERR_FAIL_COND(!render_buffer);
-
- render_pass++;
- render_list.clear();
-
- PassMode pass_mode = PASS_MODE_SDF;
- _fill_render_list(p_cull_result, p_cull_count, pass_mode);
- render_list.sort_by_key(false);
- _fill_instances(render_list.elements, render_list.element_count, true);
-
- _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
-
- Vector3 half_extents = p_bounds.size * 0.5;
- Vector3 center = p_bounds.position + half_extents;
-
- if (render_buffer->render_sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_buffer->render_sdfgi_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 0;
- u.ids.push_back(p_albedo_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(p_emission_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(p_emission_aniso_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(p_geom_facing_texture);
- uniforms.push_back(u);
- }
-
- render_buffer->render_sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_sdfgi_rd, RENDER_BUFFERS_UNIFORM_SET);
- }
-
- Vector<RID> sbs;
- sbs.push_back(p_albedo_texture);
- sbs.push_back(p_emission_texture);
- sbs.push_back(p_emission_aniso_texture);
- sbs.push_back(p_geom_facing_texture);
-
- //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
- for (int i = 0; i < 3; i++) {
- scene_state.ubo.sdf_offset[i] = p_from[i];
- scene_state.ubo.sdf_size[i] = p_size[i];
- }
-
- for (int i = 0; i < 3; i++) {
- Vector3 axis;
- axis[i] = 1.0;
- Vector3 up, right;
- int right_axis = (i + 1) % 3;
- int up_axis = (i + 2) % 3;
- up[up_axis] = 1.0;
- right[right_axis] = 1.0;
-
- Size2i fb_size;
- 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);
-
- //print_line("pass: " + itos(i) + " xform " + cam_xform);
-
- 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);
- //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size));
-
- Transform to_bounds;
- to_bounds.origin = p_bounds.position;
- to_bounds.basis.scale(p_bounds.size);
-
- RasterizerStorageRD::store_transform(to_bounds.affine_inverse() * cam_xform, scene_state.ubo.sdf_to_bounds);
-
- _setup_environment(RID(), RID(), camera_proj, cam_xform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
-
- Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
- if (!E) {
- RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
- E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
- }
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(E->get()), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), render_buffer->render_sdfgi_uniform_set, false); //second regular triangles
- RD::get_singleton()->draw_list_end();
- }
-}
-
-void RasterizerSceneHighEndRD::_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 RasterizerSceneHighEndRD::_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);
- }
-
- lightmap_texture_array_version = storage->lightmap_array_get_version();
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.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.type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(shadow_sampler);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 3;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(scene_state.uniform_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.instance_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 5;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_positional_light_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 6;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_reflection_probe_buffer());
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 7;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(get_directional_light_buffer());
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.lightmap_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 11;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids = storage->lightmap_array_get_textures();
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 12;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(scene_state.lightmap_capture_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 13;
- u.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 = 14;
- u.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 = 15;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_decal_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 16;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(get_cluster_builder_texture());
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 17;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(get_cluster_builder_indices_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 18;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- if (directional_shadow_get_texture().is_valid()) {
- u.ids.push_back(directional_shadow_get_texture());
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- }
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 19;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 20;
- u.ids.push_back(sdfgi_get_ubo());
- uniforms.push_back(u);
- }
-
- render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET);
- }
-}
-
-void RasterizerSceneHighEndRD::_setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) {
- if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) {
- RD::get_singleton()->free(view_dependant_uniform_set);
- }
-
- //default render buffer and scene state uniform set
-
- Vector<RD::Uniform> uniforms;
-
- {
- RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
- RD::Uniform u;
- u.binding = 0;
- u.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(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
- }
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 1;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture;
- if (p_shadow_atlas.is_valid()) {
- texture = shadow_atlas_get_texture(p_shadow_atlas);
- }
- if (!texture.is_valid()) {
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- }
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID default_tex = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- for (int i = 0; i < MAX_GI_PROBES; i++) {
- if (i < p_gi_probe_cull_count) {
- RID tex = gi_probe_instance_get_texture(p_gi_probe_cull_result[i]);
- if (!tex.is_valid()) {
- tex = default_tex;
- }
- u.ids.push_back(tex);
- } else {
- u.ids.push_back(default_tex);
- }
- }
-
- uniforms.push_back(u);
- }
- view_dependant_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, VIEW_DEPENDANT_UNIFORM_SET);
-}
-
-void RasterizerSceneHighEndRD::_render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb) {
- if (!rb->uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) {
- RD::get_singleton()->free(rb->uniform_set);
- }
- rb->uniform_set = RID();
-}
-
-void RasterizerSceneHighEndRD::_render_buffers_uniform_set_changed(RID p_render_buffers) {
- RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
-
- _render_buffers_clear_uniform_set(rb);
-}
-
-RID RasterizerSceneHighEndRD::_render_buffers_get_normal_texture(RID p_render_buffers) {
- RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
-
- return rb->normal_roughness_buffer;
-}
-
-RID RasterizerSceneHighEndRD::_render_buffers_get_ambient_texture(RID p_render_buffers) {
- RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
-
- return rb->ambient_buffer;
-}
-
-RID RasterizerSceneHighEndRD::_render_buffers_get_reflection_texture(RID p_render_buffers) {
- RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
-
- return rb->reflection_buffer;
-}
-
-void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_buffers) {
- RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers);
-
- if (rb->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = false && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 1;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID bbt = render_buffers_get_back_buffer_texture(p_render_buffers);
- RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 4;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID aot = render_buffers_get_ao_texture(p_render_buffers);
- RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 5;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb->ambient_buffer.is_valid() ? rb->ambient_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 6;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = rb->reflection_buffer.is_valid() ? rb->reflection_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 7;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID t;
- if (render_buffers_is_sdfgi_enabled(p_render_buffers)) {
- t = render_buffers_get_sdfgi_irradiance_probes(p_render_buffers);
- } else {
- t = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
- }
- u.ids.push_back(t);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 8;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- if (render_buffers_is_sdfgi_enabled(p_render_buffers)) {
- u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_buffers));
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 9;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = RID();
- if (p_render_buffers.is_valid() && render_buffers_has_volumetric_fog(p_render_buffers)) {
- vfog = render_buffers_get_volumetric_fog_texture(p_render_buffers);
- if (vfog.is_null()) {
- vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- }
- } else {
- vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- }
- u.ids.push_back(vfog);
- uniforms.push_back(u);
- }
- rb->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
- }
-}
-
-RasterizerSceneHighEndRD *RasterizerSceneHighEndRD::singleton = nullptr;
-
-void RasterizerSceneHighEndRD::set_time(double p_time, double p_step) {
- time = p_time;
- RasterizerSceneRD::set_time(p_time, p_step);
-}
-
-RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storage) :
- RasterizerSceneRD(p_storage) {
- singleton = this;
- storage = p_storage;
-
- /* SCENE SHADER */
-
- {
- 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(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 = storage->lightmap_array_get_size();
- defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
- defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
-
- scene_state.lightmaps = memnew_arr(LightmapData, scene_state.max_lightmaps);
- scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
- }
- {
- //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";
- }
-
- 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);
- }
-
- storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
- storage->material_set_data_request_function(RasterizerStorageRD::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";
-
- //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["NORMALMAP"] = "normalmap";
- actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
- 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";
-
- //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["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["NORMALMAP"] = "#define NORMALMAP_USED\n";
- actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
- 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["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.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/quality/shading/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/quality/shading/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 = "instances.data[instance_index].instance_uniforms_ofs";
-
- shader.compiler.initialize(actions);
- }
-
- //render list
- render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
- render_list.init();
- render_pass = 0;
-
- {
- scene_state.max_instances = render_list.max_elements;
- scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances);
- scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances);
- }
-
- scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
-
- {
- //default material and shader
- default_shader = storage->shader_create();
- 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_create();
- storage->material_set_shader(default_material, default_shader);
-
- MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D);
- default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
- 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_create();
- 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_create();
- storage->material_set_shader(overdraw_material, overdraw_material_shader);
-
- wireframe_material_shader = storage->shader_create();
- 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_create();
- 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.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);
- }
-
- {
- Vector<RD::Uniform> uniforms;
-
- RD::Uniform u;
- u.binding = 0;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
- u.ids.push_back(texture);
- uniforms.push_back(u);
-
- default_radiance_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RADIANCE_UNIFORM_SET);
- }
-
- { //render buffers
- Vector<RD::Uniform> uniforms;
- for (int i = 0; i < 7; i++) {
- RD::Uniform u;
- u.binding = i;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = storage->texture_rd_get_default(i == 0 ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE : (i == 2 ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL : RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 7;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
- u.ids.push_back(texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 8;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 9;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(render_buffers_get_default_gi_probe_buffer());
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- uniforms.push_back(u);
- }
-
- default_render_buffers_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET);
- }
-}
-
-RasterizerSceneHighEndRD::~RasterizerSceneHighEndRD() {
- directional_shadow_atlas_set_size(0);
-
- //clear base uniform set if still valid
- if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) {
- RD::get_singleton()->free(view_dependant_uniform_set);
- }
-
- RD::get_singleton()->free(default_render_buffers_uniform_set);
- RD::get_singleton()->free(default_radiance_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);
-
- {
- RD::get_singleton()->free(scene_state.uniform_buffer);
- RD::get_singleton()->free(scene_state.instance_buffer);
- RD::get_singleton()->free(scene_state.lightmap_buffer);
- RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
- memdelete_arr(scene_state.instances);
- memdelete_arr(scene_state.lightmaps);
- memdelete_arr(scene_state.lightmap_captures);
- }
-
- while (sdfgi_framebuffer_size_cache.front()) {
- RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
- sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
- }
-}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
deleted file mode 100644
index 1aad9039ff..0000000000
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
+++ /dev/null
@@ -1,593 +0,0 @@
-/*************************************************************************/
-/* rasterizer_scene_high_end_rd.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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_SCENE_HIGHEND_RD_H
-#define RASTERIZER_SCENE_HIGHEND_RD_H
-
-#include "servers/rendering/rasterizer_rd/rasterizer_scene_rd.h"
-#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
-#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
-#include "servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl.gen.h"
-
-class RasterizerSceneHighEndRD : public RasterizerSceneRD {
- enum {
- SCENE_UNIFORM_SET = 0,
- RADIANCE_UNIFORM_SET = 1,
- VIEW_DEPENDANT_UNIFORM_SET = 2,
- RENDER_BUFFERS_UNIFORM_SET = 3,
- TRANSFORMS_UNIFORM_SET = 4,
- MATERIAL_UNIFORM_SET = 5
- };
-
- enum {
- SDFGI_MAX_CASCADES = 8,
- MAX_GI_PROBES = 8
- };
-
- /* 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 {
- SceneHighEndShaderRD scene_shader;
- ShaderCompilerRD compiler;
- } shader;
-
- RasterizerStorageRD *storage;
-
- /* Material */
-
- struct ShaderData : public RasterizerStorageRD::ShaderData {
- enum BlendMode { //used internally
- BLEND_MODE_MIX,
- BLEND_MODE_ADD,
- BLEND_MODE_SUB,
- BLEND_MODE_MUL,
- };
-
- 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
-
- };
-
- bool valid;
- RID version;
- uint32_t vertex_input_mask;
- RenderPipelineVertexFormatCacheRD 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_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<RasterizerStorage::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;
- ShaderData();
- virtual ~ShaderData();
- };
-
- RasterizerStorageRD::ShaderData *_create_shader_func();
- static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
- return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_shader_func();
- }
-
- struct MaterialData : public RasterizerStorageRD::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();
- };
-
- RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
- static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
- return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
- }
-
- /* Push Constant */
-
- struct PushConstant {
- uint32_t index;
- uint32_t pad;
- float bake_uv2_offset[2];
- };
-
- /* Framebuffer */
-
- struct RenderBufferDataHighEnd : public RenderBufferData {
- //for rendering, may be MSAAd
-
- RID color;
- RID depth;
- RID specular;
- RID normal_roughness_buffer;
- RID giprobe_buffer;
-
- RID ambient_buffer;
- RID reflection_buffer;
-
- RS::ViewportMSAA msaa;
- RD::TextureSamples texture_samples;
-
- RID color_msaa;
- RID depth_msaa;
- RID specular_msaa;
- RID normal_roughness_buffer_msaa;
- RID roughness_buffer_msaa;
- RID giprobe_buffer_msaa;
-
- RID depth_fb;
- RID depth_normal_roughness_fb;
- RID depth_normal_roughness_giprobe_fb;
- RID color_fb;
- RID color_specular_fb;
- RID specular_only_fb;
- int width, height;
-
- RID render_sdfgi_uniform_set;
- void ensure_specular();
- void ensure_gi();
- void ensure_giprobe();
- void clear();
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
-
- RID uniform_set;
-
- ~RenderBufferDataHighEnd();
- };
-
- virtual RenderBufferData *_create_render_buffer_data();
- void _allocate_normal_roughness_texture(RenderBufferDataHighEnd *rb);
-
- RID shadow_sampler;
- RID render_base_uniform_set;
- RID view_dependant_uniform_set;
-
- uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
-
- virtual void _base_uniforms_changed();
- void _render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb);
- virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
- virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
- virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers);
- virtual RID _render_buffers_get_reflection_texture(RID p_render_buffers);
-
- void _update_render_base_uniform_set();
- void _setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
- void _update_render_buffers_uniform_set(RID p_render_buffers);
-
- struct LightmapData {
- float normal_xform[12];
- };
-
- struct LightmapCaptureData {
- float sh[9 * 4];
- };
-
- 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_GIPROBE = 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,
- };
-
- struct InstanceData {
- float transform[16];
- float normal_transform[16];
- uint32_t flags;
- uint32_t instance_uniforms_ofs; //instance_offset in instancing/skeleton buffer
- uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap)
- uint32_t mask;
- float lightmap_uv_scale[4];
- };
-
- struct SceneState {
- struct UBO {
- float projection_matrix[16];
- float inv_projection_matrix[16];
-
- float camera_matrix[16];
- float inv_camera_matrix[16];
-
- float viewport_size[2];
- float screen_pixel_size[2];
-
- float time;
- float reflection_multiplier;
-
- uint32_t pancake_shadows;
- uint32_t pad;
-
- 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];
-
- float sdf_to_bounds[16];
-
- int32_t sdf_offset[3];
- uint32_t material_uv2_mode;
-
- int32_t sdf_size[3];
- uint32_t gi_upscale_for_msaa;
-
- uint32_t volumetric_fog_enabled;
- float volumetric_fog_inv_length;
- float volumetric_fog_detail_spread;
- uint32_t volumetric_fog_pad;
-
- // Fog
-
- uint32_t fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
-
- float fog_light_color[3];
- float fog_sun_scatter;
- };
-
- UBO ubo;
-
- RID uniform_buffer;
-
- LightmapData *lightmaps;
- uint32_t max_lightmaps;
- RID lightmap_buffer;
-
- LightmapCaptureData *lightmap_captures;
- uint32_t max_lightmap_captures;
- RID lightmap_capture_buffer;
-
- RID instance_buffer;
- InstanceData *instances;
- uint32_t max_instances;
-
- bool used_screen_texture = false;
- bool used_normal_texture = false;
- bool used_depth_texture = false;
- bool used_sss = false;
- uint32_t current_shader_index = 0;
- uint32_t current_material_index = 0;
-
- } scene_state;
-
- /* Render List */
-
- struct RenderList {
- int max_elements;
-
- struct Element {
- RasterizerScene::InstanceBase *instance;
- MaterialData *material;
- union {
- struct {
- //from least significant to most significant in sort, TODO: should be endian swapped on big endian
- uint64_t geometry_index : 20;
- uint64_t material_index : 15;
- uint64_t shader_index : 12;
- uint64_t uses_instancing : 1;
- uint64_t uses_forward_gi : 1;
- uint64_t uses_lightmap : 1;
- uint64_t depth_layer : 4;
- uint64_t priority : 8;
- };
-
- uint64_t sort_key;
- };
- uint32_t surface_index;
- };
-
- Element *base_elements;
- Element **elements;
-
- int element_count;
- int alpha_element_count;
-
- void clear() {
- element_count = 0;
- alpha_element_count = 0;
- }
-
- //should eventually be replaced by radix
-
- struct SortByKey {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->sort_key < B->sort_key;
- }
- };
-
- void sort_by_key(bool p_alpha) {
- SortArray<Element *, SortByKey> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
- }
-
- struct SortByDepth {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->instance->depth < B->instance->depth;
- }
- };
-
- void sort_by_depth(bool p_alpha) { //used for shadows
-
- SortArray<Element *, SortByDepth> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
- }
-
- struct SortByReverseDepthAndPriority {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- uint32_t layer_A = uint32_t(A->priority);
- uint32_t layer_B = uint32_t(B->priority);
- if (layer_A == layer_B) {
- return A->instance->depth > B->instance->depth;
- } else {
- return layer_A < layer_B;
- }
- }
- };
-
- void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
-
- SortArray<Element *, SortByReverseDepthAndPriority> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
- }
-
- _FORCE_INLINE_ Element *add_element() {
- if (element_count + alpha_element_count >= max_elements) {
- return nullptr;
- }
- elements[element_count] = &base_elements[element_count];
- return elements[element_count++];
- }
-
- _FORCE_INLINE_ Element *add_alpha_element() {
- if (element_count + alpha_element_count >= max_elements) {
- return nullptr;
- }
- int idx = max_elements - alpha_element_count - 1;
- elements[idx] = &base_elements[idx];
- alpha_element_count++;
- return elements[idx];
- }
-
- void init() {
- element_count = 0;
- alpha_element_count = 0;
- elements = memnew_arr(Element *, max_elements);
- base_elements = memnew_arr(Element, max_elements);
- for (int i = 0; i < max_elements; i++) {
- elements[i] = &base_elements[i]; // assign elements
- }
- }
-
- RenderList() {
- max_elements = 0;
- }
-
- ~RenderList() {
- memdelete_arr(elements);
- memdelete_arr(base_elements);
- }
- };
-
- RenderList render_list;
-
- static RasterizerSceneHighEndRD *singleton;
- uint64_t render_pass;
- double time;
- RID default_shader;
- RID default_material;
- RID overdraw_material_shader;
- RID overdraw_material;
- RID wireframe_material_shader;
- RID wireframe_material;
- RID default_shader_rd;
- RID default_shader_sdfgi_rd;
- RID default_radiance_uniform_set;
- RID default_render_buffers_uniform_set;
-
- RID default_vec4_xform_buffer;
- RID default_vec4_xform_uniform_set;
-
- enum PassMode {
- PASS_MODE_COLOR,
- PASS_MODE_COLOR_SPECULAR,
- PASS_MODE_COLOR_TRANSPARENT,
- PASS_MODE_SHADOW,
- PASS_MODE_SHADOW_DP,
- PASS_MODE_DEPTH,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
- PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
- PASS_MODE_DEPTH_MATERIAL,
- PASS_MODE_SDF,
- };
-
- void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
- void _setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform);
-
- void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi = false, bool p_has_opaque_gi = false);
- void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2());
- _FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
- _FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
-
- void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi = false);
-
- Map<Size2i, RID> sdfgi_framebuffer_size_cache;
-
-protected:
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake);
- virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
-
-public:
- virtual void set_time(double p_time, double p_step);
-
- virtual bool free(RID p_rid);
-
- RasterizerSceneHighEndRD(RasterizerStorageRD *p_storage);
- ~RasterizerSceneHighEndRD();
-};
-#endif // RASTERIZER_SCENE_HIGHEND_RD_H
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
deleted file mode 100644
index 958d8eac1f..0000000000
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ /dev/null
@@ -1,8394 +0,0 @@
-/*************************************************************************/
-/* rasterizer_scene_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rasterizer_scene_rd.h"
-
-#include "core/os/os.h"
-#include "core/project_settings.h"
-#include "rasterizer_rd.h"
-#include "servers/rendering/rendering_server_raster.h"
-
-uint64_t RasterizerSceneRD::auto_exposure_counter = 2;
-
-void get_vogel_disk(float *r_kernel, int p_sample_count) {
- const float golden_angle = 2.4;
-
- for (int i = 0; i < p_sample_count; i++) {
- float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
- float theta = float(i) * golden_angle;
-
- r_kernel[i * 4] = Math::cos(theta) * r;
- r_kernel[i * 4 + 1] = Math::sin(theta) * r;
- }
-}
-
-void RasterizerSceneRD::_clear_reflection_data(ReflectionData &rd) {
- rd.layers.clear();
- rd.radiance_base_cubemap = RID();
- if (rd.downsampled_radiance_cubemap.is_valid()) {
- RD::get_singleton()->free(rd.downsampled_radiance_cubemap);
- }
- rd.downsampled_radiance_cubemap = RID();
- rd.downsampled_layer.mipmaps.clear();
- rd.coefficient_buffer = RID();
-}
-
-void RasterizerSceneRD::_update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality) {
- //recreate radiance and all data
-
- int mipmaps = p_mipmaps;
- uint32_t w = p_size, h = p_size;
-
- if (p_use_array) {
- int layers = p_low_quality ? 8 : roughness_layers;
-
- for (int i = 0; i < layers; i++) {
- ReflectionData::Layer layer;
- uint32_t mmw = w;
- uint32_t mmh = h;
- layer.mipmaps.resize(mipmaps);
- layer.views.resize(mipmaps);
- for (int j = 0; j < mipmaps; j++) {
- ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- for (int k = 0; k < 6; k++) {
- mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
- Vector<RID> fbtex;
- fbtex.push_back(mm.views[k]);
- mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
- }
-
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
-
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
- }
-
- rd.layers.push_back(layer);
- }
-
- } else {
- mipmaps = p_low_quality ? 8 : mipmaps;
- //regular cubemap, lower quality (aliasing, less memory)
- ReflectionData::Layer layer;
- uint32_t mmw = w;
- uint32_t mmh = h;
- layer.mipmaps.resize(mipmaps);
- layer.views.resize(mipmaps);
- for (int j = 0; j < mipmaps; j++) {
- ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- for (int k = 0; k < 6; k++) {
- mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
- Vector<RID> fbtex;
- fbtex.push_back(mm.views[k]);
- mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
- }
-
- layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
-
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
- }
-
- rd.layers.push_back(layer);
- }
-
- rd.radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = 64; // Always 64x64
- tf.height = 64;
- tf.type = RD::TEXTURE_TYPE_CUBE;
- tf.array_layers = 6;
- tf.mipmaps = 7;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
-
- rd.downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
- {
- uint32_t mmw = 64;
- uint32_t mmh = 64;
- rd.downsampled_layer.mipmaps.resize(7);
- for (int j = 0; j < rd.downsampled_layer.mipmaps.size(); j++) {
- ReflectionData::DownsampleLayer::Mipmap &mm = rd.downsampled_layer.mipmaps.write[j];
- mm.size.width = mmw;
- mm.size.height = mmh;
- mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rd.downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
-
- mmw = MAX(1, mmw >> 1);
- mmh = MAX(1, mmh >> 1);
- }
- }
-}
-
-void RasterizerSceneRD::_create_reflection_fast_filter(ReflectionData &rd, bool p_use_arrays) {
- storage->get_effects()->cubemap_downsample(rd.radiance_base_cubemap, rd.downsampled_layer.mipmaps[0].view, rd.downsampled_layer.mipmaps[0].size);
-
- for (int i = 1; i < rd.downsampled_layer.mipmaps.size(); i++) {
- storage->get_effects()->cubemap_downsample(rd.downsampled_layer.mipmaps[i - 1].view, rd.downsampled_layer.mipmaps[i].view, rd.downsampled_layer.mipmaps[i].size);
- }
-
- Vector<RID> views;
- if (p_use_arrays) {
- for (int i = 1; i < rd.layers.size(); i++) {
- views.push_back(rd.layers[i].views[0]);
- }
- } else {
- for (int i = 1; i < rd.layers[0].views.size(); i++) {
- views.push_back(rd.layers[0].views[i]);
- }
- }
-
- storage->get_effects()->cubemap_filter(rd.downsampled_radiance_cubemap, views, p_use_arrays);
-}
-
-void RasterizerSceneRD::_create_reflection_importance_sample(ReflectionData &rd, bool p_use_arrays, int p_cube_side, int p_base_layer) {
- if (p_use_arrays) {
- //render directly to the layers
- storage->get_effects()->cubemap_roughness(rd.radiance_base_cubemap, rd.layers[p_base_layer].views[0], p_cube_side, sky_ggx_samples_quality, float(p_base_layer) / (rd.layers.size() - 1.0), rd.layers[p_base_layer].mipmaps[0].size.x);
- } else {
- storage->get_effects()->cubemap_roughness(rd.layers[0].views[p_base_layer - 1], rd.layers[0].views[p_base_layer], p_cube_side, sky_ggx_samples_quality, float(p_base_layer) / (rd.layers[0].mipmaps.size() - 1.0), rd.layers[0].mipmaps[p_base_layer].size.x);
- }
-}
-
-void RasterizerSceneRD::_update_reflection_mipmaps(ReflectionData &rd, int p_start, int p_end) {
- for (int i = p_start; i < p_end; i++) {
- for (int j = 0; j < rd.layers[i].mipmaps.size() - 1; j++) {
- for (int k = 0; k < 6; k++) {
- RID view = rd.layers[i].mipmaps[j].views[k];
- RID texture = rd.layers[i].mipmaps[j + 1].views[k];
- Size2i size = rd.layers[i].mipmaps[j + 1].size;
- storage->get_effects()->make_mipmap(view, texture, size);
- }
- }
- }
-}
-
-void RasterizerSceneRD::_sdfgi_erase(RenderBuffers *rb) {
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
- RD::get_singleton()->free(c.light_data);
- RD::get_singleton()->free(c.light_aniso_0_tex);
- RD::get_singleton()->free(c.light_aniso_1_tex);
- RD::get_singleton()->free(c.sdf_tex);
- RD::get_singleton()->free(c.solid_cell_dispatch_buffer);
- RD::get_singleton()->free(c.solid_cell_buffer);
- RD::get_singleton()->free(c.lightprobe_history_tex);
- RD::get_singleton()->free(c.lightprobe_average_tex);
- RD::get_singleton()->free(c.lights_buffer);
- }
-
- RD::get_singleton()->free(rb->sdfgi->render_albedo);
- RD::get_singleton()->free(rb->sdfgi->render_emission);
- RD::get_singleton()->free(rb->sdfgi->render_emission_aniso);
-
- RD::get_singleton()->free(rb->sdfgi->render_sdf[0]);
- RD::get_singleton()->free(rb->sdfgi->render_sdf[1]);
-
- RD::get_singleton()->free(rb->sdfgi->render_sdf_half[0]);
- RD::get_singleton()->free(rb->sdfgi->render_sdf_half[1]);
-
- for (int i = 0; i < 8; i++) {
- RD::get_singleton()->free(rb->sdfgi->render_occlusion[i]);
- }
-
- RD::get_singleton()->free(rb->sdfgi->render_geom_facing);
-
- RD::get_singleton()->free(rb->sdfgi->lightprobe_data);
- RD::get_singleton()->free(rb->sdfgi->lightprobe_history_scroll);
- RD::get_singleton()->free(rb->sdfgi->occlusion_data);
- RD::get_singleton()->free(rb->sdfgi->ambient_texture);
-
- RD::get_singleton()->free(rb->sdfgi->cascades_ubo);
-
- memdelete(rb->sdfgi);
-
- rb->sdfgi = nullptr;
-}
-
-const Vector3i RasterizerSceneRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
-
-void RasterizerSceneRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
- Environment *env = environment_owner.getornull(p_environment);
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- bool needs_sdfgi = env && env->sdfgi_enabled;
-
- if (!needs_sdfgi) {
- if (rb->sdfgi != nullptr) {
- //erase it
- _sdfgi_erase(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
- }
- return;
- }
-
- static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
- uint32_t requested_history_size = history_frames_to_converge[sdfgi_frames_to_converge];
-
- if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
- //configuration changed, erase
- _sdfgi_erase(rb);
- }
-
- SDFGI *sdfgi = rb->sdfgi;
- if (sdfgi == nullptr) {
- //re-create
- rb->sdfgi = memnew(SDFGI);
- sdfgi = rb->sdfgi;
- sdfgi->cascade_mode = env->sdfgi_cascades;
- sdfgi->min_cell_size = env->sdfgi_min_cell_size;
- sdfgi->uses_occlusion = env->sdfgi_use_occlusion;
- sdfgi->y_scale_mode = env->sdfgi_y_scale;
- static const float y_scale[3] = { 1.0, 1.5, 2.0 };
- sdfgi->y_mult = y_scale[sdfgi->y_scale_mode];
- static const int cascasde_size[3] = { 4, 6, 8 };
- sdfgi->cascades.resize(cascasde_size[sdfgi->cascade_mode]);
- sdfgi->probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
- sdfgi->solid_cell_ratio = sdfgi_solid_cell_ratio;
- sdfgi->solid_cell_count = uint32_t(float(sdfgi->cascade_size * sdfgi->cascade_size * sdfgi->cascade_size) * sdfgi->solid_cell_ratio);
-
- float base_cell_size = sdfgi->min_cell_size;
-
- RD::TextureFormat tf_sdf;
- tf_sdf.format = RD::DATA_FORMAT_R8_UNORM;
- tf_sdf.width = sdfgi->cascade_size; // Always 64x64
- tf_sdf.height = sdfgi->cascade_size;
- tf_sdf.depth = sdfgi->cascade_size;
- tf_sdf.type = RD::TEXTURE_TYPE_3D;
- tf_sdf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
-
- {
- RD::TextureFormat tf_render = tf_sdf;
- tf_render.format = RD::DATA_FORMAT_R16_UINT;
- sdfgi->render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- tf_render.format = RD::DATA_FORMAT_R32_UINT;
- sdfgi->render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- sdfgi->render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
-
- tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
-
- for (int i = 0; i < 8; i++) {
- sdfgi->render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- }
-
- tf_render.format = RD::DATA_FORMAT_R32_UINT;
- sdfgi->render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
-
- tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
- sdfgi->render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- sdfgi->render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
-
- tf_render.width /= 2;
- tf_render.height /= 2;
- tf_render.depth /= 2;
-
- sdfgi->render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- sdfgi->render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
- }
-
- RD::TextureFormat tf_occlusion = tf_sdf;
- tf_occlusion.format = RD::DATA_FORMAT_R16_UINT;
- tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
- tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
- tf_occlusion.depth *= sdfgi->cascades.size(); //use depth for occlusion slices
- tf_occlusion.width *= 2; //use width for the other half
-
- RD::TextureFormat tf_light = tf_sdf;
- tf_light.format = RD::DATA_FORMAT_R32_UINT;
- tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
- tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
-
- RD::TextureFormat tf_aniso0 = tf_sdf;
- tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- RD::TextureFormat tf_aniso1 = tf_sdf;
- tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM;
-
- int passes = nearest_shift(sdfgi->cascade_size) - 1;
-
- //store lightprobe SH
- RD::TextureFormat tf_probes;
- tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf_probes.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
- tf_probes.height = sdfgi->probe_axis_count * SDFGI::SH_SIZE;
- tf_probes.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- tf_probes.type = RD::TEXTURE_TYPE_2D_ARRAY;
-
- sdfgi->history_size = requested_history_size;
-
- RD::TextureFormat tf_probe_history = tf_probes;
- tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed
- tf_probe_history.array_layers = sdfgi->history_size;
-
- RD::TextureFormat tf_probe_average = tf_probes;
- tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
- tf_probe_average.type = RD::TEXTURE_TYPE_2D_ARRAY;
- tf_probe_average.array_layers = 1;
-
- sdfgi->lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
- sdfgi->lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
-
- {
- //octahedral lightprobes
- RD::TextureFormat tf_octprobes = tf_probes;
- tf_octprobes.array_layers = sdfgi->cascades.size() * 2;
- tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE
- tf_octprobes.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
- tf_octprobes.height = sdfgi->probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
- tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
- tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
- //lightprobe texture is an octahedral texture
-
- sdfgi->lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
- RD::TextureView tv;
- tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
- sdfgi->lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->lightprobe_data);
-
- //texture handling ambient data, to integrate with volumetric foc
- RD::TextureFormat tf_ambient = tf_probes;
- tf_ambient.array_layers = sdfgi->cascades.size();
- tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
- tf_ambient.width = sdfgi->probe_axis_count * sdfgi->probe_axis_count;
- tf_ambient.height = sdfgi->probe_axis_count;
- tf_ambient.type = RD::TEXTURE_TYPE_2D_ARRAY;
- //lightprobe texture is an octahedral texture
- sdfgi->ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
- }
-
- sdfgi->cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
-
- sdfgi->occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
- {
- RD::TextureView tv;
- tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
- sdfgi->occlusion_texture = RD::get_singleton()->texture_create_shared(tv, sdfgi->occlusion_data);
- }
-
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = sdfgi->cascades[i];
-
- /* 3D Textures */
-
- cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
-
- cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
-
- cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
- cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
-
- {
- RD::TextureView tv;
- tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
- cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
-
- RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
- RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
- RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
- }
-
- cascade.cell_size = base_cell_size;
- Vector3 world_position = p_world_position;
- world_position.y *= sdfgi->y_mult;
- int32_t probe_cells = sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
- Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells;
- Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor());
- cascade.position = probe_pos * probe_cells;
-
- cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
-
- base_cell_size *= 2.0;
-
- /* Probe History */
-
- cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
- RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
-
- cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
- RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
-
- /* Buffers */
-
- cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * sdfgi->solid_cell_count);
- cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT);
- cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS));
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- for (int j = 0; j < 8; j++) {
- u.ids.push_back(sdfgi->render_occlusion[j]);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 4;
- u.ids.push_back(sdfgi->render_emission);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
- u.ids.push_back(sdfgi->render_emission_aniso);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
- u.ids.push_back(sdfgi->render_geom_facing);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
- u.ids.push_back(cascade.sdf_tex);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.ids.push_back(sdfgi->occlusion_data);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 10;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 11;
- u.ids.push_back(cascade.solid_cell_buffer);
- uniforms.push_back(u);
- }
-
- cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_STORE), 0);
- }
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_geom_facing);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(sdfgi->render_emission);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 4;
- u.ids.push_back(sdfgi->render_emission_aniso);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 5;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 6;
- u.ids.push_back(cascade.solid_cell_buffer);
- uniforms.push_back(u);
- }
-
- cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL), 0);
- }
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- for (int j = 0; j < 8; j++) {
- u.ids.push_back(sdfgi->render_occlusion[j]);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->occlusion_data);
- uniforms.push_back(u);
- }
-
- cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0);
- }
- }
-
- //direct light
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = sdfgi->cascades[i];
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.solid_cell_dispatch_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.solid_cell_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 5;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_data);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 6;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_aniso_0_tex);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 7;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(cascade.light_aniso_1_tex);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 8;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(rb->sdfgi->cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 9;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.ids.push_back(cascade.lights_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- uniforms.push_back(u);
- }
-
- cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, 0), 0);
- }
-
- //preprocess initialize uniform set
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf[0]);
- uniforms.push_back(u);
- }
-
- sdfgi->sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0);
- }
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf_half[0]);
- uniforms.push_back(u);
- }
-
- sdfgi->sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0);
- }
-
- //jump flood uniform set
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_sdf[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf[1]);
- uniforms.push_back(u);
- }
-
- sdfgi->jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
- sdfgi->jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- }
- //jump flood half uniform set
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_sdf_half[0]);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf_half[1]);
- uniforms.push_back(u);
- }
-
- sdfgi->jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
- sdfgi->jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
- }
-
- //upscale half size sdf
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- u.ids.push_back(sdfgi->render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(sdfgi->render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
- uniforms.push_back(u);
- }
-
- sdfgi->upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1;
- sdfgi->sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0);
- }
-
- //occlusion uniform set
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 1;
- u.ids.push_back(sdfgi->render_albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 2;
- for (int i = 0; i < 8; i++) {
- u.ids.push_back(sdfgi->render_occlusion[i]);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 3;
- u.ids.push_back(sdfgi->render_geom_facing);
- uniforms.push_back(u);
- }
-
- sdfgi->occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, SDGIShader::PRE_PROCESS_OCCLUSION), 0);
- }
-
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- //integrate uniform
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.binding = 1;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < sdfgi->cascades.size()) {
- u.ids.push_back(sdfgi->cascades[j].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < sdfgi->cascades.size()) {
- u.ids.push_back(sdfgi->cascades[j].light_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < sdfgi->cascades.size()) {
- u.ids.push_back(sdfgi->cascades[j].light_aniso_0_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (j < sdfgi->cascades.size()) {
- u.ids.push_back(sdfgi->cascades[j].light_aniso_1_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 6;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 7;
- u.ids.push_back(sdfgi->cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.ids.push_back(sdfgi->lightprobe_data);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.ids.push_back(sdfgi->cascades[i].lightprobe_history_tex);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 10;
- u.ids.push_back(sdfgi->cascades[i].lightprobe_average_tex);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 11;
- u.ids.push_back(sdfgi->lightprobe_history_scroll);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 12;
- u.ids.push_back(sdfgi->lightprobe_average_scroll);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 13;
- RID parent_average;
- if (i < sdfgi->cascades.size() - 1) {
- parent_average = sdfgi->cascades[i + 1].lightprobe_average_tex;
- } else {
- parent_average = sdfgi->cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
- }
- u.ids.push_back(parent_average);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 14;
- u.ids.push_back(sdfgi->ambient_texture);
- uniforms.push_back(u);
- }
-
- sdfgi->cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 0);
- }
-
- sdfgi->uses_multibounce = env->sdfgi_use_multibounce;
- sdfgi->energy = env->sdfgi_energy;
- sdfgi->normal_bias = env->sdfgi_normal_bias;
- sdfgi->probe_bias = env->sdfgi_probe_bias;
- sdfgi->reads_sky = env->sdfgi_read_sky_light;
-
- _render_buffers_uniform_set_changed(p_render_buffers);
-
- return; //done. all levels will need to be rendered which its going to take a bit
- }
-
- //check for updates
-
- sdfgi->uses_multibounce = env->sdfgi_use_multibounce;
- sdfgi->energy = env->sdfgi_energy;
- sdfgi->normal_bias = env->sdfgi_normal_bias;
- sdfgi->probe_bias = env->sdfgi_probe_bias;
- sdfgi->reads_sky = env->sdfgi_read_sky_light;
-
- int32_t drag_margin = (sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) / 2;
-
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = sdfgi->cascades[i];
- cascade.dirty_regions = Vector3i();
-
- Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
- probe_half_size = Vector3(0, 0, 0);
-
- Vector3 world_position = p_world_position;
- world_position.y *= sdfgi->y_mult;
- Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size);
-
- for (int j = 0; j < 3; j++) {
- if (pos_in_cascade[j] < cascade.position[j]) {
- while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) {
- cascade.position[j] -= drag_margin * 2;
- cascade.dirty_regions[j] += drag_margin * 2;
- }
- } else if (pos_in_cascade[j] > cascade.position[j]) {
- while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) {
- cascade.position[j] += drag_margin * 2;
- cascade.dirty_regions[j] -= drag_margin * 2;
- }
- }
-
- if (cascade.dirty_regions[j] == 0) {
- continue; // not dirty
- } else if (uint32_t(ABS(cascade.dirty_regions[j])) >= sdfgi->cascade_size) {
- //moved too much, just redraw everything (make all dirty)
- cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
- break;
- }
- }
-
- if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
- //see how much the total dirty volume represents from the total volume
- uint32_t total_volume = sdfgi->cascade_size * sdfgi->cascade_size * sdfgi->cascade_size;
- uint32_t safe_volume = 1;
- for (int j = 0; j < 3; j++) {
- safe_volume *= sdfgi->cascade_size - ABS(cascade.dirty_regions[j]);
- }
- uint32_t dirty_volume = total_volume - safe_volume;
- if (dirty_volume > (safe_volume / 2)) {
- //more than half the volume is dirty, make all dirty so its only rendered once
- cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
- }
- }
- }
-}
-
-int RasterizerSceneRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
-
- ERR_FAIL_COND_V(rb == nullptr, 0);
-
- if (rb->sdfgi == nullptr) {
- return 0;
- }
-
- int dirty_count = 0;
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
-
- if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
- dirty_count++;
- } else {
- for (int j = 0; j < 3; j++) {
- if (c.dirty_regions[j] != 0) {
- dirty_count++;
- }
- }
- }
- }
-
- return dirty_count;
-}
-
-int RasterizerSceneRD::_sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(rb == nullptr, -1);
- ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
-
- int dirty_count = 0;
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- const SDFGI::Cascade &c = rb->sdfgi->cascades[i];
-
- if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
- if (dirty_count == p_region) {
- r_local_offset = Vector3i();
- r_local_size = Vector3i(1, 1, 1) * rb->sdfgi->cascade_size;
-
- r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
- r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
- return i;
- }
- dirty_count++;
- } else {
- for (int j = 0; j < 3; j++) {
- if (c.dirty_regions[j] != 0) {
- if (dirty_count == p_region) {
- Vector3i from = Vector3i(0, 0, 0);
- Vector3i to = Vector3i(1, 1, 1) * rb->sdfgi->cascade_size;
-
- if (c.dirty_regions[j] > 0) {
- //fill from the beginning
- to[j] = c.dirty_regions[j];
- } else {
- //fill from the end
- from[j] = to[j] + c.dirty_regions[j];
- }
-
- for (int k = 0; k < j; k++) {
- // "chip" away previous regions to avoid re-voxelizing the same thing
- if (c.dirty_regions[k] > 0) {
- from[k] += c.dirty_regions[k];
- } else if (c.dirty_regions[k] < 0) {
- to[k] += c.dirty_regions[k];
- }
- }
-
- r_local_offset = from;
- r_local_size = to - from;
-
- r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
- r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / rb->sdfgi->y_mult, 1);
-
- return i;
- }
-
- dirty_count++;
- }
- }
- }
- }
- return -1;
-}
-
-AABB RasterizerSceneRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
- AABB bounds;
- Vector3i from;
- Vector3i size;
-
- int c = _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
- ERR_FAIL_COND_V(c == -1, AABB());
- return bounds;
-}
-
-uint32_t RasterizerSceneRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
- AABB bounds;
- Vector3i from;
- Vector3i size;
-
- return _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
-}
-
-void RasterizerSceneRD::_sdfgi_update_cascades(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
- if (rb->sdfgi == nullptr) {
- return;
- }
-
- //update cascades
- SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
-
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[i].position)) * rb->sdfgi->cascades[i].cell_size;
-
- cascade_data[i].offset[0] = pos.x;
- cascade_data[i].offset[1] = pos.y;
- cascade_data[i].offset[2] = pos.z;
- cascade_data[i].to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
- cascade_data[i].probe_offset[0] = rb->sdfgi->cascades[i].position.x / probe_divisor;
- cascade_data[i].probe_offset[1] = rb->sdfgi->cascades[i].position.y / probe_divisor;
- cascade_data[i].probe_offset[2] = rb->sdfgi->cascades[i].position.z / probe_divisor;
- cascade_data[i].pad = 0;
- }
-
- RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, true);
-}
-
-void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const RID *p_directional_light_instances, uint32_t p_directional_light_count, const RID *p_positional_light_instances, uint32_t p_positional_light_count) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
- if (rb->sdfgi == nullptr) {
- return;
- }
- Environment *env = environment_owner.getornull(p_environment);
-
- RENDER_TIMESTAMP(">SDFGI Update Probes");
-
- /* Update Cascades UBO */
- _sdfgi_update_cascades(p_render_buffers);
- /* Update Dynamic Lights Buffer */
-
- RENDER_TIMESTAMP("Update Lights");
-
- /* Update dynamic lights */
-
- {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
-
- SDGIShader::DirectLightPushConstant push_constant;
-
- push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- push_constant.max_cascades = rb->sdfgi->cascades.size();
- push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- push_constant.multibounce = rb->sdfgi->uses_multibounce;
- push_constant.y_mult = rb->sdfgi->y_mult;
-
- push_constant.process_offset = 0;
- push_constant.process_increment = 1;
-
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
-
- { //fill light buffer
-
- SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
- uint32_t idx = 0;
- for (uint32_t j = 0; j < p_directional_light_count; j++) {
- if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
- ERR_CONTINUE(!li);
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- dir.y *= rb->sdfgi->y_mult;
- dir.normalize();
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].type = RS::LIGHT_DIRECTIONAL;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
-
- idx++;
- }
-
- AABB cascade_aabb;
- cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
- cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
-
- for (uint32_t j = 0; j < p_positional_light_count; j++) {
- if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
- ERR_CONTINUE(!li);
-
- uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
- if (i > max_sdfgi_cascade) {
- continue;
- }
-
- if (!cascade_aabb.intersects(li->aabb)) {
- continue;
- }
-
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- //faster to not do this here
- //dir.y *= rb->sdfgi->y_mult;
- //dir.normalize();
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Vector3 pos = li->transform.origin;
- pos.y *= rb->sdfgi->y_mult;
- lights[idx].position[0] = pos.x;
- lights[idx].position[1] = pos.y;
- lights[idx].position[2] = pos.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].type = storage->light_get_type(li->light);
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
- lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
- lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
- lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
-
- if (idx > 0) {
- RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
- }
- push_constant.light_count = idx;
- }
-
- push_constant.cascade = i;
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DirectLightPushConstant));
- RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
- }
- RD::get_singleton()->compute_list_end();
- }
-
- RENDER_TIMESTAMP("Raytrace");
-
- SDGIShader::IntegratePushConstant push_constant;
- push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- push_constant.max_cascades = rb->sdfgi->cascades.size();
- push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- push_constant.history_index = rb->sdfgi->render_pass % rb->sdfgi->history_size;
- push_constant.history_size = rb->sdfgi->history_size;
- static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 8, 16, 32, 64, 96, 128 };
- push_constant.ray_count = ray_count[sdfgi_ray_count];
- push_constant.ray_bias = rb->sdfgi->probe_bias;
- push_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
- push_constant.image_size[1] = rb->sdfgi->probe_axis_count;
- push_constant.store_ambient_texture = env->volumetric_fog_enabled;
-
- RID sky_uniform_set = sdfgi_shader.integrate_default_sky_uniform_set;
- push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
- push_constant.y_mult = rb->sdfgi->y_mult;
-
- if (rb->sdfgi->reads_sky && env) {
- push_constant.sky_energy = env->bg_energy;
-
- if (env->background == RS::ENV_BG_CLEAR_COLOR) {
- push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
- Color c = storage->get_default_clear_color().to_linear();
- push_constant.sky_color[0] = c.r;
- push_constant.sky_color[1] = c.g;
- push_constant.sky_color[2] = c.b;
- } else if (env->background == RS::ENV_BG_COLOR) {
- push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_COLOR;
- Color c = env->bg_color;
- push_constant.sky_color[0] = c.r;
- push_constant.sky_color[1] = c.g;
- push_constant.sky_color[2] = c.b;
-
- } else if (env->background == RS::ENV_BG_SKY) {
- Sky *sky = sky_owner.getornull(env->sky);
- if (sky && sky->radiance.is_valid()) {
- if (sky->sdfgi_integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->sdfgi_integrate_sky_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(sky->radiance);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 1;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- sky->sdfgi_integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
- }
- sky_uniform_set = sky->sdfgi_integrate_sky_uniform_set;
- push_constant.sky_mode = SDGIShader::IntegratePushConstant::SKY_MODE_SKY;
- }
- }
- }
-
- rb->sdfgi->render_pass++;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_PROCESS]);
-
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- push_constant.cascade = i;
- push_constant.world_offset[0] = rb->sdfgi->cascades[i].position.x / probe_divisor;
- push_constant.world_offset[1] = rb->sdfgi->cascades[i].position.y / probe_divisor;
- push_constant.world_offset[2] = rb->sdfgi->cascades[i].position.z / probe_divisor;
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[i].integrate_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list); //wait until done
-
- // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
- RENDER_TIMESTAMP("Average Probes");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_STORE]);
-
- //convert to octahedral to store
- push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
- push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
-
- for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
- push_constant.cascade = i;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[i].integrate_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::IntegratePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, rb->sdfgi->probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1, 8, 8, 1);
- }
-
- RD::get_singleton()->compute_list_end();
-
- RENDER_TIMESTAMP("<SDFGI Update Probes");
-}
-
-void RasterizerSceneRD::_setup_giprobes(RID p_render_buffers, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, uint32_t &r_gi_probes_used) {
- r_gi_probes_used = 0;
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
-
- RID gi_probe_buffer = render_buffers_get_gi_probe_buffer(p_render_buffers);
- GI::GIProbeData gi_probe_data[RenderBuffers::MAX_GIPROBES];
-
- bool giprobes_changed = false;
-
- Transform to_camera;
- to_camera.origin = p_transform.origin; //only translation, make local
-
- for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
- RID texture;
- if (i < p_gi_probe_cull_count) {
- GIProbeInstance *gipi = gi_probe_instance_owner.getornull(p_gi_probe_cull_result[i]);
-
- if (gipi) {
- texture = gipi->texture;
- GI::GIProbeData &gipd = gi_probe_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;
-
- gipd.xform[0] = to_cell.basis.elements[0][0];
- gipd.xform[1] = to_cell.basis.elements[1][0];
- gipd.xform[2] = to_cell.basis.elements[2][0];
- gipd.xform[3] = 0;
- gipd.xform[4] = to_cell.basis.elements[0][1];
- gipd.xform[5] = to_cell.basis.elements[1][1];
- gipd.xform[6] = to_cell.basis.elements[2][1];
- gipd.xform[7] = 0;
- gipd.xform[8] = to_cell.basis.elements[0][2];
- gipd.xform[9] = to_cell.basis.elements[1][2];
- gipd.xform[10] = to_cell.basis.elements[2][2];
- gipd.xform[11] = 0;
- gipd.xform[12] = to_cell.origin.x;
- gipd.xform[13] = to_cell.origin.y;
- gipd.xform[14] = to_cell.origin.z;
- gipd.xform[15] = 1;
-
- Vector3 bounds = storage->gi_probe_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.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.mipmaps = gipi->mipmaps.size();
- }
-
- r_gi_probes_used++;
- }
-
- if (texture == RID()) {
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- }
-
- if (texture != rb->giprobe_textures[i]) {
- giprobes_changed = true;
- rb->giprobe_textures[i] = texture;
- }
- }
-
- if (giprobes_changed) {
- RD::get_singleton()->free(rb->gi_uniform_set);
- rb->gi_uniform_set = RID();
- if (rb->volumetric_fog) {
- if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
- }
- rb->volumetric_fog->uniform_set = RID();
- rb->volumetric_fog->uniform_set2 = RID();
- }
- }
-
- if (p_gi_probe_cull_count > 0) {
- RD::get_singleton()->buffer_update(gi_probe_buffer, 0, sizeof(GI::GIProbeData) * MIN(RenderBuffers::MAX_GIPROBES, p_gi_probe_cull_count), gi_probe_data, true);
- }
-}
-
-void RasterizerSceneRD::_process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count) {
- RENDER_TIMESTAMP("Render GI");
-
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(rb == nullptr);
- Environment *env = environment_owner.getornull(p_environment);
-
- GI::PushConstant push_constant;
-
- push_constant.screen_size[0] = rb->width;
- push_constant.screen_size[1] = rb->height;
- push_constant.z_near = p_projection.get_z_near();
- push_constant.z_far = p_projection.get_z_far();
- push_constant.orthogonal = p_projection.is_orthogonal();
- push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]);
- push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
- push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
- push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
- push_constant.max_giprobes = MIN(RenderBuffers::MAX_GIPROBES, p_gi_probe_cull_count);
- push_constant.high_quality_vct = gi_probe_quality == RS::GI_PROBE_QUALITY_HIGH;
- push_constant.use_sdfgi = rb->sdfgi != nullptr;
-
- if (env) {
- push_constant.ao_color[0] = env->ao_color.r;
- push_constant.ao_color[1] = env->ao_color.g;
- push_constant.ao_color[2] = env->ao_color.b;
- } else {
- push_constant.ao_color[0] = 0;
- push_constant.ao_color[1] = 0;
- push_constant.ao_color[2] = 0;
- }
-
- push_constant.cam_rotation[0] = p_transform.basis[0][0];
- push_constant.cam_rotation[1] = p_transform.basis[1][0];
- push_constant.cam_rotation[2] = p_transform.basis[2][0];
- push_constant.cam_rotation[3] = 0;
- push_constant.cam_rotation[4] = p_transform.basis[0][1];
- push_constant.cam_rotation[5] = p_transform.basis[1][1];
- push_constant.cam_rotation[6] = p_transform.basis[2][1];
- push_constant.cam_rotation[7] = 0;
- push_constant.cam_rotation[8] = p_transform.basis[0][2];
- push_constant.cam_rotation[9] = p_transform.basis[1][2];
- push_constant.cam_rotation[10] = p_transform.basis[2][2];
- push_constant.cam_rotation[11] = 0;
-
- if (rb->sdfgi) {
- GI::SDFGIData sdfgi_data;
-
- sdfgi_data.grid_size[0] = rb->sdfgi->cascade_size;
- sdfgi_data.grid_size[1] = rb->sdfgi->cascade_size;
- sdfgi_data.grid_size[2] = rb->sdfgi->cascade_size;
-
- sdfgi_data.max_cascades = rb->sdfgi->cascades.size();
- sdfgi_data.probe_axis_size = rb->sdfgi->probe_axis_count;
- sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance
- sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1;
- sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1;
-
- float csize = rb->sdfgi->cascade_size;
- sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]);
- sdfgi_data.use_occlusion = rb->sdfgi->uses_occlusion;
- //sdfgi_data.energy = rb->sdfgi->energy;
-
- sdfgi_data.y_mult = rb->sdfgi->y_mult;
-
- float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]);
- float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
- sdfgi_data.occlusion_clamp[0] = occlusion_clamp;
- sdfgi_data.occlusion_clamp[1] = occlusion_clamp;
- sdfgi_data.occlusion_clamp[2] = occlusion_clamp;
- sdfgi_data.normal_bias = (rb->sdfgi->normal_bias / csize) * sdfgi_data.cascade_probe_size[0];
-
- //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
- //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
-
- uint32_t oct_size = SDFGI::LIGHTPROBE_OCT_SIZE;
-
- sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size);
- sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size);
- sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0;
-
- sdfgi_data.energy = rb->sdfgi->energy;
-
- sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0];
- sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1];
- sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0];
-
- sdfgi_data.occlusion_renormalize[0] = 0.5;
- sdfgi_data.occlusion_renormalize[1] = 1.0;
- sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades);
-
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
-
- for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) {
- GI::SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i];
- Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[i].position)) * rb->sdfgi->cascades[i].cell_size;
- Vector3 cam_origin = p_transform.origin;
- cam_origin.y *= rb->sdfgi->y_mult;
- pos -= cam_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 / (float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[i].cell_size / float(rb->sdfgi->probe_axis_count - 1));
-
- Vector3i probe_ofs = rb->sdfgi->cascades[i].position / probe_divisor;
- c.probe_world_offset[0] = probe_ofs.x;
- c.probe_world_offset[1] = probe_ofs.y;
- c.probe_world_offset[2] = probe_ofs.z;
-
- c.to_cell = 1.0 / rb->sdfgi->cascades[i].cell_size;
- }
-
- RD::get_singleton()->buffer_update(gi.sdfgi_ubo, 0, sizeof(GI::SDFGIData), &sdfgi_data, true);
- }
-
- if (rb->gi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
- if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 5;
- if (rb->sdfgi) {
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 6;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 7;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.ids.push_back(p_ambient_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 10;
- u.ids.push_back(p_reflection_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 11;
- if (rb->sdfgi) {
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 12;
- u.ids.push_back(rb->depth_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 13;
- u.ids.push_back(p_normal_roughness_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.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(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- u.ids.push_back(buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 15;
- u.ids.push_back(gi.sdfgi_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 16;
- u.ids.push_back(rb->giprobe_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 17;
- for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
- u.ids.push_back(rb->giprobe_textures[i]);
- }
- uniforms.push_back(u);
- }
-
- rb->gi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi.shader.version_get_shader(gi.shader_version, 0), 0);
- }
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi.pipelines[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(GI::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1, 8, 8, 1);
- RD::get_singleton()->compute_list_end();
-}
-
-RID RasterizerSceneRD::sky_create() {
- return sky_owner.make_rid(Sky());
-}
-
-void RasterizerSceneRD::_sky_invalidate(Sky *p_sky) {
- if (!p_sky->dirty) {
- p_sky->dirty = true;
- p_sky->dirty_list = dirty_sky_list;
- dirty_sky_list = p_sky;
- }
-}
-
-void RasterizerSceneRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND(!sky);
- ERR_FAIL_COND(p_radiance_size < 32 || p_radiance_size > 2048);
- if (sky->radiance_size == p_radiance_size) {
- return;
- }
- sky->radiance_size = p_radiance_size;
-
- if (sky->mode == RS::SKY_MODE_REALTIME && sky->radiance_size != 256) {
- WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
- sky->radiance_size = 256;
- }
-
- _sky_invalidate(sky);
- if (sky->radiance.is_valid()) {
- RD::get_singleton()->free(sky->radiance);
- sky->radiance = RID();
- }
- _clear_reflection_data(sky->reflection);
-}
-
-void RasterizerSceneRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND(!sky);
-
- if (sky->mode == p_mode) {
- return;
- }
-
- sky->mode = p_mode;
-
- if (sky->mode == RS::SKY_MODE_REALTIME && sky->radiance_size != 256) {
- WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
- sky_set_radiance_size(p_sky, 256);
- }
-
- _sky_invalidate(sky);
- if (sky->radiance.is_valid()) {
- RD::get_singleton()->free(sky->radiance);
- sky->radiance = RID();
- }
- _clear_reflection_data(sky->reflection);
-}
-
-void RasterizerSceneRD::sky_set_material(RID p_sky, RID p_material) {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND(!sky);
- sky->material = p_material;
- _sky_invalidate(sky);
-}
-
-Ref<Image> RasterizerSceneRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND_V(!sky, Ref<Image>());
-
- _update_dirty_skys();
-
- if (sky->radiance.is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- tf.width = p_size.width;
- tf.height = p_size.height;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
-
- RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
- storage->get_effects()->copy_cubemap_to_panorama(sky->radiance, rad_tex, p_size, p_bake_irradiance ? roughness_layers : 0, sky->reflection.layers.size() > 1);
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
- RD::get_singleton()->free(rad_tex);
-
- Ref<Image> img;
- img.instance();
- img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
- for (int i = 0; i < p_size.width; i++) {
- for (int j = 0; j < p_size.height; j++) {
- Color c = img->get_pixel(i, j);
- c.r *= p_energy;
- c.g *= p_energy;
- c.b *= p_energy;
- img->set_pixel(i, j, c);
- }
- }
- return img;
- }
-
- return Ref<Image>();
-}
-
-void RasterizerSceneRD::_update_dirty_skys() {
- Sky *sky = dirty_sky_list;
-
- while (sky) {
- bool texture_set_dirty = false;
- //update sky configuration if texture is missing
-
- if (sky->radiance.is_null()) {
- int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
-
- uint32_t w = sky->radiance_size, h = sky->radiance_size;
- int layers = roughness_layers;
- if (sky->mode == RS::SKY_MODE_REALTIME) {
- layers = 8;
- if (roughness_layers != 8) {
- WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
- }
- }
-
- if (sky_use_cubemap_array) {
- //array (higher quality, 6 times more memory)
- RD::TextureFormat tf;
- tf.array_layers = layers * 6;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.type = RD::TEXTURE_TYPE_CUBE_ARRAY;
- tf.mipmaps = mipmaps;
- tf.width = w;
- tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- _update_reflection_data(sky->reflection, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME);
-
- } else {
- //regular cubemap, lower quality (aliasing, less memory)
- RD::TextureFormat tf;
- tf.array_layers = 6;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.type = RD::TEXTURE_TYPE_CUBE;
- tf.mipmaps = MIN(mipmaps, layers);
- tf.width = w;
- tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- _update_reflection_data(sky->reflection, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME);
- }
- texture_set_dirty = true;
- }
-
- // Create subpass buffers if they haven't been created already
- if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tformat.width = sky->screen_size.x / 2;
- tformat.height = sky->screen_size.y / 2;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- tformat.type = RD::TEXTURE_TYPE_2D;
-
- sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- Vector<RID> texs;
- texs.push_back(sky->half_res_pass);
- sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
- texture_set_dirty = true;
- }
-
- if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
- RD::TextureFormat tformat;
- tformat.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tformat.width = sky->screen_size.x / 4;
- tformat.height = sky->screen_size.y / 4;
- tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- tformat.type = RD::TEXTURE_TYPE_2D;
-
- sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
- Vector<RID> texs;
- texs.push_back(sky->quarter_res_pass);
- sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
- texture_set_dirty = true;
- }
-
- if (texture_set_dirty) {
- for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
- if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
- RD::get_singleton()->free(sky->texture_uniform_sets[i]);
- sky->texture_uniform_sets[i] = RID();
- }
- }
- }
-
- sky->reflection.dirty = true;
- sky->processing_layer = 0;
-
- Sky *next = sky->dirty_list;
- sky->dirty_list = nullptr;
- sky->dirty = false;
- sky = next;
- }
-
- dirty_sky_list = nullptr;
-}
-
-RID RasterizerSceneRD::sky_get_radiance_texture_rd(RID p_sky) const {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND_V(!sky, RID());
-
- return sky->radiance;
-}
-
-RID RasterizerSceneRD::sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND_V(!sky, RID());
-
- if (sky->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(sky->uniform_set)) {
- sky->uniform_set = RID();
- if (sky->radiance.is_valid()) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(sky->radiance);
- uniforms.push_back(u);
- }
-
- sky->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
- }
- }
-
- return sky->uniform_set;
-}
-
-RID RasterizerSceneRD::_get_sky_textures(Sky *p_sky, SkyTextureSetVersion p_version) {
- if (p_sky->texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(p_sky->texture_uniform_sets[p_version])) {
- return p_sky->texture_uniform_sets[p_version];
- }
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- if (p_sky->radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
- u.ids.push_back(p_sky->radiance);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1; // half res
- if (p_sky->half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
- if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(p_sky->reflection.layers[0].views[1]);
- } else {
- u.ids.push_back(p_sky->half_res_pass);
- }
- } else {
- if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2; // quarter res
- if (p_sky->quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
- if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(p_sky->reflection.layers[0].views[2]);
- } else {
- u.ids.push_back(p_sky->quarter_res_pass);
- }
- } else {
- if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- }
- }
- uniforms.push_back(u);
- }
-
- p_sky->texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
- return p_sky->texture_uniform_sets[p_version];
-}
-
-RID RasterizerSceneRD::sky_get_material(RID p_sky) const {
- Sky *sky = sky_owner.getornull(p_sky);
- ERR_FAIL_COND_V(!sky, RID());
-
- return sky->material;
-}
-
-void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
- ERR_FAIL_COND(!is_environment(p_environment));
-
- SkyMaterialData *material = nullptr;
-
- Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
-
- RID sky_material;
-
- RS::EnvironmentBG background = environment_get_background(p_environment);
-
- if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
- ERR_FAIL_COND(!sky);
- sky_material = sky_get_material(environment_get_sky(p_environment));
-
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- }
- }
-
- if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
- sky_material = sky_scene_state.fog_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- }
-
- ERR_FAIL_COND(!material);
-
- SkyShaderData *shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
-
- Basis sky_transform = environment_get_sky_orientation(p_environment);
- sky_transform.invert();
-
- float multiplier = environment_get_bg_energy(p_environment);
- float custom_fov = environment_get_sky_custom_fov(p_environment);
- // Camera
- CameraMatrix camera;
-
- if (custom_fov) {
- float near_plane = p_projection.get_z_near();
- float far_plane = p_projection.get_z_far();
- float aspect = p_projection.get_aspect();
-
- camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
-
- } else {
- camera = p_projection;
- }
-
- sky_transform = p_transform.basis * sky_transform;
-
- if (shader_data->uses_quarter_res) {
- RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_QUARTER_RES];
-
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_QUARTER_RES);
-
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- storage->get_effects()->render_sky(draw_list, time, sky->quarter_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
-
- if (shader_data->uses_half_res) {
- RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_HALF_RES];
-
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_HALF_RES);
-
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- storage->get_effects()->render_sky(draw_list, time, sky->half_res_framebuffer, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
-
- RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
-
- RID texture_uniform_set;
- if (sky) {
- texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
- } else {
- texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
- }
-
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
-}
-
-void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size) {
- ERR_FAIL_COND(!is_environment(p_environment));
-
- SkyMaterialData *material = nullptr;
-
- Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
-
- RID sky_material;
-
- SkyShaderData *shader_data = nullptr;
-
- RS::EnvironmentBG background = environment_get_background(p_environment);
-
- if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
- ERR_FAIL_COND(!sky);
- sky_material = sky_get_material(environment_get_sky(p_environment));
-
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- }
-
- ERR_FAIL_COND(!material);
-
- shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
- }
-
- if (sky) {
- // Invalidate supbass buffers if screen size changes
- if (sky->screen_size != p_screen_size) {
- sky->screen_size = p_screen_size;
- sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
- sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
- if (shader_data->uses_half_res) {
- if (sky->half_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->half_res_pass);
- sky->half_res_pass = RID();
- }
- _sky_invalidate(sky);
- }
- if (shader_data->uses_quarter_res) {
- if (sky->quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->quarter_res_pass);
- sky->quarter_res_pass = RID();
- }
- _sky_invalidate(sky);
- }
- }
-
- // Create new subpass buffers if necessary
- if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
- (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
- sky->radiance.is_null()) {
- _sky_invalidate(sky);
- _update_dirty_skys();
- }
-
- if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
- sky->prev_time = time;
- sky->reflection.dirty = true;
- RenderingServerRaster::redraw_request();
- }
-
- if (material != sky->prev_material) {
- sky->prev_material = material;
- sky->reflection.dirty = true;
- }
-
- if (material->uniform_set_updated) {
- material->uniform_set_updated = false;
- sky->reflection.dirty = true;
- }
-
- if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
- sky->prev_position = p_transform.origin;
- sky->reflection.dirty = true;
- }
-
- if (shader_data->uses_light) {
- // Check whether the directional_light_buffer changes
- bool light_data_dirty = false;
-
- if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
- light_data_dirty = true;
- for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
- sky_scene_state.directional_lights[i].enabled = false;
- }
- }
- if (!light_data_dirty) {
- for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
- if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
- sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
- sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
- sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
- sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
- sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
- sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
- sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
- sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
- light_data_dirty = true;
- break;
- }
- }
- }
-
- if (light_data_dirty) {
- RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights, true);
-
- RasterizerSceneRD::SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
- sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
- sky_scene_state.directional_lights = temp;
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
- sky->reflection.dirty = true;
- }
- }
- }
-
- //setup fog variables
- sky_scene_state.ubo.volumetric_fog_enabled = false;
- if (p_render_buffers.is_valid()) {
- if (render_buffers_has_volumetric_fog(p_render_buffers)) {
- sky_scene_state.ubo.volumetric_fog_enabled = true;
-
- float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
- if (fog_end > 0.0) {
- sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
- } else {
- sky_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
- if (fog_detail_spread > 0.0) {
- sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
- } else {
- sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
- }
- }
-
- RID fog_uniform_set = render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
-
- if (fog_uniform_set != RID()) {
- sky_scene_state.fog_uniform_set = fog_uniform_set;
- } else {
- sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
- }
- }
-
- sky_scene_state.ubo.z_far = p_projection.get_z_far();
- sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
- sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
- Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
- float fog_energy = environment_get_fog_light_energy(p_environment);
- sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
- sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
- sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
- sky_scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
-
- RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo, true);
-}
-
-void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
- ERR_FAIL_COND(!is_environment(p_environment));
-
- Sky *sky = sky_owner.getornull(environment_get_sky(p_environment));
- ERR_FAIL_COND(!sky);
-
- RID sky_material = sky_get_material(environment_get_sky(p_environment));
-
- SkyMaterialData *material = nullptr;
-
- if (sky_material.is_valid()) {
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- if (!material || !material->shader_data->valid) {
- material = nullptr;
- }
- }
-
- if (!material) {
- sky_material = sky_shader.default_material;
- material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- }
-
- ERR_FAIL_COND(!material);
-
- SkyShaderData *shader_data = material->shader_data;
-
- ERR_FAIL_COND(!shader_data);
-
- float multiplier = environment_get_bg_energy(p_environment);
-
- bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
- RS::SkyMode sky_mode = sky->mode;
-
- if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
- if (shader_data->uses_time || shader_data->uses_position) {
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_REALTIME;
- } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
- update_single_frame = false;
- sky_mode = RS::SKY_MODE_INCREMENTAL;
- } else {
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_QUALITY;
- }
- }
-
- if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
- // On the first frame after creating sky, rebuild in single frame
- update_single_frame = true;
- sky_mode = RS::SKY_MODE_QUALITY;
- }
-
- int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
-
- // Update radiance cubemap
- if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
- static const Vector3 view_normals[6] = {
- Vector3(+1, 0, 0),
- Vector3(-1, 0, 0),
- Vector3(0, +1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
-
- CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, 10.0);
- CameraMatrix correction;
- correction.set_depth_correction(true);
- cm = correction * cm;
-
- if (shader_data->uses_quarter_res) {
- RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
-
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID cubemap_draw_list;
-
- for (int i = 0; i < 6; i++) {
- Transform local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES);
-
- cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
- }
-
- if (shader_data->uses_half_res) {
- RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
-
- Vector<Color> clear_colors;
- clear_colors.push_back(Color(0.0, 0.0, 0.0));
- RD::DrawListID cubemap_draw_list;
-
- for (int i = 0; i < 6; i++) {
- Transform local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP_HALF_RES);
-
- cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
- }
-
- RD::DrawListID cubemap_draw_list;
- RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
-
- for (int i = 0; i < 6; i++) {
- Transform local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
- RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_CUBEMAP);
-
- cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- storage->get_effects()->render_sky(cubemap_draw_list, time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], sky_scene_state.uniform_set, sky_scene_state.fog_uniform_set, pipeline, material->uniform_set, texture_uniform_set, cm, local_view.basis, multiplier, p_transform.origin);
- RD::get_singleton()->draw_list_end();
- }
-
- if (sky_mode == RS::SKY_MODE_REALTIME) {
- _create_reflection_fast_filter(sky->reflection, sky_use_cubemap_array);
- if (sky_use_cubemap_array) {
- _update_reflection_mipmaps(sky->reflection, 0, sky->reflection.layers.size());
- }
- } else {
- if (update_single_frame) {
- for (int i = 1; i < max_processing_layer; i++) {
- _create_reflection_importance_sample(sky->reflection, sky_use_cubemap_array, 10, i);
- }
- if (sky_use_cubemap_array) {
- _update_reflection_mipmaps(sky->reflection, 0, sky->reflection.layers.size());
- }
- } else {
- if (sky_use_cubemap_array) {
- // Multi-Frame so just update the first array level
- _update_reflection_mipmaps(sky->reflection, 0, 1);
- }
- }
- sky->processing_layer = 1;
- }
-
- sky->reflection.dirty = false;
-
- } else {
- if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
- _create_reflection_importance_sample(sky->reflection, sky_use_cubemap_array, 10, sky->processing_layer);
-
- if (sky_use_cubemap_array) {
- _update_reflection_mipmaps(sky->reflection, sky->processing_layer, sky->processing_layer + 1);
- }
-
- sky->processing_layer++;
- }
- }
-}
-
-/* SKY SHADER */
-
-void RasterizerSceneRD::SkyShaderData::set_code(const String &p_code) {
- //compile
-
- code = p_code;
- valid = false;
- ubo_size = 0;
- uniforms.clear();
-
- if (code == String()) {
- return; //just invalid, but no error
- }
-
- ShaderCompilerRD::GeneratedCode gen_code;
- ShaderCompilerRD::IdentifierActions actions;
-
- uses_time = false;
- uses_half_res = false;
- uses_quarter_res = false;
- uses_position = false;
- uses_light = false;
-
- actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
- actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
-
- actions.usage_flag_pointers["TIME"] = &uses_time;
- actions.usage_flag_pointers["POSITION"] = &uses_position;
- actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
- actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
-
- actions.uniforms = &uniforms;
-
- RasterizerSceneRD *scene_singleton = (RasterizerSceneRD *)RasterizerSceneRD::singleton;
-
- Error err = scene_singleton->sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
-
- if (version.is_null()) {
- version = scene_singleton->sky_shader.shader.version_create();
- }
-
-#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->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);
- ERR_FAIL_COND(!scene_singleton->sky_shader.shader.version_is_valid(version));
-
- ubo_size = gen_code.uniform_total_size;
- ubo_offsets = gen_code.uniform_offsets;
- texture_uniforms = gen_code.texture_uniforms;
-
- //update pipelines
-
- for (int i = 0; i < SKY_VERSION_MAX; i++) {
- RD::PipelineDepthStencilState depth_stencil_state;
- depth_stencil_state.enable_depth_test = true;
- depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
-
- RID shader_variant = scene_singleton->sky_shader.shader.version_get_shader(version, i);
- pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
- }
-
- valid = true;
-}
-
-void RasterizerSceneRD::SkyShaderData::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 RasterizerSceneRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
- Map<int, StringName> order;
-
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue;
- }
-
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
- } else {
- order[E->get().order] = E->key();
- }
- }
-
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
- p_param_list->push_back(pi);
- }
-}
-
-void RasterizerSceneRD::SkyShaderData::get_instance_param_list(List<RasterizerStorage::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;
- }
-
- RasterizerStorage::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 RasterizerSceneRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
- if (!uniforms.has(p_param)) {
- return false;
- }
-
- return uniforms[p_param].texture_order >= 0;
-}
-
-bool RasterizerSceneRD::SkyShaderData::is_animated() const {
- return false;
-}
-
-bool RasterizerSceneRD::SkyShaderData::casts_shadows() const {
- return false;
-}
-
-Variant RasterizerSceneRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
- if (uniforms.has(p_parameter)) {
- ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
- Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
- return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
- }
- return Variant();
-}
-
-RasterizerSceneRD::SkyShaderData::SkyShaderData() {
- valid = false;
-}
-
-RasterizerSceneRD::SkyShaderData::~SkyShaderData() {
- RasterizerSceneRD *scene_singleton = (RasterizerSceneRD *)RasterizerSceneRD::singleton;
- ERR_FAIL_COND(!scene_singleton);
- //pipeline variants will clear themselves if shader is gone
- if (version.is_valid()) {
- scene_singleton->sky_shader.shader.version_free(version);
- }
-}
-
-RasterizerStorageRD::ShaderData *RasterizerSceneRD::_create_sky_shader_func() {
- SkyShaderData *shader_data = memnew(SkyShaderData);
- return shader_data;
-}
-
-void RasterizerSceneRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RasterizerSceneRD *scene_singleton = (RasterizerSceneRD *)RasterizerSceneRD::singleton;
-
- uniform_set_updated = true;
-
- 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());
- }
-
- 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.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.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->sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
-}
-
-RasterizerSceneRD::SkyMaterialData::~SkyMaterialData() {
- 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);
- }
-}
-
-RasterizerStorageRD::MaterialData *RasterizerSceneRD::_create_sky_material_func(SkyShaderData *p_shader) {
- SkyMaterialData *material_data = memnew(SkyMaterialData);
- material_data->shader_data = p_shader;
- material_data->last_frame = false;
- //update will happen later anyway so do nothing.
- return material_data;
-}
-
-RID RasterizerSceneRD::environment_create() {
- return environment_owner.make_rid(Environment());
-}
-
-void RasterizerSceneRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->background = p_bg;
-}
-
-void RasterizerSceneRD::environment_set_sky(RID p_env, RID p_sky) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->sky = p_sky;
-}
-
-void RasterizerSceneRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->sky_custom_fov = p_scale;
-}
-
-void RasterizerSceneRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->sky_orientation = p_orientation;
-}
-
-void RasterizerSceneRD::environment_set_bg_color(RID p_env, const Color &p_color) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->bg_color = p_color;
-}
-
-void RasterizerSceneRD::environment_set_bg_energy(RID p_env, float p_energy) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->bg_energy = p_energy;
-}
-
-void RasterizerSceneRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->canvas_max_layer = p_max_layer;
-}
-
-void RasterizerSceneRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->ambient_light = p_color;
- env->ambient_source = p_ambient;
- env->ambient_light_energy = p_energy;
- env->ambient_sky_contribution = p_sky_contribution;
- env->reflection_source = p_reflection_source;
- env->ao_color = p_ao_color;
-}
-
-RS::EnvironmentBG RasterizerSceneRD::environment_get_background(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
- return env->background;
-}
-
-RID RasterizerSceneRD::environment_get_sky(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, RID());
- return env->sky;
-}
-
-float RasterizerSceneRD::environment_get_sky_custom_fov(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->sky_custom_fov;
-}
-
-Basis RasterizerSceneRD::environment_get_sky_orientation(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Basis());
- return env->sky_orientation;
-}
-
-Color RasterizerSceneRD::environment_get_bg_color(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Color());
- return env->bg_color;
-}
-
-float RasterizerSceneRD::environment_get_bg_energy(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->bg_energy;
-}
-
-int RasterizerSceneRD::environment_get_canvas_max_layer(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->canvas_max_layer;
-}
-
-Color RasterizerSceneRD::environment_get_ambient_light_color(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Color());
- return env->ambient_light;
-}
-
-RS::EnvironmentAmbientSource RasterizerSceneRD::environment_get_ambient_source(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
- return env->ambient_source;
-}
-
-float RasterizerSceneRD::environment_get_ambient_light_energy(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->ambient_light_energy;
-}
-
-float RasterizerSceneRD::environment_get_ambient_sky_contribution(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->ambient_sky_contribution;
-}
-
-RS::EnvironmentReflectionSource RasterizerSceneRD::environment_get_reflection_source(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
- return env->reflection_source;
-}
-
-Color RasterizerSceneRD::environment_get_ao_color(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Color());
- return env->ao_color;
-}
-
-void RasterizerSceneRD::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) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->exposure = p_exposure;
- env->tone_mapper = p_tone_mapper;
- if (!env->auto_exposure && p_auto_exposure) {
- env->auto_exposure_version = ++auto_exposure_counter;
- }
- env->auto_exposure = p_auto_exposure;
- env->white = p_white;
- env->min_luminance = p_min_luminance;
- env->max_luminance = p_max_luminance;
- env->auto_exp_speed = p_auto_exp_speed;
- env->auto_exp_scale = p_auto_exp_scale;
-}
-
-void RasterizerSceneRD::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, 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) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
- env->glow_enabled = p_enable;
- env->glow_levels = p_level_flags;
- env->glow_intensity = p_intensity;
- env->glow_strength = p_strength;
- env->glow_mix = p_mix;
- env->glow_bloom = p_bloom_threshold;
- env->glow_blend_mode = p_blend_mode;
- env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
- env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
- env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
-}
-
-void RasterizerSceneRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
- glow_bicubic_upscale = p_enable;
-}
-
-void RasterizerSceneRD::environment_glow_set_use_high_quality(bool p_enable) {
- glow_high_quality = p_enable;
-}
-
-void RasterizerSceneRD::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, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->sdfgi_enabled = p_enable;
- env->sdfgi_cascades = p_cascades;
- env->sdfgi_min_cell_size = p_min_cell_size;
- env->sdfgi_use_occlusion = p_use_occlusion;
- env->sdfgi_use_multibounce = p_use_multibounce;
- env->sdfgi_read_sky_light = p_read_sky;
- env->sdfgi_energy = p_energy;
- env->sdfgi_normal_bias = p_normal_bias;
- env->sdfgi_probe_bias = p_probe_bias;
- env->sdfgi_y_scale = p_y_scale;
-}
-
-void RasterizerSceneRD::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) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->fog_enabled = p_enable;
- env->fog_light_color = p_light_color;
- env->fog_light_energy = p_light_energy;
- env->fog_sun_scatter = p_sun_scatter;
- env->fog_density = p_density;
- env->fog_height = p_height;
- env->fog_height_density = p_height_density;
-}
-
-bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
-
- return env->fog_enabled;
-}
-Color RasterizerSceneRD::environment_get_fog_light_color(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Color());
- return env->fog_light_color;
-}
-float RasterizerSceneRD::environment_get_fog_light_energy(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_light_energy;
-}
-float RasterizerSceneRD::environment_get_fog_sun_scatter(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_sun_scatter;
-}
-float RasterizerSceneRD::environment_get_fog_density(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_density;
-}
-float RasterizerSceneRD::environment_get_fog_height(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
-
- return env->fog_height;
-}
-float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
- const Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, 0);
- return env->fog_height_density;
-}
-
-void RasterizerSceneRD::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, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->volumetric_fog_enabled = p_enable;
- env->volumetric_fog_density = p_density;
- env->volumetric_fog_light = p_light;
- env->volumetric_fog_light_energy = p_light_energy;
- env->volumetric_fog_length = p_length;
- env->volumetric_fog_detail_spread = p_detail_spread;
- env->volumetric_fog_shadow_filter = p_shadow_filter;
- env->volumetric_fog_gi_inject = p_gi_inject;
-}
-
-void RasterizerSceneRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
- volumetric_fog_size = p_size;
- volumetric_fog_depth = p_depth;
-}
-
-void RasterizerSceneRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
- volumetric_fog_filter_active = p_enable;
-}
-void RasterizerSceneRD::environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) {
- p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
- if (volumetric_fog_directional_shadow_shrink == (uint32_t)p_shrink_size) {
- return;
- }
-
- _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
-}
-void RasterizerSceneRD::environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) {
- p_shrink_size = nearest_power_of_2_templated(p_shrink_size);
- if (volumetric_fog_positional_shadow_shrink == (uint32_t)p_shrink_size) {
- return;
- }
-
- for (uint32_t i = 0; i < shadow_atlas_owner.get_rid_count(); i++) {
- ShadowAtlas *sa = shadow_atlas_owner.get_ptr_by_index(i);
- _clear_shadow_shrink_stages(sa->shrink_stages);
- }
-}
-
-void RasterizerSceneRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
- sdfgi_ray_count = p_ray_count;
-}
-
-void RasterizerSceneRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
- sdfgi_frames_to_converge = p_frames;
-}
-
-void RasterizerSceneRD::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) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->ssr_enabled = p_enable;
- env->ssr_max_steps = p_max_steps;
- env->ssr_fade_in = p_fade_int;
- env->ssr_fade_out = p_fade_out;
- env->ssr_depth_tolerance = p_depth_tolerance;
-}
-
-void RasterizerSceneRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
- ssr_roughness_quality = p_quality;
-}
-
-RS::EnvironmentSSRRoughnessQuality RasterizerSceneRD::environment_get_ssr_roughness_quality() const {
- return ssr_roughness_quality;
-}
-
-void RasterizerSceneRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND(!env);
-
- env->ssao_enabled = p_enable;
- env->ssao_radius = p_radius;
- env->ssao_intensity = p_intensity;
- env->ssao_bias = p_bias;
- env->ssao_direct_light_affect = p_light_affect;
- env->ssao_ao_channel_affect = p_ao_channel_affect;
- env->ssao_blur = p_blur;
-}
-
-void RasterizerSceneRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size) {
- ssao_quality = p_quality;
- ssao_half_size = p_half_size;
-}
-
-bool RasterizerSceneRD::environment_is_ssao_enabled(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->ssao_enabled;
-}
-
-float RasterizerSceneRD::environment_get_ssao_ao_affect(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->ssao_ao_channel_affect;
-}
-
-float RasterizerSceneRD::environment_get_ssao_light_affect(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->ssao_direct_light_affect;
-}
-
-bool RasterizerSceneRD::environment_is_ssr_enabled(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->ssr_enabled;
-}
-bool RasterizerSceneRD::environment_is_sdfgi_enabled(RID p_env) const {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, false);
- return env->sdfgi_enabled;
-}
-
-bool RasterizerSceneRD::is_environment(RID p_env) const {
- return environment_owner.owns(p_env);
-}
-
-Ref<Image> RasterizerSceneRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
- Environment *env = environment_owner.getornull(p_env);
- ERR_FAIL_COND_V(!env, Ref<Image>());
-
- if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
- return Ref<Image>(); //nothing to bake
- }
-
- if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
- Color color;
- if (env->background == RS::ENV_BG_CLEAR_COLOR) {
- color = storage->get_default_clear_color();
- } else {
- color = env->bg_color;
- }
- color.r *= env->bg_energy;
- color.g *= env->bg_energy;
- color.b *= env->bg_energy;
-
- Ref<Image> ret;
- ret.instance();
- ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
- for (int i = 0; i < p_size.width; i++) {
- for (int j = 0; j < p_size.height; j++) {
- ret->set_pixel(i, j, color);
- }
- }
- return ret;
- }
-
- if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
- return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
- }
-
- return Ref<Image>();
-}
-
-////////////////////////////////////////////////////////////
-
-RID RasterizerSceneRD::reflection_atlas_create() {
- ReflectionAtlas ra;
- ra.count = GLOBAL_GET("rendering/quality/reflection_atlas/reflection_count");
- ra.size = GLOBAL_GET("rendering/quality/reflection_atlas/reflection_size");
-
- return reflection_atlas_owner.make_rid(ra);
-}
-
-void RasterizerSceneRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
- ReflectionAtlas *ra = reflection_atlas_owner.getornull(p_ref_atlas);
- ERR_FAIL_COND(!ra);
-
- if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
- return; //no changes
- }
-
- ra->size = p_reflection_size;
- ra->count = p_reflection_count;
-
- if (ra->reflection.is_valid()) {
- //clear and invalidate everything
- RD::get_singleton()->free(ra->reflection);
- ra->reflection = RID();
- RD::get_singleton()->free(ra->depth_buffer);
- ra->depth_buffer = RID();
-
- for (int i = 0; i < ra->reflections.size(); i++) {
- _clear_reflection_data(ra->reflections.write[i].data);
- if (ra->reflections[i].owner.is_null()) {
- continue;
- }
- reflection_probe_release_atlas_index(ra->reflections[i].owner);
- //rp->atlasindex clear
- }
-
- ra->reflections.clear();
- }
-}
-
-////////////////////////
-RID RasterizerSceneRD::reflection_probe_instance_create(RID p_probe) {
- ReflectionProbeInstance rpi;
- rpi.probe = p_probe;
- return reflection_probe_instance_owner.make_rid(rpi);
-}
-
-void RasterizerSceneRD::reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!rpi);
-
- rpi->transform = p_transform;
- rpi->dirty = true;
-}
-
-void RasterizerSceneRD::reflection_probe_release_atlas_index(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!rpi);
-
- if (rpi->atlas.is_null()) {
- return; //nothing to release
- }
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
- ERR_FAIL_COND(!atlas);
- ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
- atlas->reflections.write[rpi->atlas_index].owner = RID();
- rpi->atlas_index = -1;
- rpi->atlas = RID();
-}
-
-bool RasterizerSceneRD::reflection_probe_instance_needs_redraw(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, false);
-
- if (rpi->rendering) {
- return false;
- }
-
- if (rpi->dirty) {
- return true;
- }
-
- if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
- return true;
- }
-
- return rpi->atlas_index == -1;
-}
-
-bool RasterizerSceneRD::reflection_probe_instance_has_reflection(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, false);
-
- return rpi->atlas.is_valid();
-}
-
-bool RasterizerSceneRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
-
- ERR_FAIL_COND_V(!atlas, false);
-
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, false);
-
- if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
- WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
- reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
- }
-
- if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
- // Invalidate reflection atlas, need to regenerate
- RD::get_singleton()->free(atlas->reflection);
- atlas->reflection = RID();
-
- for (int i = 0; i < atlas->reflections.size(); i++) {
- if (atlas->reflections[i].owner.is_null()) {
- continue;
- }
- reflection_probe_release_atlas_index(atlas->reflections[i].owner);
- }
-
- atlas->reflections.clear();
- }
-
- if (atlas->reflection.is_null()) {
- int mipmaps = MIN(roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
- mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
- {
- //reflection atlas was unused, create:
- RD::TextureFormat tf;
- tf.array_layers = 6 * atlas->count;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.type = RD::TEXTURE_TYPE_CUBE_ARRAY;
- tf.mipmaps = mipmaps;
- tf.width = atlas->size;
- tf.height = atlas->size;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
- {
- RD::TextureFormat tf;
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
- tf.width = atlas->size;
- tf.height = atlas->size;
- tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
- atlas->reflections.resize(atlas->count);
- for (int i = 0; i < atlas->count; i++) {
- _update_reflection_data(atlas->reflections.write[i].data, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS);
- for (int j = 0; j < 6; j++) {
- Vector<RID> fb;
- fb.push_back(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j]);
- fb.push_back(atlas->depth_buffer);
- atlas->reflections.write[i].fbs[j] = RD::get_singleton()->framebuffer_create(fb);
- }
- }
-
- Vector<RID> fb;
- fb.push_back(atlas->depth_buffer);
- atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
- }
-
- if (rpi->atlas_index == -1) {
- for (int i = 0; i < atlas->reflections.size(); i++) {
- if (atlas->reflections[i].owner.is_null()) {
- rpi->atlas_index = i;
- break;
- }
- }
- //find the one used last
- if (rpi->atlas_index == -1) {
- //everything is in use, find the one least used via LRU
- uint64_t pass_min = 0;
-
- for (int i = 0; i < atlas->reflections.size(); i++) {
- ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.getornull(atlas->reflections[i].owner);
- if (rpi2->last_pass < pass_min) {
- pass_min = rpi2->last_pass;
- rpi->atlas_index = i;
- }
- }
- }
- }
-
- rpi->atlas = p_reflection_atlas;
- rpi->rendering = true;
- rpi->dirty = false;
- rpi->processing_layer = 1;
- rpi->processing_side = 0;
-
- return true;
-}
-
-bool RasterizerSceneRD::reflection_probe_instance_postprocess_step(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, false);
- ERR_FAIL_COND_V(!rpi->rendering, false);
- ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
-
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
- if (!atlas || rpi->atlas_index == -1) {
- //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
- rpi->rendering = false;
- return false;
- }
-
- if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
- // Using real time reflections, all roughness is done in one step
- _create_reflection_fast_filter(atlas->reflections.write[rpi->atlas_index].data, false);
- rpi->rendering = false;
- rpi->processing_side = 0;
- rpi->processing_layer = 1;
- return true;
- }
-
- if (rpi->processing_layer > 1) {
- _create_reflection_importance_sample(atlas->reflections.write[rpi->atlas_index].data, false, 10, rpi->processing_layer);
- rpi->processing_layer++;
- if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
- rpi->rendering = false;
- rpi->processing_side = 0;
- rpi->processing_layer = 1;
- return true;
- }
- return false;
-
- } else {
- _create_reflection_importance_sample(atlas->reflections.write[rpi->atlas_index].data, false, rpi->processing_side, rpi->processing_layer);
- }
-
- rpi->processing_side++;
- if (rpi->processing_side == 6) {
- rpi->processing_side = 0;
- rpi->processing_layer++;
- }
-
- return false;
-}
-
-uint32_t RasterizerSceneRD::reflection_probe_instance_get_resolution(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, 0);
-
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
- ERR_FAIL_COND_V(!atlas, 0);
- return atlas->size;
-}
-
-RID RasterizerSceneRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, RID());
- ERR_FAIL_INDEX_V(p_index, 6, RID());
-
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
- ERR_FAIL_COND_V(!atlas, RID());
- return atlas->reflections[rpi->atlas_index].fbs[p_index];
-}
-
-RID RasterizerSceneRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, RID());
- ERR_FAIL_INDEX_V(p_index, 6, RID());
-
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(rpi->atlas);
- ERR_FAIL_COND_V(!atlas, RID());
- return atlas->depth_fb;
-}
-
-///////////////////////////////////////////////////////////
-
-RID RasterizerSceneRD::shadow_atlas_create() {
- return shadow_atlas_owner.make_rid(ShadowAtlas());
-}
-
-void RasterizerSceneRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
- ERR_FAIL_COND(!shadow_atlas);
- ERR_FAIL_COND(p_size < 0);
- p_size = next_power_of_2(p_size);
-
- if (p_size == shadow_atlas->size) {
- return;
- }
-
- // erasing atlas
- if (shadow_atlas->depth.is_valid()) {
- RD::get_singleton()->free(shadow_atlas->depth);
- shadow_atlas->depth = RID();
- _clear_shadow_shrink_stages(shadow_atlas->shrink_stages);
- }
- for (int i = 0; i < 4; i++) {
- //clear subdivisions
- shadow_atlas->quadrants[i].shadows.resize(0);
- shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
- }
-
- //erase shadow atlas reference from lights
- for (Map<RID, uint32_t>::Element *E = shadow_atlas->shadow_owners.front(); E; E = E->next()) {
- LightInstance *li = light_instance_owner.getornull(E->key());
- ERR_CONTINUE(!li);
- li->shadow_atlases.erase(p_atlas);
- }
-
- //clear owners
- shadow_atlas->shadow_owners.clear();
-
- shadow_atlas->size = p_size;
-
- if (shadow_atlas->size) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = shadow_atlas->size;
- tf.height = shadow_atlas->size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-}
-
-void RasterizerSceneRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
- ERR_FAIL_COND(!shadow_atlas);
- ERR_FAIL_INDEX(p_quadrant, 4);
- ERR_FAIL_INDEX(p_subdivision, 16384);
-
- uint32_t subdiv = next_power_of_2(p_subdivision);
- if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
- subdiv <<= 1;
- }
-
- subdiv = int(Math::sqrt((float)subdiv));
-
- //obtain the number that will be x*x
-
- if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
- return;
- }
-
- //erase all data from quadrant
- for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
- if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
- shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
- LightInstance *li = light_instance_owner.getornull(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
- ERR_CONTINUE(!li);
- li->shadow_atlases.erase(p_atlas);
- }
- }
-
- shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
- shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
- shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
-
- //cache the smallest subdiv (for faster allocation in light update)
-
- shadow_atlas->smallest_subdiv = 1 << 30;
-
- for (int i = 0; i < 4; i++) {
- if (shadow_atlas->quadrants[i].subdivision) {
- shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
- }
- }
-
- if (shadow_atlas->smallest_subdiv == 1 << 30) {
- shadow_atlas->smallest_subdiv = 0;
- }
-
- //resort the size orders, simple bublesort for 4 elements..
-
- int swaps = 0;
- do {
- swaps = 0;
-
- for (int i = 0; i < 3; i++) {
- if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
- SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
- swaps++;
- }
- }
- } while (swaps > 0);
-}
-
-bool RasterizerSceneRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
- for (int i = p_quadrant_count - 1; i >= 0; i--) {
- int qidx = p_in_quadrants[i];
-
- if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
- return false;
- }
-
- //look for an empty space
- int sc = shadow_atlas->quadrants[qidx].shadows.size();
- ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
-
- int found_free_idx = -1; //found a free one
- int found_used_idx = -1; //found existing one, must steal it
- uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
-
- for (int j = 0; j < sc; j++) {
- if (!sarr[j].owner.is_valid()) {
- found_free_idx = j;
- break;
- }
-
- LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
- ERR_CONTINUE(!sli);
-
- if (sli->last_scene_pass != scene_pass) {
- //was just allocated, don't kill it so soon, wait a bit..
- if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
- continue;
- }
-
- if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
- found_used_idx = j;
- min_pass = sli->last_scene_pass;
- }
- }
- }
-
- if (found_free_idx == -1 && found_used_idx == -1) {
- continue; //nothing found
- }
-
- if (found_free_idx == -1 && found_used_idx != -1) {
- found_free_idx = found_used_idx;
- }
-
- r_quadrant = qidx;
- r_shadow = found_free_idx;
-
- return true;
- }
-
- return false;
-}
-
-bool RasterizerSceneRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
- ERR_FAIL_COND_V(!shadow_atlas, false);
-
- LightInstance *li = light_instance_owner.getornull(p_light_intance);
- ERR_FAIL_COND_V(!li, false);
-
- if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
- return false;
- }
-
- uint32_t quad_size = shadow_atlas->size >> 1;
- int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
-
- int valid_quadrants[4];
- int valid_quadrant_count = 0;
- int best_size = -1; //best size found
- int best_subdiv = -1; //subdiv for the best size
-
- //find the quadrants this fits into, and the best possible size it can fit into
- for (int i = 0; i < 4; i++) {
- int q = shadow_atlas->size_order[i];
- int sd = shadow_atlas->quadrants[q].subdivision;
- if (sd == 0) {
- continue; //unused
- }
-
- int max_fit = quad_size / sd;
-
- if (best_size != -1 && max_fit > best_size) {
- break; //too large
- }
-
- valid_quadrants[valid_quadrant_count++] = q;
- best_subdiv = sd;
-
- if (max_fit >= desired_fit) {
- best_size = max_fit;
- }
- }
-
- ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
-
- uint64_t tick = OS::get_singleton()->get_ticks_msec();
-
- //see if it already exists
-
- if (shadow_atlas->shadow_owners.has(p_light_intance)) {
- //it does!
- uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
- uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
-
- bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
- bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
-
- if (!should_realloc) {
- shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
- //already existing, see if it should redraw or it's just OK
- return should_redraw;
- }
-
- int new_quadrant, new_shadow;
-
- //find a better place
- if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
- //found a better place!
- ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
- if (sh->owner.is_valid()) {
- //is taken, but is invalid, erasing it
- shadow_atlas->shadow_owners.erase(sh->owner);
- LightInstance *sli = light_instance_owner.getornull(sh->owner);
- sli->shadow_atlases.erase(p_atlas);
- }
-
- //erase previous
- shadow_atlas->quadrants[q].shadows.write[s].version = 0;
- shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
-
- sh->owner = p_light_intance;
- sh->alloc_tick = tick;
- sh->version = p_light_version;
- li->shadow_atlases.insert(p_atlas);
-
- //make new key
- key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
- key |= new_shadow;
- //update it in map
- shadow_atlas->shadow_owners[p_light_intance] = key;
- //make it dirty, as it should redraw anyway
- return true;
- }
-
- //no better place for this shadow found, keep current
-
- //already existing, see if it should redraw or it's just OK
-
- shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
-
- return should_redraw;
- }
-
- int new_quadrant, new_shadow;
-
- //find a better place
- if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
- //found a better place!
- ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
- if (sh->owner.is_valid()) {
- //is taken, but is invalid, erasing it
- shadow_atlas->shadow_owners.erase(sh->owner);
- LightInstance *sli = light_instance_owner.getornull(sh->owner);
- sli->shadow_atlases.erase(p_atlas);
- }
-
- sh->owner = p_light_intance;
- sh->alloc_tick = tick;
- sh->version = p_light_version;
- li->shadow_atlases.insert(p_atlas);
-
- //make new key
- uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
- key |= new_shadow;
- //update it in map
- shadow_atlas->shadow_owners[p_light_intance] = key;
- //make it dirty, as it should redraw anyway
-
- return true;
- }
-
- //no place to allocate this light, apologies
-
- return false;
-}
-
-void RasterizerSceneRD::directional_shadow_atlas_set_size(int p_size) {
- p_size = nearest_power_of_2_templated(p_size);
-
- if (directional_shadow.size == p_size) {
- return;
- }
-
- directional_shadow.size = p_size;
-
- if (directional_shadow.depth.is_valid()) {
- RD::get_singleton()->free(directional_shadow.depth);
- _clear_shadow_shrink_stages(directional_shadow.shrink_stages);
- directional_shadow.depth = RID();
- }
-
- if (p_size > 0) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = p_size;
- tf.height = p_size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
-
- directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- _base_uniforms_changed();
-}
-
-void RasterizerSceneRD::set_directional_shadow_count(int p_count) {
- directional_shadow.light_count = p_count;
- directional_shadow.current_light = 0;
-}
-
-static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
- int split_h = 1;
- int split_v = 1;
-
- while (split_h * split_v < p_shadow_count) {
- if (split_h == split_v) {
- split_h <<= 1;
- } else {
- split_v <<= 1;
- }
- }
-
- Rect2i rect(0, 0, p_size, p_size);
- rect.size.width /= split_h;
- rect.size.height /= split_v;
-
- rect.position.x = rect.size.width * (p_shadow_index % split_h);
- rect.position.y = rect.size.height * (p_shadow_index / split_h);
-
- return rect;
-}
-
-int RasterizerSceneRD::get_directional_light_shadow_size(RID p_light_intance) {
- ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
-
- Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
-
- LightInstance *light_instance = light_instance_owner.getornull(p_light_intance);
- ERR_FAIL_COND_V(!light_instance, 0);
-
- switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
- case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
- break; //none
- case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
- r.size.height /= 2;
- break;
- case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
- r.size /= 2;
- break;
- }
-
- return MAX(r.size.width, r.size.height);
-}
-
-//////////////////////////////////////////////////
-
-RID RasterizerSceneRD::camera_effects_create() {
- return camera_effects_owner.make_rid(CameraEffects());
-}
-
-void RasterizerSceneRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
- dof_blur_quality = p_quality;
- dof_blur_use_jitter = p_use_jitter;
-}
-
-void RasterizerSceneRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
- dof_blur_bokeh_shape = p_shape;
-}
-
-void RasterizerSceneRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
- CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
- ERR_FAIL_COND(!camfx);
-
- camfx->dof_blur_far_enabled = p_far_enable;
- camfx->dof_blur_far_distance = p_far_distance;
- camfx->dof_blur_far_transition = p_far_transition;
-
- camfx->dof_blur_near_enabled = p_near_enable;
- camfx->dof_blur_near_distance = p_near_distance;
- camfx->dof_blur_near_transition = p_near_transition;
-
- camfx->dof_blur_amount = p_amount;
-}
-
-void RasterizerSceneRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
- CameraEffects *camfx = camera_effects_owner.getornull(p_camera_effects);
- ERR_FAIL_COND(!camfx);
-
- camfx->override_exposure_enabled = p_enable;
- camfx->override_exposure = p_exposure;
-}
-
-RID RasterizerSceneRD::light_instance_create(RID p_light) {
- RID li = light_instance_owner.make_rid(LightInstance());
-
- LightInstance *light_instance = light_instance_owner.getornull(li);
-
- light_instance->self = li;
- light_instance->light = p_light;
- light_instance->light_type = storage->light_get_type(p_light);
-
- return li;
-}
-
-void RasterizerSceneRD::light_instance_set_transform(RID p_light_instance, const Transform &p_transform) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
- ERR_FAIL_COND(!light_instance);
-
- light_instance->transform = p_transform;
-}
-
-void RasterizerSceneRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
- ERR_FAIL_COND(!light_instance);
-
- light_instance->aabb = p_aabb;
-}
-
-void RasterizerSceneRD::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) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
- ERR_FAIL_COND(!light_instance);
-
- if (storage->light_get_type(light_instance->light) != RS::LIGHT_DIRECTIONAL) {
- p_pass = 0;
- }
-
- ERR_FAIL_INDEX(p_pass, 4);
-
- light_instance->shadow_transform[p_pass].camera = p_projection;
- light_instance->shadow_transform[p_pass].transform = p_transform;
- light_instance->shadow_transform[p_pass].farplane = p_far;
- light_instance->shadow_transform[p_pass].split = p_split;
- light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
- light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
- light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
- light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
-}
-
-void RasterizerSceneRD::light_instance_mark_visible(RID p_light_instance) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
- ERR_FAIL_COND(!light_instance);
-
- light_instance->last_scene_pass = scene_pass;
-}
-
-RasterizerSceneRD::ShadowCubemap *RasterizerSceneRD::_get_shadow_cubemap(int p_size) {
- if (!shadow_cubemaps.has(p_size)) {
- ShadowCubemap sc;
- {
- RD::TextureFormat tf;
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
- tf.width = p_size;
- tf.height = p_size;
- tf.type = RD::TEXTURE_TYPE_CUBE;
- tf.array_layers = 6;
- tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
- sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- for (int i = 0; i < 6; i++) {
- RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
- Vector<RID> fbtex;
- fbtex.push_back(side_texture);
- sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
- }
-
- shadow_cubemaps[p_size] = sc;
- }
-
- return &shadow_cubemaps[p_size];
-}
-
-RasterizerSceneRD::ShadowMap *RasterizerSceneRD::_get_shadow_map(const Size2i &p_size) {
- if (!shadow_maps.has(p_size)) {
- ShadowMap sm;
- {
- RD::TextureFormat tf;
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
- tf.width = p_size.width;
- tf.height = p_size.height;
- tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- sm.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- Vector<RID> fbtex;
- fbtex.push_back(sm.depth);
- sm.fb = RD::get_singleton()->framebuffer_create(fbtex);
-
- shadow_maps[p_size] = sm;
- }
-
- return &shadow_maps[p_size];
-}
-
-//////////////////////////
-
-RID RasterizerSceneRD::decal_instance_create(RID p_decal) {
- DecalInstance di;
- di.decal = p_decal;
- return decal_instance_owner.make_rid(di);
-}
-
-void RasterizerSceneRD::decal_instance_set_transform(RID p_decal, const Transform &p_transform) {
- DecalInstance *di = decal_instance_owner.getornull(p_decal);
- ERR_FAIL_COND(!di);
- di->transform = p_transform;
-}
-
-/////////////////////////////////
-
-RID RasterizerSceneRD::gi_probe_instance_create(RID p_base) {
- GIProbeInstance gi_probe;
- gi_probe.probe = p_base;
- RID rid = gi_probe_instance_owner.make_rid(gi_probe);
- return rid;
-}
-
-void RasterizerSceneRD::gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- ERR_FAIL_COND(!gi_probe);
-
- gi_probe->transform = p_xform;
-}
-
-bool RasterizerSceneRD::gi_probe_needs_update(RID p_probe) const {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- ERR_FAIL_COND_V(!gi_probe, false);
-
- //return true;
- return gi_probe->last_probe_version != storage->gi_probe_get_version(gi_probe->probe);
-}
-
-void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- ERR_FAIL_COND(!gi_probe);
-
- uint32_t data_version = storage->gi_probe_get_data_version(gi_probe->probe);
-
- // (RE)CREATE IF NEEDED
-
- if (gi_probe->last_probe_data_version != data_version) {
- //need to re-create everything
- if (gi_probe->texture.is_valid()) {
- RD::get_singleton()->free(gi_probe->texture);
- RD::get_singleton()->free(gi_probe->write_buffer);
- gi_probe->mipmaps.clear();
- }
-
- 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);
- }
-
- gi_probe->dynamic_maps.clear();
-
- Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
-
- if (octree_size != Vector3i()) {
- //can create a 3D texture
- Vector<int> levels = storage->gi_probe_get_level_counts(gi_probe->probe);
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tf.width = octree_size.x;
- tf.height = octree_size.y;
- tf.depth = octree_size.z;
- tf.type = RD::TEXTURE_TYPE_3D;
- tf.mipmaps = levels.size();
-
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
-
- gi_probe->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1, false);
-
- {
- int total_elements = 0;
- for (int i = 0; i < levels.size(); i++) {
- total_elements += levels[i];
- }
-
- gi_probe->write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16);
- }
-
- for (int i = 0; i < levels.size(); i++) {
- GIProbeInstance::Mipmap mipmap;
- mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), gi_probe->texture, 0, i, RD::TEXTURE_SLICE_3D);
- mipmap.level = levels.size() - i - 1;
- mipmap.cell_offset = 0;
- for (uint32_t j = 0; j < mipmap.level; j++) {
- mipmap.cell_offset += levels[j];
- }
- mipmap.cell_count = levels[mipmap.level];
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(storage->gi_probe_get_octree_buffer(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 2;
- u.ids.push_back(storage->gi_probe_get_data_buffer(gi_probe->probe));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 4;
- u.ids.push_back(gi_probe->write_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- {
- Vector<RD::Uniform> copy_uniforms = uniforms;
- if (i == 0) {
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 3;
- u.ids.push_back(gi_probe_lights_uniform);
- copy_uniforms.push_back(u);
- }
-
- mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT], 0);
-
- copy_uniforms = uniforms; //restore
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 5;
- u.ids.push_back(gi_probe->texture);
- copy_uniforms.push_back(u);
- }
- mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
- } else {
- mipmap.uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP], 0);
- }
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
- u.ids.push_back(mipmap.texture);
- uniforms.push_back(u);
- }
-
- mipmap.write_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE], 0);
-
- gi_probe->mipmaps.push_back(mipmap);
- }
-
- {
- uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
- uint32_t oversample = nearest_power_of_2_templated(4);
- int mipmap_index = 0;
-
- while (mipmap_index < gi_probe->mipmaps.size()) {
- GIProbeInstance::DynamicMap dmap;
-
- if (oversample > 0) {
- dmap.size = dynamic_map_size * (1 << oversample);
- dmap.mipmap = -1;
- oversample--;
- } else {
- dmap.size = dynamic_map_size >> mipmap_index;
- dmap.mipmap = mipmap_index;
- mipmap_index++;
- }
-
- RD::TextureFormat dtf;
- dtf.width = dmap.size;
- dtf.height = dmap.size;
- dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- if (gi_probe->dynamic_maps.size() == 0) {
- dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
- dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
-
- if (gi_probe->dynamic_maps.size() == 0) {
- //render depth for first one
- dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
- dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
- dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
- }
-
- //just use depth as-is
- dtf.format = RD::DATA_FORMAT_R32_SFLOAT;
- dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
-
- dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
-
- if (gi_probe->dynamic_maps.size() == 0) {
- dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
- dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
- dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
-
- Vector<RID> fb;
- fb.push_back(dmap.albedo);
- fb.push_back(dmap.normal);
- fb.push_back(dmap.orm);
- fb.push_back(dmap.texture); //emission
- fb.push_back(dmap.depth);
- fb.push_back(dmap.fb_depth);
-
- dmap.fb = RD::get_singleton()->framebuffer_create(fb);
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 3;
- u.ids.push_back(gi_probe_lights_uniform);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
- u.ids.push_back(dmap.albedo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
- u.ids.push_back(dmap.normal);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
- u.ids.push_back(dmap.orm);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 8;
- u.ids.push_back(dmap.fb_depth);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 11;
- u.ids.push_back(dmap.texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 12;
- u.ids.push_back(dmap.depth);
- uniforms.push_back(u);
- }
-
- dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_lighting_shader_version_shaders[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING], 0);
- }
- } else {
- bool plot = dmap.mipmap >= 0;
- bool write = dmap.mipmap < (gi_probe->mipmaps.size() - 1);
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 5;
- u.ids.push_back(gi_probe->dynamic_maps[gi_probe->dynamic_maps.size() - 1].texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 6;
- u.ids.push_back(gi_probe->dynamic_maps[gi_probe->dynamic_maps.size() - 1].depth);
- uniforms.push_back(u);
- }
-
- if (write) {
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 7;
- u.ids.push_back(dmap.texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.ids.push_back(dmap.depth);
- uniforms.push_back(u);
- }
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 9;
- u.ids.push_back(storage->gi_probe_get_sdf_texture(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- if (plot) {
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 11;
- u.ids.push_back(gi_probe->mipmaps[dmap.mipmap].texture);
- uniforms.push_back(u);
- }
- }
-
- dmap.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, 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], 0);
- }
-
- gi_probe->dynamic_maps.push_back(dmap);
- }
- }
- }
-
- gi_probe->last_probe_data_version = data_version;
- p_update_light_instances = true; //just in case
-
- _base_uniforms_changed();
- }
-
- // UDPDATE TIME
-
- if (gi_probe->has_dynamic_object_data) {
- //if it has dynamic object data, it needs to be cleared
- RD::get_singleton()->texture_clear(gi_probe->texture, Color(0, 0, 0, 0), 0, gi_probe->mipmaps.size(), 0, 1, true);
- }
-
- uint32_t light_count = 0;
-
- if (p_update_light_instances || p_dynamic_object_count > 0) {
- light_count = MIN(gi_probe_max_lights, (uint32_t)p_light_instances.size());
-
- {
- Transform to_cell = storage->gi_probe_get_to_cell_xform(gi_probe->probe);
- Transform to_probe_xform = (gi_probe->transform * to_cell.affine_inverse()).affine_inverse();
- //update lights
-
- for (uint32_t i = 0; i < light_count; i++) {
- GIProbeLight &l = gi_probe_lights[i];
- RID light_instance = p_light_instances[i];
- RID light = light_instance_get_base_light(light_instance);
-
- l.type = storage->light_get_type(light);
- l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
- l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
- l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
- Color color = storage->light_get_color(light).to_linear();
- l.color[0] = color.r;
- l.color[1] = color.g;
- l.color[2] = color.b;
-
- l.spot_angle_radians = Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE));
- l.spot_attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- Transform xform = 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();
-
- l.position[0] = pos.x;
- l.position[1] = pos.y;
- l.position[2] = pos.z;
-
- l.direction[0] = dir.x;
- l.direction[1] = dir.y;
- l.direction[2] = dir.z;
-
- l.has_shadow = storage->light_has_shadow(light);
- }
-
- RD::get_singleton()->buffer_update(gi_probe_lights_uniform, 0, sizeof(GIProbeLight) * light_count, gi_probe_lights, true);
- }
- }
-
- if (gi_probe->has_dynamic_object_data || p_update_light_instances || p_dynamic_object_count) {
- // PROCESS MIPMAPS
- if (gi_probe->mipmaps.size()) {
- //can update mipmaps
-
- Vector3i probe_size = storage->gi_probe_get_octree_size(gi_probe->probe);
-
- GIProbePushConstant 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 = gi_probe->mipmaps.size();
- push_constant.emission_scale = 1.0;
- push_constant.propagation = storage->gi_probe_get_propagation(gi_probe->probe);
- push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
- push_constant.light_count = light_count;
- push_constant.aniso_strength = 0;
-
- /* print_line("probe update to version " + itos(gi_probe->last_probe_version));
- print_line("propagation " + rtos(push_constant.propagation));
- print_line("dynrange " + rtos(push_constant.dynamic_range));
- */
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- int passes;
- if (p_update_light_instances) {
- passes = storage->gi_probe_is_using_two_bounces(gi_probe->probe) ? 2 : 1;
- } else {
- passes = 1; //only re-blitting is necessary
- }
- int wg_size = 64;
- int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
-
- for (int pass = 0; pass < passes; pass++) {
- if (p_update_light_instances) {
- for (int i = 0; i < gi_probe->mipmaps.size(); i++) {
- if (i == 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[pass == 0 ? GI_PROBE_SHADER_VERSION_COMPUTE_LIGHT : GI_PROBE_SHADER_VERSION_COMPUTE_SECOND_BOUNCE]);
- } else if (i == 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_COMPUTE_MIPMAP]);
- }
-
- if (pass == 1 || i > 0) {
- RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
- }
- if (pass == 0 || i > 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].uniform_set, 0);
- } else {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].second_bounce_uniform_set, 0);
- }
-
- push_constant.cell_offset = gi_probe->mipmaps[i].cell_offset;
- push_constant.cell_count = gi_probe->mipmaps[i].cell_count;
-
- int wg_todo = (gi_probe->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_dispatch(compute_list, wg_count, 1, 1);
- wg_todo -= wg_count;
- push_constant.cell_offset += wg_count * wg_size;
- }
- }
-
- 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, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_WRITE_TEXTURE]);
-
- for (int i = 0; i < gi_probe->mipmaps.size(); i++) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->mipmaps[i].write_uniform_set, 0);
-
- push_constant.cell_offset = gi_probe->mipmaps[i].cell_offset;
- push_constant.cell_count = gi_probe->mipmaps[i].cell_count;
-
- int wg_todo = (gi_probe->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_dispatch(compute_list, wg_count, 1, 1);
- wg_todo -= wg_count;
- push_constant.cell_offset += wg_count * wg_size;
- }
- }
- }
-
- RD::get_singleton()->compute_list_end();
- }
- }
-
- gi_probe->has_dynamic_object_data = false; //clear until dynamic object data is used again
-
- if (p_dynamic_object_count && gi_probe->dynamic_maps.size()) {
- Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
- int multiplier = gi_probe->dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
-
- Transform oversample_scale;
- oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
-
- Transform to_cell = oversample_scale * storage->gi_probe_get_to_cell_xform(gi_probe->probe);
- Transform to_world_xform = gi_probe->transform * to_cell.affine_inverse();
- Transform to_probe_xform = to_world_xform.affine_inverse();
-
- AABB probe_aabb(Vector3(), octree_size);
-
- //this could probably be better parallelized in compute..
- for (int i = 0; i < p_dynamic_object_count; i++) {
- InstanceBase *instance = p_dynamic_objects[i];
- //not used, so clear
- instance->depth_layer = 0;
- instance->depth = 0;
-
- //transform aabb to giprobe
- AABB aabb = (to_probe_xform * instance->transform).xform(instance->aabb);
-
- //this needs to wrap to grid resolution to avoid jitter
- //also extend margin a bit just in case
- Vector3i begin = aabb.position - Vector3i(1, 1, 1);
- Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1);
-
- for (int j = 0; j < 3; j++) {
- if ((end[j] - begin[j]) & 1) {
- end[j]++; //for half extents split, it needs to be even
- }
- begin[j] = MAX(begin[j], 0);
- end[j] = MIN(end[j], octree_size[j] * multiplier);
- }
-
- //aabb = aabb.intersection(probe_aabb); //intersect
- aabb.position = begin;
- aabb.size = end - begin;
-
- //print_line("aabb: " + aabb);
-
- for (int j = 0; j < 6; j++) {
- //if (j != 0 && j != 3) {
- // continue;
- //}
- static const Vector3 render_z[6] = {
- Vector3(1, 0, 0),
- Vector3(0, 1, 0),
- Vector3(0, 0, 1),
- Vector3(-1, 0, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, -1),
- };
- static const Vector3 render_up[6] = {
- Vector3(0, 1, 0),
- Vector3(0, 0, 1),
- Vector3(0, 1, 0),
- Vector3(0, 1, 0),
- Vector3(0, 0, 1),
- Vector3(0, 1, 0),
- };
-
- Vector3 render_dir = render_z[j];
- Vector3 up_dir = render_up[j];
-
- Vector3 center = aabb.position + aabb.size * 0.5;
- Transform xform;
- xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
-
- Vector3 x_dir = xform.basis.get_axis(0).abs();
- int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
- Vector3 y_dir = xform.basis.get_axis(1).abs();
- int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
- Vector3 z_dir = -xform.basis.get_axis(2);
- int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
-
- Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
- bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
- bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
- bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
-
- CameraMatrix cm;
- cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
-
- _render_material(to_world_xform * xform, cm, true, &instance, 1, gi_probe->dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
-
- GIProbeDynamicPushConstant push_constant;
- zeromem(&push_constant, sizeof(GIProbeDynamicPushConstant));
- push_constant.limits[0] = octree_size.x;
- push_constant.limits[1] = octree_size.y;
- push_constant.limits[2] = octree_size.z;
- push_constant.light_count = p_light_instances.size();
- push_constant.x_dir[0] = x_dir[0];
- push_constant.x_dir[1] = x_dir[1];
- push_constant.x_dir[2] = x_dir[2];
- push_constant.y_dir[0] = y_dir[0];
- push_constant.y_dir[1] = y_dir[1];
- push_constant.y_dir[2] = y_dir[2];
- push_constant.z_dir[0] = z_dir[0];
- push_constant.z_dir[1] = z_dir[1];
- push_constant.z_dir[2] = z_dir[2];
- 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(gi_probe->probe);
- push_constant.flip_x = x_flip;
- push_constant.flip_y = y_flip;
- push_constant.rect_pos[0] = rect.position[0];
- push_constant.rect_pos[1] = rect.position[1];
- push_constant.rect_size[0] = rect.size[0];
- push_constant.rect_size[1] = rect.size[1];
- push_constant.prev_rect_ofs[0] = 0;
- push_constant.prev_rect_ofs[1] = 0;
- 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(gi_probe->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, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_OBJECT_LIGHTING]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->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_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
- //print_line("rect: " + itos(i) + ": " + rect);
-
- for (int k = 1; k < gi_probe->dynamic_maps.size(); k++) {
- // enlarge the rect if needed so all pixels fit when downscaled,
- // this ensures downsampling is smooth and optimal because no pixels are left behind
-
- //x
- if (rect.position.x & 1) {
- rect.size.x++;
- push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal
- } else {
- push_constant.prev_rect_ofs[0] = 0;
- }
- if (rect.size.x & 1) {
- rect.size.x++;
- }
-
- rect.position.x >>= 1;
- rect.size.x = MAX(1, rect.size.x >> 1);
-
- //y
- if (rect.position.y & 1) {
- rect.size.y++;
- push_constant.prev_rect_ofs[1] = 1;
- } else {
- push_constant.prev_rect_ofs[1] = 0;
- }
- if (rect.size.y & 1) {
- rect.size.y++;
- }
-
- rect.position.y >>= 1;
- rect.size.y = MAX(1, rect.size.y >> 1);
-
- //shrink limits to ensure plot does not go outside map
- if (gi_probe->dynamic_maps[k].mipmap > 0) {
- for (int l = 0; l < 3; l++) {
- push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
- }
- }
-
- //print_line("rect: " + itos(i) + ": " + rect);
- push_constant.rect_pos[0] = rect.position[0];
- push_constant.rect_pos[1] = rect.position[1];
- push_constant.prev_rect_size[0] = push_constant.rect_size[0];
- push_constant.prev_rect_size[1] = push_constant.rect_size[1];
- push_constant.rect_size[0] = rect.size[0];
- push_constant.rect_size[1] = rect.size[1];
- push_constant.on_mipmap = gi_probe->dynamic_maps[k].mipmap > 0;
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (gi_probe->dynamic_maps[k].mipmap < 0) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE]);
- } else if (k < gi_probe->dynamic_maps.size() - 1) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_WRITE_PLOT]);
- } else {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, giprobe_lighting_shader_version_pipelines[GI_PROBE_SHADER_VERSION_DYNAMIC_SHRINK_PLOT]);
- }
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi_probe->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_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
- }
-
- RD::get_singleton()->compute_list_end();
- }
- }
-
- gi_probe->has_dynamic_object_data = true; //clear until dynamic object data is used again
- }
-
- gi_probe->last_probe_version = storage->gi_probe_get_version(gi_probe->probe);
-}
-
-void RasterizerSceneRD::_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);
-
- if (gi_probe->mipmaps.size() == 0) {
- return;
- }
-
- CameraMatrix transform = (p_camera_with_transform * CameraMatrix(gi_probe->transform)) * CameraMatrix(storage->gi_probe_get_to_cell_xform(gi_probe->probe).affine_inverse());
-
- int level = 0;
- Vector3i octree_size = storage->gi_probe_get_octree_size(gi_probe->probe);
-
- GIProbeDebugPushConstant push_constant;
- push_constant.alpha = p_alpha;
- push_constant.dynamic_range = storage->gi_probe_get_dynamic_range(gi_probe->probe);
- push_constant.cell_offset = gi_probe->mipmaps[level].cell_offset;
- push_constant.level = level;
-
- push_constant.bounds[0] = octree_size.x >> level;
- push_constant.bounds[1] = octree_size.y >> level;
- push_constant.bounds[2] = octree_size.z >> level;
- push_constant.pad = 0;
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- push_constant.projection[i * 4 + j] = transform.matrix[i][j];
- }
- }
-
- if (giprobe_debug_uniform_set.is_valid()) {
- RD::get_singleton()->free(giprobe_debug_uniform_set);
- }
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(storage->gi_probe_get_data_buffer(gi_probe->probe));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.ids.push_back(gi_probe->texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 3;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- int cell_count;
- if (!p_emission && p_lighting && gi_probe->has_dynamic_object_data) {
- cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2];
- } else {
- cell_count = gi_probe->mipmaps[level].cell_count;
- }
-
- giprobe_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, giprobe_debug_shader_version_shaders[0], 0);
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, giprobe_debug_shader_version_pipelines[p_emission ? GI_PROBE_DEBUG_EMISSION : p_lighting ? (gi_probe->has_dynamic_object_data ? GI_PROBE_DEBUG_LIGHT_FULL : GI_PROBE_DEBUG_LIGHT) : GI_PROBE_DEBUG_COLOR].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, giprobe_debug_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(GIProbeDebugPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, 36);
-}
-
-void RasterizerSceneRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
- if (!rb->sdfgi) {
- return; //nothing to debug
- }
-
- SDGIShader::DebugProbesPushConstant push_constant;
-
- for (int i = 0; i < 4; i++) {
- for (int j = 0; j < 4; j++) {
- push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j];
- }
- }
-
- //gen spheres from strips
- uint32_t band_points = 16;
- push_constant.band_power = 4;
- push_constant.sections_in_band = ((band_points / 2) - 1);
- push_constant.band_mask = band_points - 2;
- push_constant.section_arc = (Math_PI * 2.0) / float(push_constant.sections_in_band);
- push_constant.y_mult = rb->sdfgi->y_mult;
-
- uint32_t total_points = push_constant.sections_in_band * band_points;
- uint32_t total_probes = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
-
- push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- push_constant.cascade = 0;
-
- push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
-
- if (!rb->sdfgi->debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(rb->sdfgi->debug_probes_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(rb->sdfgi->cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
-
- rb->sdfgi->debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, 0), 0);
- }
-
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, rb->sdfgi->debug_probes_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
-
- if (sdfgi_debug_probe_dir != Vector3()) {
- print_line("CLICK DEBUG ME?");
- uint32_t cascade = 0;
- Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[cascade].position)) * rb->sdfgi->cascades[cascade].cell_size * Vector3(1.0, 1.0 / rb->sdfgi->y_mult, 1.0);
- Vector3 probe_size = rb->sdfgi->cascades[cascade].cell_size * (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / rb->sdfgi->y_mult, 1.0);
- Vector3 ray_from = sdfgi_debug_probe_pos;
- Vector3 ray_to = sdfgi_debug_probe_pos + sdfgi_debug_probe_dir * rb->sdfgi->cascades[cascade].cell_size * Math::sqrt(3.0) * rb->sdfgi->cascade_size;
- float sphere_radius = 0.2;
- float closest_dist = 1e20;
- sdfgi_debug_probe_enabled = false;
-
- Vector3i probe_from = rb->sdfgi->cascades[cascade].position / (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR);
- for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) {
- for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) {
- for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) {
- Vector3 pos = offset + probe_size * Vector3(i, j, k);
- Vector3 res;
- if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) {
- float d = ray_from.distance_to(res);
- if (d < closest_dist) {
- closest_dist = d;
- sdfgi_debug_probe_enabled = true;
- sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k);
- }
- }
- }
- }
- }
-
- if (sdfgi_debug_probe_enabled) {
- print_line("found: " + sdfgi_debug_probe_index);
- } else {
- print_line("no found");
- }
- sdfgi_debug_probe_dir = Vector3();
- }
-
- if (sdfgi_debug_probe_enabled) {
- uint32_t cascade = 0;
- uint32_t probe_cells = (rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR);
- Vector3i probe_from = rb->sdfgi->cascades[cascade].position / probe_cells;
- Vector3i ofs = sdfgi_debug_probe_index - probe_from;
- if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) {
- return;
- }
- if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) {
- return;
- }
-
- uint32_t mult = (SDFGI::PROBE_DIVISOR + 1);
- uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x;
-
- push_constant.probe_debug_index = index;
-
- uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
-
- RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, sdfgi_shader.debug_probes_pipeline[SDGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, rb->sdfgi->debug_probes_uniform_set, 0);
- RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDGIShader::DebugProbesPushConstant));
- RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points);
- }
-}
-
-////////////////////////////////
-RID RasterizerSceneRD::render_buffers_create() {
- RenderBuffers rb;
- rb.data = _create_render_buffer_data();
- return render_buffers_owner.make_rid(rb);
-}
-
-void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
- ERR_FAIL_COND(!rb->blur[0].texture.is_null());
-
- uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = rb->width;
- tf.height = rb->height;
- tf.type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- tf.mipmaps = mipmaps_required;
-
- rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- //the second one is smaller (only used for separatable part of blur)
- tf.width >>= 1;
- tf.height >>= 1;
- tf.mipmaps--;
- rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- int base_width = rb->width;
- int base_height = rb->height;
-
- for (uint32_t i = 0; i < mipmaps_required; i++) {
- RenderBuffers::Blur::Mipmap mm;
- mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
-
- mm.width = base_width;
- mm.height = base_height;
-
- rb->blur[0].mipmaps.push_back(mm);
-
- if (i > 0) {
- mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
-
- rb->blur[1].mipmaps.push_back(mm);
- }
-
- base_width = MAX(1, base_width >> 1);
- base_height = MAX(1, base_height >> 1);
- }
-}
-
-void RasterizerSceneRD::_allocate_luminance_textures(RenderBuffers *rb) {
- ERR_FAIL_COND(!rb->luminance.current.is_null());
-
- int w = rb->width;
- int h = rb->height;
-
- while (true) {
- w = MAX(w / 8, 1);
- h = MAX(h / 8, 1);
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = w;
- tf.height = h;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- bool final = w == 1 && h == 1;
-
- if (final) {
- tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
- }
-
- RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- rb->luminance.reduce.push_back(texture);
-
- if (final) {
- rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
- break;
- }
- }
-}
-
-void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
- if (rb->texture.is_valid()) {
- RD::get_singleton()->free(rb->texture);
- rb->texture = RID();
- }
-
- if (rb->depth_texture.is_valid()) {
- RD::get_singleton()->free(rb->depth_texture);
- rb->depth_texture = RID();
- }
-
- for (int i = 0; i < 2; i++) {
- if (rb->blur[i].texture.is_valid()) {
- RD::get_singleton()->free(rb->blur[i].texture);
- rb->blur[i].texture = RID();
- rb->blur[i].mipmaps.clear();
- }
- }
-
- for (int i = 0; i < rb->luminance.reduce.size(); i++) {
- RD::get_singleton()->free(rb->luminance.reduce[i]);
- }
-
- for (int i = 0; i < rb->luminance.reduce.size(); i++) {
- RD::get_singleton()->free(rb->luminance.reduce[i]);
- }
- rb->luminance.reduce.clear();
-
- if (rb->luminance.current.is_valid()) {
- RD::get_singleton()->free(rb->luminance.current);
- rb->luminance.current = RID();
- }
-
- if (rb->ssao.ao[0].is_valid()) {
- RD::get_singleton()->free(rb->ssao.depth);
- RD::get_singleton()->free(rb->ssao.ao[0]);
- if (rb->ssao.ao[1].is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao[1]);
- }
- if (rb->ssao.ao_full.is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao_full);
- }
-
- rb->ssao.depth = RID();
- rb->ssao.ao[0] = RID();
- rb->ssao.ao[1] = RID();
- rb->ssao.ao_full = RID();
- rb->ssao.depth_slices.clear();
- }
-
- if (rb->ssr.blur_radius[0].is_valid()) {
- RD::get_singleton()->free(rb->ssr.blur_radius[0]);
- RD::get_singleton()->free(rb->ssr.blur_radius[1]);
- rb->ssr.blur_radius[0] = RID();
- rb->ssr.blur_radius[1] = RID();
- }
-
- if (rb->ssr.depth_scaled.is_valid()) {
- RD::get_singleton()->free(rb->ssr.depth_scaled);
- rb->ssr.depth_scaled = RID();
- RD::get_singleton()->free(rb->ssr.normal_scaled);
- rb->ssr.normal_scaled = RID();
- }
-}
-
-void RasterizerSceneRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
- bool can_use_effects = rb->width >= 8 && rb->height >= 8;
-
- if (!can_use_effects) {
- //just copy
- return;
- }
-
- 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);
-}
-
-void RasterizerSceneRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
- bool can_use_effects = rb->width >= 8 && rb->height >= 8;
-
- if (!can_use_effects) {
- //just copy
- storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
- return;
- }
-
- Environment *env = environment_owner.getornull(p_environment);
- ERR_FAIL_COND(!env);
-
- ERR_FAIL_COND(!env->ssr_enabled);
-
- if (rb->ssr.depth_scaled.is_null()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = rb->width / 2;
- tf.height = rb->height / 2;
- tf.type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
-
- rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = rb->width / 2;
- tf.height = rb->height / 2;
- tf.type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- 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);
- storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
-}
-
-void RasterizerSceneRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
- Environment *env = environment_owner.getornull(p_environment);
- ERR_FAIL_COND(!env);
-
- RENDER_TIMESTAMP("Process SSAO");
-
- if (rb->ssao.ao[0].is_valid() && rb->ssao.ao_full.is_valid() != ssao_half_size) {
- RD::get_singleton()->free(rb->ssao.depth);
- RD::get_singleton()->free(rb->ssao.ao[0]);
- if (rb->ssao.ao[1].is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao[1]);
- }
- if (rb->ssao.ao_full.is_valid()) {
- RD::get_singleton()->free(rb->ssao.ao_full);
- }
-
- rb->ssao.depth = RID();
- rb->ssao.ao[0] = RID();
- rb->ssao.ao[1] = RID();
- rb->ssao.ao_full = RID();
- rb->ssao.depth_slices.clear();
- }
-
- if (!rb->ssao.ao[0].is_valid()) {
- //allocate depth slices
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = rb->width / 2;
- tf.height = rb->height / 2;
- tf.mipmaps = Image::get_image_required_mipmaps(tf.width, tf.height, Image::FORMAT_RF) + 1;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- for (uint32_t i = 0; i < tf.mipmaps; i++) {
- RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i);
- rb->ssao.depth_slices.push_back(slice);
- }
- }
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = ssao_half_size ? rb->width / 2 : rb->width;
- tf.height = ssao_half_size ? rb->height / 2 : rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- rb->ssao.ao[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- if (ssao_half_size) {
- //upsample texture
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8_UNORM;
- tf.width = rb->width;
- tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- rb->ssao.ao_full = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- _render_buffers_uniform_set_changed(p_render_buffers);
- }
-
- storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, Size2i(rb->width, rb->height), rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao[0], rb->ssao.ao_full.is_valid(), rb->ssao.ao[1], rb->ssao.ao_full, env->ssao_intensity, env->ssao_radius, env->ssao_bias, p_projection, ssao_quality, env->ssao_blur, env->ssao_blur_edge_sharpness);
-}
-
-void RasterizerSceneRD::_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);
- ERR_FAIL_COND(!rb);
-
- Environment *env = environment_owner.getornull(p_environment);
- //glow (if enabled)
- CameraEffects *camfx = camera_effects_owner.getornull(p_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());
- }
-
- 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;
- rb->auto_exposure_version = env->auto_exposure_version;
-
- double step = env->auto_exp_speed * time_step;
- storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
-
- //swap final reduce with prev luminance
- SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
- RenderingServerRaster::redraw_request(); //redraw all the time if auto exposure rendering is on
- }
-
- int max_glow_level = -1;
- int glow_mask = 0;
-
- if (can_use_effects && env && env->glow_enabled) {
- /* see that blur textures are allocated */
-
- if (rb->blur[0].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++) {
- if (env->glow_levels & (1 << i)) {
- if (i >= rb->blur[1].mipmaps.size()) {
- max_glow_level = rb->blur[1].mipmaps.size() - 1;
- glow_mask |= 1 << max_glow_level;
-
- } else {
- max_glow_level = i;
- glow_mask |= (1 << i);
- }
- }
- }
-
- for (int i = 0; i < (max_glow_level + 1); i++) {
- int vp_w = rb->blur[1].mipmaps[i].width;
- int vp_h = rb->blur[1].mipmaps[i].height;
-
- if (i == 0) {
- RID luminance_texture;
- if (env->auto_exposure && rb->luminance.current.is_valid()) {
- luminance_texture = rb->luminance.current;
- }
- storage->get_effects()->gaussian_glow(rb->texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
- } else {
- storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
- }
- }
- }
-
- {
- //tonemap
- RasterizerEffectsRD::TonemapSettings tonemap;
-
- tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
-
- if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
- tonemap.use_auto_exposure = true;
- tonemap.exposure_texture = rb->luminance.current;
- tonemap.auto_exposure_grey = env->auto_exp_scale;
- } else {
- tonemap.exposure_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- }
-
- if (can_use_effects && env && env->glow_enabled) {
- tonemap.use_glow = true;
- tonemap.glow_mode = RasterizerEffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
- tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
- tonemap.glow_level_flags = glow_mask;
- tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
- tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
- tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
- tonemap.glow_texture = rb->blur[1].texture;
- } else {
- tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
- }
-
- if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
- tonemap.use_fxaa = true;
- }
-
- tonemap.texture_size = Vector2i(rb->width, rb->height);
-
- if (env) {
- tonemap.tonemap_mode = env->tone_mapper;
- tonemap.white = env->white;
- tonemap.exposure = env->exposure;
- }
-
- storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
- }
-
- storage->render_target_disable_clear_request(rb->render_target);
-}
-
-void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas) {
- RasterizerEffectsRD *effects = storage->get_effects();
-
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
- if (p_shadow_atlas.is_valid()) {
- RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
-
- effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
- }
- }
-
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
- if (directional_shadow_get_texture().is_valid()) {
- RID shadow_atlas_texture = directional_shadow_get_texture();
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
-
- effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
- }
- }
-
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
- RID decal_atlas = storage->decal_atlas_get_texture();
-
- if (decal_atlas.is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
-
- effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
- }
- }
-
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
- if (rb->luminance.current.is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
-
- effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
- }
- }
-
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao[0].is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ao_buf = rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
- effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
- }
-
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
- }
-
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && _render_buffers_get_ambient_texture(p_render_buffers).is_valid()) {
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- RID ambient_texture = _render_buffers_get_ambient_texture(p_render_buffers);
- RID reflection_texture = _render_buffers_get_reflection_texture(p_render_buffers);
- 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);
- }
-}
-
-void RasterizerSceneRD::_sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
-
- if (!rb->sdfgi) {
- return; //eh
- }
-
- if (!rb->sdfgi->debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(rb->sdfgi->debug_uniform_set)) {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 1;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[i].sdf_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[i].light_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 3;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[i].light_aniso_0_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 4;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
- if (i < rb->sdfgi->cascades.size()) {
- u.ids.push_back(rb->sdfgi->cascades[i].light_aniso_1_tex);
- } else {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- }
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 5;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 8;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 9;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(rb->sdfgi->cascades_ubo);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 10;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.ids.push_back(rb->texture);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.binding = 11;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->sdfgi->lightprobe_texture);
- uniforms.push_back(u);
- }
- rb->sdfgi->debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.debug_shader_version, 0);
- }
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.debug_pipeline);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->debug_uniform_set, 0);
-
- SDGIShader::DebugPushConstant push_constant;
- push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- push_constant.max_cascades = rb->sdfgi->cascades.size();
- push_constant.screen_size[0] = rb->width;
- push_constant.screen_size[1] = rb->height;
- push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- push_constant.use_occlusion = rb->sdfgi->uses_occlusion;
- push_constant.y_mult = rb->sdfgi->y_mult;
-
- Vector2 vp_half = p_projection.get_viewport_half_extents();
- push_constant.cam_extent[0] = vp_half.x;
- push_constant.cam_extent[1] = vp_half.y;
- push_constant.cam_extent[2] = -p_projection.get_z_near();
-
- push_constant.cam_transform[0] = p_transform.basis.elements[0][0];
- push_constant.cam_transform[1] = p_transform.basis.elements[1][0];
- push_constant.cam_transform[2] = p_transform.basis.elements[2][0];
- push_constant.cam_transform[3] = 0;
- push_constant.cam_transform[4] = p_transform.basis.elements[0][1];
- push_constant.cam_transform[5] = p_transform.basis.elements[1][1];
- push_constant.cam_transform[6] = p_transform.basis.elements[2][1];
- push_constant.cam_transform[7] = 0;
- push_constant.cam_transform[8] = p_transform.basis.elements[0][2];
- push_constant.cam_transform[9] = p_transform.basis.elements[1][2];
- push_constant.cam_transform[10] = p_transform.basis.elements[2][2];
- push_constant.cam_transform[11] = 0;
- push_constant.cam_transform[12] = p_transform.origin.x;
- push_constant.cam_transform[13] = p_transform.origin.y;
- push_constant.cam_transform[14] = p_transform.origin.z;
- push_constant.cam_transform[15] = 1;
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::DebugPushConstant));
-
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1, 8, 8, 1);
- RD::get_singleton()->compute_list_end();
-
- Size2 rtsize = storage->render_target_get_size(rb->render_target);
- storage->get_effects()->copy_to_fb_rect(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), true);
-}
-
-RID RasterizerSceneRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
- if (!rb->blur[0].texture.is_valid()) {
- return RID(); //not valid at the moment
- }
- return rb->blur[0].texture;
-}
-
-RID RasterizerSceneRD::render_buffers_get_ao_texture(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
-
- return rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
-}
-
-RID RasterizerSceneRD::render_buffers_get_gi_probe_buffer(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
- if (rb->giprobe_buffer.is_null()) {
- rb->giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
- }
- return rb->giprobe_buffer;
-}
-
-RID RasterizerSceneRD::render_buffers_get_default_gi_probe_buffer() {
- return default_giprobe_buffer;
-}
-
-uint32_t RasterizerSceneRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, 0);
- ERR_FAIL_COND_V(!rb->sdfgi, 0);
-
- return rb->sdfgi->cascades.size();
-}
-bool RasterizerSceneRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, false);
-
- return rb->sdfgi != nullptr;
-}
-RID RasterizerSceneRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
- ERR_FAIL_COND_V(!rb->sdfgi, RID());
-
- return rb->sdfgi->lightprobe_texture;
-}
-
-Vector3 RasterizerSceneRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, Vector3());
- ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
- ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
-
- return Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[p_cascade].position)) * rb->sdfgi->cascades[p_cascade].cell_size;
-}
-
-Vector3i RasterizerSceneRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, Vector3i());
- ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
- ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
-
- return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
-}
-
-float RasterizerSceneRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, 0);
- ERR_FAIL_COND_V(!rb->sdfgi, 0);
-
- return rb->sdfgi->normal_bias;
-}
-float RasterizerSceneRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, 0);
- ERR_FAIL_COND_V(!rb->sdfgi, 0);
- ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
-
- return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
-}
-uint32_t RasterizerSceneRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, 0);
- ERR_FAIL_COND_V(!rb->sdfgi, 0);
-
- return rb->sdfgi->probe_axis_count;
-}
-
-uint32_t RasterizerSceneRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, 0);
- ERR_FAIL_COND_V(!rb->sdfgi, 0);
-
- return rb->sdfgi->cascade_size;
-}
-
-bool RasterizerSceneRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, false);
- ERR_FAIL_COND_V(!rb->sdfgi, false);
-
- return rb->sdfgi->uses_occlusion;
-}
-
-float RasterizerSceneRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, 0);
- ERR_FAIL_COND_V(!rb->sdfgi, false);
-
- return rb->sdfgi->energy;
-}
-RID RasterizerSceneRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
- ERR_FAIL_COND_V(!rb->sdfgi, RID());
-
- return rb->sdfgi->occlusion_texture;
-}
-
-bool RasterizerSceneRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, false);
-
- return rb->volumetric_fog != nullptr;
-}
-RID RasterizerSceneRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
-
- return rb->volumetric_fog->fog_map;
-}
-
-RID RasterizerSceneRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, RID());
-
- if (!rb->volumetric_fog) {
- return RID();
- }
-
- return rb->volumetric_fog->sky_uniform_set;
-}
-
-float RasterizerSceneRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
- return rb->volumetric_fog->length;
-}
-float RasterizerSceneRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
- const RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
- return rb->volumetric_fog->spread;
-}
-
-void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- rb->width = p_width;
- rb->height = p_height;
- rb->render_target = p_render_target;
- rb->msaa = p_msaa;
- rb->screen_space_aa = p_screen_space_aa;
- _free_render_buffer_data(rb);
-
- {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = rb->width;
- tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
- }
-
- rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- {
- RD::TextureFormat tf;
- if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
- } else {
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- }
-
- tf.width = p_width;
- tf.height = p_height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
-
- if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
- } else {
- tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
- }
-
- rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- }
-
- rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
- _render_buffers_uniform_set_changed(p_render_buffers);
-}
-
-void RasterizerSceneRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
- sss_quality = p_quality;
-}
-
-RS::SubSurfaceScatteringQuality RasterizerSceneRD::sub_surface_scattering_get_quality() const {
- return sss_quality;
-}
-
-void RasterizerSceneRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
- sss_scale = p_scale;
- sss_depth_scale = p_depth_scale;
-}
-
-void RasterizerSceneRD::shadows_quality_set(RS::ShadowQuality p_quality) {
- ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
-
- if (shadows_quality != p_quality) {
- shadows_quality = p_quality;
-
- switch (shadows_quality) {
- case RS::SHADOW_QUALITY_HARD: {
- penumbra_shadow_samples = 4;
- soft_shadow_samples = 1;
- shadows_quality_radius = 1.0;
- } break;
- case RS::SHADOW_QUALITY_SOFT_LOW: {
- penumbra_shadow_samples = 8;
- soft_shadow_samples = 4;
- shadows_quality_radius = 2.0;
- } break;
- case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
- penumbra_shadow_samples = 12;
- soft_shadow_samples = 8;
- shadows_quality_radius = 2.0;
- } break;
- case RS::SHADOW_QUALITY_SOFT_HIGH: {
- penumbra_shadow_samples = 24;
- soft_shadow_samples = 16;
- shadows_quality_radius = 3.0;
- } break;
- case RS::SHADOW_QUALITY_SOFT_ULTRA: {
- penumbra_shadow_samples = 32;
- soft_shadow_samples = 32;
- shadows_quality_radius = 4.0;
- } break;
- case RS::SHADOW_QUALITY_MAX:
- break;
- }
- get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
- get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
- }
-}
-
-void RasterizerSceneRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
- ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
-
- if (directional_shadow_quality != p_quality) {
- directional_shadow_quality = p_quality;
-
- switch (directional_shadow_quality) {
- case RS::SHADOW_QUALITY_HARD: {
- directional_penumbra_shadow_samples = 4;
- directional_soft_shadow_samples = 1;
- directional_shadow_quality_radius = 1.0;
- } break;
- case RS::SHADOW_QUALITY_SOFT_LOW: {
- directional_penumbra_shadow_samples = 8;
- directional_soft_shadow_samples = 4;
- directional_shadow_quality_radius = 2.0;
- } break;
- case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
- directional_penumbra_shadow_samples = 12;
- directional_soft_shadow_samples = 8;
- directional_shadow_quality_radius = 2.0;
- } break;
- case RS::SHADOW_QUALITY_SOFT_HIGH: {
- directional_penumbra_shadow_samples = 24;
- directional_soft_shadow_samples = 16;
- directional_shadow_quality_radius = 3.0;
- } break;
- case RS::SHADOW_QUALITY_SOFT_ULTRA: {
- directional_penumbra_shadow_samples = 32;
- directional_soft_shadow_samples = 32;
- directional_shadow_quality_radius = 4.0;
- } break;
- case RS::SHADOW_QUALITY_MAX:
- break;
- }
- get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
- get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
- }
-}
-
-int RasterizerSceneRD::get_roughness_layers() const {
- return roughness_layers;
-}
-
-bool RasterizerSceneRD::is_using_radiance_cubemap_array() const {
- return sky_use_cubemap_array;
-}
-
-RasterizerSceneRD::RenderBufferData *RasterizerSceneRD::render_buffers_get_data(RID p_render_buffers) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, nullptr);
- return rb->data;
-}
-
-void RasterizerSceneRD::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment) {
- for (int i = 0; i < p_reflection_probe_cull_count; i++) {
- RID rpi = p_reflection_probe_cull_result[i];
-
- if (i >= (int)cluster.max_reflections) {
- reflection_probe_instance_set_render_index(rpi, 0); //invalid, but something needs to be set
- continue;
- }
-
- reflection_probe_instance_set_render_index(rpi, i);
-
- RID base_probe = reflection_probe_instance_get_probe(rpi);
-
- Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
-
- Vector3 extents = storage->reflection_probe_get_extents(base_probe);
-
- reflection_ubo.box_extents[0] = extents.x;
- reflection_ubo.box_extents[1] = extents.y;
- reflection_ubo.box_extents[2] = extents.z;
- reflection_ubo.index = reflection_probe_instance_get_atlas_index(rpi);
-
- Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
-
- reflection_ubo.box_offset[0] = origin_offset.x;
- reflection_ubo.box_offset[1] = origin_offset.y;
- reflection_ubo.box_offset[2] = origin_offset.z;
- reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
-
- float intensity = storage->reflection_probe_get_intensity(base_probe);
- bool interior = storage->reflection_probe_is_interior(base_probe);
- bool box_projection = storage->reflection_probe_is_box_projection(base_probe);
-
- reflection_ubo.params[0] = intensity;
- reflection_ubo.params[1] = 0;
- reflection_ubo.params[2] = interior ? 1.0 : 0.0;
- reflection_ubo.params[3] = box_projection ? 1.0 : 0.0;
-
- Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
- float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
- uint32_t ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
- reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
- reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
- reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
- reflection_ubo.ambient_mode = ambient_mode;
-
- Transform transform = reflection_probe_instance_get_transform(rpi);
- Transform proj = (p_camera_inverse_transform * transform).inverse();
- RasterizerStorageRD::store_transform(proj, reflection_ubo.local_matrix);
-
- cluster.builder.add_reflection_probe(transform, extents);
-
- reflection_probe_instance_set_render_pass(rpi, RSG::rasterizer->get_frame_number());
- }
-
- if (p_reflection_probe_cull_count) {
- RD::get_singleton()->buffer_update(cluster.reflection_buffer, 0, MIN(cluster.max_reflections, (unsigned int)p_reflection_probe_cull_count) * sizeof(ReflectionData), cluster.reflections, true);
- }
-}
-
-void RasterizerSceneRD::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count) {
- uint32_t light_count = 0;
- r_directional_light_count = 0;
- r_positional_light_count = 0;
- sky_scene_state.ubo.directional_light_count = 0;
-
- for (int i = 0; i < p_light_cull_count; i++) {
- RID li = p_light_cull_result[i];
- RID base = light_instance_get_base_light(li);
-
- ERR_CONTINUE(base.is_null());
-
- RS::LightType type = storage->light_get_type(base);
- switch (type) {
- case RS::LIGHT_DIRECTIONAL: {
- if (r_directional_light_count >= cluster.max_directional_lights) {
- continue;
- }
-
- Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
-
- Transform light_transform = light_instance_get_base_transform(li);
-
- Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
-
- light_data.direction[0] = direction.x;
- light_data.direction[1] = direction.y;
- light_data.direction[2] = direction.z;
-
- float sign = storage->light_is_negative(base) ? -1 : 1;
-
- light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
-
- Color linear_col = storage->light_get_color(base).to_linear();
- light_data.color[0] = linear_col.r;
- light_data.color[1] = linear_col.g;
- light_data.color[2] = linear_col.b;
-
- light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
- light_data.mask = storage->light_get_cull_mask(base);
-
- float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
-
- light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
-
- Color shadow_col = storage->light_get_shadow_color(base).to_linear();
-
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
- light_data.shadow_color1[0] = 1.0;
- light_data.shadow_color1[1] = 0.0;
- light_data.shadow_color1[2] = 0.0;
- light_data.shadow_color1[3] = 1.0;
- light_data.shadow_color2[0] = 0.0;
- light_data.shadow_color2[1] = 1.0;
- light_data.shadow_color2[2] = 0.0;
- light_data.shadow_color2[3] = 1.0;
- light_data.shadow_color3[0] = 0.0;
- light_data.shadow_color3[1] = 0.0;
- light_data.shadow_color3[2] = 1.0;
- light_data.shadow_color3[3] = 1.0;
- light_data.shadow_color4[0] = 1.0;
- light_data.shadow_color4[1] = 1.0;
- light_data.shadow_color4[2] = 0.0;
- light_data.shadow_color4[3] = 1.0;
-
- } else {
- light_data.shadow_color1[0] = shadow_col.r;
- light_data.shadow_color1[1] = shadow_col.g;
- light_data.shadow_color1[2] = shadow_col.b;
- light_data.shadow_color1[3] = 1.0;
- light_data.shadow_color2[0] = shadow_col.r;
- light_data.shadow_color2[1] = shadow_col.g;
- light_data.shadow_color2[2] = shadow_col.b;
- light_data.shadow_color2[3] = 1.0;
- light_data.shadow_color3[0] = shadow_col.r;
- light_data.shadow_color3[1] = shadow_col.g;
- light_data.shadow_color3[2] = shadow_col.b;
- light_data.shadow_color3[3] = 1.0;
- light_data.shadow_color4[0] = shadow_col.r;
- light_data.shadow_color4[1] = shadow_col.g;
- light_data.shadow_color4[2] = shadow_col.b;
- light_data.shadow_color4[3] = 1.0;
- }
-
- light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
-
- float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- if (angular_diameter > 0.0) {
- // I know tan(0) is 0, but let's not risk it with numerical precision.
- // technically this will keep expanding until reaching the sun, but all we care
- // is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
- } else {
- angular_diameter = 0.0;
- }
-
- if (light_data.shadow_enabled) {
- RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
-
- int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
- light_data.blend_splits = storage->light_directional_get_blend_splits(base);
- for (int j = 0; j < 4; j++) {
- Rect2 atlas_rect = light_instance_get_directional_shadow_atlas_rect(li, j);
- CameraMatrix matrix = light_instance_get_shadow_camera(li, j);
- float split = light_instance_get_directional_shadow_split(li, MIN(limit, j));
-
- CameraMatrix bias;
- bias.set_light_bias();
- CameraMatrix rectm;
- rectm.set_light_atlas_rect(atlas_rect);
-
- Transform modelview = (p_camera_inverse_transform * light_instance_get_shadow_transform(li, j)).inverse();
-
- CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
- light_data.shadow_split_offsets[j] = split;
- float bias_scale = light_instance_get_shadow_bias_scale(li, j);
- light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
- light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
- light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
- light_data.shadow_z_range[j] = light_instance_get_shadow_range(li, j);
- light_data.shadow_range_begin[j] = light_instance_get_shadow_range_begin(li, j);
- RasterizerStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
-
- Vector2 uv_scale = light_instance_get_shadow_uv_scale(li, j);
- uv_scale *= atlas_rect.size; //adapt to atlas size
- switch (j) {
- case 0: {
- light_data.uv_scale1[0] = uv_scale.x;
- light_data.uv_scale1[1] = uv_scale.y;
- } break;
- case 1: {
- light_data.uv_scale2[0] = uv_scale.x;
- light_data.uv_scale2[1] = uv_scale.y;
- } break;
- case 2: {
- light_data.uv_scale3[0] = uv_scale.x;
- light_data.uv_scale3[1] = uv_scale.y;
- } break;
- case 3: {
- light_data.uv_scale4[0] = uv_scale.x;
- light_data.uv_scale4[1] = uv_scale.y;
- } break;
- }
- }
-
- float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
- light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
- light_data.fade_to = -light_data.shadow_split_offsets[3];
- light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
-
- light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
- light_data.softshadow_angle = angular_diameter;
-
- if (angular_diameter <= 0.0) {
- light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
- }
- }
-
- // Copy to SkyDirectionalLightData
- if (r_directional_light_count < sky_scene_state.max_directional_lights) {
- SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[r_directional_light_count];
-
- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
-
- sky_light_data.direction[0] = world_direction.x;
- sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = -world_direction.z;
-
- sky_light_data.energy = light_data.energy / Math_PI;
-
- sky_light_data.color[0] = light_data.color[0];
- sky_light_data.color[1] = light_data.color[1];
- sky_light_data.color[2] = light_data.color[2];
-
- sky_light_data.enabled = true;
- sky_light_data.size = angular_diameter;
- sky_scene_state.ubo.directional_light_count++;
- }
-
- r_directional_light_count++;
- } break;
- case RS::LIGHT_SPOT:
- case RS::LIGHT_OMNI: {
- if (light_count >= cluster.max_lights) {
- continue;
- }
-
- Transform light_transform = light_instance_get_base_transform(li);
-
- Cluster::LightData &light_data = cluster.lights[light_count];
- cluster.lights_instances[light_count] = li;
-
- float sign = storage->light_is_negative(base) ? -1 : 1;
- Color linear_col = storage->light_get_color(base).to_linear();
-
- light_data.attenuation_energy[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION));
- light_data.attenuation_energy[1] = Math::make_half_float(sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI);
-
- light_data.color_specular[0] = MIN(uint32_t(linear_col.r * 255), 255);
- light_data.color_specular[1] = MIN(uint32_t(linear_col.g * 255), 255);
- light_data.color_specular[2] = MIN(uint32_t(linear_col.b * 255), 255);
- light_data.color_specular[3] = MIN(uint32_t(storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 255), 255);
-
- float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
- light_data.inv_radius = 1.0 / radius;
-
- Vector3 pos = p_camera_inverse_transform.xform(light_transform.origin);
-
- light_data.position[0] = pos.x;
- light_data.position[1] = pos.y;
- light_data.position[2] = pos.z;
-
- Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
-
- light_data.direction[0] = direction.x;
- light_data.direction[1] = direction.y;
- light_data.direction[2] = direction.z;
-
- float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
-
- light_data.size = size;
-
- light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION));
- float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
- light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle)));
-
- light_data.mask = storage->light_get_cull_mask(base);
-
- light_data.atlas_rect[0] = 0;
- light_data.atlas_rect[1] = 0;
- light_data.atlas_rect[2] = 0;
- light_data.atlas_rect[3] = 0;
-
- RID projector = storage->light_get_projector(base);
-
- if (projector.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
-
- if (type == RS::LIGHT_SPOT) {
- light_data.projector_rect[0] = rect.position.x;
- light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
- light_data.projector_rect[2] = rect.size.width;
- light_data.projector_rect[3] = -rect.size.height;
- } else {
- light_data.projector_rect[0] = rect.position.x;
- light_data.projector_rect[1] = rect.position.y;
- light_data.projector_rect[2] = rect.size.width;
- light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
- }
- } else {
- light_data.projector_rect[0] = 0;
- light_data.projector_rect[1] = 0;
- light_data.projector_rect[2] = 0;
- light_data.projector_rect[3] = 0;
- }
-
- if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
- // fill in the shadow information
-
- Color shadow_color = storage->light_get_shadow_color(base);
-
- light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
- light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
- light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
- light_data.shadow_color_enabled[3] = 255;
-
- if (type == RS::LIGHT_SPOT) {
- light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
- float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
- shadow_texel_size *= light_instance_get_shadow_texel_size(li, p_shadow_atlas);
-
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
-
- } else { //omni
- light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
- float shadow_texel_size = light_instance_get_shadow_texel_size(li, p_shadow_atlas);
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
- }
-
- light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
-
- Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
-
- light_data.atlas_rect[0] = rect.position.x;
- light_data.atlas_rect[1] = rect.position.y;
- light_data.atlas_rect[2] = rect.size.width;
- light_data.atlas_rect[3] = rect.size.height;
-
- light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
- light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
-
- if (type == RS::LIGHT_OMNI) {
- light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
- Transform proj = (p_camera_inverse_transform * light_transform).inverse();
-
- RasterizerStorageRD::store_transform(proj, light_data.shadow_matrix);
-
- if (size > 0.0) {
- light_data.soft_shadow_size = size;
- } else {
- light_data.soft_shadow_size = 0.0;
- light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
- }
-
- } else if (type == RS::LIGHT_SPOT) {
- Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
- CameraMatrix bias;
- bias.set_light_bias();
-
- CameraMatrix shadow_mtx = bias * light_instance_get_shadow_camera(li, 0) * modelview;
- RasterizerStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
-
- if (size > 0.0) {
- CameraMatrix cm = light_instance_get_shadow_camera(li, 0);
- float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
- light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
- } else {
- light_data.soft_shadow_size = 0.0;
- light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
- }
- }
- } else {
- light_data.shadow_color_enabled[3] = 0;
- }
-
- light_instance_set_index(li, light_count);
-
- cluster.builder.add_light(type == RS::LIGHT_SPOT ? LightClusterBuilder::LIGHT_TYPE_SPOT : LightClusterBuilder::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
-
- light_count++;
- r_positional_light_count++;
- } break;
- }
-
- light_instance_set_render_pass(li, RSG::rasterizer->get_frame_number());
-
- //update UBO for forward rendering, blit to texture for clustered
- }
-
- if (light_count) {
- RD::get_singleton()->buffer_update(cluster.light_buffer, 0, sizeof(Cluster::LightData) * light_count, cluster.lights, true);
- }
-
- if (r_directional_light_count) {
- RD::get_singleton()->buffer_update(cluster.directional_light_buffer, 0, sizeof(Cluster::DirectionalLightData) * r_directional_light_count, cluster.directional_lights, true);
- }
-}
-
-void RasterizerSceneRD::_setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform) {
- Transform uv_xform;
- uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
- uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
-
- p_decal_count = MIN((uint32_t)p_decal_count, cluster.max_decals);
- int idx = 0;
- for (int i = 0; i < p_decal_count; i++) {
- RID di = p_decal_instances[i];
- RID decal = decal_instance_get_base(di);
-
- Transform xform = decal_instance_get_transform(di);
-
- float fade = 1.0;
-
- if (storage->decal_is_distance_fade_enabled(decal)) {
- real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
- float fade_begin = storage->decal_get_distance_fade_begin(decal);
- float fade_length = storage->decal_get_distance_fade_length(decal);
-
- if (distance > fade_begin) {
- if (distance > fade_begin + fade_length) {
- continue; // do not use this decal, its invisible
- }
-
- fade = 1.0 - (distance - fade_begin) / fade_length;
- }
- }
-
- Cluster::DecalData &dd = cluster.decals[idx];
-
- Vector3 decal_extents = storage->decal_get_extents(decal);
-
- Transform scale_xform;
- scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
- Transform to_decal_xform = (p_camera_inverse_xform * decal_instance_get_transform(di) * scale_xform * uv_xform).affine_inverse();
- RasterizerStorageRD::store_transform(to_decal_xform, dd.xform);
-
- Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
- normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
-
- dd.normal[0] = normal.x;
- dd.normal[1] = normal.y;
- dd.normal[2] = normal.z;
- dd.normal_fade = storage->decal_get_normal_fade(decal);
-
- RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
- RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
- if (albedo_tex.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
- dd.albedo_rect[0] = rect.position.x;
- dd.albedo_rect[1] = rect.position.y;
- dd.albedo_rect[2] = rect.size.x;
- dd.albedo_rect[3] = rect.size.y;
- } else {
- if (!emission_tex.is_valid()) {
- continue; //no albedo, no emission, no decal.
- }
- dd.albedo_rect[0] = 0;
- dd.albedo_rect[1] = 0;
- dd.albedo_rect[2] = 0;
- dd.albedo_rect[3] = 0;
- }
-
- RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
-
- if (normal_tex.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
- dd.normal_rect[0] = rect.position.x;
- dd.normal_rect[1] = rect.position.y;
- dd.normal_rect[2] = rect.size.x;
- dd.normal_rect[3] = rect.size.y;
-
- Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
- RasterizerStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
- } else {
- dd.normal_rect[0] = 0;
- dd.normal_rect[1] = 0;
- dd.normal_rect[2] = 0;
- dd.normal_rect[3] = 0;
- }
-
- RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
- if (orm_tex.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
- dd.orm_rect[0] = rect.position.x;
- dd.orm_rect[1] = rect.position.y;
- dd.orm_rect[2] = rect.size.x;
- dd.orm_rect[3] = rect.size.y;
- } else {
- dd.orm_rect[0] = 0;
- dd.orm_rect[1] = 0;
- dd.orm_rect[2] = 0;
- dd.orm_rect[3] = 0;
- }
-
- if (emission_tex.is_valid()) {
- Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
- dd.emission_rect[0] = rect.position.x;
- dd.emission_rect[1] = rect.position.y;
- dd.emission_rect[2] = rect.size.x;
- dd.emission_rect[3] = rect.size.y;
- } else {
- dd.emission_rect[0] = 0;
- dd.emission_rect[1] = 0;
- dd.emission_rect[2] = 0;
- dd.emission_rect[3] = 0;
- }
-
- Color modulate = storage->decal_get_modulate(decal);
- dd.modulate[0] = modulate.r;
- dd.modulate[1] = modulate.g;
- dd.modulate[2] = modulate.b;
- dd.modulate[3] = modulate.a * fade;
- dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
- dd.albedo_mix = storage->decal_get_albedo_mix(decal);
- dd.mask = storage->decal_get_cull_mask(decal);
- dd.upper_fade = storage->decal_get_upper_fade(decal);
- dd.lower_fade = storage->decal_get_lower_fade(decal);
-
- cluster.builder.add_decal(xform, decal_extents);
-
- idx++;
- }
-
- if (idx > 0) {
- RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * idx, cluster.decals, true);
- }
-}
-
-void RasterizerSceneRD::_volumetric_fog_erase(RenderBuffers *rb) {
- ERR_FAIL_COND(!rb->volumetric_fog);
-
- RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
- RD::get_singleton()->free(rb->volumetric_fog->fog_map);
-
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- }
- if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
- }
- if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
- }
- if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
- RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
- }
-
- memdelete(rb->volumetric_fog);
-
- rb->volumetric_fog = nullptr;
-}
-
-void RasterizerSceneRD::_allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size) {
- //create fog mipmaps
- uint32_t fog_texture_size = p_target_size;
- uint32_t base_texture_size = p_base_size;
-
- ShadowShrinkStage first;
- first.size = base_texture_size;
- first.texture = p_base;
- shrink_stages.push_back(first); //put depth first in case we dont find smaller ones
-
- while (fog_texture_size < base_texture_size) {
- base_texture_size = MAX(base_texture_size / 8, fog_texture_size);
-
- ShadowShrinkStage s;
- s.size = base_texture_size;
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- tf.width = base_texture_size;
- tf.height = base_texture_size;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- if (base_texture_size == fog_texture_size) {
- s.filter_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
- }
-
- s.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- shrink_stages.push_back(s);
- }
-}
-
-void RasterizerSceneRD::_clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages) {
- for (int i = 1; i < shrink_stages.size(); i++) {
- RD::get_singleton()->free(shrink_stages[i].texture);
- if (shrink_stages[i].filter_texture.is_valid()) {
- RD::get_singleton()->free(shrink_stages[i].filter_texture);
- }
- }
- shrink_stages.clear();
-}
-
-void RasterizerSceneRD::_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) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
- Environment *env = environment_owner.getornull(p_environment);
-
- float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
- uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
- uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
-
- if (rb->volumetric_fog) {
- //validate
- if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
- _volumetric_fog_erase(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
- }
- }
-
- if (!env || !env->volumetric_fog_enabled) {
- //no reason to enable or update, bye
- return;
- }
-
- if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
- //required volumetric fog but not existing, create
- rb->volumetric_fog = memnew(VolumetricFog);
- rb->volumetric_fog->width = target_width;
- rb->volumetric_fog->height = target_height;
- rb->volumetric_fog->depth = volumetric_fog_depth;
-
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- tf.width = target_width;
- tf.height = target_height;
- tf.depth = volumetric_fog_depth;
- tf.type = RD::TEXTURE_TYPE_3D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
-
- rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- tf.usage_bits |= 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;
- {
- RD::Uniform u;
- u.binding = 0;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(rb->volumetric_fog->fog_map);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
- }
-
- //update directional shadow
-
- if (p_use_directional_shadows) {
- if (directional_shadow.shrink_stages.empty()) {
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //invalidate uniform set, we will need a new one
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- rb->volumetric_fog->uniform_set = RID();
- }
- _allocate_shadow_shrink_stages(directional_shadow.depth, directional_shadow.size, directional_shadow.shrink_stages, volumetric_fog_directional_shadow_shrink);
- }
-
- if (directional_shadow.shrink_stages.size() > 1) {
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- for (int i = 1; i < directional_shadow.shrink_stages.size(); i++) {
- int32_t src_size = directional_shadow.shrink_stages[i - 1].size;
- int32_t dst_size = directional_shadow.shrink_stages[i].size;
- Rect2i r(0, 0, src_size, src_size);
- int32_t shrink_limit = 8 / (src_size / dst_size);
-
- storage->get_effects()->reduce_shadow(directional_shadow.shrink_stages[i - 1].texture, directional_shadow.shrink_stages[i].texture, Size2i(src_size, src_size), r, shrink_limit, compute_list);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && directional_shadow.shrink_stages[i].filter_texture.is_valid()) {
- Rect2i rf(0, 0, dst_size, dst_size);
- storage->get_effects()->filter_shadow(directional_shadow.shrink_stages[i].texture, directional_shadow.shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), rf, env->volumetric_fog_shadow_filter, compute_list);
- }
- }
- RD::get_singleton()->compute_list_end();
- }
- }
-
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
-
- if (shadow_atlas) {
- //shrink shadows that need to be shrunk
-
- bool force_shrink_shadows = false;
-
- if (shadow_atlas->shrink_stages.empty()) {
- if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //invalidate uniform set, we will need a new one
- RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
- rb->volumetric_fog->uniform_set = RID();
- }
- _allocate_shadow_shrink_stages(shadow_atlas->depth, shadow_atlas->size, shadow_atlas->shrink_stages, volumetric_fog_positional_shadow_shrink);
- force_shrink_shadows = true;
- }
-
- if (rb->volumetric_fog->last_shadow_filter != env->volumetric_fog_shadow_filter) {
- //if shadow filter changed, invalidate caches
- rb->volumetric_fog->last_shadow_filter = env->volumetric_fog_shadow_filter;
- force_shrink_shadows = true;
- }
-
- cluster.lights_shadow_rect_cache_count = 0;
-
- for (int i = 0; i < p_positional_light_count; i++) {
- if (cluster.lights[i].shadow_color_enabled[3] > 127) {
- RID li = cluster.lights_instances[i];
-
- ERR_CONTINUE(!shadow_atlas->shadow_owners.has(li));
-
- uint32_t key = shadow_atlas->shadow_owners[li];
-
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
-
- ERR_CONTINUE((int)shadow >= shadow_atlas->quadrants[quadrant].shadows.size());
-
- ShadowAtlas::Quadrant::Shadow &s = shadow_atlas->quadrants[quadrant].shadows.write[shadow];
-
- if (!force_shrink_shadows && s.fog_version == s.version) {
- continue; //do not update, no need
- }
-
- s.fog_version = s.version;
-
- uint32_t quadrant_size = shadow_atlas->size >> 1;
-
- Rect2i atlas_rect;
-
- atlas_rect.position.x = (quadrant & 1) * quadrant_size;
- atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
-
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
- atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
-
- atlas_rect.size.x = shadow_size;
- atlas_rect.size.y = shadow_size;
-
- cluster.lights_shadow_rect_cache[cluster.lights_shadow_rect_cache_count] = atlas_rect;
-
- cluster.lights_shadow_rect_cache_count++;
-
- if (cluster.lights_shadow_rect_cache_count == cluster.max_lights) {
- break; //light limit reached
- }
- }
- }
-
- if (cluster.lights_shadow_rect_cache_count > 0) {
- //there are shadows to be shrunk, try to do them in parallel
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- for (int i = 1; i < shadow_atlas->shrink_stages.size(); i++) {
- int32_t base_size = shadow_atlas->shrink_stages[0].size;
- int32_t src_size = shadow_atlas->shrink_stages[i - 1].size;
- int32_t dst_size = shadow_atlas->shrink_stages[i].size;
-
- uint32_t rect_divisor = base_size / src_size;
-
- int32_t shrink_limit = 8 / (src_size / dst_size);
-
- //shrink in parallel for more performance
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i src_rect = cluster.lights_shadow_rect_cache[j];
-
- src_rect.position /= rect_divisor;
- src_rect.size /= rect_divisor;
-
- storage->get_effects()->reduce_shadow(shadow_atlas->shrink_stages[i - 1].texture, shadow_atlas->shrink_stages[i].texture, Size2i(src_size, src_size), src_rect, shrink_limit, compute_list);
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (env->volumetric_fog_shadow_filter != RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED && shadow_atlas->shrink_stages[i].filter_texture.is_valid()) {
- uint32_t filter_divisor = base_size / dst_size;
-
- //filter in parallel for more performance
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
-
- dst_rect.position /= filter_divisor;
- dst_rect.size /= filter_divisor;
-
- storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, true, false);
- }
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- for (uint32_t j = 0; j < cluster.lights_shadow_rect_cache_count; j++) {
- Rect2i dst_rect = cluster.lights_shadow_rect_cache[j];
-
- dst_rect.position /= filter_divisor;
- dst_rect.size /= filter_divisor;
-
- storage->get_effects()->filter_shadow(shadow_atlas->shrink_stages[i].texture, shadow_atlas->shrink_stages[i].filter_texture, Size2i(dst_size, dst_size), dst_rect, env->volumetric_fog_shadow_filter, compute_list, false, true);
- }
- }
- }
-
- RD::get_singleton()->compute_list_end();
- }
- }
-
- //update volumetric fog
-
- if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
- //re create uniform set if needed
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- if (shadow_atlas == nullptr || shadow_atlas->shrink_stages.size() == 0) {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- } else {
- u.ids.push_back(shadow_atlas->shrink_stages[shadow_atlas->shrink_stages.size() - 1].texture);
- }
-
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- if (directional_shadow.shrink_stages.size() == 0) {
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- } else {
- u.ids.push_back(directional_shadow.shrink_stages[directional_shadow.shrink_stages.size() - 1].texture);
- }
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 3;
- u.ids.push_back(get_positional_light_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 4;
- u.ids.push_back(get_directional_light_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 5;
- u.ids.push_back(get_cluster_builder_texture());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 6;
- u.ids.push_back(get_cluster_builder_indices_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 7;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 8;
- u.ids.push_back(rb->volumetric_fog->light_density_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
- u.binding = 9;
- u.ids.push_back(rb->volumetric_fog->fog_map);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 10;
- u.ids.push_back(shadow_sampler);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 11;
- u.ids.push_back(render_buffers_get_gi_probe_buffer(p_render_buffers));
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 12;
- for (int i = 0; i < RenderBuffers::MAX_GIPROBES; i++) {
- u.ids.push_back(rb->giprobe_textures[i]);
- }
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 13;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
-
- SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
-
- rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
- }
-
- bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
-
- if (using_sdfgi) {
- if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(gi.sdfgi_ubo);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- u.ids.push_back(rb->sdfgi->ambient_texture);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.ids.push_back(rb->sdfgi->occlusion_texture);
- uniforms.push_back(u);
- }
-
- rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
- }
- }
-
- rb->volumetric_fog->length = env->volumetric_fog_length;
- rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
-
- VolumetricFogShader::PushConstant push_constant;
-
- Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
- Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
- float z_near = p_cam_projection.get_z_near();
- float z_far = p_cam_projection.get_z_far();
- float fog_end = env->volumetric_fog_length;
-
- Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
- Vector2 fog_near_size;
- if (p_cam_projection.is_orthogonal()) {
- fog_near_size = fog_far_size;
- } else {
- fog_near_size = Vector2();
- }
-
- push_constant.fog_frustum_size_begin[0] = fog_near_size.x;
- push_constant.fog_frustum_size_begin[1] = fog_near_size.y;
-
- push_constant.fog_frustum_size_end[0] = fog_far_size.x;
- push_constant.fog_frustum_size_end[1] = fog_far_size.y;
-
- push_constant.z_near = z_near;
- push_constant.z_far = z_far;
-
- push_constant.fog_frustum_end = fog_end;
-
- push_constant.fog_volume_size[0] = rb->volumetric_fog->width;
- push_constant.fog_volume_size[1] = rb->volumetric_fog->height;
- push_constant.fog_volume_size[2] = rb->volumetric_fog->depth;
-
- push_constant.directional_light_count = p_directional_light_count;
-
- Color light = env->volumetric_fog_light.to_linear();
- push_constant.light_energy[0] = light.r * env->volumetric_fog_light_energy;
- push_constant.light_energy[1] = light.g * env->volumetric_fog_light_energy;
- push_constant.light_energy[2] = light.b * env->volumetric_fog_light_energy;
- push_constant.base_density = env->volumetric_fog_density;
-
- push_constant.detail_spread = env->volumetric_fog_detail_spread;
- push_constant.gi_inject = env->volumetric_fog_gi_inject;
-
- push_constant.cam_rotation[0] = p_cam_transform.basis[0][0];
- push_constant.cam_rotation[1] = p_cam_transform.basis[1][0];
- push_constant.cam_rotation[2] = p_cam_transform.basis[2][0];
- push_constant.cam_rotation[3] = 0;
- push_constant.cam_rotation[4] = p_cam_transform.basis[0][1];
- push_constant.cam_rotation[5] = p_cam_transform.basis[1][1];
- push_constant.cam_rotation[6] = p_cam_transform.basis[2][1];
- push_constant.cam_rotation[7] = 0;
- push_constant.cam_rotation[8] = p_cam_transform.basis[0][2];
- push_constant.cam_rotation[9] = p_cam_transform.basis[1][2];
- push_constant.cam_rotation[10] = p_cam_transform.basis[2][2];
- push_constant.cam_rotation[11] = 0;
- push_constant.filter_axis = 0;
- push_constant.max_gi_probes = env->volumetric_fog_gi_inject > 0.001 ? p_gi_probe_count : 0;
-
- /* Vector2 dssize = directional_shadow_get_size();
- push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
- push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
-*/
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- bool use_filter = volumetric_fog_filter_active;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
- if (using_sdfgi) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
- }
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 4, 4, 4);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- if (use_filter) {
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 8, 8, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- push_constant.filter_axis = 1;
-
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth, 8, 8, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VolumetricFogShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1, 8, 8, 1);
-
- RD::get_singleton()->compute_list_end();
-}
-
-void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
- Color clear_color;
- if (p_render_buffers.is_valid()) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
- clear_color = storage->render_target_get_clear_request_color(rb->render_target);
- } else {
- clear_color = storage->get_default_clear_color();
- }
-
- //assign render indices to giprobes
- for (int i = 0; i < p_gi_probe_cull_count; i++) {
- GIProbeInstance *giprobe_inst = gi_probe_instance_owner.getornull(p_gi_probe_cull_result[i]);
- if (giprobe_inst) {
- giprobe_inst->render_index = i;
- }
- }
-
- if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- p_light_cull_count = 0;
- p_reflection_probe_cull_count = 0;
- p_gi_probe_cull_count = 0;
- }
-
- cluster.builder.begin(p_cam_transform.affine_inverse(), p_cam_projection); //prepare cluster
-
- bool using_shadows = true;
-
- if (p_reflection_probe.is_valid()) {
- if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_reflection_probe))) {
- using_shadows = false;
- }
- } else {
- //do not render reflections when rendering a reflection probe
- _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_environment);
- }
-
- uint32_t directional_light_count = 0;
- uint32_t positional_light_count = 0;
- _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows, directional_light_count, positional_light_count);
- _setup_decals(p_decal_cull_result, p_decal_cull_count, p_cam_transform.affine_inverse());
- cluster.builder.bake_cluster(); //bake to cluster
-
- uint32_t gi_probe_count = 0;
- _setup_giprobes(p_render_buffers, p_cam_transform, p_gi_probe_cull_result, p_gi_probe_cull_count, gi_probe_count);
-
- if (p_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) {
- directional_shadows = true;
- break;
- }
- }
- _update_volumetric_fog(p_render_buffers, p_environment, p_cam_projection, p_cam_transform, p_shadow_atlas, directional_light_count, directional_shadows, positional_light_count, gi_probe_count);
- }
-
- _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, directional_light_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_lightmap_cull_result, p_lightmap_cull_count, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
-
- if (p_render_buffers.is_valid()) {
- 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);
- if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI) {
- _sdfgi_debug_draw(p_render_buffers, p_cam_projection, p_cam_transform);
- }
- }
-}
-
-void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
- LightInstance *light_instance = light_instance_owner.getornull(p_light);
- ERR_FAIL_COND(!light_instance);
-
- Rect2i atlas_rect;
- RID atlas_texture;
-
- bool using_dual_paraboloid = false;
- bool using_dual_paraboloid_flip = false;
- float znear = 0;
- float zfar = 0;
- RID render_fb;
- RID render_texture;
- float bias = 0;
- float normal_bias = 0;
-
- bool use_pancake = false;
- bool use_linear_depth = false;
- bool render_cubemap = false;
- bool finalize_cubemap = false;
-
- CameraMatrix light_projection;
- Transform light_transform;
-
- if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
- //set pssm stuff
- if (light_instance->last_scene_shadow_pass != scene_pass) {
- light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
- directional_shadow.current_light++;
- light_instance->last_scene_shadow_pass = scene_pass;
- }
-
- use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
- light_projection = light_instance->shadow_transform[p_pass].camera;
- light_transform = light_instance->shadow_transform[p_pass].transform;
-
- atlas_rect.position.x = light_instance->directional_rect.position.x;
- atlas_rect.position.y = light_instance->directional_rect.position.y;
- atlas_rect.size.width = light_instance->directional_rect.size.x;
- atlas_rect.size.height = light_instance->directional_rect.size.y;
-
- if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
- atlas_rect.size.width /= 2;
- atlas_rect.size.height /= 2;
-
- if (p_pass == 1) {
- atlas_rect.position.x += atlas_rect.size.width;
- } else if (p_pass == 2) {
- atlas_rect.position.y += atlas_rect.size.height;
- } else if (p_pass == 3) {
- atlas_rect.position.x += atlas_rect.size.width;
- atlas_rect.position.y += atlas_rect.size.height;
- }
-
- } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
- atlas_rect.size.height /= 2;
-
- if (p_pass == 0) {
- } else {
- atlas_rect.position.y += atlas_rect.size.height;
- }
- }
-
- light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
-
- light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
- light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
-
- float bias_mult = light_instance->shadow_transform[p_pass].bias_scale;
- zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
- bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_mult;
- normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * bias_mult;
-
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
- atlas_texture = directional_shadow.depth;
-
- } else {
- //set from shadow atlas
-
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- ERR_FAIL_COND(!shadow_atlas);
- ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
-
- uint32_t key = shadow_atlas->shadow_owners[p_light];
-
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
-
- ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
-
- uint32_t quadrant_size = shadow_atlas->size >> 1;
-
- atlas_rect.position.x = (quadrant & 1) * quadrant_size;
- atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
-
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
- atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
-
- atlas_rect.size.width = shadow_size;
- atlas_rect.size.height = shadow_size;
- atlas_texture = shadow_atlas->depth;
-
- zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
- bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS);
- normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS);
-
- if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
- if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
- ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
-
- render_fb = cubemap->side_fb[p_pass];
- render_texture = cubemap->cubemap;
-
- light_projection = light_instance->shadow_transform[0].camera;
- light_transform = light_instance->shadow_transform[0].transform;
- render_cubemap = true;
- finalize_cubemap = p_pass == 5;
-
- } else {
- light_projection = light_instance->shadow_transform[0].camera;
- light_transform = light_instance->shadow_transform[0].transform;
-
- atlas_rect.size.height /= 2;
- atlas_rect.position.y += p_pass * atlas_rect.size.height;
-
- using_dual_paraboloid = true;
- using_dual_paraboloid_flip = p_pass == 1;
-
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
- }
-
- } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
- light_projection = light_instance->shadow_transform[0].camera;
- light_transform = light_instance->shadow_transform[0].transform;
-
- ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
- render_fb = shadow_map->fb;
- render_texture = shadow_map->depth;
-
- znear = light_instance->shadow_transform[0].camera.get_z_near();
- use_linear_depth = true;
- }
- }
-
- if (render_cubemap) {
- //rendering to cubemap
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake);
- if (finalize_cubemap) {
- //reblit
- atlas_rect.size.height /= 2;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, false);
- atlas_rect.position.y += atlas_rect.size.height;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, true);
- }
- } else {
- //render shadow
-
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake);
-
- //copy to atlas
- if (use_linear_depth) {
- storage->get_effects()->copy_depth_to_rect_and_linearize(render_texture, atlas_texture, atlas_rect, true, znear, zfar);
- } else {
- storage->get_effects()->copy_depth_to_rect(render_texture, atlas_texture, atlas_rect, true);
- }
-
- //does not work from depth to color
- //RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
- }
-}
-
-void RasterizerSceneRD::render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) {
- _render_material(p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_framebuffer, p_region);
-}
-
-void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count) {
- //print_line("rendering region " + itos(p_region));
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
- ERR_FAIL_COND(!rb->sdfgi);
- AABB bounds;
- Vector3i from;
- Vector3i size;
-
- int cascade_prev = _sdfgi_get_pending_region_data(p_render_buffers, p_region - 1, from, size, bounds);
- int cascade_next = _sdfgi_get_pending_region_data(p_render_buffers, p_region + 1, from, size, bounds);
- int cascade = _sdfgi_get_pending_region_data(p_render_buffers, p_region, from, size, bounds);
- ERR_FAIL_COND(cascade < 0);
-
- if (cascade_prev != cascade) {
- //initialize render
- RD::get_singleton()->texture_clear(rb->sdfgi->render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- }
-
- //print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(rb->sdfgi->cascades[cascade].cell_size));
- _render_sdfgi(p_render_buffers, from, size, bounds, p_cull_result, p_cull_count, rb->sdfgi->render_albedo, rb->sdfgi->render_emission, rb->sdfgi->render_emission_aniso, rb->sdfgi->render_geom_facing);
-
- if (cascade_next != cascade) {
- RENDER_TIMESTAMP(">SDFGI Update SDF");
- //done rendering! must update SDF
- //clear dispatch indirect data
-
- SDGIShader::PreprocessPushConstant push_constant;
- zeromem(&push_constant, sizeof(SDGIShader::PreprocessPushConstant));
-
- RENDER_TIMESTAMP("Scroll SDF");
-
- //scroll
- if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
- //for scroll
- Vector3i dirty = rb->sdfgi->cascades[cascade].dirty_regions;
- push_constant.scroll[0] = dirty.x;
- push_constant.scroll[1] = dirty.y;
- push_constant.scroll[2] = dirty.z;
- } else {
- //for no scroll
- push_constant.scroll[0] = 0;
- push_constant.scroll[1] = 0;
- push_constant.scroll[2] = 0;
- }
- push_constant.grid_size = rb->sdfgi->cascade_size;
- push_constant.cascade = cascade;
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
- //must pre scroll existing data because not all is dirty
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_uniform_set, 0);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_indirect(compute_list, rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0);
- // no barrier do all together
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_occlusion_uniform_set, 0);
-
- Vector3i dirty = rb->sdfgi->cascades[cascade].dirty_regions;
- Vector3i groups;
- groups.x = rb->sdfgi->cascade_size - ABS(dirty.x);
- groups.y = rb->sdfgi->cascade_size - ABS(dirty.y);
- groups.z = rb->sdfgi->cascade_size - ABS(dirty.z);
-
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z, 4, 4, 4);
-
- //no barrier, continue together
-
- {
- //scroll probes and their history also
-
- SDGIShader::IntegratePushConstant ipush_constant;
- ipush_constant.grid_size[1] = rb->sdfgi->cascade_size;
- ipush_constant.grid_size[2] = rb->sdfgi->cascade_size;
- ipush_constant.grid_size[0] = rb->sdfgi->cascade_size;
- ipush_constant.max_cascades = rb->sdfgi->cascades.size();
- ipush_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- ipush_constant.history_index = 0;
- ipush_constant.history_size = rb->sdfgi->history_size;
- ipush_constant.ray_count = 0;
- ipush_constant.ray_bias = 0;
- ipush_constant.sky_mode = 0;
- ipush_constant.sky_energy = 0;
- ipush_constant.sky_color[0] = 0;
- ipush_constant.sky_color[1] = 0;
- ipush_constant.sky_color[2] = 0;
- ipush_constant.y_mult = rb->sdfgi->y_mult;
- ipush_constant.store_ambient_texture = false;
-
- ipush_constant.image_size[0] = rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count;
- ipush_constant.image_size[1] = rb->sdfgi->probe_axis_count;
- ipush_constant.image_size[1] = rb->sdfgi->probe_axis_count;
-
- int32_t probe_divisor = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
- ipush_constant.cascade = cascade;
- ipush_constant.world_offset[0] = rb->sdfgi->cascades[cascade].position.x / probe_divisor;
- ipush_constant.world_offset[1] = rb->sdfgi->cascades[cascade].position.y / probe_divisor;
- ipush_constant.world_offset[2] = rb->sdfgi->cascades[cascade].position.z / probe_divisor;
-
- ipush_constant.scroll[0] = dirty.x / probe_divisor;
- ipush_constant.scroll[1] = dirty.y / probe_divisor;
- ipush_constant.scroll[2] = dirty.z / probe_divisor;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.integrate_pipeline[SDGIShader::INTEGRATE_MODE_SCROLL_STORE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].integrate_uniform_set, 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdfgi_shader.integrate_default_sky_uniform_set, 1);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDGIShader::IntegratePushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->probe_axis_count * rb->sdfgi->probe_axis_count, rb->sdfgi->probe_axis_count, 1, 8, 8, 1);
- }
-
- //ok finally barrier
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- //clear dispatch indirect data
- uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
- RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data, true);
-
- bool half_size = true; //much faster, very little difference
- static const int optimized_jf_group_size = 8;
-
- if (half_size) {
- push_constant.grid_size >>= 1;
-
- uint32_t cascade_half_size = rb->sdfgi->cascade_size >> 1;
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_initialize_half_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, 4, 4, 4);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //must start with regular jumpflood
-
- push_constant.half_size = true;
- {
- RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
-
- uint32_t s = cascade_half_size;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
-
- int jf_us = 0;
- //start with regular jump flood for very coarse reads, as this is impossible to optimize
- while (s > 1) {
- s /= 2;
- push_constant.step_size = s;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_half_uniform_set[jf_us], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, 4, 4, 4);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- jf_us = jf_us == 0 ? 1 : 0;
-
- if (cascade_half_size / (s / 2) >= optimized_jf_group_size) {
- break;
- }
- }
-
- RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
-
- //continue with optimized jump flood for smaller reads
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
- while (s > 1) {
- s /= 2;
- push_constant.step_size = s;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_half_uniform_set[jf_us], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- jf_us = jf_us == 0 ? 1 : 0;
- }
- }
-
- // restore grid size for last passes
- push_constant.grid_size = rb->sdfgi->cascade_size;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_upscale_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- //run one pass of fullsize jumpflood to fix up half size arctifacts
-
- push_constant.half_size = false;
- push_constant.step_size = 1;
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[rb->sdfgi->upscale_jfa_uniform_set_index], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- } else {
- //full size jumpflood
- RENDER_TIMESTAMP("SDFGI Jump Flood");
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->sdf_initialize_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
-
- RD::get_singleton()->compute_list_add_barrier(compute_list);
-
- push_constant.half_size = false;
- {
- uint32_t s = rb->sdfgi->cascade_size;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD]);
-
- int jf_us = 0;
- //start with regular jump flood for very coarse reads, as this is impossible to optimize
- while (s > 1) {
- s /= 2;
- push_constant.step_size = s;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[jf_us], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- jf_us = jf_us == 0 ? 1 : 0;
-
- if (rb->sdfgi->cascade_size / (s / 2) >= optimized_jf_group_size) {
- break;
- }
- }
-
- RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
-
- //continue with optimized jump flood for smaller reads
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
- while (s > 1) {
- s /= 2;
- push_constant.step_size = s;
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->jump_flood_uniform_set[jf_us], 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, optimized_jf_group_size, optimized_jf_group_size, optimized_jf_group_size);
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- jf_us = jf_us == 0 ? 1 : 0;
- }
- }
- }
-
- RENDER_TIMESTAMP("SDFGI Occlusion");
-
- // occlusion
- {
- uint32_t probe_size = rb->sdfgi->cascade_size / SDFGI::PROBE_DIVISOR;
- Vector3i probe_global_pos = rb->sdfgi->cascades[cascade].position / probe_size;
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_OCCLUSION]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->occlusion_uniform_set, 0);
- for (int i = 0; i < 8; i++) {
- //dispatch all at once for performance
- Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1);
-
- if ((probe_global_pos.x & 1) != 0) {
- offset.x = (offset.x + 1) & 1;
- }
- if ((probe_global_pos.y & 1) != 0) {
- offset.y = (offset.y + 1) & 1;
- }
- if ((probe_global_pos.z & 1) != 0) {
- offset.z = (offset.z + 1) & 1;
- }
- push_constant.probe_offset[0] = offset.x;
- push_constant.probe_offset[1] = offset.y;
- push_constant.probe_offset[2] = offset.z;
- push_constant.occlusion_index = i;
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
-
- Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute
- RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z);
- }
- RD::get_singleton()->compute_list_add_barrier(compute_list);
- }
-
- RENDER_TIMESTAMP("SDFGI Store");
-
- // store
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_STORE]);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].sdf_store_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDGIShader::PreprocessPushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, 4, 4, 4);
-
- RD::get_singleton()->compute_list_end();
-
- //clear these textures, as they will have previous garbage on next draw
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
- RD::get_singleton()->texture_clear(rb->sdfgi->cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1, true);
-
-#if 0
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->cascades[cascade].sdf, 0);
- Ref<Image> img;
- img.instance();
- for (uint32_t i = 0; i < rb->sdfgi->cascade_size; i++) {
- Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
- img->create(rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, false, Image::FORMAT_L8, subarr);
- img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
- }
-
- //finalize render and update sdf
-#endif
-
-#if 0
- Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rb->sdfgi->render_albedo, 0);
- Ref<Image> img;
- img.instance();
- for (uint32_t i = 0; i < rb->sdfgi->cascade_size; i++) {
- Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
- img->create(rb->sdfgi->cascade_size, rb->sdfgi->cascade_size, false, Image::FORMAT_RGB565, subarr);
- img->convert(Image::FORMAT_RGBA8);
- img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
- }
-
- //finalize render and update sdf
-#endif
-
- RENDER_TIMESTAMP("<SDFGI Update SDF");
- }
-}
-
-void RasterizerSceneRD::render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb);
- ERR_FAIL_COND(!rb->sdfgi);
-
- ERR_FAIL_COND(p_positional_light_cull_count == 0);
-
- _sdfgi_update_cascades(p_render_buffers); //need cascades updated for this
-
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
-
- RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_STATIC]);
-
- SDGIShader::DirectLightPushConstant dl_push_constant;
-
- dl_push_constant.grid_size[0] = rb->sdfgi->cascade_size;
- dl_push_constant.grid_size[1] = rb->sdfgi->cascade_size;
- dl_push_constant.grid_size[2] = rb->sdfgi->cascade_size;
- dl_push_constant.max_cascades = rb->sdfgi->cascades.size();
- dl_push_constant.probe_axis_size = rb->sdfgi->probe_axis_count;
- dl_push_constant.multibounce = false; // this is static light, do not multibounce yet
- dl_push_constant.y_mult = rb->sdfgi->y_mult;
-
- //all must be processed
- dl_push_constant.process_offset = 0;
- dl_push_constant.process_increment = 1;
-
- SDGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
-
- for (uint32_t i = 0; i < p_cascade_count; i++) {
- ERR_CONTINUE(p_cascade_indices[i] >= rb->sdfgi->cascades.size());
-
- SDFGI::Cascade &cc = rb->sdfgi->cascades[p_cascade_indices[i]];
-
- { //fill light buffer
-
- AABB cascade_aabb;
- cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cc.position)) * cc.cell_size;
- cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cc.cell_size;
-
- int idx = 0;
-
- for (uint32_t j = 0; j < p_positional_light_cull_count[i]; j++) {
- if (idx == SDFGI::MAX_STATIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_positional_light_cull_result[i][j]);
- ERR_CONTINUE(!li);
-
- uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
- if (p_cascade_indices[i] > max_sdfgi_cascade) {
- continue;
- }
-
- if (!cascade_aabb.intersects(li->aabb)) {
- continue;
- }
-
- lights[idx].type = storage->light_get_type(li->light);
-
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
- dir.y *= rb->sdfgi->y_mult; //only makes sense for directional
- dir.normalize();
- }
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Vector3 pos = li->transform.origin;
- pos.y *= rb->sdfgi->y_mult;
- lights[idx].position[0] = pos.x;
- lights[idx].position[1] = pos.y;
- lights[idx].position[2] = pos.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
- lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
- lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
- lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
-
- if (idx > 0) {
- RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
- }
- dl_push_constant.light_count = idx;
- }
-
- dl_push_constant.cascade = p_cascade_indices[i];
-
- if (dl_push_constant.light_count > 0) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
- RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDGIShader::DirectLightPushConstant));
- RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
- }
- }
-
- RD::get_singleton()->compute_list_end();
-}
-
-bool RasterizerSceneRD::free(RID p_rid) {
- if (render_buffers_owner.owns(p_rid)) {
- RenderBuffers *rb = render_buffers_owner.getornull(p_rid);
- _free_render_buffer_data(rb);
- memdelete(rb->data);
- if (rb->sdfgi) {
- _sdfgi_erase(rb);
- }
- if (rb->volumetric_fog) {
- _volumetric_fog_erase(rb);
- }
- render_buffers_owner.free(p_rid);
- } else if (environment_owner.owns(p_rid)) {
- //not much to delete, just free it
- environment_owner.free(p_rid);
- } else if (camera_effects_owner.owns(p_rid)) {
- //not much to delete, just free it
- camera_effects_owner.free(p_rid);
- } else if (reflection_atlas_owner.owns(p_rid)) {
- reflection_atlas_set_size(p_rid, 0, 0);
- reflection_atlas_owner.free(p_rid);
- } else if (reflection_probe_instance_owner.owns(p_rid)) {
- //not much to delete, just free it
- //ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
- reflection_probe_release_atlas_index(p_rid);
- reflection_probe_instance_owner.free(p_rid);
- } else if (decal_instance_owner.owns(p_rid)) {
- decal_instance_owner.free(p_rid);
- } else if (gi_probe_instance_owner.owns(p_rid)) {
- GIProbeInstance *gi_probe = 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);
- }
-
- 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);
- }
-
- gi_probe_instance_owner.free(p_rid);
- } else if (sky_owner.owns(p_rid)) {
- _update_dirty_skys();
- Sky *sky = sky_owner.getornull(p_rid);
-
- if (sky->radiance.is_valid()) {
- RD::get_singleton()->free(sky->radiance);
- sky->radiance = RID();
- }
- _clear_reflection_data(sky->reflection);
-
- if (sky->uniform_buffer.is_valid()) {
- RD::get_singleton()->free(sky->uniform_buffer);
- sky->uniform_buffer = RID();
- }
-
- if (sky->half_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->half_res_pass);
- sky->half_res_pass = RID();
- }
-
- if (sky->quarter_res_pass.is_valid()) {
- RD::get_singleton()->free(sky->quarter_res_pass);
- sky->quarter_res_pass = RID();
- }
-
- if (sky->material.is_valid()) {
- storage->free(sky->material);
- }
-
- sky_owner.free(p_rid);
- } else if (light_instance_owner.owns(p_rid)) {
- LightInstance *light_instance = light_instance_owner.getornull(p_rid);
-
- //remove from shadow atlases..
- for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(E->get());
- ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
- uint32_t key = shadow_atlas->shadow_owners[p_rid];
- uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
-
- shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
- shadow_atlas->shadow_owners.erase(p_rid);
- }
-
- light_instance_owner.free(p_rid);
-
- } else if (shadow_atlas_owner.owns(p_rid)) {
- shadow_atlas_set_size(p_rid, 0);
- shadow_atlas_owner.free(p_rid);
-
- } else {
- return false;
- }
-
- return true;
-}
-
-void RasterizerSceneRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
- debug_draw = p_debug_draw;
-}
-
-void RasterizerSceneRD::update() {
- _update_dirty_skys();
-}
-
-void RasterizerSceneRD::set_time(double p_time, double p_step) {
- time = p_time;
- time_step = p_step;
-}
-
-void RasterizerSceneRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
- screen_space_roughness_limiter = p_enable;
- screen_space_roughness_limiter_amount = p_amount;
- screen_space_roughness_limiter_limit = p_limit;
-}
-
-bool RasterizerSceneRD::screen_space_roughness_limiter_is_active() const {
- return screen_space_roughness_limiter;
-}
-
-float RasterizerSceneRD::screen_space_roughness_limiter_get_amount() const {
- return screen_space_roughness_limiter_amount;
-}
-
-float RasterizerSceneRD::screen_space_roughness_limiter_get_limit() const {
- return screen_space_roughness_limiter_limit;
-}
-
-TypedArray<Image> RasterizerSceneRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
- RD::TextureFormat tf;
- tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- tf.width = p_image_size.width; // Always 64x64
- tf.height = p_image_size.height;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
-
- RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
- RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
- RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
- RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- Vector<RID> fb_tex;
- fb_tex.push_back(albedo_alpha_tex);
- fb_tex.push_back(normal_tex);
- fb_tex.push_back(orm_tex);
- fb_tex.push_back(emission_tex);
- fb_tex.push_back(depth_write_tex);
- fb_tex.push_back(depth_tex);
-
- RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
-
- //RID sampled_light;
-
- InstanceBase ins;
-
- ins.base_type = RSG::storage->get_base_type(p_base);
- ins.base = p_base;
- ins.materials.resize(RSG::storage->mesh_get_surface_count(p_base));
- for (int i = 0; i < ins.materials.size(); i++) {
- if (i < p_material_overrides.size()) {
- ins.materials.write[i] = p_material_overrides[i];
- }
- }
-
- InstanceBase *cull = &ins;
- _render_uv2(&cull, 1, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
-
- TypedArray<Image> ret;
-
- {
- PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
- Ref<Image> img;
- img.instance();
- img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
- RD::get_singleton()->free(albedo_alpha_tex);
- ret.push_back(img);
- }
-
- {
- PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
- Ref<Image> img;
- img.instance();
- img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
- RD::get_singleton()->free(normal_tex);
- ret.push_back(img);
- }
-
- {
- PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
- Ref<Image> img;
- img.instance();
- img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
- RD::get_singleton()->free(orm_tex);
- ret.push_back(img);
- }
-
- {
- PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
- Ref<Image> img;
- img.instance();
- img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
- RD::get_singleton()->free(emission_tex);
- ret.push_back(img);
- }
-
- RD::get_singleton()->free(depth_write_tex);
- RD::get_singleton()->free(depth_tex);
-
- return ret;
-}
-
-void RasterizerSceneRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
- sdfgi_debug_probe_pos = p_position;
- sdfgi_debug_probe_dir = p_dir;
-}
-
-RasterizerSceneRD *RasterizerSceneRD::singleton = nullptr;
-
-RID RasterizerSceneRD::get_cluster_builder_texture() {
- return cluster.builder.get_cluster_texture();
-}
-
-RID RasterizerSceneRD::get_cluster_builder_indices_buffer() {
- return cluster.builder.get_cluster_indices_buffer();
-}
-
-RID RasterizerSceneRD::get_reflection_probe_buffer() {
- return cluster.reflection_buffer;
-}
-RID RasterizerSceneRD::get_positional_light_buffer() {
- return cluster.light_buffer;
-}
-RID RasterizerSceneRD::get_directional_light_buffer() {
- return cluster.directional_light_buffer;
-}
-RID RasterizerSceneRD::get_decal_buffer() {
- return cluster.decal_buffer;
-}
-int RasterizerSceneRD::get_max_directional_lights() const {
- return cluster.max_directional_lights;
-}
-
-RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
- storage = p_storage;
- singleton = this;
-
- roughness_layers = GLOBAL_GET("rendering/quality/reflections/roughness_layers");
- sky_ggx_samples_quality = GLOBAL_GET("rendering/quality/reflections/ggx_samples");
- sky_use_cubemap_array = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
- // sky_use_cubemap_array = false;
-
- //uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
-
- {
- //kinda complicated to compute the amount of slots, we try to use as many as we can
-
- gi_probe_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/quality/gi_probes/quality")), 0, 1));
-
- String defines = "\n#define MAX_LIGHTS " + itos(gi_probe_max_lights) + "\n";
-
- Vector<String> versions;
- versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
- versions.push_back("\n#define MODE_SECOND_BOUNCE\n");
- versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n");
- versions.push_back("\n#define MODE_WRITE_TEXTURE\n");
- versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n");
- versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
- 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]);
- }
- }
-
- {
- String defines;
- Vector<String> versions;
- versions.push_back("\n#define MODE_DEBUG_COLOR\n");
- versions.push_back("\n#define MODE_DEBUG_LIGHT\n");
- 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);
-
- RD::PipelineRasterizationState rs;
- rs.cull_mode = RD::POLYGON_CULL_FRONT;
- RD::PipelineDepthStencilState ds;
- ds.enable_depth_test = true;
- 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);
- }
- }
-
- /* SKY SHADER */
-
- {
- // Start with the directional lights for the sky
- sky_scene_state.max_directional_lights = 4;
- uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
- sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
- sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
- sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
- sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
-
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
-
- // Initialize sky
- Vector<String> sky_modes;
- sky_modes.push_back(""); // Full size
- sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
- sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
- sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
- sky_shader.shader.initialize(sky_modes, defines);
- }
-
- // register our shader funds
- storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
- storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
-
- {
- ShaderCompilerRD::DefaultIdentifierActions actions;
-
- actions.renames["COLOR"] = "color";
- actions.renames["ALPHA"] = "alpha";
- actions.renames["EYEDIR"] = "cube_normal";
- actions.renames["POSITION"] = "params.position_multiplier.xyz";
- actions.renames["SKY_COORDS"] = "panorama_coords";
- actions.renames["SCREEN_UV"] = "uv";
- actions.renames["TIME"] = "params.time";
- actions.renames["HALF_RES_COLOR"] = "half_res_color";
- actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
- actions.renames["RADIANCE"] = "radiance";
- actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
- actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
- actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
- actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
- actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
- actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
- actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
- actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
- actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
- actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
- actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
- actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
- actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
- actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
- actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
- actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
- actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
- actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
- actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
- actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
- actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
- actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
- actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
- actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
- actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
- actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
- actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
-
- actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 1;
- 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";
-
- sky_shader.compiler.initialize(actions);
- }
-
- {
- // default material and shader for sky shader
- sky_shader.default_shader = storage->shader_create();
- storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0); } \n");
- sky_shader.default_material = storage->material_create();
- storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
-
- SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
-
- sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
-
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 0;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 2;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.uniform_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.binding = 3;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.ids.push_back(sky_scene_state.directional_light_buffer);
- uniforms.push_back(u);
- }
-
- sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
- }
-
- {
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.binding = 0;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
- u.ids.push_back(vfog);
- uniforms.push_back(u);
- }
-
- sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
- }
-
- {
- // Need defaults for using fog with clear color
- sky_scene_state.fog_shader = storage->shader_create();
- storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void fragment() { COLOR = clear_color.rgb; } \n");
- sky_scene_state.fog_material = storage->material_create();
- storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
-
- Vector<RD::Uniform> uniforms;
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- uniforms.push_back(u);
- }
-
- sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
- }
-
- {
- Vector<String> preprocess_modes;
- preprocess_modes.push_back("\n#define MODE_SCROLL\n");
- preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n");
- preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n");
- preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n");
- preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n");
- preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n");
- preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n");
- preprocess_modes.push_back("\n#define MODE_OCCLUSION\n");
- preprocess_modes.push_back("\n#define MODE_STORE\n");
- String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n";
- sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
- sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
- for (int i = 0; i < SDGIShader::PRE_PROCESS_MAX; i++) {
- sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
- }
- }
-
- {
- //calculate tables
- String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
-
- Vector<String> direct_light_modes;
- direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n");
- direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n");
- sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
- sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
- for (int i = 0; i < SDGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
- sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
- }
- }
-
- {
- //calculate tables
- String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
- defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
-
- Vector<String> integrate_modes;
- integrate_modes.push_back("\n#define MODE_PROCESS\n");
- integrate_modes.push_back("\n#define MODE_STORE\n");
- integrate_modes.push_back("\n#define MODE_SCROLL\n");
- integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n");
- sdfgi_shader.integrate.initialize(integrate_modes, defines);
- sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
-
- for (int i = 0; i < SDGIShader::INTEGRATE_MODE_MAX; i++) {
- sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
- }
-
- {
- Vector<RD::Uniform> uniforms;
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 1;
- u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
- uniforms.push_back(u);
- }
-
- sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
- }
- }
- {
- //calculate tables
- String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
- Vector<String> gi_modes;
- gi_modes.push_back("");
- gi.shader.initialize(gi_modes, defines);
- gi.shader_version = gi.shader.version_create();
- for (int i = 0; i < GI::MODE_MAX; i++) {
- gi.pipelines[i] = RD::get_singleton()->compute_pipeline_create(gi.shader.version_get_shader(gi.shader_version, i));
- }
-
- gi.sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(GI::SDFGIData));
- }
- {
- String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
- Vector<String> debug_modes;
- debug_modes.push_back("");
- sdfgi_shader.debug.initialize(debug_modes, defines);
- sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
- sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
- sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
- }
- {
- String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
-
- Vector<String> versions;
- versions.push_back("\n#define MODE_PROBES\n");
- versions.push_back("\n#define MODE_VISIBILITY\n");
-
- sdfgi_shader.debug_probes.initialize(versions, defines);
- sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
-
- {
- RD::PipelineRasterizationState rs;
- rs.cull_mode = RD::POLYGON_CULL_DISABLED;
- RD::PipelineDepthStencilState ds;
- ds.enable_depth_test = true;
- ds.enable_depth_write = true;
- ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
- for (int i = 0; i < SDGIShader::PROBE_DEBUG_MAX; i++) {
- RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
- sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
- }
- }
- }
-
- //cluster setup
- uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
-
- { //reflections
- uint32_t reflection_buffer_size;
- if (uniform_max_size < 65536) {
- //Yes, you guessed right, ARM again
- reflection_buffer_size = uniform_max_size;
- } else {
- reflection_buffer_size = 65536;
- }
-
- cluster.max_reflections = reflection_buffer_size / sizeof(Cluster::ReflectionData);
- cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
- cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(reflection_buffer_size);
- }
-
- { //lights
- cluster.max_lights = MIN(1024 * 1024, uniform_max_size) / sizeof(Cluster::LightData); //1mb of lights
- uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
- cluster.lights = memnew_arr(Cluster::LightData, cluster.max_lights);
- cluster.light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
- //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
- cluster.lights_instances = memnew_arr(RID, cluster.max_lights);
- cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights);
-
- cluster.max_directional_lights = 8;
- uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
- cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
- cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
- }
-
- { //decals
- cluster.max_decals = MIN(1024 * 1024, uniform_max_size) / sizeof(Cluster::DecalData); //1mb of decals
- uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
- cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
- cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
- }
-
- cluster.builder.setup(16, 8, 24);
-
- {
- String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
- Vector<String> volumetric_fog_modes;
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
- volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
- volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
- volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
- volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
- volumetric_fog.shader_version = volumetric_fog.shader.version_create();
- for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
- volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
- }
- }
- default_giprobe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GI::GIProbeData) * RenderBuffers::MAX_GIPROBES);
-
- {
- 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);
- }
-
- camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
- camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
- environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
- screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled");
- screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_amount");
- screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_limit");
- glow_bicubic_upscale = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
- glow_high_quality = GLOBAL_GET("rendering/quality/glow/use_high_quality");
- ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/quality/screen_space_reflection/roughness_quality")));
- sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
- sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
- sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
- directional_penumbra_shadow_kernel = memnew_arr(float, 128);
- directional_soft_shadow_kernel = memnew_arr(float, 128);
- penumbra_shadow_kernel = memnew_arr(float, 128);
- soft_shadow_kernel = memnew_arr(float, 128);
- shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality"))));
- directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality"))));
-
- environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/volumetric_fog/volume_size"), GLOBAL_GET("rendering/volumetric_fog/volume_depth"));
- environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/volumetric_fog/use_filter"));
- environment_set_volumetric_fog_directional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/directional_shadow_shrink"));
- environment_set_volumetric_fog_positional_shadow_shrink_size(GLOBAL_GET("rendering/volumetric_fog/positional_shadow_shrink"));
-}
-
-RasterizerSceneRD::~RasterizerSceneRD() {
- for (Map<Vector2i, ShadowMap>::Element *E = shadow_maps.front(); E; E = E->next()) {
- RD::get_singleton()->free(E->get().depth);
- }
- for (Map<int, ShadowCubemap>::Element *E = shadow_cubemaps.front(); E; E = E->next()) {
- RD::get_singleton()->free(E->get().cubemap);
- }
-
- if (sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
- RD::get_singleton()->free(sky_scene_state.uniform_set);
- }
-
- RD::get_singleton()->free(default_giprobe_buffer);
- RD::get_singleton()->free(gi_probe_lights_uniform);
- RD::get_singleton()->free(gi.sdfgi_ubo);
-
- giprobe_debug_shader.version_free(giprobe_debug_shader_version);
- giprobe_shader.version_free(giprobe_lighting_shader_version);
- gi.shader.version_free(gi.shader_version);
- sdfgi_shader.debug_probes.version_free(sdfgi_shader.debug_probes_shader);
- sdfgi_shader.debug.version_free(sdfgi_shader.debug_shader);
- sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
- sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
- sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
-
- volumetric_fog.shader.version_free(volumetric_fog.shader_version);
-
- memdelete_arr(gi_probe_lights);
- SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
- sky_shader.shader.version_free(md->shader_data->version);
- RD::get_singleton()->free(sky_scene_state.directional_light_buffer);
- RD::get_singleton()->free(sky_scene_state.uniform_buffer);
- memdelete_arr(sky_scene_state.directional_lights);
- memdelete_arr(sky_scene_state.last_frame_directional_lights);
- storage->free(sky_shader.default_shader);
- storage->free(sky_shader.default_material);
- storage->free(sky_scene_state.fog_shader);
- storage->free(sky_scene_state.fog_material);
- memdelete_arr(directional_penumbra_shadow_kernel);
- memdelete_arr(directional_soft_shadow_kernel);
- memdelete_arr(penumbra_shadow_kernel);
- memdelete_arr(soft_shadow_kernel);
-
- {
- RD::get_singleton()->free(cluster.directional_light_buffer);
- RD::get_singleton()->free(cluster.light_buffer);
- RD::get_singleton()->free(cluster.reflection_buffer);
- RD::get_singleton()->free(cluster.decal_buffer);
- memdelete_arr(cluster.directional_lights);
- memdelete_arr(cluster.lights);
- memdelete_arr(cluster.lights_shadow_rect_cache);
- memdelete_arr(cluster.lights_instances);
- memdelete_arr(cluster.reflections);
- memdelete_arr(cluster.decals);
- }
-
- RD::get_singleton()->free(shadow_sampler);
-
- directional_shadow_atlas_set_size(0);
-}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
deleted file mode 100644
index fe31d2f76b..0000000000
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ /dev/null
@@ -1,1942 +0,0 @@
-/*************************************************************************/
-/* rasterizer_scene_rd.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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_SCENE_RD_H
-#define RASTERIZER_SCENE_RD_H
-
-#include "core/local_vector.h"
-#include "core/rid_owner.h"
-#include "servers/rendering/rasterizer.h"
-#include "servers/rendering/rasterizer_rd/light_cluster_builder.h"
-#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
-#include "servers/rendering/rasterizer_rd/shaders/gi.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/giprobe.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/sdfgi_debug.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/sky.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl.gen.h"
-#include "servers/rendering/rendering_device.h"
-
-class RasterizerSceneRD : public RasterizerScene {
-protected:
- double time;
-
- // Skys need less info from Directional Lights than the normal shaders
- struct SkyDirectionalLightData {
- float direction[3];
- float energy;
- float color[3];
- float size;
- uint32_t enabled;
- uint32_t pad[3];
- };
-
- struct SkySceneState {
- struct UBO {
- uint32_t volumetric_fog_enabled;
- float volumetric_fog_inv_length;
- float volumetric_fog_detail_spread;
- uint32_t volumetric_fog_pad;
-
- float fog_light_color[3];
- float fog_sun_scatter;
-
- uint32_t fog_enabled;
- float fog_density;
-
- float z_far;
- uint32_t directional_light_count;
- };
-
- UBO ubo;
-
- SkyDirectionalLightData *directional_lights;
- SkyDirectionalLightData *last_frame_directional_lights;
- uint32_t max_directional_lights;
- uint32_t last_frame_directional_light_count;
- RID directional_light_buffer;
- RID uniform_set;
- RID uniform_buffer;
- RID fog_uniform_set;
- RID default_fog_uniform_set;
-
- RID fog_shader;
- RID fog_material;
- RID fog_only_texture_uniform_set;
- } sky_scene_state;
-
- struct RenderBufferData {
- virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0;
- virtual ~RenderBufferData() {}
- };
- virtual RenderBufferData *_create_render_buffer_data() = 0;
-
- void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count);
- void _setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform);
- void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
- void _setup_giprobes(RID p_render_buffers, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, uint32_t &r_gi_probes_used);
-
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake) = 0;
- virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
- virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
-
- virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
- void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
-
- 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;
- virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers) = 0;
- virtual RID _render_buffers_get_reflection_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);
-
- void _setup_sky(RID p_environment, RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform, const Size2i p_screen_size);
- void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
- void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
- void _process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_ambient_buffer, RID p_reflection_buffer, RID p_gi_probe_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
-
-private:
- RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
- double time_step = 0;
- static RasterizerSceneRD *singleton;
-
- int roughness_layers;
-
- RasterizerStorageRD *storage;
-
- struct ReflectionData {
- struct Layer {
- struct Mipmap {
- RID framebuffers[6];
- RID views[6];
- Size2i size;
- };
- Vector<Mipmap> mipmaps; //per-face view
- Vector<RID> views; // per-cubemap view
- };
-
- struct DownsampleLayer {
- struct Mipmap {
- RID view;
- Size2i size;
- };
- Vector<Mipmap> mipmaps;
- };
-
- RID radiance_base_cubemap; //cubemap for first layer, first cubemap
- RID downsampled_radiance_cubemap;
- DownsampleLayer downsampled_layer;
- RID coefficient_buffer;
-
- bool dirty = true;
-
- Vector<Layer> layers;
- };
-
- void _clear_reflection_data(ReflectionData &rd);
- void _update_reflection_data(ReflectionData &rd, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality);
- void _create_reflection_fast_filter(ReflectionData &rd, bool p_use_arrays);
- void _create_reflection_importance_sample(ReflectionData &rd, bool p_use_arrays, int p_cube_side, int p_base_layer);
- void _update_reflection_mipmaps(ReflectionData &rd, int p_start, int p_end);
-
- /* Sky shader */
-
- enum SkyVersion {
- SKY_VERSION_BACKGROUND,
- SKY_VERSION_HALF_RES,
- SKY_VERSION_QUARTER_RES,
- SKY_VERSION_CUBEMAP,
- SKY_VERSION_CUBEMAP_HALF_RES,
- SKY_VERSION_CUBEMAP_QUARTER_RES,
- SKY_VERSION_MAX
- };
-
- struct SkyShader {
- SkyShaderRD shader;
- ShaderCompilerRD compiler;
-
- RID default_shader;
- RID default_material;
- RID default_shader_rd;
- } sky_shader;
-
- struct SkyShaderData : public RasterizerStorageRD::ShaderData {
- bool valid;
- RID version;
-
- RenderPipelineVertexFormatCacheRD pipelines[SKY_VERSION_MAX];
- Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
- Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
-
- Vector<uint32_t> ubo_offsets;
- uint32_t ubo_size;
-
- String path;
- String code;
- Map<StringName, RID> default_texture_params;
-
- bool uses_time;
- bool uses_position;
- bool uses_half_res;
- bool uses_quarter_res;
- bool uses_light;
-
- virtual void set_code(const String &p_Code);
- virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
- virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RasterizerStorage::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;
- SkyShaderData();
- virtual ~SkyShaderData();
- };
-
- RasterizerStorageRD::ShaderData *_create_sky_shader_func();
- static RasterizerStorageRD::ShaderData *_create_sky_shader_funcs() {
- return static_cast<RasterizerSceneRD *>(singleton)->_create_sky_shader_func();
- };
-
- struct SkyMaterialData : public RasterizerStorageRD::MaterialData {
- uint64_t last_frame;
- SkyShaderData *shader_data;
- RID uniform_buffer;
- RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
- bool uniform_set_updated;
-
- 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 ~SkyMaterialData();
- };
-
- RasterizerStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
- static RasterizerStorageRD::MaterialData *_create_sky_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
- return static_cast<RasterizerSceneRD *>(singleton)->_create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
- };
-
- enum SkyTextureSetVersion {
- SKY_TEXTURE_SET_BACKGROUND,
- SKY_TEXTURE_SET_HALF_RES,
- SKY_TEXTURE_SET_QUARTER_RES,
- SKY_TEXTURE_SET_CUBEMAP,
- SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
- SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
- SKY_TEXTURE_SET_MAX
- };
-
- enum SkySet {
- SKY_SET_UNIFORMS,
- SKY_SET_MATERIAL,
- SKY_SET_TEXTURES,
- SKY_SET_FOG,
- SKY_SET_MAX
- };
-
- /* SKY */
- struct Sky {
- RID radiance;
- RID half_res_pass;
- RID half_res_framebuffer;
- RID quarter_res_pass;
- RID quarter_res_framebuffer;
- Size2i screen_size;
-
- RID texture_uniform_sets[SKY_TEXTURE_SET_MAX];
- RID uniform_set;
-
- RID material;
- RID uniform_buffer;
-
- int radiance_size = 256;
-
- RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
-
- ReflectionData reflection;
- bool dirty = false;
- int processing_layer = 0;
- Sky *dirty_list = nullptr;
-
- //State to track when radiance cubemap needs updating
- SkyMaterialData *prev_material;
- Vector3 prev_position;
- float prev_time;
-
- RID sdfgi_integrate_sky_uniform_set;
- };
-
- Sky *dirty_sky_list = nullptr;
-
- void _sky_invalidate(Sky *p_sky);
- void _update_dirty_skys();
- RID _get_sky_textures(Sky *p_sky, SkyTextureSetVersion p_version);
-
- uint32_t sky_ggx_samples_quality;
- bool sky_use_cubemap_array;
-
- mutable RID_Owner<Sky> sky_owner;
-
- /* REFLECTION ATLAS */
-
- struct ReflectionAtlas {
- int count = 0;
- int size = 0;
-
- RID reflection;
- RID depth_buffer;
- RID depth_fb;
-
- struct Reflection {
- RID owner;
- ReflectionData data;
- RID fbs[6];
- };
-
- Vector<Reflection> reflections;
- };
-
- RID_Owner<ReflectionAtlas> reflection_atlas_owner;
-
- /* REFLECTION PROBE INSTANCE */
-
- struct ReflectionProbeInstance {
- RID probe;
- int atlas_index = -1;
- RID atlas;
-
- bool dirty = true;
- bool rendering = false;
- int processing_layer = 1;
- int processing_side = 0;
-
- uint32_t render_step = 0;
- uint64_t last_pass = 0;
- uint32_t render_index = 0;
-
- Transform transform;
- };
-
- mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
-
- /* DECAL INSTANCE */
-
- struct DecalInstance {
- RID decal;
- Transform transform;
- };
-
- mutable RID_Owner<DecalInstance> decal_instance_owner;
-
- /* GIPROBE INSTANCE */
-
- struct GIProbeLight {
- uint32_t type;
- float energy;
- float radius;
- float attenuation;
-
- float color[3];
- float spot_angle_radians;
-
- float position[3];
- float spot_attenuation;
-
- float direction[3];
- uint32_t has_shadow;
- };
-
- struct GIProbePushConstant {
- int32_t limits[3];
- uint32_t stack_size;
-
- float emission_scale;
- float propagation;
- float dynamic_range;
- uint32_t light_count;
-
- uint32_t cell_offset;
- uint32_t cell_count;
- float aniso_strength;
- uint32_t pad;
- };
-
- struct GIProbeDynamicPushConstant {
- int32_t limits[3];
- uint32_t light_count;
- int32_t x_dir[3];
- float z_base;
- int32_t y_dir[3];
- float z_sign;
- int32_t z_dir[3];
- float pos_multiplier;
- uint32_t rect_pos[2];
- uint32_t rect_size[2];
- uint32_t prev_rect_ofs[2];
- uint32_t prev_rect_size[2];
- uint32_t flip_x;
- uint32_t flip_y;
- float dynamic_range;
- uint32_t on_mipmap;
- float propagation;
- float pad[3];
- };
-
- struct GIProbeInstance {
- RID probe;
- RID texture;
- RID write_buffer;
-
- struct Mipmap {
- RID texture;
- RID uniform_set;
- RID second_bounce_uniform_set;
- RID write_uniform_set;
- uint32_t level;
- uint32_t cell_offset;
- uint32_t cell_count;
- };
- Vector<Mipmap> mipmaps;
-
- struct DynamicMap {
- RID texture; //color normally, or emission on first pass
- RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
- RID depth; //actual depth buffer for the first pass, float depth for later passes
- RID normal; //normal buffer for the first pass
- RID albedo; //emission buffer for the first pass
- RID orm; //orm buffer for the first pass
- RID fb; //used for rendering, only valid on first map
- RID uniform_set;
- uint32_t size;
- int mipmap; // mipmap to write to, -1 if no mipmap assigned
- };
-
- Vector<DynamicMap> dynamic_maps;
-
- int slot = -1;
- uint32_t last_probe_version = 0;
- uint32_t last_probe_data_version = 0;
-
- //uint64_t last_pass = 0;
- uint32_t render_index = 0;
-
- bool has_dynamic_object_data = false;
-
- Transform transform;
- };
-
- GIProbeLight *gi_probe_lights;
- uint32_t gi_probe_max_lights;
- RID gi_probe_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
- };
- 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];
-
- mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
-
- RS::GIProbeQuality gi_probe_quality = RS::GI_PROBE_QUALITY_HIGH;
-
- enum {
- GI_PROBE_DEBUG_COLOR,
- GI_PROBE_DEBUG_LIGHT,
- GI_PROBE_DEBUG_EMISSION,
- GI_PROBE_DEBUG_LIGHT_FULL,
- GI_PROBE_DEBUG_MAX
- };
-
- struct GIProbeDebugPushConstant {
- float projection[16];
- uint32_t cell_offset;
- float dynamic_range;
- float alpha;
- uint32_t level;
- int32_t bounds[3];
- uint32_t pad;
- };
-
- GiprobeDebugShaderRD giprobe_debug_shader;
- RID giprobe_debug_shader_version;
- RID giprobe_debug_shader_version_shaders[GI_PROBE_DEBUG_MAX];
- RenderPipelineVertexFormatCacheRD giprobe_debug_shader_version_pipelines[GI_PROBE_DEBUG_MAX];
- RID giprobe_debug_uniform_set;
-
- /* SHADOW ATLAS */
-
- struct ShadowShrinkStage {
- RID texture;
- RID filter_texture;
- uint32_t size;
- };
-
- struct ShadowAtlas {
- enum {
- QUADRANT_SHIFT = 27,
- SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
- SHADOW_INVALID = 0xFFFFFFFF
- };
-
- struct Quadrant {
- uint32_t subdivision;
-
- struct Shadow {
- RID owner;
- uint64_t version;
- uint64_t fog_version; // used for fog
- uint64_t alloc_tick;
-
- Shadow() {
- version = 0;
- fog_version = 0;
- alloc_tick = 0;
- }
- };
-
- Vector<Shadow> shadows;
-
- Quadrant() {
- subdivision = 0; //not in use
- }
-
- } quadrants[4];
-
- int size_order[4] = { 0, 1, 2, 3 };
- uint32_t smallest_subdiv = 0;
-
- int size = 0;
-
- RID depth;
- RID fb; //for copying
-
- Map<RID, uint32_t> shadow_owners;
-
- Vector<ShadowShrinkStage> shrink_stages;
- };
-
- RID_Owner<ShadowAtlas> shadow_atlas_owner;
-
- bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
-
- RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
- RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
- float shadows_quality_radius = 1.0;
- float directional_shadow_quality_radius = 1.0;
-
- float *directional_penumbra_shadow_kernel;
- float *directional_soft_shadow_kernel;
- float *penumbra_shadow_kernel;
- float *soft_shadow_kernel;
- int directional_penumbra_shadow_samples = 0;
- int directional_soft_shadow_samples = 0;
- int penumbra_shadow_samples = 0;
- int soft_shadow_samples = 0;
-
- /* DIRECTIONAL SHADOW */
-
- struct DirectionalShadow {
- RID depth;
-
- int light_count = 0;
- int size = 0;
- int current_light = 0;
-
- Vector<ShadowShrinkStage> shrink_stages;
-
- } directional_shadow;
-
- void _allocate_shadow_shrink_stages(RID p_base, int p_base_size, Vector<ShadowShrinkStage> &shrink_stages, uint32_t p_target_size);
- void _clear_shadow_shrink_stages(Vector<ShadowShrinkStage> &shrink_stages);
-
- /* SHADOW CUBEMAPS */
-
- struct ShadowCubemap {
- RID cubemap;
- RID side_fb[6];
- };
-
- Map<int, ShadowCubemap> shadow_cubemaps;
- ShadowCubemap *_get_shadow_cubemap(int p_size);
-
- struct ShadowMap {
- RID depth;
- RID fb;
- };
-
- Map<Vector2i, ShadowMap> shadow_maps;
- ShadowMap *_get_shadow_map(const Size2i &p_size);
-
- void _create_shadow_cubemaps();
-
- /* LIGHT INSTANCE */
-
- struct LightInstance {
- struct ShadowTransform {
- CameraMatrix camera;
- Transform transform;
- float farplane;
- float split;
- float bias_scale;
- float shadow_texel_size;
- float range_begin;
- Rect2 atlas_rect;
- Vector2 uv_scale;
- };
-
- RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
-
- ShadowTransform shadow_transform[4];
-
- AABB aabb;
- RID self;
- RID light;
- Transform transform;
-
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att = 0.0;
-
- uint64_t shadow_pass = 0;
- uint64_t last_scene_pass = 0;
- uint64_t last_scene_shadow_pass = 0;
- uint64_t last_pass = 0;
- uint32_t light_index = 0;
- uint32_t light_directional_index = 0;
-
- uint32_t current_shadow_atlas_key = 0;
-
- Vector2 dp;
-
- Rect2 directional_rect;
-
- Set<RID> shadow_atlases; //shadow atlases where this light is registered
-
- LightInstance() {}
- };
-
- mutable RID_Owner<LightInstance> light_instance_owner;
-
- /* ENVIRONMENT */
-
- struct Environment {
- // BG
- RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
- RID sky;
- float sky_custom_fov = 0.0;
- Basis sky_orientation;
- Color bg_color;
- float bg_energy = 1.0;
- int canvas_max_layer = 0;
- RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
- Color ambient_light;
- float ambient_light_energy = 1.0;
- float ambient_sky_contribution = 1.0;
- RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
- Color ao_color;
-
- /// Tonemap
-
- RS::EnvironmentToneMapper tone_mapper;
- float exposure = 1.0;
- float white = 1.0;
- bool auto_exposure = false;
- float min_luminance = 0.2;
- float max_luminance = 8.0;
- float auto_exp_speed = 0.2;
- float auto_exp_scale = 0.5;
- uint64_t auto_exposure_version = 0;
-
- // Fog
- bool fog_enabled = false;
- Color fog_light_color = Color(0.5, 0.6, 0.7);
- float fog_light_energy = 1.0;
- float fog_sun_scatter = 0.0;
- float fog_density = 0.001;
- float fog_height = 0.0;
- float fog_height_density = 0.0; //can be negative to invert effect
-
- /// Volumetric Fog
- ///
- bool volumetric_fog_enabled = false;
- float volumetric_fog_density = 0.01;
- Color volumetric_fog_light = Color(0, 0, 0);
- float volumetric_fog_light_energy = 0.0;
- float volumetric_fog_length = 64.0;
- float volumetric_fog_detail_spread = 2.0;
- RS::EnvVolumetricFogShadowFilter volumetric_fog_shadow_filter = RS::ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW;
- float volumetric_fog_gi_inject = 0.0;
-
- /// Glow
-
- bool glow_enabled = false;
- int glow_levels = (1 << 2) | (1 << 4);
- float glow_intensity = 0.8;
- float glow_strength = 1.0;
- float glow_bloom = 0.0;
- float glow_mix = 0.01;
- RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
- float glow_hdr_bleed_threshold = 1.0;
- float glow_hdr_luminance_cap = 12.0;
- float glow_hdr_bleed_scale = 2.0;
-
- /// SSAO
-
- bool ssao_enabled = false;
- float ssao_radius = 1;
- float ssao_intensity = 1;
- float ssao_bias = 0.01;
- float ssao_direct_light_affect = 0.0;
- float ssao_ao_channel_affect = 0.0;
- float ssao_blur_edge_sharpness = 4.0;
- RS::EnvironmentSSAOBlur ssao_blur = RS::ENV_SSAO_BLUR_3x3;
-
- /// SSR
- ///
- bool ssr_enabled = false;
- int ssr_max_steps = 64;
- float ssr_fade_in = 0.15;
- float ssr_fade_out = 2.0;
- float ssr_depth_tolerance = 0.2;
-
- /// SDFGI
- bool sdfgi_enabled = false;
- RS::EnvironmentSDFGICascades sdfgi_cascades;
- float sdfgi_min_cell_size = 0.2;
- bool sdfgi_use_occlusion = false;
- bool sdfgi_use_multibounce = false;
- bool sdfgi_read_sky_light = false;
- float sdfgi_energy = 1.0;
- float sdfgi_normal_bias = 1.1;
- float sdfgi_probe_bias = 1.1;
- RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
- };
-
- RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
- bool ssao_half_size = false;
- bool glow_bicubic_upscale = false;
- bool glow_high_quality = false;
- RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
-
- static uint64_t auto_exposure_counter;
-
- mutable RID_Owner<Environment> environment_owner;
-
- /* CAMERA EFFECTS */
-
- struct CameraEffects {
- bool dof_blur_far_enabled = false;
- float dof_blur_far_distance = 10;
- float dof_blur_far_transition = 5;
-
- bool dof_blur_near_enabled = false;
- float dof_blur_near_distance = 2;
- float dof_blur_near_transition = 1;
-
- float dof_blur_amount = 0.1;
-
- bool override_exposure_enabled = false;
- float override_exposure = 1;
- };
-
- RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
- RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
- bool dof_blur_use_jitter = false;
- RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
- float sss_scale = 0.05;
- float sss_depth_scale = 0.01;
-
- mutable RID_Owner<CameraEffects> camera_effects_owner;
-
- /* RENDER BUFFERS */
-
- struct SDFGI;
- struct VolumetricFog;
-
- struct RenderBuffers {
- enum {
- MAX_GIPROBES = 8
- };
-
- RenderBufferData *data = nullptr;
- int width = 0, height = 0;
- RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
- RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
-
- RID render_target;
-
- uint64_t auto_exposure_version = 1;
-
- RID texture; //main texture for rendering to, must be filled after done rendering
- RID depth_texture; //main depth texture
-
- RID gi_uniform_set;
- SDFGI *sdfgi = nullptr;
- VolumetricFog *volumetric_fog = nullptr;
-
- //built-in textures used for ping pong image processing and blurring
- struct Blur {
- RID texture;
-
- struct Mipmap {
- RID texture;
- int width;
- int height;
- };
-
- Vector<Mipmap> mipmaps;
- };
-
- Blur blur[2]; //the second one starts from the first mipmap
-
- struct Luminance {
- Vector<RID> reduce;
- RID current;
- } luminance;
-
- struct SSAO {
- RID depth;
- Vector<RID> depth_slices;
- RID ao[2];
- RID ao_full; //when using half-size
- } ssao;
-
- struct SSR {
- RID normal_scaled;
- RID depth_scaled;
- RID blur_radius[2];
- } ssr;
-
- RID giprobe_textures[MAX_GIPROBES];
- RID giprobe_buffer;
- };
-
- RID default_giprobe_buffer;
-
- /* SDFGI */
-
- struct SDFGI {
- enum {
- MAX_CASCADES = 8,
- CASCADE_SIZE = 128,
- PROBE_DIVISOR = 16,
- ANISOTROPY_SIZE = 6,
- MAX_DYNAMIC_LIGHTS = 128,
- MAX_STATIC_LIGHTS = 1024,
- LIGHTPROBE_OCT_SIZE = 6,
- SH_SIZE = 16
- };
-
- struct Cascade {
- struct UBO {
- float offset[3];
- float to_cell;
- int32_t probe_offset[3];
- uint32_t pad;
- };
-
- //cascade blocks are full-size for volume (128^3), half size for albedo/emission
- RID sdf_tex;
- RID light_tex;
- RID light_aniso_0_tex;
- RID light_aniso_1_tex;
-
- RID light_data;
- RID light_aniso_0_data;
- RID light_aniso_1_data;
-
- struct SolidCell { // this struct is unused, but remains as reference for size
- uint32_t position;
- uint32_t albedo;
- uint32_t static_light;
- uint32_t static_light_aniso;
- };
-
- RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
- RID solid_cell_buffer;
-
- RID lightprobe_history_tex;
- RID lightprobe_average_tex;
-
- float cell_size;
- Vector3i position;
-
- static const Vector3i DIRTY_ALL;
- Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
-
- RID sdf_store_uniform_set;
- RID sdf_direct_light_uniform_set;
- RID scroll_uniform_set;
- RID scroll_occlusion_uniform_set;
- RID integrate_uniform_set;
- RID lights_buffer;
- };
-
- //used for rendering (voxelization)
- RID render_albedo;
- RID render_emission;
- RID render_emission_aniso;
- RID render_occlusion[8];
- RID render_geom_facing;
-
- RID render_sdf[2];
- RID render_sdf_half[2];
-
- //used for ping pong processing in cascades
- RID sdf_initialize_uniform_set;
- RID sdf_initialize_half_uniform_set;
- RID jump_flood_uniform_set[2];
- RID jump_flood_half_uniform_set[2];
- RID sdf_upscale_uniform_set;
- int upscale_jfa_uniform_set_index;
- RID occlusion_uniform_set;
-
- uint32_t cascade_size = 128;
-
- LocalVector<Cascade> cascades;
-
- RID lightprobe_texture;
- RID lightprobe_data;
- RID occlusion_texture;
- RID occlusion_data;
- RID ambient_texture; //integrates with volumetric fog
-
- RID lightprobe_history_scroll; //used for scrolling lightprobes
- RID lightprobe_average_scroll; //used for scrolling lightprobes
-
- uint32_t history_size = 0;
- float solid_cell_ratio = 0;
- uint32_t solid_cell_count = 0;
-
- RS::EnvironmentSDFGICascades cascade_mode;
- float min_cell_size = 0;
- uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
-
- RID debug_uniform_set;
- RID debug_probes_uniform_set;
- RID cascades_ubo;
-
- bool uses_occlusion = false;
- bool uses_multibounce = false;
- bool reads_sky = false;
- float energy = 1.0;
- float normal_bias = 1.1;
- float probe_bias = 1.1;
- RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
-
- float y_mult = 1.0;
-
- uint32_t render_pass = 0;
- };
-
- RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
- RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
- float sdfgi_solid_cell_ratio = 0.25;
- Vector3 sdfgi_debug_probe_pos;
- Vector3 sdfgi_debug_probe_dir;
- bool sdfgi_debug_probe_enabled = false;
- Vector3i sdfgi_debug_probe_index;
-
- struct SDGIShader {
- enum SDFGIPreprocessShaderVersion {
- PRE_PROCESS_SCROLL,
- PRE_PROCESS_SCROLL_OCCLUSION,
- PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
- PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
- PRE_PROCESS_JUMP_FLOOD,
- PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
- PRE_PROCESS_JUMP_FLOOD_UPSCALE,
- PRE_PROCESS_OCCLUSION,
- PRE_PROCESS_STORE,
- PRE_PROCESS_MAX
- };
-
- struct PreprocessPushConstant {
- int32_t scroll[3];
- int32_t grid_size;
-
- int32_t probe_offset[3];
- int32_t step_size;
-
- int32_t half_size;
- uint32_t occlusion_index;
- int32_t cascade;
- uint32_t pad;
- };
-
- SdfgiPreprocessShaderRD preprocess;
- RID preprocess_shader;
- RID preprocess_pipeline[PRE_PROCESS_MAX];
-
- struct DebugPushConstant {
- float grid_size[3];
- uint32_t max_cascades;
-
- int32_t screen_size[2];
- uint32_t use_occlusion;
- float y_mult;
-
- float cam_extent[3];
- uint32_t probe_axis_size;
-
- float cam_transform[16];
- };
-
- SdfgiDebugShaderRD debug;
- RID debug_shader;
- RID debug_shader_version;
- RID debug_pipeline;
-
- enum ProbeDebugMode {
- PROBE_DEBUG_PROBES,
- PROBE_DEBUG_VISIBILITY,
- PROBE_DEBUG_MAX
- };
-
- struct DebugProbesPushConstant {
- float projection[16];
-
- uint32_t band_power;
- uint32_t sections_in_band;
- uint32_t band_mask;
- float section_arc;
-
- float grid_size[3];
- uint32_t cascade;
-
- uint32_t pad;
- float y_mult;
- int32_t probe_debug_index;
- int32_t probe_axis_size;
- };
-
- SdfgiDebugProbesShaderRD debug_probes;
- RID debug_probes_shader;
- RID debug_probes_shader_version;
-
- RenderPipelineVertexFormatCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
-
- struct Light {
- float color[3];
- float energy;
-
- float direction[3];
- uint32_t has_shadow;
-
- float position[3];
- float attenuation;
-
- uint32_t type;
- float spot_angle;
- float spot_attenuation;
- float radius;
-
- float shadow_color[4];
- };
-
- struct DirectLightPushConstant {
- float grid_size[3];
- uint32_t max_cascades;
-
- uint32_t cascade;
- uint32_t light_count;
- uint32_t process_offset;
- uint32_t process_increment;
-
- int32_t probe_axis_size;
- uint32_t multibounce;
- float y_mult;
- uint32_t pad;
- };
-
- enum {
- DIRECT_LIGHT_MODE_STATIC,
- DIRECT_LIGHT_MODE_DYNAMIC,
- DIRECT_LIGHT_MODE_MAX
- };
- SdfgiDirectLightShaderRD direct_light;
- RID direct_light_shader;
- RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
-
- enum {
- INTEGRATE_MODE_PROCESS,
- INTEGRATE_MODE_STORE,
- INTEGRATE_MODE_SCROLL,
- INTEGRATE_MODE_SCROLL_STORE,
- INTEGRATE_MODE_MAX
- };
- struct IntegratePushConstant {
- enum {
- SKY_MODE_DISABLED,
- SKY_MODE_COLOR,
- SKY_MODE_SKY,
- };
-
- float grid_size[3];
- uint32_t max_cascades;
-
- uint32_t probe_axis_size;
- uint32_t cascade;
- uint32_t history_index;
- uint32_t history_size;
-
- uint32_t ray_count;
- float ray_bias;
- int32_t image_size[2];
-
- int32_t world_offset[3];
- uint32_t sky_mode;
-
- int32_t scroll[3];
- float sky_energy;
-
- float sky_color[3];
- float y_mult;
-
- uint32_t store_ambient_texture;
- uint32_t pad[3];
- };
-
- SdfgiIntegrateShaderRD integrate;
- RID integrate_shader;
- RID integrate_pipeline[INTEGRATE_MODE_MAX];
-
- RID integrate_default_sky_uniform_set;
-
- } sdfgi_shader;
-
- void _sdfgi_erase(RenderBuffers *rb);
- int _sdfgi_get_pending_region_data(RID p_render_buffers, int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
- void _sdfgi_update_cascades(RID p_render_buffers);
-
- /* GI */
-
- struct GI {
- struct SDFGIData {
- float grid_size[3];
- uint32_t max_cascades;
-
- uint32_t use_occlusion;
- int32_t probe_axis_size;
- float probe_to_uvw;
- float normal_bias;
-
- float lightprobe_tex_pixel_size[3];
- float energy;
-
- float lightprobe_uv_offset[3];
- float y_mult;
-
- float occlusion_clamp[3];
- uint32_t pad3;
-
- float occlusion_renormalize[3];
- uint32_t pad4;
-
- float cascade_probe_size[3];
- uint32_t pad5;
-
- struct ProbeCascadeData {
- float position[3]; //offset of (0,0,0) in world coordinates
- float to_probe; // 1/bounds * grid_size
- int32_t probe_world_offset[3];
- float to_cell; // 1/bounds * grid_size
- };
-
- ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
- };
-
- struct GIProbeData {
- float xform[16];
- float bounds[3];
- float dynamic_range;
-
- float bias;
- float normal_bias;
- uint32_t blend_ambient;
- uint32_t texture_slot;
-
- float anisotropy_strength;
- float ao;
- float ao_size;
- uint32_t mipmaps;
- };
-
- struct PushConstant {
- int32_t screen_size[2];
- float z_near;
- float z_far;
-
- float proj_info[4];
-
- uint32_t max_giprobes;
- uint32_t high_quality_vct;
- uint32_t use_sdfgi;
- uint32_t orthogonal;
-
- float ao_color[3];
- uint32_t pad;
-
- float cam_rotation[12];
- };
-
- RID sdfgi_ubo;
- enum {
- MODE_MAX = 1
- };
-
- GiShaderRD shader;
- RID shader_version;
- RID pipelines[MODE_MAX];
- } gi;
-
- bool screen_space_roughness_limiter = false;
- float screen_space_roughness_limiter_amount = 0.25;
- float screen_space_roughness_limiter_limit = 0.18;
-
- mutable RID_Owner<RenderBuffers> render_buffers_owner;
-
- void _free_render_buffer_data(RenderBuffers *rb);
- 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 _sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform);
-
- /* Cluster */
-
- struct Cluster {
- /* Scene State UBO */
-
- struct ReflectionData { //should always be 128 bytes
- float box_extents[3];
- float index;
- float box_offset[3];
- uint32_t mask;
- float params[4]; // intensity, 0, interior , boxproject
- float ambient[3]; // ambient color,
- uint32_t ambient_mode;
- float local_matrix[16]; // up to here for spot and omni, rest is for directional
- };
-
- struct LightData {
- float position[3];
- float inv_radius;
- float direction[3];
- float size;
- uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
- uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
- uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
- uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
- float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
- float shadow_matrix[16];
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size;
- float soft_shadow_scale;
- uint32_t mask;
- float shadow_volumetric_fog_fade;
- uint32_t pad;
- float projector_rect[4];
- };
-
- struct DirectionalLightData {
- float direction[3];
- float energy;
- float color[3];
- float size;
- float specular;
- uint32_t mask;
- float softshadow_angle;
- float soft_shadow_scale;
- uint32_t blend_splits;
- uint32_t shadow_enabled;
- float fade_from;
- float fade_to;
- uint32_t pad[3];
- float shadow_volumetric_fog_fade;
- float shadow_bias[4];
- float shadow_normal_bias[4];
- float shadow_transmittance_bias[4];
- float shadow_z_range[4];
- float shadow_range_begin[4];
- float shadow_split_offsets[4];
- float shadow_matrices[4][16];
- float shadow_color1[4];
- float shadow_color2[4];
- float shadow_color3[4];
- float shadow_color4[4];
- float uv_scale1[2];
- float uv_scale2[2];
- float uv_scale3[2];
- float uv_scale4[2];
- };
-
- struct DecalData {
- float xform[16];
- float inv_extents[3];
- float albedo_mix;
- float albedo_rect[4];
- float normal_rect[4];
- float orm_rect[4];
- float emission_rect[4];
- float modulate[4];
- float emission_energy;
- uint32_t mask;
- float upper_fade;
- float lower_fade;
- float normal_xform[12];
- float normal[3];
- float normal_fade;
- };
-
- ReflectionData *reflections;
- uint32_t max_reflections;
- RID reflection_buffer;
- uint32_t max_reflection_probes_per_instance;
-
- DecalData *decals;
- uint32_t max_decals;
- RID decal_buffer;
-
- LightData *lights;
- uint32_t max_lights;
- RID light_buffer;
- RID *lights_instances;
- Rect2i *lights_shadow_rect_cache;
- uint32_t lights_shadow_rect_cache_count = 0;
-
- DirectionalLightData *directional_lights;
- uint32_t max_directional_lights;
- RID directional_light_buffer;
-
- LightClusterBuilder builder;
-
- } cluster;
-
- struct VolumetricFog {
- uint32_t width = 0;
- uint32_t height = 0;
- uint32_t depth = 0;
-
- float length;
- float spread;
-
- RID light_density_map;
- RID fog_map;
- RID uniform_set;
- RID uniform_set2;
- RID sdfgi_uniform_set;
- RID sky_uniform_set;
-
- int last_shadow_filter = -1;
- };
-
- enum {
- VOLUMETRIC_FOG_SHADER_DENSITY,
- VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI,
- VOLUMETRIC_FOG_SHADER_FILTER,
- VOLUMETRIC_FOG_SHADER_FOG,
- VOLUMETRIC_FOG_SHADER_MAX,
- };
-
- struct VolumetricFogShader {
- struct PushConstant {
- float fog_frustum_size_begin[2];
- float fog_frustum_size_end[2];
-
- float fog_frustum_end;
- float z_near;
- float z_far;
- uint32_t filter_axis;
-
- int32_t fog_volume_size[3];
- uint32_t directional_light_count;
-
- float light_energy[3];
- float base_density;
-
- float detail_spread;
- float gi_inject;
- uint32_t max_gi_probes;
- uint32_t pad;
-
- float cam_rotation[12];
- };
-
- VolumetricFogShaderRD shader;
-
- RID shader_version;
- RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];
-
- } volumetric_fog;
-
- uint32_t volumetric_fog_depth = 128;
- uint32_t volumetric_fog_size = 128;
- bool volumetric_fog_filter_active = false;
- uint32_t volumetric_fog_directional_shadow_shrink = 512;
- uint32_t volumetric_fog_positional_shadow_shrink = 512;
-
- 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);
-
- RID shadow_sampler;
-
- uint64_t scene_pass = 0;
- uint64_t shadow_atlas_realloc_tolerance_msec = 500;
-
- struct SDFGICosineNeighbour {
- uint32_t neighbour;
- float weight;
- };
-
-public:
- /* SHADOW ATLAS API */
-
- RID shadow_atlas_create();
- void shadow_atlas_set_size(RID p_atlas, int p_size);
- void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
- bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
- _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
- ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
- ERR_FAIL_COND_V(!atlas, false);
- return atlas->shadow_owners.has(p_light_intance);
- }
-
- _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
- ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
- ERR_FAIL_COND_V(!atlas, RID());
- return atlas->depth;
- }
-
- _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
- ShadowAtlas *atlas = shadow_atlas_owner.getornull(p_atlas);
- ERR_FAIL_COND_V(!atlas, Size2i());
- return Size2(atlas->size, atlas->size);
- }
-
- void directional_shadow_atlas_set_size(int p_size);
- int get_directional_light_shadow_size(RID p_light_intance);
- void set_directional_shadow_count(int p_count);
-
- _FORCE_INLINE_ RID directional_shadow_get_texture() {
- return directional_shadow.depth;
- }
-
- _FORCE_INLINE_ Size2i directional_shadow_get_size() {
- return Size2i(directional_shadow.size, directional_shadow.size);
- }
-
- /* SDFGI UPDATE */
-
- int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
- virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position);
- virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const;
- virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const;
- virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const;
- virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const RID *p_directional_light_instances, uint32_t p_directional_light_count, const RID *p_positional_light_instances, uint32_t p_positional_light_count);
- RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
- /* SKY API */
-
- RID sky_create();
- void sky_set_radiance_size(RID p_sky, int p_radiance_size);
- void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
- void sky_set_material(RID p_sky, RID p_material);
- Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
-
- RID sky_get_radiance_texture_rd(RID p_sky) const;
- RID sky_get_radiance_uniform_set_rd(RID p_sky, RID p_shader, int p_set) const;
- RID sky_get_material(RID p_sky) const;
-
- /* ENVIRONMENT API */
-
- RID environment_create();
-
- void environment_set_background(RID p_env, RS::EnvironmentBG p_bg);
- void environment_set_sky(RID p_env, RID p_sky);
- void environment_set_sky_custom_fov(RID p_env, float p_scale);
- void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
- void environment_set_bg_color(RID p_env, const Color &p_color);
- void environment_set_bg_energy(RID p_env, float p_energy);
- void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
- 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());
-
- RS::EnvironmentBG environment_get_background(RID p_env) const;
- RID environment_get_sky(RID p_env) const;
- float environment_get_sky_custom_fov(RID p_env) const;
- Basis environment_get_sky_orientation(RID p_env) const;
- Color environment_get_bg_color(RID p_env) const;
- float environment_get_bg_energy(RID p_env) const;
- int environment_get_canvas_max_layer(RID p_env) const;
- Color environment_get_ambient_light_color(RID p_env) const;
- RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
- float environment_get_ambient_light_energy(RID p_env) const;
- float environment_get_ambient_sky_contribution(RID p_env) const;
- RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
- Color environment_get_ao_color(RID p_env) const;
-
- bool is_environment(RID p_env) const;
-
- void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
- void environment_glow_set_use_bicubic_upscale(bool p_enable);
- void environment_glow_set_use_high_quality(bool p_enable);
-
- 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);
- bool environment_is_fog_enabled(RID p_env) const;
- Color environment_get_fog_light_color(RID p_env) const;
- float environment_get_fog_light_energy(RID p_env) const;
- float environment_get_fog_sun_scatter(RID p_env) const;
- float environment_get_fog_density(RID p_env) const;
- float environment_get_fog_height(RID p_env) const;
- float environment_get_fog_height_density(RID p_env) const;
-
- 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, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
-
- virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth);
- virtual void environment_set_volumetric_fog_filter_active(bool p_enable);
- virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size);
- virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size);
-
- void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
- void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
- void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size);
- bool environment_is_ssao_enabled(RID p_env) const;
- float environment_get_ssao_ao_affect(RID p_env) const;
- float environment_get_ssao_light_affect(RID p_env) const;
- bool environment_is_ssr_enabled(RID p_env) const;
- bool environment_is_sdfgi_enabled(RID p_env) const;
-
- virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
- virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count);
- virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames);
-
- void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
- RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
-
- 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);
- void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
-
- virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);
-
- virtual RID camera_effects_create();
-
- virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter);
- virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape);
-
- virtual 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);
- 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_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_mark_visible(RID p_light_instance);
-
- _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->light;
- }
-
- _FORCE_INLINE_ Transform light_instance_get_base_transform(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->transform;
- }
-
- _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas) {
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- uint32_t key = shadow_atlas->shadow_owners[li->self];
-
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
-
- ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
-
- uint32_t atlas_size = shadow_atlas->size;
- uint32_t quadrant_size = atlas_size >> 1;
-
- uint32_t x = (quadrant & 1) * quadrant_size;
- uint32_t y = (quadrant >> 1) * quadrant_size;
-
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
- x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
- y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
-
- uint32_t width = shadow_size;
- uint32_t height = shadow_size;
-
- return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
- }
-
- _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->shadow_transform[p_index].camera;
- }
-
- _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
-#ifdef DEBUG_ENABLED
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
-#endif
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- ERR_FAIL_COND_V(!shadow_atlas, 0);
-#ifdef DEBUG_ENABLED
- ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
-#endif
- uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
-
- uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
-
- uint32_t quadrant_size = shadow_atlas->size >> 1;
-
- uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
-
- return float(1.0) / shadow_size;
- }
-
- _FORCE_INLINE_ Transform
- 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;
- }
- _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->shadow_transform[p_index].bias_scale;
- }
- _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->shadow_transform[p_index].farplane;
- }
- _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->shadow_transform[p_index].range_begin;
- }
-
- _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->shadow_transform[p_index].uv_scale;
- }
-
- _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->shadow_transform[p_index].atlas_rect;
- }
-
- _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->shadow_transform[p_index].split;
- }
-
- _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->shadow_transform[p_index].shadow_texel_size;
- }
-
- _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- li->last_pass = p_pass;
- }
-
- _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->last_pass;
- }
-
- _FORCE_INLINE_ void light_instance_set_index(RID p_light_instance, uint32_t p_index) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- li->light_index = p_index;
- }
-
- _FORCE_INLINE_ uint32_t light_instance_get_index(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->light_index;
- }
-
- _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
- LightInstance *li = light_instance_owner.getornull(p_light_instance);
- return li->light_type;
- }
-
- virtual RID reflection_atlas_create();
- virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count);
- _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
- ReflectionAtlas *atlas = reflection_atlas_owner.getornull(p_ref_atlas);
- ERR_FAIL_COND_V(!atlas, RID());
- return atlas->reflection;
- }
-
- 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_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);
- virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
- virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
-
- uint32_t reflection_probe_instance_get_resolution(RID p_instance);
- RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
- RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
-
- _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, RID());
-
- return rpi->probe;
- }
-
- _FORCE_INLINE_ void reflection_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!rpi);
- rpi->render_index = p_render_index;
- }
-
- _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_index(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, 0);
-
- return rpi->render_index;
- }
-
- _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!rpi);
- rpi->last_pass = p_render_pass;
- }
-
- _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, 0);
-
- return rpi->last_pass;
- }
-
- _FORCE_INLINE_ Transform reflection_probe_instance_get_transform(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, Transform());
-
- return rpi->transform;
- }
-
- _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
- ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!rpi, -1);
-
- return rpi->atlas_index;
- }
-
- virtual RID decal_instance_create(RID p_decal);
- virtual void decal_instance_set_transform(RID p_decal, const Transform &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 {
- DecalInstance *decal = decal_instance_owner.getornull(p_decal);
- return decal->transform;
- }
-
- RID gi_probe_instance_create(RID p_base);
- void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
- bool gi_probe_needs_update(RID p_probe) const;
- void gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, int p_dynamic_object_count, InstanceBase **p_dynamic_objects);
-
- void gi_probe_set_quality(RS::GIProbeQuality p_quality) { gi_probe_quality = p_quality; }
-
- _FORCE_INLINE_ uint32_t gi_probe_instance_get_slot(RID p_probe) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- return gi_probe->slot;
- }
- _FORCE_INLINE_ RID gi_probe_instance_get_base_probe(RID p_probe) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- return gi_probe->probe;
- }
- _FORCE_INLINE_ Transform gi_probe_instance_get_transform_to_cell(RID p_probe) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- return storage->gi_probe_get_to_cell_xform(gi_probe->probe) * gi_probe->transform.affine_inverse();
- }
-
- _FORCE_INLINE_ RID gi_probe_instance_get_texture(RID p_probe) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_probe);
- return gi_probe->texture;
- }
-
- _FORCE_INLINE_ void gi_probe_instance_set_render_index(RID p_instance, uint32_t p_render_index) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!gi_probe);
- gi_probe->render_index = p_render_index;
- }
-
- _FORCE_INLINE_ uint32_t gi_probe_instance_get_render_index(RID p_instance) {
- GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!gi_probe, 0);
-
- return gi_probe->render_index;
- }
- /*
- _FORCE_INLINE_ void gi_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
- GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!g_probe);
- g_probe->last_pass = p_render_pass;
- }
-
- _FORCE_INLINE_ uint32_t gi_probe_instance_get_render_pass(RID p_instance) {
- GIProbeInstance *g_probe = gi_probe_instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!g_probe, 0);
-
- return g_probe->last_pass;
- }
-*/
- RID render_buffers_create();
- 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);
-
- 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();
-
- uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
- bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
- RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
- Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
- Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
- float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
- float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
- uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
- uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
- bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
- float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
- RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
-
- bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
- RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
- RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
- float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
- float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
-
- void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
-
- void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
-
- void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
-
- void render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count);
- void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count);
-
- virtual void set_scene_pass(uint64_t p_pass) {
- scene_pass = p_pass;
- }
- _FORCE_INLINE_ uint64_t get_scene_pass() {
- return scene_pass;
- }
-
- virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit);
- virtual bool screen_space_roughness_limiter_is_active() const;
- virtual float screen_space_roughness_limiter_get_amount() const;
- virtual float screen_space_roughness_limiter_get_limit() const;
-
- virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality);
- RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
- virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale);
-
- virtual void shadows_quality_set(RS::ShadowQuality p_quality);
- virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality);
- _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
- _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
- _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
- _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
-
- _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
- _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
- _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
- _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
-
- _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
- _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
- _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
- _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
-
- int get_roughness_layers() const;
- bool is_using_radiance_cubemap_array() const;
-
- virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
-
- virtual bool free(RID p_rid);
-
- virtual void update();
-
- virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
- _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
- return debug_draw;
- }
-
- virtual void set_time(double p_time, double p_step);
-
- RID get_cluster_builder_texture();
- RID get_cluster_builder_indices_buffer();
- RID get_reflection_probe_buffer();
- RID get_positional_light_buffer();
- RID get_directional_light_buffer();
- RID get_decal_buffer();
- int get_max_directional_lights() const;
-
- void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
-
- RasterizerSceneRD(RasterizerStorageRD *p_storage);
- ~RasterizerSceneRD();
-};
-
-#endif // RASTERIZER_SCENE_RD_H
diff --git a/servers/rendering/rasterizer_rd/shader_rd.cpp b/servers/rendering/rasterizer_rd/shader_rd.cpp
deleted file mode 100644
index 8c57651263..0000000000
--- a/servers/rendering/rasterizer_rd/shader_rd.cpp
+++ /dev/null
@@ -1,476 +0,0 @@
-/*************************************************************************/
-/* shader_rd.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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_rd.h"
-
-#include "core/string_builder.h"
-#include "rasterizer_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();
- }
- }
- }
- }
-
- 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();
- } 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);
-
- 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 (p_compute_code) {
- is_compute = true;
-
- 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;
-
- 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());
- }
-
- 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();
- }
- }
- }
- }
-}
-
-RID ShaderRD::version_create() {
- //initialize() was never called
- ERR_FAIL_COND_V(variant_defines.size() == 0, RID());
-
- Version version;
- version.dirty = true;
- version.valid = false;
- version.initialize_needed = true;
- version.variants = nullptr;
- return version_owner.make_rid(version);
-}
-
-void ShaderRD::_clear_version(Version *p_version) {
- //clear versions if they exist
- if (p_version->variants) {
- for (int i = 0; i < variant_defines.size(); i++) {
- RD::get_singleton()->free(p_version->variants[i]);
- }
-
- memdelete_arr(p_version->variants);
- p_version->variants = nullptr;
- }
-}
-
-void ShaderRD::_compile_variant(uint32_t p_variant, Version *p_version) {
- Vector<RD::ShaderStageData> stages;
-
- String error;
- String current_source;
- RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
- bool build_ok = true;
-
- if (!is_compute) {
- //vertex stage
-
- StringBuilder builder;
-
- builder.append(vertex_codev.get_data()); // version info (if exists)
- builder.append("\n"); //make sure defines begin at newline
- builder.append(general_defines.get_data());
- builder.append(variant_defines[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
-
- current_source = builder.as_string();
- RD::ShaderStageData stage;
- stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
- if (stage.spir_v.size() == 0) {
- build_ok = false;
- } else {
- stage.shader_stage = RD::SHADER_STAGE_VERTEX;
- stages.push_back(stage);
- }
- }
-
- if (!is_compute && build_ok) {
- //fragment stage
- 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
-
- current_source = builder.as_string();
- RD::ShaderStageData stage;
- stage.spir_v = RD::get_singleton()->shader_compile_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
- if (stage.spir_v.size() == 0) {
- build_ok = false;
- } else {
- stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
- stages.push_back(stage);
- }
- }
-
- if (is_compute) {
- //compute stage
- 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(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
-
- 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) {
- build_ok = false;
- } else {
- stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
- stages.push_back(stage);
- }
- }
-
- if (!build_ok) {
- MutexLock lock(variant_set_mutex); //properly print the errors
- ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
- ERR_PRINT(error);
-
-#ifdef DEBUG_ENABLED
- ERR_PRINT("code:\n" + current_source.get_with_code_lines());
-#endif
- return;
- }
-
- RID shader = RD::get_singleton()->shader_create(stages);
- {
- MutexLock lock(variant_set_mutex);
- p_version->variants[p_variant] = shader;
- }
-}
-
-void ShaderRD::_compile_version(Version *p_version) {
- _clear_version(p_version);
-
- p_version->valid = false;
- p_version->dirty = false;
-
- p_version->variants = memnew_arr(RID, variant_defines.size());
-#if 1
-
- RasterizerRD::thread_work_pool.do_work(variant_defines.size(), this, &ShaderRD::_compile_variant, p_version);
-#else
- for (int i = 0; i < variant_defines.size(); i++) {
- _compile_variant(i, p_version);
- }
-#endif
-
- bool all_valid = true;
- for (int i = 0; i < variant_defines.size(); i++) {
- if (p_version->variants[i].is_null()) {
- all_valid = false;
- break;
- }
- }
-
- if (!all_valid) {
- //clear versions if they exist
- for (int i = 0; i < variant_defines.size(); i++) {
- if (!p_version->variants[i].is_null()) {
- RD::get_singleton()->free(p_version->variants[i]);
- }
- }
- memdelete_arr(p_version->variants);
- p_version->variants = nullptr;
- return;
- }
-
- 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) {
- 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->custom_defines.clear();
- for (int i = 0; i < p_custom_defines.size(); i++) {
- version->custom_defines.push_back(p_custom_defines[i].utf8());
- }
-
- version->dirty = true;
- if (version->initialize_needed) {
- _compile_version(version);
- version->initialize_needed = false;
- }
-}
-
-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) {
- 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->custom_defines.clear();
- for (int i = 0; i < p_custom_defines.size(); i++) {
- version->custom_defines.push_back(p_custom_defines[i].utf8());
- }
-
- version->dirty = true;
- if (version->initialize_needed) {
- _compile_version(version);
- version->initialize_needed = false;
- }
-}
-
-bool ShaderRD::version_is_valid(RID p_version) {
- Version *version = version_owner.getornull(p_version);
- ERR_FAIL_COND_V(!version, false);
-
- if (version->dirty) {
- _compile_version(version);
- }
-
- return version->valid;
-}
-
-bool ShaderRD::version_free(RID p_version) {
- if (version_owner.owns(p_version)) {
- Version *version = version_owner.getornull(p_version);
- _clear_version(version);
- version_owner.free(p_version);
- } else {
- return false;
- }
-
- return true;
-}
-
-void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
- ERR_FAIL_COND(variant_defines.size());
- ERR_FAIL_COND(p_variant_defines.size() == 0);
- general_defines = p_general_defines.utf8();
- for (int i = 0; i < p_variant_defines.size(); i++) {
- variant_defines.push_back(p_variant_defines[i].utf8());
- }
-}
-
-ShaderRD::~ShaderRD() {
- List<RID> remaining;
- version_owner.get_owned_list(&remaining);
- if (remaining.size()) {
- ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
- while (remaining.size()) {
- version_free(remaining.front()->get());
- remaining.pop_front();
- }
- }
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
deleted file mode 100644
index 9d531d63ad..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ /dev/null
@@ -1,42 +0,0 @@
-#!/usr/bin/env python
-
-Import("env")
-
-if "RD_GLSL" in env["BUILDERS"]:
- env.RD_GLSL("canvas.glsl")
- env.RD_GLSL("canvas_occlusion.glsl")
- env.RD_GLSL("copy.glsl")
- env.RD_GLSL("copy_to_fb.glsl")
- env.RD_GLSL("cubemap_roughness.glsl")
- env.RD_GLSL("cubemap_downsampler.glsl")
- env.RD_GLSL("cubemap_filter.glsl")
- env.RD_GLSL("scene_high_end.glsl")
- env.RD_GLSL("sky.glsl")
- env.RD_GLSL("tonemap.glsl")
- env.RD_GLSL("cube_to_dp.glsl")
- env.RD_GLSL("giprobe.glsl")
- env.RD_GLSL("giprobe_debug.glsl")
- env.RD_GLSL("giprobe_sdf.glsl")
- env.RD_GLSL("luminance_reduce.glsl")
- env.RD_GLSL("bokeh_dof.glsl")
- env.RD_GLSL("ssao.glsl")
- env.RD_GLSL("ssao_minify.glsl")
- env.RD_GLSL("ssao_blur.glsl")
- env.RD_GLSL("roughness_limiter.glsl")
- env.RD_GLSL("screen_space_reflection.glsl")
- env.RD_GLSL("screen_space_reflection_filter.glsl")
- env.RD_GLSL("screen_space_reflection_scale.glsl")
- env.RD_GLSL("subsurface_scattering.glsl")
- env.RD_GLSL("specular_merge.glsl")
- env.RD_GLSL("gi.glsl")
- env.RD_GLSL("resolve.glsl")
- env.RD_GLSL("sdfgi_preprocess.glsl")
- env.RD_GLSL("sdfgi_integrate.glsl")
- env.RD_GLSL("sdfgi_direct_light.glsl")
- env.RD_GLSL("sdfgi_debug.glsl")
- env.RD_GLSL("sdfgi_debug_probes.glsl")
- env.RD_GLSL("volumetric_fog.glsl")
- env.RD_GLSL("shadow_reduce.glsl")
- env.RD_GLSL("particles.glsl")
- env.RD_GLSL("particles_copy.glsl")
- env.RD_GLSL("sort.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
deleted file mode 100644
index 4a40584e16..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ /dev/null
@@ -1,569 +0,0 @@
-#[vertex]
-
-#version 450
-
-VERSION_DEFINES
-
-#ifdef USE_ATTRIBUTES
-layout(location = 0) in vec2 vertex_attrib;
-layout(location = 3) in vec4 color_attrib;
-layout(location = 4) in vec2 uv_attrib;
-
-layout(location = 6) in uvec4 bones_attrib;
-
-#endif
-
-#include "canvas_uniforms_inc.glsl"
-
-layout(location = 0) out vec2 uv_interp;
-layout(location = 1) out vec4 color_interp;
-layout(location = 2) out vec2 vertex_interp;
-
-#ifdef USE_NINEPATCH
-
-layout(location = 3) out vec2 pixel_size_interp;
-
-#endif
-
-#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-
-/* clang-format off */
-VERTEX_SHADER_GLOBALS
-/* clang-format on */
-
-void main() {
- vec4 instance_custom = vec4(0.0);
-#ifdef USE_PRIMITIVE
-
- //weird bug,
- //this works
- vec2 vertex;
- vec2 uv;
- vec4 color;
-
- if (gl_VertexIndex == 0) {
- vertex = draw_data.points[0];
- uv = draw_data.uvs[0];
- color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
- } else if (gl_VertexIndex == 1) {
- vertex = draw_data.points[1];
- uv = draw_data.uvs[1];
- color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
- } else {
- vertex = draw_data.points[2];
- uv = draw_data.uvs[2];
- color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
- }
- uvec4 bones = uvec4(0, 0, 0, 0);
-
-#elif defined(USE_ATTRIBUTES)
-
- vec2 vertex = vertex_attrib;
- vec4 color = color_attrib;
- vec2 uv = uv_attrib;
-
- uvec4 bones = bones_attrib;
-#else
-
- vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
-
- vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
- vec4 color = draw_data.modulation;
- vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
- uvec4 bones = uvec4(0, 0, 0, 0);
-
-#endif
-
- mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
-
-#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;
- }
-
- color *= instance_color;
- }
- 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));
- }
- }
- }
-
-#endif
-
-#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
- if (bool(draw_data.flags & FLAGS_USING_PARTICLES)) {
- //scale by texture size
- vertex /= draw_data.color_texture_pixel_size;
- }
-#endif
-
-#ifdef USE_POINT_SIZE
- float point_size = 1.0;
-#endif
- {
- /* clang-format off */
-VERTEX_SHADER_CODE
- /* clang-format on */
- }
-
-#ifdef USE_NINEPATCH
- pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
-#endif
-
-#if !defined(SKIP_TRANSFORM_USED)
- vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
-#endif
-
- color_interp = color;
-
- if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
- vertex = floor(vertex + 0.5);
- // precision issue on some hardware creates artifacts within texture
- // offset uv by a small amount to avoid
- uv += 1e-5;
- }
-
-#ifdef USE_ATTRIBUTES
-#if 0
- if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
- //skeleton transform
- ivec4 bone_indicesi = ivec4(bone_indices);
-
- uvec2 tex_ofs = bone_indicesi.x * 2;
-
- mat2x4 m;
- m = mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.x;
-
- tex_ofs = bone_indicesi.y * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.y;
-
- tex_ofs = bone_indicesi.z * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.z;
-
- tex_ofs = bone_indicesi.w * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.w;
-
- mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
-
- //outvec = bone_matrix * outvec;
- }
-#endif
-#endif
-
- vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
-
- vertex_interp = vertex;
- uv_interp = uv;
-
- gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
-
-#ifdef USE_POINT_SIZE
- gl_PointSize = point_size;
-#endif
-}
-
-#[fragment]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "canvas_uniforms_inc.glsl"
-
-layout(location = 0) in vec2 uv_interp;
-layout(location = 1) in vec4 color_interp;
-layout(location = 2) in vec2 vertex_interp;
-
-#ifdef USE_NINEPATCH
-
-layout(location = 3) in vec2 pixel_size_interp;
-
-#endif
-
-layout(location = 0) out vec4 frag_color;
-
-#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-
-/* clang-format off */
-FRAGMENT_SHADER_GLOBALS
-/* clang-format on */
-
-#ifdef LIGHT_SHADER_CODE_USED
-
-vec4 light_compute(
- vec3 light_vertex,
- vec3 light_position,
- vec3 normal,
- vec4 light_color,
- float light_energy,
- vec4 specular_shininess,
- inout vec4 shadow_modulate,
- vec2 screen_uv,
- vec2 uv,
- vec4 color) {
- vec4 light = vec4(0.0);
- /* clang-format off */
-LIGHT_SHADER_CODE
- /* clang-format on */
- return light;
-}
-
-#endif
-
-#ifdef USE_NINEPATCH
-
-float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
- float tex_size = 1.0 / tex_pixel_size;
-
- if (pixel < margin_begin) {
- return pixel * tex_pixel_size;
- } else if (pixel >= draw_size - margin_end) {
- return (tex_size - (draw_size - pixel)) * tex_pixel_size;
- } else {
- if (!bool(draw_data.flags & FLAGS_NINEPACH_DRAW_CENTER)) {
- draw_center--;
- }
-
- // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
- if (np_repeat == 0) { // Stretch.
- // Convert to ratio.
- float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
- // Scale to source texture.
- return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
- } else if (np_repeat == 1) { // Tile.
- // Convert to offset.
- float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
- // Scale to source texture.
- return (margin_begin + ofs) * tex_pixel_size;
- } else if (np_repeat == 2) { // Tile Fit.
- // Calculate scale.
- float src_area = draw_size - margin_begin - margin_end;
- float dst_area = tex_size - margin_begin - margin_end;
- float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
- // Convert to ratio.
- float ratio = (pixel - margin_begin) / src_area;
- ratio = mod(ratio * scale, 1.0);
- // Scale to source texture.
- return (margin_begin + ratio * dst_area) * tex_pixel_size;
- } else { // Shouldn't happen, but silences compiler warning.
- return 0.0;
- }
- }
-}
-
-#endif
-
-void main() {
- vec4 color = color_interp;
- vec2 uv = uv_interp;
- vec2 vertex = vertex_interp;
-
-#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
-
-#ifdef USE_NINEPATCH
-
- int draw_center = 2;
- uv = vec2(
- map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
- map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
-
- if (draw_center == 0) {
- color.a = 0.0;
- }
-
- uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
-
-#endif
- if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
- uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
- }
-
-#endif
-
- color *= texture(sampler2D(color_texture, texture_sampler), uv);
-
- uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
-
- vec3 normal;
-
-#if defined(NORMAL_USED)
- bool normal_used = true;
-#else
- bool normal_used = false;
-#endif
-
- if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
- normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
- normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
- normal_used = true;
- } else {
- normal = vec3(0.0, 0.0, 1.0);
- }
-
- vec4 specular_shininess;
-
-#if defined(SPECULAR_SHININESS_USED)
-
- bool specular_shininess_used = true;
-#else
- bool specular_shininess_used = false;
-#endif
-
- if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
- specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
- specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
- specular_shininess_used = true;
- } else {
- specular_shininess = vec4(1.0);
- }
-
-#if defined(SCREEN_UV_USED)
- vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
-#else
- vec2 screen_uv = vec2(0.0);
-#endif
-
- vec3 light_vertex = vec3(vertex, 0.0);
- vec2 shadow_vertex = vertex;
-
- {
- float normal_depth = 1.0;
-
-#if defined(NORMALMAP_USED)
- vec3 normal_map = vec3(0.0, 0.0, 1.0);
- normal_used = true;
-#endif
-
- /* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
- /* clang-format on */
-
-#if defined(NORMALMAP_USED)
- normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
-#endif
- }
-
- if (normal_used) {
- //convert by item transform
- normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
- //convert by canvas transform
- normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
- }
-
- vec4 base_color = color;
- if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
- color = vec4(0.0); //invisible by default due to using light mask
- }
-
- color *= canvas_data.canvas_modulation;
-#ifdef USE_LIGHTING
- for (uint i = 0; i < MAX_LIGHT_TEXTURES; i++) {
- if (i >= light_count) {
- break;
- }
- uint light_base;
- if (i < 8) {
- if (i < 4) {
- light_base = draw_data.lights[0];
- } else {
- light_base = draw_data.lights[1];
- }
- } else {
- if (i < 12) {
- light_base = draw_data.lights[2];
- } else {
- light_base = draw_data.lights[3];
- }
- }
- light_base >>= (i & 3) * 8;
- light_base &= 0xFF;
-
- vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
- vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
- vec4 light_base_color = light_array.data[light_base].color;
-
-#ifdef LIGHT_SHADER_CODE_USED
-
- vec4 shadow_modulate = vec4(1.0);
- vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
-
- light_color.rgb *= light_base_color.rgb;
- light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv);
-#else
-
- light_color.rgb *= light_base_color.rgb * light_base_color.a;
-
- if (normal_used) {
- vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
- vec3 pos = light_vertex;
- vec3 light_vec = normalize(light_pos - pos);
- float cNdotL = max(0.0, dot(normal, light_vec));
-
- if (specular_shininess_used) {
- //blinn
- vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
- vec3 half_vec = normalize(view + light_vec);
-
- float cNdotV = max(dot(normal, view), 0.0);
- float cNdotH = max(dot(normal, half_vec), 0.0);
- float cVdotH = max(dot(view, half_vec), 0.0);
- float cLdotH = max(dot(light_vec, half_vec), 0.0);
- float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
-
- light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
- } else {
- light_color.rgb *= cNdotL;
- }
- }
-#endif
- if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
- //if outside the light texture, light color is zero
- light_color.a = 0.0;
- }
-
- if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
- vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
-
- vec2 pos_norm = normalize(shadow_pos);
- vec2 pos_abs = abs(pos_norm);
- vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
- vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
- float tex_ofs;
- float distance;
- if (pos_rot.y > 0) {
- if (pos_rot.x > 0) {
- tex_ofs = pos_box.y * 0.125 + 0.125;
- distance = shadow_pos.x;
- } else {
- tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
- distance = shadow_pos.y;
- }
- } else {
- if (pos_rot.x < 0) {
- tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
- distance = -shadow_pos.x;
- } else {
- tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
- distance = -shadow_pos.y;
- }
- }
-
- //float distance = length(shadow_pos);
- float shadow;
- uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
-
- vec4 shadow_uv = vec4(tex_ofs, 0.0, distance, 1.0);
-
- if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
- shadow /= 5.0;
- } else { //PCF13
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 6.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 6.0).x;
- shadow /= 13.0;
- }
-
- vec4 shadow_color = light_array.data[light_base].shadow_color;
-#ifdef LIGHT_SHADER_CODE_USED
- shadow_color *= shadow_modulate;
-#endif
- light_color = mix(light_color, shadow_color, shadow);
- }
-
- uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
-
- switch (blend_mode) {
- case LIGHT_FLAGS_BLEND_MODE_ADD: {
- color.rgb += light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_SUB: {
- color.rgb -= light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MIX: {
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MASK: {
- light_color.a *= base_color.a;
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- }
- }
-#endif
-
- frag_color = color;
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl
deleted file mode 100644
index e723468dd8..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl
+++ /dev/null
@@ -1,95 +0,0 @@
-
-#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;
- uint attenuation_energy; //attenuation
- uint color_specular; //rgb color, a specular (8 bit unorm)
- uint cone_attenuation_angle; // attenuation and angle, (16bit float)
- uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
- 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;
- vec4 params; // intensity, 0, interior , boxproject
- vec3 ambient; // ambient color
- uint 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/rasterizer_rd/shaders/particles.glsl b/servers/rendering/rasterizer_rd/shaders/particles.glsl
deleted file mode 100644
index a924509771..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/particles.glsl
+++ /dev/null
@@ -1,394 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
-
-#define SAMPLER_NEAREST_CLAMP 0
-#define SAMPLER_LINEAR_CLAMP 1
-#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
-#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
-#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
-#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
-#define SAMPLER_NEAREST_REPEAT 6
-#define SAMPLER_LINEAR_REPEAT 7
-#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
-#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
-#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
-#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
-
-/* SET 0: GLOBAL DATA */
-
-layout(set = 0, binding = 1) uniform sampler material_samplers[12];
-
-layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
- vec4 data[];
-}
-global_variables;
-
-/* Set 1: FRAME AND PARTICLE DATA */
-
-// a frame history is kept for trail deterministic behavior
-struct FrameParams {
- bool emitting;
- float system_phase;
- float prev_system_phase;
- uint cycle;
-
- float explosiveness;
- float randomness;
- float time;
- float delta;
-
- uint random_seed;
- uint pad[3];
-
- mat4 emission_transform;
-};
-
-layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
- FrameParams data[];
-}
-frame_history;
-
-struct ParticleData {
- mat4 xform;
- vec3 velocity;
- bool is_active;
- vec4 color;
- vec4 custom;
-};
-
-layout(set = 1, binding = 1, std430) restrict buffer Particles {
- ParticleData data[];
-}
-particles;
-
-#define EMISSION_FLAG_HAS_POSITION 1
-#define EMISSION_FLAG_HAS_ROTATION_SCALE 2
-#define EMISSION_FLAG_HAS_VELOCITY 4
-#define EMISSION_FLAG_HAS_COLOR 8
-#define EMISSION_FLAG_HAS_CUSTOM 16
-
-struct ParticleEmission {
- mat4 xform;
- vec3 velocity;
- uint flags;
- vec4 color;
- vec4 custom;
-};
-
-layout(set = 1, binding = 2, std430) restrict volatile coherent buffer SourceEmission {
- int particle_count;
- uint pad0;
- uint pad1;
- uint pad2;
- ParticleEmission data[];
-}
-src_particles;
-
-layout(set = 1, binding = 3, std430) restrict volatile coherent buffer DestEmission {
- int particle_count;
- int particle_max;
- uint pad1;
- uint pad2;
- ParticleEmission data[];
-}
-dst_particles;
-
-/* SET 2: MATERIAL */
-
-#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-
-layout(push_constant, binding = 0, std430) uniform Params {
- float lifetime;
- bool clear;
- uint total_particles;
- uint trail_size;
- bool use_fractional_delta;
- bool sub_emitter_mode;
- bool can_emit;
- uint pad;
-}
-params;
-
-uint hash(uint x) {
- x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
- x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
- x = (x >> uint(16)) ^ x;
- return x;
-}
-
-bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
- if (!params.can_emit) {
- return false;
- }
-
- bool valid = false;
-
- int dst_index = atomicAdd(dst_particles.particle_count, 1);
-
- if (dst_index >= dst_particles.particle_max) {
- atomicAdd(dst_particles.particle_count, -1);
- return false;
- }
- /*
- valid = true;
-
- int attempts = 256; // never trust compute
- while(attempts-- > 0) {
- dst_index = dst_particles.particle_count;
- if (dst_index == dst_particles.particle_max) {
- return false; //can't emit anymore
- }
-
- if (atomicCompSwap(dst_particles.particle_count, dst_index, dst_index +1 ) != dst_index) {
- continue;
- }
- valid=true;
- break;
- }
-
- barrier();
-
- if (!valid) {
- return false; //gave up (attempts exhausted)
- }
-*/
- dst_particles.data[dst_index].xform = p_xform;
- dst_particles.data[dst_index].velocity = p_velocity;
- dst_particles.data[dst_index].color = p_color;
- dst_particles.data[dst_index].custom = p_custom;
- dst_particles.data[dst_index].flags = p_flags;
-
- return true;
-}
-
-/* clang-format off */
-
-COMPUTE_SHADER_GLOBALS
-
-/* clang-format on */
-
-void main() {
- uint particle = gl_GlobalInvocationID.x;
-
- if (particle >= params.total_particles * params.trail_size) {
- return; //discard
- }
-
- uint index = particle / params.trail_size;
- uint frame = (particle % params.trail_size);
-
-#define FRAME frame_history.data[frame]
-#define PARTICLE particles.data[particle]
-
- bool apply_forces = true;
- bool apply_velocity = true;
- float local_delta = FRAME.delta;
-
- float mass = 1.0;
-
- bool restart = false;
-
- bool restart_position = false;
- bool restart_rotation_scale = false;
- bool restart_velocity = false;
- bool restart_color = false;
- bool restart_custom = false;
-
- if (params.clear) {
- PARTICLE.color = vec4(1.0);
- PARTICLE.custom = vec4(0.0);
- PARTICLE.velocity = vec3(0.0);
- PARTICLE.is_active = false;
- PARTICLE.xform = mat4(
- vec4(1.0, 0.0, 0.0, 0.0),
- vec4(0.0, 1.0, 0.0, 0.0),
- vec4(0.0, 0.0, 1.0, 0.0),
- vec4(0.0, 0.0, 0.0, 1.0));
- }
-
- if (params.sub_emitter_mode) {
- if (!PARTICLE.is_active) {
- int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
-
- if (src_index >= 0) {
- PARTICLE.is_active = true;
- restart = true;
-
- if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) {
- PARTICLE.xform[3] = src_particles.data[src_index].xform[3];
- } else {
- PARTICLE.xform[3] = vec4(0, 0, 0, 1);
- restart_position = true;
- }
- if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_ROTATION_SCALE)) {
- PARTICLE.xform[0] = src_particles.data[src_index].xform[0];
- PARTICLE.xform[1] = src_particles.data[src_index].xform[1];
- PARTICLE.xform[2] = src_particles.data[src_index].xform[2];
- } else {
- PARTICLE.xform[0] = vec4(1, 0, 0, 0);
- PARTICLE.xform[1] = vec4(0, 1, 0, 0);
- PARTICLE.xform[2] = vec4(0, 0, 1, 0);
- restart_rotation_scale = true;
- }
- if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_VELOCITY)) {
- PARTICLE.velocity = src_particles.data[src_index].velocity;
- } else {
- PARTICLE.velocity = vec3(0);
- restart_velocity = true;
- }
- if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_COLOR)) {
- PARTICLE.color = src_particles.data[src_index].color;
- } else {
- PARTICLE.color = vec4(1);
- restart_color = true;
- }
-
- if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_CUSTOM)) {
- PARTICLE.custom = src_particles.data[src_index].custom;
- } else {
- PARTICLE.custom = vec4(0);
- restart_custom = true;
- }
- }
- }
-
- } else if (FRAME.emitting) {
- float restart_phase = float(index) / float(params.total_particles);
-
- if (FRAME.randomness > 0.0) {
- uint seed = FRAME.cycle;
- if (restart_phase >= FRAME.system_phase) {
- seed -= uint(1);
- }
- seed *= uint(params.total_particles);
- seed += uint(index);
- float random = float(hash(seed) % uint(65536)) / 65536.0;
- restart_phase += FRAME.randomness * random * 1.0 / float(params.total_particles);
- }
-
- restart_phase *= (1.0 - FRAME.explosiveness);
-
- if (FRAME.system_phase > FRAME.prev_system_phase) {
- // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
-
- if (restart_phase >= FRAME.prev_system_phase && restart_phase < FRAME.system_phase) {
- restart = true;
- if (params.use_fractional_delta) {
- local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
- }
- }
-
- } else if (FRAME.delta > 0.0) {
- if (restart_phase >= FRAME.prev_system_phase) {
- restart = true;
- if (params.use_fractional_delta) {
- local_delta = (1.0 - restart_phase + FRAME.system_phase) * params.lifetime;
- }
-
- } else if (restart_phase < FRAME.system_phase) {
- restart = true;
- if (params.use_fractional_delta) {
- local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
- }
- }
- }
-
- uint current_cycle = FRAME.cycle;
-
- if (FRAME.system_phase < restart_phase) {
- current_cycle -= uint(1);
- }
-
- uint particle_number = current_cycle * uint(params.total_particles) + particle;
-
- if (restart) {
- PARTICLE.is_active = FRAME.emitting;
- restart_position = true;
- restart_rotation_scale = true;
- restart_velocity = true;
- restart_color = true;
- restart_custom = true;
- }
- }
-
- if (PARTICLE.is_active) {
- /* clang-format off */
-
-COMPUTE_SHADER_CODE
-
- /* clang-format on */
- }
-
-#if !defined(DISABLE_VELOCITY)
-
- if (PARTICLE.is_active) {
- PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
- }
-#endif
-
-#if 0
- if (PARTICLE.is_active) {
- //execute shader
-
-
-
-
- //!defined(DISABLE_FORCE)
-
- if (false) {
- vec3 force = vec3(0.0);
- for (int i = 0; i < attractor_count; i++) {
- vec3 rel_vec = xform[3].xyz - attractors[i].pos;
- float dist = length(rel_vec);
- if (attractors[i].radius < dist)
- continue;
- if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) {
- out_velocity_active.a = 0.0;
- }
-
- rel_vec = normalize(rel_vec);
-
- float attenuation = pow(dist / attractors[i].radius, attractors[i].attenuation);
-
- if (attractors[i].dir == vec3(0.0)) {
- //towards center
- force += attractors[i].strength * rel_vec * attenuation * mass;
- } else {
- force += attractors[i].strength * attractors[i].dir * attenuation * mass;
- }
- }
-
- out_velocity_active.xyz += force * local_delta;
- }
-
-#if !defined(DISABLE_VELOCITY)
-
- if (true) {
- xform[3].xyz += out_velocity_active.xyz * local_delta;
- }
-#endif
- } else {
- xform = mat4(0.0);
- }
-
-
- xform = transpose(xform);
-
- out_velocity_active.a = mix(0.0, 1.0, shader_active);
-
- out_xform_1 = xform[0];
- out_xform_2 = xform[1];
- out_xform_3 = xform[2];
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl b/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl
deleted file mode 100644
index 6c782b6045..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl
+++ /dev/null
@@ -1,82 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
-
-struct ParticleData {
- mat4 xform;
- vec3 velocity;
- bool is_active;
- vec4 color;
- vec4 custom;
-};
-
-layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
- ParticleData data[];
-}
-particles;
-
-layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms {
- vec4 data[];
-}
-instances;
-
-#ifdef USE_SORT_BUFFER
-
-layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
- vec2 data[];
-}
-sort_buffer;
-
-#endif // USE_SORT_BUFFER
-
-layout(push_constant, binding = 0, std430) uniform Params {
- vec3 sort_direction;
- uint total_particles;
-}
-params;
-
-void main() {
-#ifdef MODE_FILL_SORT_BUFFER
-
- uint particle = gl_GlobalInvocationID.x;
- if (particle >= params.total_particles) {
- return; //discard
- }
-
- sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[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
-
- mat4 txform;
-
- if (particles.data[particle].is_active) {
- txform = transpose(particles.data[particle].xform);
- } else {
- txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
- }
-
- instances.data[write_offset + 0] = txform[0];
- instances.data[write_offset + 1] = txform[1];
- instances.data[write_offset + 2] = txform[2];
- instances.data[write_offset + 3] = particles.data[particle].color;
- instances.data[write_offset + 4] = particles.data[particle].custom;
-
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/resolve.glsl b/servers/rendering/rasterizer_rd/shaders/resolve.glsl
deleted file mode 100644
index 9429a66dc9..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/resolve.glsl
+++ /dev/null
@@ -1,110 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-#ifdef MODE_RESOLVE_GI
-layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
-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;
-#endif
-
-#endif
-
-layout(push_constant, binding = 16, std430) uniform Params {
- ivec2 screen_size;
- int sample_count;
- uint pad;
-}
-params;
-
-void main() {
- // Pixel being shaded
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
- return;
- }
-
-#ifdef MODE_RESOLVE_GI
-
- float best_depth = 1e20;
- vec4 best_normal_roughness = vec4(0.0);
-#ifdef GIPROBE_RESOLVE
- uvec2 best_giprobe;
-#endif
-
-#if 0
-
- for(int i=0;i<params.sample_count;i++) {
- float depth = texelFetch(source_depth,pos,i).r;
- if (depth < best_depth) { //use the depth closest to camera
- best_depth = depth;
- best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
-
-#ifdef GIPROBE_RESOLVE
- best_giprobe = texelFetch(source_giprobe,pos,i).rg;
-#endif
- }
- }
-
-#else
-
- float depths[16];
- int depth_indices[16];
- int depth_amount[16];
- int depth_count = 0;
-
- for (int i = 0; i < params.sample_count; i++) {
- float depth = texelFetch(source_depth, pos, i).r;
- int depth_index = -1;
- for (int j = 0; j < depth_count; j++) {
- if (abs(depths[j] - depth) < 0.000001) {
- depth_index = j;
- break;
- }
- }
-
- if (depth_index == -1) {
- depths[depth_count] = depth;
- depth_indices[depth_count] = i;
- depth_amount[depth_count] = 1;
- depth_count += 1;
- } else {
- depth_amount[depth_index] += 1;
- }
- }
-
- int depth_least = 0xFFFF;
- int best_index = 0;
- for (int j = 0; j < depth_count; j++) {
- if (depth_amount[j] < depth_least) {
- best_index = depth_indices[j];
- depth_least = depth_amount[j];
- }
- }
-
- 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;
-#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));
-#endif
-
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
deleted file mode 100644
index e11f3983c5..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ /dev/null
@@ -1,2763 +0,0 @@
-#[vertex]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "scene_high_end_inc.glsl"
-
-/* INPUT ATTRIBS */
-
-layout(location = 0) in vec3 vertex_attrib;
-layout(location = 1) in vec3 normal_attrib;
-#if defined(TANGENT_USED) || defined(NORMALMAP_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
-
-layout(location = 4) in vec2 uv_attrib;
-
-#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
-layout(location = 5) in vec2 uv2_attrib;
-#endif
-
-layout(location = 6) in uvec4 bone_attrib; // always bound, even if unused
-
-/* Varyings */
-
-layout(location = 0) out vec3 vertex_interp;
-layout(location = 1) out vec3 normal_interp;
-
-#if defined(COLOR_USED)
-layout(location = 2) out vec4 color_interp;
-#endif
-
-layout(location = 3) out vec2 uv_interp;
-
-#if defined(UV2_USED) || defined(USE_LIGHTMAP)
-layout(location = 4) out vec2 uv2_interp;
-#endif
-
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 5) out vec3 tangent_interp;
-layout(location = 6) out vec3 binormal_interp;
-#endif
-
-#ifdef USE_MATERIAL_UNIFORMS
-layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-
-/* clang-format off */
-
-VERTEX_SHADER_GLOBALS
-
-/* clang-format on */
-
-invariant gl_Position;
-
-layout(location = 7) flat out uint instance_index;
-
-#ifdef MODE_DUAL_PARABOLOID
-
-layout(location = 8) out float dp_clip;
-
-#endif
-
-void main() {
- instance_index = draw_call.instance_index;
- vec4 instance_custom = vec4(0.0);
-#if defined(COLOR_USED)
- color_interp = color_attrib;
-#endif
-
- mat4 world_matrix = instances.data[instance_index].transform;
- mat3 world_normal_matrix = mat3(instances.data[instance_index].normal_transform);
-
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH)) {
- //multimesh, instances are for it
- uint offset = (instances.data[instance_index].flags >> INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT) & INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK;
- offset *= gl_InstanceIndex;
-
- mat4 matrix;
- 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;
- } 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(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
-#ifdef COLOR_USED
- color_interp *= transforms.data[offset];
-#endif
- offset += 1;
- }
-
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
- instance_custom = transforms.data[offset];
- }
-
- //transpose
- matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
- world_normal_matrix = world_normal_matrix * mat3(matrix);
-
- } else {
- //not a multimesh, instances are for multiple draw calls
- instance_index += gl_InstanceIndex;
- }
-
- vec3 vertex = vertex_attrib;
- vec3 normal = normal_attrib;
-
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 tangent = tangent_attrib.xyz;
- float binormalf = tangent_attrib.a;
- vec3 binormal = normalize(cross(normal, tangent) * binormalf);
-#endif
-
- 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(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- tangent = (vec4(tangent, 0.0) * m).xyz;
- binormal = (vec4(binormal, 0.0) * m).xyz;
-#endif
- }
-
- uv_interp = uv_attrib;
-
-#if defined(UV2_USED) || defined(USE_LIGHTMAP)
- uv2_interp = uv2_attrib;
-#endif
-
-#ifdef USE_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(NORMALMAP_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;
-
- {
- /* clang-format off */
-
-VERTEX_SHADER_CODE
-
- /* clang-format on */
- }
-
-// using local coordinates (default)
-#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
-
- vertex = (modelview * vec4(vertex, 1.0)).xyz;
- normal = modelview_normal * normal;
-#endif
-
-#if defined(TANGENT_USED) || defined(NORMALMAP_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(NORMALMAP_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;
- normal_interp = normal;
-
-#if defined(TANGENT_USED) || defined(NORMALMAP_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;
- normal_interp.z *= scene_data.dual_paraboloid_side;
-
- dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
-
- //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 USE_OVERRIDE_POSITION
- gl_Position = position;
-#else
- gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
-#endif
-
-#ifdef MODE_RENDER_DEPTH
- if (scene_data.pancake_shadows) {
- if (gl_Position.z <= 0.00001) {
- gl_Position.z = 0.00001;
- }
- }
-#endif
-#ifdef MODE_RENDER_MATERIAL
- if (scene_data.material_uv2_mode) {
- gl_Position.xy = (uv2_attrib.xy + draw_call.bake_uv2_offset) * 2.0 - 1.0;
- gl_Position.z = 0.00001;
- gl_Position.w = 1.0;
- }
-#endif
-}
-
-#[fragment]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "scene_high_end_inc.glsl"
-
-/* Varyings */
-
-layout(location = 0) in vec3 vertex_interp;
-layout(location = 1) in vec3 normal_interp;
-
-#if defined(COLOR_USED)
-layout(location = 2) in vec4 color_interp;
-#endif
-
-layout(location = 3) in vec2 uv_interp;
-
-#if defined(UV2_USED) || defined(USE_LIGHTMAP)
-layout(location = 4) in vec2 uv2_interp;
-#endif
-
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 5) in vec3 tangent_interp;
-layout(location = 6) in vec3 binormal_interp;
-#endif
-
-layout(location = 7) flat in uint instance_index;
-
-#ifdef MODE_DUAL_PARABOLOID
-
-layout(location = 8) in float dp_clip;
-
-#endif
-
-//defines to keep compatibility with vertex
-
-#define world_matrix instances.data[instance_index].transform
-#define world_normal_matrix instances.data[instance_index].normal_transform
-#define 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 USE_MATERIAL_UNIFORMS
-layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-
-/* clang-format off */
-
-FRAGMENT_SHADER_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
-
-#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;
-#endif
-
-#endif //MODE_RENDER_NORMAL
-#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
-
-#endif // RENDER DEPTH
-
-// 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).
-
-#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, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
-#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,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 B, vec3 T, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
-
-#if defined(USE_LIGHT_SHADER_CODE)
- // light is written by the light shader
-
- vec3 normal = N;
- vec3 albedo = diffuse_color;
- vec3 light = L;
- vec3 view = V;
-
- /* clang-format off */
-
-LIGHT_SHADER_CODE
-
- /* clang-format on */
-
-#else
- float NdotL = min(A + dot(N, L), 1.0);
- float cNdotL = max(NdotL, 0.0); // clamped NdotL
- float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
-
-#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)
- float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
-#endif
-
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
-#endif
-
- if (metallic < 1.0) {
-#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_OREN_NAYAR)
-
- {
- // see http://mimosa-pudica.net/improved-oren-nayar.html
- float LdotV = dot(L, V);
-
- float s = LdotV - NdotL * NdotV;
- float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
-
- float sigma2 = roughness * roughness; // TODO: this needs checking
- vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
- float B = 0.45 * sigma2 / (sigma2 + 0.09);
-
- diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
- }
-
-#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_color * shadow_attenuation * diffuse_brdf_NL * attenuation;
-
-#if defined(LIGHT_BACKLIGHT_USED)
- diffuse_light += light_color * diffuse_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), diffuse_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 * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation;
- }
-#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 += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation;
- }
-
-#endif //SSS_MODE_SKIN
-
-#endif //LIGHT_TRANSMITTANCE_USED
- }
-
- 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 * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
-
-#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 * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
-
-#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 * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // 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
- vec3 f0 = F0(metallic, specular, diffuse_color);
- 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 * shadow_attenuation * specular_blob_intensity * attenuation;
-#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 * shadow_attenuation * specular_blob_intensity * attenuation;
-#endif
- }
-
-#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0));
-#endif
-
-#endif //defined(USE_LIGHT_SHADER_CODE)
-}
-
-#ifndef USE_NO_SHADOWS
-
-// Produces cheap white noise, optimized for window-space
-// Comes from: https://www.shadertoy.com/view/4djSRW
-// Copyright: Dave Hoskins, MIT License
-float quick_hash(vec2 pos) {
- vec3 p3 = fract(vec3(pos.xyx) * .1031);
- p3 += dot(p3, p3.yzx + 33.33);
- return fract((p3.x + p3.y) * p3.z);
-}
-
-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
-
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#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,
-#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 = lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float normalized_distance = light_length * lights.data[idx].inv_radius;
- vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
- float light_attenuation = omni_attenuation;
- vec3 shadow_attenuation = vec3(1.0);
- vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
- color_specular.rgb *= attenuation_energy.y;
- float size_A = 0.0;
-
- if (lights.data[idx].size > 0.0) {
- float t = lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth; //no transmittance by default
-#endif
-
-#ifndef USE_NO_SHADOWS
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
- if (shadow_color_enabled.w > 0.5) {
- // there is a shadowmap
-
- vec4 v = vec4(vertex, 1.0);
-
- vec4 splane = (lights.data[idx].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
-
- {
- vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
- nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
- v.xyz += nofs;
- splane = (lights.data[idx].shadow_matrix * v);
- }
-
- float shadow;
-
- if (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 * lights.data[idx].inv_radius;
-
- tangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
- bitangent *= lights.data[idx].soft_shadow_size * 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 = 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 -= lights.data[idx].inv_radius * 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 = 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 {
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = 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 - lights.data[idx].shadow_bias) * 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, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
- }
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 clamp_rect = lights.data[idx].atlas_rect;
-
- //redo shadowmapping, but shrink the model a bit to avoid arctifacts
- splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * 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 * 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) / lights.data[idx].inv_radius;
- }
-#endif
-
- vec3 no_shadow = vec3(1.0);
-
- if (lights.data[idx].projector_rect != vec4(0.0)) {
- vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
- local_v = normalize(local_v);
-
- vec4 atlas_rect = 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 = (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 = (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);
- }
-
- shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
- }
-#endif //USE_NO_SHADOWS
-
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#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,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light,
- specular_light);
-}
-
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#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,
-#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 = lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float normalized_distance = light_length * lights.data[idx].inv_radius;
- vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), attenuation_energy.x);
- vec3 spot_dir = lights.data[idx].direction;
- vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle);
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
- spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
- float light_attenuation = spot_attenuation;
- vec3 shadow_attenuation = vec3(1.0);
- vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
- color_specular.rgb *= attenuation_energy.y;
-
- float size_A = 0.0;
-
- if (lights.data[idx].size > 0.0) {
- float t = lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-/*
- if (lights.data[idx].atlas_rect!=vec4(0.0)) {
- //use projector texture
- }
- */
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
-#endif
-
-#ifndef USE_NO_SHADOWS
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
- if (shadow_color_enabled.w > 0.5) {
- //there is a shadowmap
- vec4 v = vec4(vertex, 1.0);
-
- v.xyz -= spot_dir * lights.data[idx].shadow_bias;
-
- float z_norm = dot(spot_dir, -light_rel_vec) * 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)))) * 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 - lights.data[idx].position) * lights.data[idx].inv_radius;
-
- float shadow;
-
- vec4 splane = (lights.data[idx].shadow_matrix * v);
- splane /= splane.w;
-
- if (lights.data[idx].soft_shadow_size > 0.0) {
- //soft shadow
-
- //find blocker
-
- vec2 shadow_uv = splane.xy * lights.data[idx].atlas_rect.zw + 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 = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
- vec2 clamp_max = lights.data[idx].atlas_rect.xy + 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, 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, 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 {
- //hard shadow
- vec4 shadow_uv = vec4(splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy, z_norm, 1.0);
-
- shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
- }
-
- vec3 no_shadow = vec3(1.0);
-
- if (lights.data[idx].projector_rect != vec4(0.0)) {
- splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
- splane /= splane.w;
-
- vec2 proj_uv = splane.xy * lights.data[idx].projector_rect.zw;
-
- //ensure we have proper mipmaps
- vec4 splane_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
- splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = splane_ddx.xy * lights.data[idx].projector_rect.zw - proj_uv;
-
- vec4 splane_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
- splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = splane_ddy.xy * lights.data[idx].projector_rect.zw - proj_uv;
-
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
- }
-
- shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
- splane /= splane.w;
- splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + 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 /= 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
- }
-
-#endif //USE_NO_SHADOWS
-
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#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,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light, specular_light);
-}
-
-void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
- 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].params.x > 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].params.w > 0.5) { //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].params.z < 0.5) {
- reflection.rgb = mix(specular_light, reflection.rgb, blend);
- }
-
- reflection.rgb *= reflections.data[ref_index].params.x;
- 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].params.z < 0.5) { //interior
- 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].params.z < 0.5) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
- } break;
- }
-}
-
-#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);
-}
-
-#endif //USE_FORWARD_GI
-
-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;
- }
- }
-}
-
-#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-
-#ifndef MODE_RENDER_DEPTH
-
-vec4 volumetric_fog_process(vec2 screen_uv, float z) {
- vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
- if (fog_pos.z < 0.0) {
- return vec4(0.0);
- } else if (fog_pos.z < 1.0) {
- fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread);
- }
-
- return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
-}
-
-vec4 fog_process(vec3 vertex) {
- vec3 fog_color = scene_data.fog_light_color;
-
- 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(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
-
-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);
-
-#if defined(AO_USED)
- float ao = 1.0;
- float ao_light_affect = 0.0;
-#endif
-
- float alpha = 1.0;
-
-#if defined(ALPHA_SCISSOR_USED)
- float alpha_scissor = 0.5;
-#endif
-
-#if defined(TANGENT_USED) || defined(NORMALMAP_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
- vec3 normal = normalize(normal_interp);
-
-#if defined(DO_SIDE_CHECK)
- if (!gl_FrontFacing) {
- normal = -normal;
- }
-#endif
-
- vec2 uv = uv_interp;
-
-#if defined(UV2_USED) || defined(USE_LIGHTMAP)
- vec2 uv2 = uv2_interp;
-#endif
-
-#if defined(COLOR_USED)
- vec4 color = color_interp;
-#endif
-
-#if defined(NORMALMAP_USED)
-
- vec3 normalmap = vec3(0.5);
-#endif
-
- float normaldepth = 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;
-
- {
- /* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
- /* clang-format on */
- }
-
-#if defined(LIGHT_TRANSMITTANCE_USED)
-#ifdef SSS_MODE_SKIN
- transmittance_color.a = sss_strength;
-#else
- transmittance_color.a *= sss_strength;
-#endif
-#endif
-
-#if !defined(USE_SHADOW_TO_OPACITY)
-
-#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
-
-#if defined(NORMALMAP_USED)
-
- normalmap.xy = normalmap.xy * 2.0 - 1.0;
- normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
-
- normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
-
-#endif
-
-#if defined(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
- /////////////////////// DECALS ////////////////////////////////
-
-#ifndef MODE_RENDER_DEPTH
-
- uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)));
- //used for interpolating anything cluster related
- vec3 vertex_ddx = dFdx(vertex);
- vec3 vertex_ddy = dFdy(vertex);
-
- { // process decals
-
- uint decal_count = cluster_cell.w >> CLUSTER_COUNTER_SHIFT;
- uint decal_pointer = cluster_cell.w & CLUSTER_POINTER_MASK;
-
- //do outside for performance and avoiding arctifacts
-
- for (uint i = 0; i < decal_count; i++) {
- uint decal_index = cluster_data.indices[decal_pointer + i];
- if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) {
- continue; //not masked
- }
-
- 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;
-#if defined(AO_USED)
- ao = mix(ao, decal_orm.r, decal_albedo.a);
-#endif
- 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;
- }
- }
- }
-
-#endif //not render depth
- /////////////////////// LIGHTING //////////////////////////////
-
- 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);
- }
- //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
- 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;
- }
-
-#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
-
-#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-
- //radiance
-
- float specular_blob_intensity = 1.0;
-
-#if defined(SPECULAR_TOON)
- specular_blob_intensity *= specular * 2.0;
-#endif
-
-#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-
-#ifdef USE_LIGHTMAP
-
- //lightmap
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
- uint index = instances.data[instance_index].gi_offset;
-
- 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(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
- bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
- uint ofs = instances.data[instance_index].gi_offset & 0xFFF;
- vec3 uvw;
- uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
- uvw.z = float((instances.data[instance_index].gi_offset >> 12) & 0xFF);
-
- 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 = instances.data[instance_index].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;
- }
- }
-#elif defined(USE_FORWARD_GI)
-
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
-
- //make vertex orientation the world one, but still align to camera
- vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normal;
- vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal);
-
- //apply y-mult
- cam_pos.y *= sdfgi.y_mult;
- cam_normal.y *= sdfgi.y_mult;
- cam_normal = normalize(cam_normal);
- cam_reflection.y *= sdfgi.y_mult;
- cam_normal = normalize(cam_normal);
- cam_reflection = normalize(cam_reflection);
-
- vec4 light_accum = vec4(0.0);
- float weight_accum = 0.0;
-
- vec4 light_blend_accum = vec4(0.0);
- float weight_blend_accum = 0.0;
-
- float blend = -1.0;
-
- // helper constants, compute once
-
- uint cascade = 0xFFFFFFFF;
- vec3 cascade_pos;
- vec3 cascade_normal;
-
- for (uint i = 0; i < sdfgi.max_cascades; i++) {
- cascade_pos = (cam_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
-
- if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
- continue; //skip cascade
- }
-
- cascade = i;
- break;
- }
-
- if (cascade < SDFGI_MAX_CASCADES) {
- bool use_specular = true;
- float blend;
- vec3 diffuse, specular;
- sdfgi_process(cascade, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse, specular, blend);
-
- if (blend > 0.0) {
- //blend
- if (cascade == sdfgi.max_cascades - 1) {
- diffuse = mix(diffuse, ambient_light, blend);
- if (use_specular) {
- specular = mix(specular, specular_light, blend);
- }
- } else {
- vec3 diffuse2, specular2;
- float blend2;
- cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe;
- sdfgi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse2, specular2, blend2);
- diffuse = mix(diffuse, diffuse2, blend);
- if (use_specular) {
- specular = mix(specular, specular2, blend);
- }
- }
- }
-
- ambient_light = diffuse;
- if (use_specular) {
- specular_light = specular;
- }
- }
- }
-
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
-
- uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
- //find arbitrary tangent and bitangent, then build a matrix
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
- vec3 tangent = normalize(cross(v0, normal));
- vec3 bitangent = normalize(cross(tangent, normal));
- mat3 normal_mat = mat3(tangent, bitangent, normal);
-
- 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);
-
- 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);
- }
-
- if (amb_accum.a > 0.0) {
- amb_accum.rgb /= amb_accum.a;
- }
-
- if (spec_accum.a > 0.0) {
- spec_accum.rgb /= spec_accum.a;
- }
-
- specular_light = spec_accum.rgb;
- ambient_light = amb_accum.rgb;
- }
-#else
- if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
-
- ivec2 coord;
-
- if (scene_data.gi_upscale_for_msaa) {
- /*
- //find the closest depth to upscale from, based on neighbours
- ivec2 base_coord = ivec2(gl_FragCoord.xy);
- float z_dist = gl_FragCoord.z;
- ivec2 closest_coord = base_coord;
- float closest_z_dist = abs(texelFetch(sampler2D(depth_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord,0).r-z_dist);
-
- for(int i=0;i<4;i++) {
- const ivec2 neighbours[4]=ivec2[](ivec2(-1,0),ivec2(1,0),ivec2(0,-1),ivec2(0,1));
- ivec2 neighbour_coord = base_coord + neighbours[i];
- float neighbour_z_dist = abs(texelFetch(sampler2D(depth_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord,0).r-z_dist);
- if (neighbour_z_dist < closest_z_dist) {
- closest_z_dist = neighbour_z_dist;
- closest_coord = neighbour_coord;
- }
- }
-
-*/
- ivec2 base_coord = ivec2(gl_FragCoord.xy);
- ivec2 closest_coord = base_coord;
- float closest_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0).xyz * 2.0 - 1.0);
-
- for (int i = 0; i < 4; i++) {
- const ivec2 neighbours[4] = ivec2[](ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1));
- ivec2 neighbour_coord = base_coord + neighbours[i];
- float neighbour_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0).xyz * 2.0 - 1.0);
- if (neighbour_ang > closest_ang) {
- closest_ang = neighbour_ang;
- closest_coord = neighbour_coord;
- }
- }
-
- coord = closest_coord;
-
- } else {
- coord = ivec2(gl_FragCoord.xy);
- }
-
- vec4 buffer_ambient = texelFetch(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
- vec4 buffer_reflection = texelFetch(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
-
- ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
- specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
- }
-#endif
-
- { // process reflections
-
- 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_probe_count = cluster_cell.z >> CLUSTER_COUNTER_SHIFT;
- uint reflection_probe_pointer = cluster_cell.z & CLUSTER_POINTER_MASK;
-
- for (uint i = 0; i < reflection_probe_count; i++) {
- uint ref_index = cluster_data.indices[reflection_probe_pointer + i];
- reflection_process(ref_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;
- }
-
-#if !defined(USE_LIGHTMAP)
- if (ambient_accum.a > 0.0) {
- ambient_light = ambient_accum.rgb / ambient_accum.a;
- }
-#endif
- }
-
- {
-#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;
-
- vec3 f0 = F0(metallic, specular, albedo);
- specular_light *= env.x * f0 + env.y;
-#endif
- }
-
- { //directional light
-
- for (uint i = 0; i < scene_data.directional_light_count; i++) {
- if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
- continue; //not masked
- }
-
- vec3 shadow_attenuation = vec3(1.0);
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
-#endif
-
- 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;
-
- float shadow = 0.0;
-
- 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;
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
-
- transmittance_z = z - shadow_z;
- }
-#endif
- } 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;
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
-
- transmittance_z = z - shadow_z;
- }
-#endif
- } 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;
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
-
- transmittance_z = z - shadow_z;
- }
-#endif
-
- } 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;
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
-
- transmittance_z = z - shadow_z;
- }
-#endif
- }
-
- 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
-
- shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
-
-#undef BIAS_FUNC
- }
-
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
-#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, rim_tint,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light,
- specular_light);
- }
- }
-
- { //omni lights
-
- uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
- uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
-
- for (uint i = 0; i < omni_light_count; i++) {
- uint light_index = cluster_data.indices[omni_light_pointer + i];
-
- if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
- continue; //not masked
- }
-
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
-#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,
-#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
- uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
- uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
-
- for (uint i = 0; i < spot_light_count; i++) {
- uint light_index = cluster_data.indices[spot_light_pointer + i];
-
- if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
- continue; //not masked
- }
-
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
-#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,
-#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);
- }
- }
-
-#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_SDF
-
- {
- vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
- ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
-
- uint albedo16 = 0x1; //solid flag
- albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
- albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
- albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
-
- imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
-
- uint facing_bits = 0;
- const vec3 aniso_dir[6] = vec3[](
- vec3(1, 0, 0),
- vec3(0, 1, 0),
- vec3(0, 0, 1),
- vec3(-1, 0, 0),
- vec3(0, -1, 0),
- vec3(0, 0, -1));
-
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
-
- float closest_dist = -1e20;
-
- for (uint i = 0; i < 6; i++) {
- float d = dot(cam_normal, aniso_dir[i]);
- if (d > closest_dist) {
- closest_dist = d;
- facing_bits = (1 << i);
- }
- }
-
- imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
-
- if (length(emission) > 0.001) {
- float lumas[6];
- vec3 light_total = vec3(0);
-
- for (int i = 0; i < 6; i++) {
- float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
- vec3 light = emission * strength;
- light_total += light;
- lumas[i] = max(light.r, max(light.g, light.b));
- }
-
- float luma_total = max(light_total.r, max(light_total.g, light_total.b));
-
- uint light_aniso = 0;
-
- for (int i = 0; i < 6; i++) {
- light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
- }
-
- //compress to RGBE9995 to save space
-
- const float pow2to9 = 512.0f;
- const float B = 15.0f;
- const float N = 9.0f;
- const float LN2 = 0.6931471805599453094172321215;
-
- float cRed = clamp(light_total.r, 0.0, 65408.0);
- float cGreen = clamp(light_total.g, 0.0, 65408.0);
- float cBlue = clamp(light_total.b, 0.0, 65408.0);
-
- float cMax = max(cRed, max(cGreen, cBlue));
-
- float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
-
- float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
-
- float exps = expp + 1.0f;
-
- if (0.0 <= sMax && sMax < pow2to9) {
- exps = expp;
- }
-
- float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
- float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
- float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
- //store as 8985 to have 2 extra neighbour bits
- uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
-
- imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
- imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
- }
- }
-
-#endif
-
-#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;
-
-#if defined(AO_USED)
- orm_output_buffer.r = ao;
-#else
- orm_output_buffer.r = 0.0;
-#endif
- 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
-
-#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
- 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;
- } else {
- giprobe_buffer.x = 0xFF;
- giprobe_buffer.y = 0xFF;
- }
-#endif
-
-#endif //MODE_RENDER_NORMAL
-
-//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
-#else
-
- specular_light *= scene_data.reflection_multiplier;
- ambient_light *= albedo; //ambient must be multiplied by albedo at the end
-
-//ambient occlusion
-#if defined(AO_USED)
-
- if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
- float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
- ao = mix(ao, min(ao, ssao), scene_data.ssao_ao_affect);
- ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
- }
-
- ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
- ao_light_affect = mix(1.0, ao, ao_light_affect);
- specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
- diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
-#else
-
- if (scene_data.ssao_enabled) {
- float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
- ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
- float ao_light_affect = mix(1.0, ao, scene_data.ssao_light_affect);
- specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
- diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
- }
-
-#endif // AO_USED
-
- // base color remapping
- diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
- ambient_light *= 1.0 - metallic;
-
-#ifdef MODE_MULTIPLE_RENDER_TARGETS
-
-#ifdef MODE_UNSHADED
- diffuse_buffer = vec4(albedo.rgb, 0.0);
- specular_buffer = vec4(0.0);
-
-#else
-
-#ifdef SSS_MODE_SKIN
- sss_strength = -sss_strength;
-#endif
- diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
- specular_buffer = vec4(specular_light, metallic);
-#endif
-
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
- diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
- specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
- }
-
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(vertex);
- 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
- frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);
-#endif //USE_NO_SHADING
-
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- }
-
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(vertex);
- 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/rasterizer_rd/shaders/sdfgi_fields.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_fields.glsl
deleted file mode 100644
index eec0a90c0d..0000000000
--- a/servers/rendering/rasterizer_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;
-
-ayout(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/rasterizer_rd/shaders/shadow_reduce.glsl b/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl
deleted file mode 100644
index 29443ae7db..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl
+++ /dev/null
@@ -1,105 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-#define BLOCK_SIZE 8
-
-layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
-
-#ifdef MODE_REDUCE
-
-shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
-const uint swizzle_table[BLOCK_SIZE] = uint[](0, 4, 2, 6, 1, 5, 3, 7);
-const uint unswizzle_table[BLOCK_SIZE] = uint[](0, 0, 0, 1, 0, 2, 1, 3);
-
-#endif
-
-layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_depth;
-layout(r32f, set = 0, binding = 1) uniform restrict writeonly image2D dst_depth;
-
-layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 source_size;
- ivec2 source_offset;
- uint min_size;
- uint gaussian_kernel_version;
- ivec2 filter_dir;
-}
-params;
-
-void main() {
-#ifdef MODE_REDUCE
-
- uvec2 pos = gl_LocalInvocationID.xy;
-
- ivec2 image_offset = params.source_offset;
- ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy);
- uint dst_t = swizzle_table[pos.y] * BLOCK_SIZE + swizzle_table[pos.x];
- tmp_data[dst_t] = imageLoad(source_depth, min(image_pos, params.source_size - ivec2(1))).r;
- ivec2 image_size = params.source_size;
-
- uint t = pos.y * BLOCK_SIZE + pos.x;
-
- //neighbours
- uint size = BLOCK_SIZE;
-
- do {
- groupMemoryBarrier();
- barrier();
-
- size >>= 1;
- image_size >>= 1;
- image_offset >>= 1;
-
- if (all(lessThan(pos, uvec2(size)))) {
- uint nx = t + size;
- uint ny = t + (BLOCK_SIZE * size);
- uint nxy = ny + size;
-
- tmp_data[t] += tmp_data[nx];
- tmp_data[t] += tmp_data[ny];
- tmp_data[t] += tmp_data[nxy];
- tmp_data[t] /= 4.0;
- }
-
- } while (size > params.min_size);
-
- if (all(lessThan(pos, uvec2(size)))) {
- image_pos = ivec2(unswizzle_table[size + pos.x], unswizzle_table[size + pos.y]);
- image_pos += image_offset + ivec2(gl_WorkGroupID.xy) * int(size);
-
- image_size = max(ivec2(1), image_size); //in case image size became 0
-
- if (all(lessThan(image_pos, uvec2(image_size)))) {
- imageStore(dst_depth, image_pos, vec4(tmp_data[t]));
- }
- }
-#endif
-
-#ifdef MODE_FILTER
-
- ivec2 image_pos = params.source_offset + ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(image_pos, params.source_size))) {
- return;
- }
-
- ivec2 clamp_min = ivec2(params.source_offset);
- ivec2 clamp_max = ivec2(params.source_size) - 1;
-
- //gaussian kernel, size 9, sigma 4
- const int kernel_size = 9;
- const float gaussian_kernel[kernel_size * 3] = float[](
- 0.000229, 0.005977, 0.060598, 0.241732, 0.382928, 0.241732, 0.060598, 0.005977, 0.000229,
- 0.028532, 0.067234, 0.124009, 0.179044, 0.20236, 0.179044, 0.124009, 0.067234, 0.028532,
- 0.081812, 0.101701, 0.118804, 0.130417, 0.134535, 0.130417, 0.118804, 0.101701, 0.081812);
- float accum = 0.0;
- for (int i = 0; i < kernel_size; i++) {
- ivec2 ofs = clamp(image_pos + params.filter_dir * (i - kernel_size / 2), clamp_min, clamp_max);
- accum += imageLoad(source_depth, ofs).r * gaussian_kernel[params.gaussian_kernel_version + i];
- }
-
- imageStore(dst_depth, image_pos, vec4(accum));
-
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao.glsl b/servers/rendering/rasterizer_rd/shaders/ssao.glsl
deleted file mode 100644
index 346338181a..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/ssao.glsl
+++ /dev/null
@@ -1,249 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-#define TWO_PI 6.283185307179586476925286766559
-
-#ifdef SSAO_QUALITY_HIGH
-#define NUM_SAMPLES (20)
-#endif
-
-#ifdef SSAO_QUALITY_ULTRA
-#define NUM_SAMPLES (48)
-#endif
-
-#ifdef SSAO_QUALITY_LOW
-#define NUM_SAMPLES (8)
-#endif
-
-#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) && !defined(SSAO_QUALITY_ULTRA)
-#define NUM_SAMPLES (12)
-#endif
-
-// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
-// miplevel to maintain reasonable spatial locality in the cache
-// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing.
-// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively
-#define LOG_MAX_OFFSET (3)
-
-// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp
-#define MAX_MIP_LEVEL (4)
-
-// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
-// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
-
-const int ROTATIONS[] = int[](
- 1, 1, 2, 3, 2, 5, 2, 3, 2,
- 3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
- 9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
- 11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
- 11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
- 19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
- 13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
- 29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
- 31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
- 19, 27, 21, 25, 39, 29, 17, 21, 27);
-
-//#define NUM_SPIRAL_TURNS (7)
-const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
-
-layout(set = 0, binding = 0) uniform sampler2D source_depth_mipmaps;
-layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
-
-#ifndef USE_HALF_SIZE
-layout(set = 2, binding = 0) uniform sampler2D source_depth;
-#endif
-
-layout(set = 3, binding = 0) uniform sampler2D source_normal;
-
-layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 screen_size;
- float z_far;
- float z_near;
-
- bool orthogonal;
- float intensity_div_r6;
- float radius;
- float bias;
-
- vec4 proj_info;
- vec2 pixel_size;
- float proj_scale;
- uint pad;
-}
-params;
-
-vec3 reconstructCSPosition(vec2 S, float z) {
- if (params.orthogonal) {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
- } else {
- return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
- }
-}
-
-vec3 getPosition(ivec2 ssP) {
- vec3 P;
-#ifdef USE_HALF_SIZE
- P.z = texelFetch(source_depth_mipmaps, ssP, 0).r;
- P.z = -P.z;
-#else
- P.z = texelFetch(source_depth, ssP, 0).r;
-
- P.z = P.z * 2.0 - 1.0;
- if (params.orthogonal) {
- P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
- }
- P.z = -P.z;
-#endif
- // Offset to pixel center
- P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
- return P;
-}
-
-/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
-vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) {
- // Radius relative to ssR
- float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
- float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
-
- ssR = alpha;
- return vec2(cos(angle), sin(angle));
-}
-
-/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */
-vec3 getOffsetPosition(ivec2 ssP, float ssR) {
- // Derivation:
- // mipLevel = floor(log(ssR / MAX_OFFSET));
-
- int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
-
- vec3 P;
-
- // We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
- // Manually clamp to the texture size because texelFetch bypasses the texture unit
- ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (params.screen_size >> mipLevel) - ivec2(1));
-
-#ifdef USE_HALF_SIZE
- P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel).r;
- P.z = -P.z;
-#else
- if (mipLevel < 1) {
- //read from depth buffer
- P.z = texelFetch(source_depth, mipP, 0).r;
- P.z = P.z * 2.0 - 1.0;
- if (params.orthogonal) {
- P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
- }
- P.z = -P.z;
-
- } else {
- //read from mipmaps
- P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r;
- P.z = -P.z;
- }
-#endif
-
- // Offset to pixel center
- P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
-
- return P;
-}
-
-/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
- to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius
-
- Note that units of H() in the HPG12 paper are meters, not
- unitless. The whole falloff/sampling function is therefore
- unitless. In this implementation, we factor out (9 / radius).
-
- Four versions of the falloff function are implemented below
-*/
-float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) {
- // Offset on the unit disk, spun for this pixel
- float ssR;
- vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR);
- ssR *= ssDiskRadius;
-
- ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
-
- if (any(lessThan(ssP, ivec2(0))) || any(greaterThanEqual(ssP, params.screen_size))) {
- return 0.0;
- }
-
- // The occluding point in camera space
- vec3 Q = getOffsetPosition(ssP, ssR);
-
- vec3 v = Q - C;
-
- float vv = dot(v, v);
- float vn = dot(v, n_C);
-
- const float epsilon = 0.01;
- float radius2 = p_radius * p_radius;
-
- // A: From the HPG12 paper
- // Note large epsilon to avoid overdarkening within cracks
- //return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6;
-
- // B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended]
- float f = max(radius2 - vv, 0.0);
- return f * f * f * max((vn - params.bias) / (epsilon + vv), 0.0);
-
- // C: Medium contrast (which looks better at high radii), no division. Note that the
- // contribution still falls off with radius^2, but we've adjusted the rate in a way that is
- // more computationally efficient and happens to be aesthetically pleasing.
- // return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0);
-
- // D: Low contrast, no division operation
- // return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0);
-}
-
-void main() {
- // Pixel being shaded
- ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
- return;
- }
-
- // World space point being shaded
- vec3 C = getPosition(ssC);
-
-#ifdef USE_HALF_SIZE
- vec3 n_C = texelFetch(source_normal, ssC << 1, 0).xyz * 2.0 - 1.0;
-#else
- vec3 n_C = texelFetch(source_normal, ssC, 0).xyz * 2.0 - 1.0;
-#endif
- n_C = normalize(n_C);
- n_C.y = -n_C.y; //because this code reads flipped
-
- // Hash function used in the HPG12 AlchemyAO paper
- float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
-
- // Reconstruct normals from positions. These will lead to 1-pixel black lines
- // at depth discontinuities, however the blur will wipe those out so they are not visible
- // in the final image.
-
- // Choose the screen-space sample radius
- // proportional to the projected area of the sphere
-
- float ssDiskRadius = -params.proj_scale * params.radius;
- if (!params.orthogonal) {
- ssDiskRadius = -params.proj_scale * params.radius / C.z;
- }
- float sum = 0.0;
- for (int i = 0; i < NUM_SAMPLES; ++i) {
- sum += sampleAO(ssC, C, n_C, ssDiskRadius, params.radius, i, randomPatternRotationAngle);
- }
-
- float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
-
- imageStore(dest_image, ssC, vec4(A));
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
deleted file mode 100644
index 3e63e3cb59..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
+++ /dev/null
@@ -1,153 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-layout(set = 0, binding = 0) uniform sampler2D source_ssao;
-layout(set = 1, binding = 0) uniform sampler2D source_depth;
-#ifdef MODE_UPSCALE
-layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
-#endif
-
-layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
-
-//////////////////////////////////////////////////////////////////////////////////////////////
-// Tunable Parameters:
-
-layout(push_constant, binding = 1, std430) uniform Params {
- float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
- int filter_scale;
- float z_far;
- float z_near;
- bool orthogonal;
- uint pad0;
- uint pad1;
- uint pad2;
- ivec2 axis; /** (1, 0) or (0, 1) */
- ivec2 screen_size;
-}
-params;
-
-/** Filter radius in pixels. This will be multiplied by SCALE. */
-#define R (4)
-
-//////////////////////////////////////////////////////////////////////////////////////////////
-
-// Gaussian coefficients
-const float gaussian[R + 1] =
- //float[](0.356642, 0.239400, 0.072410, 0.009869);
- //float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
- float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
-//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
-
-void main() {
- // Pixel being shaded
- ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
- return;
- }
-
-#ifdef MODE_UPSCALE
-
- //closest one should be the same pixel, but check nearby just in case
- float depth = texelFetch(source_depth, ssC, 0).r;
-
- depth = depth * 2.0 - 1.0;
- if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- }
-
- vec2 pixel_size = 1.0 / vec2(params.screen_size);
- vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
- vec2 from_uv = closest_uv;
- vec2 ps2 = pixel_size; // * 2.0;
-
- float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
-
- vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
- for (int i = 0; i < 4; i++) {
- vec2 neighbour = from_uv + offsets[i];
- float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
- if (neighbour_depth < closest_depth) {
- closest_uv = neighbour;
- closest_depth = neighbour_depth;
- }
- }
-
- float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
- imageStore(dest_image, ssC, vec4(visibility));
-#else
-
- float depth = texelFetch(source_depth, ssC, 0).r;
-
-#ifdef MODE_FULL_SIZE
- depth = depth * 2.0 - 1.0;
-
- if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- }
-
-#endif
- float depth_divide = 1.0 / params.z_far;
-
- //depth *= depth_divide;
-
- /*
- if (depth > params.z_far * 0.999) {
- discard; //skybox
- }
- */
-
- float sum = texelFetch(source_ssao, ssC, 0).r;
-
- // Base weight for depth falloff. Increase this for more blurriness,
- // decrease it for better edge discrimination
- float BASE = gaussian[0];
- float totalWeight = BASE;
- sum *= totalWeight;
-
- ivec2 clamp_limit = params.screen_size - ivec2(1);
-
- for (int r = -R; r <= R; ++r) {
- // We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
- // so the IF statement has no runtime cost
- if (r != 0) {
- ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
- float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
- ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
-
- float temp_depth = texelFetch(source_depth, rpos, 0).r;
-#ifdef MODE_FULL_SIZE
- temp_depth = temp_depth * 2.0 - 1.0;
- if (params.orthogonal) {
- temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
- }
- //temp_depth *= depth_divide;
-#endif
- // spatial domain: offset gaussian tap
- float weight = 0.3 + gaussian[abs(r)];
- //weight *= max(0.0, dot(temp_normal, normal));
-
- // range domain (the "bilateral" weight). As depth difference increases, decrease weight.
- weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth));
-
- sum += value * weight;
- totalWeight += weight;
- }
- }
-
- const float epsilon = 0.0001;
- float visibility = sum / (totalWeight + epsilon);
-
- imageStore(dest_image, ssC, vec4(visibility));
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
deleted file mode 100644
index 263fca386f..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-layout(push_constant, binding = 1, std430) uniform Params {
- vec2 pixel_size;
- float z_far;
- float z_near;
- ivec2 source_size;
- bool orthogonal;
- uint pad;
-}
-params;
-
-#ifdef MINIFY_START
-layout(set = 0, binding = 0) uniform sampler2D source_texture;
-#else
-layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
-#endif
-layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
-
-void main() {
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
-
- if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
- return;
- }
-
-#ifdef MINIFY_START
- float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
- if (params.orthogonal) {
- depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
- } else {
- depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- }
-#else
- float depth = imageLoad(source_image, pos << 1).r;
-#endif
-
- imageStore(dest_image, pos, vec4(depth));
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
deleted file mode 100644
index 13b162f0c9..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
+++ /dev/null
@@ -1,530 +0,0 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-#if defined(MODE_FOG) || defined(MODE_FILTER)
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-#endif
-
-#if defined(MODE_DENSITY)
-
-layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-
-#endif
-
-#include "cluster_data_inc.glsl"
-
-#define M_PI 3.14159265359
-
-layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
-layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
-
-layout(set = 0, binding = 3, std430) restrict readonly buffer Lights {
- LightData data[];
-}
-lights;
-
-layout(set = 0, binding = 4, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-}
-directional_lights;
-
-layout(set = 0, binding = 5) uniform utexture3D cluster_texture;
-
-layout(set = 0, binding = 6, std430) restrict readonly buffer ClusterData {
- uint indices[];
-}
-cluster_data;
-
-layout(set = 0, binding = 7) uniform sampler linear_sampler;
-
-#ifdef MODE_DENSITY
-layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
-#endif
-
-#ifdef MODE_FOG
-layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
-#endif
-
-#ifdef MODE_FILTER
-layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
-#endif
-
-layout(set = 0, binding = 10) uniform sampler shadow_sampler;
-
-#define MAX_GI_PROBES 8
-
-struct GIProbeData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
-
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
-
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
-};
-
-layout(set = 0, binding = 11, std140) uniform GIProbes {
- GIProbeData data[MAX_GI_PROBES];
-}
-gi_probes;
-
-layout(set = 0, binding = 12) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
-
-layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
-
-#ifdef ENABLE_SDFGI
-
-// SDFGI Integration on set 1
-#define SDFGI_MAX_CASCADES 8
-
-struct SDFGIProbeCascadeData {
- vec3 position;
- float to_probe;
- ivec3 probe_world_offset;
- float to_cell; // 1/bounds * grid_size
-};
-
-layout(set = 1, binding = 0, std140) uniform SDFGI {
- vec3 grid_size;
- uint max_cascades;
-
- bool use_occlusion;
- int probe_axis_size;
- float probe_to_uvw;
- float normal_bias;
-
- vec3 lightprobe_tex_pixel_size;
- float energy;
-
- vec3 lightprobe_uv_offset;
- float y_mult;
-
- vec3 occlusion_clamp;
- uint pad3;
-
- vec3 occlusion_renormalize;
- uint pad4;
-
- vec3 cascade_probe_size;
- uint pad5;
-
- SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
-}
-sdfgi;
-
-layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
-
-layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
-
-#endif //SDFGI
-
-layout(push_constant, binding = 0, std430) uniform Params {
- vec2 fog_frustum_size_begin;
- vec2 fog_frustum_size_end;
-
- float fog_frustum_end;
- float z_near;
- float z_far;
- int filter_axis;
-
- ivec3 fog_volume_size;
- uint directional_light_count;
-
- vec3 light_color;
- float base_density;
-
- float detail_spread;
- float gi_inject;
- uint max_gi_probes;
- uint pad;
-
- mat3x4 cam_rotation;
-}
-params;
-
-float get_depth_at_pos(float cell_depth_size, int z) {
- float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
- d = pow(d, params.detail_spread);
- return params.fog_frustum_end * d;
-}
-
-vec3 hash3f(uvec3 x) {
- x = ((x >> 16) ^ x) * 0x45d9f3b;
- x = ((x >> 16) ^ x) * 0x45d9f3b;
- x = (x >> 16) ^ x;
- return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
-}
-
-void main() {
- vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
-
-#ifdef MODE_DENSITY
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
- if (any(greaterThanEqual(pos, params.fog_volume_size))) {
- return; //do not compute
- }
-
- vec3 posf = vec3(pos);
-
- //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
-
- vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
- fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
-
- vec3 view_pos;
- view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
- view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
- view_pos.y = -view_pos.y;
-
- vec3 total_light = params.light_color;
-
- float total_density = params.base_density;
- float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
- //compute directional lights
-
- for (uint i = 0; i < params.directional_light_count; i++) {
- vec3 shadow_attenuation = vec3(1.0);
-
- if (directional_lights.data[i].shadow_enabled) {
- float depth_z = -view_pos.z;
-
- vec4 pssm_coord;
- vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
- vec3 light_dir = directional_lights.data[i].direction;
- vec4 v = vec4(view_pos, 1.0);
- float z_range;
-
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.x;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.y;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.z;
-
- } else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.w;
- }
-
- float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
- float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
-
- /*
- //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
- float shadow = 0.0;
- for(float xi=-1;xi<=1;xi++) {
- for(float yi=-1;yi<=1;yi++) {
- vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
- shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
- }
-
- }
-
- shadow /= 3.0 * 3.0;
-
-*/
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
-
- shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
- }
-
- total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
- }
-
- //compute lights from cluster
-
- vec3 cluster_pos;
- cluster_pos.xy = fog_unit_pos.xy;
- cluster_pos.z = clamp((abs(view_pos.z) - params.z_near) / (params.z_far - params.z_near), 0.0, 1.0);
-
- uvec4 cluster_cell = texture(usampler3D(cluster_texture, linear_sampler), cluster_pos);
-
- uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
- uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
-
- for (uint i = 0; i < omni_light_count; i++) {
- uint light_index = cluster_data.indices[omni_light_pointer + i];
-
- vec3 light_pos = lights.data[i].position;
- float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius;
- vec3 shadow_attenuation = vec3(1.0);
-
- if (d < 1.0) {
- vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
- vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
-
- float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
-
- vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
-
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
-
- if (shadow_color_enabled.a > 0.5) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
-
- vec4 splane = (lights.data[i].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
-
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = lights.data[i].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 * lights.data[i].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
-
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
- float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
-
- shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
- }
- total_light += light * attenuation * shadow_attenuation;
- }
- }
-
- uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
- uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
-
- for (uint i = 0; i < spot_light_count; i++) {
- uint light_index = cluster_data.indices[spot_light_pointer + i];
-
- vec3 light_pos = lights.data[i].position;
- vec3 light_rel_vec = lights.data[i].position - view_pos;
- float d = length(light_rel_vec) * lights.data[i].inv_radius;
- vec3 shadow_attenuation = vec3(1.0);
-
- if (d < 1.0) {
- vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
- vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
-
- float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
-
- vec3 spot_dir = lights.data[i].direction;
- vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
- attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
-
- vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
-
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
-
- if (shadow_color_enabled.a > 0.5) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
-
- vec4 splane = (lights.data[i].shadow_matrix * v);
- splane /= splane.w;
-
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
- float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
-
- shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
- }
-
- total_light += light * attenuation * shadow_attenuation;
- }
- }
-
- 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;
-
- //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;
-
- 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));
- float a = (1.0 - light.a);
- light += a * slight;
- }
-
- light.rgb *= gi_probes.data[i].dynamic_range * params.gi_inject;
-
- total_light += light.rgb;
- }
- }
-
- //sdfgi
-#ifdef ENABLE_SDFGI
-
- {
- float blend = -1.0;
- vec3 ambient_total = vec3(0.0);
-
- for (uint i = 0; i < sdfgi.max_cascades; i++) {
- vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
-
- if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
- continue; //skip cascade
- }
-
- vec3 base_pos = floor(cascade_pos);
- ivec3 probe_base_pos = ivec3(base_pos);
-
- vec4 ambient_accum = vec4(0.0);
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
- tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
-
- for (uint j = 0; j < 8; j++) {
- ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
- ivec3 probe_posi = probe_base_pos;
- probe_posi += offset;
-
- // Compute weight
-
- vec3 probe_pos = vec3(probe_posi);
- vec3 probe_to_pos = cascade_pos - probe_pos;
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
- float weight = trilinear.x * trilinear.y * trilinear.z;
-
- // Compute lightprobe occlusion
-
- if (sdfgi.use_occlusion) {
- ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
- vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
-
- vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
- occ_pos.z += float(i);
- if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
- occ_pos.x += 1.0;
- }
-
- occ_pos *= sdfgi.occlusion_renormalize;
- float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
-
- weight *= max(occlusion, 0.01);
- }
-
- // Compute ambient texture position
-
- ivec3 uvw = tex_pos;
- uvw.xy += offset.xy;
- uvw.x += offset.z * sdfgi.probe_axis_size;
-
- vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
-
- ambient_accum.rgb += ambient * weight;
- ambient_accum.a += weight;
- }
-
- if (ambient_accum.a > 0) {
- ambient_accum.rgb /= ambient_accum.a;
- }
- ambient_total = ambient_accum.rgb;
- break;
- }
-
- total_light += ambient_total * params.gi_inject;
- }
-
-#endif
-
- imageStore(density_map, pos, vec4(total_light, total_density));
-#endif
-
-#ifdef MODE_FOG
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
-
- if (any(greaterThanEqual(pos, params.fog_volume_size))) {
- return; //do not compute
- }
-
- vec4 fog_accum = vec4(0.0);
- float prev_z = 0.0;
-
- float t = 1.0;
-
- for (int i = 0; i < params.fog_volume_size.z; i++) {
- //compute fog position
- ivec3 fog_pos = pos + ivec3(0, 0, i);
- //get fog value
- vec4 fog = imageLoad(density_map, fog_pos);
-
- //get depth at cell pos
- float z = get_depth_at_pos(fog_cell_size.z, i);
- //get distance from previous pos
- float d = abs(prev_z - z);
- //compute exinction based on beer's
- float extinction = t * exp(-d * fog.a);
- //compute alpha based on different of extinctions
- float alpha = t - extinction;
- //update extinction
- t = extinction;
-
- fog_accum += vec4(fog.rgb * alpha, alpha);
- prev_z = z;
-
- vec4 fog_value;
-
- if (fog_accum.a > 0.0) {
- fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
- } else {
- fog_value = vec4(0.0);
- }
-
- imageStore(fog_map, fog_pos, fog_value);
- }
-
-#endif
-
-#ifdef MODE_FILTER
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
-
- const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
-
- const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
- ivec3 offset = filter_dir[params.filter_axis];
-
- vec4 accum = vec4(0.0);
- for (int i = -3; i <= 3; i++) {
- accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
- }
-
- imageStore(dest_map, pos, accum);
-
-#endif
-}
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
new file mode 100644
index 0000000000..46683e8e68
--- /dev/null
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -0,0 +1,1726 @@
+/*************************************************************************/
+/* renderer_canvas_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_canvas_cull.h"
+
+#include "core/math/geometry_2d.h"
+#include "renderer_viewport.h"
+#include "rendering_server_default.h"
+#include "rendering_server_globals.h"
+
+static const int z_range = RS::CANVAS_ITEM_Z_MAX - RS::CANVAS_ITEM_Z_MIN + 1;
+
+void RendererCanvasCull::_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, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel) {
+ RENDER_TIMESTAMP("Cull CanvasItem Tree");
+
+ memset(z_list, 0, z_range * sizeof(RendererCanvasRender::Item *));
+ 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, 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, true);
+ }
+
+ RendererCanvasRender::Item *list = nullptr;
+ RendererCanvasRender::Item *list_end = nullptr;
+
+ for (int i = 0; i < z_range; i++) {
+ if (!z_list[i]) {
+ continue;
+ }
+ if (!list) {
+ list = z_list[i];
+ list_end = z_last_list[i];
+ } else {
+ list_end->next = z_list[i];
+ list_end = z_last_list[i];
+ }
+ }
+
+ RENDER_TIMESTAMP("Render Canvas Items");
+
+ bool sdf_flag;
+ RSG::canvas_render->canvas_render_items(p_to_render_target, list, p_modulate, p_lights, p_directional_lights, p_transform, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel, sdf_flag);
+ if (sdf_flag) {
+ sdf_used = true;
+ }
+}
+
+void _collect_ysort_children(RendererCanvasCull::Item *p_canvas_item, Transform2D p_transform, RendererCanvasCull::Item *p_material_owner, RendererCanvasCull::Item **r_items, int &r_index) {
+ int child_item_count = p_canvas_item->child_items.size();
+ RendererCanvasCull::Item **child_items = p_canvas_item->child_items.ptrw();
+ for (int i = 0; i < child_item_count; i++) {
+ if (child_items[i]->visible) {
+ if (r_items) {
+ r_items[r_index] = child_items[i];
+ child_items[i]->ysort_xform = p_transform;
+ child_items[i]->ysort_pos = p_transform.xform(child_items[i]->xform.elements[2]);
+ child_items[i]->material_owner = child_items[i]->use_parent_material ? p_material_owner : nullptr;
+ child_items[i]->ysort_index = r_index;
+ }
+
+ r_index++;
+
+ if (child_items[i]->sort_y) {
+ _collect_ysort_children(child_items[i], p_transform * child_items[i]->xform, child_items[i]->use_parent_material ? p_material_owner : child_items[i], r_items, r_index);
+ }
+ }
+ }
+}
+
+void _mark_ysort_dirty(RendererCanvasCull::Item *ysort_owner, RID_Owner<RendererCanvasCull::Item, true> &canvas_item_owner) {
+ do {
+ ysort_owner->ysort_children_count = -1;
+ ysort_owner = canvas_item_owner.owns(ysort_owner->parent) ? canvas_item_owner.get_or_null(ysort_owner->parent) : nullptr;
+ } while (ysort_owner && ysort_owner->sort_y);
+}
+
+void RendererCanvasCull::_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, const Transform2D &p_xform) {
+ if (ci->copy_back_buffer) {
+ ci->copy_back_buffer->screen_rect = xform.xform(ci->copy_back_buffer->rect).intersection(p_clip_rect);
+ }
+
+ if (use_canvas_group) {
+ int zidx = p_z - RS::CANVAS_ITEM_Z_MIN;
+ if (canvas_group_from == nullptr) {
+ // no list before processing this item, means must put stuff in group from the beginning of list.
+ canvas_group_from = z_list[zidx];
+ } else {
+ // there was a list before processing, so begin group from this one.
+ canvas_group_from = canvas_group_from->next;
+ }
+
+ if (canvas_group_from) {
+ // Has a place to begin the group from!
+
+ //compute a global rect (in global coords) for children in the same z layer
+ Rect2 rect_accum;
+ RendererCanvasRender::Item *c = canvas_group_from;
+ while (c) {
+ if (c == canvas_group_from) {
+ rect_accum = c->global_rect_cache;
+ } else {
+ rect_accum = rect_accum.merge(c->global_rect_cache);
+ }
+
+ c = c->next;
+ }
+
+ // 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 == 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();
+
+ if (rect_accum == Rect2()) {
+ rect_accum.size = Size2(1, 1);
+ }
+
+ rect_accum = rect_accum.grow(ci->canvas_group->fit_margin);
+
+ //draw it?
+ RendererCanvasRender::Item::CommandRect *crect = ci->alloc_command<RendererCanvasRender::Item::CommandRect>();
+
+ crect->flags = RendererCanvasRender::CANVAS_RECT_IS_GROUP; // so we can recognize it later
+ crect->rect = xform.affine_inverse().xform(rect_accum);
+ crect->modulate = Color(1, 1, 1, 1);
+
+ //the global rect is used to do the copying, so update it
+ global_rect = rect_accum.grow(ci->canvas_group->clear_margin); //grow again by clear margin
+ global_rect.position += p_clip_rect.position;
+ } else {
+ global_rect.position -= p_clip_rect.position;
+
+ global_rect = global_rect.merge(rect_accum); //must use both rects for this
+ global_rect = global_rect.grow(ci->canvas_group->clear_margin); //grow by clear margin
+
+ global_rect.position += p_clip_rect.position;
+ }
+
+ // Very important that this is cleared after used in RendererCanvasRender to avoid
+ // potential crashes.
+ canvas_group_from->canvas_group_owner = ci;
+ }
+ }
+
+ if (((ci->commands != nullptr || ci->visibility_notifier) && p_clip_rect.intersects(global_rect, true)) || ci->vp_render || ci->copy_back_buffer) {
+ //something to draw?
+
+ if (ci->update_when_visible) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ if (ci->commands != nullptr) {
+ ci->final_transform = xform;
+ ci->final_modulate = modulate * ci->self_modulate;
+ ci->global_rect_cache = global_rect;
+ ci->global_rect_cache.position -= p_clip_rect.position;
+ ci->light_masked = false;
+
+ int zidx = p_z - RS::CANVAS_ITEM_Z_MIN;
+
+ if (z_last_list[zidx]) {
+ z_last_list[zidx]->next = ci;
+ z_last_list[zidx] = ci;
+
+ } else {
+ z_list[zidx] = ci;
+ z_last_list[zidx] = ci;
+ }
+
+ ci->z_final = p_z;
+
+ ci->next = nullptr;
+ }
+
+ if (ci->visibility_notifier) {
+ if (!ci->visibility_notifier->visible_element.in_list()) {
+ visibility_notifier_list.add(&ci->visibility_notifier->visible_element);
+ ci->visibility_notifier->just_visible = true;
+ }
+
+ ci->visibility_notifier->visible_in_frame = RSG::rasterizer->get_frame_number();
+ }
+ }
+}
+
+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();
+
+ if (ci->visibility_notifier) {
+ if (ci->visibility_notifier->area.size != Vector2()) {
+ rect = rect.merge(ci->visibility_notifier->area);
+ }
+ }
+
+ 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->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 {
+ 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, xform);
+ }
+ } 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, xform);
+ 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);
+ }
+ }
+}
+
+void RendererCanvasCull::render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, const Rect2 &p_clip_rect, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_transforms_to_pixel, bool p_snap_2d_vertices_to_pixel) {
+ RENDER_TIMESTAMP(">Render Canvas");
+
+ sdf_used = false;
+ snapping_2d_transforms_to_pixel = p_snap_2d_transforms_to_pixel;
+
+ if (p_canvas->children_order_dirty) {
+ p_canvas->child_items.sort();
+ p_canvas->children_order_dirty = false;
+ }
+
+ int l = p_canvas->child_items.size();
+ Canvas::ChildItem *ci = p_canvas->child_items.ptrw();
+
+ bool has_mirror = false;
+ for (int i = 0; i < l; i++) {
+ if (ci[i].mirror.x || ci[i].mirror.y) {
+ has_mirror = true;
+ break;
+ }
+ }
+
+ if (!has_mirror) {
+ _render_canvas_item_tree(p_render_target, ci, l, nullptr, p_transform, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
+
+ } else {
+ //used for parallaxlayer mirroring
+ for (int i = 0; i < l; i++) {
+ const Canvas::ChildItem &ci2 = p_canvas->child_items[i];
+ _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, p_transform, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
+
+ //mirroring (useful for scrolling backgrounds)
+ if (ci2.mirror.x != 0) {
+ Transform2D xform2 = p_transform * Transform2D(0, Vector2(ci2.mirror.x, 0));
+ _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
+ }
+ if (ci2.mirror.y != 0) {
+ Transform2D xform2 = p_transform * Transform2D(0, Vector2(0, ci2.mirror.y));
+ _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
+ }
+ if (ci2.mirror.y != 0 && ci2.mirror.x != 0) {
+ Transform2D xform2 = p_transform * Transform2D(0, ci2.mirror);
+ _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights, p_directional_lights, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel);
+ }
+ }
+ }
+
+ RENDER_TIMESTAMP("<End Render Canvas");
+}
+
+bool RendererCanvasCull::was_sdf_used() {
+ return sdf_used;
+}
+
+RID RendererCanvasCull::canvas_allocate() {
+ return canvas_owner.allocate_rid();
+}
+void RendererCanvasCull::canvas_initialize(RID p_rid) {
+ canvas_owner.initialize_rid(p_rid);
+}
+
+void RendererCanvasCull::canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring) {
+ Canvas *canvas = canvas_owner.get_or_null(p_canvas);
+ ERR_FAIL_COND(!canvas);
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ int idx = canvas->find_item(canvas_item);
+ ERR_FAIL_COND(idx == -1);
+ canvas->child_items.write[idx].mirror = p_mirroring;
+}
+
+void RendererCanvasCull::canvas_set_modulate(RID p_canvas, const Color &p_color) {
+ Canvas *canvas = canvas_owner.get_or_null(p_canvas);
+ ERR_FAIL_COND(!canvas);
+ canvas->modulate = p_color;
+}
+
+void RendererCanvasCull::canvas_set_disable_scale(bool p_disable) {
+ disable_scale = p_disable;
+}
+
+void RendererCanvasCull::canvas_set_parent(RID p_canvas, RID p_parent, float p_scale) {
+ Canvas *canvas = canvas_owner.get_or_null(p_canvas);
+ ERR_FAIL_COND(!canvas);
+
+ canvas->parent = p_parent;
+ canvas->parent_scale = p_scale;
+}
+
+RID RendererCanvasCull::canvas_item_allocate() {
+ return canvas_item_owner.allocate_rid();
+}
+void RendererCanvasCull::canvas_item_initialize(RID p_rid) {
+ canvas_item_owner.initialize_rid(p_rid);
+}
+
+void RendererCanvasCull::canvas_item_set_parent(RID p_item, RID p_parent) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ if (canvas_item->parent.is_valid()) {
+ if (canvas_owner.owns(canvas_item->parent)) {
+ Canvas *canvas = canvas_owner.get_or_null(canvas_item->parent);
+ canvas->erase_item(canvas_item);
+ } else if (canvas_item_owner.owns(canvas_item->parent)) {
+ Item *item_owner = canvas_item_owner.get_or_null(canvas_item->parent);
+ item_owner->child_items.erase(canvas_item);
+
+ if (item_owner->sort_y) {
+ _mark_ysort_dirty(item_owner, canvas_item_owner);
+ }
+ }
+
+ canvas_item->parent = RID();
+ }
+
+ if (p_parent.is_valid()) {
+ if (canvas_owner.owns(p_parent)) {
+ Canvas *canvas = canvas_owner.get_or_null(p_parent);
+ Canvas::ChildItem ci;
+ ci.item = canvas_item;
+ canvas->child_items.push_back(ci);
+ canvas->children_order_dirty = true;
+ } else if (canvas_item_owner.owns(p_parent)) {
+ Item *item_owner = canvas_item_owner.get_or_null(p_parent);
+ item_owner->child_items.push_back(canvas_item);
+ item_owner->children_order_dirty = true;
+
+ if (item_owner->sort_y) {
+ _mark_ysort_dirty(item_owner, canvas_item_owner);
+ }
+
+ } else {
+ ERR_FAIL_MSG("Invalid parent.");
+ }
+ }
+
+ canvas_item->parent = p_parent;
+}
+
+void RendererCanvasCull::canvas_item_set_visible(RID p_item, bool p_visible) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->visible = p_visible;
+
+ _mark_ysort_dirty(canvas_item, canvas_item_owner);
+}
+
+void RendererCanvasCull::canvas_item_set_light_mask(RID p_item, int p_mask) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->light_mask = p_mask;
+}
+
+void RendererCanvasCull::canvas_item_set_transform(RID p_item, const Transform2D &p_transform) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->xform = p_transform;
+}
+
+void RendererCanvasCull::canvas_item_set_clip(RID p_item, bool p_clip) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->clip = p_clip;
+}
+
+void RendererCanvasCull::canvas_item_set_distance_field_mode(RID p_item, bool p_enable) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->distance_field = p_enable;
+}
+
+void RendererCanvasCull::canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->custom_rect = p_custom_rect;
+ canvas_item->rect = p_rect;
+}
+
+void RendererCanvasCull::canvas_item_set_modulate(RID p_item, const Color &p_color) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->modulate = p_color;
+}
+
+void RendererCanvasCull::canvas_item_set_self_modulate(RID p_item, const Color &p_color) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->self_modulate = p_color;
+}
+
+void RendererCanvasCull::canvas_item_set_draw_behind_parent(RID p_item, bool p_enable) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->behind = p_enable;
+}
+
+void RendererCanvasCull::canvas_item_set_update_when_visible(RID p_item, bool p_update) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->update_when_visible = p_update;
+}
+
+void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandPrimitive *line = canvas_item->alloc_command<Item::CommandPrimitive>();
+ ERR_FAIL_COND(!line);
+ if (p_width > 1.001) {
+ Vector2 t = (p_from - p_to).orthogonal().normalized() * p_width * 0.5;
+ line->points[0] = p_from + t;
+ line->points[1] = p_from - t;
+ line->points[2] = p_to - t;
+ line->points[3] = p_to + t;
+ line->point_count = 4;
+ } else {
+ line->point_count = 2;
+ line->points[0] = p_from;
+ line->points[1] = p_to;
+ }
+ for (uint32_t i = 0; i < line->point_count; i++) {
+ line->colors[i] = p_color;
+ }
+}
+
+void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) {
+ ERR_FAIL_COND(p_points.size() < 2);
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Color color = Color(1, 1, 1, 1);
+
+ Vector<int> indices;
+ int pc = p_points.size();
+ int pc2 = pc * 2;
+
+ Vector2 prev_t;
+ int j2;
+
+ Item::CommandPolygon *pline = canvas_item->alloc_command<Item::CommandPolygon>();
+ ERR_FAIL_COND(!pline);
+
+ PackedColorArray colors;
+ PackedVector2Array points;
+
+ colors.resize(pc2);
+ points.resize(pc2);
+
+ Vector2 *points_ptr = points.ptrw();
+ Color *colors_ptr = colors.ptrw();
+
+ if (p_antialiased) {
+ Color color2 = Color(1, 1, 1, 0);
+
+ PackedColorArray colors_top;
+ PackedVector2Array points_top;
+
+ colors_top.resize(pc2);
+ points_top.resize(pc2);
+
+ PackedColorArray colors_bottom;
+ PackedVector2Array points_bottom;
+
+ colors_bottom.resize(pc2);
+ points_bottom.resize(pc2);
+
+ Item::CommandPolygon *pline_top = canvas_item->alloc_command<Item::CommandPolygon>();
+ ERR_FAIL_COND(!pline_top);
+
+ Item::CommandPolygon *pline_bottom = canvas_item->alloc_command<Item::CommandPolygon>();
+ ERR_FAIL_COND(!pline_bottom);
+
+ //make three trianglestrip's for drawing the antialiased line...
+
+ Vector2 *points_top_ptr = points_top.ptrw();
+ Vector2 *points_bottom_ptr = points_bottom.ptrw();
+
+ Color *colors_top_ptr = colors_top.ptrw();
+ Color *colors_bottom_ptr = colors_bottom.ptrw();
+
+ for (int i = 0, j = 0; i < pc; i++, j += 2) {
+ Vector2 t;
+ if (i == pc - 1) {
+ t = prev_t;
+ } else {
+ t = (p_points[i + 1] - p_points[i]).normalized().orthogonal();
+ if (i == 0) {
+ prev_t = t;
+ }
+ }
+
+ j2 = j + 1;
+
+ Vector2 dir = (t + prev_t).normalized();
+ Vector2 tangent = dir * p_width * 0.5;
+ Vector2 border = dir * 2.0;
+ Vector2 pos = p_points[i];
+
+ points_ptr[j] = pos + tangent;
+ points_ptr[j2] = pos - tangent;
+
+ points_top_ptr[j] = pos + tangent + border;
+ points_top_ptr[j2] = pos + tangent;
+
+ points_bottom_ptr[j] = pos - tangent;
+ points_bottom_ptr[j2] = pos - tangent - border;
+
+ if (i < p_colors.size()) {
+ color = p_colors[i];
+ color2 = Color(color.r, color.g, color.b, 0);
+ }
+
+ colors_ptr[j] = color;
+ colors_ptr[j2] = color;
+
+ colors_top_ptr[j] = color2;
+ colors_top_ptr[j2] = color;
+
+ colors_bottom_ptr[j] = color;
+ colors_bottom_ptr[j2] = color2;
+
+ prev_t = t;
+ }
+
+ pline_top->primitive = RS::PRIMITIVE_TRIANGLE_STRIP;
+ pline_top->polygon.create(indices, points_top, colors_top);
+
+ pline_bottom->primitive = RS::PRIMITIVE_TRIANGLE_STRIP;
+ pline_bottom->polygon.create(indices, points_bottom, colors_bottom);
+ } else {
+ //make a trianglestrip for drawing the line...
+
+ for (int i = 0, j = 0; i < pc; i++, j += 2) {
+ Vector2 t;
+ if (i == pc - 1) {
+ t = prev_t;
+ } else {
+ t = (p_points[i + 1] - p_points[i]).normalized().orthogonal();
+ if (i == 0) {
+ prev_t = t;
+ }
+ }
+
+ j2 = j + 1;
+
+ Vector2 tangent = ((t + prev_t).normalized()) * p_width * 0.5;
+ Vector2 pos = p_points[i];
+
+ points_ptr[j] = pos + tangent;
+ points_ptr[j2] = pos - tangent;
+
+ if (i < p_colors.size()) {
+ color = p_colors[i];
+ }
+
+ colors_ptr[j] = color;
+ colors_ptr[j2] = color;
+
+ prev_t = t;
+ }
+ }
+
+ pline->primitive = RS::PRIMITIVE_TRIANGLE_STRIP;
+ pline->polygon.create(indices, points, colors);
+}
+
+void RendererCanvasCull::canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width) {
+ ERR_FAIL_COND(p_points.size() < 2);
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandPolygon *pline = canvas_item->alloc_command<Item::CommandPolygon>();
+ ERR_FAIL_COND(!pline);
+
+ if (true || p_width <= 1) {
+#define TODO make thick lines possible
+
+ pline->primitive = RS::PRIMITIVE_LINES;
+ pline->polygon.create(Vector<int>(), p_points, p_colors);
+ } else {
+ }
+}
+
+void RendererCanvasCull::canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandRect *rect = canvas_item->alloc_command<Item::CommandRect>();
+ ERR_FAIL_COND(!rect);
+ rect->modulate = p_color;
+ rect->rect = p_rect;
+}
+
+void RendererCanvasCull::canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandPolygon *circle = canvas_item->alloc_command<Item::CommandPolygon>();
+ ERR_FAIL_COND(!circle);
+
+ circle->primitive = RS::PRIMITIVE_TRIANGLES;
+
+ Vector<int> indices;
+ Vector<Vector2> points;
+
+ static const int circle_points = 64;
+
+ points.resize(circle_points);
+ const real_t circle_point_step = Math_TAU / circle_points;
+
+ for (int i = 0; i < circle_points; i++) {
+ float angle = i * circle_point_step;
+ points.write[i].x = Math::cos(angle) * p_radius;
+ points.write[i].y = Math::sin(angle) * p_radius;
+ points.write[i] += p_pos;
+ }
+ indices.resize((circle_points - 2) * 3);
+
+ for (int i = 0; i < circle_points - 2; i++) {
+ indices.write[i * 3 + 0] = 0;
+ indices.write[i * 3 + 1] = i + 1;
+ indices.write[i * 3 + 2] = i + 2;
+ }
+
+ Vector<Color> color;
+ color.push_back(p_color);
+ circle->polygon.create(indices, points, color);
+}
+
+void RendererCanvasCull::canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile, const Color &p_modulate, bool p_transpose) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandRect *rect = canvas_item->alloc_command<Item::CommandRect>();
+ ERR_FAIL_COND(!rect);
+ rect->modulate = p_modulate;
+ rect->rect = p_rect;
+ rect->flags = 0;
+ if (p_tile) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_TILE;
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_REGION;
+ rect->source = Rect2(0, 0, fabsf(p_rect.size.width), fabsf(p_rect.size.height));
+ }
+
+ if (p_rect.size.x < 0) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_FLIP_H;
+ rect->rect.size.x = -rect->rect.size.x;
+ }
+ if (p_rect.size.y < 0) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_FLIP_V;
+ rect->rect.size.y = -rect->rect.size.y;
+ }
+ if (p_transpose) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_TRANSPOSE;
+ SWAP(rect->rect.size.x, rect->rect.size.y);
+ }
+
+ rect->texture = p_texture;
+}
+
+void RendererCanvasCull::canvas_item_add_msdf_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate, int p_outline_size, float p_px_range) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandRect *rect = canvas_item->alloc_command<Item::CommandRect>();
+ ERR_FAIL_COND(!rect);
+ rect->modulate = p_modulate;
+ rect->rect = p_rect;
+
+ rect->texture = p_texture;
+
+ rect->source = p_src_rect;
+ rect->flags = RendererCanvasRender::CANVAS_RECT_REGION | RendererCanvasRender::CANVAS_RECT_MSDF;
+
+ if (p_rect.size.x < 0) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_FLIP_H;
+ rect->rect.size.x = -rect->rect.size.x;
+ }
+ if (p_src_rect.size.x < 0) {
+ rect->flags ^= RendererCanvasRender::CANVAS_RECT_FLIP_H;
+ rect->source.size.x = -rect->source.size.x;
+ }
+ if (p_rect.size.y < 0) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_FLIP_V;
+ rect->rect.size.y = -rect->rect.size.y;
+ }
+ if (p_src_rect.size.y < 0) {
+ rect->flags ^= RendererCanvasRender::CANVAS_RECT_FLIP_V;
+ rect->source.size.y = -rect->source.size.y;
+ }
+ rect->outline = p_outline_size;
+ rect->px_range = p_px_range;
+}
+
+void RendererCanvasCull::canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, bool p_clip_uv) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandRect *rect = canvas_item->alloc_command<Item::CommandRect>();
+ ERR_FAIL_COND(!rect);
+ rect->modulate = p_modulate;
+ rect->rect = p_rect;
+
+ rect->texture = p_texture;
+
+ rect->source = p_src_rect;
+ rect->flags = RendererCanvasRender::CANVAS_RECT_REGION;
+
+ if (p_rect.size.x < 0) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_FLIP_H;
+ rect->rect.size.x = -rect->rect.size.x;
+ }
+ if (p_src_rect.size.x < 0) {
+ rect->flags ^= RendererCanvasRender::CANVAS_RECT_FLIP_H;
+ rect->source.size.x = -rect->source.size.x;
+ }
+ if (p_rect.size.y < 0) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_FLIP_V;
+ rect->rect.size.y = -rect->rect.size.y;
+ }
+ if (p_src_rect.size.y < 0) {
+ rect->flags ^= RendererCanvasRender::CANVAS_RECT_FLIP_V;
+ rect->source.size.y = -rect->source.size.y;
+ }
+
+ if (p_transpose) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_TRANSPOSE;
+ SWAP(rect->rect.size.x, rect->rect.size.y);
+ }
+
+ if (p_clip_uv) {
+ rect->flags |= RendererCanvasRender::CANVAS_RECT_CLIP_UV;
+ }
+}
+
+void RendererCanvasCull::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode, RS::NinePatchAxisMode p_y_axis_mode, bool p_draw_center, const Color &p_modulate) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandNinePatch *style = canvas_item->alloc_command<Item::CommandNinePatch>();
+ ERR_FAIL_COND(!style);
+
+ style->texture = p_texture;
+
+ style->rect = p_rect;
+ style->source = p_source;
+ style->draw_center = p_draw_center;
+ style->color = p_modulate;
+ style->margin[SIDE_LEFT] = p_topleft.x;
+ style->margin[SIDE_TOP] = p_topleft.y;
+ style->margin[SIDE_RIGHT] = p_bottomright.x;
+ style->margin[SIDE_BOTTOM] = p_bottomright.y;
+ style->axis_x = p_x_axis_mode;
+ style->axis_y = p_y_axis_mode;
+}
+
+void RendererCanvasCull::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width) {
+ uint32_t pc = p_points.size();
+ ERR_FAIL_COND(pc == 0 || pc > 4);
+
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandPrimitive *prim = canvas_item->alloc_command<Item::CommandPrimitive>();
+ ERR_FAIL_COND(!prim);
+
+ for (int i = 0; i < p_points.size(); i++) {
+ prim->points[i] = p_points[i];
+ if (i < p_uvs.size()) {
+ prim->uvs[i] = p_uvs[i];
+ }
+ if (i < p_colors.size()) {
+ prim->colors[i] = p_colors[i];
+ } else if (p_colors.size()) {
+ prim->colors[i] = p_colors[0];
+ } else {
+ prim->colors[i] = Color(1, 1, 1, 1);
+ }
+ }
+
+ prim->point_count = p_points.size();
+
+ prim->texture = p_texture;
+}
+
+void RendererCanvasCull::canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+#ifdef DEBUG_ENABLED
+ int pointcount = p_points.size();
+ ERR_FAIL_COND(pointcount < 3);
+ int color_size = p_colors.size();
+ int uv_size = p_uvs.size();
+ ERR_FAIL_COND(color_size != 0 && color_size != 1 && color_size != pointcount);
+ ERR_FAIL_COND(uv_size != 0 && (uv_size != pointcount));
+#endif
+ Vector<int> indices = Geometry2D::triangulate_polygon(p_points);
+ ERR_FAIL_COND_MSG(indices.is_empty(), "Invalid polygon data, triangulation failed.");
+
+ Item::CommandPolygon *polygon = canvas_item->alloc_command<Item::CommandPolygon>();
+ ERR_FAIL_COND(!polygon);
+ polygon->primitive = RS::PRIMITIVE_TRIANGLES;
+ polygon->texture = p_texture;
+ polygon->polygon.create(indices, p_points, p_colors, p_uvs);
+}
+
+void RendererCanvasCull::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ int vertex_count = p_points.size();
+ ERR_FAIL_COND(vertex_count == 0);
+ ERR_FAIL_COND(!p_colors.is_empty() && p_colors.size() != vertex_count && p_colors.size() != 1);
+ ERR_FAIL_COND(!p_uvs.is_empty() && p_uvs.size() != vertex_count);
+ ERR_FAIL_COND(!p_bones.is_empty() && p_bones.size() != vertex_count * 4);
+ ERR_FAIL_COND(!p_weights.is_empty() && p_weights.size() != vertex_count * 4);
+
+ Vector<int> indices = p_indices;
+
+ Item::CommandPolygon *polygon = canvas_item->alloc_command<Item::CommandPolygon>();
+ ERR_FAIL_COND(!polygon);
+
+ polygon->texture = p_texture;
+
+ polygon->polygon.create(indices, p_points, p_colors, p_uvs, p_bones, p_weights);
+
+ polygon->primitive = RS::PRIMITIVE_TRIANGLES;
+}
+
+void RendererCanvasCull::canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandTransform *tr = canvas_item->alloc_command<Item::CommandTransform>();
+ ERR_FAIL_COND(!tr);
+ tr->xform = p_transform;
+}
+
+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.get_or_null(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;
+
+ m->transform = p_transform;
+ m->modulate = p_modulate;
+}
+
+void RendererCanvasCull::canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandParticles *part = canvas_item->alloc_command<Item::CommandParticles>();
+ ERR_FAIL_COND(!part);
+ part->particles = p_particles;
+
+ part->texture = p_texture;
+
+ //take the chance and request processing for them, at least once until they become visible again
+ RSG::storage->particles_request_process(p_particles);
+}
+
+void RendererCanvasCull::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandMultiMesh *mm = canvas_item->alloc_command<Item::CommandMultiMesh>();
+ ERR_FAIL_COND(!mm);
+ mm->multimesh = p_mesh;
+
+ mm->texture = p_texture;
+}
+
+void RendererCanvasCull::canvas_item_add_clip_ignore(RID p_item, bool p_ignore) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandClipIgnore *ci = canvas_item->alloc_command<Item::CommandClipIgnore>();
+ ERR_FAIL_COND(!ci);
+ ci->ignore = p_ignore;
+}
+
+void RendererCanvasCull::canvas_item_add_animation_slice(RID p_item, double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ Item::CommandAnimationSlice *as = canvas_item->alloc_command<Item::CommandAnimationSlice>();
+ ERR_FAIL_COND(!as);
+ as->animation_length = p_animation_length;
+ as->slice_begin = p_slice_begin;
+ as->slice_end = p_slice_end;
+ as->offset = p_offset;
+}
+
+void RendererCanvasCull::canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->sort_y = p_enable;
+
+ _mark_ysort_dirty(canvas_item, canvas_item_owner);
+}
+
+void RendererCanvasCull::canvas_item_set_z_index(RID p_item, int p_z) {
+ ERR_FAIL_COND(p_z < RS::CANVAS_ITEM_Z_MIN || p_z > RS::CANVAS_ITEM_Z_MAX);
+
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->z_index = p_z;
+}
+
+void RendererCanvasCull::canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->z_relative = p_enable;
+}
+
+void RendererCanvasCull::canvas_item_attach_skeleton(RID p_item, RID p_skeleton) {
+ Item *canvas_item = canvas_item_owner.get_or_null(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) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+ if (p_enable && (canvas_item->copy_back_buffer == nullptr)) {
+ canvas_item->copy_back_buffer = memnew(RendererCanvasRender::Item::CopyBackBuffer);
+ }
+ if (!p_enable && (canvas_item->copy_back_buffer != nullptr)) {
+ memdelete(canvas_item->copy_back_buffer);
+ canvas_item->copy_back_buffer = nullptr;
+ }
+
+ if (p_enable) {
+ canvas_item->copy_back_buffer->rect = p_rect;
+ canvas_item->copy_back_buffer->full = p_rect == Rect2();
+ }
+}
+
+void RendererCanvasCull::canvas_item_clear(RID p_item) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->clear();
+}
+
+void RendererCanvasCull::canvas_item_set_draw_index(RID p_item, int p_index) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->index = p_index;
+
+ if (canvas_item_owner.owns(canvas_item->parent)) {
+ Item *canvas_item_parent = canvas_item_owner.get_or_null(canvas_item->parent);
+ canvas_item_parent->children_order_dirty = true;
+ return;
+ }
+
+ Canvas *canvas = canvas_owner.get_or_null(canvas_item->parent);
+ if (canvas) {
+ canvas->children_order_dirty = true;
+ return;
+ }
+}
+
+void RendererCanvasCull::canvas_item_set_material(RID p_item, RID p_material) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->material = p_material;
+}
+
+void RendererCanvasCull::canvas_item_set_use_parent_material(RID p_item, bool p_enable) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ canvas_item->use_parent_material = p_enable;
+}
+
+void RendererCanvasCull::canvas_item_set_visibility_notifier(RID p_item, bool p_enable, const Rect2 &p_area, const Callable &p_enter_callable, const Callable &p_exit_callable) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ if (p_enable) {
+ if (!canvas_item->visibility_notifier) {
+ canvas_item->visibility_notifier = visibility_notifier_allocator.alloc();
+ }
+ canvas_item->visibility_notifier->area = p_area;
+ canvas_item->visibility_notifier->enter_callable = p_enter_callable;
+ canvas_item->visibility_notifier->exit_callable = p_exit_callable;
+
+ } else {
+ if (canvas_item->visibility_notifier) {
+ visibility_notifier_allocator.free(canvas_item->visibility_notifier);
+ canvas_item->visibility_notifier = nullptr;
+ }
+ }
+}
+
+void RendererCanvasCull::canvas_item_set_canvas_group_mode(RID p_item, RS::CanvasGroupMode p_mode, float p_clear_margin, bool p_fit_empty, float p_fit_margin, bool p_blur_mipmaps) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!canvas_item);
+
+ if (p_mode == RS::CANVAS_GROUP_MODE_DISABLED) {
+ if (canvas_item->canvas_group != nullptr) {
+ memdelete(canvas_item->canvas_group);
+ canvas_item->canvas_group = nullptr;
+ }
+ } else {
+ if (canvas_item->canvas_group == nullptr) {
+ canvas_item->canvas_group = memnew(RendererCanvasRender::Item::CanvasGroup);
+ }
+ canvas_item->canvas_group->mode = p_mode;
+ canvas_item->canvas_group->fit_empty = p_fit_empty;
+ canvas_item->canvas_group->fit_margin = p_fit_margin;
+ canvas_item->canvas_group->blur_mipmaps = p_blur_mipmaps;
+ canvas_item->canvas_group->clear_margin = p_clear_margin;
+ }
+}
+
+RID RendererCanvasCull::canvas_light_allocate() {
+ return canvas_light_owner.allocate_rid();
+}
+void RendererCanvasCull::canvas_light_initialize(RID p_rid) {
+ canvas_light_owner.initialize_rid(p_rid);
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_rid);
+ clight->light_internal = RSG::canvas_render->light_create();
+}
+
+void RendererCanvasCull::canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ if (clight->mode == p_mode) {
+ return;
+ }
+
+ RID canvas = clight->canvas;
+
+ if (canvas.is_valid()) {
+ canvas_light_attach_to_canvas(p_light, RID());
+ }
+
+ clight->mode = p_mode;
+
+ if (canvas.is_valid()) {
+ canvas_light_attach_to_canvas(p_light, canvas);
+ }
+}
+
+void RendererCanvasCull::canvas_light_attach_to_canvas(RID p_light, RID p_canvas) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ if (clight->canvas.is_valid()) {
+ Canvas *canvas = canvas_owner.get_or_null(clight->canvas);
+ if (clight->mode == RS::CANVAS_LIGHT_MODE_POINT) {
+ canvas->lights.erase(clight);
+ } else {
+ canvas->directional_lights.erase(clight);
+ }
+ }
+
+ if (!canvas_owner.owns(p_canvas)) {
+ p_canvas = RID();
+ }
+
+ clight->canvas = p_canvas;
+
+ if (clight->canvas.is_valid()) {
+ Canvas *canvas = canvas_owner.get_or_null(clight->canvas);
+ if (clight->mode == RS::CANVAS_LIGHT_MODE_POINT) {
+ canvas->lights.insert(clight);
+ } else {
+ canvas->directional_lights.insert(clight);
+ }
+ }
+}
+
+void RendererCanvasCull::canvas_light_set_enabled(RID p_light, bool p_enabled) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->enabled = p_enabled;
+}
+
+void RendererCanvasCull::canvas_light_set_texture_scale(RID p_light, float p_scale) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->scale = p_scale;
+}
+
+void RendererCanvasCull::canvas_light_set_transform(RID p_light, const Transform2D &p_transform) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->xform = p_transform;
+}
+
+void RendererCanvasCull::canvas_light_set_texture(RID p_light, RID p_texture) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ if (clight->texture == p_texture) {
+ return;
+ }
+ clight->texture = p_texture;
+ clight->version++;
+ RSG::canvas_render->light_set_texture(clight->light_internal, p_texture);
+}
+
+void RendererCanvasCull::canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->texture_offset = p_offset;
+}
+
+void RendererCanvasCull::canvas_light_set_color(RID p_light, const Color &p_color) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->color = p_color;
+}
+
+void RendererCanvasCull::canvas_light_set_height(RID p_light, float p_height) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->height = p_height;
+}
+
+void RendererCanvasCull::canvas_light_set_energy(RID p_light, float p_energy) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->energy = p_energy;
+}
+
+void RendererCanvasCull::canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->z_min = p_min_z;
+ clight->z_max = p_max_z;
+}
+
+void RendererCanvasCull::canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->layer_max = p_max_layer;
+ clight->layer_min = p_min_layer;
+}
+
+void RendererCanvasCull::canvas_light_set_item_cull_mask(RID p_light, int p_mask) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->item_mask = p_mask;
+}
+
+void RendererCanvasCull::canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->item_shadow_mask = p_mask;
+}
+
+void RendererCanvasCull::canvas_light_set_directional_distance(RID p_light, float p_distance) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->directional_distance = p_distance;
+}
+
+void RendererCanvasCull::canvas_light_set_blend_mode(RID p_light, RS::CanvasLightBlendMode p_mode) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->blend_mode = p_mode;
+}
+
+void RendererCanvasCull::canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ if (clight->use_shadow == p_enabled) {
+ return;
+ }
+ clight->use_shadow = p_enabled;
+ clight->version++;
+ RSG::canvas_render->light_set_use_shadow(clight->light_internal, clight->use_shadow);
+}
+
+void RendererCanvasCull::canvas_light_set_shadow_filter(RID p_light, RS::CanvasLightShadowFilter p_filter) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->shadow_filter = p_filter;
+}
+
+void RendererCanvasCull::canvas_light_set_shadow_color(RID p_light, const Color &p_color) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+
+ clight->shadow_color = p_color;
+}
+
+void RendererCanvasCull::canvas_light_set_shadow_smooth(RID p_light, float p_smooth) {
+ RendererCanvasRender::Light *clight = canvas_light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!clight);
+ clight->shadow_smooth = p_smooth;
+}
+
+RID RendererCanvasCull::canvas_light_occluder_allocate() {
+ return canvas_light_occluder_owner.allocate_rid();
+}
+void RendererCanvasCull::canvas_light_occluder_initialize(RID p_rid) {
+ return canvas_light_occluder_owner.initialize_rid(p_rid);
+}
+
+void RendererCanvasCull::canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) {
+ RendererCanvasRender::LightOccluderInstance *occluder = canvas_light_occluder_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!occluder);
+
+ if (occluder->canvas.is_valid()) {
+ Canvas *canvas = canvas_owner.get_or_null(occluder->canvas);
+ canvas->occluders.erase(occluder);
+ }
+
+ if (!canvas_owner.owns(p_canvas)) {
+ p_canvas = RID();
+ }
+
+ occluder->canvas = p_canvas;
+
+ if (occluder->canvas.is_valid()) {
+ Canvas *canvas = canvas_owner.get_or_null(occluder->canvas);
+ canvas->occluders.insert(occluder);
+ }
+}
+
+void RendererCanvasCull::canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled) {
+ RendererCanvasRender::LightOccluderInstance *occluder = canvas_light_occluder_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!occluder);
+
+ occluder->enabled = p_enabled;
+}
+
+void RendererCanvasCull::canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon) {
+ RendererCanvasRender::LightOccluderInstance *occluder = canvas_light_occluder_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!occluder);
+
+ if (occluder->polygon.is_valid()) {
+ LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(p_polygon);
+ if (occluder_poly) {
+ occluder_poly->owners.erase(occluder);
+ }
+ }
+
+ occluder->polygon = p_polygon;
+ occluder->occluder = RID();
+
+ if (occluder->polygon.is_valid()) {
+ LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(p_polygon);
+ if (!occluder_poly) {
+ occluder->polygon = RID();
+ ERR_FAIL_COND(!occluder_poly);
+ } else {
+ occluder_poly->owners.insert(occluder);
+ occluder->occluder = occluder_poly->occluder;
+ occluder->aabb_cache = occluder_poly->aabb;
+ occluder->cull_cache = occluder_poly->cull_mode;
+ }
+ }
+}
+
+void RendererCanvasCull::canvas_light_occluder_set_as_sdf_collision(RID p_occluder, bool p_enable) {
+ RendererCanvasRender::LightOccluderInstance *occluder = canvas_light_occluder_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!occluder);
+}
+
+void RendererCanvasCull::canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform) {
+ RendererCanvasRender::LightOccluderInstance *occluder = canvas_light_occluder_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!occluder);
+
+ occluder->xform = p_xform;
+}
+
+void RendererCanvasCull::canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) {
+ RendererCanvasRender::LightOccluderInstance *occluder = canvas_light_occluder_owner.get_or_null(p_occluder);
+ ERR_FAIL_COND(!occluder);
+
+ occluder->light_mask = p_mask;
+}
+
+RID RendererCanvasCull::canvas_occluder_polygon_allocate() {
+ return canvas_light_occluder_polygon_owner.allocate_rid();
+}
+void RendererCanvasCull::canvas_occluder_polygon_initialize(RID p_rid) {
+ canvas_light_occluder_polygon_owner.initialize_rid(p_rid);
+ LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(p_rid);
+ occluder_poly->occluder = RSG::canvas_render->occluder_polygon_create();
+}
+
+void RendererCanvasCull::canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector<Vector2> &p_shape, bool p_closed) {
+ LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(p_occluder_polygon);
+ ERR_FAIL_COND(!occluder_poly);
+
+ uint32_t pc = p_shape.size();
+ ERR_FAIL_COND(pc < 2);
+
+ occluder_poly->aabb = Rect2();
+ const Vector2 *r = p_shape.ptr();
+ for (uint32_t i = 0; i < pc; i++) {
+ if (i == 0) {
+ occluder_poly->aabb.position = r[i];
+ } else {
+ occluder_poly->aabb.expand_to(r[i]);
+ }
+ }
+
+ RSG::canvas_render->occluder_polygon_set_shape(occluder_poly->occluder, p_shape, p_closed);
+
+ for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *E = occluder_poly->owners.front(); E; E = E->next()) {
+ E->get()->aabb_cache = occluder_poly->aabb;
+ }
+}
+
+void RendererCanvasCull::canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, RS::CanvasOccluderPolygonCullMode p_mode) {
+ LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(p_occluder_polygon);
+ ERR_FAIL_COND(!occluder_poly);
+ occluder_poly->cull_mode = p_mode;
+ RSG::canvas_render->occluder_polygon_set_cull_mode(occluder_poly->occluder, p_mode);
+ for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *E = occluder_poly->owners.front(); E; E = E->next()) {
+ E->get()->cull_cache = p_mode;
+ }
+}
+
+void RendererCanvasCull::canvas_set_shadow_texture_size(int p_size) {
+ RSG::canvas_render->set_shadow_texture_size(p_size);
+}
+
+RID RendererCanvasCull::canvas_texture_allocate() {
+ return RSG::storage->canvas_texture_allocate();
+}
+void RendererCanvasCull::canvas_texture_initialize(RID p_rid) {
+ RSG::storage->canvas_texture_initialize(p_rid);
+}
+
+void RendererCanvasCull::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
+ RSG::storage->canvas_texture_set_channel(p_canvas_texture, p_channel, p_texture);
+}
+
+void RendererCanvasCull::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) {
+ RSG::storage->canvas_texture_set_shading_parameters(p_canvas_texture, p_base_color, p_shininess);
+}
+
+void RendererCanvasCull::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
+ RSG::storage->canvas_texture_set_texture_filter(p_canvas_texture, p_filter);
+}
+
+void RendererCanvasCull::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
+ RSG::storage->canvas_texture_set_texture_repeat(p_canvas_texture, p_repeat);
+}
+
+void RendererCanvasCull::canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) {
+ Item *ci = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!ci);
+ ci->texture_filter = p_filter;
+}
+void RendererCanvasCull::canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) {
+ Item *ci = canvas_item_owner.get_or_null(p_item);
+ ERR_FAIL_COND(!ci);
+ ci->texture_repeat = p_repeat;
+}
+
+void RendererCanvasCull::update_visibility_notifiers() {
+ SelfList<Item::VisibilityNotifierData> *E = visibility_notifier_list.first();
+ while (E) {
+ SelfList<Item::VisibilityNotifierData> *N = E->next();
+
+ Item::VisibilityNotifierData *visibility_notifier = E->self();
+ if (visibility_notifier->just_visible) {
+ visibility_notifier->just_visible = false;
+
+ if (!visibility_notifier->enter_callable.is_null()) {
+ if (RSG::threaded) {
+ visibility_notifier->enter_callable.call_deferred(nullptr, 0);
+ } else {
+ Callable::CallError ce;
+ Variant ret;
+ visibility_notifier->enter_callable.call(nullptr, 0, ret, ce);
+ }
+ }
+ } else {
+ if (visibility_notifier->visible_in_frame != RSG::rasterizer->get_frame_number()) {
+ visibility_notifier_list.remove(E);
+
+ if (!visibility_notifier->exit_callable.is_null()) {
+ if (RSG::threaded) {
+ visibility_notifier->exit_callable.call_deferred(nullptr, 0);
+ } else {
+ Callable::CallError ce;
+ Variant ret;
+ visibility_notifier->exit_callable.call(nullptr, 0, ret, ce);
+ }
+ }
+ }
+ }
+
+ E = N;
+ }
+}
+
+bool RendererCanvasCull::free(RID p_rid) {
+ if (canvas_owner.owns(p_rid)) {
+ Canvas *canvas = canvas_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!canvas, false);
+
+ while (canvas->viewports.size()) {
+ RendererViewport::Viewport *vp = RSG::viewport->viewport_owner.get_or_null(canvas->viewports.front()->get());
+ ERR_FAIL_COND_V(!vp, true);
+
+ Map<RID, RendererViewport::Viewport::CanvasData>::Element *E = vp->canvas_map.find(p_rid);
+ ERR_FAIL_COND_V(!E, true);
+ vp->canvas_map.erase(p_rid);
+
+ canvas->viewports.erase(canvas->viewports.front());
+ }
+
+ for (int i = 0; i < canvas->child_items.size(); i++) {
+ canvas->child_items[i].item->parent = RID();
+ }
+
+ for (Set<RendererCanvasRender::Light *>::Element *E = canvas->lights.front(); E; E = E->next()) {
+ E->get()->canvas = RID();
+ }
+
+ for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *E = canvas->occluders.front(); E; E = E->next()) {
+ E->get()->canvas = RID();
+ }
+
+ canvas_owner.free(p_rid);
+
+ } else if (canvas_item_owner.owns(p_rid)) {
+ Item *canvas_item = canvas_item_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!canvas_item, true);
+
+ if (canvas_item->parent.is_valid()) {
+ if (canvas_owner.owns(canvas_item->parent)) {
+ Canvas *canvas = canvas_owner.get_or_null(canvas_item->parent);
+ canvas->erase_item(canvas_item);
+ } else if (canvas_item_owner.owns(canvas_item->parent)) {
+ Item *item_owner = canvas_item_owner.get_or_null(canvas_item->parent);
+ item_owner->child_items.erase(canvas_item);
+
+ if (item_owner->sort_y) {
+ _mark_ysort_dirty(item_owner, canvas_item_owner);
+ }
+ }
+ }
+
+ for (int i = 0; i < canvas_item->child_items.size(); i++) {
+ canvas_item->child_items[i]->parent = RID();
+ }
+
+ if (canvas_item->visibility_notifier != nullptr) {
+ visibility_notifier_allocator.free(canvas_item->visibility_notifier);
+ }
+
+ /*
+ if (canvas_item->material) {
+ canvas_item->material->owners.erase(canvas_item);
+ }
+ */
+
+ canvas_item_owner.free(p_rid);
+
+ } else if (canvas_light_owner.owns(p_rid)) {
+ RendererCanvasRender::Light *canvas_light = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!canvas_light, true);
+
+ if (canvas_light->canvas.is_valid()) {
+ Canvas *canvas = canvas_owner.get_or_null(canvas_light->canvas);
+ if (canvas) {
+ canvas->lights.erase(canvas_light);
+ }
+ }
+
+ RSG::canvas_render->free(canvas_light->light_internal);
+
+ canvas_light_owner.free(p_rid);
+
+ } else if (canvas_light_occluder_owner.owns(p_rid)) {
+ RendererCanvasRender::LightOccluderInstance *occluder = canvas_light_occluder_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!occluder, true);
+
+ if (occluder->polygon.is_valid()) {
+ LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(occluder->polygon);
+ if (occluder_poly) {
+ occluder_poly->owners.erase(occluder);
+ }
+ }
+
+ if (occluder->canvas.is_valid() && canvas_owner.owns(occluder->canvas)) {
+ Canvas *canvas = canvas_owner.get_or_null(occluder->canvas);
+ canvas->occluders.erase(occluder);
+ }
+
+ canvas_light_occluder_owner.free(p_rid);
+
+ } else if (canvas_light_occluder_polygon_owner.owns(p_rid)) {
+ LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!occluder_poly, true);
+ RSG::canvas_render->free(occluder_poly->occluder);
+
+ while (occluder_poly->owners.size()) {
+ occluder_poly->owners.front()->get()->polygon = RID();
+ occluder_poly->owners.erase(occluder_poly->owners.front());
+ }
+
+ canvas_light_occluder_polygon_owner.free(p_rid);
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+RendererCanvasCull::RendererCanvasCull() {
+ z_list = (RendererCanvasRender::Item **)memalloc(z_range * sizeof(RendererCanvasRender::Item *));
+ z_last_list = (RendererCanvasRender::Item **)memalloc(z_range * sizeof(RendererCanvasRender::Item *));
+
+ disable_scale = false;
+}
+
+RendererCanvasCull::~RendererCanvasCull() {
+ memfree(z_list);
+ memfree(z_last_list);
+}
diff --git a/servers/rendering/rendering_server_canvas.h b/servers/rendering/renderer_canvas_cull.h
index 59c0d1fa52..5e343dcf02 100644
--- a/servers/rendering/rendering_server_canvas.h
+++ b/servers/rendering/renderer_canvas_cull.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rendering_server_canvas.h */
+/* renderer_canvas_cull.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,15 +28,16 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef VISUALSERVERCANVAS_H
-#define VISUALSERVERCANVAS_H
+#ifndef RENDERING_SERVER_CANVAS_CULL_H
+#define RENDERING_SERVER_CANVAS_CULL_H
-#include "rasterizer.h"
-#include "rendering_server_viewport.h"
+#include "core/templates/paged_allocator.h"
+#include "renderer_compositor.h"
+#include "renderer_viewport.h"
-class RenderingServerCanvas {
+class RendererCanvasCull {
public:
- struct Item : public RasterizerCanvas::Item {
+ struct Item : public RendererCanvasRender::Item {
RID parent; // canvas it belongs to
List<Item *>::Element *E;
int z_index;
@@ -51,11 +52,24 @@ public:
Color ysort_modulate;
Transform2D ysort_xform;
Vector2 ysort_pos;
- RS::CanvasItemTextureFilter texture_filter;
- RS::CanvasItemTextureRepeat texture_repeat;
+ int ysort_index;
Vector<Item *> child_items;
+ struct VisibilityNotifierData {
+ Rect2 area;
+ Callable enter_callable;
+ Callable exit_callable;
+ bool just_visible = false;
+ uint64_t visible_in_frame = 0;
+ SelfList<VisibilityNotifierData> visible_element;
+ VisibilityNotifierData() :
+ visible_element(this) {
+ }
+ };
+
+ VisibilityNotifierData *visibility_notifier = nullptr;
+
Item() {
children_order_dirty = true;
E = nullptr;
@@ -69,8 +83,7 @@ public:
ysort_children_count = -1;
ysort_xform = Transform2D();
ysort_pos = Vector2();
- texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
- texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+ ysort_index = 0;
}
};
@@ -83,7 +96,7 @@ public:
struct ItemPtrSort {
_FORCE_INLINE_ bool operator()(const Item *p_left, const Item *p_right) const {
if (Math::is_equal_approx(p_left->ysort_pos.y, p_right->ysort_pos.y)) {
- return p_left->ysort_pos.x < p_right->ysort_pos.x;
+ return p_left->ysort_index < p_right->ysort_index;
}
return p_left->ysort_pos.y < p_right->ysort_pos.y;
@@ -95,7 +108,7 @@ public:
Rect2 aabb;
RS::CanvasOccluderPolygonCullMode cull_mode;
RID occluder;
- Set<RasterizerCanvas::LightOccluderInstance *> owners;
+ Set<RendererCanvasRender::LightOccluderInstance *> owners;
LightOccluderPolygon() {
active = false;
@@ -103,11 +116,11 @@ public:
}
};
- RID_PtrOwner<LightOccluderPolygon> canvas_light_occluder_polygon_owner;
+ RID_Owner<LightOccluderPolygon, true> canvas_light_occluder_polygon_owner;
- RID_PtrOwner<RasterizerCanvas::LightOccluderInstance> canvas_light_occluder_owner;
+ RID_Owner<RendererCanvasRender::LightOccluderInstance, true> canvas_light_occluder_owner;
- struct Canvas : public RenderingServerViewport::CanvasBase {
+ struct Canvas : public RendererViewport::CanvasBase {
Set<RID> viewports;
struct ChildItem {
Point2 mirror;
@@ -117,9 +130,10 @@ public:
}
};
- Set<RasterizerCanvas::Light *> lights;
+ Set<RendererCanvasRender::Light *> lights;
+ Set<RendererCanvasRender::Light *> directional_lights;
- Set<RasterizerCanvas::LightOccluderInstance *> occluders;
+ Set<RendererCanvasRender::LightOccluderInstance *> occluders;
bool children_order_dirty;
Vector<ChildItem> child_items;
@@ -149,30 +163,42 @@ public:
}
};
- mutable RID_PtrOwner<Canvas> canvas_owner;
- RID_PtrOwner<Item> canvas_item_owner;
- RID_PtrOwner<RasterizerCanvas::Light> canvas_light_owner;
+ mutable RID_Owner<Canvas, true> canvas_owner;
+ RID_Owner<Item, true> canvas_item_owner;
+ RID_Owner<RendererCanvasRender::Light, true> canvas_light_owner;
bool disable_scale;
+ bool sdf_used = false;
+ bool snapping_2d_transforms_to_pixel = false;
+
+ PagedAllocator<Item::VisibilityNotifierData> visibility_notifier_allocator;
+ SelfList<Item::VisibilityNotifierData>::List visibility_notifier_list;
+
+ _FORCE_INLINE_ void _attach_canvas_item_for_draw(Item *ci, 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, const Transform2D &p_xform);
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, RasterizerCanvas::Light *p_lights);
- void _cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::Item **z_last_list, Item *p_canvas_clip, Item *p_material_owner);
- void _light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights);
+ 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, bool allow_y_sort);
- RasterizerCanvas::Item **z_list;
- RasterizerCanvas::Item **z_last_list;
+ RendererCanvasRender::Item **z_list;
+ RendererCanvasRender::Item **z_last_list;
public:
- void render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect);
+ void render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, const Rect2 &p_clip_rect, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_transforms_to_pixel, bool p_snap_2d_vertices_to_pixel);
+
+ bool was_sdf_used();
+
+ RID canvas_allocate();
+ void canvas_initialize(RID p_rid);
- RID canvas_create();
void canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring);
void canvas_set_modulate(RID p_canvas, const Color &p_color);
void canvas_set_parent(RID p_canvas, RID p_parent, float p_scale);
void canvas_set_disable_scale(bool p_disable);
- RID canvas_item_create();
+ RID canvas_item_allocate();
+ void canvas_item_initialize(RID p_rid);
+
void canvas_item_set_parent(RID p_item, RID p_parent);
void canvas_item_set_visible(RID p_item, bool p_visible);
@@ -189,25 +215,25 @@ public:
void canvas_item_set_update_when_visible(RID p_item, bool p_update);
- void canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter);
- void canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat);
-
void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0);
- void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
+ void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false);
void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0);
void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color);
void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color);
- void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), bool p_clip_uv = false, RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode = RS::NINE_PATCH_STRETCH, RS::NinePatchAxisMode p_y_axis_mode = RS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_triangle_array(RID p_item, 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>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
- void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), RS::CanvasItemTextureFilter p_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CanvasItemTextureRepeat p_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT);
+ void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false);
+ void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, bool p_clip_uv = false);
+ void canvas_item_add_msdf_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, float p_px_range = 1.0);
+ void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode = RS::NINE_PATCH_STRETCH, RS::NinePatchAxisMode p_y_axis_mode = RS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1));
+ void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0);
+ void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID());
+ void canvas_item_add_triangle_array(RID p_item, 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>(), RID p_texture = RID(), int p_count = -1);
+ void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID());
+ void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID());
+ void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture);
void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform);
void canvas_item_add_clip_ignore(RID p_item, bool p_ignore);
+ void canvas_item_add_animation_slice(RID p_item, double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset);
+
void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable);
void canvas_item_set_z_index(RID p_item, int p_z);
void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable);
@@ -221,10 +247,17 @@ public:
void canvas_item_set_use_parent_material(RID p_item, bool p_enable);
- RID canvas_light_create();
+ void canvas_item_set_visibility_notifier(RID p_item, bool p_enable, const Rect2 &p_area, const Callable &p_enter_callable, const Callable &p_exit_callable);
+
+ void canvas_item_set_canvas_group_mode(RID p_item, RS::CanvasGroupMode p_mode, float p_clear_margin = 5.0, bool p_fit_empty = false, float p_fit_margin = 0.0, bool p_blur_mipmaps = false);
+
+ RID canvas_light_allocate();
+ void canvas_light_initialize(RID p_rid);
+
+ void canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode);
void canvas_light_attach_to_canvas(RID p_light, RID p_canvas);
void canvas_light_set_enabled(RID p_light, bool p_enabled);
- void canvas_light_set_scale(RID p_light, float p_scale);
+ void canvas_light_set_texture_scale(RID p_light, float p_scale);
void canvas_light_set_transform(RID p_light, const Transform2D &p_transform);
void canvas_light_set_texture(RID p_light, RID p_texture);
void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset);
@@ -235,31 +268,51 @@ public:
void canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer);
void canvas_light_set_item_cull_mask(RID p_light, int p_mask);
void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask);
+ void canvas_light_set_directional_distance(RID p_light, float p_distance);
- void canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode);
+ void canvas_light_set_blend_mode(RID p_light, RS::CanvasLightBlendMode p_mode);
void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled);
- void canvas_light_set_shadow_buffer_size(RID p_light, int p_size);
void canvas_light_set_shadow_filter(RID p_light, RS::CanvasLightShadowFilter p_filter);
void canvas_light_set_shadow_color(RID p_light, const Color &p_color);
void canvas_light_set_shadow_smooth(RID p_light, float p_smooth);
- RID canvas_light_occluder_create();
+ RID canvas_light_occluder_allocate();
+ void canvas_light_occluder_initialize(RID p_rid);
+
void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas);
void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled);
void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon);
+ void canvas_light_occluder_set_as_sdf_collision(RID p_occluder, bool p_enable);
void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform);
void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask);
- RID canvas_occluder_polygon_create();
+ RID canvas_occluder_polygon_allocate();
+ void canvas_occluder_polygon_initialize(RID p_rid);
+
void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector<Vector2> &p_shape, bool p_closed);
- void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const Vector<Vector2> &p_shape);
void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, RS::CanvasOccluderPolygonCullMode p_mode);
+ void canvas_set_shadow_texture_size(int p_size);
+
+ RID canvas_texture_allocate();
+ void canvas_texture_initialize(RID p_rid);
+
+ void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
+ void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess);
+
+ void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter);
+ void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat);
+
+ void canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter);
+ void canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat);
+
+ void update_visibility_notifiers();
+
bool free(RID p_rid);
- RenderingServerCanvas();
- ~RenderingServerCanvas();
+ RendererCanvasCull();
+ ~RendererCanvasCull();
};
#endif // VISUALSERVERCANVAS_H
diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp
new file mode 100644
index 0000000000..1945435586
--- /dev/null
+++ b/servers/rendering/renderer_canvas_render.cpp
@@ -0,0 +1,31 @@
+/*************************************************************************/
+/* renderer_canvas_render.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_canvas_render.h"
diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h
new file mode 100644
index 0000000000..04ddae4089
--- /dev/null
+++ b/servers/rendering/renderer_canvas_render.h
@@ -0,0 +1,623 @@
+/*************************************************************************/
+/* renderer_canvas_render.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 RENDERINGSERVERCANVASRENDER_H
+#define RENDERINGSERVERCANVASRENDER_H
+
+#include "servers/rendering/renderer_storage.h"
+
+class RendererCanvasRender {
+public:
+ static RendererCanvasRender *singleton;
+
+ enum CanvasRectFlags {
+ CANVAS_RECT_REGION = 1,
+ CANVAS_RECT_TILE = 2,
+ CANVAS_RECT_FLIP_H = 4,
+ CANVAS_RECT_FLIP_V = 8,
+ CANVAS_RECT_TRANSPOSE = 16,
+ CANVAS_RECT_CLIP_UV = 32,
+ CANVAS_RECT_IS_GROUP = 64,
+ CANVAS_RECT_MSDF = 128,
+ };
+
+ struct Light {
+ bool enabled;
+ Color color;
+ Transform2D xform;
+ float height;
+ float energy;
+ float scale;
+ int z_min;
+ int z_max;
+ int layer_min;
+ int layer_max;
+ int item_mask;
+ int item_shadow_mask;
+ float directional_distance;
+ RS::CanvasLightMode mode;
+ RS::CanvasLightBlendMode blend_mode;
+ RID texture;
+ Vector2 texture_offset;
+ RID canvas;
+ bool use_shadow;
+ int shadow_buffer_size;
+ RS::CanvasLightShadowFilter shadow_filter;
+ Color shadow_color;
+ float shadow_smooth;
+
+ //void *texture_cache; // implementation dependent
+ Rect2 rect_cache;
+ Transform2D xform_cache;
+ float radius_cache; //used for shadow far plane
+ //CameraMatrix shadow_matrix_cache;
+
+ Transform2D light_shader_xform;
+ //Vector2 light_shader_pos;
+
+ Light *shadows_next_ptr;
+ Light *filter_next_ptr;
+ Light *next_ptr;
+ Light *directional_next_ptr;
+
+ RID light_internal;
+ uint64_t version;
+
+ int32_t render_index_cache;
+
+ Light() {
+ version = 0;
+ enabled = true;
+ color = Color(1, 1, 1);
+ shadow_color = Color(0, 0, 0, 0);
+ height = 0;
+ z_min = -1024;
+ z_max = 1024;
+ layer_min = 0;
+ layer_max = 0;
+ item_mask = 1;
+ scale = 1.0;
+ energy = 1.0;
+ item_shadow_mask = 1;
+ mode = RS::CANVAS_LIGHT_MODE_POINT;
+ blend_mode = RS::CANVAS_LIGHT_BLEND_MODE_ADD;
+ // texture_cache = nullptr;
+ next_ptr = nullptr;
+ directional_next_ptr = nullptr;
+ filter_next_ptr = nullptr;
+ use_shadow = false;
+ shadow_buffer_size = 2048;
+ shadow_filter = RS::CANVAS_LIGHT_FILTER_NONE;
+ shadow_smooth = 0.0;
+ render_index_cache = -1;
+ directional_distance = 10000.0;
+ }
+ };
+
+ //easier wrap to avoid mistakes
+
+ struct Item;
+
+ typedef uint64_t PolygonID;
+ virtual 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>()) = 0;
+ virtual void free_polygon(PolygonID p_polygon) = 0;
+
+ //also easier to wrap to avoid mistakes
+ struct Polygon {
+ PolygonID polygon_id;
+ Rect2 rect_cache;
+
+ _FORCE_INLINE_ void create(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>()) {
+ ERR_FAIL_COND(polygon_id != 0);
+ {
+ uint32_t pc = p_points.size();
+ const Vector2 *v2 = p_points.ptr();
+ rect_cache.position = *v2;
+ for (uint32_t i = 1; i < pc; i++) {
+ rect_cache.expand_to(v2[i]);
+ }
+ }
+ polygon_id = singleton->request_polygon(p_indices, p_points, p_colors, p_uvs, p_bones, p_weights);
+ }
+
+ _FORCE_INLINE_ Polygon() { polygon_id = 0; }
+ _FORCE_INLINE_ ~Polygon() {
+ if (polygon_id) {
+ singleton->free_polygon(polygon_id);
+ }
+ }
+ };
+
+ //item
+
+ struct Item {
+ //commands are allocated in blocks of 4k to improve performance
+ //and cache coherence.
+ //blocks always grow but never shrink.
+
+ struct CommandBlock {
+ enum {
+ MAX_SIZE = 4096
+ };
+ uint32_t usage;
+ uint8_t *memory;
+ };
+
+ struct Command {
+ enum Type {
+ TYPE_RECT,
+ TYPE_NINEPATCH,
+ TYPE_POLYGON,
+ TYPE_PRIMITIVE,
+ TYPE_MESH,
+ TYPE_MULTIMESH,
+ TYPE_PARTICLES,
+ TYPE_TRANSFORM,
+ TYPE_CLIP_IGNORE,
+ TYPE_ANIMATION_SLICE,
+ };
+
+ Command *next;
+ Type type;
+ virtual ~Command() {}
+ };
+
+ struct CommandRect : public Command {
+ Rect2 rect;
+ Color modulate;
+ Rect2 source;
+ uint8_t flags;
+ float outline;
+ float px_range;
+
+ RID texture;
+
+ CommandRect() {
+ flags = 0;
+ outline = 0;
+ px_range = 1;
+ type = TYPE_RECT;
+ }
+ };
+
+ struct CommandNinePatch : public Command {
+ Rect2 rect;
+ Rect2 source;
+ float margin[4];
+ bool draw_center;
+ Color color;
+ RS::NinePatchAxisMode axis_x;
+ RS::NinePatchAxisMode axis_y;
+
+ RID texture;
+
+ CommandNinePatch() {
+ draw_center = true;
+ type = TYPE_NINEPATCH;
+ }
+ };
+
+ struct CommandPolygon : public Command {
+ RS::PrimitiveType primitive;
+ Polygon polygon;
+
+ RID texture;
+
+ CommandPolygon() {
+ type = TYPE_POLYGON;
+ }
+ };
+
+ struct CommandPrimitive : public Command {
+ uint32_t point_count;
+ Vector2 points[4];
+ Vector2 uvs[4];
+ Color colors[4];
+
+ RID texture;
+
+ CommandPrimitive() {
+ type = TYPE_PRIMITIVE;
+ }
+ };
+
+ struct CommandMesh : public Command {
+ 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 {
+ RID multimesh;
+
+ RID texture;
+
+ CommandMultiMesh() { type = TYPE_MULTIMESH; }
+ };
+
+ struct CommandParticles : public Command {
+ RID particles;
+ RID texture;
+
+ CommandParticles() { type = TYPE_PARTICLES; }
+ };
+
+ struct CommandTransform : public Command {
+ Transform2D xform;
+ CommandTransform() { type = TYPE_TRANSFORM; }
+ };
+
+ struct CommandClipIgnore : public Command {
+ bool ignore;
+ CommandClipIgnore() {
+ type = TYPE_CLIP_IGNORE;
+ ignore = false;
+ }
+ };
+
+ struct CommandAnimationSlice : public Command {
+ double animation_length = 0;
+ double slice_begin = 0;
+ double slice_end = 0;
+ double offset = 0;
+
+ CommandAnimationSlice() {
+ type = TYPE_ANIMATION_SLICE;
+ }
+ };
+
+ struct ViewportRender {
+ RenderingServer *owner;
+ void *udata;
+ Rect2 rect;
+ };
+
+ Transform2D xform;
+ bool clip;
+ bool visible;
+ bool behind;
+ bool update_when_visible;
+
+ struct CanvasGroup {
+ RS::CanvasGroupMode mode;
+ bool fit_empty;
+ float fit_margin;
+ bool blur_mipmaps;
+ float clear_margin;
+ };
+
+ CanvasGroup *canvas_group = nullptr;
+ int light_mask;
+ int z_final;
+
+ mutable bool custom_rect;
+ mutable bool rect_dirty;
+ mutable Rect2 rect;
+ RID material;
+ RID skeleton;
+
+ Item *next;
+
+ struct CopyBackBuffer {
+ Rect2 rect;
+ Rect2 screen_rect;
+ bool full;
+ };
+ CopyBackBuffer *copy_back_buffer;
+
+ Color final_modulate;
+ Transform2D final_transform;
+ Rect2 final_clip_rect;
+ Item *final_clip_owner;
+ Item *material_owner;
+ Item *canvas_group_owner;
+ ViewportRender *vp_render;
+ bool distance_field;
+ bool light_masked;
+
+ Rect2 global_rect_cache;
+
+ const Rect2 &get_rect() const {
+ if (custom_rect || (!rect_dirty && !update_when_visible)) {
+ return rect;
+ }
+
+ //must update rect
+
+ if (commands == nullptr) {
+ rect = Rect2();
+ rect_dirty = false;
+ return rect;
+ }
+
+ Transform2D xf;
+ bool found_xform = false;
+ bool first = true;
+
+ const Item::Command *c = commands;
+
+ while (c) {
+ Rect2 r;
+
+ switch (c->type) {
+ case Item::Command::TYPE_RECT: {
+ const Item::CommandRect *crect = static_cast<const Item::CommandRect *>(c);
+ r = crect->rect;
+
+ } break;
+ case Item::Command::TYPE_NINEPATCH: {
+ const Item::CommandNinePatch *style = static_cast<const Item::CommandNinePatch *>(c);
+ r = style->rect;
+ } break;
+
+ case Item::Command::TYPE_POLYGON: {
+ const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
+ r = polygon->polygon.rect_cache;
+ } break;
+ case Item::Command::TYPE_PRIMITIVE: {
+ const Item::CommandPrimitive *primitive = static_cast<const Item::CommandPrimitive *>(c);
+ for (uint32_t j = 0; j < primitive->point_count; j++) {
+ if (j == 0) {
+ r.position = primitive->points[0];
+ } else {
+ r.expand_to(primitive->points[j]);
+ }
+ }
+ } break;
+ case Item::Command::TYPE_MESH: {
+ const Item::CommandMesh *mesh = static_cast<const Item::CommandMesh *>(c);
+ AABB aabb = RendererStorage::base_singleton->mesh_get_aabb(mesh->mesh, RID());
+
+ r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
+
+ } break;
+ case Item::Command::TYPE_MULTIMESH: {
+ const Item::CommandMultiMesh *multimesh = static_cast<const Item::CommandMultiMesh *>(c);
+ AABB aabb = RendererStorage::base_singleton->multimesh_get_aabb(multimesh->multimesh);
+
+ r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
+
+ } break;
+ case Item::Command::TYPE_PARTICLES: {
+ const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);
+ if (particles_cmd->particles.is_valid()) {
+ AABB aabb = RendererStorage::base_singleton->particles_get_aabb(particles_cmd->particles);
+ r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
+ }
+
+ } break;
+ case Item::Command::TYPE_TRANSFORM: {
+ const Item::CommandTransform *transform = static_cast<const Item::CommandTransform *>(c);
+ xf = transform->xform;
+ found_xform = true;
+ [[fallthrough]];
+ }
+ default: {
+ c = c->next;
+ continue;
+ }
+ }
+
+ if (found_xform) {
+ r = xf.xform(r);
+ }
+
+ if (first) {
+ rect = r;
+ first = false;
+ } else {
+ rect = rect.merge(r);
+ }
+ c = c->next;
+ }
+
+ rect_dirty = false;
+ return rect;
+ }
+
+ Command *commands;
+ Command *last_command;
+ Vector<CommandBlock> blocks;
+ uint32_t current_block;
+
+ template <class T>
+ T *alloc_command() {
+ T *command;
+ if (commands == nullptr) {
+ // As the most common use case of canvas items is to
+ // use only one command, the first is done with it's
+ // own allocation. The rest of them use blocks.
+ command = memnew(T);
+ command->next = nullptr;
+ commands = command;
+ last_command = command;
+ } else {
+ //Subsequent commands go into a block.
+
+ while (true) {
+ if (unlikely(current_block == (uint32_t)blocks.size())) {
+ // If we need more blocks, we allocate them
+ // (they won't be freed until this CanvasItem is
+ // deleted, though).
+ CommandBlock cb;
+ cb.memory = (uint8_t *)memalloc(CommandBlock::MAX_SIZE);
+ cb.usage = 0;
+ blocks.push_back(cb);
+ }
+
+ CommandBlock *c = &blocks.write[current_block];
+ size_t space_left = CommandBlock::MAX_SIZE - c->usage;
+ if (space_left < sizeof(T)) {
+ current_block++;
+ continue;
+ }
+
+ //allocate block and add to the linked list
+ void *memory = c->memory + c->usage;
+ command = memnew_placement(memory, T);
+ command->next = nullptr;
+ last_command->next = command;
+ last_command = command;
+ c->usage += sizeof(T);
+ break;
+ }
+ }
+
+ rect_dirty = true;
+ return command;
+ }
+
+ void clear() {
+ // The first one is always allocated on heap
+ // the rest go in the blocks
+ Command *c = commands;
+ while (c) {
+ Command *n = c->next;
+ if (c == commands) {
+ memdelete(commands);
+ commands = nullptr;
+ } else {
+ c->~Command();
+ }
+ c = n;
+ }
+ {
+ uint32_t cbc = MIN((current_block + 1), (uint32_t)blocks.size());
+ CommandBlock *blockptr = blocks.ptrw();
+ for (uint32_t i = 0; i < cbc; i++) {
+ blockptr[i].usage = 0;
+ }
+ }
+
+ last_command = nullptr;
+ commands = nullptr;
+ current_block = 0;
+ clip = false;
+ rect_dirty = true;
+ final_clip_owner = nullptr;
+ material_owner = nullptr;
+ light_masked = false;
+ }
+
+ RS::CanvasItemTextureFilter texture_filter;
+ RS::CanvasItemTextureRepeat texture_repeat;
+
+ Item() {
+ commands = nullptr;
+ last_command = nullptr;
+ current_block = 0;
+ light_mask = 1;
+ vp_render = nullptr;
+ next = nullptr;
+ final_clip_owner = nullptr;
+ canvas_group_owner = nullptr;
+ clip = false;
+ final_modulate = Color(1, 1, 1, 1);
+ visible = true;
+ rect_dirty = true;
+ custom_rect = false;
+ behind = false;
+ material_owner = nullptr;
+ copy_back_buffer = nullptr;
+ distance_field = false;
+ light_masked = false;
+ update_when_visible = false;
+ z_final = 0;
+ texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+ }
+ virtual ~Item() {
+ clear();
+ for (int i = 0; i < blocks.size(); i++) {
+ memfree(blocks[i].memory);
+ }
+ if (copy_back_buffer) {
+ memdelete(copy_back_buffer);
+ }
+ }
+ };
+
+ virtual 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) = 0;
+ virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) = 0;
+
+ struct LightOccluderInstance {
+ bool enabled;
+ RID canvas;
+ RID polygon;
+ RID occluder;
+ Rect2 aabb_cache;
+ Transform2D xform;
+ Transform2D xform_cache;
+ int light_mask;
+ bool sdf_collision;
+ RS::CanvasOccluderPolygonCullMode cull_cache;
+
+ LightOccluderInstance *next;
+
+ LightOccluderInstance() {
+ enabled = true;
+ sdf_collision = false;
+ next = nullptr;
+ light_mask = 1;
+ cull_cache = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
+ }
+ };
+
+ virtual RID light_create() = 0;
+ virtual void light_set_texture(RID p_rid, RID p_texture) = 0;
+ virtual void light_set_use_shadow(RID p_rid, bool p_enable) = 0;
+ virtual 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) = 0;
+ virtual 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) = 0;
+
+ virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) = 0;
+
+ virtual RID occluder_polygon_create() = 0;
+ virtual void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) = 0;
+ virtual void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) = 0;
+ virtual void set_shadow_texture_size(int p_size) = 0;
+
+ virtual bool free(RID p_rid) = 0;
+ virtual void update() = 0;
+
+ RendererCanvasRender() { singleton = this; }
+ virtual ~RendererCanvasRender() {}
+};
+
+#endif // RENDERINGSERVERCANVASRENDER_H
diff --git a/servers/rendering/renderer_compositor.cpp b/servers/rendering/renderer_compositor.cpp
new file mode 100644
index 0000000000..80c4625261
--- /dev/null
+++ b/servers/rendering/renderer_compositor.cpp
@@ -0,0 +1,51 @@
+/*************************************************************************/
+/* renderer_compositor.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_compositor.h"
+
+#include "core/config/project_settings.h"
+#include "core/os/os.h"
+#include "core/string/print_string.h"
+
+RendererCompositor *(*RendererCompositor::_create_func)() = nullptr;
+
+RendererCompositor *RendererCompositor::create() {
+ return _create_func();
+}
+
+bool RendererCompositor::is_xr_enabled() const {
+ return xr_enabled;
+}
+
+RendererCompositor::RendererCompositor() {
+ xr_enabled = GLOBAL_GET("rendering/xr/enabled");
+}
+
+RendererCanvasRender *RendererCanvasRender::singleton = nullptr;
diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h
new file mode 100644
index 0000000000..1971c3e781
--- /dev/null
+++ b/servers/rendering/renderer_compositor.h
@@ -0,0 +1,98 @@
+/*************************************************************************/
+/* renderer_compositor.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_COMPOSITOR_H
+#define RENDERING_SERVER_COMPOSITOR_H
+
+#include "core/math/camera_matrix.h"
+#include "core/templates/pair.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_canvas_render.h"
+#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/renderer_storage.h"
+#include "servers/rendering_server.h"
+class RendererSceneRender;
+struct BlitToScreen {
+ RID render_target;
+ Rect2 src_rect = Rect2(0.0, 0.0, 1.0, 1.0);
+ Rect2i dst_rect;
+
+ 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;
+};
+
+class RendererCompositor {
+private:
+ bool xr_enabled = false;
+
+protected:
+ static RendererCompositor *(*_create_func)();
+
+public:
+ static RendererCompositor *create();
+
+ virtual RendererStorage *get_storage() = 0;
+ virtual RendererCanvasRender *get_canvas() = 0;
+ virtual RendererSceneRender *get_scene() = 0;
+
+ virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
+
+ virtual void initialize() = 0;
+ virtual void begin_frame(double frame_step) = 0;
+
+ virtual void prepare_for_blitting_render_targets() = 0;
+ virtual void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0;
+
+ virtual void end_frame(bool p_swap_buffers) = 0;
+ virtual void finalize() = 0;
+ virtual uint64_t get_frame_number() const = 0;
+ virtual double get_frame_delta_time() const = 0;
+
+ virtual bool is_low_end() const = 0;
+ virtual bool is_xr_enabled() const;
+
+ RendererCompositor();
+ virtual ~RendererCompositor() {}
+};
+
+#endif // RASTERIZER_H
diff --git a/servers/rendering/renderer_rd/SCsub b/servers/rendering/renderer_rd/SCsub
new file mode 100644
index 0000000000..64e613ab91
--- /dev/null
+++ b/servers/rendering/renderer_rd/SCsub
@@ -0,0 +1,9 @@
+#!/usr/bin/env python
+
+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
new file mode 100644
index 0000000000..b952ecbff0
--- /dev/null
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp
@@ -0,0 +1,555 @@
+/*************************************************************************/
+/* cluster_builder_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "cluster_builder_rd.h"
+#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/rendering_server_globals.h"
+
+ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() {
+ RD::VertexFormatID vertex_format;
+
+ {
+ Vector<RD::VertexAttribute> attributes;
+ {
+ RD::VertexAttribute va;
+ va.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+ va.stride = sizeof(float) * 3;
+ attributes.push_back(va);
+ }
+ vertex_format = RD::get_singleton()->vertex_format_create(attributes);
+ }
+
+ {
+ Vector<String> versions;
+ versions.push_back("");
+ cluster_render.cluster_render_shader.initialize(versions);
+ cluster_render.shader_version = cluster_render.cluster_render_shader.version_create();
+ cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, 0);
+ cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, RD::get_singleton()->framebuffer_format_create_empty(), vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState(), 0);
+ RD::PipelineMultisampleState ms;
+ ms.sample_count = RD::TEXTURE_SAMPLES_4;
+ cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, RD::get_singleton()->framebuffer_format_create_empty(), vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), ms, RD::PipelineDepthStencilState(), RD::PipelineColorBlendState(), 0);
+ }
+ {
+ Vector<String> versions;
+ versions.push_back("");
+ cluster_store.cluster_store_shader.initialize(versions);
+ cluster_store.shader_version = cluster_store.cluster_store_shader.version_create();
+ cluster_store.shader = cluster_store.cluster_store_shader.version_get_shader(cluster_store.shader_version, 0);
+ cluster_store.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_store.shader);
+ }
+ {
+ Vector<String> versions;
+ versions.push_back("");
+ cluster_debug.cluster_debug_shader.initialize(versions);
+ cluster_debug.shader_version = cluster_debug.cluster_debug_shader.version_create();
+ cluster_debug.shader = cluster_debug.cluster_debug_shader.version_get_shader(cluster_debug.shader_version, 0);
+ cluster_debug.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_debug.shader);
+ }
+
+ { // SPHERE
+ static const uint32_t icosphere_vertex_count = 42;
+ static const float icosphere_vertices[icosphere_vertex_count * 3] = {
+ 0, 0, -1, 0.7236073, -0.5257253, -0.4472195, -0.276388, -0.8506492, -0.4472199, -0.8944262, 0, -0.4472156, -0.276388, 0.8506492, -0.4472199, 0.7236073, 0.5257253, -0.4472195, 0.276388, -0.8506492, 0.4472199, -0.7236073, -0.5257253, 0.4472195, -0.7236073, 0.5257253, 0.4472195, 0.276388, 0.8506492, 0.4472199, 0.8944262, 0, 0.4472156, 0, 0, 1, -0.1624555, -0.4999952, -0.8506544, 0.4253227, -0.3090114, -0.8506542, 0.2628688, -0.8090116, -0.5257377, 0.8506479, 0, -0.5257359, 0.4253227, 0.3090114, -0.8506542, -0.5257298, 0, -0.8506517, -0.6881894, -0.4999969, -0.5257362, -0.1624555, 0.4999952, -0.8506544, -0.6881894, 0.4999969, -0.5257362, 0.2628688, 0.8090116, -0.5257377, 0.9510579, -0.3090126, 0, 0.9510579, 0.3090126, 0, 0, -1, 0, 0.5877856, -0.8090167, 0, -0.9510579, -0.3090126, 0, -0.5877856, -0.8090167, 0, -0.5877856, 0.8090167, 0, -0.9510579, 0.3090126, 0, 0.5877856, 0.8090167, 0, 0, 1, 0, 0.6881894, -0.4999969, 0.5257362, -0.2628688, -0.8090116, 0.5257377, -0.8506479, 0, 0.5257359, -0.2628688, 0.8090116, 0.5257377, 0.6881894, 0.4999969, 0.5257362, 0.1624555, -0.4999952, 0.8506544, 0.5257298, 0, 0.8506517, -0.4253227, -0.3090114, 0.8506542, -0.4253227, 0.3090114, 0.8506542, 0.1624555, 0.4999952, 0.8506544
+ };
+ static const uint32_t icosphere_triangle_count = 80;
+ static const uint32_t icosphere_triangle_indices[icosphere_triangle_count * 3] = {
+ 0, 13, 12, 1, 13, 15, 0, 12, 17, 0, 17, 19, 0, 19, 16, 1, 15, 22, 2, 14, 24, 3, 18, 26, 4, 20, 28, 5, 21, 30, 1, 22, 25, 2, 24, 27, 3, 26, 29, 4, 28, 31, 5, 30, 23, 6, 32, 37, 7, 33, 39, 8, 34, 40, 9, 35, 41, 10, 36, 38, 38, 41, 11, 38, 36, 41, 36, 9, 41, 41, 40, 11, 41, 35, 40, 35, 8, 40, 40, 39, 11, 40, 34, 39, 34, 7, 39, 39, 37, 11, 39, 33, 37, 33, 6, 37, 37, 38, 11, 37, 32, 38, 32, 10, 38, 23, 36, 10, 23, 30, 36, 30, 9, 36, 31, 35, 9, 31, 28, 35, 28, 8, 35, 29, 34, 8, 29, 26, 34, 26, 7, 34, 27, 33, 7, 27, 24, 33, 24, 6, 33, 25, 32, 6, 25, 22, 32, 22, 10, 32, 30, 31, 9, 30, 21, 31, 21, 4, 31, 28, 29, 8, 28, 20, 29, 20, 3, 29, 26, 27, 7, 26, 18, 27, 18, 2, 27, 24, 25, 6, 24, 14, 25, 14, 1, 25, 22, 23, 10, 22, 15, 23, 15, 5, 23, 16, 21, 5, 16, 19, 21, 19, 4, 21, 19, 20, 4, 19, 17, 20, 17, 3, 20, 17, 18, 3, 17, 12, 18, 12, 2, 18, 15, 16, 5, 15, 13, 16, 13, 0, 16, 12, 14, 2, 12, 13, 14, 13, 1, 14
+ };
+
+ Vector<uint8_t> vertex_data;
+ vertex_data.resize(sizeof(float) * icosphere_vertex_count * 3);
+ 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);
+ 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);
+
+ Vector<RID> buffers;
+ buffers.push_back(sphere_vertex_buffer);
+
+ sphere_vertex_array = RD::get_singleton()->vertex_array_create(icosphere_vertex_count, vertex_format, buffers);
+
+ sphere_index_array = RD::get_singleton()->index_array_create(sphere_index_buffer, 0, icosphere_triangle_count * 3);
+
+ float min_d = 1e20;
+ for (uint32_t i = 0; i < icosphere_triangle_count; i++) {
+ Vector3 vertices[3];
+ for (uint32_t j = 0; j < 3; j++) {
+ uint32_t index = icosphere_triangle_indices[i * 3 + j];
+ for (uint32_t k = 0; k < 3; k++) {
+ vertices[j][k] = icosphere_vertices[index * 3 + k];
+ }
+ }
+ Plane p(vertices[0], vertices[1], vertices[2]);
+ min_d = MIN(Math::abs(p.d), min_d);
+ }
+ sphere_overfit = 1.0 / min_d;
+ }
+
+ { // CONE
+ static const uint32_t cone_vertex_count = 99;
+ static const float cone_vertices[cone_vertex_count * 3] = {
+ 0, 1, -1, 0.1950903, 0.9807853, -1, 0.3826835, 0.9238795, -1, 0.5555703, 0.8314696, -1, 0.7071068, 0.7071068, -1, 0.8314697, 0.5555702, -1, 0.9238795, 0.3826834, -1, 0.9807853, 0.1950903, -1, 1, 0, -1, 0.9807853, -0.1950902, -1, 0.9238796, -0.3826833, -1, 0.8314697, -0.5555702, -1, 0.7071068, -0.7071068, -1, 0.5555702, -0.8314697, -1, 0.3826833, -0.9238796, -1, 0.1950901, -0.9807853, -1, -3.25841e-7, -1, -1, -0.1950907, -0.9807852, -1, -0.3826839, -0.9238793, -1, -0.5555707, -0.8314693, -1, -0.7071073, -0.7071063, -1, -0.83147, -0.5555697, -1, -0.9238799, -0.3826827, -1, 0, 0, 0, -0.9807854, -0.1950894, -1, -1, 9.65599e-7, -1, -0.9807851, 0.1950913, -1, -0.9238791, 0.3826845, -1, -0.8314689, 0.5555713, -1, -0.7071059, 0.7071077, -1, -0.5555691, 0.8314704, -1, -0.3826821, 0.9238801, -1, -0.1950888, 0.9807856, -1
+ };
+ static const uint32_t cone_triangle_count = 62;
+ static const uint32_t cone_triangle_indices[cone_triangle_count * 3] = {
+ 0, 23, 1, 1, 23, 2, 2, 23, 3, 3, 23, 4, 4, 23, 5, 5, 23, 6, 6, 23, 7, 7, 23, 8, 8, 23, 9, 9, 23, 10, 10, 23, 11, 11, 23, 12, 12, 23, 13, 13, 23, 14, 14, 23, 15, 15, 23, 16, 16, 23, 17, 17, 23, 18, 18, 23, 19, 19, 23, 20, 20, 23, 21, 21, 23, 22, 22, 23, 24, 24, 23, 25, 25, 23, 26, 26, 23, 27, 27, 23, 28, 28, 23, 29, 29, 23, 30, 30, 23, 31, 31, 23, 32, 32, 23, 0, 7, 15, 24, 32, 0, 1, 1, 2, 3, 3, 4, 5, 5, 6, 3, 6, 7, 3, 7, 8, 9, 9, 10, 7, 10, 11, 7, 11, 12, 15, 12, 13, 15, 13, 14, 15, 15, 16, 17, 17, 18, 19, 19, 20, 24, 20, 21, 24, 21, 22, 24, 24, 25, 26, 26, 27, 28, 28, 29, 30, 30, 31, 32, 32, 1, 3, 15, 17, 24, 17, 19, 24, 24, 26, 32, 26, 28, 32, 28, 30, 32, 32, 3, 7, 7, 11, 15, 32, 7, 24
+ };
+
+ Vector<uint8_t> vertex_data;
+ vertex_data.resize(sizeof(float) * cone_vertex_count * 3);
+ 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);
+ 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);
+
+ Vector<RID> buffers;
+ buffers.push_back(cone_vertex_buffer);
+
+ cone_vertex_array = RD::get_singleton()->vertex_array_create(cone_vertex_count, vertex_format, buffers);
+
+ cone_index_array = RD::get_singleton()->index_array_create(cone_index_buffer, 0, cone_triangle_count * 3);
+
+ float min_d = 1e20;
+ for (uint32_t i = 0; i < cone_triangle_count; i++) {
+ Vector3 vertices[3];
+ int32_t zero_index = -1;
+ for (uint32_t j = 0; j < 3; j++) {
+ uint32_t index = cone_triangle_indices[i * 3 + j];
+ for (uint32_t k = 0; k < 3; k++) {
+ vertices[j][k] = cone_vertices[index * 3 + k];
+ }
+ if (vertices[j] == Vector3()) {
+ zero_index = j;
+ }
+ }
+
+ if (zero_index != -1) {
+ Vector3 a = vertices[(zero_index + 1) % 3];
+ Vector3 b = vertices[(zero_index + 2) % 3];
+ Vector3 c = a + Vector3(0, 0, 1);
+ Plane p(a, b, c);
+ min_d = MIN(Math::abs(p.d), min_d);
+ }
+ }
+ cone_overfit = 1.0 / min_d;
+ }
+
+ { // BOX
+ static const uint32_t box_vertex_count = 8;
+ static const float box_vertices[box_vertex_count * 3] = {
+ -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1
+ };
+ static const uint32_t box_triangle_count = 12;
+ static const uint32_t box_triangle_indices[box_triangle_count * 3] = {
+ 1, 2, 0, 3, 6, 2, 7, 4, 6, 5, 0, 4, 6, 0, 2, 3, 5, 7, 1, 3, 2, 3, 7, 6, 7, 5, 4, 5, 1, 0, 6, 4, 0, 3, 1, 5
+ };
+
+ Vector<uint8_t> vertex_data;
+ vertex_data.resize(sizeof(float) * box_vertex_count * 3);
+ 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);
+ 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);
+
+ Vector<RID> buffers;
+ buffers.push_back(box_vertex_buffer);
+
+ box_vertex_array = RD::get_singleton()->vertex_array_create(box_vertex_count, vertex_format, buffers);
+
+ box_index_array = RD::get_singleton()->index_array_create(box_index_buffer, 0, box_triangle_count * 3);
+ }
+}
+ClusterBuilderSharedDataRD::~ClusterBuilderSharedDataRD() {
+ RD::get_singleton()->free(sphere_vertex_buffer);
+ RD::get_singleton()->free(sphere_index_buffer);
+ RD::get_singleton()->free(cone_vertex_buffer);
+ RD::get_singleton()->free(cone_index_buffer);
+ RD::get_singleton()->free(box_vertex_buffer);
+ RD::get_singleton()->free(box_index_buffer);
+
+ cluster_render.cluster_render_shader.version_free(cluster_render.shader_version);
+ cluster_store.cluster_store_shader.version_free(cluster_store.shader_version);
+ cluster_debug.cluster_debug_shader.version_free(cluster_debug.shader_version);
+}
+
+/////////////////////////////
+
+void ClusterBuilderRD::_clear() {
+ if (cluster_buffer.is_null()) {
+ return; //nothing to clear
+ }
+ RD::get_singleton()->free(cluster_buffer);
+ RD::get_singleton()->free(cluster_render_buffer);
+ RD::get_singleton()->free(element_buffer);
+ cluster_buffer = RID();
+ cluster_render_buffer = RID();
+ element_buffer = RID();
+
+ memfree(render_elements);
+
+ render_elements = nullptr;
+ render_element_max = 0;
+ render_element_count = 0;
+
+ RD::get_singleton()->free(framebuffer);
+ framebuffer = RID();
+
+ cluster_render_uniform_set = RID();
+ cluster_store_uniform_set = RID();
+}
+
+void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer) {
+ ERR_FAIL_COND(p_max_elements == 0);
+ ERR_FAIL_COND(p_screen_size.x < 1);
+ ERR_FAIL_COND(p_screen_size.y < 1);
+
+ _clear();
+
+ screen_size = p_screen_size;
+
+ cluster_screen_size.width = (p_screen_size.width - 1) / cluster_size + 1;
+ cluster_screen_size.height = (p_screen_size.height - 1) / cluster_size + 1;
+
+ max_elements_by_type = p_max_elements;
+ if (max_elements_by_type % 32) { //need to be 32 aligned
+ max_elements_by_type += 32 - (max_elements_by_type % 32);
+ }
+
+ cluster_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (max_elements_by_type / 32 + 32) * ELEMENT_TYPE_MAX * 4;
+
+ render_element_max = max_elements_by_type * ELEMENT_TYPE_MAX;
+
+ uint32_t element_tag_bits_size = render_element_max / 32;
+ uint32_t element_tag_depth_bits_size = render_element_max;
+ cluster_render_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (element_tag_bits_size + element_tag_depth_bits_size) * 4; // tag bits (element was used) and tag depth (depth range in which it was used)
+
+ cluster_render_buffer = RD::get_singleton()->storage_buffer_create(cluster_render_buffer_size);
+ cluster_buffer = RD::get_singleton()->storage_buffer_create(cluster_buffer_size);
+
+ render_elements = (RenderElementData *)memalloc(sizeof(RenderElementData *) * render_element_max);
+ render_element_count = 0;
+
+ element_buffer = RD::get_singleton()->storage_buffer_create(sizeof(RenderElementData) * render_element_max);
+
+ uint32_t div_value = 1 << divisor;
+ if (use_msaa) {
+ framebuffer = RD::get_singleton()->framebuffer_create_empty(p_screen_size / div_value, RD::TEXTURE_SAMPLES_4);
+ } else {
+ framebuffer = RD::get_singleton()->framebuffer_create_empty(p_screen_size / div_value);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(state_uniform);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(element_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(cluster_render_buffer);
+ uniforms.push_back(u);
+ }
+
+ cluster_render_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_render.shader, 0);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(cluster_render_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(cluster_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(element_buffer);
+ uniforms.push_back(u);
+ }
+
+ cluster_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_store.shader, 0);
+ }
+
+ if (p_color_buffer.is_valid()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(cluster_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(p_color_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 3;
+ u.ids.push_back(p_depth_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 4;
+ u.ids.push_back(p_depth_buffer_sampler);
+ uniforms.push_back(u);
+ }
+
+ debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_debug.shader, 0);
+ } else {
+ debug_uniform_set = RID();
+ }
+}
+
+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();
+ z_far = projection.get_z_far();
+ orthogonal = p_cam_projection.is_orthogonal();
+ adjusted_projection = projection;
+ if (!orthogonal) {
+ adjusted_projection.adjust_perspective_znear(0.0001);
+ }
+
+ CameraMatrix correction;
+ correction.set_depth_correction(p_flip_y);
+ projection = correction * projection;
+ adjusted_projection = correction * adjusted_projection;
+
+ //reset counts
+ render_element_count = 0;
+ for (uint32_t i = 0; i < ELEMENT_TYPE_MAX; i++) {
+ cluster_count_by_type[i] = 0;
+ }
+}
+
+void ClusterBuilderRD::bake_cluster() {
+ RENDER_TIMESTAMP(">Bake Cluster");
+
+ RD::get_singleton()->draw_command_begin_label("Bake Light Cluster");
+
+ //clear cluster buffer
+ RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+
+ if (render_element_count > 0) {
+ //clear render buffer
+ RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, RD::BARRIER_MASK_RASTER);
+
+ { //fill state uniform
+
+ StateUniform state;
+
+ RendererStorageRD::store_camera(adjusted_projection, state.projection);
+ state.inv_z_far = 1.0 / z_far;
+ state.screen_to_clusters_shift = get_shift_from_power_of_2(cluster_size);
+ state.screen_to_clusters_shift -= divisor; //screen is smaller, shift one less
+
+ state.cluster_screen_width = cluster_screen_size.x;
+ state.cluster_depth_offset = (render_element_max / 32);
+ state.cluster_data_size = state.cluster_depth_offset + render_element_max;
+
+ RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+
+ //update instances
+
+ RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+
+ RENDER_TIMESTAMP("Render Elements");
+
+ //render elements
+ {
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
+ ClusterBuilderSharedDataRD::ClusterRender::PushConstant push_constant = {};
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shared->cluster_render.shader_pipelines[use_msaa ? ClusterBuilderSharedDataRD::ClusterRender::PIPELINE_MSAA : ClusterBuilderSharedDataRD::ClusterRender::PIPELINE_NORMAL]);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, cluster_render_uniform_set, 0);
+
+ for (uint32_t i = 0; i < render_element_count;) {
+ push_constant.base_index = i;
+ switch (render_elements[i].type) {
+ case ELEMENT_TYPE_OMNI_LIGHT: {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->sphere_vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->sphere_index_array);
+ } break;
+ case ELEMENT_TYPE_SPOT_LIGHT: {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->cone_vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->cone_index_array);
+ } break;
+ case ELEMENT_TYPE_DECAL:
+ case ELEMENT_TYPE_REFLECTION_PROBE: {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->box_vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->box_index_array);
+ } break;
+ }
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterRender::PushConstant));
+
+ uint32_t instances = 1;
+#if 0
+ for (uint32_t j = i+1; j < element_count; j++) {
+ if (elements[i].type!=elements[j].type) {
+ break;
+ }
+ instances++;
+ }
+#endif
+ RD::get_singleton()->draw_list_draw(draw_list, true, instances);
+ i += instances;
+ }
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE);
+ }
+ //store elements
+ RENDER_TIMESTAMP("Pack Elements");
+
+ {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_store.shader_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cluster_store_uniform_set, 0);
+
+ ClusterBuilderSharedDataRD::ClusterStore::PushConstant push_constant;
+ push_constant.cluster_render_data_size = render_element_max / 32 + render_element_max;
+ push_constant.max_render_element_count_div_32 = render_element_max / 32;
+ push_constant.cluster_screen_size[0] = cluster_screen_size.x;
+ push_constant.cluster_screen_size[1] = cluster_screen_size.y;
+ push_constant.render_element_count_div_32 = render_element_count > 0 ? (render_element_count - 1) / 32 + 1 : 0;
+ push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32;
+ push_constant.pad1 = 0;
+ push_constant.pad2 = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterStore::PushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cluster_screen_size.x, cluster_screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+ } else {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+ RENDER_TIMESTAMP("<Bake Cluster");
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void ClusterBuilderRD::debug(ElementType p_element) {
+ ERR_FAIL_COND(debug_uniform_set.is_null());
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_debug.shader_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0);
+
+ ClusterBuilderSharedDataRD::ClusterDebug::PushConstant push_constant;
+ push_constant.screen_size[0] = screen_size.x;
+ push_constant.screen_size[1] = screen_size.y;
+ push_constant.cluster_screen_size[0] = cluster_screen_size.x;
+ push_constant.cluster_screen_size[1] = cluster_screen_size.y;
+ push_constant.cluster_shift = get_shift_from_power_of_2(cluster_size);
+ push_constant.cluster_type = p_element;
+ push_constant.orthogonal = orthogonal;
+ push_constant.z_far = z_far;
+ push_constant.z_near = z_near;
+ push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterDebug::PushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, screen_size.x, screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+RID ClusterBuilderRD::get_cluster_buffer() const {
+ return cluster_buffer;
+}
+
+uint32_t ClusterBuilderRD::get_cluster_size() const {
+ return cluster_size;
+}
+
+uint32_t ClusterBuilderRD::get_max_cluster_elements() const {
+ return max_elements_by_type;
+}
+
+void ClusterBuilderRD::set_shared(ClusterBuilderSharedDataRD *p_shared) {
+ shared = p_shared;
+}
+
+ClusterBuilderRD::ClusterBuilderRD() {
+ state_uniform = RD::get_singleton()->uniform_buffer_create(sizeof(StateUniform));
+}
+
+ClusterBuilderRD::~ClusterBuilderRD() {
+ _clear();
+ RD::get_singleton()->free(state_uniform);
+}
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
new file mode 100644
index 0000000000..c0c03eb26a
--- /dev/null
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -0,0 +1,378 @@
+/*************************************************************************/
+/* cluster_builder_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef CLUSTER_BUILDER_RD_H
+#define CLUSTER_BUILDER_RD_H
+
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h"
+
+class ClusterBuilderSharedDataRD {
+ friend class ClusterBuilderRD;
+
+ RID sphere_vertex_buffer;
+ RID sphere_vertex_array;
+ RID sphere_index_buffer;
+ RID sphere_index_array;
+ float sphere_overfit = 0.0; //because an icosphere is not a perfect sphere, we need to enlarge it to cover the sphere area
+
+ RID cone_vertex_buffer;
+ RID cone_vertex_array;
+ RID cone_index_buffer;
+ RID cone_index_array;
+ float cone_overfit = 0.0; //because an cone mesh is not a perfect sphere, we need to enlarge it to cover the actual cone area
+
+ RID box_vertex_buffer;
+ RID box_vertex_array;
+ RID box_index_buffer;
+ RID box_index_array;
+
+ enum Divisor {
+ DIVISOR_1,
+ DIVISOR_2,
+ DIVISOR_4,
+ };
+
+ struct ClusterRender {
+ struct PushConstant {
+ uint32_t base_index;
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ ClusterRenderShaderRD cluster_render_shader;
+ RID shader_version;
+ RID shader;
+ enum PipelineVersion {
+ PIPELINE_NORMAL,
+ PIPELINE_MSAA,
+ PIPELINE_MAX
+ };
+
+ RID shader_pipelines[PIPELINE_MAX];
+ } cluster_render;
+
+ struct ClusterStore {
+ struct PushConstant {
+ uint32_t cluster_render_data_size; // how much data for a single cluster takes
+ uint32_t max_render_element_count_div_32; //divided by 32
+ uint32_t cluster_screen_size[2];
+ uint32_t render_element_count_div_32; //divided by 32
+ uint32_t max_cluster_element_count_div_32; //divided by 32
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ ClusterStoreShaderRD cluster_store_shader;
+ RID shader_version;
+ RID shader;
+ RID shader_pipeline;
+ } cluster_store;
+
+ struct ClusterDebug {
+ struct PushConstant {
+ uint32_t screen_size[2];
+ uint32_t cluster_screen_size[2];
+
+ uint32_t cluster_shift;
+ uint32_t cluster_type;
+ float z_near;
+ float z_far;
+
+ uint32_t orthogonal;
+ uint32_t max_cluster_element_count_div_32;
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ ClusterDebugShaderRD cluster_debug_shader;
+ RID shader_version;
+ RID shader;
+ RID shader_pipeline;
+ } cluster_debug;
+
+public:
+ ClusterBuilderSharedDataRD();
+ ~ClusterBuilderSharedDataRD();
+};
+
+class ClusterBuilderRD {
+public:
+ enum LightType {
+ LIGHT_TYPE_OMNI,
+ LIGHT_TYPE_SPOT
+ };
+
+ enum BoxType {
+ BOX_TYPE_REFLECTION_PROBE,
+ BOX_TYPE_DECAL,
+ };
+
+ enum ElementType {
+ ELEMENT_TYPE_OMNI_LIGHT,
+ ELEMENT_TYPE_SPOT_LIGHT,
+ ELEMENT_TYPE_DECAL,
+ ELEMENT_TYPE_REFLECTION_PROBE,
+ ELEMENT_TYPE_MAX,
+
+ };
+
+private:
+ ClusterBuilderSharedDataRD *shared = nullptr;
+
+ struct RenderElementData {
+ uint32_t type; //0-4
+ uint32_t touches_near;
+ uint32_t touches_far;
+ uint32_t original_index;
+ float transform_inv[12]; //transposed transform for less space
+ float scale[3];
+ uint32_t pad;
+ };
+
+ uint32_t cluster_count_by_type[ELEMENT_TYPE_MAX] = {};
+ uint32_t max_elements_by_type = 0;
+
+ RenderElementData *render_elements = nullptr;
+ uint32_t render_element_count = 0;
+ uint32_t render_element_max = 0;
+
+ Transform3D view_xform;
+ CameraMatrix adjusted_projection;
+ CameraMatrix projection;
+ float z_far = 0;
+ float z_near = 0;
+ bool orthogonal = false;
+
+ enum Divisor {
+ DIVISOR_1,
+ DIVISOR_2,
+ DIVISOR_4,
+ };
+
+ uint32_t cluster_size = 32;
+ bool use_msaa = true;
+ Divisor divisor = DIVISOR_4;
+
+ Size2i screen_size;
+ Size2i cluster_screen_size;
+
+ RID framebuffer;
+ RID cluster_render_buffer; //used for creating
+ RID cluster_buffer; //used for rendering
+ RID element_buffer; //used for storing, to hint element touches far plane or near plane
+ uint32_t cluster_render_buffer_size = 0;
+ uint32_t cluster_buffer_size = 0;
+
+ RID cluster_render_uniform_set;
+ RID cluster_store_uniform_set;
+
+ //persistent data
+
+ void _clear();
+
+ struct StateUniform {
+ float projection[16];
+ float inv_z_far;
+ uint32_t screen_to_clusters_shift; // shift to obtain coordinates in block indices
+ uint32_t cluster_screen_width; //
+ uint32_t cluster_data_size; // how much data for a single cluster takes
+ uint32_t cluster_depth_offset;
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
+ };
+
+ RID state_uniform;
+
+ RID debug_uniform_set;
+
+public:
+ void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer);
+
+ void begin(const Transform3D &p_view_transform, const CameraMatrix &p_cam_projection, bool p_flip_y);
+
+ _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
+ }
+ if (p_type == LIGHT_TYPE_SPOT && cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT] == max_elements_by_type) {
+ return; //max number elements reached
+ }
+
+ RenderElementData &e = render_elements[render_element_count];
+
+ Transform3D xform = view_xform * p_transform;
+
+ float radius = xform.basis.get_uniform_scale();
+ if (radius < 0.98 || radius > 1.02) {
+ xform.basis.orthonormalize();
+ }
+
+ radius *= p_radius;
+
+ if (p_type == LIGHT_TYPE_OMNI) {
+ radius *= shared->sphere_overfit; // overfit icosphere
+
+ //omni
+ float depth = -xform.origin.z;
+ if (orthogonal) {
+ e.touches_near = (depth - radius) < z_near;
+ } else {
+ //contains camera inside light
+ float radius2 = radius * shared->sphere_overfit; // overfit again for outer size (camera may be outside actual sphere but behind an icosphere vertex)
+ e.touches_near = xform.origin.length_squared() < radius2 * radius2;
+ }
+
+ e.touches_far = (depth + radius) > z_far;
+ e.scale[0] = radius;
+ e.scale[1] = radius;
+ e.scale[2] = radius;
+ e.type = ELEMENT_TYPE_OMNI_LIGHT;
+ e.original_index = cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT];
+
+ RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+
+ cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++;
+
+ } else {
+ //spot
+ radius *= shared->cone_overfit; // overfit icosphere
+
+ real_t len = Math::tan(Math::deg2rad(p_spot_aperture)) * radius;
+ //approximate, probably better to use a cone support function
+ float max_d = -1e20;
+ float min_d = 1e20;
+#define CONE_MINMAX(m_x, m_y) \
+ { \
+ float d = -xform.xform(Vector3(len * m_x, len * m_y, -radius)).z; \
+ min_d = MIN(d, min_d); \
+ max_d = MAX(d, max_d); \
+ }
+
+ CONE_MINMAX(1, 1);
+ CONE_MINMAX(-1, 1);
+ CONE_MINMAX(-1, -1);
+ CONE_MINMAX(1, -1);
+
+ if (orthogonal) {
+ e.touches_near = min_d < z_near;
+ } else {
+ //contains camera inside light
+ Plane base_plane(xform.origin, -xform.basis.get_axis(Vector3::AXIS_Z));
+ float dist = base_plane.distance_to(Vector3());
+ if (dist >= 0 && dist < radius) {
+ //inside, check angle
+ float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_axis(Vector3::AXIS_Z))));
+ e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit
+ } else {
+ e.touches_near = false;
+ }
+ }
+
+ e.touches_far = max_d > z_far;
+
+ e.scale[0] = len * shared->cone_overfit;
+ e.scale[1] = len * shared->cone_overfit;
+ e.scale[2] = radius;
+
+ e.type = ELEMENT_TYPE_SPOT_LIGHT;
+ e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; //use omni since they share index
+
+ RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+
+ cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++;
+ }
+
+ render_element_count++;
+ }
+
+ _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
+ }
+ if (p_box_type == BOX_TYPE_REFLECTION_PROBE && cluster_count_by_type[ELEMENT_TYPE_REFLECTION_PROBE] == max_elements_by_type) {
+ return; //max number elements reached
+ }
+
+ RenderElementData &e = render_elements[render_element_count];
+ Transform3D xform = view_xform * p_transform;
+
+ //extract scale and scale the matrix by it, makes things simpler
+ Vector3 scale = p_half_extents;
+ for (uint32_t i = 0; i < 3; i++) {
+ float s = xform.basis.elements[i].length();
+ scale[i] *= s;
+ xform.basis.elements[i] /= s;
+ };
+
+ float box_depth = Math::abs(xform.basis.xform_inv(Vector3(0, 0, -1)).dot(scale));
+ float depth = -xform.origin.z;
+
+ if (orthogonal) {
+ e.touches_near = depth - box_depth < z_near;
+ } else {
+ //contains camera inside box
+ Vector3 inside = xform.xform_inv(Vector3(0, 0, 0)).abs();
+ e.touches_near = inside.x < scale.x && inside.y < scale.y && inside.z < scale.z;
+ }
+
+ e.touches_far = depth + box_depth > z_far;
+
+ e.scale[0] = scale.x;
+ e.scale[1] = scale.y;
+ e.scale[2] = scale.z;
+
+ e.type = (p_box_type == BOX_TYPE_DECAL) ? ELEMENT_TYPE_DECAL : ELEMENT_TYPE_REFLECTION_PROBE;
+ e.original_index = cluster_count_by_type[e.type];
+
+ RendererStorageRD::store_transform_transposed_3x4(xform, e.transform_inv);
+
+ cluster_count_by_type[e.type]++;
+ render_element_count++;
+ }
+
+ void bake_cluster();
+ void debug(ElementType p_element);
+
+ RID get_cluster_buffer() const;
+ uint32_t get_cluster_size() const;
+ uint32_t get_max_cluster_elements() const;
+
+ void set_shared(ClusterBuilderSharedDataRD *p_shared);
+
+ ClusterBuilderRD();
+ ~ClusterBuilderRD();
+};
+
+#endif // CLUSTER_BUILDER_H
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
new file mode 100644
index 0000000000..236eb5e596
--- /dev/null
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -0,0 +1,2566 @@
+/*************************************************************************/
+/* effects_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "effects_rd.h"
+
+#include "core/config/project_settings.h"
+#include "core/math/math_defs.h"
+#include "core/os/os.h"
+
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
+#include "thirdparty/misc/cubemap_coeffs.h"
+
+bool EffectsRD::get_prefer_raster_effects() {
+ return prefer_raster_effects;
+}
+
+static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+}
+
+RID EffectsRD::_get_uniform_set_from_image(RID p_image) {
+ if (image_to_uniform_set_cache.has(p_image)) {
+ RID uniform_set = image_to_uniform_set_cache[p_image];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_image);
+ uniforms.push_back(u);
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1);
+
+ image_to_uniform_set_cache[p_image] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_uniform_set_for_input(RID p_texture) {
+ if (input_to_uniform_set_cache.has(p_texture)) {
+ RID uniform_set = input_to_uniform_set_cache[p_texture];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
+ u.binding = 0;
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ // This is specific to our subpass shader
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, TONEMAP_MODE_SUBPASS), 0);
+
+ input_to_uniform_set_cache[p_texture] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
+ if (texture_to_uniform_set_cache.has(p_texture)) {
+ RID uniform_set = texture_to_uniform_set_cache[p_texture];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ // anything with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
+
+ texture_to_uniform_set_cache[p_texture] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) {
+ if (texture_to_compute_uniform_set_cache.has(p_texture)) {
+ RID uniform_set = texture_to_compute_uniform_set_cache[p_texture];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0);
+
+ texture_to_compute_uniform_set_cache[p_texture] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler) {
+ TextureSamplerPair tsp;
+ tsp.texture = p_texture;
+ tsp.sampler = p_sampler;
+
+ if (texture_sampler_to_compute_uniform_set_cache.has(tsp)) {
+ RID uniform_set = texture_sampler_to_compute_uniform_set_cache[tsp];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_sampler);
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.blur_shader.version_get_shader(ssao.blur_shader_version, 0), 0);
+
+ texture_sampler_to_compute_uniform_set_cache[tsp] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) {
+ TexturePair tp;
+ tp.texture1 = p_texture1;
+ tp.texture2 = p_texture2;
+
+ if (texture_pair_to_compute_uniform_set_cache.has(tp)) {
+ RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture1);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture2);
+ uniforms.push_back(u);
+ }
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1);
+
+ texture_pair_to_compute_uniform_set_cache[tp] = uniform_set;
+
+ return uniform_set;
+}
+
+RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) {
+ TexturePair tp;
+ tp.texture1 = p_texture1;
+ tp.texture2 = p_texture2;
+
+ if (image_pair_to_compute_uniform_set_cache.has(tp)) {
+ RID uniform_set = image_pair_to_compute_uniform_set_cache[tp];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_texture1);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_texture2);
+ uniforms.push_back(u);
+ }
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3);
+
+ image_pair_to_compute_uniform_set_cache[tp] = uniform_set;
+
+ return uniform_set;
+}
+
+void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) {
+ memset(&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;
+ copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
+ copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
+ copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
+
+ if (p_flip_y) {
+ copy_to_fb.push_constant.flip_y = true;
+ }
+
+ RD::DrawListID draw_list = p_draw_list;
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_panorama ? COPY_TO_FB_COPY_PANORAMA_TO_DP : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+}
+
+void EffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary) {
+ memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+
+ if (p_flip_y) {
+ copy_to_fb.push_constant.flip_y = true;
+ }
+ if (p_force_luminance) {
+ copy_to_fb.push_constant.force_luminance = true;
+ }
+ if (p_alpha_to_zero) {
+ copy_to_fb.push_constant.alpha_to_zero = true;
+ }
+ if (p_srgb) {
+ copy_to_fb.push_constant.srgb = true;
+ }
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[p_secondary.is_valid() ? COPY_TO_FB_COPY2 : COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ if (p_secondary.is_valid()) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_secondary), 1);
+ }
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst, bool p_alpha_to_one) {
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ if (p_force_luminance) {
+ copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
+ }
+
+ if (p_all_source) {
+ copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
+ }
+
+ if (p_alpha_to_one) {
+ copy.push_constant.flags |= COPY_FLAG_ALPHA_TO_ONE;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array) {
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_panorama_size.width;
+ copy.push_constant.section[3] = p_panorama_size.height;
+ copy.push_constant.target[0] = 0;
+ copy.push_constant.target[1] = 0;
+ copy.push_constant.camera_z_far = p_lod;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_is_array ? COPY_MODE_CUBE_ARRAY_TO_PANORAMA : COPY_MODE_CUBE_TO_PANORAMA]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cube), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_panorama), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_panorama_size.width, p_panorama_size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+ copy.push_constant.camera_z_far = p_z_far;
+ copy.push_constant.camera_z_near = p_z_near;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_rect.size.width, p_rect.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst) {
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_region.size.width;
+ copy.push_constant.section[3] = p_region.size.height;
+ copy.push_constant.target[0] = p_region.position.x;
+ copy.push_constant.target[1] = p_region.position.y;
+ copy.push_constant.set_color[0] = p_color.r;
+ copy.push_constant.set_color[1] = p_color.g;
+ copy.push_constant.set_color[2] = p_color.b;
+ copy.push_constant.set_color[3] = p_color.a;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_SET_COLOR_8BIT : COPY_MODE_SET_COLOR]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
+
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ uint32_t base_flags = 0;
+ copy.push_constant.section[0] = p_region.position.x;
+ copy.push_constant.section[1] = p_region.position.y;
+ copy.push_constant.section[2] = p_region.size.width;
+ copy.push_constant.section[3] = p_region.size.height;
+
+ //HORIZONTAL
+ RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
+
+ copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //VERTICAL
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
+
+ copy.push_constant.flags = base_flags;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_region.size.width, p_region.size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
+
+ memset(&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;
+
+ copy.push_constant.section[2] = p_size.x;
+ copy.push_constant.section[3] = p_size.y;
+
+ copy.push_constant.glow_strength = p_strength;
+ copy.push_constant.glow_bloom = p_bloom;
+ copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
+ copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+ copy.push_constant.glow_exposure = p_exposure;
+ copy.push_constant.glow_white = 0; //actually unused
+ copy.push_constant.glow_luminance_cap = p_luminance_cap;
+
+ copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
+ if (p_auto_exposure.is_valid() && p_first_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
+ }
+
+ copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer.");
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
+ uint32_t base_flags = 0;
+
+ blur_raster.push_constant.pixel_size[0] = p_pixel_size.x;
+ blur_raster.push_constant.pixel_size[1] = p_pixel_size.y;
+
+ blur_raster.push_constant.glow_strength = p_strength;
+ blur_raster.push_constant.glow_bloom = p_bloom;
+ blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
+ blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+ blur_raster.push_constant.glow_exposure = p_exposure;
+ blur_raster.push_constant.glow_white = 0; //actually unused
+ blur_raster.push_constant.glow_luminance_cap = p_luminance_cap;
+
+ blur_raster.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+
+ //HORIZONTAL
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ if (p_auto_exposure.is_valid() && p_first_pass) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1);
+ }
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
+
+ //VERTICAL
+ draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ blur_raster.push_constant.flags = base_flags;
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ { //scale color and depth to half
+ ssr_scale.push_constant.camera_z_far = p_camera.get_z_far();
+ ssr_scale.push_constant.camera_z_near = p_camera.get_z_near();
+ ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr_scale.push_constant.filter = false; //enabling causes arctifacts
+ ssr_scale.push_constant.screen_size[0] = p_screen_size.x;
+ ssr_scale.push_constant.screen_size[1] = p_screen_size.y;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal_roughness), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ {
+ ssr.push_constant.camera_z_far = p_camera.get_z_far();
+ ssr.push_constant.camera_z_near = p_camera.get_z_near();
+ ssr.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr.push_constant.screen_size[0] = p_screen_size.x;
+ ssr.push_constant.screen_size[1] = p_screen_size.y;
+ ssr.push_constant.curve_fade_in = p_fade_in;
+ ssr.push_constant.distance_fade = p_fade_out;
+ ssr.push_constant.num_steps = p_max_steps;
+ ssr.push_constant.depth_tolerance = p_tolerance;
+ ssr.push_constant.use_half_res = true;
+ ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
+ ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
+ ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
+ ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
+ ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
+ store_camera(p_camera, ssr.push_constant.projection);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant));
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0);
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2);
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ }
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
+ //blur
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
+ ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
+ ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
+ ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
+ ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
+ ssr_filter.push_constant.vertical = 0;
+ if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_LOW) {
+ ssr_filter.push_constant.steps = p_max_steps / 3;
+ ssr_filter.push_constant.increment = 3;
+ } else if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_MEDIUM) {
+ ssr_filter.push_constant.steps = p_max_steps / 2;
+ ssr_filter.push_constant.increment = 2;
+ } else {
+ ssr_filter.push_constant.steps = p_max_steps;
+ ssr_filter.push_constant.increment = 1;
+ }
+
+ ssr_filter.push_constant.screen_size[0] = p_screen_size.width;
+ ssr_filter.push_constant.screen_size[1] = p_screen_size.height;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
+
+ ssr_filter.push_constant.vertical = 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
+ p.normal /= p.d;
+ float unit_size = p.normal.x;
+
+ { //scale color and depth to half
+ sss.push_constant.camera_z_far = p_camera.get_z_far();
+ sss.push_constant.camera_z_near = p_camera.get_z_near();
+ sss.push_constant.orthogonal = p_camera.is_orthogonal();
+ sss.push_constant.unit_size = unit_size;
+ sss.push_constant.screen_size[0] = p_screen_size.x;
+ sss.push_constant.screen_size[1] = p_screen_size.y;
+ sss.push_constant.vertical = false;
+ sss.push_constant.scale = p_scale;
+ sss.push_constant.depth_scale = p_depth_scale;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
+
+ sss.push_constant.vertical = true;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+}
+
+void EffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) {
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
+
+ if (p_reflection.is_valid()) {
+ if (p_base.is_valid()) {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
+ } else {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ }
+
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1);
+
+ } else {
+ if (p_base.is_valid()) {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
+ } else {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ }
+
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
+ }
+
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_size.width;
+ copy.push_constant.section[3] = p_size.height;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of mipmap with the clustered renderer.");
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode mode = BLUR_MIPMAP;
+
+ blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+ blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
+ CopyToDPPushConstant push_constant;
+ push_constant.screen_rect[0] = p_rect.position.x;
+ push_constant.screen_rect[1] = p_rect.position.y;
+ push_constant.screen_rect[2] = p_rect.size.width;
+ push_constant.screen_rect[3] = p_rect.size.height;
+ push_constant.z_far = p_z_far;
+ push_constant.z_near = p_z_near;
+ push_constant.texel_size[0] = 1.0f / p_dst_size.x;
+ push_constant.texel_size[1] = 1.0f / p_dst_size.y;
+ push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER);
+}
+
+void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
+ memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
+
+ tonemap.push_constant.use_bcs = p_settings.use_bcs;
+ tonemap.push_constant.bcs[0] = p_settings.brightness;
+ tonemap.push_constant.bcs[1] = p_settings.contrast;
+ tonemap.push_constant.bcs[2] = p_settings.saturation;
+
+ tonemap.push_constant.use_glow = p_settings.use_glow;
+ tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
+ tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
+ tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
+ tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
+ tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
+ tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
+ tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
+ tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
+ tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
+ tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
+ tonemap.push_constant.glow_mode = p_settings.glow_mode;
+
+ int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
+ if (p_settings.use_1d_color_correction) {
+ mode += 2;
+ }
+
+ tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
+ tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
+ tonemap.push_constant.exposure = p_settings.exposure;
+ tonemap.push_constant.white = p_settings.white;
+ tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+ tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
+
+ tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
+
+ tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
+ tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
+ tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
+
+ if (p_settings.view_count > 1) {
+ // Use MULTIVIEW versions
+ mode += 6;
+ }
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer), false, RD::get_singleton()->draw_list_get_current_pass()));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) {
+ memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
+
+ tonemap.push_constant.use_bcs = p_settings.use_bcs;
+ tonemap.push_constant.bcs[0] = p_settings.brightness;
+ tonemap.push_constant.bcs[1] = p_settings.contrast;
+ tonemap.push_constant.bcs[2] = p_settings.saturation;
+
+ ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses.");
+ tonemap.push_constant.use_glow = p_settings.use_glow;
+
+ int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS;
+ if (p_settings.view_count > 1) {
+ // Use MULTIVIEW versions
+ mode += 6;
+ }
+
+ tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
+ tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
+ tonemap.push_constant.exposure = p_settings.exposure;
+ tonemap.push_constant.white = p_settings.white;
+ tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+
+ tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
+
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
+ tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_for_input(p_source_color), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1); // should be set to a default texture, it's ignored
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.glow_texture, true), 2); // should be set to a default texture, it's ignored
+ RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
+
+ RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
+ RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
+}
+
+void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer.");
+
+ luminance_reduce.push_constant.source_size[0] = p_source_size.x;
+ luminance_reduce.push_constant.source_size[1] = p_source_size.y;
+ luminance_reduce.push_constant.max_luminance = p_max_luminance;
+ luminance_reduce.push_constant.min_luminance = p_min_luminance;
+ luminance_reduce.push_constant.exposure_adjust = p_adjust;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ for (int i = 0; i < p_reduce.size(); i++) {
+ if (i == 0) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0);
+ } else {
+ RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done
+
+ if (i == p_reduce.size() - 1 && !p_set) {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2);
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]);
+ }
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0);
+ }
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1);
+
+ luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1);
+ luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction.");
+
+ luminance_reduce_raster.push_constant.max_luminance = p_max_luminance;
+ luminance_reduce_raster.push_constant.min_luminance = p_min_luminance;
+ luminance_reduce_raster.push_constant.exposure_adjust = p_adjust;
+
+ for (int i = 0; i < p_reduce.size(); i++) {
+ luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0];
+ luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1];
+ luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1);
+ luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1);
+
+ bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1);
+ LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT);
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i])));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0);
+ if (final) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1);
+ }
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+}
+
+void EffectsRD::bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of BOKEH DOF with the mobile renderer.");
+
+ bokeh.push_constant.blur_far_active = p_dof_far;
+ bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+ bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+
+ bokeh.push_constant.blur_near_active = p_dof_near;
+ bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+ bokeh.push_constant.blur_near_end = MAX(0, p_dof_near_begin - p_dof_near_size);
+ bokeh.push_constant.use_jitter = p_use_jitter;
+ bokeh.push_constant.jitter_seed = Math::randf() * 1000.0;
+
+ bokeh.push_constant.z_near = p_cam_znear;
+ bokeh.push_constant.z_far = p_cam_zfar;
+ bokeh.push_constant.orthogonal = p_cam_orthogonal;
+ bokeh.push_constant.blur_size = p_bokeh_size;
+
+ bokeh.push_constant.second_pass = false;
+ bokeh.push_constant.half_size = false;
+
+ bokeh.push_constant.blur_scale = 0.5;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ /* FIRST PASS */
+ // The alpha channel of the source color texture is filled with the expected circle size
+ // If used for DOF far, the size is positive, if used for near, its negative.
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BLUR_SIZE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.depth_texture), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ //second pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL]);
+
+ static const int quality_samples[4] = { 6, 12, 12, 24 };
+
+ bokeh.push_constant.steps = quality_samples[p_quality];
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ bokeh.push_constant.blur_size *= 0.5;
+
+ } else {
+ //medium and high quality use full size
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.secondary_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //third pass
+ bokeh.push_constant.second_pass = true;
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[1]), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.secondary_texture), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //forth pass, upscale for low quality
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[1]), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.second_pass = false;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+ }
+ } else {
+ //circle
+
+ //second pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_GEN_BOKEH_CIRCULAR]);
+
+ static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+
+ bokeh.push_constant.steps = 0;
+ bokeh.push_constant.blur_scale = quality_scale[p_quality];
+
+ //circle always runs in half size, otherwise too expensive
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.half_texture[0]), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.base_texture), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, bokeh.push_constant.size[0], bokeh.push_constant.size[1], 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //circle is just one pass, then upscale
+
+ // upscale
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, bokeh.compute_pipelines[BOKEH_COMPOSITE]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_buffers.base_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_buffers.half_texture[0]), 1);
+
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.second_pass = false;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_buffers.base_texture_size.x, p_buffers.base_texture_size.y, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use blur DOF with the clustered renderer.");
+
+ memset(&bokeh.push_constant, 0, sizeof(BokehPushConstant));
+
+ bokeh.push_constant.orthogonal = p_cam_orthogonal;
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.width;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.height;
+ bokeh.push_constant.z_far = p_cam_zfar;
+ bokeh.push_constant.z_near = p_cam_znear;
+
+ bokeh.push_constant.second_pass = false;
+ bokeh.push_constant.half_size = false;
+ bokeh.push_constant.blur_size = p_dof_blur_amount;
+
+ if (p_dof_far || p_dof_near) {
+ if (p_dof_far) {
+ bokeh.push_constant.blur_far_active = true;
+ bokeh.push_constant.blur_far_begin = p_dof_far_begin;
+ bokeh.push_constant.blur_far_end = p_dof_far_begin + p_dof_far_size;
+ }
+
+ if (p_dof_near) {
+ bokeh.push_constant.blur_near_active = true;
+ bokeh.push_constant.blur_near_begin = p_dof_near_begin;
+ bokeh.push_constant.blur_near_end = p_dof_near_begin - p_dof_near_size;
+ }
+
+ {
+ // generate our depth data
+ RID framebuffer = p_buffers.base_weight_fb;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.depth_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ if (p_bokeh_shape == RS::DOF_BOKEH_BOX || p_bokeh_shape == RS::DOF_BOKEH_HEXAGON) {
+ // double pass approach
+ BokehMode mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX : BOKEH_GEN_BOKEH_HEXAGONAL;
+
+ if (p_quality == RS::DOF_BLUR_QUALITY_VERY_LOW || p_quality == RS::DOF_BLUR_QUALITY_LOW) {
+ //box and hexagon are more or less the same, and they can work in either half (very low and low quality) or full (medium and high quality_ sizes)
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ bokeh.push_constant.blur_size *= 0.5;
+ }
+
+ static const int quality_samples[4] = { 6, 12, 12, 24 };
+ bokeh.push_constant.blur_scale = 0.5;
+ bokeh.push_constant.steps = quality_samples[p_quality];
+
+ RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
+
+ // Pass 1
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ // Pass 2
+ if (!bokeh.push_constant.half_size) {
+ // do not output weight, we're writing back into our base buffer
+ mode = p_bokeh_shape == RS::DOF_BOKEH_BOX ? BOKEH_GEN_BOKEH_BOX_NOWEIGHT : BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT;
+ }
+ bokeh.push_constant.second_pass = true;
+
+ framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[1] : p_buffers.base_fb;
+ RID texture = bokeh.push_constant.half_size ? p_buffers.half_texture[0] : p_buffers.secondary_texture;
+ RID weight = bokeh.push_constant.half_size ? p_buffers.weight_texture[2] : p_buffers.weight_texture[1];
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(weight), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ if (bokeh.push_constant.half_size) {
+ // Compose pass
+ mode = BOKEH_COMPOSITE;
+ framebuffer = p_buffers.base_fb;
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[1]), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[3]), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ } else {
+ // circular is a single pass approach
+ BokehMode mode = BOKEH_GEN_BOKEH_CIRCULAR;
+
+ {
+ // circle always runs in half size, otherwise too expensive (though the code below does support making this optional)
+ bokeh.push_constant.size[0] = p_buffers.base_texture_size.x >> 1;
+ bokeh.push_constant.size[1] = p_buffers.base_texture_size.y >> 1;
+ bokeh.push_constant.half_size = true;
+ // bokeh.push_constant.blur_size *= 0.5;
+ }
+
+ static const float quality_scale[4] = { 8.0, 4.0, 1.0, 0.5 };
+ bokeh.push_constant.blur_scale = quality_scale[p_quality];
+ bokeh.push_constant.steps = 0.0;
+
+ RID framebuffer = bokeh.push_constant.half_size ? p_buffers.half_fb[0] : p_buffers.secondary_fb;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.base_texture), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+
+ if (bokeh.push_constant.half_size) {
+ // Compose
+ mode = BOKEH_COMPOSITE;
+ framebuffer = p_buffers.base_fb;
+
+ draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.half_texture[0]), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[2]), 1);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.weight_texture[0]), 2);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ } else {
+ // Just copy it back (we use our blur raster shader here)..
+ draw_list = RD::get_singleton()->draw_list_begin(p_buffers.base_fb, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_buffers.base_fb)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_buffers.secondary_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+ }
+ }
+ }
+}
+
+void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0);
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) {
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1);
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ ssao.gather_push_constant.pass_coord_offset[0] = i % 2;
+ ssao.gather_push_constant.pass_coord_offset[1] = i / 2;
+ ssao.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x;
+ ssao.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y;
+ ssao.gather_push_constant.pass = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 2);
+ RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssao.gather_push_constant, sizeof(SSAOGatherPushConstant));
+
+ Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+
+ RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1);
+ }
+ RD::get_singleton()->compute_list_add_barrier(p_compute_list);
+}
+
+void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->draw_command_begin_label("SSAO");
+ /* FIRST PASS */
+ // Downsample and deinterleave the depth buffer.
+ {
+ RD::get_singleton()->draw_command_begin_label("Downsample Depth");
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_depth_mipmaps[1]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_depth_mipmaps[2]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(p_depth_mipmaps[3]);
+ uniforms.push_back(u);
+ }
+ r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2);
+ }
+
+ float depth_linearize_mul = -p_projection.matrix[3][2];
+ float depth_linearize_add = p_projection.matrix[2][2];
+ if (depth_linearize_mul * depth_linearize_add < 0) {
+ depth_linearize_add = -depth_linearize_add;
+ }
+
+ ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal();
+ ssao.downsample_push_constant.z_near = depth_linearize_mul;
+ ssao.downsample_push_constant.z_far = depth_linearize_add;
+ if (ssao.downsample_push_constant.orthogonal) {
+ ssao.downsample_push_constant.z_near = p_projection.get_z_near();
+ ssao.downsample_push_constant.z_far = p_projection.get_z_far();
+ }
+ ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius;
+
+ int downsample_pipeline = SSAO_DOWNSAMPLE;
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ downsample_pipeline = SSAO_DOWNSAMPLE_HALF;
+ } else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
+ downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP;
+ }
+
+ if (p_settings.half_size) {
+ downsample_pipeline++;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1);
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant));
+
+ Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Downsample SSAO
+ }
+
+ /* SECOND PASS */
+ // Sample SSAO
+ {
+ RD::get_singleton()->draw_command_begin_label("Gather Samples");
+ ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x;
+ ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y;
+
+ ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+ float tan_half_fov_x = 1.0 / p_projection.matrix[0][0];
+ float tan_half_fov_y = 1.0 / p_projection.matrix[1][1];
+ ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0;
+ ssao.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0;
+ ssao.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0;
+ ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y;
+ ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal();
+
+ ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25;
+ ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25;
+
+ float radius_near_limit = (p_settings.radius * 1.2f);
+ if (p_settings.quality <= RS::ENV_SSAO_QUALITY_LOW) {
+ radius_near_limit *= 1.50f;
+
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ ssao.gather_push_constant.radius *= 0.8f;
+ }
+ if (p_settings.half_size) {
+ ssao.gather_push_constant.radius *= 0.5f;
+ }
+ }
+ radius_near_limit /= tan_half_fov_y;
+ ssao.gather_push_constant.radius = p_settings.radius;
+ ssao.gather_push_constant.intensity = p_settings.intensity;
+ ssao.gather_push_constant.shadow_power = p_settings.power;
+ ssao.gather_push_constant.shadow_clamp = 0.98;
+ ssao.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from);
+ ssao.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0;
+ ssao.gather_push_constant.horizon_angle_threshold = p_settings.horizon;
+ ssao.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit;
+ ssao.gather_push_constant.neg_inv_radius = -1.0 / ssao.gather_push_constant.radius;
+
+ ssao.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255);
+ ssao.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target;
+
+ ssao.gather_push_constant.detail_intensity = p_settings.detail;
+ ssao.gather_push_constant.quality = MAX(0, p_settings.quality - 1);
+ ssao.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1;
+
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(ssao.mirror_sampler);
+ u.ids.push_back(p_depth_mipmaps_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_normal_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(ssao.gather_constants_buffer);
+ uniforms.push_back(u);
+ }
+ r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0);
+ }
+
+ if (p_invalidate_uniform_sets) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_ao_pong);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(default_sampler);
+ u.ids.push_back(p_importance_map);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1);
+ }
+
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) {
+ RD::get_singleton()->draw_command_begin_label("Generate Importance Map");
+ ssao.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssao.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+ ssao.importance_map_push_constant.intensity = p_settings.intensity;
+ ssao.importance_map_push_constant.power = p_settings.power;
+ //base pass
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]);
+ gather_ssao(compute_list, p_ao_pong_slices, p_settings, true, r_gather_uniform_set, RID());
+ //generate importance map
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ //process importance map A
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ //process Importance Map B
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_ADAPTIVE]);
+ RD::get_singleton()->draw_command_end_label(); // Importance Map
+ } else {
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]);
+ }
+
+ gather_ssao(compute_list, p_ao_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set);
+ RD::get_singleton()->draw_command_end_label(); // Gather SSAO
+ }
+
+ // /* THIRD PASS */
+ // // Blur
+ //
+ {
+ RD::get_singleton()->draw_command_begin_label("Edge Aware Blur");
+ ssao.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness;
+ ssao.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x;
+ ssao.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y;
+
+ int blur_passes = p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW ? p_settings.blur_passes : 1;
+
+ for (int pass = 0; pass < blur_passes; pass++) {
+ int blur_pipeline = SSAO_BLUR_PASS;
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ if (pass < blur_passes - 2) {
+ blur_pipeline = SSAO_BLUR_PASS_WIDE;
+ } else {
+ blur_pipeline = SSAO_BLUR_PASS_SMART;
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ if ((p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) {
+ continue;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]);
+ if (pass % 2 == 0) {
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0);
+ }
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1);
+ } else {
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1);
+ }
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant));
+
+ Size2i size(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1);
+ }
+
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Blur
+ }
+
+ /* FOURTH PASS */
+ // Interleave buffers
+ // back to full size
+ {
+ RD::get_singleton()->draw_command_begin_label("Interleave Buffers");
+ ssao.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness;
+ ssao.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x;
+ ssao.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y;
+ ssao.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2);
+
+ int interleave_pipeline = SSAO_INTERLEAVE_HALF;
+ if (p_settings.quality == RS::ENV_SSAO_QUALITY_LOW) {
+ interleave_pipeline = SSAO_INTERLEAVE;
+ } else if (p_settings.quality >= RS::ENV_SSAO_QUALITY_MEDIUM) {
+ interleave_pipeline = SSAO_INTERLEAVE_SMART;
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_upscale_buffer), 0);
+ if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao), 1);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong), 1);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label(); // Interleave
+ }
+ RD::get_singleton()->draw_command_end_label(); //SSAO
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer
+
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier
+}
+
+void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) {
+ roughness_limiter.push_constant.screen_size[0] = p_size.x;
+ roughness_limiter.push_constant.screen_size[1] = p_size.y;
+ roughness_limiter.push_constant.curve = p_curve;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness_limiter.pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_normal), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_roughness), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness_limiter.push_constant, sizeof(RoughnessLimiterPushConstant)); //not used but set anyway
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.x, p_size.y, 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap roughness with the mobile renderer.");
+
+ memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
+
+ roughness.push_constant.face_id = p_face_id > 9 ? 0 : p_face_id;
+ roughness.push_constant.roughness = p_roughness;
+ roughness.push_constant.sample_count = p_sample_count;
+ roughness.push_constant.use_direct_write = p_roughness == 0.0;
+ roughness.push_constant.face_size = p_size;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, roughness.compute_pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
+
+ int x_groups = (p_size - 1) / 8 + 1;
+ int y_groups = (p_size - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, p_face_id > 9 ? 6 : 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap roughness with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap roughness must process one side at a time.");
+
+ memset(&roughness.push_constant, 0, sizeof(CubemapRoughnessPushConstant));
+
+ roughness.push_constant.face_id = p_face_id;
+ roughness.push_constant.roughness = p_roughness;
+ roughness.push_constant.sample_count = p_sample_count;
+ roughness.push_constant.use_direct_write = p_roughness == 0.0;
+ roughness.push_constant.face_size = p_size;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap downsample with the mobile renderer.");
+
+ cubemap_downsampler.push_constant.face_size = p_size.x;
+ cubemap_downsampler.push_constant.face_id = 0; // we render all 6 sides to each layer in one call
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cubemap_downsampler.compute_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_cubemap), 1);
+
+ int x_groups = (p_size.x - 1) / 8 + 1;
+ int y_groups = (p_size.y - 1) / 8 + 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 6); // one z_group for each face
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap downsample with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap downsample must process one side at a time.");
+
+ cubemap_downsampler.push_constant.face_size = p_size.x;
+ cubemap_downsampler.push_constant.face_id = p_face_id;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_cubemap), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array) {
+ ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute based cubemap filter with the mobile renderer.");
+
+ Vector<RD::Uniform> uniforms;
+ for (int i = 0; i < p_dest_cubemap.size(); i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = i;
+ u.ids.push_back(p_dest_cubemap[i]);
+ uniforms.push_back(u);
+ }
+ if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
+ RD::get_singleton()->free(filter.image_uniform_set);
+ }
+ filter.image_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, 0), 2);
+
+ int pipeline = p_use_array ? FILTER_MODE_HIGH_QUALITY_ARRAY : FILTER_MODE_HIGH_QUALITY;
+ pipeline = filter.use_high_quality ? pipeline : pipeline + 1;
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, filter.compute_pipelines[pipeline]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_cubemap, true), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, filter.image_uniform_set, 2);
+
+ int x_groups = p_use_array ? 1792 : 342; // (128 * 128 * 7) / 64 : (128*128 + 64*64 + 32*32 + 16*16 + 8*8 + 4*4 + 2*2) / 64
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, 6, 1); // one y_group for each face
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void EffectsRD::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster based cubemap filter with the clustered renderer.");
+ ERR_FAIL_COND_MSG(p_face_id >= 6, "Raster implementation of cubemap filter must process one side at a time.");
+
+ // TODO implement!
+ CubemapFilterRasterPushConstant push_constant;
+ push_constant.mip_level = p_mip_level;
+ push_constant.face_id = p_face_id;
+
+ CubemapFilterMode mode = filter.use_high_quality ? FILTER_MODE_HIGH_QUALITY : FILTER_MODE_LOW_QUALITY;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_cubemap), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
+void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
+ ResolvePushConstant push_constant;
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.samples = p_samples;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_source_depth, p_source_normal_roughness), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_dest_depth, p_dest_normal_roughness), 1);
+ if (p_source_voxel_gi.is_valid()) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_voxel_gi), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_voxel_gi), 3);
+ }
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end(p_barrier);
+}
+
+void EffectsRD::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
+ ResolvePushConstant push_constant;
+ push_constant.screen_size[0] = p_screen_size.x;
+ push_constant.screen_size[1] = p_screen_size.y;
+ push_constant.samples = p_samples;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[RESOLVE_MODE_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_depth), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_depth), 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
+
+ RD::get_singleton()->compute_list_end(p_barrier);
+}
+
+void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
+ Sort::PushConstant push_constant;
+ push_constant.total_elements = p_size;
+
+ bool done = true;
+
+ int numThreadGroups = ((p_size - 1) >> 9) + 1;
+
+ if (numThreadGroups > 1) {
+ done = false;
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_BLOCK]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+
+ int presorted = 512;
+
+ while (!done) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ done = true;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_STEP]);
+
+ numThreadGroups = 0;
+
+ if (p_size > presorted) {
+ if (p_size > presorted * 2) {
+ done = false;
+ }
+
+ int pow2 = presorted;
+ while (pow2 < p_size) {
+ pow2 *= 2;
+ }
+ numThreadGroups = pow2 >> 9;
+ }
+
+ unsigned int nMergeSize = presorted * 2;
+
+ for (unsigned int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 256; nMergeSubSize = nMergeSubSize >> 1) {
+ push_constant.job_params[0] = nMergeSubSize;
+ if (nMergeSubSize == nMergeSize >> 1) {
+ push_constant.job_params[1] = (2 * nMergeSubSize - 1);
+ push_constant.job_params[2] = -1;
+ } else {
+ push_constant.job_params[1] = nMergeSubSize;
+ push_constant.job_params[2] = 1;
+ }
+ push_constant.job_params[3] = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sort.pipelines[SORT_MODE_INNER]);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(Sort::PushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, numThreadGroups, 1, 1);
+
+ presorted *= 2;
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
+ prefer_raster_effects = p_prefer_raster_effects;
+
+ if (prefer_raster_effects) {
+ // init blur shader (on compute use copy shader)
+
+ Vector<String> blur_modes;
+ blur_modes.push_back("\n#define MODE_MIPMAP\n"); // BLUR_MIPMAP
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n"); // BLUR_MODE_GAUSSIAN_BLUR
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
+ blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
+ blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
+
+ blur_raster.shader.initialize(blur_modes);
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+ blur_raster.shader_version = blur_raster.shader.version_create();
+
+ for (int i = 0; i < BLUR_MODE_MAX; i++) {
+ blur_raster.pipelines[i].setup(blur_raster.shader.version_get_shader(blur_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+
+ } else {
+ // not used in clustered
+ for (int i = 0; i < BLUR_MODE_MAX; i++) {
+ blur_raster.pipelines[i].clear();
+ }
+ }
+
+ if (!prefer_raster_effects) { // Initialize copy
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n");
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_MIPMAP\n");
+ copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
+ copy_modes.push_back("\n#define MODE_CUBEMAP_TO_PANORAMA\n");
+ copy_modes.push_back("\n#define MODE_CUBEMAP_ARRAY_TO_PANORAMA\n");
+
+ copy.shader.initialize(copy_modes);
+ memset(&copy.push_constant, 0, sizeof(CopyPushConstant));
+
+ if (prefer_raster_effects) {
+ // disable shaders we can't use
+ copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY, false);
+ copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_COPY_8BIT, false);
+ copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW, false);
+ copy.shader.set_variant_enabled(COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, false);
+ }
+
+ copy.shader_version = copy.shader.version_create();
+
+ for (int i = 0; i < COPY_MODE_MAX; i++) {
+ if (copy.shader.is_variant_enabled(i)) {
+ copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
+ }
+ }
+ }
+ {
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n");
+ copy_modes.push_back("\n#define MODE_PANORAMA_TO_DP\n");
+ copy_modes.push_back("\n#define MODE_TWO_SOURCES\n");
+
+ copy_to_fb.shader.initialize(copy_modes);
+
+ copy_to_fb.shader_version = copy_to_fb.shader.version_create();
+
+ //use additive
+
+ for (int i = 0; i < COPY_TO_FB_MAX; i++) {
+ copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ }
+
+ {
+ // Initialize roughness
+ Vector<String> cubemap_roughness_modes;
+ cubemap_roughness_modes.push_back("");
+
+ if (prefer_raster_effects) {
+ roughness.raster_shader.initialize(cubemap_roughness_modes);
+
+ roughness.shader_version = roughness.raster_shader.version_create();
+
+ roughness.raster_pipeline.setup(roughness.raster_shader.version_get_shader(roughness.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+
+ } else {
+ roughness.compute_shader.initialize(cubemap_roughness_modes);
+
+ roughness.shader_version = roughness.compute_shader.version_create();
+
+ roughness.compute_pipeline = RD::get_singleton()->compute_pipeline_create(roughness.compute_shader.version_get_shader(roughness.shader_version, 0));
+ roughness.raster_pipeline.clear();
+ }
+ }
+
+ {
+ // Initialize tonemapper
+ Vector<String> tonemap_modes;
+ tonemap_modes.push_back("\n");
+ tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
+ tonemap_modes.push_back("\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define SUBPASS\n");
+ tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n");
+
+ // multiview versions of our shaders
+ tonemap_modes.push_back("\n#define MULTIVIEW\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n");
+ tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n");
+
+ tonemap.shader.initialize(tonemap_modes);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false);
+ tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false);
+ }
+
+ tonemap.shader_version = tonemap.shader.version_create();
+
+ for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
+ if (tonemap.shader.is_variant_enabled(i)) {
+ tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ tonemap.pipelines[i].clear();
+ }
+ }
+ }
+
+ if (prefer_raster_effects) {
+ Vector<String> luminance_reduce_modes;
+ luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST
+ luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT
+ luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL
+
+ luminance_reduce_raster.shader.initialize(luminance_reduce_modes);
+ memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant));
+ luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ } else {
+ // Initialize luminance_reduce
+ Vector<String> luminance_reduce_modes;
+ luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n");
+ luminance_reduce_modes.push_back("\n");
+ luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n");
+
+ luminance_reduce.shader.initialize(luminance_reduce_modes);
+
+ luminance_reduce.shader_version = luminance_reduce.shader.version_create();
+
+ for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) {
+ luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i));
+ }
+
+ for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) {
+ luminance_reduce_raster.pipelines[i].clear();
+ }
+ }
+
+ {
+ // Initialize copier
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n");
+
+ cube_to_dp.shader.initialize(copy_modes);
+
+ cube_to_dp.shader_version = cube_to_dp.shader.version_create();
+ RID shader = cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0);
+ RD::PipelineDepthStencilState dss;
+ dss.enable_depth_test = true;
+ dss.depth_compare_operator = RD::COMPARE_OP_ALWAYS;
+ dss.enable_depth_write = true;
+ cube_to_dp.pipeline.setup(shader, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), dss, RD::PipelineColorBlendState(), 0);
+ }
+
+ // Initialize bokeh
+ Vector<String> bokeh_modes;
+ bokeh_modes.push_back("\n#define MODE_GEN_BLUR_SIZE\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_BOX\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_HEXAGONAL\n");
+ bokeh_modes.push_back("\n#define MODE_BOKEH_CIRCULAR\n#define OUTPUT_WEIGHT\n");
+ bokeh_modes.push_back("\n#define MODE_COMPOSITE_BOKEH\n");
+ if (prefer_raster_effects) {
+ bokeh.raster_shader.initialize(bokeh_modes);
+
+ bokeh.shader_version = bokeh.raster_shader.version_create();
+
+ const int att_count[BOKEH_MAX] = { 1, 2, 1, 2, 1, 2, 1 };
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ RD::PipelineColorBlendState blend_state = (i == BOKEH_COMPOSITE) ? RD::PipelineColorBlendState::create_blend(att_count[i]) : RD::PipelineColorBlendState::create_disabled(att_count[i]);
+ bokeh.raster_pipelines[i].setup(bokeh.raster_shader.version_get_shader(bokeh.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
+ } else {
+ bokeh.compute_shader.initialize(bokeh_modes);
+ bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_BOX_NOWEIGHT, false);
+ bokeh.compute_shader.set_variant_enabled(BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT, false);
+ bokeh.shader_version = bokeh.compute_shader.version_create();
+
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ if (bokeh.compute_shader.is_variant_enabled(i)) {
+ bokeh.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(bokeh.compute_shader.version_get_shader(bokeh.shader_version, i));
+ }
+ }
+
+ for (int i = 0; i < BOKEH_MAX; i++) {
+ bokeh.raster_pipelines[i].clear();
+ }
+ }
+
+ if (!prefer_raster_effects) {
+ // Initialize ssao
+
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
+ sampler.max_lod = 4;
+
+ ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler);
+
+ uint32_t pipeline = 0;
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define USE_HALF_SIZE\n");
+ ssao_modes.push_back("\n#define GENERATE_MIPS\n");
+ ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE");
+ ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n");
+ ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE");
+
+ ssao.downsample_shader.initialize(ssao_modes);
+
+ ssao.downsample_shader_version = ssao.downsample_shader.version_create();
+
+ for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i));
+ pipeline++;
+ }
+ }
+ {
+ Vector<String> ssao_modes;
+
+ ssao_modes.push_back("\n");
+ ssao_modes.push_back("\n#define SSAO_BASE\n");
+ ssao_modes.push_back("\n#define ADAPTIVE\n");
+
+ ssao.gather_shader.initialize(ssao_modes);
+
+ ssao.gather_shader_version = ssao.gather_shader.version_create();
+
+ for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER));
+ pipeline++;
+ }
+
+ ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants));
+ SSAOGatherConstants gather_constants;
+
+ const int sub_pass_count = 5;
+ for (int pass = 0; pass < 4; pass++) {
+ for (int subPass = 0; subPass < sub_pass_count; subPass++) {
+ int a = pass;
+ int spmap[5]{ 0, 1, 4, 3, 2 };
+ int b = spmap[subPass];
+
+ float ca, sa;
+ float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
+
+ ca = Math::cos(angle0);
+ sa = Math::sin(angle0);
+
+ float scale = 1.0f + (a - 1.5f + (b - (sub_pass_count - 1.0f) * 0.5f) / float(sub_pass_count)) * 0.07f;
+
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 0] = scale * ca;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 1] = scale * -sa;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 2] = -scale * sa;
+ gather_constants.rotation_matrices[pass * 20 + subPass * 4 + 3] = -scale * ca;
+ }
+ }
+
+ RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants);
+ }
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define GENERATE_MAP\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPA\n");
+ ssao_modes.push_back("\n#define PROCESS_MAPB\n");
+
+ ssao.importance_map_shader.initialize(ssao_modes);
+
+ ssao.importance_map_shader_version = ssao.importance_map_shader.version_create();
+
+ for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP));
+
+ pipeline++;
+ }
+ ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t));
+ int zero[1] = { 0 };
+ RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero);
+ RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter");
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(ssao.importance_map_load_counter);
+ uniforms.push_back(u);
+ }
+ ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2);
+ RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set");
+ }
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_WIDE\n");
+
+ ssao.blur_shader.initialize(ssao_modes);
+
+ ssao.blur_shader_version = ssao.blur_shader.version_create();
+
+ for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
+
+ pipeline++;
+ }
+ }
+ {
+ Vector<String> ssao_modes;
+ ssao_modes.push_back("\n#define MODE_NON_SMART\n");
+ ssao_modes.push_back("\n#define MODE_SMART\n");
+ ssao_modes.push_back("\n#define MODE_HALF\n");
+
+ ssao.interleave_shader.initialize(ssao_modes);
+
+ ssao.interleave_shader_version = ssao.interleave_shader.version_create();
+ for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) {
+ ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE));
+ RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i));
+ pipeline++;
+ }
+ }
+
+ ERR_FAIL_COND(pipeline != SSAO_MAX);
+ }
+
+ if (!prefer_raster_effects) {
+ // Initialize roughness limiter
+ Vector<String> shader_modes;
+ shader_modes.push_back("");
+
+ roughness_limiter.shader.initialize(shader_modes);
+
+ roughness_limiter.shader_version = roughness_limiter.shader.version_create();
+
+ roughness_limiter.pipeline = RD::get_singleton()->compute_pipeline_create(roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0));
+ }
+
+ {
+ //Initialize cubemap downsampler
+ Vector<String> cubemap_downsampler_modes;
+ cubemap_downsampler_modes.push_back("");
+
+ if (prefer_raster_effects) {
+ cubemap_downsampler.raster_shader.initialize(cubemap_downsampler_modes);
+
+ cubemap_downsampler.shader_version = cubemap_downsampler.raster_shader.version_create();
+
+ cubemap_downsampler.raster_pipeline.setup(cubemap_downsampler.raster_shader.version_get_shader(cubemap_downsampler.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ cubemap_downsampler.compute_shader.initialize(cubemap_downsampler_modes);
+
+ cubemap_downsampler.shader_version = cubemap_downsampler.compute_shader.version_create();
+
+ cubemap_downsampler.compute_pipeline = RD::get_singleton()->compute_pipeline_create(cubemap_downsampler.compute_shader.version_get_shader(cubemap_downsampler.shader_version, 0));
+ cubemap_downsampler.raster_pipeline.clear();
+ }
+ }
+
+ {
+ // Initialize cubemap filter
+ filter.use_high_quality = GLOBAL_GET("rendering/reflections/sky_reflections/fast_filter_high_quality");
+
+ Vector<String> cubemap_filter_modes;
+ cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n");
+ cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n");
+ cubemap_filter_modes.push_back("\n#define USE_HIGH_QUALITY\n#define USE_TEXTURE_ARRAY\n");
+ cubemap_filter_modes.push_back("\n#define USE_LOW_QUALITY\n#define USE_TEXTURE_ARRAY\n");
+
+ if (filter.use_high_quality) {
+ filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(high_quality_coeffs));
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(high_quality_coeffs), &high_quality_coeffs[0]);
+ } else {
+ filter.coefficient_buffer = RD::get_singleton()->storage_buffer_create(sizeof(low_quality_coeffs));
+ RD::get_singleton()->buffer_update(filter.coefficient_buffer, 0, sizeof(low_quality_coeffs), &low_quality_coeffs[0]);
+ }
+
+ if (prefer_raster_effects) {
+ filter.raster_shader.initialize(cubemap_filter_modes);
+
+ // array variants are not supported in raster
+ filter.raster_shader.set_variant_enabled(FILTER_MODE_HIGH_QUALITY_ARRAY, false);
+ filter.raster_shader.set_variant_enabled(FILTER_MODE_LOW_QUALITY_ARRAY, false);
+
+ filter.shader_version = filter.raster_shader.version_create();
+
+ for (int i = 0; i < FILTER_MODE_MAX; i++) {
+ if (filter.raster_shader.is_variant_enabled(i)) {
+ filter.raster_pipelines[i].setup(filter.raster_shader.version_get_shader(filter.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ filter.raster_pipelines[i].clear();
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(filter.coefficient_buffer);
+ uniforms.push_back(u);
+ }
+ filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.raster_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
+ } else {
+ filter.compute_shader.initialize(cubemap_filter_modes);
+ filter.shader_version = filter.compute_shader.version_create();
+
+ for (int i = 0; i < FILTER_MODE_MAX; i++) {
+ filter.compute_pipelines[i] = RD::get_singleton()->compute_pipeline_create(filter.compute_shader.version_get_shader(filter.shader_version, i));
+ filter.raster_pipelines[i].clear();
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(filter.coefficient_buffer);
+ uniforms.push_back(u);
+ }
+ filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.compute_shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
+ }
+ }
+
+ if (!prefer_raster_effects) {
+ Vector<String> specular_modes;
+ specular_modes.push_back("\n#define MODE_MERGE\n");
+ specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n");
+ specular_modes.push_back("\n");
+ specular_modes.push_back("\n#define MODE_SSR\n");
+
+ specular_merge.shader.initialize(specular_modes);
+
+ specular_merge.shader_version = specular_merge.shader.version_create();
+
+ //use additive
+
+ RD::PipelineColorBlendState::Attachment ba;
+ ba.enable_blend = true;
+ ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.color_blend_op = RD::BLEND_OP_ADD;
+ ba.alpha_blend_op = RD::BLEND_OP_ADD;
+
+ RD::PipelineColorBlendState blend_additive;
+ blend_additive.attachments.push_back(ba);
+
+ for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
+ RD::PipelineColorBlendState blend_state;
+ if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) {
+ blend_state = blend_additive;
+ } else {
+ blend_state = RD::PipelineColorBlendState::create_disabled();
+ }
+ specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
+ }
+
+ if (!prefer_raster_effects) {
+ {
+ Vector<String> ssr_modes;
+ ssr_modes.push_back("\n");
+ ssr_modes.push_back("\n#define MODE_ROUGH\n");
+
+ ssr.shader.initialize(ssr_modes);
+
+ ssr.shader_version = ssr.shader.version_create();
+
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
+ ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> ssr_filter_modes;
+ ssr_filter_modes.push_back("\n");
+ ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n");
+
+ ssr_filter.shader.initialize(ssr_filter_modes);
+
+ ssr_filter.shader_version = ssr_filter.shader.version_create();
+
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
+ ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> ssr_scale_modes;
+ ssr_scale_modes.push_back("\n");
+
+ ssr_scale.shader.initialize(ssr_scale_modes);
+
+ ssr_scale.shader_version = ssr_scale.shader.version_create();
+
+ ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
+ }
+
+ {
+ Vector<String> sss_modes;
+ sss_modes.push_back("\n#define USE_11_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_17_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_25_SAMPLES\n");
+
+ sss.shader.initialize(sss_modes);
+
+ sss.shader_version = sss.shader.version_create();
+
+ for (int i = 0; i < sss_modes.size(); i++) {
+ sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> resolve_modes;
+ resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
+ resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
+ resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
+
+ resolve.shader.initialize(resolve_modes);
+
+ resolve.shader_version = resolve.shader.version_create();
+
+ for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
+ resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
+ }
+ }
+ }
+
+ {
+ Vector<String> sort_modes;
+ sort_modes.push_back("\n#define MODE_SORT_BLOCK\n");
+ sort_modes.push_back("\n#define MODE_SORT_STEP\n");
+ sort_modes.push_back("\n#define MODE_SORT_INNER\n");
+
+ sort.shader.initialize(sort_modes);
+
+ sort.shader_version = sort.shader.version_create();
+
+ for (int i = 0; i < SORT_MODE_MAX; i++) {
+ sort.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sort.shader.version_get_shader(sort.shader_version, i));
+ }
+ }
+
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.max_lod = 0;
+
+ default_sampler = RD::get_singleton()->sampler_create(sampler);
+ RD::get_singleton()->set_resource_name(default_sampler, "Default Linear Sampler");
+
+ sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.max_lod = 1e20;
+
+ default_mipmap_sampler = RD::get_singleton()->sampler_create(sampler);
+ RD::get_singleton()->set_resource_name(default_mipmap_sampler, "Default MipMap Sampler");
+
+ { //create index array for copy shaders
+ Vector<uint8_t> pv;
+ pv.resize(6 * 4);
+ {
+ uint8_t *w = pv.ptrw();
+ int *p32 = (int *)w;
+ p32[0] = 0;
+ p32[1] = 1;
+ p32[2] = 2;
+ p32[3] = 0;
+ p32[4] = 2;
+ p32[5] = 3;
+ }
+ index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+ index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
+ }
+}
+
+EffectsRD::~EffectsRD() {
+ if (RD::get_singleton()->uniform_set_is_valid(filter.image_uniform_set)) {
+ RD::get_singleton()->free(filter.image_uniform_set);
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(filter.uniform_set)) {
+ RD::get_singleton()->free(filter.uniform_set);
+ }
+
+ RD::get_singleton()->free(default_sampler);
+ RD::get_singleton()->free(default_mipmap_sampler);
+ RD::get_singleton()->free(index_buffer); //array gets freed as dependency
+ RD::get_singleton()->free(filter.coefficient_buffer);
+
+ if (prefer_raster_effects) {
+ blur_raster.shader.version_free(blur_raster.shader_version);
+ bokeh.raster_shader.version_free(blur_raster.shader_version);
+ luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version);
+ roughness.raster_shader.version_free(roughness.shader_version);
+ cubemap_downsampler.raster_shader.version_free(cubemap_downsampler.shader_version);
+ filter.raster_shader.version_free(filter.shader_version);
+ } else {
+ bokeh.compute_shader.version_free(bokeh.shader_version);
+ luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+ roughness.compute_shader.version_free(roughness.shader_version);
+ cubemap_downsampler.compute_shader.version_free(cubemap_downsampler.shader_version);
+ filter.compute_shader.version_free(filter.shader_version);
+ }
+ if (!prefer_raster_effects) {
+ copy.shader.version_free(copy.shader_version);
+ resolve.shader.version_free(resolve.shader_version);
+ specular_merge.shader.version_free(specular_merge.shader_version);
+ ssao.blur_shader.version_free(ssao.blur_shader_version);
+ ssao.gather_shader.version_free(ssao.gather_shader_version);
+ ssao.downsample_shader.version_free(ssao.downsample_shader_version);
+ ssao.interleave_shader.version_free(ssao.interleave_shader_version);
+ ssao.importance_map_shader.version_free(ssao.importance_map_shader_version);
+ roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ ssr.shader.version_free(ssr.shader_version);
+ ssr_filter.shader.version_free(ssr_filter.shader_version);
+ ssr_scale.shader.version_free(ssr_scale.shader_version);
+ sss.shader.version_free(sss.shader_version);
+
+ RD::get_singleton()->free(ssao.mirror_sampler);
+ RD::get_singleton()->free(ssao.gather_constants_buffer);
+ RD::get_singleton()->free(ssao.importance_map_load_counter);
+ }
+ copy_to_fb.shader.version_free(copy_to_fb.shader_version);
+ cube_to_dp.shader.version_free(cube_to_dp.shader_version);
+ sort.shader.version_free(sort.shader_version);
+ tonemap.shader.version_free(tonemap.shader_version);
+}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index e434bbc372..0db0919dbc 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rasterizer_effects_rd.h */
+/* effects_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,36 +28,88 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RASTERIZER_EFFECTS_RD_H
-#define RASTERIZER_EFFECTS_RD_H
+#ifndef EFFECTS_RD_H
+#define EFFECTS_RD_H
#include "core/math/camera_matrix.h"
-#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
-#include "servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/copy.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/resolve.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/sort.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/specular_merge.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h"
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/shaders/blur_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/bokeh_dof.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/copy.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/copy_to_fb.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cube_to_dp.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_filter.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
-class RasterizerEffectsRD {
+class EffectsRD {
+private:
+ bool prefer_raster_effects;
+
+ enum BlurRasterMode {
+ BLUR_MIPMAP,
+
+ BLUR_MODE_GAUSSIAN_BLUR,
+ BLUR_MODE_GAUSSIAN_GLOW,
+ BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
+ BLUR_MODE_COPY,
+
+ BLUR_MODE_MAX
+ };
+
+ enum {
+ BLUR_FLAG_HORIZONTAL = (1 << 0),
+ BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 1),
+ BLUR_FLAG_GLOW_FIRST_PASS = (1 << 2),
+ };
+
+ struct BlurRasterPushConstant {
+ float pixel_size[2];
+ uint32_t flags;
+ uint32_t pad;
+
+ //glow
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+ };
+
+ struct BlurRaster {
+ BlurRasterPushConstant push_constant;
+ BlurRasterShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[BLUR_MODE_MAX];
+ } blur_raster;
+
enum CopyMode {
COPY_MODE_GAUSSIAN_COPY,
COPY_MODE_GAUSSIAN_COPY_8BIT,
@@ -66,6 +118,8 @@ class RasterizerEffectsRD {
COPY_MODE_SIMPLY_COPY,
COPY_MODE_SIMPLY_COPY_8BIT,
COPY_MODE_SIMPLY_COPY_DEPTH,
+ COPY_MODE_SET_COLOR,
+ COPY_MODE_SET_COLOR_8BIT,
COPY_MODE_MIPMAP,
COPY_MODE_LINEARIZE_DEPTH,
COPY_MODE_CUBE_TO_PANORAMA,
@@ -83,7 +137,8 @@ class RasterizerEffectsRD {
COPY_FLAG_FLIP_Y = (1 << 5),
COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
COPY_FLAG_ALL_SOURCE = (1 << 7),
- COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8)
+ COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
+ COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
};
struct CopyPushConstant {
@@ -105,6 +160,8 @@ class RasterizerEffectsRD {
float camera_z_far;
float camera_z_near;
uint32_t pad2[2];
+ //SET color
+ float set_color[4];
};
struct Copy {
@@ -139,7 +196,7 @@ class RasterizerEffectsRD {
CopyToFbPushConstant push_constant;
CopyToFbShaderRD shader;
RID shader_version;
- RenderPipelineVertexFormatCacheRD pipelines[COPY_TO_FB_MAX];
+ PipelineCacheRD pipelines[COPY_TO_FB_MAX];
} copy_to_fb;
@@ -154,50 +211,66 @@ class RasterizerEffectsRD {
struct CubemapRoughness {
CubemapRoughnessPushConstant push_constant;
- CubemapRoughnessShaderRD shader;
+ CubemapRoughnessShaderRD compute_shader;
+ CubemapRoughnessRasterShaderRD raster_shader;
RID shader_version;
- RID pipeline;
+ RID compute_pipeline;
+ PipelineCacheRD raster_pipeline;
} roughness;
enum TonemapMode {
TONEMAP_MODE_NORMAL,
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
+ TONEMAP_MODE_1D_LUT,
+ TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
+ TONEMAP_MODE_SUBPASS,
+ TONEMAP_MODE_SUBPASS_1D_LUT,
+
+ TONEMAP_MODE_NORMAL_MULTIVIEW,
+ TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
+ TONEMAP_MODE_1D_LUT_MULTIVIEW,
+ TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
+ TONEMAP_MODE_SUBPASS_MULTIVIEW,
+ TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
+
TONEMAP_MODE_MAX
};
struct TonemapPushConstant {
- float bcs[3];
- uint32_t use_bcs;
+ float bcs[3]; // 12 - 12
+ uint32_t use_bcs; // 4 - 16
- uint32_t use_glow;
- uint32_t use_auto_exposure;
- uint32_t use_color_correction;
- uint32_t tonemapper;
+ uint32_t use_glow; // 4 - 20
+ uint32_t use_auto_exposure; // 4 - 24
+ uint32_t use_color_correction; // 4 - 28
+ uint32_t tonemapper; // 4 - 32
- uint32_t glow_texture_size[2];
+ uint32_t glow_texture_size[2]; // 8 - 40
+ float glow_intensity; // 4 - 44
+ uint32_t pad3; // 4 - 48
- float glow_intensity;
- uint32_t glow_level_flags;
- uint32_t glow_mode;
+ uint32_t glow_mode; // 4 - 52
+ float glow_levels[7]; // 28 - 80
- float exposure;
- float white;
- float auto_exposure_grey;
+ float exposure; // 4 - 84
+ float white; // 4 - 88
+ float auto_exposure_grey; // 4 - 92
+ float luminance_multiplier; // 4 - 96
- float pixel_size[2];
- uint32_t use_fxaa;
- uint32_t pad;
+ float pixel_size[2]; // 8 - 104
+ uint32_t use_fxaa; // 4 - 108
+ uint32_t use_debanding; // 4 - 112
};
/* tonemap actually writes to a framebuffer, which is
* better to do using the raster pipeline rather than
- * comptute, as that framebuffer might be in different formats
+ * compute, as that framebuffer might be in different formats
*/
struct Tonemap {
TonemapPushConstant push_constant;
TonemapShaderRD shader;
RID shader_version;
- RenderPipelineVertexFormatCacheRD pipelines[TONEMAP_MODE_MAX];
+ PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
} tonemap;
enum LuminanceReduceMode {
@@ -222,19 +295,40 @@ class RasterizerEffectsRD {
RID pipelines[LUMINANCE_REDUCE_MAX];
} luminance_reduce;
+ enum LuminanceReduceRasterMode {
+ LUMINANCE_REDUCE_FRAGMENT_FIRST,
+ LUMINANCE_REDUCE_FRAGMENT,
+ LUMINANCE_REDUCE_FRAGMENT_FINAL,
+ LUMINANCE_REDUCE_FRAGMENT_MAX
+ };
+
+ struct LuminanceReduceRasterPushConstant {
+ int32_t source_size[2];
+ int32_t dest_size[2];
+ float exposure_adjust;
+ float min_luminance;
+ float max_luminance;
+ uint32_t pad1;
+ };
+
+ struct LuminanceReduceFragment {
+ LuminanceReduceRasterPushConstant push_constant;
+ LuminanceReduceRasterShaderRD shader;
+ RID shader_version;
+ PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX];
+ } luminance_reduce_raster;
+
struct CopyToDPPushConstant {
- int32_t screen_size[2];
- int32_t dest_offset[2];
- float bias;
float z_far;
float z_near;
- uint32_t z_flip;
+ float texel_size[2];
+ float screen_rect[4];
};
struct CoptToDP {
CubeToDpShaderRD shader;
RID shader_version;
- RID pipeline;
+ PipelineCacheRD pipeline;
} cube_to_dp;
struct BokehPushConstant {
@@ -265,7 +359,9 @@ class RasterizerEffectsRD {
enum BokehMode {
BOKEH_GEN_BLUR_SIZE,
BOKEH_GEN_BOKEH_BOX,
+ BOKEH_GEN_BOKEH_BOX_NOWEIGHT,
BOKEH_GEN_BOKEH_HEXAGONAL,
+ BOKEH_GEN_BOKEH_HEXAGONAL_NOWEIGHT,
BOKEH_GEN_BOKEH_CIRCULAR,
BOKEH_COMPOSITE,
BOKEH_MAX
@@ -273,77 +369,126 @@ class RasterizerEffectsRD {
struct Bokeh {
BokehPushConstant push_constant;
- BokehDofShaderRD shader;
+ BokehDofShaderRD compute_shader;
+ BokehDofRasterShaderRD raster_shader;
RID shader_version;
- RID pipelines[BOKEH_MAX];
+ RID compute_pipelines[BOKEH_MAX];
+ PipelineCacheRD raster_pipelines[BOKEH_MAX];
} bokeh;
enum SSAOMode {
- SSAO_MINIFY_FIRST,
- SSAO_MINIFY_MIPMAP,
- SSAO_GATHER_LOW,
- SSAO_GATHER_MEDIUM,
- SSAO_GATHER_HIGH,
- SSAO_GATHER_ULTRA,
- SSAO_GATHER_LOW_HALF,
- SSAO_GATHER_MEDIUM_HALF,
- SSAO_GATHER_HIGH_HALF,
- SSAO_GATHER_ULTRA_HALF,
+ SSAO_DOWNSAMPLE,
+ SSAO_DOWNSAMPLE_HALF_RES,
+ SSAO_DOWNSAMPLE_MIPMAP,
+ SSAO_DOWNSAMPLE_MIPMAP_HALF_RES,
+ SSAO_DOWNSAMPLE_HALF,
+ SSAO_DOWNSAMPLE_HALF_RES_HALF,
+ SSAO_GATHER,
+ SSAO_GATHER_BASE,
+ SSAO_GATHER_ADAPTIVE,
+ SSAO_GENERATE_IMPORTANCE_MAP,
+ SSAO_PROCESS_IMPORTANCE_MAPA,
+ SSAO_PROCESS_IMPORTANCE_MAPB,
SSAO_BLUR_PASS,
- SSAO_BLUR_PASS_HALF,
- SSAO_BLUR_UPSCALE,
+ SSAO_BLUR_PASS_SMART,
+ SSAO_BLUR_PASS_WIDE,
+ SSAO_INTERLEAVE,
+ SSAO_INTERLEAVE_SMART,
+ SSAO_INTERLEAVE_HALF,
SSAO_MAX
};
- struct SSAOMinifyPushConstant {
+ struct SSAODownsamplePushConstant {
float pixel_size[2];
float z_far;
float z_near;
- int32_t source_size[2];
uint32_t orthogonal;
- uint32_t pad;
+ float radius_sq;
+ uint32_t pad[2];
};
struct SSAOGatherPushConstant {
int32_t screen_size[2];
- float z_far;
- float z_near;
+ int pass;
+ int quality;
+
+ float half_screen_pixel_size[2];
+ int size_multiplier;
+ float detail_intensity;
+
+ float NDC_to_view_mul[2];
+ float NDC_to_view_add[2];
+
+ float pad[2];
+ float half_screen_pixel_size_x025[2];
- uint32_t orthogonal;
- float intensity_div_r6;
float radius;
- float bias;
+ float intensity;
+ float shadow_power;
+ float shadow_clamp;
- float proj_info[4];
- float pixel_size[2];
- float proj_scale;
- uint32_t pad;
+ float fade_out_mul;
+ float fade_out_add;
+ float horizon_angle_threshold;
+ float inv_radius_near_limit;
+
+ bool is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ int32_t pass_coord_offset[2];
+ float pass_uv_offset[2];
+ };
+
+ struct SSAOGatherConstants {
+ float rotation_matrices[80]; //5 vec4s * 4
+ };
+
+ struct SSAOImportanceMapPushConstant {
+ float half_screen_pixel_size[2];
+ float intensity;
+ float power;
};
struct SSAOBlurPushConstant {
float edge_sharpness;
- int32_t filter_scale;
- float z_far;
- float z_near;
- uint32_t orthogonal;
- uint32_t pad[3];
- int32_t axis[2];
- int32_t screen_size[2];
+ float pad;
+ float half_screen_pixel_size[2];
+ };
+
+ struct SSAOInterleavePushConstant {
+ float inv_sharpness;
+ uint32_t size_modifier;
+ float pixel_size[2];
};
struct SSAO {
- SSAOMinifyPushConstant minify_push_constant;
- SsaoMinifyShaderRD minify_shader;
- RID minify_shader_version;
+ SSAODownsamplePushConstant downsample_push_constant;
+ SsaoDownsampleShaderRD downsample_shader;
+ RID downsample_shader_version;
SSAOGatherPushConstant gather_push_constant;
SsaoShaderRD gather_shader;
RID gather_shader_version;
+ RID gather_constants_buffer;
+ bool gather_initialized = false;
+
+ SSAOImportanceMapPushConstant importance_map_push_constant;
+ SsaoImportanceMapShaderRD importance_map_shader;
+ RID importance_map_shader_version;
+ RID importance_map_load_counter;
+ RID counter_uniform_set;
SSAOBlurPushConstant blur_push_constant;
SsaoBlurShaderRD blur_shader;
RID blur_shader_version;
+ SSAOInterleavePushConstant interleave_push_constant;
+ SsaoInterleaveShaderRD interleave_shader;
+ RID interleave_shader_version;
+
+ RID mirror_sampler;
RID pipelines[SSAO_MAX];
} ssao;
@@ -363,15 +508,17 @@ class RasterizerEffectsRD {
struct CubemapDownsamplerPushConstant {
uint32_t face_size;
- float pad[3];
+ uint32_t face_id;
+ float pad[2];
};
struct CubemapDownsampler {
CubemapDownsamplerPushConstant push_constant;
- CubemapDownsamplerShaderRD shader;
+ CubemapDownsamplerShaderRD compute_shader;
+ CubemapDownsamplerRasterShaderRD raster_shader;
RID shader_version;
- RID pipeline;
-
+ RID compute_pipeline;
+ PipelineCacheRD raster_pipeline;
} cubemap_downsampler;
enum CubemapFilterMode {
@@ -382,10 +529,19 @@ class RasterizerEffectsRD {
FILTER_MODE_MAX,
};
+ struct CubemapFilterRasterPushConstant {
+ uint32_t mip_level;
+ uint32_t face_id;
+ float pad[2];
+ };
+
struct CubemapFilter {
- CubemapFilterShaderRD shader;
+ CubemapFilterShaderRD compute_shader;
+ CubemapFilterRasterShaderRD raster_shader;
RID shader_version;
- RID pipelines[FILTER_MODE_MAX];
+ RID compute_pipelines[FILTER_MODE_MAX];
+ PipelineCacheRD raster_pipelines[FILTER_MODE_MAX];
+
RID uniform_set;
RID image_uniform_set;
RID coefficient_buffer;
@@ -393,15 +549,6 @@ class RasterizerEffectsRD {
} filter;
- struct SkyPushConstant {
- float orientation[12];
- float proj[4];
- float position[3];
- float multiplier;
- float time;
- float pad[3];
- };
-
enum SpecularMergeMode {
SPECULAR_MERGE_ADD,
SPECULAR_MERGE_SSR,
@@ -417,7 +564,7 @@ class RasterizerEffectsRD {
struct SpecularMerge {
SpecularMergeShaderRD shader;
RID shader_version;
- RenderPipelineVertexFormatCacheRD pipelines[SPECULAR_MERGE_MAX];
+ PipelineCacheRD pipelines[SPECULAR_MERGE_MAX];
} specular_merge;
@@ -526,7 +673,8 @@ class RasterizerEffectsRD {
enum ResolveMode {
RESOLVE_MODE_GI,
- RESOLVE_MODE_GI_GIPROBE,
+ RESOLVE_MODE_GI_VOXEL_GI,
+ RESOLVE_MODE_DEPTH,
RESOLVE_MODE_MAX
};
@@ -537,18 +685,6 @@ class RasterizerEffectsRD {
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
} resolve;
- enum ShadowReduceMode {
- SHADOW_REDUCE_REDUCE,
- SHADOW_REDUCE_FILTER,
- SHADOW_REDUCE_MAX
- };
-
- struct ShadowReduce {
- ShadowReduceShaderRD shader;
- RID shader_version;
- RID pipelines[SHADOW_REDUCE_MAX];
- } shadow_reduce;
-
enum SortMode {
SORT_MODE_BLOCK,
SORT_MODE_STEP,
@@ -574,6 +710,7 @@ class RasterizerEffectsRD {
RID index_array;
Map<RID, RID> texture_to_uniform_set_cache;
+ Map<RID, RID> input_to_uniform_set_cache;
Map<RID, RID> image_to_uniform_set_cache;
@@ -589,31 +726,73 @@ class RasterizerEffectsRD {
}
};
+ struct TextureSamplerPair {
+ RID texture;
+ RID sampler;
+ _FORCE_INLINE_ bool operator<(const TextureSamplerPair &p_pair) const {
+ if (texture == p_pair.texture) {
+ return sampler < p_pair.sampler;
+ } else {
+ return texture < p_pair.texture;
+ }
+ }
+ };
+
Map<RID, RID> texture_to_compute_uniform_set_cache;
Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
+ Map<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
+ RID _get_uniform_set_for_input(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
+ RID _get_compute_uniform_set_from_texture_and_sampler(RID p_texture, RID p_sampler);
RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
public:
+ bool get_prefer_raster_effects();
+
void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID());
- void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false);
+ void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false);
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
- void gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
- void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
+ void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
+ void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
- void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
+ void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
+ void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
- void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
+
+ struct BokehBuffers {
+ // bokeh buffers
+
+ // textures
+ Size2i base_texture_size;
+ RID base_texture;
+ RID depth_texture;
+ RID secondary_texture;
+ RID half_texture[2];
+
+ // raster only
+ RID base_fb;
+ RID secondary_fb; // with weights
+ RID half_fb[2]; // with weights
+ RID base_weight_fb;
+ RID weight_texture[4];
+ };
+
+ void bokeh_dof(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
+ void bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_dof_blur_amount, RenderingServer::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
struct TonemapSettings {
bool use_glow = false;
@@ -627,7 +806,7 @@ public:
GlowMode glow_mode = GLOW_MODE_ADD;
float glow_intensity = 1.0;
- uint32_t glow_level_flags = 0;
+ float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
Vector2i glow_texture_size;
bool glow_use_bicubic_upscale = false;
RID glow_texture;
@@ -639,6 +818,7 @@ public:
bool use_auto_exposure = false;
float auto_exposure_grey = 0.5;
RID exposure_texture;
+ float luminance_multiplier = 1.0;
bool use_bcs = false;
float brightness = 1.0;
@@ -646,34 +826,58 @@ public:
float saturation = 1.0;
bool use_color_correction = false;
+ bool use_1d_color_correction = false;
RID color_correction_texture;
bool use_fxaa = false;
+ bool use_debanding = false;
Vector2i texture_size;
+ uint32_t view_count = 1;
+ };
+
+ struct SSAOSettings {
+ float radius = 1.0;
+ float intensity = 2.0;
+ float power = 1.5;
+ float detail = 0.5;
+ float horizon = 0.06;
+ float sharpness = 0.98;
+
+ RS::EnvironmentSSAOQuality quality = RS::ENV_SSAO_QUALITY_MEDIUM;
+ bool half_size = false;
+ float adaptive_target = 0.5;
+ int blur_passes = 2;
+ float fadeout_from = 50.0;
+ float fadeout_to = 300.0;
+
+ Size2i full_screen_size = Size2i();
+ Size2i half_screen_size = Size2i();
+ Size2i quarter_screen_size = Size2i();
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
+ void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
- void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, const Size2i &p_depth_buffer_size, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao1, bool p_half_size, RID p_ao2, RID p_upscale_buffer, float p_intensity, float p_radius, float p_bias, const CameraMatrix &p_projection, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_edge_sharpness);
+ void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set);
+ void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set);
void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
+ void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size);
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
- void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_fog, RenderPipelineVertexFormatCacheRD *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);
+ void cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_mip_level);
void screen_space_reflection(RID p_diffuse, RID p_normal_roughness, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
- void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_giprobe, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_giprobe, Vector2i p_screen_size, int p_samples);
-
- void reduce_shadow(RID p_source_shadow, RID p_dest_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, int p_shrink_limit, RenderingDevice::ComputeListID compute_list);
- void filter_shadow(RID p_shadow, RID p_backing_shadow, const Size2i &p_source_size, const Rect2i &p_source_rect, RS::EnvVolumetricFogShadowFilter p_filter, RenderingDevice::ComputeListID compute_list, bool p_vertical = true, bool p_horizontal = true);
+ void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
void sort_buffer(RID p_uniform_set, int p_size);
- RasterizerEffectsRD();
- ~RasterizerEffectsRD();
+ EffectsRD(bool p_prefer_raster_effects);
+ ~EffectsRD();
};
#endif // !RASTERIZER_EFFECTS_RD_H
diff --git a/servers/rendering/rasterizer_rd/SCsub b/servers/rendering/renderer_rd/forward_clustered/SCsub
index 6a2e682c67..86681f9c74 100644
--- a/servers/rendering/rasterizer_rd/SCsub
+++ b/servers/rendering/renderer_rd/forward_clustered/SCsub
@@ -3,5 +3,3 @@
Import("env")
env.add_source_files(env.servers_sources, "*.cpp")
-
-SConscript("shaders/SCsub")
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
new file mode 100644
index 0000000000..2377702738
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -0,0 +1,3124 @@
+/*************************************************************************/
+/* render_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 "render_forward_clustered.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/rendering_server_default.h"
+
+using namespace RendererSceneRenderImplementation;
+
+RenderForwardClustered::RenderBufferDataForwardClustered::~RenderBufferDataForwardClustered() {
+ clear();
+}
+
+void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular() {
+ if (!specular.is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = width;
+ tf.height = height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ } else {
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
+
+ specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
+ {
+ Vector<RID> fb;
+ fb.push_back(color);
+ fb.push_back(specular);
+ fb.push_back(depth);
+
+ color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ {
+ Vector<RID> fb;
+ fb.push_back(specular);
+
+ specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+
+ } else {
+ tf.samples = texture_samples;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ {
+ Vector<RID> fb;
+ fb.push_back(color_msaa);
+ fb.push_back(specular_msaa);
+ fb.push_back(depth_msaa);
+
+ color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ {
+ Vector<RID> fb;
+ fb.push_back(specular_msaa);
+
+ specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ }
+ }
+}
+
+void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() {
+ if (!voxelgi_buffer.is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8_UINT;
+ tf.width = width;
+ tf.height = height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::TextureFormat tf_aa = tf;
+ tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf_aa.samples = texture_samples;
+ voxelgi_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
+ } else {
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
+
+ tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ 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(voxelgi_buffer_msaa);
+ } else {
+ fb.push_back(depth);
+ fb.push_back(normal_roughness_buffer);
+ fb.push_back(voxelgi_buffer);
+ }
+
+ depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+}
+
+void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
+ if (voxelgi_buffer != RID()) {
+ RD::get_singleton()->free(voxelgi_buffer);
+ voxelgi_buffer = RID();
+
+ if (voxelgi_buffer_msaa.is_valid()) {
+ RD::get_singleton()->free(voxelgi_buffer_msaa);
+ voxelgi_buffer_msaa = RID();
+ }
+
+ depth_normal_roughness_voxelgi_fb = RID();
+ }
+
+ 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();
+ }
+
+ if (specular.is_valid()) {
+ if (specular_msaa.is_valid()) {
+ RD::get_singleton()->free(specular_msaa);
+ specular_msaa = RID();
+ }
+ RD::get_singleton()->free(specular);
+ specular = RID();
+ }
+
+ color = RID();
+ depth = RID();
+ color_specular_fb = RID();
+ specular_only_fb = RID();
+ color_fb = RID();
+ depth_fb = RID();
+
+ if (normal_roughness_buffer.is_valid()) {
+ RD::get_singleton()->free(normal_roughness_buffer);
+ if (normal_roughness_buffer_msaa.is_valid()) {
+ RD::get_singleton()->free(normal_roughness_buffer_msaa);
+ normal_roughness_buffer_msaa = RID();
+ }
+ normal_roughness_buffer = RID();
+ depth_normal_roughness_fb = RID();
+ }
+
+ if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) {
+ RD::get_singleton()->free(render_sdfgi_uniform_set);
+ }
+}
+
+void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
+ clear();
+
+ ERR_FAIL_COND_MSG(p_view_count != 1, "Multiple views is currently not supported in this renderer, please use the mobile renderer for VR support");
+
+ msaa = p_msaa;
+
+ width = p_width;
+ height = p_height;
+
+ color = p_color_buffer;
+ depth = p_depth_buffer;
+
+ 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);
+ }
+ {
+ Vector<RID> fb;
+ fb.push_back(depth);
+
+ depth_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,
+ };
+
+ 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);
+ }
+ {
+ Vector<RID> fb;
+ fb.push_back(depth_msaa);
+
+ depth_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ }
+}
+
+void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb) {
+ if (rb->normal_roughness_buffer.is_valid()) {
+ return;
+ }
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ } else {
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
+
+ rb->normal_roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
+ Vector<RID> fb;
+ fb.push_back(rb->depth);
+ fb.push_back(rb->normal_roughness_buffer);
+ rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
+ } else {
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.samples = rb->texture_samples;
+ rb->normal_roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> fb;
+ fb.push_back(rb->depth_msaa);
+ fb.push_back(rb->normal_roughness_buffer_msaa);
+ rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+}
+
+RendererSceneRenderRD::RenderBufferData *RenderForwardClustered::_create_render_buffer_data() {
+ return memnew(RenderBufferDataForwardClustered);
+}
+
+bool RenderForwardClustered::free(RID p_rid) {
+ if (RendererSceneRenderRD::free(p_rid)) {
+ return true;
+ }
+ return false;
+}
+
+/// RENDERING ///
+
+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, 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_pass_mode == PASS_MODE_SHADOW) || (p_pass_mode == PASS_MODE_SHADOW_DP);
+
+ SceneState::PushConstant push_constant;
+
+ if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ push_constant.uv_offset = Math::make_half_float(p_params->uv_offset.y) << 16;
+ push_constant.uv_offset |= Math::make_half_float(p_params->uv_offset.x);
+ } else {
+ push_constant.uv_offset = 0;
+ }
+
+ 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];
+
+ push_constant.base_index = i + p_params->element_offset;
+
+ RID material_uniform_set;
+ SceneShaderForwardClustered::ShaderData *shader;
+ void *mesh_surface;
+
+ if (shadow_pass || p_pass_mode == PASS_MODE_DEPTH) { //regular depth pass can use these too
+ material_uniform_set = surf->material_uniform_set_shadow;
+ shader = surf->shader_shadow;
+ mesh_surface = surf->surface_shadow;
+
+ } else {
+#ifdef DEBUG_ENABLED
+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
+ material_uniform_set = scene_shader.default_material_uniform_set;
+ shader = scene_shader.default_material_shader_ptr;
+ } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
+ material_uniform_set = scene_shader.overdraw_material_uniform_set;
+ shader = scene_shader.overdraw_material_shader_ptr;
+ } else {
+#endif
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ }
+#endif
+ mesh_surface = surf->surface;
+ }
+
+ if (!mesh_surface) {
+ continue;
+ }
+
+ //find cull variant
+ SceneShaderForwardClustered::ShaderData::CullVariant cull_variant;
+
+ if (p_pass_mode == PASS_MODE_DEPTH_MATERIAL || p_pass_mode == PASS_MODE_SDF || ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
+ cull_variant = SceneShaderForwardClustered::ShaderData::CULL_VARIANT_DOUBLE_SIDED;
+ } else {
+ bool mirror = surf->owner->mirror;
+ if (p_params->reverse_cull) {
+ mirror = !mirror;
+ }
+ 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;
+
+ SceneShaderForwardClustered::ShaderVersion shader_version = SceneShaderForwardClustered::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
+
+ uint32_t pipeline_specialization = 0;
+
+ if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_SPECULAR) {
+ if (element_info.uses_softshadow) {
+ pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_SOFT_SHADOWS;
+ }
+ if (element_info.uses_projector) {
+ pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_PROJECTOR;
+ }
+
+ if (p_params->use_directional_soft_shadow) {
+ pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS;
+ }
+ }
+
+ switch (p_pass_mode) {
+ case PASS_MODE_COLOR:
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ if (element_info.uses_lightmap) {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ } else {
+ if (element_info.uses_forward_gi) {
+ pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_FORWARD_GI;
+ }
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS;
+ }
+ } break;
+ case PASS_MODE_COLOR_SPECULAR: {
+ if (element_info.uses_lightmap) {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ } else {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
+ }
+ } break;
+ case PASS_MODE_SHADOW:
+ case PASS_MODE_DEPTH: {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS;
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_DP;
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
+ } break;
+ case PASS_MODE_SDF: {
+ shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_SDF;
+ } 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, 0, pipeline_specialization);
+
+ 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()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
+ }
+
+ prev_material_uniform_set = material_uniform_set;
+ }
+
+ 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 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) {
+ case PASS_MODE_COLOR: {
+ _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_SPECULAR: {
+ _render_list_template<PASS_MODE_COLOR_SPECULAR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW: {
+ _render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ _render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH: {
+ _render_list_template<PASS_MODE_DEPTH>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
+ _render_list_template<PASS_MODE_DEPTH_NORMAL_ROUGHNESS>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_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);
+ } break;
+ case PASS_MODE_SDF: {
+ _render_list_template<PASS_MODE_SDF>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ }
+}
+
+void 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;
+ 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 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;
+
+ 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, &RenderForwardClustered::_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);
+ }
+}
+
+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_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);
+
+ 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;
+
+ 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_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_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()) {
+ 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_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 0
+ if (p_render_data->render_buffers.is_valid() && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
+ scene_state.ubo.sdfgi_cascade_count = render_buffers_get_sdfgi_cascade_count(p_render_data->render_buffers);
+ scene_state.ubo.sdfgi_probe_axis_size = render_buffers_get_sdfgi_cascade_probe_count(p_render_data->render_buffers);
+ scene_state.ubo.sdfgi_cascade_probe_size[0] = scene_state.ubo.sdfgi_probe_axis_size - 1; //float version for performance
+ scene_state.ubo.sdfgi_cascade_probe_size[1] = scene_state.ubo.sdfgi_probe_axis_size - 1;
+ scene_state.ubo.sdfgi_cascade_probe_size[2] = scene_state.ubo.sdfgi_probe_axis_size - 1;
+
+ float csize = render_buffers_get_sdfgi_cascade_size(p_render_data->render_buffers);
+ scene_state.ubo.sdfgi_probe_to_uvw = 1.0 / float(scene_state.ubo.sdfgi_cascade_probe_size[0]);
+ float occ_bias = 0.0;
+ scene_state.ubo.sdfgi_occlusion_bias = occ_bias / csize;
+ scene_state.ubo.sdfgi_use_occlusion = render_buffers_is_sdfgi_using_occlusion(p_render_data->render_buffers);
+ scene_state.ubo.sdfgi_energy = render_buffers_get_sdfgi_energy(p_render_data->render_buffers);
+
+ float cascade_voxel_size = (csize / scene_state.ubo.sdfgi_cascade_probe_size[0]);
+ float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
+ scene_state.ubo.sdfgi_occlusion_clamp[0] = occlusion_clamp;
+ scene_state.ubo.sdfgi_occlusion_clamp[1] = occlusion_clamp;
+ scene_state.ubo.sdfgi_occlusion_clamp[2] = occlusion_clamp;
+ scene_state.ubo.sdfgi_normal_bias = (render_buffers_get_sdfgi_normal_bias(p_render_data->render_buffers) / csize) * scene_state.ubo.sdfgi_cascade_probe_size[0];
+
+ //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
+ //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
+
+ uint32_t oct_size = gi.sdfgi_get_lightprobe_octahedron_size();
+
+ scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size * scene_state.ubo.sdfgi_probe_axis_size);
+ scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size);
+ scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[2] = 1.0;
+
+ scene_state.ubo.sdfgi_probe_uv_offset[0] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
+ scene_state.ubo.sdfgi_probe_uv_offset[1] = float(oct_size + 2) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[1];
+ scene_state.ubo.sdfgi_probe_uv_offset[2] = float((oct_size + 2) * scene_state.ubo.sdfgi_probe_axis_size) * scene_state.ubo.sdfgi_lightprobe_tex_pixel_size[0];
+
+ scene_state.ubo.sdfgi_occlusion_renormalize[0] = 0.5;
+ scene_state.ubo.sdfgi_occlusion_renormalize[1] = 1.0;
+ scene_state.ubo.sdfgi_occlusion_renormalize[2] = 1.0 / float(scene_state.ubo.sdfgi_cascade_count);
+
+ for (uint32_t i = 0; i < scene_state.ubo.sdfgi_cascade_count; i++) {
+ SceneState::UBO::SDFGICascade &c = scene_state.ubo.sdfgi_cascades[i];
+ Vector3 pos = render_buffers_get_sdfgi_cascade_offset(p_render_data->render_buffers, i);
+ pos -= p_render_data->cam_transform.origin; //make pos local to camera, to reduce numerical error
+ c.position[0] = pos.x;
+ c.position[1] = pos.y;
+ c.position[2] = pos.z;
+ c.to_probe = 1.0 / render_buffers_get_sdfgi_cascade_probe_size(p_render_data->render_buffers, i);
+
+ Vector3i probe_ofs = render_buffers_get_sdfgi_cascade_probe_offset(p_render_data->render_buffers, i);
+ c.probe_world_offset[0] = probe_ofs.x;
+ c.probe_world_offset[1] = probe_ofs.y;
+ c.probe_world_offset[2] = probe_ofs.z;
+ }
+ }
+#endif
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ scene_state.ubo.use_ambient_light = true;
+ scene_state.ubo.ambient_light_color_energy[0] = 1;
+ 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 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()) {
+ RD::get_singleton()->free(scene_state.instance_buffer[p_render_list]);
+ }
+ uint32_t new_size = nearest_power_of_2_templated(MAX(uint64_t(INSTANCE_DATA_BUFFER_MIN_SIZE), scene_state.instance_data[p_render_list].size()));
+ scene_state.instance_buffer[p_render_list] = RD::get_singleton()->storage_buffer_create(new_size * sizeof(SceneState::InstanceData));
+ scene_state.instance_buffer_size[p_render_list] = new_size;
+ }
+ 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 RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, int *p_render_info, 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();
+
+ scene_state.instance_data[p_render_list].resize(p_offset + element_total);
+ rl->element_info.resize(p_offset + element_total);
+
+ if (p_render_info) {
+ p_render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += element_total;
+ }
+ uint32_t repeats = 0;
+ GeometryInstanceSurfaceDataCache *prev_surface = nullptr;
+ for (uint32_t i = 0; i < element_total; i++) {
+ GeometryInstanceSurfaceDataCache *surface = rl->elements[i + p_offset];
+ GeometryInstanceForwardClustered *inst = surface->owner;
+
+ SceneState::InstanceData &instance_data = scene_state.instance_data[p_render_list][i + p_offset];
+
+ if (inst->store_transform_cache) {
+ RendererStorageRD::store_transform(inst->transform, instance_data.transform);
+ } else {
+ RendererStorageRD::store_transform(Transform3D(), instance_data.transform);
+ }
+
+ instance_data.flags = inst->flags_cache;
+ instance_data.gi_offset = inst->gi_offset_cache;
+ instance_data.layer_mask = inst->layer_mask;
+ instance_data.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
+ instance_data.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
+ instance_data.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
+ instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
+ instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
+
+ bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
+
+ if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && repeats < RenderElementInfo::MAX_REPEATS) {
+ //this element is the same as the previous one, count repeats to draw it using instancing
+ repeats++;
+ } else {
+ if (repeats > 0) {
+ for (uint32_t j = 1; j <= repeats; j++) {
+ rl->element_info[p_offset + i - j].repeat = j;
+ }
+ }
+ repeats = 1;
+ if (p_render_info) {
+ p_render_info[RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
+ }
+ }
+
+ RenderElementInfo &element_info = rl->element_info[p_offset + i];
+
+ element_info.lod_index = surface->sort.lod_index;
+ element_info.uses_forward_gi = surface->sort.uses_forward_gi;
+ element_info.uses_lightmap = surface->sort.uses_lightmap;
+ element_info.uses_softshadow = surface->sort.uses_softshadow;
+ element_info.uses_projector = surface->sort.uses_projector;
+
+ if (cant_repeat) {
+ prev_surface = nullptr;
+ } else {
+ prev_surface = surface;
+ }
+ }
+
+ if (repeats > 0) {
+ for (uint32_t j = 1; j <= repeats; j++) {
+ rl->element_info[p_offset + element_total - j].repeat = j;
+ }
+ }
+
+ if (p_update_buffer) {
+ _update_instance_data_buffer(p_render_list);
+ }
+}
+
+_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
+ static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
+ static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
+ return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
+}
+void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi, bool p_using_opaque_gi, bool p_append) {
+ 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];
+ _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++) {
+ 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);
+ uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
+
+ uint32_t flags = inst->base_flags; //fill flags if appropriate
+
+ if (inst->non_uniform_scale) {
+ flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
+ }
+ bool uses_lightmap = false;
+ bool uses_gi = false;
+
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ //setup GI
+
+ if (inst->lightmap_instance.is_valid()) {
+ int32_t lightmap_cull_index = -1;
+ for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
+ 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;
+ }
+
+ } else {
+ if (p_using_opaque_gi) {
+ flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
+ }
+
+ 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.voxelgis_used; j++) {
+ if (scene_state.voxelgi_ids[j] == inst->voxel_gi_instances[0]) {
+ probe0_index = j;
+ } else if (scene_state.voxelgi_ids[j] == inst->voxel_gi_instances[1]) {
+ probe1_index = j;
+ }
+ }
+
+ if (probe0_index == 0xFFFF && probe1_index != 0xFFFF) {
+ //0 must always exist if a probe exists
+ SWAP(probe0_index, probe1_index);
+ }
+
+ inst->gi_offset_cache = probe0_index | (probe1_index << 16);
+ flags |= INSTANCE_DATA_FLAG_USE_VOXEL_GI;
+ uses_gi = true;
+ } else {
+ if (p_using_sdfgi && inst->can_sdfgi) {
+ flags |= INSTANCE_DATA_FLAG_USE_SDFGI;
+ uses_gi = true;
+ }
+ inst->gi_offset_cache = 0xFFFFFFFF;
+ }
+ }
+ }
+ inst->flags_cache = flags;
+
+ GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
+
+ while (surf) {
+ surf->sort.uses_forward_gi = 0;
+ 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;
+ }
+
+ uint32_t indices;
+ surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ if (p_render_data->render_info) {
+ indices = _indices_to_primitives(surf->primitive, indices);
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ }
+ }
+ } else {
+ surf->sort.lod_index = 0;
+ if (p_render_data->render_info) {
+ uint32_t to_draw = storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ to_draw = _indices_to_primitives(surf->primitive, to_draw);
+ to_draw *= inst->instance_count;
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ }
+ }
+ }
+
+ // ADD Element
+ if (p_pass_mode == PASS_MODE_COLOR) {
+#ifdef DEBUG_ENABLED
+ bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
+#else
+ bool force_alpha = false;
+#endif
+ if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
+ rl->add_element(surf);
+ }
+ if (force_alpha || (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;
+ }
+
+ 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;
+ }
+ }
+
+ if (p_render_list == RENDER_LIST_OPAQUE && lightmap_captures_used) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_capture_buffer, 0, sizeof(LightmapCaptureData) * lightmap_captures_used, scene_state.lightmap_captures, RD::BARRIER_MASK_RASTER);
+ }
+}
+
+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 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) {
+ 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 RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) {
+ ERR_FAIL_COND_MSG(p_render_data->view_count != 1, "Multiview is currently not supported in the clustered renderer. Please use the mobile renderer for VR.");
+
+ RenderBufferDataForwardClustered *render_buffer = nullptr;
+ if (p_render_data->render_buffers.is_valid()) {
+ render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
+ }
+ RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment);
+ static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 };
+
+ //first of all, make a new render pass
+ //fill up ubo
+
+ RENDER_TIMESTAMP("Setup 3D Scene");
+
+ //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
+
+ Vector2 vp_he = p_render_data->cam_projection.get_viewport_half_extents();
+ scene_state.ubo.viewport_size[0] = vp_he.x;
+ scene_state.ubo.viewport_size[1] = vp_he.y;
+ scene_state.ubo.directional_light_count = 0;
+
+ Size2i screen_size;
+ RID opaque_framebuffer;
+ RID opaque_specular_framebuffer;
+ RID depth_framebuffer;
+ RID alpha_framebuffer;
+
+ PassMode depth_pass_mode = PASS_MODE_DEPTH;
+ Vector<Color> depth_pass_clear;
+ bool using_separate_specular = false;
+ bool using_ssr = false;
+ bool using_sdfgi = false;
+ bool using_voxelgi = false;
+ bool reverse_cull = false;
+
+ if (render_buffer) {
+ screen_size.x = render_buffer->width;
+ screen_size.y = render_buffer->height;
+
+ opaque_framebuffer = render_buffer->color_fb;
+
+ if (p_render_data->voxel_gi_instances->size() > 0) {
+ using_voxelgi = true;
+ }
+
+ if (!p_render_data->environment.is_valid() && using_voxelgi) {
+ depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
+
+ } else if (p_render_data->environment.is_valid() && (environment_is_ssr_enabled(p_render_data->environment) || environment_is_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
+ if (environment_is_sdfgi_enabled(p_render_data->environment)) {
+ depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also voxelgi
+ using_sdfgi = true;
+ } else {
+ depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
+ }
+
+ if (environment_is_ssr_enabled(p_render_data->environment)) {
+ render_buffer->ensure_specular();
+ using_separate_specular = true;
+ using_ssr = true;
+ opaque_specular_framebuffer = render_buffer->color_specular_fb;
+ }
+
+ } 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;
+ }
+
+ switch (depth_pass_mode) {
+ case PASS_MODE_DEPTH: {
+ depth_framebuffer = render_buffer->depth_fb;
+ } break;
+ case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
+ _allocate_normal_roughness_texture(render_buffer);
+ 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_VOXEL_GI: {
+ _allocate_normal_roughness_texture(render_buffer);
+ 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;
+ default: {
+ };
+ }
+
+ 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);
+ depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
+ alpha_framebuffer = opaque_framebuffer;
+
+ if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ 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_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_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_reverse_depth_and_priority();
+ _fill_instance_data(RENDER_LIST_OPAQUE, p_render_data->render_info ? p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE] : (int *)nullptr);
+ _fill_instance_data(RENDER_LIST_ALPHA);
+
+ RD::get_singleton()->draw_command_end_label();
+
+ 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;
+ render_buffer->ensure_specular();
+ using_separate_specular = true;
+ opaque_specular_framebuffer = render_buffer->color_specular_fb;
+ }
+ RID radiance_texture;
+ bool draw_sky = false;
+ bool draw_sky_fog_only = false;
+
+ Color clear_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;
+ }
+
+ bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION;
+ bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
+ bool depth_pre_pass = depth_framebuffer.is_valid();
+
+ bool 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(p_render_data, using_sdfgi || using_voxelgi);
+ if (needs_pre_resolve) {
+ RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)");
+ } else {
+ RENDER_TIMESTAMP("Render Depth Pre-Pass");
+ }
+ if (needs_pre_resolve) {
+ //pre clear the depth framebuffer, as AMD (and maybe others?) use compute for it, and barrier other compute shaders.
+ 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(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, nullptr, RID());
+
+ bool finish_depth = using_ssao || using_sdfgi || using_voxelgi;
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ _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(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_VOXEL_GI) {
+ if (needs_pre_resolve) {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
+ }
+ storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ } else if (finish_depth) {
+ storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ }
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ continue_depth = !finish_depth;
+ }
+
+ _pre_opaque_render(p_render_data, using_ssao, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID());
+
+ 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 || debug_voxelgis || debug_sdfgi_probes);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes);
+
+ //regular forward for now
+ Vector<Color> c;
+ if (using_separate_specular) {
+ Color cc = clear_color.to_linear();
+ cc.a = 0; //subsurf scatter must be 0
+ c.push_back(cc);
+ c.push_back(Color(0, 0, 0, 0));
+ } else {
+ c.push_back(clear_color.to_linear());
+ }
+
+ RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ if (will_continue_color && using_separate_specular) {
+ // close the specular framebuffer, as it's no longer used
+ RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
+ RD::get_singleton()->draw_list_end();
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ 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_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 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 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_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+ RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
+ _debug_sdfgi_probes(p_render_data->render_buffers, draw_list, opaque_framebuffer, cm);
+ RD::get_singleton()->draw_command_end_label();
+ RD::get_singleton()->draw_list_end();
+ }
+
+ 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, 1, &projection, p_render_data->cam_transform, time);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ 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) {
+ storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
+ }
+
+ if (using_separate_specular) {
+ if (using_sss) {
+ RENDER_TIMESTAMP("Sub Surface Scattering");
+ RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
+ _process_sss(p_render_data->render_buffers, p_render_data->cam_projection);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (using_ssr) {
+ RENDER_TIMESTAMP("Screen Space Reflection");
+ RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
+ _process_ssr(p_render_data->render_buffers, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
+ RD::get_singleton()->draw_command_end_label();
+ } else {
+ //just mix specular back
+ RENDER_TIMESTAMP("Merge Specular");
+ storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
+ }
+ }
+
+ if (scene_state.used_screen_texture) {
+ // Copy screen texture to backbuffer so we can read from it
+ _render_buffers_copy_screen_texture(p_render_data);
+ }
+
+ if (scene_state.used_depth_texture) {
+ // Copy depth texture to backbuffer so we can read from it
+ _render_buffers_copy_depth_texture(p_render_data);
+ }
+
+ 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(), false, PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold);
+ _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();
+
+ if (p_render_data->render_buffers.is_valid()) {
+ _debug_draw_cluster(p_render_data->render_buffers);
+
+ RENDER_TIMESTAMP("Tonemap");
+
+ _render_buffers_post_process_and_tonemap(p_render_data);
+ }
+}
+
+void RenderForwardClustered::_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();
+ scene_state.instance_data[RENDER_LIST_SECONDARY].clear();
+}
+
+void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) {
+ 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;
+ render_data.render_info = p_render_info;
+
+ 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, false, false, true);
+ uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
+ render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
+ _fill_instance_data(RENDER_LIST_SECONDARY, p_render_info ? p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW] : (int *)nullptr, render_list_from, render_list_size, false);
+
+ {
+ //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 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, nullptr, RID(), false, i);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+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++) {
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ _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 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(&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, true, false, rp_uniform_set);
+ _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ RENDER_TIMESTAMP("Setup Rendering Material");
+
+ 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(&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, true, false, rp_uniform_set);
+ //regular forward for now
+ Vector<Color> clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ 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 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(&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, true, false, rp_uniform_set, true);
+ //regular forward for now
+ Vector<Color> clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ 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_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();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+ 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();
+
+ 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, &render_data, pass_mode);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ Vector3 half_extents = p_bounds.size * 0.5;
+ Vector3 center = p_bounds.position + half_extents;
+
+ Vector<RID> sbs;
+ sbs.push_back(p_albedo_texture);
+ sbs.push_back(p_emission_texture);
+ sbs.push_back(p_emission_aniso_texture);
+ sbs.push_back(p_geom_facing_texture);
+
+ //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds);
+ for (int i = 0; i < 3; i++) {
+ scene_state.ubo.sdf_offset[i] = p_from[i];
+ scene_state.ubo.sdf_size[i] = p_size[i];
+ }
+
+ for (int i = 0; i < 3; i++) {
+ Vector3 axis;
+ axis[i] = 1.0;
+ Vector3 up, right;
+ int right_axis = (i + 1) % 3;
+ int up_axis = (i + 2) % 3;
+ up[up_axis] = 1.0;
+ right[right_axis] = 1.0;
+
+ Size2i fb_size;
+ fb_size.x = p_size[right_axis];
+ fb_size.y = p_size[up_axis];
+
+ render_data.cam_transform.origin = center + axis * half_extents;
+ render_data.cam_transform.basis.set_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 " + 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;
+ 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));
+
+ Transform3D to_bounds;
+ to_bounds.origin = p_bounds.position;
+ to_bounds.basis.scale(p_bounds.size);
+
+ RendererStorageRD::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds);
+
+ _setup_environment(&render_data, true, Vector2(1, 1), false, Color());
+
+ RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture);
+
+ Map<Size2i, RID>::Element *E = sdfgi_framebuffer_size_cache.find(fb_size);
+ if (!E) {
+ RID fb = RD::get_singleton()->framebuffer_create_empty(fb_size);
+ E = sdfgi_framebuffer_size_cache.insert(fb_size, fb);
+ }
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, false);
+ _render_list_with_threads(&render_list_params, E->get(), RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, Rect2(), sbs);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+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 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);
+ }
+
+ 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_SAMPLER;
+ RID sampler;
+ switch (decals_get_filter()) {
+ case RS::DECAL_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (light_projectors_get_filter()) {
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ 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 = 6;
+ 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 = 7;
+ 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 = 8;
+ 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 = 9;
+ 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 = 10;
+ 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 = 11;
+ 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 = 12;
+ 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 = 13;
+ 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 = 14;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 15;
+ u.ids.push_back(sdfgi_get_ubo());
+ uniforms.push_back(u);
+ }
+
+ render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
+ }
+}
+
+RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) {
+ //there should always be enough uniform buffers for render passes, otherwise bugs
+ ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
+
+ 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
+
+ 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);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ RID instance_buffer = scene_state.instance_buffer[p_render_list];
+ if (instance_buffer == RID()) {
+ instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used
+ }
+ u.ids.push_back(instance_buffer);
+ 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);
+ }
+ {
+ 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 (p_render_data && i < (int)p_render_data->voxel_gi_instances->size()) {
+ RID tex = gi.voxel_gi_instance_get_texture((*p_render_data->voxel_gi_instances)[i]);
+ if (!tex.is_valid()) {
+ tex = default_tex;
+ }
+ u.ids.write[i] = tex;
+ } 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_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);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
+ RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ 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);
+ }
+
+ {
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = rb && rb->normal_roughness_buffer.is_valid() ? rb->normal_roughness_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 12;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID aot = rb ? render_buffers_get_ao_texture(p_render_data->render_buffers) : RID();
+ RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 13;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID ambient_buffer = rb ? render_buffers_get_gi_ambient_texture(p_render_data->render_buffers) : RID();
+ RID texture = ambient_buffer.is_valid() ? ambient_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 14;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID reflection_buffer = rb ? render_buffers_get_gi_reflection_texture(p_render_data->render_buffers) : RID();
+ RID texture = reflection_buffer.is_valid() ? reflection_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 15;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID t;
+ 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);
+ }
+ u.ids.push_back(t);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 16;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (rb && render_buffers_is_sdfgi_enabled(p_render_data->render_buffers)) {
+ u.ids.push_back(render_buffers_get_sdfgi_occlusion_texture(p_render_data->render_buffers));
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 17;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(rb ? render_buffers_get_voxel_gi_buffer(p_render_data->render_buffers) : render_buffers_get_default_voxel_gi_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 18;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID vfog = RID();
+ 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);
+ }
+ } else {
+ vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+ u.ids.push_back(vfog);
+ 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];
+}
+
+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);
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(scene_state.uniform_buffers[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(scene_state.instance_buffer[RENDER_LIST_SECONDARY]);
+ uniforms.push_back(u);
+ }
+ {
+ // No radiance texture.
+ RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ // No reflection atlas.
+ RID ref_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK);
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(ref_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ // No shadow atlas.
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ // No directional shadow atlas.
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ // No Lightmaps
+ 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++) {
+ u.ids.write[i] = default_tex;
+ }
+
+ uniforms.push_back(u);
+ }
+
+ {
+ // No VoxelGIs
+ 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++) {
+ 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 = scene_shader.default_vec4_xform_buffer;
+ u.ids.push_back(cb);
+ uniforms.push_back(u);
+ }
+
+ // actual sdfgi stuff
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(p_albedo_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 10;
+ u.ids.push_back(p_emission_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 11;
+ u.ids.push_back(p_emission_aniso_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 12;
+ u.ids.push_back(p_geom_facing_texture);
+ uniforms.push_back(u);
+ }
+
+ sdfgi_pass_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_sdfgi_rd, RENDER_PASS_UNIFORM_SET);
+ return sdfgi_pass_uniform_set;
+}
+
+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;
+}
+
+RenderForwardClustered *RenderForwardClustered::singleton = nullptr;
+
+void RenderForwardClustered::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ if (ginstance->dirty_list_element.in_list()) {
+ 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 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;
+ 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 == 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 == 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;
+ }
+ } 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;
+ }
+
+ SceneShaderForwardClustered::MaterialData *material_shadow = nullptr;
+ void *surface_shadow = nullptr;
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
+ 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);
+
+ 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 & 0xFFFF;
+ 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(); //only meshes can repeat anyway
+ sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
+ sdcache->sort.priority = p_material->priority;
+ sdcache->sort.uses_projector = ginstance->using_projectors;
+ sdcache->sort.uses_softshadow = ginstance->using_softshadows;
+}
+
+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;
+
+ SceneShaderForwardClustered::MaterialData *material = nullptr;
+
+ if (m_src.is_valid()) {
+ material = (SceneShaderForwardClustered::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 = (SceneShaderForwardClustered::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 = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
+void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(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.get_or_null(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
+
+ ginstance->base_flags = 0;
+
+ 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;
+
+ 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;
+ ginstance->can_sdfgi = false;
+
+ 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;
+ }
+ }
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_end();
+ ginstance->data->dirty_dependencies = false;
+ }
+
+ ginstance->dirty_list_element.remove_from_list();
+}
+
+void RenderForwardClustered::_update_dirty_geometry_instances() {
+ while (geometry_instance_dirty_list.first()) {
+ _geometry_instance_update(geometry_instance_dirty_list.first()->self());
+ }
+}
+
+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<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<RenderForwardClustered *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+ } break;
+ default: {
+ //rest of notifications of no interest
+ } break;
+ }
+}
+void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast<RenderForwardClustered *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+}
+
+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);
+
+ GeometryInstanceForwardClustered *ginstance = geometry_instance_alloc.alloc();
+ ginstance->data = memnew(GeometryInstanceForwardClustered::Data);
+
+ ginstance->data->base = p_base;
+ ginstance->data->base_type = type;
+ ginstance->data->dependency_tracker.userdata = ginstance;
+ ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
+ ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
+
+ _geometry_instance_mark_dirty(ginstance);
+
+ return ginstance;
+}
+void RenderForwardClustered::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->skeleton = p_skeleton;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RenderForwardClustered::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_override = p_override;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->surface_materials = p_materials;
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+void RenderForwardClustered::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->mesh_instance = p_mesh_instance;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RenderForwardClustered::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->transform = p_transform;
+ ginstance->mirror = p_transform.basis.determinant() < 0;
+ ginstance->data->aabb = p_aabb;
+ ginstance->transformed_aabb = p_transformed_aabb;
+
+ Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
+ // handle non uniform scale here
+
+ 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 RenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lod_bias = p_lod_bias;
+}
+void RenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_baked_light = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RenderForwardClustered::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_dynamic_gi = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RenderForwardClustered::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lightmap_instance = p_lightmap_instance;
+ ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
+ ginstance->lightmap_slice_index = p_lightmap_slice_index;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RenderForwardClustered::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ 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 RenderForwardClustered::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->shader_parameters_offset = p_offset;
+ _geometry_instance_mark_dirty(ginstance);
+}
+void RenderForwardClustered::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->data->cast_double_sided_shadows = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardClustered::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->layer_mask = p_layer_mask;
+}
+
+void RenderForwardClustered::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(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 RenderForwardClustered::geometry_instance_get_pair_mask() {
+ return (1 << RS::INSTANCE_VOXEL_GI);
+}
+void RenderForwardClustered::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+}
+void RenderForwardClustered::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+}
+void RenderForwardClustered::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+}
+
+Transform3D RenderForwardClustered::geometry_instance_get_transform(GeometryInstance *p_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, Transform3D());
+ return ginstance->transform;
+}
+
+AABB RenderForwardClustered::geometry_instance_get_aabb(GeometryInstance *p_instance) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, AABB());
+ return ginstance->data->aabb;
+}
+
+void RenderForwardClustered::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (p_voxel_gi_instance_count > 0) {
+ ginstance->voxel_gi_instances[0] = p_voxel_gi_instances[0];
+ } else {
+ ginstance->voxel_gi_instances[0] = RID();
+ }
+
+ if (p_voxel_gi_instance_count > 1) {
+ ginstance->voxel_gi_instances[1] = p_voxel_gi_instances[1];
+ } else {
+ ginstance->voxel_gi_instances[1] = RID();
+ }
+}
+
+void RenderForwardClustered::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
+ GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->using_projectors = p_projector;
+ ginstance->using_softshadows = p_softshadow;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardClustered::_update_shader_quality_settings() {
+ Vector<RD::PipelineSpecializationConstant> spec_constants;
+
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
+
+ sc.constant_id = SPEC_CONSTANT_SOFT_SHADOW_SAMPLES;
+ sc.int_value = soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES;
+ sc.int_value = directional_soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = directional_penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = SPEC_CONSTANT_DECAL_FILTER;
+ sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER;
+ sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ scene_shader.set_default_specialization_constants(spec_constants);
+
+ _base_uniforms_changed(); //also need this
+}
+
+RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
+ RendererSceneRenderRD(p_storage) {
+ singleton = this;
+
+ /* SCENE SHADER */
+
+ {
+ 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(MAX_DIRECTIONAL_LIGHTS) + "\n";
+
+ {
+ //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";
+
+ 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);
+ }
+
+ render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
+
+ _update_shader_quality_settings();
+}
+
+RenderForwardClustered::~RenderForwardClustered() {
+ directional_shadow_atlas_set_size(0);
+
+ //clear base uniform set if still valid
+ for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) {
+ if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[i]);
+ }
+ }
+
+ if (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);
+ }
+
+ {
+ 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);
+ for (uint32_t i = 0; i < RENDER_LIST_MAX; i++) {
+ if (scene_state.instance_buffer[i] != RID()) {
+ RD::get_singleton()->free(scene_state.instance_buffer[i]);
+ }
+ }
+ memdelete_arr(scene_state.lightmap_captures);
+ }
+
+ while (sdfgi_framebuffer_size_cache.front()) {
+ RD::get_singleton()->free(sdfgi_framebuffer_size_cache.front()->get());
+ sdfgi_framebuffer_size_cache.erase(sdfgi_framebuffer_size_cache.front());
+ }
+}
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
new file mode 100644
index 0000000000..676f633d33
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -0,0 +1,630 @@
+/*************************************************************************/
+/* render_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 RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
+#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"
+
+namespace RendererSceneRenderImplementation {
+
+class RenderForwardClustered : public RendererSceneRenderRD {
+ friend SceneShaderForwardClustered;
+
+ enum {
+ SCENE_UNIFORM_SET = 0,
+ RENDER_PASS_UNIFORM_SET = 1,
+ TRANSFORMS_UNIFORM_SET = 2,
+ MATERIAL_UNIFORM_SET = 3
+ };
+
+ enum {
+ SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6,
+ SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7,
+ SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 8,
+ SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9,
+ SPEC_CONSTANT_DECAL_FILTER = 10,
+ SPEC_CONSTANT_PROJECTOR_FILTER = 11,
+ };
+
+ enum {
+ SDFGI_MAX_CASCADES = 8,
+ MAX_VOXEL_GI_INSTANCESS = 8,
+ MAX_LIGHTMAPS = 8,
+ MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE = 2,
+ 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 */
+
+ SceneShaderForwardClustered scene_shader;
+
+ /* Framebuffer */
+
+ struct RenderBufferDataForwardClustered : public RenderBufferData {
+ //for rendering, may be MSAAd
+
+ RID color;
+ RID depth;
+ RID specular;
+ RID normal_roughness_buffer;
+ RID voxelgi_buffer;
+
+ RS::ViewportMSAA msaa;
+ RD::TextureSamples texture_samples;
+
+ RID color_msaa;
+ RID depth_msaa;
+ RID specular_msaa;
+ RID normal_roughness_buffer_msaa;
+ RID roughness_buffer_msaa;
+ RID voxelgi_buffer_msaa;
+
+ RID depth_fb;
+ RID depth_normal_roughness_fb;
+ RID depth_normal_roughness_voxelgi_fb;
+ RID color_fb;
+ RID color_specular_fb;
+ RID specular_only_fb;
+ int width, height;
+
+ RID render_sdfgi_uniform_set;
+ void ensure_specular();
+ void ensure_voxelgi();
+ void clear();
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
+
+ ~RenderBufferDataForwardClustered();
+ };
+
+ virtual RenderBufferData *_create_render_buffer_data() override;
+ void _allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb);
+
+ RID render_base_uniform_set;
+ LocalVector<RID> render_pass_uniform_sets;
+ RID sdfgi_pass_uniform_set;
+
+ uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
+
+ virtual void _base_uniforms_changed() override;
+ virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
+
+ void _update_render_base_uniform_set();
+ RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
+ RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0);
+
+ enum PassMode {
+ PASS_MODE_COLOR,
+ PASS_MODE_COLOR_SPECULAR,
+ PASS_MODE_COLOR_TRANSPARENT,
+ PASS_MODE_SHADOW,
+ PASS_MODE_SHADOW_DP,
+ PASS_MODE_DEPTH,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
+ PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI,
+ PASS_MODE_DEPTH_MATERIAL,
+ PASS_MODE_SDF,
+ };
+
+ 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;
+ bool use_directional_soft_shadow = false;
+
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ 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;
+ use_directional_soft_shadow = p_use_directional_soft_shadows;
+ }
+ };
+
+ struct LightmapData {
+ float normal_xform[12];
+ };
+
+ struct LightmapCaptureData {
+ float sh[9 * 4];
+ };
+
+ enum {
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
+ INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
+ INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
+ INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
+ INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
+ INSTANCE_DATA_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,
+ };
+
+ 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];
+
+ uint32_t cluster_shift;
+ uint32_t cluster_width;
+ uint32_t cluster_type_size;
+ uint32_t max_cluster_element_count_div_32;
+
+ float directional_penumbra_shadow_kernel[128]; //32 vec4s
+ float directional_soft_shadow_kernel[128];
+ float penumbra_shadow_kernel[128];
+ float soft_shadow_kernel[128];
+
+ float ambient_light_color_energy[4];
+
+ float ambient_color_sky_mix;
+ uint32_t use_ambient_light;
+ uint32_t use_ambient_cubemap;
+ uint32_t use_reflection_cubemap;
+
+ float radiance_inverse_xform[12];
+
+ float shadow_atlas_pixel_size[2];
+ float directional_shadow_pixel_size[2];
+
+ uint32_t directional_light_count;
+ float dual_paraboloid_side;
+ float z_far;
+ float z_near;
+
+ uint32_t 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];
+
+ float sdf_to_bounds[16];
+
+ int32_t sdf_offset[3];
+ uint32_t material_uv2_mode;
+
+ int32_t sdf_size[3];
+ uint32_t gi_upscale_for_msaa;
+
+ uint32_t volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint32_t volumetric_fog_pad;
+
+ // Fog
+ uint32_t fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+
+ float time;
+ float reflection_multiplier;
+
+ uint32_t pancake_shadows;
+ };
+
+ struct PushConstant {
+ uint32_t base_index; //
+ uint32_t uv_offset; //packed
+ uint32_t pad[2];
+ };
+
+ struct InstanceData {
+ float transform[16];
+ uint32_t flags;
+ uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint32_t layer_mask;
+ float lightmap_uv_scale[4];
+ };
+
+ UBO ubo;
+
+ LocalVector<RID> uniform_buffers;
+
+ 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;
+
+ RID instance_buffer[RENDER_LIST_MAX];
+ uint32_t instance_buffer_size[RENDER_LIST_MAX] = { 0, 0, 0 };
+ LocalVector<InstanceData> instance_data[RENDER_LIST_MAX];
+
+ LightmapCaptureData *lightmap_captures;
+ uint32_t max_lightmap_captures;
+ RID lightmap_capture_buffer;
+
+ RID voxelgi_ids[MAX_VOXEL_GI_INSTANCESS];
+ uint32_t voxelgis_used = 0;
+
+ 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;
+
+ static RenderForwardClustered *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_voxelgis(const PagedArray<RID> &p_voxelgis);
+ void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform3D &p_cam_transform);
+
+ struct RenderElementInfo {
+ enum { MAX_REPEATS = (1 << 20) - 1 };
+ uint32_t repeat : 20;
+ uint32_t uses_projector : 1;
+ uint32_t uses_softshadow : 1;
+ uint32_t uses_lightmap : 1;
+ uint32_t uses_forward_gi : 1;
+ uint32_t lod_index : 8;
+ };
+
+ template <PassMode p_pass_mode>
+ _FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ LocalVector<RD::DrawListID> thread_draw_lists;
+ void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
+ void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
+
+ uint32_t render_list_thread_threshold = 500;
+
+ void _update_instance_data_buffer(RenderListType p_render_list);
+ void _fill_instance_data(RenderListType p_render_list, int *p_render_info = nullptr, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
+ void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_using_sdfgi = false, bool p_using_opaque_gi = false, bool p_append = false);
+
+ Map<Size2i, RID> sdfgi_framebuffer_size_cache;
+
+ struct GeometryInstanceData;
+ struct GeometryInstanceForwardClustered;
+
+ 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 {
+ uint64_t lod_index : 8;
+ uint64_t surface_index : 8;
+ 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_softshadow : 1;
+ uint64_t uses_projector : 1;
+ uint64_t uses_forward_gi : 1;
+ uint64_t uses_lightmap : 1;
+ uint64_t depth_layer : 4;
+ uint64_t priority : 8;
+ };
+ 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;
+
+ void *surface = nullptr;
+ RID material_uniform_set;
+ SceneShaderForwardClustered::ShaderData *shader = nullptr;
+
+ void *surface_shadow = nullptr;
+ RID material_uniform_set_shadow;
+ SceneShaderForwardClustered::ShaderData *shader_shadow = nullptr;
+
+ GeometryInstanceSurfaceDataCache *next = nullptr;
+ GeometryInstanceForwardClustered *owner = nullptr;
+ };
+
+ struct GeometryInstanceForwardClustered : public GeometryInstance {
+ //used during rendering
+ bool mirror = false;
+ bool non_uniform_scale = false;
+ float lod_bias = 0.0;
+ float lod_model_scale = 1.0;
+ AABB transformed_aabb; //needed for LOD
+ float depth = 0;
+ uint32_t gi_offset_cache = 0;
+ uint32_t flags_cache = 0;
+ bool store_transform_cache = true;
+ int32_t shader_parameters_offset = -1;
+ uint32_t lightmap_slice_index;
+ Rect2 lightmap_uv_scale;
+ uint32_t layer_mask = 1;
+ RID transforms_uniform_set;
+ uint32_t instance_count = 0;
+ uint32_t trail_steps = 1;
+ RID mesh_instance;
+ bool can_sdfgi = false;
+ bool using_projectors = false;
+ bool using_softshadows = false;
+ //used during setup
+ uint32_t base_flags = 0;
+ Transform3D transform;
+ RID voxel_gi_instances[MAX_VOXEL_GI_INSTANCESS_PER_INSTANCE];
+ RID lightmap_instance;
+ GeometryInstanceLightmapSH *lightmap_sh = nullptr;
+ GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
+ SelfList<GeometryInstanceForwardClustered> dirty_list_element;
+
+ struct Data {
+ //data used less often goes into regular heap
+ RID base;
+ RS::InstanceType base_type;
+
+ RID skeleton;
+ Vector<RID> surface_materials;
+ RID material_override;
+ AABB aabb;
+
+ bool use_dynamic_gi = false;
+ bool use_baked_light = false;
+ bool cast_double_sided_shadows = false;
+ bool mirror = false;
+ bool dirty_dependencies = false;
+
+ RendererStorage::DependencyTracker dependency_tracker;
+ };
+
+ Data *data = nullptr;
+
+ GeometryInstanceForwardClustered() :
+ dirty_list_element(this) {}
+ };
+
+ static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+
+ SelfList<GeometryInstanceForwardClustered>::List geometry_instance_dirty_list;
+
+ PagedAllocator<GeometryInstanceForwardClustered> geometry_instance_alloc;
+ 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, 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();
+
+ /* Render List */
+
+ 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() { //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);
+ }
+ };
+
+ RenderList render_list[RENDER_LIST_MAX];
+
+ virtual void _update_shader_quality_settings() override;
+
+protected:
+ virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
+
+ virtual void _render_shadow_begin() override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_process() override;
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
+
+ virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
+
+public:
+ virtual GeometryInstance *geometry_instance_create(RID p_base) override;
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
+
+ virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
+
+ virtual uint32_t geometry_instance_get_pair_mask() override;
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
+ virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
+
+ virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
+
+ virtual bool free(RID p_rid) override;
+
+ 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..0416b06d0d
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -0,0 +1,771 @@
+/*************************************************************************/
+/* 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_position = 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.write_flag_pointers["POSITION"] = &uses_position;
+
+ 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_MSG(err != OK, "Shader compilation failed.");
+
+ 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_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_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;
+ }
+ }
+
+ RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
+ }
+ }
+ }
+
+ 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 (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ for (const KeyValue<int, StringName> &E : order) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.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() :
+ shader_list_element(this) {
+ 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);
+ singleton->shader_list.add(&shader_data->shader_list_element);
+ 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;
+}
+
+bool SceneShaderForwardClustered::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
+
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
+}
+
+SceneShaderForwardClustered::MaterialData::~MaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+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(overdraw_material_shader);
+ storage->free(default_shader);
+
+ 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_VERSION_DEPTH_PASS
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_DEPTH_PASS_DP
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n"); // SHADER_VERSION_DEPTH_PASS_WITH_SDF
+ shader_versions.push_back(""); // SHADER_VERSION_COLOR_PASS
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n"); // SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR
+ shader_versions.push_back("\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS
+ shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR
+
+ shader.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_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";
+
+ // not implemented but need these just in case code is in the shaders
+ actions.renames["VIEW_INDEX"] = "0";
+ actions.renames["VIEW_MONO_LEFT"] = "0";
+ actions.renames["VIEW_RIGHT"] = "1";
+
+ //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_USED\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ 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, R"(
+// Default 3D material shader (clustered).
+
+shader_type spatial;
+
+void vertex() {
+ ROUGHNESS = 0.8;
+}
+
+void fragment() {
+ ALBEDO = vec3(0.6);
+ ROUGHNESS = 0.8;
+ METALLIC = 0.2;
+}
+)");
+ 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);
+
+ default_material_shader_ptr = md->shader_data;
+ default_material_uniform_set = md->uniform_set;
+ }
+
+ {
+ overdraw_material_shader = storage->shader_allocate();
+ storage->shader_initialize(overdraw_material_shader);
+ // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
+ storage->shader_set_code(overdraw_material_shader, R"(
+// 3D editor Overdraw debug draw mode shader (clustered).
+
+shader_type spatial;
+
+render_mode blend_add, unshaded;
+
+void fragment() {
+ ALBEDO = vec3(0.4, 0.8, 0.8);
+ ALPHA = 0.1;
+}
+)");
+ overdraw_material = storage->material_allocate();
+ storage->material_initialize(overdraw_material);
+ storage->material_set_shader(overdraw_material, overdraw_material_shader);
+
+ MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
+ overdraw_material_shader_ptr = md->shader_data;
+ overdraw_material_uniform_set = md->uniform_set;
+ }
+
+ {
+ 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);
+ }
+}
+
+void SceneShaderForwardClustered::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) {
+ default_specialization_constants = p_constants;
+ for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
+ for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) {
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
+ }
+ }
+ }
+ }
+}
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
new file mode 100644
index 0000000000..09ef425e2e
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -0,0 +1,225 @@
+/*************************************************************************/
+/* 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_SEPARATE_SPECULAR,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
+
+ SHADER_VERSION_MAX
+ };
+
+ enum ShaderSpecializations {
+ SHADER_SPECIALIZATION_FORWARD_GI = 1 << 0,
+ SHADER_SPECIALIZATION_PROJECTOR = 1 << 1,
+ SHADER_SPECIALIZATION_SOFT_SHADOWS = 1 << 2,
+ SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS = 1 << 3,
+ };
+
+ 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_position;
+ 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;
+
+ SelfList<ShaderData> shader_list_element;
+ ShaderData();
+ virtual ~ShaderData();
+ };
+
+ SelfList<ShaderData>::List shader_list;
+
+ 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_set;
+ 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 bool 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 default_shader_rd;
+ RID default_shader_sdfgi_rd;
+
+ RID default_vec4_xform_buffer;
+ RID default_vec4_xform_uniform_set;
+
+ RID shadow_sampler;
+
+ RID default_material_uniform_set;
+ ShaderData *default_material_shader_ptr = nullptr;
+
+ RID overdraw_material_uniform_set;
+ ShaderData *overdraw_material_shader_ptr = nullptr;
+
+ Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
+ SceneShaderForwardClustered();
+ ~SceneShaderForwardClustered();
+
+ void init(RendererStorageRD *p_storage, const String p_defines);
+ void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
+};
+
+} // 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..75de2f6fbd
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -0,0 +1,2684 @@
+/*************************************************************************/
+/* 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;
+
+RenderForwardMobile::ForwardID RenderForwardMobile::_allocate_forward_id(ForwardIDType p_type) {
+ int32_t index = -1;
+ for (uint32_t i = 0; i < forward_id_allocators[p_type].allocations.size(); i++) {
+ if (forward_id_allocators[p_type].allocations[i] == false) {
+ index = i;
+ break;
+ }
+ }
+
+ if (index == -1) {
+ index = forward_id_allocators[p_type].allocations.size();
+ forward_id_allocators[p_type].allocations.push_back(true);
+ forward_id_allocators[p_type].map.push_back(0xFF);
+ } else {
+ forward_id_allocators[p_type].allocations[index] = true;
+ }
+
+ return index;
+}
+void RenderForwardMobile::_free_forward_id(ForwardIDType p_type, ForwardID p_id) {
+ ERR_FAIL_INDEX(p_id, (ForwardID)forward_id_allocators[p_type].allocations.size());
+ forward_id_allocators[p_type].allocations[p_id] = false;
+}
+
+void RenderForwardMobile::_map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {
+ forward_id_allocators[p_type].map[p_id] = p_index;
+}
+
+/* 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();
+ for (int i = 0; i < FB_CONFIG_MAX; i++) {
+ color_fbs[i] = RID();
+ }
+}
+
+void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
+ clear();
+
+ msaa = p_msaa;
+
+ Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer);
+
+ width = p_width;
+ height = p_height;
+ bool is_scaled = (target_size.width != p_width) || (target_size.height != p_height);
+ view_count = p_view_count;
+
+ color = p_color_buffer;
+ depth = p_depth_buffer;
+
+ // We are creating 4 configurations here for our framebuffers.
+
+ if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
+ Vector<RID> fb;
+ fb.push_back(p_color_buffer); // 0 - color buffer
+ fb.push_back(depth); // 1 - depth buffer
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - opaque pass
+ passes.push_back(pass);
+ color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+
+ // - add sky pass
+ passes.push_back(pass);
+ color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+
+ // - add alpha pass
+ passes.push_back(pass);
+ color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+
+ if (!is_scaled) {
+ // - add blit to 2D pass
+ fb.push_back(p_target_buffer); // 2 - target buffer
+
+ RD::FramebufferPass blit_pass;
+ blit_pass.color_attachments.push_back(2);
+ blit_pass.input_attachments.push_back(0);
+ passes.push_back(blit_pass);
+
+ color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+ } else {
+ // can't do our blit pass if resolutions don't match
+ color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID();
+ }
+ } else {
+ RD::DataFormat color_format = RenderForwardMobile::singleton->_render_buffers_get_color_format();
+
+ RD::TextureFormat tf;
+ if (view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ } else {
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ }
+ tf.format = color_format;
+ tf.width = p_width;
+ tf.height = p_height;
+ tf.array_layers = view_count; // create a layer for every view
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ RD::TEXTURE_SAMPLES_1,
+ RD::TEXTURE_SAMPLES_2,
+ RD::TEXTURE_SAMPLES_4,
+ RD::TEXTURE_SAMPLES_8,
+ };
+
+ 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); // 0 - msaa color buffer
+ fb.push_back(depth_msaa); // 1 - msaa depth buffer
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - opaque pass
+ passes.push_back(pass);
+
+ // - add sky pass
+ fb.push_back(color); // 2 - color buffer
+ passes.push_back(pass); // without resolve for our 3 + 4 subpass config
+ {
+ // but with resolve for our 2 subpass config
+ Vector<RD::FramebufferPass> two_passes;
+ two_passes.push_back(pass); // opaque subpass without resolve
+ pass.resolve_attachments.push_back(2);
+ two_passes.push_back(pass); // sky subpass with resolve
+
+ color_fbs[FB_CONFIG_TWO_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, two_passes, RenderingDevice::INVALID_ID, view_count);
+ }
+
+ // - add alpha pass (with resolve, we just added that above)
+ passes.push_back(pass);
+ color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+
+ {
+ // we also need our one pass with resolve
+ Vector<RD::FramebufferPass> one_pass_with_resolve;
+ one_pass_with_resolve.push_back(pass); // note our pass configuration already has resolve..
+ color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, one_pass_with_resolve, RenderingDevice::INVALID_ID, view_count);
+ }
+
+ if (!is_scaled) {
+ // - add blit to 2D pass
+ fb.push_back(p_target_buffer); // 3 - target buffer
+ RD::FramebufferPass blit_pass;
+ blit_pass.color_attachments.push_back(3);
+ blit_pass.input_attachments.push_back(2);
+ passes.push_back(blit_pass);
+
+ color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
+ } else {
+ // can't do our blit pass if resolutions don't match
+ color_fbs[FB_CONFIG_FOUR_SUBPASSES] = RID();
+ }
+ }
+ }
+}
+
+RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
+ // Our attachments
+ Vector<RID> fb;
+ fb.push_back(p_color); // 0
+ fb.push_back(p_depth); // 1
+
+ // Now define our subpasses
+ Vector<RD::FramebufferPass> passes;
+ RD::FramebufferPass pass;
+
+ // re-using the same attachments
+ pass.color_attachments.push_back(0);
+ pass.depth_attachment = 1;
+
+ // - opaque pass
+ passes.push_back(pass);
+
+ // - sky pass
+ passes.push_back(pass);
+
+ // - alpha pass
+ passes.push_back(pass);
+
+ return RD::get_singleton()->framebuffer_create_multipass(fb, passes);
+}
+
+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 */
+
+float RenderForwardMobile::_render_buffers_get_luminance_multiplier() {
+ // On mobile renderer we need to multiply source colors by 2 due to using a UNORM buffer
+ // and multiplying by the output color during 3D rendering by 0.5
+ return 2.0;
+}
+
+RD::DataFormat RenderForwardMobile::_render_buffers_get_color_format() {
+ // Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs)
+ return RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
+}
+
+bool RenderForwardMobile::_render_buffers_can_be_storage() {
+ // Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs)
+ // Doesn't support storage
+ return false;
+}
+
+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 dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
+ RID texture = (dbt.is_valid()) ? dbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ 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;
+
+ // We can only use our full subpass approach if we're:
+ // - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE
+ // - not using ssr/sss (currently not supported)
+ // - not using glow or other post effects (can't do 4th subpass)
+ // - rendering to a half sized render buffer (can't do 4th subpass)
+ // We'll need to restrict how far we're going with subpasses based on this.
+
+ Size2i screen_size;
+ RID framebuffer;
+ bool reverse_cull = false;
+ bool using_subpass_transparent = true;
+ bool using_subpass_post_process = true;
+
+ bool using_ssr = false; // I don't think we support this in our mobile renderer so probably should phase it out
+ bool using_sss = false; // I don't think we support this in our mobile renderer so probably should phase it out
+
+ // fill our render lists early so we can find out if we use various features
+ _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_reverse_depth_and_priority();
+ _fill_element_info(RENDER_LIST_OPAQUE);
+ _fill_element_info(RENDER_LIST_ALPHA);
+
+ if (p_render_data->render_info) {
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = p_render_data->instances->size();
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_render_data->instances->size();
+ }
+
+ if (render_buffer) {
+ // setup rendering to render buffer
+ screen_size.x = render_buffer->width;
+ screen_size.y = render_buffer->height;
+
+ if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) {
+ // can't do blit subpass
+ using_subpass_post_process = false;
+ } else if (env && (env->glow_enabled || env->auto_exposure || camera_effects_uses_dof(p_render_data->camera_effects))) {
+ // can't do blit subpass
+ using_subpass_post_process = false;
+ }
+
+ if (using_ssr || using_sss || scene_state.used_screen_texture || scene_state.used_depth_texture) {
+ // can't use our last two subpasses
+ using_subpass_transparent = false;
+ using_subpass_post_process = false;
+ }
+
+ if (using_subpass_post_process) {
+ // all as subpasses
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES];
+ } else if (using_subpass_transparent) {
+ // our tonemap pass is separate
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_THREE_SUBPASSES];
+ } else {
+ // only opaque and sky as subpasses
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_TWO_SUBPASSES];
+ }
+ } 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;
+
+ framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
+
+ if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ p_render_data->environment = RID(); //no environment on interiors
+ env = nullptr;
+ }
+
+ reverse_cull = true;
+ using_subpass_transparent = true; // we ignore our screen/depth texture here
+ using_subpass_post_process = false; // not applicable at all for reflection probes.
+ } 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)
+
+ RD::get_singleton()->draw_command_end_label(); // Render Setup
+
+ // 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, _render_buffers_get_luminance_multiplier());
+ 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(); // Setup Sky
+ }
+ } else {
+ clear_color = p_default_bg_color;
+ }
+
+ // update sky buffers (if required)
+ if (draw_sky || draw_sky_fog_only) {
+ // !BAS! @TODO See if we can limit doing some things double and maybe even move this into _pre_opaque_render
+ // and change Forward Clustered in the same way as we have here (but without using subpasses)
+ RENDER_TIMESTAMP("Setup Sky resolution buffers");
+
+ RD::get_singleton()->draw_command_begin_label("Setup Sky resolution buffers");
+
+ if (p_render_data->reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ CameraMatrix projection = correction * p_render_data->cam_projection;
+ sky.update_res_buffers(env, 1, &projection, p_render_data->cam_transform, time);
+ } else {
+ sky.update_res_buffers(env, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
+ }
+
+ _pre_opaque_render(p_render_data, false, false, RID(), RID());
+
+ uint32_t spec_constant_base_flags = 0;
+
+ {
+ //figure out spec constants
+
+ if (p_render_data->directional_light_count > 0) {
+ if (p_render_data->directional_light_soft_shadows) {
+ spec_constant_base_flags |= 1 << SPEC_CONSTANT_USING_DIRECTIONAL_SOFT_SHADOWS;
+ }
+ } else {
+ spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
+ }
+
+ if (!is_environment(p_render_data->environment) || environment_is_fog_enabled(p_render_data->environment)) {
+ spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
+ }
+ }
+ {
+ if (render_buffer) {
+ RD::get_singleton()->draw_command_begin_label("Render 3D Pass");
+ } else {
+ RD::get_singleton()->draw_command_begin_label("Render Reflection Probe Pass");
+ }
+
+ // opaque pass
+
+ RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass");
+
+ 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());
+
+ if (using_subpass_transparent && using_subpass_post_process) {
+ RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap");
+ } else if (using_subpass_transparent) {
+ RENDER_TIMESTAMP("Render Opaque + Transparent");
+ } else {
+ RENDER_TIMESTAMP("Render Opaque");
+ }
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true);
+
+ bool can_continue_color = !using_subpass_transparent && !scene_state.used_screen_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !using_subpass_transparent && !scene_state.used_depth_texture && !using_ssr && !using_sss;
+
+ {
+ // regular forward for now
+ Vector<Color> c;
+ c.push_back(clear_color.to_linear()); // our render buffer
+ if (render_buffer) {
+ if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ c.push_back(clear_color.to_linear()); // our resolve buffer
+ }
+ if (using_subpass_post_process) {
+ c.push_back(Color()); // our 2D buffer we're copying into
+ }
+ }
+
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label(); //Render Opaque Subpass
+
+ if (draw_sky || draw_sky_fog_only) {
+ RD::get_singleton()->draw_command_begin_label("Draw Sky Subpass");
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+
+ if (p_render_data->reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ CameraMatrix projection = correction * p_render_data->cam_projection;
+ sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
+ } else {
+ sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
+
+ // note, if MSAA is used in 2-subpass approach we should get an automatic resolve here
+ } else {
+ // switch to subpass but we do nothing here so basically we skip (though this should trigger resolve with 2-subpass MSAA).
+ RD::get_singleton()->draw_list_switch_to_next_pass();
+ }
+
+ if (!using_subpass_transparent) {
+ // We're done with our subpasses so end our container pass
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+
+ RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
+ }
+
+ if (scene_state.used_screen_texture) {
+ // Copy screen texture to backbuffer so we can read from it
+ _render_buffers_copy_screen_texture(p_render_data);
+ }
+
+ if (scene_state.used_depth_texture) {
+ // Copy depth texture to backbuffer so we can read from it
+ _render_buffers_copy_depth_texture(p_render_data);
+ }
+
+ // transparent pass
+
+ RD::get_singleton()->draw_command_begin_label("Render Transparent Subpass");
+
+ rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
+
+ if (using_subpass_transparent) {
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_switch_to_next_pass_split(thread_draw_lists.size(), thread_draw_lists.ptr());
+ render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+ render_list_params.subpass = RD::get_singleton()->draw_list_get_current_pass();
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
+
+ // note if we are using MSAA we should get an automatic resolve through our subpass configuration.
+
+ // blit to tonemap
+ if (render_buffer && using_subpass_post_process) {
+ _post_process_subpass(render_buffer->color, framebuffer, p_render_data);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
+
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ } else {
+ RENDER_TIMESTAMP("Render Transparent");
+
+ framebuffer = render_buffer->color_fbs[FB_CONFIG_ONE_PASS];
+
+ // this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
+ // _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
+
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count);
+ render_list_params.framebuffer_format = fb_format;
+ if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
+ // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, &render_list_params);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ _render_list(draw_list, fb_format, &render_list_params, 0, render_list_params.element_count);
+ RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_ALL);
+ }
+
+ RD::get_singleton()->draw_command_end_label(); // Render Transparent Subpass
+ }
+ }
+
+ if (render_buffer && !using_subpass_post_process) {
+ RD::get_singleton()->draw_command_begin_label("Post process pass");
+
+ // If we need extra effects we do this in its own pass
+ RENDER_TIMESTAMP("Tonemap");
+
+ _render_buffers_post_process_and_tonemap(p_render_data);
+
+ RD::get_singleton()->draw_command_end_label(); // Post process pass
+ }
+
+ if (render_buffer) {
+ _disable_clear_request(p_render_data);
+ }
+}
+
+/* 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, RendererScene::RenderInfo *p_render_info) {
+ uint32_t shadow_pass_index = scene_state.shadow_passes.size();
+
+ SceneState::ShadowPass shadow_pass;
+
+ if (p_render_info) {
+ p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = p_instances.size();
+ p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_instances.size();
+ }
+ RenderDataRD render_data;
+ render_data.cam_projection = p_projection;
+ render_data.cam_transform = p_transform;
+ render_data.view_projection[0] = p_projection;
+ render_data.z_near = 0.0;
+ render_data.z_far = p_zfar;
+ render_data.instances = &p_instances;
+ render_data.render_info = p_render_info;
+ render_data.lod_camera_plane = p_camera_plane;
+ render_data.lod_distance_multiplier = p_lod_distance_multiplier;
+
+ scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+
+ _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_element_info(RENDER_LIST_SECONDARY, render_list_from, render_list_size);
+
+ {
+ //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, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ _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.view_projection[0] = p_cam_projection;
+ 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_element_info(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, 0);
+ //regular forward for now
+ Vector<Color> clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ 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_element_info(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, 0);
+ //regular forward for now
+ Vector<Color> clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ 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.view_projection[0] = p_cam_projection;
+ 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_element_info(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, 0);
+ _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_SAMPLER;
+ RID sampler;
+ switch (decals_get_filter()) {
+ case RS::DECAL_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ RID sampler;
+ switch (light_projectors_get_filter()) {
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
+ sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ } break;
+ }
+
+ u.ids.push_back(sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ 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 = 6;
+ 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 = 7;
+ 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 = 8;
+ 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 = 9;
+ 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 = 10;
+ 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 = 11;
+ 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 = 12;
+ 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 = 13;
+ 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 = 14;
+ 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();
+}
+
+_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
+ static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
+ static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
+ return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
+}
+
+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
+
+ if (inst->non_uniform_scale) {
+ flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
+ }
+
+ 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;
+ }
+
+ uint32_t indices;
+ surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices);
+ if (p_render_data->render_info) {
+ indices = _indices_to_primitives(surf->primitive, indices);
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ }
+ }
+ } else {
+ surf->lod_index = 0;
+ if (p_render_data->render_info) {
+ uint32_t to_draw = storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ to_draw = _indices_to_primitives(surf->primitive, to_draw);
+ to_draw *= inst->instance_count;
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ }
+ }
+ }
+
+ // ADD Element
+ if (p_pass_mode == PASS_MODE_COLOR) {
+#ifdef DEBUG_ENABLED
+ bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
+#else
+ bool force_alpha = false;
+#endif
+ if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) {
+ rl->add_element(surf);
+ }
+ if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) {
+ render_list[RENDER_LIST_ALPHA].add_element(surf);
+ }
+
+ 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);
+
+ for (uint32_t v = 0; v < p_render_data->view_count; v++) {
+ projection = correction * p_render_data->view_projection[v];
+ RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
+ RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+ }
+
+ 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);
+
+ 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_element_info(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements) {
+ 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);
+ }
+}
+
+void RenderForwardMobile::_fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance) {
+ // first zero out our indices
+
+ p_push_constant->omni_lights[0] = 0xFFFF;
+ p_push_constant->omni_lights[1] = 0xFFFF;
+
+ p_push_constant->spot_lights[0] = 0xFFFF;
+ p_push_constant->spot_lights[1] = 0xFFFF;
+
+ p_push_constant->decals[0] = 0xFFFF;
+ p_push_constant->decals[1] = 0xFFFF;
+
+ p_push_constant->reflection_probes[0] = 0xFFFF;
+ p_push_constant->reflection_probes[1] = 0xFFFF;
+
+ if (p_instance->omni_light_count == 0) {
+ spec_constants |= 1 << SPEC_CONSTANT_DISABLE_OMNI_LIGHTS;
+ }
+ if (p_instance->spot_light_count == 0) {
+ spec_constants |= 1 << SPEC_CONSTANT_DISABLE_SPOT_LIGHTS;
+ }
+ if (p_instance->reflection_probe_count == 0) {
+ spec_constants |= 1 << SPEC_CONSTANT_DISABLE_REFLECTION_PROBES;
+ }
+ if (p_instance->decals_count == 0) {
+ spec_constants |= 1 << SPEC_CONSTANT_DISABLE_DECALS;
+ }
+
+ for (uint32_t i = 0; i < MAX_RDL_CULL; i++) {
+ uint32_t ofs = i < 4 ? 0 : 1;
+ uint32_t shift = (i & 0x3) << 3;
+ uint32_t mask = ~(0xFF << shift);
+ if (i < p_instance->omni_light_count) {
+ p_push_constant->omni_lights[ofs] &= mask;
+ p_push_constant->omni_lights[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_OMNI_LIGHT].map[p_instance->omni_lights[i]]) << shift;
+ }
+ if (i < p_instance->spot_light_count) {
+ p_push_constant->spot_lights[ofs] &= mask;
+ p_push_constant->spot_lights[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_SPOT_LIGHT].map[p_instance->spot_lights[i]]) << shift;
+ }
+ if (i < p_instance->decals_count) {
+ p_push_constant->decals[ofs] &= mask;
+ p_push_constant->decals[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_DECAL].map[p_instance->decals[i]]) << shift;
+ }
+ if (i < p_instance->reflection_probe_count) {
+ p_push_constant->reflection_probes[ofs] &= mask;
+ p_push_constant->reflection_probes[ofs] |= uint32_t(forward_id_allocators[FORWARD_ID_TYPE_REFLECTION_PROBE].map[p_instance->reflection_probes[i]]) << shift;
+ }
+ }
+}
+
+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;
+
+ uint32_t base_spec_constants = p_params->spec_constant_base_flags;
+
+ // GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant;
+ GeometryInstanceForwardMobile::PushConstant push_constant;
+
+ if (inst->store_transform_cache) {
+ RendererStorageRD::store_transform(inst->transform, push_constant.transform);
+ } 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;
+ };
+
+ 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 {
+ if (inst->use_projector) {
+ base_spec_constants |= 1 << SPEC_CONSTANT_USING_PROJECTOR;
+ }
+ if (inst->use_soft_shadow) {
+ base_spec_constants |= 1 << SPEC_CONSTANT_USING_SOFT_SHADOWS;
+ }
+ _fill_push_constant_instance_indices(&push_constant, base_spec_constants, inst);
+
+#ifdef DEBUG_ENABLED
+ if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) {
+ material_uniform_set = scene_shader.default_material_uniform_set;
+ shader = scene_shader.default_material_shader_ptr;
+ } else if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW)) {
+ material_uniform_set = scene_shader.overdraw_material_uniform_set;
+ shader = scene_shader.overdraw_material_shader_ptr;
+ } else {
+#endif
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+#ifdef DEBUG_ENABLED
+ }
+#endif
+ 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 = p_params->view_count > 1 ? SceneShaderForwardMobile::SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW : SceneShaderForwardMobile::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ } else {
+ shader_version = p_params->view_count > 1 ? SceneShaderForwardMobile::SHADER_VERSION_COLOR_PASS_MULTIVIEW : SceneShaderForwardMobile::SHADER_VERSION_COLOR_PASS;
+ }
+ } break;
+ case PASS_MODE_SHADOW: {
+ shader_version = p_params->view_count > 1 ? SceneShaderForwardMobile::SHADER_VERSION_SHADOW_PASS_MULTIVIEW : SceneShaderForwardMobile::SHADER_VERSION_SHADOW_PASS;
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for shadow DP pass");
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_SHADOW_PASS_DP;
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for material pass");
+ 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, p_params->subpass, base_spec_constants);
+
+ 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()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
+ }
+
+ 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] = light_instance_get_forward_id(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] = light_instance_get_forward_id(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] = reflection_probe_instance_get_forward_id(p_reflection_probe_instances[i]);
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < ginstance->decals_count; i++) {
+ ginstance->decals[i] = decal_instance_get_forward_id(p_decal_instances[i]);
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
+ // We do not have this here!
+}
+
+void RenderForwardMobile::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->use_projector = p_projector;
+ ginstance->use_soft_shadow = p_softshadow;
+}
+
+void RenderForwardMobile::_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.get_or_null(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;
+ ginstance->base_flags = 0;
+
+ 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;
+
+void RenderForwardMobile::_update_shader_quality_settings() {
+ Vector<RD::PipelineSpecializationConstant> spec_constants;
+
+ RD::PipelineSpecializationConstant sc;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
+
+ sc.constant_id = SPEC_CONSTANT_SOFT_SHADOW_SAMPLES;
+ sc.int_value = soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES;
+ sc.int_value = directional_soft_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES;
+ sc.int_value = directional_penumbra_shadow_samples_get();
+
+ spec_constants.push_back(sc);
+
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.constant_id = SPEC_CONSTANT_DECAL_USE_MIPMAPS;
+ sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ sc.constant_id = SPEC_CONSTANT_PROJECTOR_USE_MIPMAPS;
+ sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC;
+
+ spec_constants.push_back(sc);
+
+ scene_shader.set_default_specialization_constants(spec_constants);
+
+ _base_uniforms_changed(); //also need this
+}
+
+RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
+ RendererSceneRenderRD(p_storage) {
+ singleton = this;
+
+ sky.set_texture_format(_render_buffers_get_color_format());
+
+ 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(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");
+
+ _update_shader_quality_settings();
+}
+
+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..38f80c5347
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -0,0 +1,668 @@
+/*************************************************************************/
+/* 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;
+
+ struct ForwardIDAllocator {
+ LocalVector<bool> allocations;
+ LocalVector<uint8_t> map;
+ };
+
+ ForwardIDAllocator forward_id_allocators[FORWARD_ID_MAX];
+
+ virtual ForwardID _allocate_forward_id(ForwardIDType p_type) override;
+ virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) override;
+ virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) override;
+ virtual bool _uses_forward_ids() const override { return true; }
+
+protected:
+ /* Scene Shader */
+
+ enum {
+ SCENE_UNIFORM_SET = 0,
+ RENDER_PASS_UNIFORM_SET = 1,
+ TRANSFORMS_UNIFORM_SET = 2,
+ MATERIAL_UNIFORM_SET = 3
+ };
+
+ enum {
+
+ SPEC_CONSTANT_USING_PROJECTOR = 0,
+ SPEC_CONSTANT_USING_SOFT_SHADOWS = 1,
+ SPEC_CONSTANT_USING_DIRECTIONAL_SOFT_SHADOWS = 2,
+
+ SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 3,
+ SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 4,
+ SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 5,
+ SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 6,
+
+ SPEC_CONSTANT_DECAL_USE_MIPMAPS = 7,
+ SPEC_CONSTANT_PROJECTOR_USE_MIPMAPS = 8,
+
+ SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 9,
+ SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 10,
+ SPEC_CONSTANT_DISABLE_REFLECTION_PROBES = 11,
+ SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 12,
+
+ SPEC_CONSTANT_DISABLE_DECALS = 13,
+ SPEC_CONSTANT_DISABLE_FOG = 14,
+
+ };
+
+ 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 */
+
+ // We can have:
+ // - 4 subpasses combining the full render cycle
+ // - 3 subpasses + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
+ // - 2 subpasses + 1 normal pass for transparent + 1 normal pass for tonemapping/glow/dof/etc (using fb for 2D buffer)
+ enum RenderBufferMobileFramebufferConfigType {
+ FB_CONFIG_ONE_PASS, // Single pass frame buffer for alpha pass
+ FB_CONFIG_TWO_SUBPASSES, // Opaque + Sky sub pass
+ FB_CONFIG_THREE_SUBPASSES, // Opaque + Sky + Alpha sub pass
+ FB_CONFIG_FOUR_SUBPASSES, // Opaque + Sky + Alpha sub pass + Tonemap pass
+ FB_CONFIG_MAX
+ };
+
+ 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_fbs[FB_CONFIG_MAX];
+ int width, height;
+ uint32_t view_count;
+
+ void clear();
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
+
+ ~RenderBufferDataForwardMobile();
+ };
+
+ virtual RenderBufferData *_create_render_buffer_data() override;
+
+ /* 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;
+ uint32_t view_count = 1;
+ RID render_pass_uniform_set;
+ bool force_wireframe = false;
+ Vector2 uv_offset;
+ Plane lod_plane;
+ uint32_t spec_constant_base_flags = 0;
+ 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;
+ uint32_t subpass = 0;
+
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ 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;
+ view_count = p_view_count;
+ render_pass_uniform_set = p_render_pass_uniform_set;
+ force_wireframe = p_force_wireframe;
+ uv_offset = p_uv_offset;
+ lod_plane = p_lod_plane;
+ lod_distance_multiplier = p_lod_distance_multiplier;
+ screen_lod_threshold = p_screen_lod_threshold;
+ element_offset = p_element_offset;
+ barrier = p_barrier;
+ spec_constant_base_flags = p_spec_constant_base_flags;
+ }
+ };
+
+ virtual float _render_buffers_get_luminance_multiplier() override;
+ virtual RD::DataFormat _render_buffers_get_color_format() override;
+ virtual bool _render_buffers_can_be_storage() override;
+
+ 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) override;
+
+ virtual void _render_shadow_begin() override;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override;
+ virtual void _render_shadow_process() override;
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override;
+
+ virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) override;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override;
+
+ uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
+
+ virtual void _base_uniforms_changed() override;
+ void _update_render_base_uniform_set();
+ virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override;
+
+ void _fill_render_list(RenderListType p_render_list, const RenderDataRD *p_render_data, PassMode p_pass_mode, bool p_append = false);
+ void _fill_element_info(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1);
+ // 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 projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][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];
+
+ 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() { //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_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
+ INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
+ INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
+ INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
+ INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
+ INSTANCE_DATA_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,
+ };
+
+ 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;
+ bool use_projector = false;
+ bool use_soft_shadow = false;
+ Transform3D transform;
+ bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform
+ bool non_uniform_scale = false;
+ AABB transformed_aabb; //needed for LOD
+ float lod_bias = 0.0;
+ float lod_model_scale = 1.0;
+ int32_t shader_parameters_offset = -1;
+ uint32_t instance_count = 0;
+ uint32_t trail_steps = 1;
+ RID mesh_instance;
+
+ // lightmap
+ uint32_t gi_offset_cache = 0; // !BAS! Should rename this to lightmap_offset_cache, in forward clustered this was shared between gi and lightmap
+ uint32_t lightmap_slice_index;
+ Rect2 lightmap_uv_scale;
+ RID lightmap_instance;
+ GeometryInstanceLightmapSH *lightmap_sh = nullptr;
+
+ // culled light info
+ uint32_t reflection_probe_count = 0;
+ ForwardID reflection_probes[MAX_RDL_CULL];
+ uint32_t omni_light_count = 0;
+ ForwardID omni_lights[MAX_RDL_CULL];
+ uint32_t spot_light_count = 0;
+ ForwardID spot_lights[MAX_RDL_CULL];
+ uint32_t decals_count = 0;
+ ForwardID 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) {}
+ };
+
+ _FORCE_INLINE_ void _fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, uint32_t &spec_constants, const GeometryInstanceForwardMobile *p_instance);
+
+ void _update_shader_quality_settings() override;
+
+public:
+ virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth) override;
+
+ static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+
+ 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) override;
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override;
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override;
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
+
+ virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) override;
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) override;
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
+
+ virtual uint32_t geometry_instance_get_pair_mask() override;
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
+ virtual void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
+
+ virtual void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
+
+ virtual bool free(RID p_rid) override;
+
+ virtual bool is_dynamic_gi_supported() const override;
+ virtual bool is_clustered_enabled() const override;
+ virtual bool is_volumetric_supported() const override;
+ virtual uint32_t get_max_elements() const override;
+
+ 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..4118735cf2
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -0,0 +1,771 @@
+/*************************************************************************/
+/* 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"
+#include "servers/rendering/renderer_rd/renderer_compositor_rd.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_MSG(err != OK, "Shader compilation failed.");
+
+ 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_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) {
+ blend_state = blend_state_blend;
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ }
+ } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || k == SHADER_VERSION_SHADOW_PASS_DP) {
+ //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)
+ }
+ } else {
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) {
+ blend_state = blend_state_opaque;
+ } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || k == SHADER_VERSION_SHADOW_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 {
+ // ???
+ }
+ }
+
+ RID shader_variant = shader_singleton->shader.version_get_shader(version, k);
+ pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants);
+ }
+ }
+ }
+
+ 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 (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ for (const KeyValue<int, StringName> &E : order) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.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() :
+ shader_list_element(this) {
+ 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);
+ singleton->shader_list.add(&shader_data->shader_list_element);
+ 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;
+}
+
+bool SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
+}
+
+SceneShaderForwardMobile::MaterialData::~MaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+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"); // 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_SHADOW_PASS_DP
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
+
+ // multiview versions of our shaders
+ shader_versions.push_back("\n#define USE_MULTIVIEW\n"); // SHADER_VERSION_COLOR_PASS_MULTIVIEW
+ shader_versions.push_back("\n#define USE_MULTIVIEW\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW
+ shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_SHADOW_PASS_MULTIVIEW
+
+ shader.initialize(shader_versions, p_defines);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_MULTIVIEW, false);
+ shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW, false);
+ shader.set_variant_enabled(SHADER_VERSION_SHADOW_PASS_MULTIVIEW, 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"] = "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_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";
+
+ actions.renames["VIEW_INDEX"] = "ViewIndex";
+ actions.renames["VIEW_MONO_LEFT"] = "0";
+ actions.renames["VIEW_RIGHT"] = "1";
+
+ //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_USED\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ 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";
+
+ actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture
+
+ compiler.initialize(actions);
+ }
+
+ {
+ //default material and shader
+ default_shader = storage->shader_allocate();
+ storage->shader_initialize(default_shader);
+ storage->shader_set_code(default_shader, R"(
+// Default 3D material shader (mobile).
+
+shader_type spatial;
+
+void vertex() {
+ ROUGHNESS = 0.8;
+}
+
+void fragment() {
+ ALBEDO = vec3(0.6);
+ ROUGHNESS = 0.8;
+ METALLIC = 0.2;
+}
+)");
+ 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_material_shader_ptr = md->shader_data;
+ default_material_uniform_set = md->uniform_set;
+ }
+
+ {
+ overdraw_material_shader = storage->shader_allocate();
+ storage->shader_initialize(overdraw_material_shader);
+ // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
+ storage->shader_set_code(overdraw_material_shader, R"(
+// 3D editor Overdraw debug draw mode shader (mobile).
+
+shader_type spatial;
+
+render_mode blend_add, unshaded;
+
+void fragment() {
+ ALBEDO = vec3(0.4, 0.8, 0.8);
+ ALPHA = 0.1;
+}
+)");
+ overdraw_material = storage->material_allocate();
+ storage->material_initialize(overdraw_material);
+ storage->material_set_shader(overdraw_material, overdraw_material_shader);
+
+ MaterialData *md = (MaterialData *)storage->material_get_data(overdraw_material, RendererStorageRD::SHADER_TYPE_3D);
+ overdraw_material_shader_ptr = md->shader_data;
+ overdraw_material_uniform_set = md->uniform_set;
+ }
+
+ {
+ 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);
+ }
+}
+
+void SceneShaderForwardMobile::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) {
+ default_specialization_constants = p_constants;
+ for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) {
+ for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) {
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants);
+ }
+ }
+ }
+ }
+}
+
+SceneShaderForwardMobile::~SceneShaderForwardMobile() {
+ RD::get_singleton()->free(default_vec4_xform_buffer);
+ RD::get_singleton()->free(shadow_sampler);
+
+ storage->free(overdraw_material_shader);
+ storage->free(default_shader);
+
+ 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..e1c10f0206
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -0,0 +1,216 @@
+/*************************************************************************/
+/* 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_SHADOW_PASS_DP,
+ SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
+
+ SHADER_VERSION_COLOR_PASS_MULTIVIEW,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW,
+ SHADER_VERSION_SHADOW_PASS_MULTIVIEW,
+
+ 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;
+
+ SelfList<ShaderData> shader_list_element;
+
+ 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_set;
+ 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 bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~MaterialData();
+ };
+
+ SelfList<ShaderData>::List shader_list;
+
+ RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ 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 default_shader_rd;
+
+ RID default_vec4_xform_buffer;
+ RID default_vec4_xform_uniform_set;
+
+ RID shadow_sampler;
+
+ RID default_material_uniform_set;
+ ShaderData *default_material_shader_ptr = nullptr;
+
+ RID overdraw_material_uniform_set;
+ ShaderData *overdraw_material_shader_ptr = nullptr;
+
+ SceneShaderForwardMobile();
+ ~SceneShaderForwardMobile();
+
+ Vector<RD::PipelineSpecializationConstant> default_specialization_constants;
+
+ void init(RendererStorageRD *p_storage, const String p_defines);
+ void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants);
+};
+
+} // namespace RendererSceneRenderImplementation
+#endif // !RSSR_SCENE_SHADER_FM_H
diff --git a/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index 5cc3da8d4e..aefe926cb0 100644
--- a/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* render_pipeline_vertex_format_cache_rd.cpp */
+/* pipeline_cache_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,28 +28,49 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "render_pipeline_vertex_format_cache_rd.h"
+#include "pipeline_cache_rd.h"
#include "core/os/memory.h"
-RID RenderPipelineVertexFormatCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe) {
+RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations) {
RD::PipelineMultisampleState multisample_state_version = multisample_state;
- multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id);
+ multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass);
RD::PipelineRasterizationState raster_state_version = rasterization_state;
raster_state_version.wireframe = p_wireframe;
- RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags);
+ Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants;
+
+ uint32_t bool_index = 0;
+ uint32_t bool_specializations = p_bool_specializations;
+ while (bool_specializations) {
+ if (bool_specializations & (1 << bool_index)) {
+ RD::PipelineSpecializationConstant sc;
+ sc.bool_value = true;
+ sc.constant_id = bool_index;
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ specialization_constants.push_back(sc);
+ bool_specializations &= ~(1 << bool_index);
+ }
+ bool_index++;
+ }
+
+ RID pipeline = RD::get_singleton()->render_pipeline_create(shader, p_framebuffer_format_id, p_vertex_format_id, render_primitive, raster_state_version, multisample_state_version, depth_stencil_state, blend_state, dynamic_state_flags, p_render_pass, specialization_constants);
ERR_FAIL_COND_V(pipeline.is_null(), RID());
versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
versions[version_count].framebuffer_id = p_framebuffer_format_id;
versions[version_count].vertex_id = p_vertex_format_id;
versions[version_count].wireframe = p_wireframe;
versions[version_count].pipeline = pipeline;
+ versions[version_count].render_pass = p_render_pass;
+ versions[version_count].bool_specializations = p_bool_specializations;
version_count++;
return pipeline;
}
-void RenderPipelineVertexFormatCacheRD::_clear() {
+void PipelineCacheRD::_clear() {
+#ifndef _MSC_VER
+#warning Clear should probably recompile all the variants already compiled instead to avoid stalls? needs discussion
+#endif
if (versions) {
for (uint32_t i = 0; i < version_count; i++) {
//shader may be gone, so this may not be valid
@@ -63,7 +84,7 @@ void RenderPipelineVertexFormatCacheRD::_clear() {
}
}
-void RenderPipelineVertexFormatCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags) {
+void PipelineCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
ERR_FAIL_COND(p_shader.is_null());
_clear();
shader = p_shader;
@@ -74,26 +95,31 @@ void RenderPipelineVertexFormatCacheRD::setup(RID p_shader, RD::RenderPrimitive
depth_stencil_state = p_depth_stencil_state;
blend_state = p_blend_state;
dynamic_state_flags = p_dynamic_state_flags;
+ base_specialization_constants = p_base_specialization_constants;
+}
+void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) {
+ base_specialization_constants = p_base_specialization_constants;
+ _clear();
}
-void RenderPipelineVertexFormatCacheRD::update_shader(RID p_shader) {
+void PipelineCacheRD::update_shader(RID p_shader) {
ERR_FAIL_COND(p_shader.is_null());
_clear();
setup(p_shader, render_primitive, rasterization_state, multisample_state, depth_stencil_state, blend_state, dynamic_state_flags);
}
-void RenderPipelineVertexFormatCacheRD::clear() {
+void PipelineCacheRD::clear() {
_clear();
shader = RID(); //clear shader
input_mask = 0;
}
-RenderPipelineVertexFormatCacheRD::RenderPipelineVertexFormatCacheRD() {
+PipelineCacheRD::PipelineCacheRD() {
version_count = 0;
versions = nullptr;
input_mask = 0;
}
-RenderPipelineVertexFormatCacheRD::~RenderPipelineVertexFormatCacheRD() {
+PipelineCacheRD::~PipelineCacheRD() {
_clear();
}
diff --git a/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h
index cf15e79586..e52f47fa47 100644
--- a/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* render_pipeline_vertex_format_cache_rd.h */
+/* pipeline_cache_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,13 +28,13 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RENDER_PIPELINE_CACHE_RD_H
-#define RENDER_PIPELINE_CACHE_RD_H
+#ifndef PIPELINE_CACHE_RD_H
+#define PIPELINE_CACHE_RD_H
-#include "core/spin_lock.h"
+#include "core/os/spin_lock.h"
#include "servers/rendering/rendering_device.h"
-class RenderPipelineVertexFormatCacheRD {
+class PipelineCacheRD {
SpinLock spin_lock;
RID shader;
@@ -46,26 +46,30 @@ class RenderPipelineVertexFormatCacheRD {
RD::PipelineDepthStencilState depth_stencil_state;
RD::PipelineColorBlendState blend_state;
int dynamic_state_flags;
+ Vector<RD::PipelineSpecializationConstant> base_specialization_constants;
struct Version {
RD::VertexFormatID vertex_id;
RD::FramebufferFormatID framebuffer_id;
+ uint32_t render_pass;
bool wireframe;
+ uint32_t bool_specializations;
RID pipeline;
};
Version *versions;
uint32_t version_count;
- RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe);
+ RID _generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations = 0);
void _clear();
public:
- void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0);
+ void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>());
+ void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants);
void update_shader(RID p_shader);
- _FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false) {
+ _FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0, uint32_t p_bool_specializations = 0) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND_V_MSG(shader.is_null(), RID(),
"Attempted to use an unused shader variant (shader is null),");
@@ -74,13 +78,13 @@ public:
spin_lock.lock();
RID result;
for (uint32_t i = 0; i < version_count; i++) {
- if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe) {
+ if (versions[i].vertex_id == p_vertex_format_id && versions[i].framebuffer_id == p_framebuffer_format_id && versions[i].wireframe == p_wireframe && versions[i].render_pass == p_render_pass && versions[i].bool_specializations == p_bool_specializations) {
result = versions[i].pipeline;
spin_lock.unlock();
return result;
}
}
- result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe);
+ result = _generate_version(p_vertex_format_id, p_framebuffer_format_id, p_wireframe, p_render_pass, p_bool_specializations);
spin_lock.unlock();
return result;
}
@@ -89,8 +93,8 @@ public:
return input_mask;
}
void clear();
- RenderPipelineVertexFormatCacheRD();
- ~RenderPipelineVertexFormatCacheRD();
+ PipelineCacheRD();
+ ~PipelineCacheRD();
};
#endif // RENDER_PIPELINE_CACHE_RD_H
diff --git a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index aad2be45c6..b792ec9971 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rasterizer_canvas_rd.cpp */
+/* renderer_canvas_render_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,12 +28,15 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "rasterizer_canvas_rd.h"
+#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 "core/project_settings.h"
-#include "rasterizer_rd.h"
+#include "renderer_compositor_rd.h"
+#include "servers/rendering/rendering_server_default.h"
-void RasterizerCanvasRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
+void RendererCanvasRenderRD::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
p_mat4[0] = p_transform.elements[0][0];
p_mat4[1] = p_transform.elements[0][1];
p_mat4[2] = 0;
@@ -52,7 +55,7 @@ void RasterizerCanvasRD::_update_transform_2d_to_mat4(const Transform2D &p_trans
p_mat4[15] = 1;
}
-void RasterizerCanvasRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
+void RendererCanvasRenderRD::_update_transform_2d_to_mat2x4(const Transform2D &p_transform, float *p_mat2x4) {
p_mat2x4[0] = p_transform.elements[0][0];
p_mat2x4[1] = p_transform.elements[1][0];
p_mat2x4[2] = 0;
@@ -64,7 +67,7 @@ void RasterizerCanvasRD::_update_transform_2d_to_mat2x4(const Transform2D &p_tra
p_mat2x4[7] = p_transform.elements[2][1];
}
-void RasterizerCanvasRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
+void RendererCanvasRenderRD::_update_transform_2d_to_mat2x3(const Transform2D &p_transform, float *p_mat2x3) {
p_mat2x3[0] = p_transform.elements[0][0];
p_mat2x3[1] = p_transform.elements[0][1];
p_mat2x3[2] = p_transform.elements[1][0];
@@ -73,7 +76,7 @@ void RasterizerCanvasRD::_update_transform_2d_to_mat2x3(const Transform2D &p_tra
p_mat2x3[5] = p_transform.elements[2][1];
}
-void RasterizerCanvasRD::_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];
@@ -92,153 +95,7 @@ void RasterizerCanvasRD::_update_transform_to_mat4(const Transform &p_transform,
p_mat4[15] = 1;
}
-void RasterizerCanvasRD::_update_specular_shininess(const Color &p_transform, uint32_t *r_ss) {
- *r_ss = uint32_t(CLAMP(p_transform.a * 255.0, 0, 255)) << 24;
- *r_ss |= uint32_t(CLAMP(p_transform.b * 255.0, 0, 255)) << 16;
- *r_ss |= uint32_t(CLAMP(p_transform.g * 255.0, 0, 255)) << 8;
- *r_ss |= uint32_t(CLAMP(p_transform.r * 255.0, 0, 255));
-}
-
-RID RasterizerCanvasRD::_create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
- Vector<RD::Uniform> uniform_set;
-
- { // COLOR TEXTURE
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1;
- RID texture = storage->texture_get_rd_texture(p_texture);
- if (!texture.is_valid()) {
- //use default white texture
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- }
- u.ids.push_back(texture);
- uniform_set.push_back(u);
- }
-
- { // NORMAL TEXTURE
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2;
- RID texture = storage->texture_get_rd_texture(p_normalmap);
- if (!texture.is_valid()) {
- //use default normal texture
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL);
- }
- u.ids.push_back(texture);
- uniform_set.push_back(u);
- }
-
- { // SPECULAR TEXTURE
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 3;
- RID texture = storage->texture_get_rd_texture(p_specular);
- if (!texture.is_valid()) {
- //use default white texture
- texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
- }
- u.ids.push_back(texture);
- uniform_set.push_back(u);
- }
-
- { // SAMPLER
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 4;
- RID sampler = storage->sampler_rd_get_default(p_filter, p_repeat);
- ERR_FAIL_COND_V(sampler.is_null(), RID());
- u.ids.push_back(sampler);
- uniform_set.push_back(u);
- }
-
- { // MULTIMESH TEXTURE BUFFER
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
- u.binding = 5;
- u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER));
- uniform_set.push_back(u);
- }
-
- return RD::get_singleton()->uniform_set_create(uniform_set, shader.default_version_rd_shader, 0);
-}
-
-RasterizerCanvas::TextureBindingID RasterizerCanvasRD::request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh) {
- if (p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
- p_filter = default_samplers.default_filter;
- }
-
- if (p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
- p_repeat = default_samplers.default_repeat;
- }
-
- TextureBindingKey key;
- key.texture = p_texture;
- key.normalmap = p_normalmap;
- key.specular = p_specular;
- key.multimesh = p_multimesh;
- key.texture_filter = p_filter;
- key.texture_repeat = p_repeat;
-
- TextureBinding *binding;
- TextureBindingID id;
- {
- TextureBindingID *idptr = bindings.texture_key_bindings.getptr(key);
-
- if (!idptr) {
- id = bindings.id_generator++;
- bindings.texture_key_bindings[key] = id;
- binding = memnew(TextureBinding);
- binding->key = key;
- binding->id = id;
-
- bindings.texture_bindings[id] = binding;
-
- } else {
- id = *idptr;
- binding = bindings.texture_bindings[id];
- }
- }
-
- binding->reference_count++;
-
- if (binding->to_dispose.in_list()) {
- //was queued for disposal previously, but ended up reused.
- bindings.to_dispose_list.remove(&binding->to_dispose);
- }
-
- if (binding->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
- binding->uniform_set = _create_texture_binding(p_texture, p_normalmap, p_specular, p_filter, p_repeat, p_multimesh);
- }
-
- return id;
-}
-
-void RasterizerCanvasRD::free_texture_binding(TextureBindingID p_binding) {
- TextureBinding **binding_ptr = bindings.texture_bindings.getptr(p_binding);
- ERR_FAIL_COND(!binding_ptr);
- TextureBinding *binding = *binding_ptr;
- ERR_FAIL_COND(binding->reference_count == 0);
- binding->reference_count--;
- if (binding->reference_count == 0) {
- bindings.to_dispose_list.add(&binding->to_dispose);
- }
-}
-
-void RasterizerCanvasRD::_dispose_bindings() {
- while (bindings.to_dispose_list.first()) {
- TextureBinding *binding = bindings.to_dispose_list.first()->self();
- if (binding->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(binding->uniform_set)) {
- RD::get_singleton()->free(binding->uniform_set);
- }
-
- bindings.texture_key_bindings.erase(binding->key);
- bindings.texture_bindings.erase(binding->id);
- bindings.to_dispose_list.remove(&binding->to_dispose);
- memdelete(binding);
- }
-}
-
-RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
+RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights) {
// Care must be taken to generate array formats
// in ways where they could be reused, so we will
// put single-occuring elements first, and repeated
@@ -264,9 +121,9 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
Vector<uint8_t> polygon_buffer;
polygon_buffer.resize(buffer_size * sizeof(float));
Vector<RD::VertexAttribute> descriptions;
- descriptions.resize(4);
+ descriptions.resize(5);
Vector<RID> buffers;
- buffers.resize(4);
+ buffers.resize(5);
{
const uint8_t *r = polygon_buffer.ptr();
@@ -329,7 +186,7 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
vd.stride = 0;
descriptions.write[1] = vd;
- buffers.write[1] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_COLOR);
+ buffers.write[1] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_COLOR);
}
//uvs
@@ -357,13 +214,13 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
vd.stride = 0;
descriptions.write[2] = vd;
- buffers.write[2] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
+ buffers.write[2] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_TEX_UV);
}
//bones
if ((uint32_t)p_indices.size() == vertex_count * 4 && (uint32_t)p_weights.size() == vertex_count * 4) {
RD::VertexAttribute vd;
- vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
+ vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
vd.offset = base_offset * sizeof(float);
vd.location = RS::ARRAY_BONES;
vd.stride = stride * sizeof(float);
@@ -371,16 +228,42 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
descriptions.write[3] = vd;
const int *bone_ptr = p_bones.ptr();
- const float *weight_ptr = p_weights.ptr();
for (uint32_t i = 0; i < vertex_count; i++) {
uint16_t *bone16w = (uint16_t *)&uptr[base_offset + i * stride];
- uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride + 2];
bone16w[0] = bone_ptr[i * 4 + 0];
bone16w[1] = bone_ptr[i * 4 + 1];
bone16w[2] = bone_ptr[i * 4 + 2];
bone16w[3] = bone_ptr[i * 4 + 3];
+ }
+
+ base_offset += 2;
+ } else {
+ RD::VertexAttribute vd;
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
+ vd.offset = 0;
+ vd.location = RS::ARRAY_BONES;
+ vd.stride = 0;
+
+ descriptions.write[3] = vd;
+ buffers.write[3] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
+ }
+
+ //weights
+ if ((uint32_t)p_weights.size() == vertex_count * 4) {
+ RD::VertexAttribute vd;
+ vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
+ vd.offset = base_offset * sizeof(float);
+ vd.location = RS::ARRAY_WEIGHTS;
+ vd.stride = stride * sizeof(float);
+
+ descriptions.write[4] = vd;
+
+ const float *weight_ptr = p_weights.ptr();
+
+ for (uint32_t i = 0; i < vertex_count; i++) {
+ uint16_t *weight16w = (uint16_t *)&uptr[base_offset + i * stride];
weight16w[0] = CLAMP(weight_ptr[i * 4 + 0] * 65535, 0, 65535);
weight16w[1] = CLAMP(weight_ptr[i * 4 + 1] * 65535, 0, 65535);
@@ -388,16 +271,16 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
weight16w[3] = CLAMP(weight_ptr[i * 4 + 3] * 65535, 0, 65535);
}
- base_offset += 4;
+ base_offset += 2;
} else {
RD::VertexAttribute vd;
- vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
vd.offset = 0;
- vd.location = RS::ARRAY_BONES;
+ vd.location = RS::ARRAY_WEIGHTS;
vd.stride = 0;
- descriptions.write[3] = vd;
- buffers.write[3] = storage->mesh_get_default_rd_buffer(RasterizerStorageRD::DEFAULT_RD_BUFFER_BONES);
+ descriptions.write[4] = vd;
+ buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES);
}
//check that everything is as it should be
@@ -423,7 +306,7 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
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());
@@ -438,7 +321,7 @@ RasterizerCanvas::PolygonID RasterizerCanvasRD::request_polygon(const Vector<int
return id;
}
-void RasterizerCanvasRD::free_polygon(PolygonID p_polygon) {
+void RendererCanvasRenderRD::free_polygon(PolygonID p_polygon) {
PolygonBuffers *pb_ptr = polygon_buffers.polygons.getptr(p_polygon);
ERR_FAIL_COND(!pb_ptr);
@@ -457,38 +340,75 @@ void RasterizerCanvasRD::free_polygon(PolygonID p_polygon) {
polygon_buffers.polygons.erase(p_polygon);
}
-Size2i RasterizerCanvasRD::_bind_texture_binding(TextureBindingID p_binding, RD::DrawListID p_draw_list, uint32_t &flags) {
- TextureBinding **texture_binding_ptr = bindings.texture_bindings.getptr(p_binding);
- ERR_FAIL_COND_V(!texture_binding_ptr, Size2i());
- TextureBinding *texture_binding = *texture_binding_ptr;
+////////////////////
- if (texture_binding->key.normalmap.is_valid()) {
- flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
+void RendererCanvasRenderRD::_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) {
+ if (p_texture == RID()) {
+ p_texture = default_canvas_texture;
}
- if (texture_binding->key.specular.is_valid()) {
- flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
+
+ if (r_last_texture == p_texture) {
+ return; //nothing to do, its the same
}
- if (!RD::get_singleton()->uniform_set_is_valid(texture_binding->uniform_set)) {
- //texture may have changed (erased or replaced, see if we can fix)
- texture_binding->uniform_set = _create_texture_binding(texture_binding->key.texture, texture_binding->key.normalmap, texture_binding->key.specular, texture_binding->key.texture_filter, texture_binding->key.texture_repeat, texture_binding->key.multimesh);
- ERR_FAIL_COND_V(!texture_binding->uniform_set.is_valid(), Size2i(1, 1));
+ RID uniform_set;
+ Color specular_shininess;
+ Size2i size;
+ bool use_normal;
+ bool use_specular;
+
+ bool success = storage->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
+ //something odd happened
+ if (!success) {
+ _bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
+ return;
}
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, texture_binding->uniform_set, 0);
- if (texture_binding->key.texture.is_valid()) {
- return storage->texture_2d_get_size(texture_binding->key.texture);
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, CANVAS_TEXTURE_UNIFORM_SET);
+
+ if (specular_shininess.a < 0.999) {
+ push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
} else {
- return Size2i(1, 1);
+ push_constant.flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
+
+ if (use_normal) {
+ push_constant.flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
+ } else {
+ push_constant.flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
+ }
+
+ push_constant.specular_shininess = uint32_t(CLAMP(specular_shininess.a * 255.0, 0, 255)) << 24;
+ push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.b * 255.0, 0, 255)) << 16;
+ push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.g * 255.0, 0, 255)) << 8;
+ push_constant.specular_shininess |= uint32_t(CLAMP(specular_shininess.r * 255.0, 0, 255));
+
+ r_texpixel_size.x = 1.0 / float(size.x);
+ r_texpixel_size.y = 1.0 / float(size.y);
+
+ push_constant.color_texture_pixel_size[0] = r_texpixel_size.x;
+ push_constant.color_texture_pixel_size[1] = r_texpixel_size.y;
+
+ r_last_texture = p_texture;
}
-////////////////////
-void RasterizerCanvasRD::_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;
+ RS::CanvasItemTextureRepeat current_repeat = default_repeat;
+
+ if (p_item->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT) {
+ current_filter = p_item->texture_filter;
+ }
+
+ if (p_item->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) {
+ current_repeat = p_item->texture_repeat;
+ }
+
PushConstant push_constant;
Transform2D base_transform = p_canvas_transform_inverse * p_item->final_transform;
+ Transform2D draw_transform;
_update_transform_2d_to_mat2x3(base_transform, push_constant.world);
Color base_color = p_item->final_modulate;
@@ -513,16 +433,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
uint32_t base_flags = 0;
- bool light_uniform_set_dirty = false;
-
- if (!p_item->custom_data) {
- p_item->custom_data = memnew(ItemStateData);
- light_uniform_set_dirty = true;
- }
-
- ItemStateData *state_data = (ItemStateData *)p_item->custom_data;
-
- Light *light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
uint16_t light_count = 0;
PipelineLightMode light_mode;
@@ -534,165 +444,46 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
uint32_t light_index = light->render_index_cache;
push_constant.lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
- if (!light_uniform_set_dirty && (state_data->light_cache[light_count].light != light || state_data->light_cache[light_count].light_version != light->version)) {
- light_uniform_set_dirty = true;
- }
-
- light_cache[light_count] = light;
-
light_count++;
- if (light->mode == RS::CANVAS_LIGHT_MODE_MASK) {
- base_flags |= FLAGS_USING_LIGHT_MASK;
- }
- if (light_count == state.max_lights_per_item) {
+
+ if (light_count == MAX_LIGHTS_PER_ITEM) {
break;
}
}
light = light->next_ptr;
}
- if (light_count != state_data->light_cache_count) {
- light_uniform_set_dirty = true;
- }
base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
}
- {
- RID &canvas_item_state = light_count ? state_data->state_uniform_set_with_light : state_data->state_uniform_set;
-
- bool invalid_uniform = canvas_item_state.is_valid() && !RD::get_singleton()->uniform_set_is_valid(canvas_item_state);
-
- if (canvas_item_state.is_null() || invalid_uniform || (light_count > 0 && light_uniform_set_dirty)) {
- //re create canvas state
- Vector<RD::Uniform> uniforms;
-
- if (state_data->state_uniform_set_with_light.is_valid() && !invalid_uniform) {
- RD::get_singleton()->free(canvas_item_state);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(state.canvas_state_buffer);
- uniforms.push_back(u);
- }
-
- if (false && p_item->skeleton.is_valid()) {
- //bind skeleton stuff
- } else {
- //bind default
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER;
- u.binding = 1;
- u.ids.push_back(shader.default_skeleton_texture_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 2;
- u.ids.push_back(shader.default_skeleton_uniform_buffer);
- uniforms.push_back(u);
- }
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 7;
- u.ids.push_back(storage->global_variables_get_storage_buffer());
- uniforms.push_back(u);
- }
-
- //validate and update lighs if they are being used
-
- if (light_count > 0) {
- //recreate uniform set
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 3;
- u.ids.push_back(state.lights_uniform_buffer);
- uniforms.push_back(u);
- }
-
- {
- RD::Uniform u_lights;
- u_lights.type = RD::UNIFORM_TYPE_TEXTURE;
- u_lights.binding = 4;
-
- RD::Uniform u_shadows;
- u_shadows.type = RD::UNIFORM_TYPE_TEXTURE;
- u_shadows.binding = 5;
-
- //lights
- for (uint32_t i = 0; i < state.max_lights_per_item; i++) {
- if (i < light_count) {
- CanvasLight *cl = canvas_light_owner.getornull(light_cache[i]->light_internal);
- ERR_CONTINUE(!cl);
-
- RID rd_texture;
-
- if (cl->texture.is_valid()) {
- rd_texture = storage->texture_get_rd_texture(cl->texture);
- }
- if (rd_texture.is_valid()) {
- u_lights.ids.push_back(rd_texture);
- } else {
- u_lights.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- }
- if (cl->shadow.texture.is_valid()) {
- u_shadows.ids.push_back(cl->shadow.texture);
- } else {
- u_shadows.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- }
- } else {
- u_lights.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE));
- u_shadows.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK));
- }
- }
-
- uniforms.push_back(u_lights);
- uniforms.push_back(u_shadows);
- }
-
- {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 6;
- u.ids.push_back(state.shadow_sampler);
- uniforms.push_back(u);
- }
-
- canvas_item_state = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader_light, 2);
- } else {
- canvas_item_state = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, 2);
- }
- }
-
- RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, canvas_item_state, 2);
- }
-
- light_mode = light_count > 0 ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
+ light_mode = (light_count > 0 || using_directional_lights) ? PIPELINE_LIGHT_MODE_ENABLED : PIPELINE_LIGHT_MODE_DISABLED;
PipelineVariants *pipeline_variants = p_pipeline_variants;
bool reclip = false;
+ RID last_texture;
+ Size2 texpixel_size;
+
+ bool skipping = false;
+
const Item::Command *c = p_item->commands;
while (c) {
- push_constant.flags = base_flags; //reset on each command for sanity
- push_constant.specular_shininess = 0xFFFFFFFF;
+ if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
+ c = c->next;
+ continue;
+ }
+
+ push_constant.flags = base_flags | (push_constant.flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
switch (c->type) {
case Item::Command::TYPE_RECT: {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
+ if (rect->flags & CANVAS_RECT_TILE) {
+ current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
+ }
+
//bind pipeline
{
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
@@ -701,26 +492,12 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
//bind textures
- Size2 texpixel_size;
- {
- texpixel_size = _bind_texture_binding(rect->texture_binding.binding_id, p_draw_list, push_constant.flags);
- texpixel_size.x = 1.0 / texpixel_size.x;
- texpixel_size.y = 1.0 / texpixel_size.y;
- }
-
- if (rect->specular_shininess.a < 0.999) {
- push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
-
- _update_specular_shininess(rect->specular_shininess, &push_constant.specular_shininess);
+ _bind_canvas_texture(p_draw_list, rect->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect;
- if (texpixel_size != Vector2()) {
- push_constant.color_texture_pixel_size[0] = texpixel_size.x;
- push_constant.color_texture_pixel_size[1] = texpixel_size.y;
-
+ if (rect->texture != RID()) {
src_rect = (rect->flags & CANVAS_RECT_REGION) ? Rect2(rect->source.position * texpixel_size, rect->source.size * texpixel_size) : Rect2(0, 0, 1, 1);
dst_rect = Rect2(rect->rect.position, rect->rect.size);
@@ -762,7 +539,14 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
}
src_rect = Rect2(0, 0, 1, 1);
- texpixel_size = Vector2(1, 1);
+ }
+
+ if (rect->flags & CANVAS_RECT_MSDF) {
+ push_constant.flags |= FLAGS_USE_MSDF;
+ push_constant.msdf[0] = rect->px_range; // Pixel range.
+ push_constant.msdf[1] = rect->outline; // Outline size.
+ push_constant.msdf[2] = 0.f; // Reserved.
+ push_constant.msdf[3] = 0.f; // Reserved.
}
push_constant.modulation[0] = rect->modulate.r * base_color.r;
@@ -780,9 +564,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
push_constant.dst_rect[2] = dst_rect.size.width;
push_constant.dst_rect[3] = dst_rect.size.height;
- push_constant.color_texture_pixel_size[0] = texpixel_size.x;
- push_constant.color_texture_pixel_size[1] = texpixel_size.y;
-
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
RD::get_singleton()->draw_list_draw(p_draw_list, true);
@@ -800,30 +581,21 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
//bind textures
- Size2 texpixel_size;
- {
- texpixel_size = _bind_texture_binding(np->texture_binding.binding_id, p_draw_list, push_constant.flags);
- texpixel_size.x = 1.0 / texpixel_size.x;
- texpixel_size.y = 1.0 / texpixel_size.y;
- }
-
- if (np->specular_shininess.a < 0.999) {
- push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
-
- _update_specular_shininess(np->specular_shininess, &push_constant.specular_shininess);
+ _bind_canvas_texture(p_draw_list, np->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
Rect2 src_rect;
Rect2 dst_rect(np->rect.position.x, np->rect.position.y, np->rect.size.x, np->rect.size.y);
- if (texpixel_size == Size2()) {
+ if (np->texture == RID()) {
texpixel_size = Size2(1, 1);
src_rect = Rect2(0, 0, 1, 1);
} else {
if (np->source != Rect2()) {
src_rect = Rect2(np->source.position.x * texpixel_size.width, np->source.position.y * texpixel_size.height, np->source.size.x * texpixel_size.width, np->source.size.y * texpixel_size.height);
- texpixel_size = Size2(1.0 / np->source.size.width, 1.0 / np->source.size.height);
+ push_constant.color_texture_pixel_size[0] = 1.0 / np->source.size.width;
+ push_constant.color_texture_pixel_size[1] = 1.0 / np->source.size.height;
+
} else {
src_rect = Rect2(0, 0, 1, 1);
}
@@ -844,9 +616,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
push_constant.dst_rect[2] = dst_rect.size.width;
push_constant.dst_rect[3] = dst_rect.size.height;
- push_constant.color_texture_pixel_size[0] = texpixel_size.x;
- push_constant.color_texture_pixel_size[1] = texpixel_size.y;
-
push_constant.flags |= int(np->axis_x) << FLAGS_NINEPATCH_H_MODE_SHIFT;
push_constant.flags |= int(np->axis_y) << FLAGS_NINEPATCH_V_MODE_SHIFT;
@@ -854,15 +623,19 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
push_constant.flags |= FLAGS_NINEPACH_DRAW_CENTER;
}
- push_constant.ninepatch_margins[0] = np->margin[MARGIN_LEFT];
- push_constant.ninepatch_margins[1] = np->margin[MARGIN_TOP];
- push_constant.ninepatch_margins[2] = np->margin[MARGIN_RIGHT];
- push_constant.ninepatch_margins[3] = np->margin[MARGIN_BOTTOM];
+ push_constant.ninepatch_margins[0] = np->margin[SIDE_LEFT];
+ push_constant.ninepatch_margins[1] = np->margin[SIDE_TOP];
+ push_constant.ninepatch_margins[2] = np->margin[SIDE_RIGHT];
+ push_constant.ninepatch_margins[3] = np->margin[SIDE_BOTTOM];
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, shader.quad_index_array);
RD::get_singleton()->draw_list_draw(p_draw_list, true);
+ // Restore if overridden.
+ push_constant.color_texture_pixel_size[0] = texpixel_size.x;
+ push_constant.color_texture_pixel_size[1] = texpixel_size.y;
+
} break;
case Item::Command::TYPE_POLYGON: {
const Item::CommandPolygon *polygon = static_cast<const Item::CommandPolygon *>(c);
@@ -884,18 +657,7 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
//bind textures
- Size2 texpixel_size;
- {
- texpixel_size = _bind_texture_binding(polygon->texture_binding.binding_id, p_draw_list, push_constant.flags);
- texpixel_size.x = 1.0 / texpixel_size.x;
- texpixel_size.y = 1.0 / texpixel_size.y;
- }
-
- if (polygon->specular_shininess.a < 0.999) {
- push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
-
- _update_specular_shininess(polygon->specular_shininess, &push_constant.specular_shininess);
+ _bind_canvas_texture(p_draw_list, polygon->texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
push_constant.modulation[0] = base_color.r;
push_constant.modulation[1] = base_color.g;
@@ -908,9 +670,6 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
push_constant.ninepatch_margins[j] = 0;
}
- push_constant.color_texture_pixel_size[0] = texpixel_size.x;
- push_constant.color_texture_pixel_size[1] = texpixel_size.y;
-
RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
RD::get_singleton()->draw_list_bind_vertex_array(p_draw_list, pb->vertex_array);
if (pb->indices.is_valid()) {
@@ -932,15 +691,7 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
//bind textures
- {
- _bind_texture_binding(primitive->texture_binding.binding_id, p_draw_list, push_constant.flags);
- }
-
- if (primitive->specular_shininess.a < 0.999) {
- push_constant.flags |= FLAGS_DEFAULT_SPECULAR_MAP_USED;
- }
-
- _update_specular_shininess(primitive->specular_shininess, &push_constant.specular_shininess);
+ _bind_canvas_texture(p_draw_list, RID(), current_filter, current_repeat, last_texture, push_constant, texpixel_size);
RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
@@ -976,296 +727,160 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
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 * draw_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);
+ instance_count = storage->multimesh_get_instances_to_draw(multimesh);
- 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);
-
- if (!mesh_data)
- break;
-
- RasterizerStorageGLES3::Texture *texture = _bind_canvas_texture(mmesh->texture, mmesh->normal_map);
+ 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);
- 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);
+ if (storage->particles_is_inactive(pt->particles)) {
+ break;
+ }
- if (texture) {
- Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::COLOR_TEXPIXEL_SIZE, texpixel_size);
- }
+ RenderingServerDefault::redraw_request(); // active particles means redraw request
- int amount = MIN(multi_mesh->size, multi_mesh->visible_instances);
+ 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);
- if (amount == -1) {
- amount = multi_mesh->size;
- }
+ 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);
- 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 |= divisor;
+ instance_count /= divisor;
- glBindBuffer(GL_ARRAY_BUFFER, multi_mesh->buffer); //modify the buffer
+ push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
+ push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
- 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);
+ mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
+ texture = pt->texture;
- int color_ofs;
+ 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;
+ }
- 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;
- }
+ RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target);
- 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);
}
- 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);
-
- } break;
- case Item::Command::TYPE_PARTICLES: {
-
- Item::CommandParticles *particles_cmd = static_cast<Item::CommandParticles *>(c);
-
- RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(particles_cmd->particles);
- if (!particles)
- break;
-
- if (particles->inactive && !particles->emitting)
+ if (mesh.is_null()) {
break;
+ }
- glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); //not used, so keep white
-
- RenderingServerRaster::redraw_request();
-
- storage->particles_request_process(particles_cmd->particles);
- //enable instancing
+ _bind_canvas_texture(p_draw_list, texture, current_filter, current_repeat, last_texture, push_constant, texpixel_size);
- 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 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::Texture *texture = _bind_canvas_texture(particles_cmd->texture, particles_cmd->normal_map);
+ 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;
- 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));
+ 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;
}
- if (!particles->use_local_coords) {
+ for (uint32_t j = 0; j < surf_count; j++) {
+ void *surface = storage->mesh_get_surface(mesh, j);
- 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();
+ RS::PrimitiveType primitive = storage->mesh_surface_get_primitive(surface);
+ ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
- state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform * inv_xf);
- }
-
- 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;
+ uint32_t input_mask = pipeline_variants->variants[light_mode][variant[primitive]].get_vertex_input_mask();
- int amount = particles->amount;
+ RID vertex_array;
+ RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
- if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_LIFETIME) {
+ 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);
+ }
- 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);
+ 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);
- 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);
- }
+ RID index_array = storage->mesh_surface_get_index_array(surface, 0);
- 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);
+ if (index_array.is_valid()) {
+ RD::get_singleton()->draw_list_bind_index_array(p_draw_list, index_array);
}
- }
- glBindVertexArray(0);
+ 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));
- 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);
+ RD::get_singleton()->draw_list_draw(p_draw_list, index_array.is_valid(), instance_count);
+ }
+ 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);
+ draw_transform = transform->xform;
_update_transform_2d_to_mat2x3(base_transform * transform->xform, push_constant.world);
} break;
@@ -1284,6 +899,14 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
}
} break;
+ case Item::Command::TYPE_ANIMATION_SLICE: {
+ const Item::CommandAnimationSlice *as = static_cast<const Item::CommandAnimationSlice *>(c);
+ double current_time = RendererCompositorRD::singleton->get_total_time();
+ double local_time = Math::fposmod(current_time - as->offset, as->animation_length);
+ skipping = !(local_time >= as->slice_begin && local_time < as->slice_end);
+
+ RenderingServerDefault::redraw_request(); // animation visible means redraw request
+ } break;
}
c = c->next;
@@ -1295,31 +918,155 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
}
}
-void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set) {
+RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
+ //re create canvas state
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(state.canvas_state_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(state.lights_uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 3;
+ u.ids.push_back(storage->decal_atlas_get_texture());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 4;
+ u.ids.push_back(state.shadow_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 5;
+ u.ids.push_back(state.shadow_sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 6;
+ RID screen;
+ if (p_backbuffer) {
+ screen = storage->render_target_get_rd_texture(p_to_render_target);
+ } else {
+ screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
+ if (screen.is_null()) { //unallocated backbuffer
+ screen = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ }
+ }
+ u.ids.push_back(screen);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 7;
+ RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
+ u.ids.push_back(sdf);
+ uniforms.push_back(u);
+ }
+
+ {
+ //needs samplers for the material (uses custom textures) create them
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 8;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 9;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
+ if (p_backbuffer) {
+ storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
+ } else {
+ storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
+ }
+
+ return uniform_set;
+}
+
+void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
Item *current_clip = nullptr;
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
- RID framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
-
- Vector<Color> clear_colors;
+ RID framebuffer;
+ RID fb_uniform_set;
bool clear = false;
- if (storage->render_target_is_clear_requested(p_to_render_target)) {
- clear = true;
- clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
- storage->render_target_disable_clear_request(p_to_render_target);
- }
+ Vector<Color> clear_colors;
+
+ if (p_to_backbuffer) {
+ framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
+ fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
+ } else {
+ framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
+
+ if (storage->render_target_is_clear_requested(p_to_render_target)) {
+ clear = true;
+ clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
+ storage->render_target_disable_clear_request(p_to_render_target);
+ }
#ifndef _MSC_VER
#warning TODO obtain from framebuffer format eventually when this is implemented
#endif
+ fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
+ }
+
+ if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
+ fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
+ }
+
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, clear ? RD::INITIAL_ACTION_CLEAR : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, clear_colors);
- if (p_screen_uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_screen_uniform_set, 3);
- }
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, fb_uniform_set, BASE_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, state.default_transforms_uniform_set, TRANSFORMS_UNIFORM_SET);
+
RID prev_material;
PipelineVariants *pipeline_variants = &shader.pipeline_variants;
@@ -1339,17 +1086,24 @@ void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count,
}
}
- if (ci->material != prev_material) {
+ RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
+
+ if (material.is_null() && ci->canvas_group != nullptr) {
+ material = default_canvas_group_material;
+ }
+
+ if (material != prev_material) {
MaterialData *material_data = nullptr;
- if (ci->material.is_valid()) {
- material_data = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
+ if (material.is_valid()) {
+ material_data = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
}
if (material_data) {
if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
pipeline_variants = &material_data->shader_data->pipeline_variants;
- if (material_data->uniform_set.is_valid()) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, 1);
+ // Update uniform set.
+ if (material_data->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET);
}
} else {
pipeline_variants = &shader.pipeline_variants;
@@ -1359,57 +1113,92 @@ void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count,
}
}
- _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 = ci->material;
+ prev_material = material;
}
RD::get_singleton()->draw_list_end();
}
-void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform) {
+void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
+ r_sdf_used = false;
int item_count = 0;
//setup canvas state uniforms if needed
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
+ //setup directional lights if exist
+
+ uint32_t light_count = 0;
+ uint32_t directional_light_count = 0;
{
- //update canvas state uniform buffer
- State::Buffer state_buffer;
+ Light *l = p_directional_light_list;
+ uint32_t index = 0;
- Size2i ssize = storage->render_target_get_size(p_to_render_target);
+ while (l) {
+ if (index == state.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
- Transform 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);
- _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
- Transform2D normal_transform = p_canvas_transform;
- normal_transform.elements[0].normalize();
- normal_transform.elements[1].normalize();
- normal_transform.elements[2] = Vector2();
- _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
+ Vector2 canvas_light_dir = l->xform_cache.elements[1].normalized();
- state_buffer.canvas_modulate[0] = p_modulate.r;
- state_buffer.canvas_modulate[1] = p_modulate.g;
- state_buffer.canvas_modulate[2] = p_modulate.b;
- state_buffer.canvas_modulate[3] = p_modulate.a;
+ state.light_uniforms[index].position[0] = -canvas_light_dir.x;
+ state.light_uniforms[index].position[1] = -canvas_light_dir.y;
- Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
- state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
- state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
+ _update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
- state_buffer.time = state.time;
- RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
+ state.light_uniforms[index].height = l->height; //0..1 here
+
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ if (state.shadow_fb.is_valid()) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+ if (clight->shadow.enabled) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ directional_light_count = light_count;
+ using_directional_lights = directional_light_count > 0;
}
//setup lights if exist
{
Light *l = p_light_list;
- uint32_t index = 0;
+ uint32_t index = light_count;
while (l) {
if (index == state.max_lights_per_render) {
@@ -1418,7 +1207,7 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
continue;
}
- CanvasLight *clight = canvas_light_owner.getornull(l->light_internal);
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
if (!clight) { //unused or invalid texture
l->render_index_cache = -1;
l = l->next_ptr;
@@ -1435,33 +1224,112 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
state.light_uniforms[index].height = l->height * (p_canvas_transform.elements[0].length() + p_canvas_transform.elements[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
for (int i = 0; i < 4; i++) {
- state.light_uniforms[index].shadow_color[i] = l->shadow_color[i];
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
state.light_uniforms[index].color[i] = l->color[i];
}
state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
- if (clight->shadow.texture.is_valid()) {
- state.light_uniforms[index].shadow_pixel_size = (1.0 / clight->shadow.size) * (1.0 + l->shadow_smooth);
+ if (state.shadow_fb.is_valid()) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
} else {
state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
}
- state.light_uniforms[index].flags |= l->mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
- if (clight->shadow.texture.is_valid()) {
+ if (clight->shadow.enabled) {
state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
}
+ if (clight->texture.is_valid()) {
+ Rect2 atlas_rect = storage->decal_atlas_get_texture_rect(clight->texture);
+ state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
+ state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
+ state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
+ state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
+
+ } else {
+ state.light_uniforms[index].atlas_rect[0] = 0;
+ state.light_uniforms[index].atlas_rect[1] = 0;
+ state.light_uniforms[index].atlas_rect[2] = 0;
+ state.light_uniforms[index].atlas_rect[3] = 0;
+ }
+
l->render_index_cache = index;
index++;
l = l->next_ptr;
}
- if (index > 0) {
- RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * index, &state.light_uniforms[0], true);
- }
+ light_count = index;
+ }
+
+ if (light_count > 0) {
+ RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
+ }
+
+ {
+ //update canvas state uniform buffer
+ State::Buffer state_buffer;
+
+ Size2i ssize = storage->render_target_get_size(p_to_render_target);
+
+ Transform3D screen_transform;
+ screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
+ screen_transform.scale(Vector3(2.0f / ssize.width, 2.0f / ssize.height, 1.0f));
+ _update_transform_to_mat4(screen_transform, state_buffer.screen_transform);
+ _update_transform_2d_to_mat4(p_canvas_transform, state_buffer.canvas_transform);
+
+ Transform2D normal_transform = p_canvas_transform;
+ normal_transform.elements[0].normalize();
+ normal_transform.elements[1].normalize();
+ normal_transform.elements[2] = Vector2();
+ _update_transform_2d_to_mat4(normal_transform, state_buffer.canvas_normal_transform);
+
+ state_buffer.canvas_modulate[0] = p_modulate.r;
+ state_buffer.canvas_modulate[1] = p_modulate.g;
+ state_buffer.canvas_modulate[2] = p_modulate.b;
+ state_buffer.canvas_modulate[3] = p_modulate.a;
+
+ Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
+ state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
+ state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
+
+ state_buffer.time = state.time;
+ state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
+
+ state_buffer.directional_light_count = directional_light_count;
+
+ Vector2 canvas_scale = p_canvas_transform.get_scale();
+
+ state_buffer.sdf_to_screen[0] = render_target_size.width / canvas_scale.x;
+ state_buffer.sdf_to_screen[1] = render_target_size.height / canvas_scale.y;
+
+ state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
+ state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
+
+ Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
+ Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
+
+ state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
+ state_buffer.sdf_to_tex[1] = 1.0 / sdf_tex_rect.size.height;
+ state_buffer.sdf_to_tex[2] = -sdf_tex_rect.position.x / sdf_tex_rect.size.width;
+ state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
+
+ //print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
+ state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
+
+ RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
+ }
+
+ { //default filter/repeat
+ default_filter = p_default_filter;
+ default_repeat = p_default_repeat;
}
//fill the list until rendering is possible.
@@ -1469,10 +1337,14 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
Item *ci = p_item_list;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
- RID screen_uniform_set;
+
+ Item *canvas_group_owner = nullptr;
+
+ bool update_skeletons = false;
+ bool time_used = false;
while (ci) {
- if (ci->copy_back_buffer) {
+ if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
backbuffer_copy = true;
if (ci->copy_back_buffer->full) {
@@ -1482,37 +1354,101 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
}
}
- if (ci->material.is_valid()) {
- MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
+ RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
+
+ if (material.is_valid()) {
+ MaterialData *md = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
if (md && md->shader_data->valid) {
- if (md->shader_data->uses_screen_texture) {
+ if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
if (!material_screen_texture_found) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
}
- if (screen_uniform_set.is_null()) {
- RID backbuffer_shader = shader.canvas_shader.version_get_shader(md->shader_data->version, 0); //any version is fine
- screen_uniform_set = storage->render_target_get_back_buffer_uniform_set(p_to_render_target, backbuffer_shader);
- }
}
- if (md->last_frame != RasterizerRD::singleton->get_frame_number()) {
- md->last_frame = RasterizerRD::singleton->get_frame_number();
+ 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)) {
// uniform set may be gone because a dependency was erased. In this case, it will happen
// if a texture is deleted, so just re-create it.
- storage->material_force_update_textures(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
+ storage->material_force_update_textures(material, RendererStorageRD::SHADER_TYPE_2D);
+ }
+ }
+ }
+ }
+
+ 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;
}
}
+ c = c->next;
}
}
+ 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;
+
+ Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
+
+ if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
+ storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
+ } else {
+ storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
+ }
+
+ backbuffer_copy = false;
+ canvas_group_owner = ci->canvas_group_owner; //continue until owner found
+ }
+
+ ci->canvas_group_owner = nullptr; //must be cleared
+ }
+
+ 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;
+
+ if (ci->canvas_group->blur_mipmaps) {
+ storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
+ }
+
+ canvas_group_owner = nullptr;
+ }
+
if (backbuffer_copy) {
//render anything pending, including clearing if no items
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, screen_uniform_set);
+ 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;
- storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect);
+ storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
backbuffer_copy = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
@@ -1521,92 +1457,103 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
items[item_count++] = ci;
if (!ci->next || item_count == MAX_RENDER_ITEMS - 1) {
- _render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, screen_uniform_set);
+ 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;
}
ci = ci->next;
}
+
+ if (time_used) {
+ RenderingServerDefault::redraw_request();
+ }
}
-RID RasterizerCanvasRD::light_create() {
+RID RendererCanvasRenderRD::light_create() {
CanvasLight canvas_light;
- canvas_light.shadow.size = 0;
return canvas_light_owner.make_rid(canvas_light);
}
-void RasterizerCanvasRD::light_set_texture(RID p_rid, RID p_texture) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl);
if (cl->texture == p_texture) {
return;
}
-
+ if (cl->texture.is_valid()) {
+ storage->texture_remove_from_decal_atlas(cl->texture);
+ }
cl->texture = p_texture;
+
+ if (cl->texture.is_valid()) {
+ storage->texture_add_to_decal_atlas(cl->texture);
+ }
}
-void RasterizerCanvasRD::light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+void RendererCanvasRenderRD::light_set_use_shadow(RID p_rid, bool p_enable) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl);
- ERR_FAIL_COND(p_resolution < 64);
- if (cl->shadow.texture.is_valid() == p_enable && p_resolution == cl->shadow.size) {
- return;
- }
- if (cl->shadow.texture.is_valid()) {
- RD::get_singleton()->free(cl->shadow.fb);
- RD::get_singleton()->free(cl->shadow.depth);
- RD::get_singleton()->free(cl->shadow.texture);
- cl->shadow.fb = RID();
- cl->shadow.texture = RID();
- cl->shadow.depth = RID();
- }
+ cl->shadow.enabled = p_enable;
+}
+
+void RendererCanvasRenderRD::_update_shadow_atlas() {
+ if (state.shadow_fb == RID()) {
+ //ah, we lack the shadow texture..
+ RD::get_singleton()->free(state.shadow_texture); //erase placeholder
- if (p_enable) {
Vector<RID> fb_textures;
{ //texture
RD::TextureFormat tf;
- tf.type = RD::TEXTURE_TYPE_2D;
- tf.width = p_resolution;
- tf.height = 1;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.width = state.shadow_texture_size;
+ tf.height = state.max_lights_per_render * 2;
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
- cl->shadow.texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
- fb_textures.push_back(cl->shadow.texture);
+ state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ fb_textures.push_back(state.shadow_texture);
}
{
RD::TextureFormat tf;
- tf.type = RD::TEXTURE_TYPE_2D;
- tf.width = p_resolution;
- tf.height = 1;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.width = state.shadow_texture_size;
+ tf.height = state.max_lights_per_render * 2;
tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
- tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_X8_D24_UNORM_PACK32, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_X8_D24_UNORM_PACK32 : RD::DATA_FORMAT_D32_SFLOAT;
+ tf.format = RD::DATA_FORMAT_D32_SFLOAT;
//chunks to write
- cl->shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- fb_textures.push_back(cl->shadow.depth);
+ state.shadow_depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ fb_textures.push_back(state.shadow_depth_texture);
}
- cl->shadow.fb = RD::get_singleton()->framebuffer_create(fb_textures);
+ state.shadow_fb = RD::get_singleton()->framebuffer_create(fb_textures);
}
-
- cl->shadow.size = p_resolution;
}
+void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
-void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
- ERR_FAIL_COND(cl->shadow.texture.is_null());
+ _update_shadow_atlas();
+
+ cl->shadow.z_far = p_far;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
+ Vector<Color> cc;
+ cc.push_back(Color(p_far, p_far, p_far, 1.0));
for (int i = 0; i < 4; i++) {
//make sure it remains orthogonal, makes easy to read angle later
//light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1));
- Vector<Color> cc;
- cc.push_back(Color(p_far, p_far, p_far, 1.0));
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(cl->shadow.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, Rect2i((cl->shadow.size / 4) * i, 0, (cl->shadow.size / 4), 1));
+ Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
CameraMatrix projection;
{
@@ -1623,8 +1570,8 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp);
}
- Vector3 cam_target = Basis(Vector3(0, 0, Math_PI * 2 * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
- projection = projection * CameraMatrix(Transform().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
+ Vector3 cam_target = Basis(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0));
+ projection = projection * CameraMatrix(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse());
ShadowRenderPushConstant push_constant;
for (int y = 0; y < 4; y++) {
@@ -1635,8 +1582,8 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) };
push_constant.direction[0] = directions[i].x;
push_constant.direction[1] = directions[i].y;
- push_constant.pad[0] = 0;
- push_constant.pad[1] = 0;
+ push_constant.z_far = p_far;
+ push_constant.pad = 0;
/*if (i == 0)
*p_xform_cache = projection;*/
@@ -1644,7 +1591,7 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
LightOccluderInstance *instance = p_occluders;
while (instance) {
- OccluderPolygon *co = occluder_polygon_owner.getornull(instance->occluder);
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
instance = instance->next;
@@ -1667,18 +1614,185 @@ void RasterizerCanvasRD::light_update_shadow(RID p_rid, const Transform2D &p_lig
}
}
-RID RasterizerCanvasRD::occluder_polygon_create() {
+void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl->shadow.enabled);
+
+ _update_shadow_atlas();
+
+ Vector2 light_dir = p_light_xform.elements[1].normalized();
+
+ Vector2 center = p_clip_rect.get_center();
+
+ float to_edge_distance = ABS(light_dir.dot(p_clip_rect.get_support(light_dir)) - light_dir.dot(center));
+
+ Vector2 from_pos = center - light_dir * (to_edge_distance + p_cull_distance);
+ float distance = to_edge_distance * 2.0 + p_cull_distance;
+ float half_size = p_clip_rect.size.length() * 0.5; //shadow length, must keep this no matter the angle
+
+ cl->shadow.z_far = distance;
+ cl->shadow.y_offset = float(p_shadow_index * 2 + 1) / float(state.max_lights_per_render * 2);
+
+ Transform2D to_light_xform;
+
+ to_light_xform[2] = from_pos;
+ to_light_xform[1] = light_dir;
+ to_light_xform[0] = -light_dir.orthogonal();
+
+ to_light_xform.invert();
+
+ Vector<Color> cc;
+ cc.push_back(Color(1, 1, 1, 1));
+
+ Rect2i rect(0, p_shadow_index * 2, state.shadow_texture_size, 2);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect);
+
+ CameraMatrix projection;
+ projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
+ projection = projection * CameraMatrix(Transform3D().looking_at(Vector3(0, 1, 0), Vector3(0, 0, -1)).affine_inverse());
+
+ ShadowRenderPushConstant push_constant;
+ for (int y = 0; y < 4; y++) {
+ for (int x = 0; x < 4; x++) {
+ push_constant.projection[y * 4 + x] = projection.matrix[y][x];
+ }
+ }
+
+ push_constant.direction[0] = 0.0;
+ push_constant.direction[1] = 1.0;
+ push_constant.z_far = distance;
+ push_constant.pad = 0;
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->index_array.is_null() || !(p_light_mask & instance->light_mask)) {
+ instance = instance->next;
+ continue;
+ }
+
+ _update_transform_2d_to_mat2x4(to_light_xform * instance->xform_cache, push_constant.modelview);
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.render_pipelines[co->cull_mode]);
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, co->index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+
+ instance = instance->next;
+ }
+
+ RD::get_singleton()->draw_list_end();
+
+ Transform2D to_shadow;
+ to_shadow.elements[0].x = 1.0 / -(half_size * 2.0);
+ to_shadow.elements[2].x = 0.5;
+
+ cl->shadow.directional_xform = to_shadow * to_light_xform;
+}
+
+void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
+ RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
+ Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
+
+ Transform2D to_sdf;
+ to_sdf.elements[0] *= rect.size.width;
+ to_sdf.elements[1] *= rect.size.height;
+ to_sdf.elements[2] = rect.position;
+
+ Transform2D to_clip;
+ to_clip.elements[0] *= 2.0;
+ to_clip.elements[1] *= 2.0;
+ to_clip.elements[2] = -Vector2(1.0, 1.0);
+
+ to_clip = to_clip * to_sdf.affine_inverse();
+
+ Vector<Color> cc;
+ cc.push_back(Color(0, 0, 0, 0));
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc);
+
+ CameraMatrix projection;
+
+ ShadowRenderPushConstant push_constant;
+ for (int y = 0; y < 4; y++) {
+ for (int x = 0; x < 4; x++) {
+ push_constant.projection[y * 4 + x] = projection.matrix[y][x];
+ }
+ }
+
+ push_constant.direction[0] = 0.0;
+ push_constant.direction[1] = 0.0;
+ push_constant.z_far = 0;
+ push_constant.pad = 0;
+
+ LightOccluderInstance *instance = p_occluders;
+
+ while (instance) {
+ OccluderPolygon *co = occluder_polygon_owner.get_or_null(instance->occluder);
+
+ if (!co || co->sdf_index_array.is_null()) {
+ instance = instance->next;
+ continue;
+ }
+
+ _update_transform_2d_to_mat2x4(to_clip * instance->xform_cache, push_constant.modelview);
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shadow_render.sdf_render_pipelines[co->sdf_is_lines ? SHADOW_RENDER_SDF_LINES : SHADOW_RENDER_SDF_TRIANGLES]);
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, co->sdf_vertex_array);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, co->sdf_index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ShadowRenderPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+
+ instance = instance->next;
+ }
+
+ RD::get_singleton()->draw_list_end();
+
+ storage->render_target_sdf_process(p_render_target); //done rendering, process it
+}
+
+RID RendererCanvasRenderRD::occluder_polygon_create() {
OccluderPolygon occluder;
- occluder.point_count = 0;
+ occluder.line_point_count = 0;
+ occluder.sdf_point_count = 0;
+ occluder.sdf_index_count = 0;
occluder.cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
return occluder_polygon_owner.make_rid(occluder);
}
-void RasterizerCanvasRD::occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines) {
- OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
+void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
ERR_FAIL_COND(!oc);
- if (oc->point_count != p_lines.size() && oc->vertex_array.is_valid()) {
+ Vector<Vector2> lines;
+
+ if (p_points.size()) {
+ int lc = p_points.size() * 2;
+
+ lines.resize(lc - (p_closed ? 0 : 2));
+ {
+ Vector2 *w = lines.ptrw();
+ const Vector2 *r = p_points.ptr();
+
+ int max = lc / 2;
+ if (!p_closed) {
+ max--;
+ }
+ for (int i = 0; i < max; i++) {
+ Vector2 a = r[i];
+ Vector2 b = r[(i + 1) % (lc / 2)];
+ w[i * 2 + 0] = a;
+ w[i * 2 + 1] = b;
+ }
+ }
+ }
+
+ if (oc->line_point_count != lines.size() && oc->vertex_array.is_valid()) {
RD::get_singleton()->free(oc->vertex_array);
RD::get_singleton()->free(oc->vertex_buffer);
RD::get_singleton()->free(oc->index_array);
@@ -1688,12 +1802,14 @@ void RasterizerCanvasRD::occluder_polygon_set_shape_as_lines(RID p_occluder, con
oc->vertex_buffer = RID();
oc->index_array = RID();
oc->index_buffer = RID();
+
+ oc->line_point_count = lines.size();
}
- if (p_lines.size()) {
+ if (lines.size()) {
Vector<uint8_t> geometry;
Vector<uint8_t> indices;
- int lc = p_lines.size();
+ int lc = lines.size();
geometry.resize(lc * 6 * sizeof(float));
indices.resize(lc * 3 * sizeof(uint16_t));
@@ -1704,7 +1820,7 @@ void RasterizerCanvasRD::occluder_polygon_set_shape_as_lines(RID p_occluder, con
uint8_t *iw = indices.ptrw();
uint16_t *iwptr = (uint16_t *)iw;
- const Vector2 *lr = p_lines.ptr();
+ const Vector2 *lr = lines.ptr();
const int POLY_HEIGHT = 16384;
@@ -1758,15 +1874,73 @@ void RasterizerCanvasRD::occluder_polygon_set_shape_as_lines(RID p_occluder, con
RD::get_singleton()->buffer_update(oc->index_buffer, 0, indices.size(), ir);
}
}
+
+ // sdf
+
+ Vector<int> sdf_indices;
+
+ if (p_points.size()) {
+ if (p_closed) {
+ sdf_indices = Geometry2D::triangulate_polygon(p_points);
+ oc->sdf_is_lines = false;
+ } else {
+ int max = p_points.size();
+ sdf_indices.resize(max * 2);
+
+ int *iw = sdf_indices.ptrw();
+ for (int i = 0; i < max; i++) {
+ iw[i * 2 + 0] = i;
+ iw[i * 2 + 1] = (i + 1) % max;
+ }
+ oc->sdf_is_lines = true;
+ }
+ }
+
+ if (oc->sdf_index_count != sdf_indices.size() && oc->sdf_point_count != p_points.size() && oc->sdf_vertex_array.is_valid()) {
+ RD::get_singleton()->free(oc->sdf_vertex_array);
+ RD::get_singleton()->free(oc->sdf_vertex_buffer);
+ RD::get_singleton()->free(oc->sdf_index_array);
+ RD::get_singleton()->free(oc->sdf_index_buffer);
+
+ oc->sdf_vertex_array = RID();
+ oc->sdf_vertex_buffer = RID();
+ oc->sdf_index_array = RID();
+ oc->sdf_index_buffer = RID();
+
+ oc->sdf_index_count = sdf_indices.size();
+ oc->sdf_point_count = p_points.size();
+
+ oc->sdf_is_lines = false;
+ }
+
+ if (sdf_indices.size()) {
+ if (oc->sdf_vertex_array.is_null()) {
+ //create from scratch
+ //vertices
+ oc->sdf_vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_points.size() * 2 * sizeof(real_t), p_points.to_byte_array());
+ oc->sdf_index_buffer = RD::get_singleton()->index_buffer_create(sdf_indices.size(), RD::INDEX_BUFFER_FORMAT_UINT32, sdf_indices.to_byte_array());
+ oc->sdf_index_array = RD::get_singleton()->index_array_create(oc->sdf_index_buffer, 0, sdf_indices.size());
+
+ Vector<RID> buffer;
+ buffer.push_back(oc->sdf_vertex_buffer);
+ oc->sdf_vertex_array = RD::get_singleton()->vertex_array_create(p_points.size(), shadow_render.sdf_vertex_format, buffer);
+ //indices
+
+ } else {
+ //update existing
+ RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
+ RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
+ }
+ }
}
-void RasterizerCanvasRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
- OccluderPolygon *oc = occluder_polygon_owner.getornull(p_occluder);
+void RendererCanvasRenderRD::occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) {
+ OccluderPolygon *oc = occluder_polygon_owner.get_or_null(p_occluder);
ERR_FAIL_COND(!oc);
oc->cull_mode = p_mode;
}
-void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
+void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) {
//compile
code = p_code;
@@ -1774,7 +1948,8 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
- uses_material_samplers = false;
+ uses_sdf = false;
+ uses_time = false;
if (code == String()) {
return; //just invalid, but no error
@@ -1782,11 +1957,13 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
ShaderCompilerRD::GeneratedCode gen_code;
- int light_mode = LIGHT_MODE_NORMAL;
int blend_mode = BLEND_MODE_MIX;
uses_screen_texture = false;
ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
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);
@@ -1795,27 +1972,21 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA);
actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED);
- actions.render_mode_values["unshaded"] = Pair<int *, int>(&light_mode, LIGHT_MODE_UNSHADED);
- actions.render_mode_values["light_only"] = Pair<int *, int>(&light_mode, LIGHT_MODE_LIGHT_ONLY);
-
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;
- RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::singleton;
+ RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
-
- ERR_FAIL_COND(err != OK);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
if (version.is_null()) {
version = canvas_singleton->shader.canvas_shader.version_create();
}
- if (gen_code.texture_uniforms.size() || uses_screen_texture) { //requires the samplers
- gen_code.defines.push_back("\n#define USE_MATERIAL_SAMPLERS\n");
- uses_material_samplers = true;
- }
#if 0
print_line("**compiling shader:");
print_line("**defines:\n");
@@ -1829,7 +2000,7 @@ void RasterizerCanvasRD::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;
@@ -1847,10 +2018,11 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
} break;
case BLEND_MODE_MIX: {
attachment.enable_blend = true;
- attachment.alpha_blend_op = RD::BLEND_OP_ADD;
attachment.color_blend_op = RD::BLEND_OP_ADD;
attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ attachment.alpha_blend_op = RD::BLEND_OP_ADD;
attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
@@ -1950,7 +2122,7 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
valid = true;
}
-void RasterizerCanvasRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
} else {
@@ -1958,43 +2130,43 @@ void RasterizerCanvasRD::ShaderData::set_default_texture_param(const StringName
}
}
-void RasterizerCanvasRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void RendererCanvasRenderRD::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) {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
continue;
}
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
} else {
- order[E->get().order] = E->key();
+ order[E.value.order] = E.key;
}
}
- for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
- PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
- pi.name = E->get();
+ for (const KeyValue<int, StringName> &E : order) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
p_param_list->push_back(pi);
}
}
-void RasterizerCanvasRD::ShaderData::get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+void RendererCanvasRenderRD::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
- RasterizerStorage::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);
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.hint);
p_param_list->push_back(p);
}
}
-bool RasterizerCanvasRD::ShaderData::is_param_texture(const StringName &p_param) const {
+bool RendererCanvasRenderRD::ShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
@@ -2002,15 +2174,15 @@ bool RasterizerCanvasRD::ShaderData::is_param_texture(const StringName &p_param)
return uniforms[p_param].texture_order >= 0;
}
-bool RasterizerCanvasRD::ShaderData::is_animated() const {
+bool RendererCanvasRenderRD::ShaderData::is_animated() const {
return false;
}
-bool RasterizerCanvasRD::ShaderData::casts_shadows() const {
+bool RendererCanvasRenderRD::ShaderData::casts_shadows() const {
return false;
}
-Variant RasterizerCanvasRD::ShaderData::get_default_parameter(const StringName &p_parameter) const {
+Variant RendererCanvasRenderRD::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;
@@ -2019,14 +2191,19 @@ Variant RasterizerCanvasRD::ShaderData::get_default_parameter(const StringName &
return Variant();
}
-RasterizerCanvasRD::ShaderData::ShaderData() {
+RS::ShaderNativeSourceCode RendererCanvasRenderRD::ShaderData::get_native_source_code() const {
+ RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
+ return canvas_singleton->shader.canvas_shader.version_get_native_source_code(version);
+}
+
+RendererCanvasRenderRD::ShaderData::ShaderData() {
valid = false;
uses_screen_texture = false;
- uses_material_samplers = false;
+ uses_sdf = false;
}
-RasterizerCanvasRD::ShaderData::~ShaderData() {
- RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::singleton;
+RendererCanvasRenderRD::ShaderData::~ShaderData() {
+ RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
ERR_FAIL_COND(!canvas_singleton);
//pipeline variants will clear themselves if shader is gone
if (version.is_valid()) {
@@ -2034,124 +2211,22 @@ RasterizerCanvasRD::ShaderData::~ShaderData() {
}
}
-RasterizerStorageRD::ShaderData *RasterizerCanvasRD::_create_shader_func() {
+RendererStorageRD::ShaderData *RendererCanvasRenderRD::_create_shader_func() {
ShaderData *shader_data = memnew(ShaderData);
return shader_data;
}
-void RasterizerCanvasRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- RasterizerCanvasRD *canvas_singleton = (RasterizerCanvasRD *)RasterizerCanvas::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());
- }
-
- 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(), false);
- }
-
- if (shader_data->ubo_size == 0 && !shader_data->uses_material_samplers) {
- // 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->uses_material_samplers) {
- //needs samplers for the material (uses custom textures) create them
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 0;
- u.ids.resize(12);
- RID *ids_ptr = u.ids.ptrw();
- ids_ptr[0] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[1] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[2] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[3] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[4] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[5] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- ids_ptr[6] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[7] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[8] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[9] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[10] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- ids_ptr[11] = canvas_singleton->storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
- uniforms.push_back(u);
- }
-
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 1;
- 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.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 2 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
- }
- }
+bool RendererCanvasRenderRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ RendererCanvasRenderRD *canvas_singleton = (RendererCanvasRenderRD *)RendererCanvasRender::singleton;
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), 1);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, canvas_singleton->shader.canvas_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
-RasterizerCanvasRD::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);
- }
+RendererCanvasRenderRD::MaterialData::~MaterialData() {
+ free_parameters_uniform_set(uniform_set);
}
-RasterizerStorageRD::MaterialData *RasterizerCanvasRD::_create_material_func(ShaderData *p_shader) {
+RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) {
MaterialData *material_data = memnew(MaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
@@ -2159,15 +2234,14 @@ RasterizerStorageRD::MaterialData *RasterizerCanvasRD::_create_material_func(Sha
return material_data;
}
-void RasterizerCanvasRD::set_time(double p_time) {
+void RendererCanvasRenderRD::set_time(double p_time) {
state.time = p_time;
}
-void RasterizerCanvasRD::update() {
- _dispose_bindings();
+void RendererCanvasRenderRD::update() {
}
-RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
+RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
storage = p_storage;
{ //create default samplers
@@ -2178,22 +2252,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
{ //shader variants
- uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
-
String global_defines;
- if (textures_per_stage <= 16) {
- //ARM pretty much, and very old Intel GPUs under Linux
- state.max_lights_per_item = 4; //sad
- global_defines += "#define MAX_LIGHT_TEXTURES 4\n";
- } else if (textures_per_stage <= 32) {
- //Apple (Metal)
- state.max_lights_per_item = 8; //sad
- global_defines += "#define MAX_LIGHT_TEXTURES 8\n";
- } else {
- //Anything else (16 lights per item)
- state.max_lights_per_item = DEFAULT_MAX_LIGHTS_PER_ITEM;
- global_defines += "#define MAX_LIGHT_TEXTURES " + itos(DEFAULT_MAX_LIGHTS_PER_ITEM) + "\n";
- }
uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE);
if (uniform_max_size < 65536) {
@@ -2226,7 +2285,20 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
shader.default_version = shader.canvas_shader.version_create();
shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
- shader.default_version_rd_shader_light = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD_LIGHT);
+
+ RD::PipelineColorBlendState blend_state;
+ RD::PipelineColorBlendState::Attachment blend_attachment;
+
+ blend_attachment.enable_blend = true;
+ 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.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ blend_state.attachments.push_back(blend_attachment);
for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
@@ -2269,7 +2341,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
};
RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
- shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
+ shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
}
}
}
@@ -2288,13 +2360,16 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *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";
actions.renames["COLOR"] = "color";
actions.renames["NORMAL"] = "normal";
- actions.renames["NORMALMAP"] = "normal_map";
- actions.renames["NORMALMAP_DEPTH"] = "normal_depth";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["TEXTURE"] = "color_texture";
actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
actions.renames["NORMAL_TEXTURE"] = "normal_texture";
@@ -2306,29 +2381,36 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["POINT_COORD"] = "gl_PointCoord";
- actions.renames["LIGHT_POSITION"] = "light_pos";
+ actions.renames["LIGHT_POSITION"] = "light_position";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT_ENERGY"] = "light_energy";
actions.renames["LIGHT"] = "light";
actions.renames["SHADOW_MODULATE"] = "shadow_modulate";
+ actions.renames["texture_sdf"] = "texture_sdf";
+ actions.renames["texture_sdf_normal"] = "texture_sdf_normal";
+ actions.renames["sdf_to_screen_uv"] = "sdf_to_screen_uv";
+ actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf";
+
actions.usage_defines["COLOR"] = "#define COLOR_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["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
- actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
+ actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
actions.custom_samplers["TEXTURE"] = "texture_sampler";
actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture
actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 2;
- actions.texture_layout_set = 1;
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = MATERIAL_UNIFORM_SET;
actions.base_uniform_string = "material.";
actions.default_filter = ShaderLanguage::FILTER_LINEAR;
actions.default_repeat = ShaderLanguage::REPEAT_DISABLE;
@@ -2341,7 +2423,8 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
{ //shadow rendering
Vector<String> versions;
- versions.push_back(String()); //no versions
+ versions.push_back("\n#define MODE_SHADOW\n"); //shadow
+ versions.push_back("\n#define MODE_SDF\n"); //sdf
shadow_render.shader.initialize(versions);
{
@@ -2354,7 +2437,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
attachments.push_back(af_color);
RD::AttachmentFormat af_depth;
- af_depth.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+ af_depth.format = RD::DATA_FORMAT_D32_SFLOAT;
af_depth.usage_flags = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
attachments.push_back(af_depth);
@@ -2362,16 +2445,34 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
shadow_render.framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
}
+ {
+ Vector<RD::AttachmentFormat> attachments;
+
+ RD::AttachmentFormat af_color;
+ af_color.format = RD::DATA_FORMAT_R8_UNORM;
+ af_color.usage_flags = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+
+ attachments.push_back(af_color);
+
+ shadow_render.sdf_framebuffer_format = RD::get_singleton()->framebuffer_format_create(attachments);
+ }
+
//pipelines
Vector<RD::VertexAttribute> vf;
RD::VertexAttribute vd;
- vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
+ vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32B32_SFLOAT : RD::DATA_FORMAT_R64G64B64_SFLOAT;
vd.location = 0;
vd.offset = 0;
- vd.stride = sizeof(float) * 3;
+ vd.stride = sizeof(real_t) * 3;
vf.push_back(vd);
shadow_render.vertex_format = RD::get_singleton()->vertex_format_create(vf);
+ vd.format = sizeof(real_t) == sizeof(float) ? RD::DATA_FORMAT_R32G32_SFLOAT : RD::DATA_FORMAT_R64G64_SFLOAT;
+ vd.stride = sizeof(real_t) * 2;
+
+ vf.write[0] = vd;
+ shadow_render.sdf_vertex_format = RD::get_singleton()->vertex_format_create(vf);
+
shadow_render.shader_version = shadow_render.shader.version_create();
for (int i = 0; i < 3; i++) {
@@ -2381,26 +2482,26 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
ds.enable_depth_write = true;
ds.enable_depth_test = true;
ds.depth_compare_operator = RD::COMPARE_OP_LESS;
- shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, 0), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
+ shadow_render.render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SHADOW), shadow_render.framebuffer_format, shadow_render.vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+
+ for (int i = 0; i < 2; i++) {
+ shadow_render.sdf_render_pipelines[i] = RD::get_singleton()->render_pipeline_create(shadow_render.shader.version_get_shader(shadow_render.shader_version, SHADOW_RENDER_MODE_SDF), shadow_render.sdf_framebuffer_format, shadow_render.sdf_vertex_format, i == 0 ? RD::RENDER_PRIMITIVE_TRIANGLES : RD::RENDER_PRIMITIVE_LINES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
}
{ //bindings
- bindings.id_generator = 0;
- //generate for 0
- bindings.default_empty = request_texture_binding(RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, RID());
-
- { //state allocate
- state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
- state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
-
- RD::SamplerState shadow_sampler_state;
- shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
- shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
- shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
- state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
- }
+
+ state.canvas_state_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(State::Buffer));
+ state.lights_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(LightUniform) * state.max_lights_per_render);
+
+ RD::SamplerState shadow_sampler_state;
+ shadow_sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ shadow_sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ shadow_sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; //shadow wrap around
+ shadow_sampler_state.compare_op = RD::COMPARE_OP_GREATER;
+ shadow_sampler_state.enable_compare = true;
+ state.shadow_sampler = RD::get_singleton()->sampler_create(shadow_sampler_state);
}
{
@@ -2443,24 +2544,79 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
shader.default_skeleton_texture_buffer = RD::get_singleton()->texture_buffer_create(32, RD::DATA_FORMAT_R32G32B32A32_SFLOAT);
}
+ {
+ //default shadow texture to keep uniform set happy
+ RD::TextureFormat tf;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.width = 4;
+ tf.height = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+
+ state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(storage->get_default_rd_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
+ }
+
+ default_canvas_texture = storage->canvas_texture_allocate();
+ storage->canvas_texture_initialize(default_canvas_texture);
+
+ state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
//create functions for shader and material
- storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
- storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_2D, _create_material_funcs);
+ storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_shader_funcs);
+ storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_2D, _create_material_funcs);
state.time = 0;
+ {
+ default_canvas_group_shader = storage->shader_allocate();
+ storage->shader_initialize(default_canvas_group_shader);
+
+ storage->shader_set_code(default_canvas_group_shader, R"(
+// Default CanvasGroup shader.
+
+shader_type canvas_item;
+
+void fragment() {
+ vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0);
+
+ if (c.a > 0.0001) {
+ c.rgb /= c.a;
+ }
+
+ COLOR *= c;
+}
+)");
+ default_canvas_group_material = storage->material_allocate();
+ storage->material_initialize(default_canvas_group_material);
+
+ storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
+ }
+
static_assert(sizeof(PushConstant) == 128);
}
-bool RasterizerCanvasRD::free(RID p_rid) {
+bool RendererCanvasRenderRD::free(RID p_rid) {
if (canvas_light_owner.owns(p_rid)) {
- CanvasLight *cl = canvas_light_owner.getornull(p_rid);
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!cl, false);
- light_set_use_shadow(p_rid, false, 64);
+ light_set_use_shadow(p_rid, false);
canvas_light_owner.free(p_rid);
} else if (occluder_polygon_owner.owns(p_rid)) {
- occluder_polygon_set_shape_as_lines(p_rid, Vector<Vector2>());
+ occluder_polygon_set_shape(p_rid, Vector<Vector2>(), false);
occluder_polygon_owner.free(p_rid);
} else {
return false;
@@ -2469,9 +2625,37 @@ bool RasterizerCanvasRD::free(RID p_rid) {
return true;
}
-RasterizerCanvasRD::~RasterizerCanvasRD() {
+void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
+ p_size = nearest_power_of_2_templated(p_size);
+ if (p_size == state.shadow_texture_size) {
+ return;
+ }
+ state.shadow_texture_size = p_size;
+ if (state.shadow_fb.is_valid()) {
+ RD::get_singleton()->free(state.shadow_texture);
+ RD::get_singleton()->free(state.shadow_depth_texture);
+ state.shadow_fb = RID();
+
+ {
+ //create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
+ RD::TextureFormat tf;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.width = 4;
+ tf.height = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+
+ state.shadow_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+ }
+}
+
+RendererCanvasRenderRD::~RendererCanvasRenderRD() {
//canvas state
+ storage->free(default_canvas_group_material);
+ storage->free(default_canvas_group_shader);
+
{
if (state.canvas_state_buffer.is_valid()) {
RD::get_singleton()->free(state.canvas_state_buffer);
@@ -2490,24 +2674,6 @@ RasterizerCanvasRD::~RasterizerCanvasRD() {
RD::get_singleton()->free(state.shadow_sampler);
}
//bindings
- {
- free_texture_binding(bindings.default_empty);
-
- //dispose pending
- _dispose_bindings();
- //anything remains?
- if (bindings.texture_bindings.size()) {
- ERR_PRINT("Some texture bindings were not properly freed (leaked CanvasItems?)");
- const TextureBindingID *key = nullptr;
- while ((key = bindings.texture_bindings.next(key))) {
- TextureBinding *tb = bindings.texture_bindings[*key];
- tb->reference_count = 1;
- free_texture_binding(*key);
- }
- //dispose pending
- _dispose_bindings();
- }
- }
//shaders
@@ -2520,5 +2686,11 @@ RasterizerCanvasRD::~RasterizerCanvasRD() {
//primitives are erase by dependency
}
+ if (state.shadow_fb.is_valid()) {
+ RD::get_singleton()->free(state.shadow_depth_texture);
+ }
+ RD::get_singleton()->free(state.shadow_texture);
+
+ storage->free(default_canvas_texture);
//pipelines don't need freeing, they are all gone after shaders are gone
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index bfe4e61f47..ec7d7e2854 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rasterizer_canvas_rd.h */
+/* renderer_canvas_render_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,19 +28,27 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RASTERIZER_CANVAS_RD_H
-#define RASTERIZER_CANVAS_RD_H
+#ifndef RENDERING_SERVER_CANVAS_RENDER_RD_H
+#define RENDERING_SERVER_CANVAS_RENDER_RD_H
-#include "servers/rendering/rasterizer.h"
-#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
-#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
-#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
-#include "servers/rendering/rasterizer_rd/shaders/canvas.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl.gen.h"
+#include "servers/rendering/renderer_canvas_render.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shader_compiler_rd.h"
+#include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h"
#include "servers/rendering/rendering_device.h"
-class RasterizerCanvasRD : public RasterizerCanvas {
- RasterizerStorageRD *storage;
+class RendererCanvasRenderRD : public RendererCanvasRender {
+ RendererStorageRD *storage;
+
+ enum {
+ BASE_UNIFORM_SET = 0,
+ MATERIAL_UNIFORM_SET = 1,
+ TRANSFORMS_UNIFORM_SET = 2,
+ CANVAS_TEXTURE_UNIFORM_SET = 3,
+ };
enum ShaderVariant {
SHADER_VARIANT_QUAD,
@@ -59,20 +67,16 @@ class RasterizerCanvasRD : public RasterizerCanvas {
};
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),
- FLAGS_USING_LIGHT_MASK = (1 << 11),
FLAGS_NINEPACH_DRAW_CENTER = (1 << 12),
FLAGS_USING_PARTICLES = (1 << 13),
- FLAGS_USE_PIXEL_SNAP = (1 << 14),
FLAGS_USE_SKELETON = (1 << 15),
FLAGS_NINEPATCH_H_MODE_SHIFT = 16,
@@ -80,8 +84,9 @@ class RasterizerCanvasRD : public RasterizerCanvas {
FLAGS_LIGHT_COUNT_SHIFT = 20,
FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26),
- FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27)
+ FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
+ FLAGS_USE_MSDF = (1 << 28),
};
enum {
@@ -100,7 +105,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
enum {
MAX_RENDER_ITEMS = 256 * 1024,
MAX_LIGHT_TEXTURES = 1024,
- DEFAULT_MAX_LIGHTS_PER_ITEM = 16,
+ MAX_LIGHTS_PER_ITEM = 16,
DEFAULT_MAX_LIGHTS_PER_RENDER = 256
};
@@ -128,14 +133,13 @@ class RasterizerCanvasRD : public RasterizerCanvas {
};
struct PipelineVariants {
- RenderPipelineVertexFormatCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
+ PipelineCacheRD variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX];
};
struct {
CanvasShaderRD canvas_shader;
RID default_version;
RID default_version_rd_shader;
- RID default_version_rd_shader_light;
RID quad_index_buffer;
RID quad_index_array;
PipelineVariants pipeline_variants;
@@ -147,7 +151,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
ShaderCompilerRD compiler;
} shader;
- struct ShaderData : public RasterizerStorageRD::ShaderData {
+ struct ShaderData : public RendererStorageRD::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
@@ -157,12 +161,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
BLEND_MODE_DISABLED,
};
- enum LightMode {
- LIGHT_MODE_NORMAL,
- LIGHT_MODE_UNSHADED,
- LIGHT_MODE_LIGHT_ONLY
- };
-
bool valid;
RID version;
PipelineVariants pipeline_variants;
@@ -177,101 +175,50 @@ class RasterizerCanvasRD : public RasterizerCanvas {
String code;
Map<StringName, RID> default_texture_params;
- bool uses_screen_texture;
- bool uses_material_samplers;
+ bool uses_screen_texture = false;
+ bool uses_sdf = false;
+ bool uses_time = false;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
ShaderData();
virtual ~ShaderData();
};
- RasterizerStorageRD::ShaderData *_create_shader_func();
- static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
- return static_cast<RasterizerCanvasRD *>(singleton)->_create_shader_func();
+ RendererStorageRD::ShaderData *_create_shader_func();
+ static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ return static_cast<RendererCanvasRenderRD *>(singleton)->_create_shader_func();
}
- struct MaterialData : public RasterizerStorageRD::MaterialData {
+ 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;
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 bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
- RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
- static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
- return static_cast<RasterizerCanvasRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
+ RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ return static_cast<RendererCanvasRenderRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
/**************************/
- /**** TEXTURE BINDINGS ****/
+ /**** CANVAS TEXTURES *****/
/**************************/
- // bindings used to render commands,
- // cached for performance.
-
- struct TextureBindingKey {
- RID texture;
- RID normalmap;
- RID specular;
- RID multimesh;
- RS::CanvasItemTextureFilter texture_filter;
- RS::CanvasItemTextureRepeat texture_repeat;
- bool operator==(const TextureBindingKey &p_key) const {
- return texture == p_key.texture && normalmap == p_key.normalmap && specular == p_key.specular && multimesh == p_key.specular && texture_filter == p_key.texture_filter && texture_repeat == p_key.texture_repeat;
- }
- };
-
- struct TextureBindingKeyHasher {
- static _FORCE_INLINE_ uint32_t hash(const TextureBindingKey &p_key) {
- uint32_t hash = hash_djb2_one_64(p_key.texture.get_id());
- hash = hash_djb2_one_64(p_key.normalmap.get_id(), hash);
- hash = hash_djb2_one_64(p_key.specular.get_id(), hash);
- hash = hash_djb2_one_64(p_key.multimesh.get_id(), hash);
- hash = hash_djb2_one_32(uint32_t(p_key.texture_filter) << 16 | uint32_t(p_key.texture_repeat), hash);
- return hash;
- }
- };
-
- struct TextureBinding {
- TextureBindingID id;
- TextureBindingKey key;
- SelfList<TextureBinding> to_dispose;
- uint32_t reference_count;
- RID uniform_set;
- TextureBinding() :
- to_dispose(this) {
- reference_count = 0;
- }
- };
-
- struct {
- SelfList<TextureBinding>::List to_dispose_list;
-
- TextureBindingID id_generator;
- HashMap<TextureBindingKey, TextureBindingID, TextureBindingKeyHasher> texture_key_bindings;
- HashMap<TextureBindingID, TextureBinding *> texture_bindings;
-
- TextureBindingID default_empty;
- } bindings;
-
- RID _create_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
- void _dispose_bindings();
-
struct {
RS::CanvasItemTextureFilter default_filter;
RS::CanvasItemTextureRepeat default_repeat;
@@ -313,10 +260,10 @@ class RasterizerCanvasRD : public RasterizerCanvas {
struct CanvasLight {
RID texture;
struct {
- int size;
- RID texture;
- RID depth;
- RID fb;
+ bool enabled = false;
+ float z_far;
+ float y_offset;
+ Transform2D directional_xform;
} shadow;
};
@@ -326,38 +273,65 @@ class RasterizerCanvasRD : public RasterizerCanvas {
float projection[16];
float modelview[8];
float direction[2];
- float pad[2];
+ float z_far;
+ float pad;
};
struct OccluderPolygon {
RS::CanvasOccluderPolygonCullMode cull_mode;
- int point_count;
+ int line_point_count;
RID vertex_buffer;
RID vertex_array;
RID index_buffer;
RID index_array;
+
+ int sdf_point_count;
+ int sdf_index_count;
+ RID sdf_vertex_buffer;
+ RID sdf_vertex_array;
+ RID sdf_index_buffer;
+ RID sdf_index_array;
+ bool sdf_is_lines;
};
struct LightUniform {
float matrix[8]; //light to texture coordinate matrix
float shadow_matrix[8]; //light to shadow coordinate matrix
float color[4];
- float shadow_color[4];
- float position[2];
+
+ uint8_t shadow_color[4];
uint32_t flags; //index to light texture
- float height;
float shadow_pixel_size;
- float pad[3];
+ float height;
+
+ float position[2];
+ float shadow_z_far_inv;
+ float shadow_y_ofs;
+
+ float atlas_rect[4];
};
RID_Owner<OccluderPolygon> occluder_polygon_owner;
+ enum ShadowRenderMode {
+ SHADOW_RENDER_MODE_SHADOW,
+ SHADOW_RENDER_MODE_SDF,
+ };
+
+ enum {
+ SHADOW_RENDER_SDF_TRIANGLES,
+ SHADOW_RENDER_SDF_LINES,
+ };
+
struct {
CanvasOcclusionShaderRD shader;
RID shader_version;
RID render_pipelines[3];
+ RID sdf_render_pipelines[2];
RD::VertexFormatID vertex_format;
+ RD::VertexFormatID sdf_vertex_format;
RD::FramebufferFormatID framebuffer_format;
+ RD::FramebufferFormatID sdf_framebuffer_format;
} shadow_render;
/***************/
@@ -366,34 +340,6 @@ class RasterizerCanvasRD : public RasterizerCanvas {
//state that does not vary across rendering all items
- struct ItemStateData : public Item::CustomData {
- struct LightCache {
- uint64_t light_version;
- Light *light;
- };
-
- LightCache light_cache[DEFAULT_MAX_LIGHTS_PER_ITEM];
- uint32_t light_cache_count;
- RID state_uniform_set_with_light;
- RID state_uniform_set;
- ItemStateData() {
- for (int i = 0; i < DEFAULT_MAX_LIGHTS_PER_ITEM; i++) {
- light_cache[i].light_version = 0;
- light_cache[i].light = nullptr;
- }
- light_cache_count = 0xFFFFFFFF;
- }
-
- ~ItemStateData() {
- if (state_uniform_set_with_light.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set_with_light)) {
- RD::get_singleton()->free(state_uniform_set_with_light);
- }
- if (state_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(state_uniform_set)) {
- RD::get_singleton()->free(state_uniform_set);
- }
- }
- };
-
struct State {
//state buffer
struct Buffer {
@@ -401,12 +347,19 @@ class RasterizerCanvasRD : public RasterizerCanvas {
float screen_transform[16];
float canvas_normal_transform[16];
float canvas_modulate[4];
+
float screen_pixel_size[2];
float time;
- float pad;
+ uint32_t use_pixel_snap;
- //uint32_t light_count;
- //uint32_t pad[3];
+ float sdf_to_tex[4];
+ float sdf_to_screen[2];
+ float screen_to_sdf[2];
+
+ uint32_t directional_light_count;
+ float tex_to_sdf;
+ uint32_t pad1;
+ uint32_t pad2;
};
LightUniform *light_uniforms;
@@ -414,11 +367,18 @@ class RasterizerCanvasRD : public RasterizerCanvas {
RID lights_uniform_buffer;
RID canvas_state_buffer;
RID shadow_sampler;
+ RID shadow_texture;
+ RID shadow_depth_texture;
+ RID shadow_fb;
+ int shadow_texture_size = 2048;
+
+ RID default_transforms_uniform_set;
uint32_t max_lights_per_render;
uint32_t max_lights_per_item;
double time;
+
} state;
struct PushConstant {
@@ -429,7 +389,10 @@ class RasterizerCanvasRD : public RasterizerCanvas {
//rect
struct {
float modulation[4];
- float ninepatch_margins[4];
+ union {
+ float msdf[4];
+ float ninepatch_margins[4];
+ };
float dst_rect[4];
float src_rect[4];
float pad[2];
@@ -452,45 +415,56 @@ class RasterizerCanvasRD : public RasterizerCanvas {
Item *items[MAX_RENDER_ITEMS];
- Size2i _bind_texture_binding(TextureBindingID p_binding, RenderingDevice::DrawListID p_draw_list, uint32_t &flags);
- 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_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set);
+ bool using_directional_lights = false;
+ RID default_canvas_texture;
+
+ RID default_canvas_group_shader;
+ RID default_canvas_group_material;
+
+ RS::CanvasItemTextureFilter default_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat default_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+
+ 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, 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);
- _FORCE_INLINE_ void _update_specular_shininess(const Color &p_transform, uint32_t *r_ss);
+ void _update_shadow_atlas();
public:
- TextureBindingID request_texture_binding(RID p_texture, RID p_normalmap, RID p_specular, RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat, RID p_multimesh);
- void free_texture_binding(TextureBindingID p_binding);
-
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>());
void free_polygon(PolygonID p_polygon);
RID light_create();
void light_set_texture(RID p_rid, RID p_texture);
- void light_set_use_shadow(RID p_rid, bool p_enable, int p_resolution);
- void light_update_shadow(RID p_rid, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders);
+ void light_set_use_shadow(RID p_rid, bool p_enable);
+ 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);
+ 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);
+
+ virtual void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders);
RID occluder_polygon_create();
- void occluder_polygon_set_shape_as_lines(RID p_occluder, const Vector<Vector2> &p_lines);
+ void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed);
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode);
- void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, const Transform2D &p_canvas_transform);
+ void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used);
void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) {}
- void draw_window_margins(int *p_margins, RID *p_margin_textures) {}
+ virtual void set_shadow_texture_size(int p_size);
void set_time(double p_time);
void update();
bool free(RID p_rid);
- RasterizerCanvasRD(RasterizerStorageRD *p_storage);
- ~RasterizerCanvasRD();
+ RendererCanvasRenderRD(RendererStorageRD *p_storage);
+ ~RendererCanvasRenderRD();
};
#endif // RASTERIZER_CANVAS_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
new file mode 100644
index 0000000000..559e6d5ad7
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -0,0 +1,302 @@
+/*************************************************************************/
+/* renderer_compositor_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "renderer_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();
+}
+
+void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(p_screen);
+
+ for (int i = 0; i < p_amount; i++) {
+ RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
+ ERR_CONTINUE(texture.is_null());
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+ ERR_CONTINUE(rd_texture.is_null());
+
+ // TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in.
+
+ if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(blit.sampler);
+ u.ids.push_back(rd_texture);
+ uniforms.push_back(u);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
+
+ 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));
+ 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);
+
+ blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x;
+ blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y;
+ blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width;
+ blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height;
+ blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width;
+ blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height;
+ blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width;
+ blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height;
+ blit.push_constant.layer = p_render_targets[i].multi_view.layer;
+ blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x;
+ blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y;
+ 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);
+ }
+
+ RD::get_singleton()->draw_list_end();
+}
+
+void RendererCompositorRD::begin_frame(double frame_step) {
+ frame++;
+ delta = frame_step;
+ time += frame_step;
+
+ double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
+ time = Math::fmod(time, time_roll_over);
+
+ canvas->set_time(time);
+ scene->set_time(time, frame_step);
+}
+
+void RendererCompositorRD::end_frame(bool p_swap_buffers) {
+#ifndef _MSC_VER
+#warning TODO: likely pass a bool to swap buffers to avoid display?
+#endif
+ RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display?
+}
+
+void RendererCompositorRD::initialize() {
+ {
+ // 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_modes.push_back("\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(), i == BLIT_MODE_NORMAL_ALPHA ? RenderingDevice::PipelineColorBlendState::create_blend() : RenderingDevice::PipelineColorBlendState::create_disabled(), 0);
+ }
+
+ //create index array for copy shader
+ Vector<uint8_t> pv;
+ pv.resize(6 * 4);
+ {
+ uint8_t *w = pv.ptrw();
+ int *p32 = (int *)w;
+ p32[0] = 0;
+ p32[1] = 1;
+ p32[2] = 2;
+ p32[3] = 0;
+ p32[4] = 2;
+ p32[5] = 3;
+ }
+ 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);
+
+ blit.sampler = RD::get_singleton()->sampler_create(RD::SamplerState());
+ }
+}
+
+uint64_t RendererCompositorRD::frame = 1;
+
+void RendererCompositorRD::finalize() {
+ memdelete(scene);
+ memdelete(canvas);
+ memdelete(storage);
+
+ //only need to erase these, the rest are erased by cascade
+ blit.shader.version_free(blit.shader_version);
+ RD::get_singleton()->free(blit.index_buffer);
+ RD::get_singleton()->free(blit.sampler);
+}
+
+void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
+ RD::get_singleton()->prepare_screen_for_drawing();
+
+ RID texture = storage->texture_allocate();
+ storage->texture_2d_initialize(texture, p_image);
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+
+ RID uset;
+ {
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(blit.sampler);
+ u.ids.push_back(rd_texture);
+ uniforms.push_back(u);
+ uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
+ }
+
+ Size2 window_size = DisplayServer::get_singleton()->window_get_size();
+
+ Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
+ Rect2 screenrect;
+ if (p_scale) {
+ if (window_size.width > window_size.height) {
+ //scale horizontally
+ screenrect.size.y = window_size.height;
+ screenrect.size.x = imgrect.size.x * window_size.height / imgrect.size.y;
+ screenrect.position.x = (window_size.width - screenrect.size.x) / 2;
+
+ } else {
+ //scale vertically
+ screenrect.size.x = window_size.width;
+ screenrect.size.y = imgrect.size.y * window_size.width / imgrect.size.x;
+ screenrect.position.y = (window_size.height - screenrect.size.y) / 2;
+ }
+ } else {
+ screenrect = imgrect;
+ screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
+ }
+
+ screenrect.position /= window_size;
+ screenrect.size /= window_size;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin_for_screen(DisplayServer::MAIN_WINDOW_ID, p_color);
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blit.pipelines[BLIT_MODE_NORMAL_ALPHA]);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0);
+
+ blit.push_constant.src_rect[0] = 0.0;
+ blit.push_constant.src_rect[1] = 0.0;
+ blit.push_constant.src_rect[2] = 1.0;
+ blit.push_constant.src_rect[3] = 1.0;
+ blit.push_constant.dst_rect[0] = screenrect.position.x;
+ blit.push_constant.dst_rect[1] = screenrect.position.y;
+ blit.push_constant.dst_rect[2] = screenrect.size.width;
+ blit.push_constant.dst_rect[3] = screenrect.size.height;
+ blit.push_constant.layer = 0;
+ blit.push_constant.eye_center[0] = 0;
+ blit.push_constant.eye_center[1] = 0;
+ blit.push_constant.k1 = 0;
+ blit.push_constant.k2 = 0;
+ blit.push_constant.upscale = 1.0;
+ blit.push_constant.aspect_ratio = 1.0;
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blit.push_constant, sizeof(BlitPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+
+ RD::get_singleton()->draw_list_end();
+
+ RD::get_singleton()->swap_buffers();
+
+ storage->free(texture);
+}
+
+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));
+
+ 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));
+ }
+
+ scene->init();
+
+ // now we're ready to create our effects,
+ storage->init_effects(!scene->_render_buffers_can_be_storage());
+}
+
+RendererCompositorRD::~RendererCompositorRD() {
+ ShaderRD::set_shader_cache_dir(String());
+}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index cdcc6bfd73..0230c46800 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rasterizer_rd.h */
+/* renderer_compositor_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,41 +28,69 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RASTERIZER_RD_H
-#define RASTERIZER_RD_H
+#ifndef RENDERING_SERVER_COMPOSITOR_RD_H
+#define RENDERING_SERVER_COMPOSITOR_RD_H
#include "core/os/os.h"
-#include "core/thread_work_pool.h"
-#include "servers/rendering/rasterizer.h"
-#include "servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h"
-#include "servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h"
-#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
-
-class RasterizerRD : public Rasterizer {
+#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_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
+
+class RendererCompositorRD : public RendererCompositor {
protected:
- RasterizerCanvasRD *canvas;
- RasterizerStorageRD *storage;
- RasterizerSceneHighEndRD *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;
+ RendererCanvasRenderRD *canvas;
+ RendererStorageRD *storage;
+ RendererSceneRenderRD *scene;
+
+ enum BlitMode {
+ BLIT_MODE_NORMAL,
+ BLIT_MODE_USE_LAYER,
+ BLIT_MODE_LENS,
+ BLIT_MODE_NORMAL_ALPHA,
+ BLIT_MODE_MAX
+ };
+
+ struct BlitPushConstant {
+ float src_rect[4];
+ float dst_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;
double time;
- float delta;
+ double delta;
static uint64_t frame;
public:
- RasterizerStorage *get_storage() { return storage; }
- RasterizerCanvas *get_canvas() { return canvas; }
- RasterizerScene *get_scene() { return scene; }
+ RendererStorage *get_storage() { return storage; }
+ RendererCanvasRender *get_canvas() { return canvas; }
+ RendererSceneRender *get_scene() { return scene; }
- void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {}
+ void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter);
void initialize();
void begin_frame(double frame_step);
@@ -73,15 +101,15 @@ public:
void finalize();
_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
- _ALWAYS_INLINE_ float get_frame_delta_time() const { return delta; }
+ _ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
_ALWAYS_INLINE_ double get_total_time() const { return time; }
static Error is_viable() {
return OK;
}
- static Rasterizer *_create_current() {
- return memnew(RasterizerRD);
+ static RendererCompositor *_create_current() {
+ return memnew(RendererCompositorRD);
}
static void make_current() {
@@ -90,10 +118,8 @@ public:
virtual bool is_low_end() const { return false; }
- static ThreadWorkPool thread_work_pool;
-
- static RasterizerRD *singleton;
- RasterizerRD();
- ~RasterizerRD() {}
+ static RendererCompositorRD *singleton;
+ RendererCompositorRD();
+ ~RendererCompositorRD();
};
#endif // RASTERIZER_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
new file mode 100644
index 0000000000..d631cb4bac
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp
@@ -0,0 +1,126 @@
+/*************************************************************************/
+/* renderer_scene_environment_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+
+uint64_t RendererSceneEnvironmentRD::auto_exposure_counter = 2;
+
+void RendererSceneEnvironmentRD::set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
+ ambient_light = p_color;
+ ambient_source = p_ambient;
+ ambient_light_energy = p_energy;
+ ambient_sky_contribution = p_sky_contribution;
+ reflection_source = p_reflection_source;
+ ao_color = p_ao_color;
+}
+
+void RendererSceneEnvironmentRD::set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+ exposure = p_exposure;
+ tone_mapper = p_tone_mapper;
+ if (!auto_exposure && p_auto_exposure) {
+ auto_exposure_version = ++auto_exposure_counter;
+ }
+ auto_exposure = p_auto_exposure;
+ white = p_white;
+ min_luminance = p_min_luminance;
+ max_luminance = p_max_luminance;
+ auto_exp_speed = p_auto_exp_speed;
+ auto_exp_scale = p_auto_exp_scale;
+}
+
+void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
+ ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
+ glow_enabled = p_enable;
+ glow_levels = p_levels;
+ glow_intensity = p_intensity;
+ glow_strength = p_strength;
+ glow_mix = p_mix;
+ glow_bloom = p_bloom_threshold;
+ glow_blend_mode = p_blend_mode;
+ glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
+ glow_hdr_bleed_scale = p_hdr_bleed_scale;
+ glow_hdr_luminance_cap = p_hdr_luminance_cap;
+}
+
+void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
+ sdfgi_enabled = p_enable;
+ sdfgi_cascades = p_cascades;
+ sdfgi_min_cell_size = p_min_cell_size;
+ sdfgi_use_occlusion = p_use_occlusion;
+ sdfgi_bounce_feedback = p_bounce_feedback;
+ sdfgi_read_sky_light = p_read_sky;
+ sdfgi_energy = p_energy;
+ sdfgi_normal_bias = p_normal_bias;
+ sdfgi_probe_bias = p_probe_bias;
+ sdfgi_y_scale = p_y_scale;
+}
+
+void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
+ fog_enabled = p_enable;
+ fog_light_color = p_light_color;
+ fog_light_energy = p_light_energy;
+ fog_sun_scatter = p_sun_scatter;
+ fog_density = p_density;
+ fog_height = p_height;
+ fog_height_density = p_height_density;
+ fog_aerial_perspective = p_fog_aerial_perspective;
+}
+
+void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+ volumetric_fog_enabled = p_enable;
+ volumetric_fog_density = p_density;
+ volumetric_fog_light = p_light;
+ volumetric_fog_light_energy = p_light_energy;
+ volumetric_fog_length = p_length;
+ volumetric_fog_detail_spread = p_detail_spread;
+ volumetric_fog_gi_inject = p_gi_inject;
+ volumetric_fog_temporal_reprojection = p_temporal_reprojection;
+ volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount;
+}
+
+void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
+ ssr_enabled = p_enable;
+ ssr_max_steps = p_max_steps;
+ ssr_fade_in = p_fade_int;
+ ssr_fade_out = p_fade_out;
+ ssr_depth_tolerance = p_depth_tolerance;
+}
+
+void RendererSceneEnvironmentRD::set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
+ ssao_enabled = p_enable;
+ ssao_radius = p_radius;
+ ssao_intensity = p_intensity;
+ ssao_power = p_power;
+ ssao_detail = p_detail;
+ ssao_horizon = p_horizon;
+ ssao_sharpness = p_sharpness;
+ ssao_direct_light_affect = p_light_affect;
+ ssao_ao_channel_affect = p_ao_channel_affect;
+}
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
new file mode 100644
index 0000000000..992c4bf471
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
@@ -0,0 +1,155 @@
+/*************************************************************************/
+/* renderer_scene_environment_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
+#define RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H
+
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+class RendererSceneEnvironmentRD {
+private:
+ static uint64_t auto_exposure_counter;
+
+public:
+ // BG
+ RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
+ RID sky;
+ float sky_custom_fov = 0.0;
+ Basis sky_orientation;
+ Color bg_color;
+ float bg_energy = 1.0;
+ int canvas_max_layer = 0;
+ RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
+ Color ambient_light;
+ float ambient_light_energy = 1.0;
+ float ambient_sky_contribution = 1.0;
+ RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
+ Color ao_color;
+
+ /// Tonemap
+
+ RS::EnvironmentToneMapper tone_mapper;
+ float exposure = 1.0;
+ float white = 1.0;
+ bool auto_exposure = false;
+ float min_luminance = 0.2;
+ float max_luminance = 8.0;
+ float auto_exp_speed = 0.2;
+ float auto_exp_scale = 0.5;
+ uint64_t auto_exposure_version = 0;
+
+ // Fog
+ bool fog_enabled = false;
+ Color fog_light_color = Color(0.5, 0.6, 0.7);
+ float fog_light_energy = 1.0;
+ float fog_sun_scatter = 0.0;
+ float fog_density = 0.001;
+ float fog_height = 0.0;
+ float fog_height_density = 0.0; //can be negative to invert effect
+ float fog_aerial_perspective = 0.0;
+
+ /// Volumetric Fog
+ ///
+ bool volumetric_fog_enabled = false;
+ float volumetric_fog_density = 0.01;
+ Color volumetric_fog_light = Color(0, 0, 0);
+ float volumetric_fog_light_energy = 0.0;
+ float volumetric_fog_length = 64.0;
+ float volumetric_fog_detail_spread = 2.0;
+ float volumetric_fog_gi_inject = 0.0;
+ bool volumetric_fog_temporal_reprojection = true;
+ float volumetric_fog_temporal_reprojection_amount = 0.9;
+
+ /// Glow
+
+ bool glow_enabled = false;
+ Vector<float> glow_levels;
+ float glow_intensity = 0.8;
+ float glow_strength = 1.0;
+ float glow_bloom = 0.0;
+ float glow_mix = 0.01;
+ RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
+ float glow_hdr_bleed_threshold = 1.0;
+ float glow_hdr_luminance_cap = 12.0;
+ float glow_hdr_bleed_scale = 2.0;
+
+ /// SSAO
+
+ bool ssao_enabled = false;
+ float ssao_radius = 1.0;
+ float ssao_intensity = 2.0;
+ float ssao_power = 1.5;
+ float ssao_detail = 0.5;
+ float ssao_horizon = 0.06;
+ float ssao_sharpness = 0.98;
+ float ssao_direct_light_affect = 0.0;
+ float ssao_ao_channel_affect = 0.0;
+
+ /// SSR
+ ///
+ bool ssr_enabled = false;
+ int ssr_max_steps = 64;
+ float ssr_fade_in = 0.15;
+ float ssr_fade_out = 2.0;
+ float ssr_depth_tolerance = 0.2;
+
+ /// SDFGI
+ bool sdfgi_enabled = false;
+ RS::EnvironmentSDFGICascades sdfgi_cascades;
+ float sdfgi_min_cell_size = 0.2;
+ bool sdfgi_use_occlusion = false;
+ float sdfgi_bounce_feedback = 0.0;
+ bool sdfgi_read_sky_light = false;
+ float sdfgi_energy = 1.0;
+ float sdfgi_normal_bias = 1.1;
+ float sdfgi_probe_bias = 1.1;
+ RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+
+ /// Adjustments
+
+ bool adjustments_enabled = false;
+ float adjustments_brightness = 1.0f;
+ float adjustments_contrast = 1.0f;
+ float adjustments_saturation = 1.0f;
+ bool use_1d_color_correction = false;
+ RID color_correction = RID();
+
+ void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color);
+ void set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
+ void set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
+ void set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias);
+ void set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective);
+ void set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount);
+ void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
+ void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect);
+};
+
+#endif /* !RENDERING_SERVER_SCENE_ENVIRONMENT_RD_H */
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
new file mode 100644
index 0000000000..ecc560fc5d
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -0,0 +1,3400 @@
+/*************************************************************************/
+/* renderer_scene_gi_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "renderer_scene_gi_rd.h"
+
+#include "core/config/project_settings.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/rendering_server_default.h"
+
+const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
+
+////////////////////////////////////////////////////////////////////////////////
+// SDFGI
+
+void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) {
+ storage = p_gi->storage;
+ gi = p_gi;
+ cascade_mode = p_env->sdfgi_cascades;
+ min_cell_size = p_env->sdfgi_min_cell_size;
+ uses_occlusion = p_env->sdfgi_use_occlusion;
+ y_scale_mode = p_env->sdfgi_y_scale;
+ static const float y_scale[3] = { 1.0, 1.5, 2.0 };
+ y_mult = y_scale[y_scale_mode];
+ static const int cascasde_size[3] = { 4, 6, 8 };
+ cascades.resize(cascasde_size[cascade_mode]);
+ probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
+ solid_cell_ratio = gi->sdfgi_solid_cell_ratio;
+ solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio);
+
+ float base_cell_size = min_cell_size;
+
+ RD::TextureFormat tf_sdf;
+ tf_sdf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf_sdf.width = cascade_size; // Always 64x64
+ tf_sdf.height = cascade_size;
+ tf_sdf.depth = cascade_size;
+ tf_sdf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf_sdf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ {
+ RD::TextureFormat tf_render = tf_sdf;
+ tf_render.format = RD::DATA_FORMAT_R16_UINT;
+ render_albedo = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ tf_render.format = RD::DATA_FORMAT_R32_UINT;
+ render_emission = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ render_emission_aniso = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+ tf_render.format = RD::DATA_FORMAT_R8_UNORM; //at least its easy to visualize
+
+ for (int i = 0; i < 8; i++) {
+ render_occlusion[i] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ }
+
+ tf_render.format = RD::DATA_FORMAT_R32_UINT;
+ render_geom_facing = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+ tf_render.format = RD::DATA_FORMAT_R8G8B8A8_UINT;
+ render_sdf[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ render_sdf[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+
+ tf_render.width /= 2;
+ tf_render.height /= 2;
+ tf_render.depth /= 2;
+
+ render_sdf_half[0] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ render_sdf_half[1] = RD::get_singleton()->texture_create(tf_render, RD::TextureView());
+ }
+
+ RD::TextureFormat tf_occlusion = tf_sdf;
+ tf_occlusion.format = RD::DATA_FORMAT_R16_UINT;
+ tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R16_UINT);
+ tf_occlusion.shareable_formats.push_back(RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
+ tf_occlusion.depth *= cascades.size(); //use depth for occlusion slices
+ tf_occlusion.width *= 2; //use width for the other half
+
+ RD::TextureFormat tf_light = tf_sdf;
+ tf_light.format = RD::DATA_FORMAT_R32_UINT;
+ tf_light.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
+ tf_light.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
+
+ RD::TextureFormat tf_aniso0 = tf_sdf;
+ tf_aniso0.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ RD::TextureFormat tf_aniso1 = tf_sdf;
+ tf_aniso1.format = RD::DATA_FORMAT_R8G8_UNORM;
+
+ int passes = nearest_shift(cascade_size) - 1;
+
+ //store lightprobe SH
+ RD::TextureFormat tf_probes;
+ tf_probes.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf_probes.width = probe_axis_count * probe_axis_count;
+ tf_probes.height = probe_axis_count * SDFGI::SH_SIZE;
+ tf_probes.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ tf_probes.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+
+ history_size = p_requested_history_size;
+
+ RD::TextureFormat tf_probe_history = tf_probes;
+ tf_probe_history.format = RD::DATA_FORMAT_R16G16B16A16_SINT; //signed integer because SH are signed
+ tf_probe_history.array_layers = history_size;
+
+ RD::TextureFormat tf_probe_average = tf_probes;
+ tf_probe_average.format = RD::DATA_FORMAT_R32G32B32A32_SINT; //signed integer because SH are signed
+ tf_probe_average.texture_type = RD::TEXTURE_TYPE_2D;
+
+ lightprobe_history_scroll = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+ lightprobe_average_scroll = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+
+ {
+ //octahedral lightprobes
+ RD::TextureFormat tf_octprobes = tf_probes;
+ tf_octprobes.array_layers = cascades.size() * 2;
+ tf_octprobes.format = RD::DATA_FORMAT_R32_UINT; //pack well with RGBE
+ tf_octprobes.width = probe_axis_count * probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
+ tf_octprobes.height = probe_axis_count * (SDFGI::LIGHTPROBE_OCT_SIZE + 2);
+ tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_R32_UINT);
+ tf_octprobes.shareable_formats.push_back(RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32);
+ //lightprobe texture is an octahedral texture
+
+ lightprobe_data = RD::get_singleton()->texture_create(tf_octprobes, RD::TextureView());
+ RD::TextureView tv;
+ tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
+ lightprobe_texture = RD::get_singleton()->texture_create_shared(tv, lightprobe_data);
+
+ //texture handling ambient data, to integrate with volumetric foc
+ RD::TextureFormat tf_ambient = tf_probes;
+ tf_ambient.array_layers = cascades.size();
+ tf_ambient.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; //pack well with RGBE
+ tf_ambient.width = probe_axis_count * probe_axis_count;
+ tf_ambient.height = probe_axis_count;
+ tf_ambient.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ //lightprobe texture is an octahedral texture
+ ambient_texture = RD::get_singleton()->texture_create(tf_ambient, RD::TextureView());
+ }
+
+ cascades_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES);
+
+ occlusion_data = RD::get_singleton()->texture_create(tf_occlusion, RD::TextureView());
+ {
+ RD::TextureView tv;
+ tv.format_override = RD::DATA_FORMAT_R4G4B4A4_UNORM_PACK16;
+ occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data);
+ }
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+
+ /* 3D Textures */
+
+ cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
+
+ cascade.light_data = RD::get_singleton()->texture_create(tf_light, RD::TextureView());
+
+ cascade.light_aniso_0_tex = RD::get_singleton()->texture_create(tf_aniso0, RD::TextureView());
+ cascade.light_aniso_1_tex = RD::get_singleton()->texture_create(tf_aniso1, RD::TextureView());
+
+ {
+ RD::TextureView tv;
+ tv.format_override = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32;
+ cascade.light_tex = RD::get_singleton()->texture_create_shared(tv, cascade.light_data);
+
+ RD::get_singleton()->texture_clear(cascade.light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(cascade.light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(cascade.light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ }
+
+ cascade.cell_size = base_cell_size;
+ Vector3 world_position = p_world_position;
+ world_position.y *= y_mult;
+ int32_t probe_cells = cascade_size / SDFGI::PROBE_DIVISOR;
+ Vector3 probe_size = Vector3(1, 1, 1) * cascade.cell_size * probe_cells;
+ Vector3i probe_pos = Vector3i((world_position / probe_size + Vector3(0.5, 0.5, 0.5)).floor());
+ cascade.position = probe_pos * probe_cells;
+
+ cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+
+ base_cell_size *= 2.0;
+
+ /* Probe History */
+
+ cascade.lightprobe_history_tex = RD::get_singleton()->texture_create(tf_probe_history, RD::TextureView());
+ RD::get_singleton()->texture_clear(cascade.lightprobe_history_tex, Color(0, 0, 0, 0), 0, 1, 0, tf_probe_history.array_layers); //needs to be cleared for average to work
+
+ cascade.lightprobe_average_tex = RD::get_singleton()->texture_create(tf_probe_average, RD::TextureView());
+ RD::get_singleton()->texture_clear(cascade.lightprobe_average_tex, Color(0, 0, 0, 0), 0, 1, 0, 1); //needs to be cleared for average to work
+
+ /* Buffers */
+
+ cascade.solid_cell_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGI::Cascade::SolidCell) * solid_cell_count);
+ cascade.solid_cell_dispatch_buffer = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t) * 4, Vector<uint8_t>(), RD::STORAGE_BUFFER_USAGE_DISPATCH_INDIRECT);
+ cascade.lights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(SDFGIShader::Light) * MAX(SDFGI::MAX_STATIC_LIGHTS, SDFGI::MAX_DYNAMIC_LIGHTS));
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_sdf[(passes & 1) ? 1 : 0]); //if passes are even, we read from buffer 0, else we read from buffer 1
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ for (int j = 0; j < 8; j++) {
+ u.ids.push_back(render_occlusion[j]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 4;
+ u.ids.push_back(render_emission);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 5;
+ u.ids.push_back(render_emission_aniso);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 6;
+ u.ids.push_back(render_geom_facing);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 7;
+ u.ids.push_back(cascade.sdf_tex);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.ids.push_back(occlusion_data);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 10;
+ u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 11;
+ u.ids.push_back(cascade.solid_cell_buffer);
+ uniforms.push_back(u);
+ }
+
+ cascade.sdf_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_STORE), 0);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_geom_facing);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(render_emission);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 4;
+ u.ids.push_back(render_emission_aniso);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 5;
+ u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 6;
+ u.ids.push_back(cascade.solid_cell_buffer);
+ uniforms.push_back(u);
+ }
+
+ cascade.scroll_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL), 0);
+ }
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ for (int j = 0; j < 8; j++) {
+ u.ids.push_back(render_occlusion[j]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(occlusion_data);
+ uniforms.push_back(u);
+ }
+
+ cascade.scroll_occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION), 0);
+ }
+ }
+
+ //direct light
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].sdf_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(cascade.solid_cell_dispatch_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(cascade.solid_cell_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.ids.push_back(cascade.light_data);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 6;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.ids.push_back(cascade.light_aniso_0_tex);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 7;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.ids.push_back(cascade.light_aniso_1_tex);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(cascade.lights_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(lightprobe_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ cascade.sdf_direct_light_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.direct_light.version_get_shader(gi->sdfgi_shader.direct_light_shader, 0), 0);
+ }
+
+ //preprocess initialize uniform set
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf[0]);
+ uniforms.push_back(u);
+ }
+
+ sdf_initialize_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE), 0);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf_half[0]);
+ uniforms.push_back(u);
+ }
+
+ sdf_initialize_half_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF), 0);
+ }
+
+ //jump flood uniform set
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_sdf[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf[1]);
+ uniforms.push_back(u);
+ }
+
+ jump_flood_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+ SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
+ jump_flood_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+ }
+ //jump flood half uniform set
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_sdf_half[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf_half[1]);
+ uniforms.push_back(u);
+ }
+
+ jump_flood_half_uniform_set[0] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+ SWAP(uniforms.write[0].ids.write[0], uniforms.write[1].ids.write[0]);
+ jump_flood_half_uniform_set[1] = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD), 0);
+ }
+
+ //upscale half size sdf
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(render_sdf_half[(passes & 1) ? 0 : 1]); //reverse pass order because half size
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(render_sdf[(passes & 1) ? 0 : 1]); //reverse pass order because it needs an extra JFA pass
+ uniforms.push_back(u);
+ }
+
+ upscale_jfa_uniform_set_index = (passes & 1) ? 0 : 1;
+ sdf_upscale_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE), 0);
+ }
+
+ //occlusion uniform set
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(render_albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ for (int i = 0; i < 8; i++) {
+ u.ids.push_back(render_occlusion[i]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(render_geom_facing);
+ uniforms.push_back(u);
+ }
+
+ occlusion_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.preprocess.version_get_shader(gi->sdfgi_shader.preprocess_shader, SDFGIShader::PRE_PROCESS_OCCLUSION), 0);
+ }
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ //integrate uniform
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].sdf_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].light_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].light_aniso_0_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (j < cascades.size()) {
+ u.ids.push_back(cascades[j].light_aniso_1_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 6;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 7;
+ u.ids.push_back(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.ids.push_back(lightprobe_data);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(cascades[i].lightprobe_history_tex);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 10;
+ u.ids.push_back(cascades[i].lightprobe_average_tex);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 11;
+ u.ids.push_back(lightprobe_history_scroll);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 12;
+ u.ids.push_back(lightprobe_average_scroll);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 13;
+ RID parent_average;
+ if (i < cascades.size() - 1) {
+ parent_average = cascades[i + 1].lightprobe_average_tex;
+ } else {
+ parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used
+ }
+ u.ids.push_back(parent_average);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 14;
+ u.ids.push_back(ambient_texture);
+ uniforms.push_back(u);
+ }
+
+ cascades[i].integrate_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 0);
+ }
+
+ bounce_feedback = p_env->sdfgi_bounce_feedback;
+ energy = p_env->sdfgi_energy;
+ normal_bias = p_env->sdfgi_normal_bias;
+ probe_bias = p_env->sdfgi_probe_bias;
+ reads_sky = p_env->sdfgi_read_sky_light;
+}
+
+void RendererSceneGIRD::SDFGI::erase() {
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ const SDFGI::Cascade &c = cascades[i];
+ RD::get_singleton()->free(c.light_data);
+ RD::get_singleton()->free(c.light_aniso_0_tex);
+ RD::get_singleton()->free(c.light_aniso_1_tex);
+ RD::get_singleton()->free(c.sdf_tex);
+ RD::get_singleton()->free(c.solid_cell_dispatch_buffer);
+ RD::get_singleton()->free(c.solid_cell_buffer);
+ RD::get_singleton()->free(c.lightprobe_history_tex);
+ RD::get_singleton()->free(c.lightprobe_average_tex);
+ RD::get_singleton()->free(c.lights_buffer);
+ }
+
+ RD::get_singleton()->free(render_albedo);
+ RD::get_singleton()->free(render_emission);
+ RD::get_singleton()->free(render_emission_aniso);
+
+ RD::get_singleton()->free(render_sdf[0]);
+ RD::get_singleton()->free(render_sdf[1]);
+
+ RD::get_singleton()->free(render_sdf_half[0]);
+ RD::get_singleton()->free(render_sdf_half[1]);
+
+ for (int i = 0; i < 8; i++) {
+ RD::get_singleton()->free(render_occlusion[i]);
+ }
+
+ RD::get_singleton()->free(render_geom_facing);
+
+ RD::get_singleton()->free(lightprobe_data);
+ RD::get_singleton()->free(lightprobe_history_scroll);
+ RD::get_singleton()->free(occlusion_data);
+ RD::get_singleton()->free(ambient_texture);
+
+ RD::get_singleton()->free(cascades_ubo);
+}
+
+void RendererSceneGIRD::SDFGI::update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position) {
+ bounce_feedback = p_env->sdfgi_bounce_feedback;
+ energy = p_env->sdfgi_energy;
+ normal_bias = p_env->sdfgi_normal_bias;
+ probe_bias = p_env->sdfgi_probe_bias;
+ reads_sky = p_env->sdfgi_read_sky_light;
+
+ int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2;
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+ cascade.dirty_regions = Vector3i();
+
+ Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
+ probe_half_size = Vector3(0, 0, 0);
+
+ Vector3 world_position = p_world_position;
+ world_position.y *= y_mult;
+ Vector3i pos_in_cascade = Vector3i((world_position + probe_half_size) / cascade.cell_size);
+
+ for (int j = 0; j < 3; j++) {
+ if (pos_in_cascade[j] < cascade.position[j]) {
+ while (pos_in_cascade[j] < (cascade.position[j] - drag_margin)) {
+ cascade.position[j] -= drag_margin * 2;
+ cascade.dirty_regions[j] += drag_margin * 2;
+ }
+ } else if (pos_in_cascade[j] > cascade.position[j]) {
+ while (pos_in_cascade[j] > (cascade.position[j] + drag_margin)) {
+ cascade.position[j] += drag_margin * 2;
+ cascade.dirty_regions[j] -= drag_margin * 2;
+ }
+ }
+
+ if (cascade.dirty_regions[j] == 0) {
+ continue; // not dirty
+ } else if (uint32_t(ABS(cascade.dirty_regions[j])) >= cascade_size) {
+ //moved too much, just redraw everything (make all dirty)
+ cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+ break;
+ }
+ }
+
+ if (cascade.dirty_regions != Vector3i() && cascade.dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+ //see how much the total dirty volume represents from the total volume
+ uint32_t total_volume = cascade_size * cascade_size * cascade_size;
+ uint32_t safe_volume = 1;
+ for (int j = 0; j < 3; j++) {
+ safe_volume *= cascade_size - ABS(cascade.dirty_regions[j]);
+ }
+ uint32_t dirty_volume = total_volume - safe_volume;
+ if (dirty_volume > (safe_volume / 2)) {
+ //more than half the volume is dirty, make all dirty so its only rendered once
+ cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
+ }
+ }
+ }
+}
+
+void RendererSceneGIRD::SDFGI::update_light() {
+ RD::get_singleton()->draw_command_begin_label("SDFGI Update dynamic Light");
+
+ /* Update dynamic light */
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
+
+ SDFGIShader::DirectLightPushConstant push_constant;
+
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.probe_axis_size = probe_axis_count;
+ push_constant.bounce_feedback = bounce_feedback;
+ push_constant.y_mult = y_mult;
+ push_constant.use_occlusion = uses_occlusion;
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+ push_constant.light_count = cascade_dynamic_light_count[i];
+ push_constant.cascade = i;
+
+ if (cascades[i].all_dynamic_lights_dirty || gi->sdfgi_frames_to_update_light == RS::ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME) {
+ push_constant.process_offset = 0;
+ push_constant.process_increment = 1;
+ } else {
+ static uint32_t frames_to_update_table[RS::ENV_SDFGI_UPDATE_LIGHT_MAX] = {
+ 1, 2, 4, 8, 16
+ };
+
+ uint32_t frames_to_update = frames_to_update_table[gi->sdfgi_frames_to_update_light];
+
+ push_constant.process_offset = RSG::rasterizer->get_frame_number() % frames_to_update;
+ push_constant.process_increment = frames_to_update;
+ }
+ cascades[i].all_dynamic_lights_dirty = false;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
+ RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascade.solid_cell_dispatch_buffer, 0);
+ }
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky) {
+ RD::get_singleton()->draw_command_begin_label("SDFGI Update Probes");
+
+ SDFGIShader::IntegratePushConstant push_constant;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.probe_axis_size = probe_axis_count;
+ push_constant.history_index = render_pass % history_size;
+ push_constant.history_size = history_size;
+ static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
+ push_constant.ray_count = ray_count[gi->sdfgi_ray_count];
+ push_constant.ray_bias = probe_bias;
+ push_constant.image_size[0] = probe_axis_count * probe_axis_count;
+ push_constant.image_size[1] = probe_axis_count;
+ push_constant.store_ambient_texture = p_env->volumetric_fog_enabled;
+
+ RID sky_uniform_set = gi->sdfgi_shader.integrate_default_sky_uniform_set;
+ push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_DISABLED;
+ push_constant.y_mult = y_mult;
+
+ if (reads_sky && p_env) {
+ push_constant.sky_energy = p_env->bg_energy;
+
+ if (p_env->background == RS::ENV_BG_CLEAR_COLOR) {
+ push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
+ Color c = storage->get_default_clear_color().to_linear();
+ push_constant.sky_color[0] = c.r;
+ push_constant.sky_color[1] = c.g;
+ push_constant.sky_color[2] = c.b;
+ } else if (p_env->background == RS::ENV_BG_COLOR) {
+ push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
+ Color c = p_env->bg_color;
+ push_constant.sky_color[0] = c.r;
+ push_constant.sky_color[1] = c.g;
+ push_constant.sky_color[2] = c.b;
+
+ } else if (p_env->background == RS::ENV_BG_SKY) {
+ if (p_sky && p_sky->radiance.is_valid()) {
+ if (integrate_sky_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(integrate_sky_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_sky->radiance);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ integrate_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.integrate.version_get_shader(gi->sdfgi_shader.integrate_shader, 0), 1);
+ }
+ sky_uniform_set = integrate_sky_uniform_set;
+ push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_SKY;
+ }
+ }
+ }
+
+ render_pass++;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_PROCESS]);
+
+ int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ push_constant.cascade = i;
+ push_constant.world_offset[0] = cascades[i].position.x / probe_divisor;
+ push_constant.world_offset[1] = cascades[i].position.y / probe_divisor;
+ push_constant.world_offset[2] = cascades[i].position.z / probe_divisor;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sky_uniform_set, 1);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+ }
+
+ //end later after raster to avoid barriering on layout changes
+ //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER);
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneGIRD::SDFGI::store_probes() {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_COMPUTE, RD::BARRIER_MASK_COMPUTE);
+ RD::get_singleton()->draw_command_begin_label("SDFGI Store Probes");
+
+ SDFGIShader::IntegratePushConstant push_constant;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.probe_axis_size = probe_axis_count;
+ push_constant.history_index = render_pass % history_size;
+ push_constant.history_size = history_size;
+ static const uint32_t ray_count[RS::ENV_SDFGI_RAY_COUNT_MAX] = { 4, 8, 16, 32, 64, 96, 128 };
+ push_constant.ray_count = ray_count[gi->sdfgi_ray_count];
+ push_constant.ray_bias = probe_bias;
+ push_constant.image_size[0] = probe_axis_count * probe_axis_count;
+ push_constant.image_size[1] = probe_axis_count;
+ push_constant.store_ambient_texture = false;
+
+ push_constant.sky_mode = 0;
+ push_constant.y_mult = y_mult;
+
+ // Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
+ RENDER_TIMESTAMP("Average Probes");
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
+
+ //convert to octahedral to store
+ push_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+ push_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ push_constant.cascade = i;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[i].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
+ }
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE);
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+int RendererSceneGIRD::SDFGI::get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const {
+ int dirty_count = 0;
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ const SDFGI::Cascade &c = cascades[i];
+
+ if (c.dirty_regions == SDFGI::Cascade::DIRTY_ALL) {
+ if (dirty_count == p_region) {
+ r_local_offset = Vector3i();
+ r_local_size = Vector3i(1, 1, 1) * cascade_size;
+
+ r_bounds.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position)) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+ r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+ return i;
+ }
+ dirty_count++;
+ } else {
+ for (int j = 0; j < 3; j++) {
+ if (c.dirty_regions[j] != 0) {
+ if (dirty_count == p_region) {
+ Vector3i from = Vector3i(0, 0, 0);
+ Vector3i to = Vector3i(1, 1, 1) * cascade_size;
+
+ if (c.dirty_regions[j] > 0) {
+ //fill from the beginning
+ to[j] = c.dirty_regions[j];
+ } else {
+ //fill from the end
+ from[j] = to[j] + c.dirty_regions[j];
+ }
+
+ for (int k = 0; k < j; k++) {
+ // "chip" away previous regions to avoid re-voxelizing the same thing
+ if (c.dirty_regions[k] > 0) {
+ from[k] += c.dirty_regions[k];
+ } else if (c.dirty_regions[k] < 0) {
+ to[k] += c.dirty_regions[k];
+ }
+ }
+
+ r_local_offset = from;
+ r_local_size = to - from;
+
+ r_bounds.position = Vector3(from + Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + c.position) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+ r_bounds.size = Vector3(r_local_size) * c.cell_size * Vector3(1, 1.0 / y_mult, 1);
+
+ return i;
+ }
+
+ dirty_count++;
+ }
+ }
+ }
+ }
+ return -1;
+}
+
+void RendererSceneGIRD::SDFGI::update_cascades() {
+ //update cascades
+ SDFGI::Cascade::UBO cascade_data[SDFGI::MAX_CASCADES];
+ int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size;
+
+ cascade_data[i].offset[0] = pos.x;
+ cascade_data[i].offset[1] = pos.y;
+ cascade_data[i].offset[2] = pos.z;
+ cascade_data[i].to_cell = 1.0 / cascades[i].cell_size;
+ cascade_data[i].probe_offset[0] = cascades[i].position.x / probe_divisor;
+ cascade_data[i].probe_offset[1] = cascades[i].position.y / probe_divisor;
+ cascade_data[i].probe_offset[2] = cascades[i].position.z / probe_divisor;
+ cascade_data[i].pad = 0;
+ }
+
+ RD::get_singleton()->buffer_update(cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, RD::BARRIER_MASK_COMPUTE);
+}
+
+void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
+ if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.ids.push_back(cascades[i].sdf_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.ids.push_back(cascades[i].light_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.ids.push_back(cascades[i].light_aniso_0_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t i = 0; i < SDFGI::MAX_CASCADES; i++) {
+ if (i < cascades.size()) {
+ u.ids.push_back(cascades[i].light_aniso_1_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(occlusion_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.ids.push_back(p_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(lightprobe_texture);
+ uniforms.push_back(u);
+ }
+ debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_shader_version, 0);
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.debug_pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0);
+
+ SDFGIShader::DebugPushConstant push_constant;
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.max_cascades = cascades.size();
+ push_constant.screen_size[0] = p_width;
+ push_constant.screen_size[1] = p_height;
+ push_constant.probe_axis_size = probe_axis_count;
+ push_constant.use_occlusion = uses_occlusion;
+ push_constant.y_mult = y_mult;
+
+ Vector2 vp_half = p_projection.get_viewport_half_extents();
+ push_constant.cam_extent[0] = vp_half.x;
+ push_constant.cam_extent[1] = vp_half.y;
+ push_constant.cam_extent[2] = -p_projection.get_z_near();
+
+ push_constant.cam_transform[0] = p_transform.basis.elements[0][0];
+ push_constant.cam_transform[1] = p_transform.basis.elements[1][0];
+ push_constant.cam_transform[2] = p_transform.basis.elements[2][0];
+ push_constant.cam_transform[3] = 0;
+ push_constant.cam_transform[4] = p_transform.basis.elements[0][1];
+ push_constant.cam_transform[5] = p_transform.basis.elements[1][1];
+ push_constant.cam_transform[6] = p_transform.basis.elements[2][1];
+ push_constant.cam_transform[7] = 0;
+ push_constant.cam_transform[8] = p_transform.basis.elements[0][2];
+ push_constant.cam_transform[9] = p_transform.basis.elements[1][2];
+ push_constant.cam_transform[10] = p_transform.basis.elements[2][2];
+ push_constant.cam_transform[11] = 0;
+ push_constant.cam_transform[12] = p_transform.origin.x;
+ push_constant.cam_transform[13] = p_transform.origin.y;
+ push_constant.cam_transform[14] = p_transform.origin.z;
+ push_constant.cam_transform[15] = 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::DebugPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1);
+ RD::get_singleton()->compute_list_end();
+
+ Size2 rtsize = storage->render_target_get_size(p_render_target);
+ storage->get_effects()->copy_to_fb_rect(p_texture, storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
+}
+
+void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
+ SDFGIShader::DebugProbesPushConstant push_constant;
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ push_constant.projection[i * 4 + j] = p_camera_with_transform.matrix[i][j];
+ }
+ }
+
+ //gen spheres from strips
+ uint32_t band_points = 16;
+ push_constant.band_power = 4;
+ push_constant.sections_in_band = ((band_points / 2) - 1);
+ push_constant.band_mask = band_points - 2;
+ push_constant.section_arc = Math_TAU / float(push_constant.sections_in_band);
+ push_constant.y_mult = y_mult;
+
+ uint32_t total_points = push_constant.sections_in_band * band_points;
+ uint32_t total_probes = probe_axis_count * probe_axis_count * probe_axis_count;
+
+ push_constant.grid_size[0] = cascade_size;
+ push_constant.grid_size[1] = cascade_size;
+ push_constant.grid_size[2] = cascade_size;
+ push_constant.cascade = 0;
+
+ push_constant.probe_axis_size = probe_axis_count;
+
+ if (!debug_probes_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_probes_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(cascades_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(lightprobe_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ debug_probes_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->sdfgi_shader.debug_probes.version_get_shader(gi->sdfgi_shader.debug_probes_shader, 0), 0);
+ }
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_PROBES].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0);
+ RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
+ RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points);
+
+ if (gi->sdfgi_debug_probe_dir != Vector3()) {
+ print_line("CLICK DEBUG ME?");
+ uint32_t cascade = 0;
+ Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0);
+ Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0);
+ Vector3 ray_from = gi->sdfgi_debug_probe_pos;
+ Vector3 ray_to = gi->sdfgi_debug_probe_pos + gi->sdfgi_debug_probe_dir * cascades[cascade].cell_size * Math::sqrt(3.0) * cascade_size;
+ float sphere_radius = 0.2;
+ float closest_dist = 1e20;
+ gi->sdfgi_debug_probe_enabled = false;
+
+ Vector3i probe_from = cascades[cascade].position / (cascade_size / SDFGI::PROBE_DIVISOR);
+ for (int i = 0; i < (SDFGI::PROBE_DIVISOR + 1); i++) {
+ for (int j = 0; j < (SDFGI::PROBE_DIVISOR + 1); j++) {
+ for (int k = 0; k < (SDFGI::PROBE_DIVISOR + 1); k++) {
+ Vector3 pos = offset + probe_size * Vector3(i, j, k);
+ Vector3 res;
+ if (Geometry3D::segment_intersects_sphere(ray_from, ray_to, pos, sphere_radius, &res)) {
+ float d = ray_from.distance_to(res);
+ if (d < closest_dist) {
+ closest_dist = d;
+ gi->sdfgi_debug_probe_enabled = true;
+ gi->sdfgi_debug_probe_index = probe_from + Vector3i(i, j, k);
+ }
+ }
+ }
+ }
+ }
+
+ if (gi->sdfgi_debug_probe_enabled) {
+ print_line("found: " + gi->sdfgi_debug_probe_index);
+ } else {
+ print_line("no found");
+ }
+ gi->sdfgi_debug_probe_dir = Vector3();
+ }
+
+ if (gi->sdfgi_debug_probe_enabled) {
+ uint32_t cascade = 0;
+ uint32_t probe_cells = (cascade_size / SDFGI::PROBE_DIVISOR);
+ Vector3i probe_from = cascades[cascade].position / probe_cells;
+ Vector3i ofs = gi->sdfgi_debug_probe_index - probe_from;
+ if (ofs.x < 0 || ofs.y < 0 || ofs.z < 0) {
+ return;
+ }
+ if (ofs.x > SDFGI::PROBE_DIVISOR || ofs.y > SDFGI::PROBE_DIVISOR || ofs.z > SDFGI::PROBE_DIVISOR) {
+ return;
+ }
+
+ uint32_t mult = (SDFGI::PROBE_DIVISOR + 1);
+ uint32_t index = ofs.z * mult * mult + ofs.y * mult + ofs.x;
+
+ push_constant.probe_debug_index = index;
+
+ uint32_t cell_count = probe_cells * 2 * probe_cells * 2 * probe_cells * 2;
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, gi->sdfgi_shader.debug_probes_pipeline[SDFGIShader::PROBE_DEBUG_VISIBILITY].get_render_pipeline(RD::INVALID_FORMAT_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, debug_probes_uniform_set, 0);
+ RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(SDFGIShader::DebugProbesPushConstant));
+ RD::get_singleton()->draw_list_draw(p_draw_list, false, cell_count, total_points);
+ }
+}
+
+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;
+
+ sdfgi_data.grid_size[0] = cascade_size;
+ sdfgi_data.grid_size[1] = cascade_size;
+ sdfgi_data.grid_size[2] = cascade_size;
+
+ sdfgi_data.max_cascades = cascades.size();
+ sdfgi_data.probe_axis_size = probe_axis_count;
+ sdfgi_data.cascade_probe_size[0] = sdfgi_data.probe_axis_size - 1; //float version for performance
+ sdfgi_data.cascade_probe_size[1] = sdfgi_data.probe_axis_size - 1;
+ sdfgi_data.cascade_probe_size[2] = sdfgi_data.probe_axis_size - 1;
+
+ float csize = cascade_size;
+ sdfgi_data.probe_to_uvw = 1.0 / float(sdfgi_data.cascade_probe_size[0]);
+ sdfgi_data.use_occlusion = uses_occlusion;
+ //sdfgi_data.energy = energy;
+
+ sdfgi_data.y_mult = y_mult;
+
+ float cascade_voxel_size = (csize / sdfgi_data.cascade_probe_size[0]);
+ float occlusion_clamp = (cascade_voxel_size - 0.5) / cascade_voxel_size;
+ sdfgi_data.occlusion_clamp[0] = occlusion_clamp;
+ sdfgi_data.occlusion_clamp[1] = occlusion_clamp;
+ sdfgi_data.occlusion_clamp[2] = occlusion_clamp;
+ sdfgi_data.normal_bias = (normal_bias / csize) * sdfgi_data.cascade_probe_size[0];
+
+ //vec2 tex_pixel_size = 1.0 / vec2(ivec2( (OCT_SIZE+2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE+2) * params.probe_axis_size ) );
+ //vec3 probe_uv_offset = (ivec3(OCT_SIZE+2,OCT_SIZE+2,(OCT_SIZE+2) * params.probe_axis_size)) * tex_pixel_size.xyx;
+
+ uint32_t oct_size = SDFGI::LIGHTPROBE_OCT_SIZE;
+
+ sdfgi_data.lightprobe_tex_pixel_size[0] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size * sdfgi_data.probe_axis_size);
+ sdfgi_data.lightprobe_tex_pixel_size[1] = 1.0 / ((oct_size + 2) * sdfgi_data.probe_axis_size);
+ sdfgi_data.lightprobe_tex_pixel_size[2] = 1.0;
+
+ sdfgi_data.energy = energy;
+
+ sdfgi_data.lightprobe_uv_offset[0] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[0];
+ sdfgi_data.lightprobe_uv_offset[1] = float(oct_size + 2) * sdfgi_data.lightprobe_tex_pixel_size[1];
+ sdfgi_data.lightprobe_uv_offset[2] = float((oct_size + 2) * sdfgi_data.probe_axis_size) * sdfgi_data.lightprobe_tex_pixel_size[0];
+
+ sdfgi_data.occlusion_renormalize[0] = 0.5;
+ sdfgi_data.occlusion_renormalize[1] = 1.0;
+ sdfgi_data.occlusion_renormalize[2] = 1.0 / float(sdfgi_data.max_cascades);
+
+ int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+
+ for (uint32_t i = 0; i < sdfgi_data.max_cascades; i++) {
+ SDFGIData::ProbeCascadeData &c = sdfgi_data.cascades[i];
+ Vector3 pos = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[i].position)) * cascades[i].cell_size;
+ Vector3 cam_origin = p_transform.origin;
+ cam_origin.y *= y_mult;
+ pos -= cam_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 / (float(cascade_size) * cascades[i].cell_size / float(probe_axis_count - 1));
+
+ Vector3i probe_ofs = cascades[i].position / probe_divisor;
+ c.probe_world_offset[0] = probe_ofs.x;
+ c.probe_world_offset[1] = probe_ofs.y;
+ c.probe_world_offset[2] = probe_ofs.z;
+
+ c.to_cell = 1.0 / cascades[i].cell_size;
+ }
+
+ RD::get_singleton()->buffer_update(gi->sdfgi_ubo, 0, sizeof(SDFGIData), &sdfgi_data, RD::BARRIER_MASK_COMPUTE);
+
+ /* Update dynamic lights in SDFGI cascades */
+
+ for (uint32_t i = 0; i < cascades.size(); i++) {
+ SDFGI::Cascade &cascade = cascades[i];
+
+ SDFGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
+ uint32_t idx = 0;
+ for (uint32_t j = 0; j < (uint32_t)p_scene_render->render_state.sdfgi_update_data->directional_lights->size(); j++) {
+ if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+ break;
+ }
+
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j));
+ ERR_CONTINUE(!li);
+
+ if (storage->light_directional_is_sky_only(li->light)) {
+ continue;
+ }
+
+ Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ dir.y *= y_mult;
+ dir.normalize();
+ lights[idx].direction[0] = dir.x;
+ lights[idx].direction[1] = dir.y;
+ lights[idx].direction[2] = dir.z;
+ Color color = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].type = RS::LIGHT_DIRECTIONAL;
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+
+ idx++;
+ }
+
+ AABB cascade_aabb;
+ cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascade.position)) * cascade.cell_size;
+ cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cascade.cell_size;
+
+ for (uint32_t j = 0; j < p_scene_render->render_state.sdfgi_update_data->positional_light_count; j++) {
+ if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+ break;
+ }
+
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]);
+ ERR_CONTINUE(!li);
+
+ uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+ if (i > max_sdfgi_cascade) {
+ continue;
+ }
+
+ if (!cascade_aabb.intersects(li->aabb)) {
+ continue;
+ }
+
+ Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ //faster to not do this here
+ //dir.y *= y_mult;
+ //dir.normalize();
+ lights[idx].direction[0] = dir.x;
+ lights[idx].direction[1] = dir.y;
+ lights[idx].direction[2] = dir.z;
+ Vector3 pos = li->transform.origin;
+ pos.y *= y_mult;
+ lights[idx].position[0] = pos.x;
+ lights[idx].position[1] = pos.y;
+ lights[idx].position[2] = pos.z;
+ Color color = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].type = storage->light_get_type(li->light);
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+ lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+ lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+ lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ idx++;
+ }
+
+ if (idx > 0) {
+ RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights, RD::BARRIER_MASK_COMPUTE);
+ }
+
+ cascade_dynamic_light_count[i] = idx;
+ }
+}
+
+void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render) {
+ //print_line("rendering region " + itos(p_region));
+ RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
+ AABB bounds;
+ Vector3i from;
+ Vector3i size;
+
+ int cascade_prev = get_pending_region_data(p_region - 1, from, size, bounds);
+ int cascade_next = get_pending_region_data(p_region + 1, from, size, bounds);
+ int cascade = get_pending_region_data(p_region, from, size, bounds);
+ ERR_FAIL_COND(cascade < 0);
+
+ if (cascade_prev != cascade) {
+ //initialize render
+ RD::get_singleton()->texture_clear(render_albedo, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(render_emission, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(render_emission_aniso, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(render_geom_facing, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ }
+
+ //print_line("rendering cascade " + itos(p_region) + " objects: " + itos(p_cull_count) + " bounds: " + bounds + " from: " + from + " size: " + size + " cell size: " + rtos(cascades[cascade].cell_size));
+ p_scene_render->_render_sdfgi(p_render_buffers, from, size, bounds, p_instances, render_albedo, render_emission, render_emission_aniso, render_geom_facing);
+
+ if (cascade_next != cascade) {
+ RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
+
+ RENDER_TIMESTAMP(">SDFGI Update SDF");
+ //done rendering! must update SDF
+ //clear dispatch indirect data
+
+ SDFGIShader::PreprocessPushConstant push_constant;
+ memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant));
+
+ RENDER_TIMESTAMP("Scroll SDF");
+
+ //scroll
+ if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+ //for scroll
+ Vector3i dirty = cascades[cascade].dirty_regions;
+ push_constant.scroll[0] = dirty.x;
+ push_constant.scroll[1] = dirty.y;
+ push_constant.scroll[2] = dirty.z;
+ } else {
+ //for no scroll
+ push_constant.scroll[0] = 0;
+ push_constant.scroll[1] = 0;
+ push_constant.scroll[2] = 0;
+ }
+
+ cascades[cascade].all_dynamic_lights_dirty = true;
+
+ push_constant.grid_size = cascade_size;
+ push_constant.cascade = cascade;
+
+ if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ //must pre scroll existing data because not all is dirty
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_uniform_set, 0);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cascades[cascade].solid_cell_dispatch_buffer, 0);
+ // no barrier do all together
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_SCROLL_OCCLUSION]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].scroll_occlusion_uniform_set, 0);
+
+ Vector3i dirty = cascades[cascade].dirty_regions;
+ Vector3i groups;
+ groups.x = cascade_size - ABS(dirty.x);
+ groups.y = cascade_size - ABS(dirty.y);
+ groups.z = cascade_size - ABS(dirty.z);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z);
+
+ //no barrier, continue together
+
+ {
+ //scroll probes and their history also
+
+ SDFGIShader::IntegratePushConstant ipush_constant;
+ ipush_constant.grid_size[1] = cascade_size;
+ ipush_constant.grid_size[2] = cascade_size;
+ ipush_constant.grid_size[0] = cascade_size;
+ ipush_constant.max_cascades = cascades.size();
+ ipush_constant.probe_axis_size = probe_axis_count;
+ ipush_constant.history_index = 0;
+ ipush_constant.history_size = history_size;
+ ipush_constant.ray_count = 0;
+ ipush_constant.ray_bias = 0;
+ ipush_constant.sky_mode = 0;
+ ipush_constant.sky_energy = 0;
+ ipush_constant.sky_color[0] = 0;
+ ipush_constant.sky_color[1] = 0;
+ ipush_constant.sky_color[2] = 0;
+ ipush_constant.y_mult = y_mult;
+ ipush_constant.store_ambient_texture = false;
+
+ ipush_constant.image_size[0] = probe_axis_count * probe_axis_count;
+ ipush_constant.image_size[1] = probe_axis_count;
+
+ int32_t probe_divisor = cascade_size / SDFGI::PROBE_DIVISOR;
+ ipush_constant.cascade = cascade;
+ ipush_constant.world_offset[0] = cascades[cascade].position.x / probe_divisor;
+ ipush_constant.world_offset[1] = cascades[cascade].position.y / probe_divisor;
+ ipush_constant.world_offset[2] = cascades[cascade].position.z / probe_divisor;
+
+ ipush_constant.scroll[0] = dirty.x / probe_divisor;
+ ipush_constant.scroll[1] = dirty.y / probe_divisor;
+ ipush_constant.scroll[2] = dirty.z / probe_divisor;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_SCROLL_STORE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count, probe_axis_count, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ if (bounce_feedback > 0.0) {
+ //multibounce requires this to be stored so direct light can read from it
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
+
+ //convert to octahedral to store
+ ipush_constant.image_size[0] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+ ipush_constant.image_size[1] *= SDFGI::LIGHTPROBE_OCT_SIZE;
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].integrate_uniform_set, 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, gi->sdfgi_shader.integrate_default_sky_uniform_set, 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ipush_constant, sizeof(SDFGIShader::IntegratePushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, probe_axis_count * probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, probe_axis_count * SDFGI::LIGHTPROBE_OCT_SIZE, 1);
+ }
+ }
+
+ //ok finally barrier
+ RD::get_singleton()->compute_list_end();
+ }
+
+ //clear dispatch indirect data
+ uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
+ RD::get_singleton()->buffer_update(cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ bool half_size = true; //much faster, very little difference
+ static const int optimized_jf_group_size = 8;
+
+ if (half_size) {
+ push_constant.grid_size >>= 1;
+
+ uint32_t cascade_half_size = cascade_size >> 1;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_half_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //must start with regular jumpflood
+
+ push_constant.half_size = true;
+ {
+ RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
+
+ uint32_t s = cascade_half_size;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]);
+
+ int jf_us = 0;
+ //start with regular jump flood for very coarse reads, as this is impossible to optimize
+ while (s > 1) {
+ s /= 2;
+ push_constant.step_size = s;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ jf_us = jf_us == 0 ? 1 : 0;
+
+ if (cascade_half_size / (s / 2) >= optimized_jf_group_size) {
+ break;
+ }
+ }
+
+ RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
+
+ //continue with optimized jump flood for smaller reads
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+ while (s > 1) {
+ s /= 2;
+ push_constant.step_size = s;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_half_uniform_set[jf_us], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_half_size, cascade_half_size, cascade_half_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ jf_us = jf_us == 0 ? 1 : 0;
+ }
+ }
+
+ // restore grid size for last passes
+ push_constant.grid_size = cascade_size;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_UPSCALE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_upscale_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ //run one pass of fullsize jumpflood to fix up half size arctifacts
+
+ push_constant.half_size = false;
+ push_constant.step_size = 1;
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[upscale_jfa_uniform_set_index], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ } else {
+ //full size jumpflood
+ RENDER_TIMESTAMP("SDFGI Jump Flood");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ push_constant.half_size = false;
+ {
+ uint32_t s = cascade_size;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD]);
+
+ int jf_us = 0;
+ //start with regular jump flood for very coarse reads, as this is impossible to optimize
+ while (s > 1) {
+ s /= 2;
+ push_constant.step_size = s;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ jf_us = jf_us == 0 ? 1 : 0;
+
+ if (cascade_size / (s / 2) >= optimized_jf_group_size) {
+ break;
+ }
+ }
+
+ RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
+
+ //continue with optimized jump flood for smaller reads
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
+ while (s > 1) {
+ s /= 2;
+ push_constant.step_size = s;
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, jump_flood_uniform_set[jf_us], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ jf_us = jf_us == 0 ? 1 : 0;
+ }
+ }
+ }
+
+ RENDER_TIMESTAMP("SDFGI Occlusion");
+
+ // occlusion
+ {
+ uint32_t probe_size = cascade_size / SDFGI::PROBE_DIVISOR;
+ Vector3i probe_global_pos = cascades[cascade].position / probe_size;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_OCCLUSION]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, occlusion_uniform_set, 0);
+ for (int i = 0; i < 8; i++) {
+ //dispatch all at once for performance
+ Vector3i offset(i & 1, (i >> 1) & 1, (i >> 2) & 1);
+
+ if ((probe_global_pos.x & 1) != 0) {
+ offset.x = (offset.x + 1) & 1;
+ }
+ if ((probe_global_pos.y & 1) != 0) {
+ offset.y = (offset.y + 1) & 1;
+ }
+ if ((probe_global_pos.z & 1) != 0) {
+ offset.z = (offset.z + 1) & 1;
+ }
+ push_constant.probe_offset[0] = offset.x;
+ push_constant.probe_offset[1] = offset.y;
+ push_constant.probe_offset[2] = offset.z;
+ push_constant.occlusion_index = i;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+
+ Vector3i groups = Vector3i(probe_size + 1, probe_size + 1, probe_size + 1) - offset; //if offset, it's one less probe per axis to compute
+ RD::get_singleton()->compute_list_dispatch(compute_list, groups.x, groups.y, groups.z);
+ }
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ RENDER_TIMESTAMP("SDFGI Store");
+
+ // store
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_STORE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascades[cascade].sdf_store_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, cascade_size, cascade_size, cascade_size);
+
+ RD::get_singleton()->compute_list_end();
+
+ //clear these textures, as they will have previous garbage on next draw
+ RD::get_singleton()->texture_clear(cascades[cascade].light_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_0_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+ RD::get_singleton()->texture_clear(cascades[cascade].light_aniso_1_tex, Color(0, 0, 0, 0), 0, 1, 0, 1);
+
+#if 0
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(cascades[cascade].sdf, 0);
+ Ref<Image> img;
+ img.instantiate();
+ for (uint32_t i = 0; i < cascade_size; i++) {
+ Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1);
+ img->create(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr);
+ img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png");
+ }
+
+ //finalize render and update sdf
+#endif
+
+#if 0
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(render_albedo, 0);
+ Ref<Image> img;
+ img.instantiate();
+ for (uint32_t i = 0; i < cascade_size; i++) {
+ Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1);
+ img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr);
+ img->convert(Image::FORMAT_RGBA8);
+ img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png");
+ }
+
+ //finalize render and update sdf
+#endif
+
+ RENDER_TIMESTAMP("<SDFGI Update SDF");
+ RD::get_singleton()->draw_command_end_label();
+ }
+}
+
+void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const PagedArray<RID> *p_positional_light_cull_result, RendererSceneRenderRD *p_scene_render) {
+ RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
+
+ RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
+
+ update_cascades();
+ ; //need cascades updated for this
+
+ SDFGIShader::Light lights[SDFGI::MAX_STATIC_LIGHTS];
+ uint32_t light_count[SDFGI::MAX_STATIC_LIGHTS];
+
+ for (uint32_t i = 0; i < p_cascade_count; i++) {
+ ERR_CONTINUE(p_cascade_indices[i] >= cascades.size());
+
+ SDFGI::Cascade &cc = cascades[p_cascade_indices[i]];
+
+ { //fill light buffer
+
+ AABB cascade_aabb;
+ cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cc.position)) * cc.cell_size;
+ cascade_aabb.size = Vector3(1, 1, 1) * cascade_size * cc.cell_size;
+
+ int idx = 0;
+
+ for (uint32_t j = 0; j < (uint32_t)p_positional_light_cull_result[i].size(); j++) {
+ if (idx == SDFGI::MAX_STATIC_LIGHTS) {
+ break;
+ }
+
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_positional_light_cull_result[i][j]);
+ ERR_CONTINUE(!li);
+
+ uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+ if (p_cascade_indices[i] > max_sdfgi_cascade) {
+ continue;
+ }
+
+ if (!cascade_aabb.intersects(li->aabb)) {
+ continue;
+ }
+
+ lights[idx].type = storage->light_get_type(li->light);
+
+ Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
+ dir.y *= y_mult; //only makes sense for directional
+ dir.normalize();
+ }
+ lights[idx].direction[0] = dir.x;
+ lights[idx].direction[1] = dir.y;
+ lights[idx].direction[2] = dir.z;
+ Vector3 pos = li->transform.origin;
+ pos.y *= y_mult;
+ lights[idx].position[0] = pos.x;
+ lights[idx].position[1] = pos.y;
+ lights[idx].position[2] = pos.z;
+ Color color = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+ lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+ lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+ lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ idx++;
+ }
+
+ if (idx > 0) {
+ RD::get_singleton()->buffer_update(cc.lights_buffer, 0, idx * sizeof(SDFGIShader::Light), lights);
+ }
+
+ light_count[i] = idx;
+ }
+ }
+
+ /* Static Lights */
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.direct_light_pipeline[SDFGIShader::DIRECT_LIGHT_MODE_STATIC]);
+
+ SDFGIShader::DirectLightPushConstant dl_push_constant;
+
+ dl_push_constant.grid_size[0] = cascade_size;
+ dl_push_constant.grid_size[1] = cascade_size;
+ dl_push_constant.grid_size[2] = cascade_size;
+ dl_push_constant.max_cascades = cascades.size();
+ dl_push_constant.probe_axis_size = probe_axis_count;
+ dl_push_constant.bounce_feedback = 0.0; // this is static light, do not multibounce yet
+ dl_push_constant.y_mult = y_mult;
+ dl_push_constant.use_occlusion = uses_occlusion;
+
+ //all must be processed
+ dl_push_constant.process_offset = 0;
+ dl_push_constant.process_increment = 1;
+
+ for (uint32_t i = 0; i < p_cascade_count; i++) {
+ ERR_CONTINUE(p_cascade_indices[i] >= cascades.size());
+
+ SDFGI::Cascade &cc = cascades[p_cascade_indices[i]];
+
+ dl_push_constant.light_count = light_count[i];
+ dl_push_constant.cascade = p_cascade_indices[i];
+
+ if (dl_push_constant.light_count > 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cc.sdf_direct_light_uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &dl_push_constant, sizeof(SDFGIShader::DirectLightPushConstant));
+ RD::get_singleton()->compute_list_dispatch_indirect(compute_list, cc.solid_cell_dispatch_buffer, 0);
+ }
+ }
+
+ RD::get_singleton()->compute_list_end();
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// VoxelGIInstance
+
+void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
+ uint32_t data_version = storage->voxel_gi_get_data_version(probe);
+
+ // (RE)CREATE IF NEEDED
+
+ if (last_probe_data_version != data_version) {
+ //need to re-create everything
+ if (texture.is_valid()) {
+ RD::get_singleton()->free(texture);
+ RD::get_singleton()->free(write_buffer);
+ mipmaps.clear();
+ }
+
+ for (int i = 0; i < dynamic_maps.size(); i++) {
+ RD::get_singleton()->free(dynamic_maps[i].texture);
+ RD::get_singleton()->free(dynamic_maps[i].depth);
+ }
+
+ dynamic_maps.clear();
+
+ Vector3i octree_size = storage->voxel_gi_get_octree_size(probe);
+
+ if (octree_size != Vector3i()) {
+ //can create a 3D texture
+ Vector<int> levels = storage->voxel_gi_get_level_counts(probe);
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tf.width = octree_size.x;
+ tf.height = octree_size.y;
+ tf.depth = octree_size.z;
+ tf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf.mipmaps = levels.size();
+
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+
+ texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, levels.size(), 0, 1);
+
+ {
+ int total_elements = 0;
+ for (int i = 0; i < levels.size(); i++) {
+ total_elements += levels[i];
+ }
+
+ write_buffer = RD::get_singleton()->storage_buffer_create(total_elements * 16);
+ }
+
+ for (int i = 0; i < levels.size(); i++) {
+ VoxelGIInstance::Mipmap mipmap;
+ mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D);
+ mipmap.level = levels.size() - i - 1;
+ mipmap.cell_offset = 0;
+ for (uint32_t j = 0; j < mipmap.level; j++) {
+ mipmap.cell_offset += levels[j];
+ }
+ mipmap.cell_count = levels[mipmap.level];
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(storage->voxel_gi_get_octree_buffer(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 2;
+ u.ids.push_back(storage->voxel_gi_get_data_buffer(probe));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 4;
+ u.ids.push_back(write_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 9;
+ u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ {
+ Vector<RD::Uniform> copy_uniforms = uniforms;
+ if (i == 0) {
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 3;
+ 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->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_LIGHT], 0);
+
+ copy_uniforms = uniforms; //restore
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 5;
+ u.ids.push_back(texture);
+ copy_uniforms.push_back(u);
+ }
+ mipmap.second_bounce_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, gi->voxel_gi_lighting_shader_version_shaders[VOXEL_GI_SHADER_VERSION_COMPUTE_SECOND_BOUNCE], 0);
+ } else {
+ 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);
+ }
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 5;
+ u.ids.push_back(mipmap.texture);
+ uniforms.push_back(u);
+ }
+
+ 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);
+ }
+
+ {
+ uint32_t dynamic_map_size = MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
+ uint32_t oversample = nearest_power_of_2_templated(4);
+ int mipmap_index = 0;
+
+ while (mipmap_index < mipmaps.size()) {
+ VoxelGIInstance::DynamicMap dmap;
+
+ if (oversample > 0) {
+ dmap.size = dynamic_map_size * (1 << oversample);
+ dmap.mipmap = -1;
+ oversample--;
+ } else {
+ dmap.size = dynamic_map_size >> mipmap_index;
+ dmap.mipmap = mipmap_index;
+ mipmap_index++;
+ }
+
+ RD::TextureFormat dtf;
+ dtf.width = dmap.size;
+ dtf.height = dmap.size;
+ dtf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ if (dynamic_maps.size() == 0) {
+ dtf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
+ dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+ if (dynamic_maps.size() == 0) {
+ //render depth for first one
+ dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+ dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+ dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ }
+
+ //just use depth as-is
+ dtf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+
+ dmap.depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+ if (dynamic_maps.size() == 0) {
+ dtf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ dtf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ dmap.albedo = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ dmap.normal = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+ dmap.orm = RD::get_singleton()->texture_create(dtf, RD::TextureView());
+
+ Vector<RID> fb;
+ fb.push_back(dmap.albedo);
+ fb.push_back(dmap.normal);
+ fb.push_back(dmap.orm);
+ fb.push_back(dmap.texture); //emission
+ fb.push_back(dmap.depth);
+ fb.push_back(dmap.fb_depth);
+
+ dmap.fb = RD::get_singleton()->framebuffer_create(fb);
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(gi->voxel_gi_lights_uniform);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 5;
+ u.ids.push_back(dmap.albedo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 6;
+ u.ids.push_back(dmap.normal);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 7;
+ u.ids.push_back(dmap.orm);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 8;
+ u.ids.push_back(dmap.fb_depth);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 9;
+ u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 11;
+ u.ids.push_back(dmap.texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 12;
+ u.ids.push_back(dmap.depth);
+ uniforms.push_back(u);
+ }
+
+ 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;
+ bool write = dmap.mipmap < (mipmaps.size() - 1);
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 5;
+ u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 6;
+ u.ids.push_back(dynamic_maps[dynamic_maps.size() - 1].depth);
+ uniforms.push_back(u);
+ }
+
+ if (write) {
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 7;
+ u.ids.push_back(dmap.texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.ids.push_back(dmap.depth);
+ uniforms.push_back(u);
+ }
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 9;
+ u.ids.push_back(storage->voxel_gi_get_sdf_texture(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ if (plot) {
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 11;
+ u.ids.push_back(mipmaps[dmap.mipmap].texture);
+ uniforms.push_back(u);
+ }
+ }
+
+ dmap.uniform_set = RD::get_singleton()->uniform_set_create(
+ uniforms,
+ 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);
+ }
+
+ dynamic_maps.push_back(dmap);
+ }
+ }
+ }
+
+ last_probe_data_version = data_version;
+ p_update_light_instances = true; //just in case
+
+ p_scene_render->_base_uniforms_changed();
+ }
+
+ // UDPDATE TIME
+
+ if (has_dynamic_object_data) {
+ //if it has dynamic object data, it needs to be cleared
+ RD::get_singleton()->texture_clear(texture, Color(0, 0, 0, 0), 0, mipmaps.size(), 0, 1);
+ }
+
+ uint32_t light_count = 0;
+
+ if (p_update_light_instances || p_dynamic_objects.size() > 0) {
+ light_count = MIN(gi->voxel_gi_max_lights, (uint32_t)p_light_instances.size());
+
+ {
+ Transform3D to_cell = storage->voxel_gi_get_to_cell_xform(probe);
+ Transform3D to_probe_xform = (transform * to_cell.affine_inverse()).affine_inverse();
+ //update lights
+
+ for (uint32_t i = 0; i < light_count; 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);
+
+ l.type = storage->light_get_type(light);
+ if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_is_sky_only(light)) {
+ light_count--;
+ continue;
+ }
+
+ l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
+ l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
+ Color color = storage->light_get_color(light).to_linear();
+ l.color[0] = color.r;
+ l.color[1] = color.g;
+ l.color[2] = color.b;
+
+ l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ 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();
+
+ l.position[0] = pos.x;
+ l.position[1] = pos.y;
+ l.position[2] = pos.z;
+
+ l.direction[0] = dir.x;
+ l.direction[1] = dir.y;
+ l.direction[2] = dir.z;
+
+ l.has_shadow = storage->light_has_shadow(light);
+ }
+
+ RD::get_singleton()->buffer_update(gi->voxel_gi_lights_uniform, 0, sizeof(VoxelGILight) * light_count, gi->voxel_gi_lights);
+ }
+ }
+
+ if (has_dynamic_object_data || p_update_light_instances || p_dynamic_objects.size()) {
+ // PROCESS MIPMAPS
+ if (mipmaps.size()) {
+ //can update mipmaps
+
+ Vector3i probe_size = storage->voxel_gi_get_octree_size(probe);
+
+ 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->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;
+
+ /* print_line("probe update to version " + itos(last_probe_version));
+ print_line("propagation " + rtos(push_constant.propagation));
+ print_line("dynrange " + rtos(push_constant.dynamic_range));
+ */
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int passes;
+ if (p_update_light_instances) {
+ passes = storage->voxel_gi_is_using_two_bounces(probe) ? 2 : 1;
+ } else {
+ passes = 1; //only re-blitting is necessary
+ }
+ int wg_size = 64;
+ int wg_limit_x = RD::get_singleton()->limit_get(RD::LIMIT_MAX_COMPUTE_WORKGROUP_COUNT_X);
+
+ for (int pass = 0; pass < passes; pass++) {
+ 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->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->voxel_gi_lighting_shader_version_pipelines[VOXEL_GI_SHADER_VERSION_COMPUTE_MIPMAP]);
+ }
+
+ if (pass == 1 || i > 0) {
+ RD::get_singleton()->compute_list_add_barrier(compute_list); //wait til previous step is done
+ }
+ if (pass == 0 || i > 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].uniform_set, 0);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mipmaps[i].second_bounce_uniform_set, 0);
+ }
+
+ push_constant.cell_offset = mipmaps[i].cell_offset;
+ push_constant.cell_count = mipmaps[i].cell_count;
+
+ int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
+ 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(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;
+ }
+ }
+
+ 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->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);
+
+ push_constant.cell_offset = mipmaps[i].cell_offset;
+ push_constant.cell_count = mipmaps[i].cell_count;
+
+ int wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
+ 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(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;
+ }
+ }
+ }
+
+ RD::get_singleton()->compute_list_end();
+ }
+ }
+
+ has_dynamic_object_data = false; //clear until dynamic object data is used again
+
+ if (p_dynamic_objects.size() && dynamic_maps.size()) {
+ Vector3i octree_size = storage->voxel_gi_get_octree_size(probe);
+ int multiplier = dynamic_maps[0].size / MAX(MAX(octree_size.x, octree_size.y), octree_size.z);
+
+ Transform3D oversample_scale;
+ oversample_scale.basis.scale(Vector3(multiplier, multiplier, multiplier));
+
+ Transform3D to_cell = oversample_scale * storage->voxel_gi_get_to_cell_xform(probe);
+ Transform3D to_world_xform = transform * to_cell.affine_inverse();
+ Transform3D to_probe_xform = to_world_xform.affine_inverse();
+
+ AABB probe_aabb(Vector3(), octree_size);
+
+ //this could probably be better parallelized in compute..
+ for (int i = 0; i < (int)p_dynamic_objects.size(); i++) {
+ RendererSceneRender::GeometryInstance *instance = p_dynamic_objects[i];
+
+ //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
+ //also extend margin a bit just in case
+ Vector3i begin = aabb.position - Vector3i(1, 1, 1);
+ Vector3i end = aabb.position + aabb.size + Vector3i(1, 1, 1);
+
+ for (int j = 0; j < 3; j++) {
+ if ((end[j] - begin[j]) & 1) {
+ end[j]++; //for half extents split, it needs to be even
+ }
+ begin[j] = MAX(begin[j], 0);
+ end[j] = MIN(end[j], octree_size[j] * multiplier);
+ }
+
+ //aabb = aabb.intersection(probe_aabb); //intersect
+ aabb.position = begin;
+ aabb.size = end - begin;
+
+ //print_line("aabb: " + aabb);
+
+ for (int j = 0; j < 6; j++) {
+ //if (j != 0 && j != 3) {
+ // continue;
+ //}
+ static const Vector3 render_z[6] = {
+ Vector3(1, 0, 0),
+ Vector3(0, 1, 0),
+ Vector3(0, 0, 1),
+ Vector3(-1, 0, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, -1),
+ };
+ static const Vector3 render_up[6] = {
+ Vector3(0, 1, 0),
+ Vector3(0, 0, 1),
+ Vector3(0, 1, 0),
+ Vector3(0, 1, 0),
+ Vector3(0, 0, 1),
+ Vector3(0, 1, 0),
+ };
+
+ Vector3 render_dir = render_z[j];
+ Vector3 up_dir = render_up[j];
+
+ Vector3 center = aabb.get_center();
+ Transform3D xform;
+ xform.set_look_at(center - aabb.size * 0.5 * render_dir, center, up_dir);
+
+ Vector3 x_dir = xform.basis.get_axis(0).abs();
+ int x_axis = int(Vector3(0, 1, 2).dot(x_dir));
+ Vector3 y_dir = xform.basis.get_axis(1).abs();
+ int y_axis = int(Vector3(0, 1, 2).dot(y_dir));
+ Vector3 z_dir = -xform.basis.get_axis(2);
+ int z_axis = int(Vector3(0, 1, 2).dot(z_dir.abs()));
+
+ Rect2i rect(aabb.position[x_axis], aabb.position[y_axis], aabb.size[x_axis], aabb.size[y_axis]);
+ bool x_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(0)) < 0);
+ bool y_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(1)) < 0);
+ bool z_flip = bool(Vector3(1, 1, 1).dot(xform.basis.get_axis(2)) > 0);
+
+ CameraMatrix cm;
+ cm.set_orthogonal(-rect.size.width / 2, rect.size.width / 2, -rect.size.height / 2, rect.size.height / 2, 0.0001, aabb.size[z_axis]);
+
+ if (p_scene_render->cull_argument.size() == 0) {
+ p_scene_render->cull_argument.push_back(nullptr);
+ }
+ p_scene_render->cull_argument[0] = instance;
+
+ p_scene_render->_render_material(to_world_xform * xform, cm, true, p_scene_render->cull_argument, dynamic_maps[0].fb, Rect2i(Vector2i(), rect.size));
+
+ 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;
+ push_constant.light_count = p_light_instances.size();
+ push_constant.x_dir[0] = x_dir[0];
+ push_constant.x_dir[1] = x_dir[1];
+ push_constant.x_dir[2] = x_dir[2];
+ push_constant.y_dir[0] = y_dir[0];
+ push_constant.y_dir[1] = y_dir[1];
+ push_constant.y_dir[2] = y_dir[2];
+ push_constant.z_dir[0] = z_dir[0];
+ push_constant.z_dir[1] = z_dir[1];
+ push_constant.z_dir[2] = z_dir[2];
+ push_constant.z_base = xform.origin[z_axis];
+ push_constant.z_sign = (z_flip ? -1.0 : 1.0);
+ push_constant.pos_multiplier = float(1.0) / multiplier;
+ push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe);
+ push_constant.flip_x = x_flip;
+ push_constant.flip_y = y_flip;
+ push_constant.rect_pos[0] = rect.position[0];
+ push_constant.rect_pos[1] = rect.position[1];
+ push_constant.rect_size[0] = rect.size[0];
+ push_constant.rect_size[1] = rect.size[1];
+ push_constant.prev_rect_ofs[0] = 0;
+ push_constant.prev_rect_ofs[1] = 0;
+ push_constant.prev_rect_size[0] = 0;
+ push_constant.prev_rect_size[1] = 0;
+ push_constant.on_mipmap = false;
+ push_constant.propagation = storage->voxel_gi_get_propagation(probe);
+ push_constant.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->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(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);
+
+ for (int k = 1; k < dynamic_maps.size(); k++) {
+ // enlarge the rect if needed so all pixels fit when downscaled,
+ // this ensures downsampling is smooth and optimal because no pixels are left behind
+
+ //x
+ if (rect.position.x & 1) {
+ rect.size.x++;
+ push_constant.prev_rect_ofs[0] = 1; //this is used to ensure reading is also optimal
+ } else {
+ push_constant.prev_rect_ofs[0] = 0;
+ }
+ if (rect.size.x & 1) {
+ rect.size.x++;
+ }
+
+ rect.position.x >>= 1;
+ rect.size.x = MAX(1, rect.size.x >> 1);
+
+ //y
+ if (rect.position.y & 1) {
+ rect.size.y++;
+ push_constant.prev_rect_ofs[1] = 1;
+ } else {
+ push_constant.prev_rect_ofs[1] = 0;
+ }
+ if (rect.size.y & 1) {
+ rect.size.y++;
+ }
+
+ rect.position.y >>= 1;
+ rect.size.y = MAX(1, rect.size.y >> 1);
+
+ //shrink limits to ensure plot does not go outside map
+ if (dynamic_maps[k].mipmap > 0) {
+ for (int l = 0; l < 3; l++) {
+ push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
+ }
+ }
+
+ //print_line("rect: " + itos(i) + ": " + rect);
+ push_constant.rect_pos[0] = rect.position[0];
+ push_constant.rect_pos[1] = rect.position[1];
+ push_constant.prev_rect_size[0] = push_constant.rect_size[0];
+ push_constant.prev_rect_size[1] = push_constant.rect_size[1];
+ push_constant.rect_size[0] = rect.size[0];
+ push_constant.rect_size[1] = rect.size[1];
+ push_constant.on_mipmap = dynamic_maps[k].mipmap > 0;
+
+ 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->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->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->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(VoxelGIDynamicPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, (rect.size.x - 1) / 8 + 1, (rect.size.y - 1) / 8 + 1, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+ }
+ }
+
+ has_dynamic_object_data = true; //clear until dynamic object data is used again
+ }
+
+ last_probe_version = storage->voxel_gi_get_version(probe);
+}
+
+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->voxel_gi_get_to_cell_xform(probe).affine_inverse());
+
+ int level = 0;
+ Vector3i octree_size = storage->voxel_gi_get_octree_size(probe);
+
+ VoxelGIDebugPushConstant push_constant;
+ push_constant.alpha = p_alpha;
+ push_constant.dynamic_range = storage->voxel_gi_get_dynamic_range(probe);
+ push_constant.cell_offset = mipmaps[level].cell_offset;
+ push_constant.level = level;
+
+ push_constant.bounds[0] = octree_size.x >> level;
+ push_constant.bounds[1] = octree_size.y >> level;
+ push_constant.bounds[2] = octree_size.z >> level;
+ push_constant.pad = 0;
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+ push_constant.projection[i * 4 + j] = cam_transform.matrix[i][j];
+ }
+ }
+
+ 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->voxel_gi_get_data_buffer(probe));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 3;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ int cell_count;
+ if (!p_emission && p_lighting && has_dynamic_object_data) {
+ cell_count = push_constant.bounds[0] * push_constant.bounds[1] * push_constant.bounds[2];
+ } else {
+ cell_count = mipmaps[level].cell_count;
+ }
+
+ gi->voxel_gi_debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, gi->voxel_gi_debug_shader_version_shaders[0], 0);
+
+ int voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_COLOR;
+ if (p_emission) {
+ voxel_gi_debug_pipeline = VOXEL_GI_DEBUG_EMISSION;
+ } else if (p_lighting) {
+ 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->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);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// GIRD
+
+RendererSceneGIRD::RendererSceneGIRD() {
+ sdfgi_ray_count = RS::EnvironmentSDFGIRayCount(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/probe_ray_count")), 0, int32_t(RS::ENV_SDFGI_RAY_COUNT_MAX - 1)));
+ sdfgi_frames_to_converge = RS::EnvironmentSDFGIFramesToConverge(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_converge")), 0, int32_t(RS::ENV_SDFGI_CONVERGE_MAX - 1)));
+ sdfgi_frames_to_update_light = RS::EnvironmentSDFGIFramesToUpdateLight(CLAMP(int32_t(GLOBAL_GET("rendering/global_illumination/sdfgi/frames_to_update_lights")), 0, int32_t(RS::ENV_SDFGI_UPDATE_LIGHT_MAX - 1)));
+}
+
+RendererSceneGIRD::~RendererSceneGIRD() {
+}
+
+void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
+ storage = p_storage;
+
+ /* GI */
+
+ {
+ //kinda complicated to compute the amount of slots, we try to use as many as we can
+
+ 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(voxel_gi_max_lights) + "\n";
+
+ Vector<String> versions;
+ versions.push_back("\n#define MODE_COMPUTE_LIGHT\n");
+ versions.push_back("\n#define MODE_SECOND_BOUNCE\n");
+ versions.push_back("\n#define MODE_UPDATE_MIPMAPS\n");
+ versions.push_back("\n#define MODE_WRITE_TEXTURE\n");
+ versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_LIGHTING\n");
+ versions.push_back("\n#define MODE_DYNAMIC\n#define MODE_DYNAMIC_SHRINK\n#define MODE_DYNAMIC_SHRINK_WRITE\n");
+ 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");
+
+ 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]);
+ }
+ }
+
+ {
+ String defines;
+ Vector<String> versions;
+ versions.push_back("\n#define MODE_DEBUG_COLOR\n");
+ versions.push_back("\n#define MODE_DEBUG_LIGHT\n");
+ versions.push_back("\n#define MODE_DEBUG_EMISSION\n");
+ versions.push_back("\n#define MODE_DEBUG_LIGHT\n#define MODE_DEBUG_LIGHT_FULL\n");
+
+ 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;
+ RD::PipelineDepthStencilState ds;
+ ds.enable_depth_test = true;
+ ds.enable_depth_write = true;
+ ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+
+ 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);
+ }
+ }
+
+ /* SDGFI */
+
+ {
+ Vector<String> preprocess_modes;
+ preprocess_modes.push_back("\n#define MODE_SCROLL\n");
+ preprocess_modes.push_back("\n#define MODE_SCROLL_OCCLUSION\n");
+ preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD\n");
+ preprocess_modes.push_back("\n#define MODE_INITIALIZE_JUMP_FLOOD_HALF\n");
+ preprocess_modes.push_back("\n#define MODE_JUMPFLOOD\n");
+ preprocess_modes.push_back("\n#define MODE_JUMPFLOOD_OPTIMIZED\n");
+ preprocess_modes.push_back("\n#define MODE_UPSCALE_JUMP_FLOOD\n");
+ preprocess_modes.push_back("\n#define MODE_OCCLUSION\n");
+ preprocess_modes.push_back("\n#define MODE_STORE\n");
+ String defines = "\n#define OCCLUSION_SIZE " + itos(SDFGI::CASCADE_SIZE / SDFGI::PROBE_DIVISOR) + "\n";
+ sdfgi_shader.preprocess.initialize(preprocess_modes, defines);
+ sdfgi_shader.preprocess_shader = sdfgi_shader.preprocess.version_create();
+ for (int i = 0; i < SDFGIShader::PRE_PROCESS_MAX; i++) {
+ sdfgi_shader.preprocess_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.preprocess.version_get_shader(sdfgi_shader.preprocess_shader, i));
+ }
+ }
+
+ {
+ //calculate tables
+ String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+
+ Vector<String> direct_light_modes;
+ direct_light_modes.push_back("\n#define MODE_PROCESS_STATIC\n");
+ direct_light_modes.push_back("\n#define MODE_PROCESS_DYNAMIC\n");
+ sdfgi_shader.direct_light.initialize(direct_light_modes, defines);
+ sdfgi_shader.direct_light_shader = sdfgi_shader.direct_light.version_create();
+ for (int i = 0; i < SDFGIShader::DIRECT_LIGHT_MODE_MAX; i++) {
+ sdfgi_shader.direct_light_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.direct_light.version_get_shader(sdfgi_shader.direct_light_shader, i));
+ }
+ }
+
+ {
+ //calculate tables
+ String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+ defines += "\n#define SH_SIZE " + itos(SDFGI::SH_SIZE) + "\n";
+ if (p_sky->sky_use_cubemap_array) {
+ defines += "\n#define USE_CUBEMAP_ARRAY\n";
+ }
+
+ Vector<String> integrate_modes;
+ integrate_modes.push_back("\n#define MODE_PROCESS\n");
+ integrate_modes.push_back("\n#define MODE_STORE\n");
+ integrate_modes.push_back("\n#define MODE_SCROLL\n");
+ integrate_modes.push_back("\n#define MODE_SCROLL_STORE\n");
+ sdfgi_shader.integrate.initialize(integrate_modes, defines);
+ sdfgi_shader.integrate_shader = sdfgi_shader.integrate.version_create();
+
+ for (int i = 0; i < SDFGIShader::INTEGRATE_MODE_MAX; i++) {
+ sdfgi_shader.integrate_pipeline[i] = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, i));
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ sdfgi_shader.integrate_default_sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sdfgi_shader.integrate.version_get_shader(sdfgi_shader.integrate_shader, 0), 1);
+ }
+ }
+
+ //GK
+ {
+ //calculate tables
+ String defines = "\n#define SDFGI_OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+ Vector<String> gi_modes;
+ gi_modes.push_back("\n#define USE_VOXEL_GI_INSTANCES\n");
+ gi_modes.push_back("\n#define USE_SDFGI\n");
+ gi_modes.push_back("\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_VOXEL_GI_INSTANCES\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n");
+ gi_modes.push_back("\n#define MODE_HALF_RES\n#define USE_SDFGI\n\n#define USE_VOXEL_GI_INSTANCES\n");
+
+ shader.initialize(gi_modes, defines);
+ shader_version = shader.version_create();
+ for (int i = 0; i < MODE_MAX; i++) {
+ pipelines[i] = RD::get_singleton()->compute_pipeline_create(shader.version_get_shader(shader_version, i));
+ }
+
+ sdfgi_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(SDFGIData));
+ }
+ {
+ String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+ Vector<String> debug_modes;
+ debug_modes.push_back("");
+ sdfgi_shader.debug.initialize(debug_modes, defines);
+ sdfgi_shader.debug_shader = sdfgi_shader.debug.version_create();
+ sdfgi_shader.debug_shader_version = sdfgi_shader.debug.version_get_shader(sdfgi_shader.debug_shader, 0);
+ sdfgi_shader.debug_pipeline = RD::get_singleton()->compute_pipeline_create(sdfgi_shader.debug_shader_version);
+ }
+ {
+ String defines = "\n#define OCT_SIZE " + itos(SDFGI::LIGHTPROBE_OCT_SIZE) + "\n";
+
+ Vector<String> versions;
+ versions.push_back("\n#define MODE_PROBES\n");
+ versions.push_back("\n#define MODE_VISIBILITY\n");
+
+ sdfgi_shader.debug_probes.initialize(versions, defines);
+ sdfgi_shader.debug_probes_shader = sdfgi_shader.debug_probes.version_create();
+
+ {
+ RD::PipelineRasterizationState rs;
+ rs.cull_mode = RD::POLYGON_CULL_DISABLED;
+ RD::PipelineDepthStencilState ds;
+ ds.enable_depth_test = true;
+ ds.enable_depth_write = true;
+ ds.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ for (int i = 0; i < SDFGIShader::PROBE_DEBUG_MAX; i++) {
+ RID debug_probes_shader_version = sdfgi_shader.debug_probes.version_get_shader(sdfgi_shader.debug_probes_shader, i);
+ sdfgi_shader.debug_probes_pipeline[i].setup(debug_probes_shader_version, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, rs, RD::PipelineMultisampleState(), ds, RD::PipelineColorBlendState::create_disabled(), 0);
+ }
+ }
+ }
+ 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_voxel_gi_buffer);
+ RD::get_singleton()->free(voxel_gi_lights_uniform);
+ RD::get_singleton()->free(sdfgi_ubo);
+
+ 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);
+ sdfgi_shader.direct_light.version_free(sdfgi_shader.direct_light_shader);
+ sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
+ sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
+
+ if (voxel_gi_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) {
+ SDFGI *sdfgi = memnew(SDFGI);
+
+ sdfgi->create(p_env, p_world_position, p_requested_history_size, this);
+
+ return sdfgi;
+}
+
+void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render) {
+ 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.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+
+ RID voxel_gi_buffer = p_scene_render->render_buffers_get_voxel_gi_buffer(p_render_buffers);
+
+ VoxelGIData voxel_gi_data[MAX_VOXEL_GI_INSTANCES];
+
+ bool voxel_gi_instances_changed = false;
+
+ Transform3D to_camera;
+ to_camera.origin = p_transform.origin; //only translation, make local
+
+ for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
+ RID texture;
+ if (i < (int)p_voxel_gi_instances.size()) {
+ VoxelGIInstance *gipi = get_probe_instance(p_voxel_gi_instances[i]);
+
+ if (gipi) {
+ texture = gipi->texture;
+ VoxelGIData &gipd = voxel_gi_data[i];
+
+ RID base_probe = gipi->probe;
+
+ 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];
+ gipd.xform[2] = to_cell.basis.elements[2][0];
+ gipd.xform[3] = 0;
+ gipd.xform[4] = to_cell.basis.elements[0][1];
+ gipd.xform[5] = to_cell.basis.elements[1][1];
+ gipd.xform[6] = to_cell.basis.elements[2][1];
+ gipd.xform[7] = 0;
+ gipd.xform[8] = to_cell.basis.elements[0][2];
+ gipd.xform[9] = to_cell.basis.elements[1][2];
+ gipd.xform[10] = to_cell.basis.elements[2][2];
+ gipd.xform[11] = 0;
+ gipd.xform[12] = to_cell.origin.x;
+ gipd.xform[13] = to_cell.origin.y;
+ gipd.xform[14] = to_cell.origin.z;
+ gipd.xform[15] = 1;
+
+ Vector3 bounds = storage->voxel_gi_get_octree_size(base_probe);
+
+ gipd.bounds[0] = bounds.x;
+ gipd.bounds[1] = bounds.y;
+ gipd.bounds[2] = bounds.z;
+
+ gipd.dynamic_range = storage->voxel_gi_get_dynamic_range(base_probe) * storage->voxel_gi_get_energy(base_probe);
+ gipd.bias = storage->voxel_gi_get_bias(base_probe);
+ gipd.normal_bias = storage->voxel_gi_get_normal_bias(base_probe);
+ gipd.blend_ambient = !storage->voxel_gi_is_interior(base_probe);
+ gipd.mipmaps = gipi->mipmaps.size();
+ }
+
+ r_voxel_gi_instances_used++;
+ }
+
+ if (texture == RID()) {
+ texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ }
+
+ if (texture != rb->gi.voxel_gi_textures[i]) {
+ voxel_gi_instances_changed = true;
+ rb->gi.voxel_gi_textures[i] = texture;
+ }
+ }
+
+ if (voxel_gi_instances_changed) {
+ if (RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) {
+ RD::get_singleton()->free(rb->gi.uniform_set);
+ }
+ rb->gi.uniform_set = RID();
+ if (rb->volumetric_fog) {
+ if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ }
+ rb->volumetric_fog->uniform_set = RID();
+ rb->volumetric_fog->uniform_set2 = RID();
+ }
+ }
+
+ if (p_voxel_gi_instances.size() > 0) {
+ RD::get_singleton()->draw_command_begin_label("VoxelGIs Setup");
+
+ 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_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.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+ RendererSceneEnvironmentRD *env = p_scene_render->environment_owner.get_or_null(p_environment);
+
+ if (rb->ambient_buffer.is_null() || rb->gi.using_half_size_gi != half_resolution) {
+ if (rb->ambient_buffer.is_valid()) {
+ RD::get_singleton()->free(rb->ambient_buffer);
+ RD::get_singleton()->free(rb->reflection_buffer);
+ }
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = rb->width;
+ tf.height = rb->height;
+ if (half_resolution) {
+ tf.width >>= 1;
+ tf.height >>= 1;
+ }
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->gi.using_half_size_gi = half_resolution;
+ }
+
+ PushConstant push_constant;
+
+ push_constant.screen_size[0] = rb->width;
+ push_constant.screen_size[1] = rb->height;
+ push_constant.z_near = p_projection.get_z_near();
+ push_constant.z_far = p_projection.get_z_far();
+ push_constant.orthogonal = p_projection.is_orthogonal();
+ push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]);
+ push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]);
+ push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0];
+ push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1];
+ push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size());
+ push_constant.high_quality_vct = voxel_gi_quality == RS::VOXEL_GI_QUALITY_HIGH;
+
+ bool use_sdfgi = rb->sdfgi != nullptr;
+ bool use_voxel_gi_instances = push_constant.max_voxel_gi_instances > 0;
+
+ if (env) {
+ push_constant.ao_color[0] = env->ao_color.r;
+ push_constant.ao_color[1] = env->ao_color.g;
+ push_constant.ao_color[2] = env->ao_color.b;
+ } else {
+ push_constant.ao_color[0] = 0;
+ push_constant.ao_color[1] = 0;
+ push_constant.ao_color[2] = 0;
+ }
+
+ push_constant.cam_rotation[0] = p_transform.basis[0][0];
+ push_constant.cam_rotation[1] = p_transform.basis[1][0];
+ push_constant.cam_rotation[2] = p_transform.basis[2][0];
+ push_constant.cam_rotation[3] = 0;
+ push_constant.cam_rotation[4] = p_transform.basis[0][1];
+ push_constant.cam_rotation[5] = p_transform.basis[1][1];
+ push_constant.cam_rotation[6] = p_transform.basis[2][1];
+ push_constant.cam_rotation[7] = 0;
+ push_constant.cam_rotation[8] = p_transform.basis[0][2];
+ push_constant.cam_rotation[9] = p_transform.basis[1][2];
+ push_constant.cam_rotation[10] = p_transform.basis[2][2];
+ push_constant.cam_rotation[11] = 0;
+
+ if (rb->gi.uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->gi.uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+ u.ids.push_back(rb->sdfgi->cascades[j].sdf_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+ u.ids.push_back(rb->sdfgi->cascades[j].light_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+ u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_0_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ for (uint32_t j = 0; j < SDFGI::MAX_CASCADES; j++) {
+ if (rb->sdfgi && j < rb->sdfgi->cascades.size()) {
+ u.ids.push_back(rb->sdfgi->cascades[j].light_aniso_1_tex);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 5;
+ if (rb->sdfgi) {
+ u.ids.push_back(rb->sdfgi->occlusion_texture);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 6;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(rb->ambient_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 10;
+ u.ids.push_back(rb->reflection_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 11;
+ if (rb->sdfgi) {
+ u.ids.push_back(rb->sdfgi->lightprobe_texture);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 12;
+ u.ids.push_back(rb->depth_texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 13;
+ u.ids.push_back(p_normal_roughness_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 14;
+ RID buffer = p_voxel_gi_buffer.is_valid() ? p_voxel_gi_buffer : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 15;
+ u.ids.push_back(sdfgi_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 16;
+ u.ids.push_back(rb->gi.voxel_gi_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 17;
+ for (int i = 0; i < MAX_VOXEL_GI_INSTANCES; i++) {
+ u.ids.push_back(rb->gi.voxel_gi_textures[i]);
+ }
+ uniforms.push_back(u);
+ }
+
+ rb->gi.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.version_get_shader(shader_version, 0), 0);
+ }
+
+ Mode mode;
+
+ if (rb->gi.using_half_size_gi) {
+ mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_HALF_RES_COMBINED : (use_sdfgi ? MODE_HALF_RES_SDFGI : MODE_HALF_RES_VOXEL_GI);
+ } else {
+ mode = (use_sdfgi && use_voxel_gi_instances) ? MODE_COMBINED : (use_sdfgi ? MODE_SDFGI : MODE_VOXEL_GI);
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(true);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, pipelines[mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->gi.uniform_set, 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant));
+
+ if (rb->gi.using_half_size_gi) {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1);
+ } else {
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1);
+ }
+ //do barrier later to allow oeverlap
+ //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time
+ RD::get_singleton()->draw_command_end_label();
+}
+
+RID RendererSceneGIRD::voxel_gi_instance_create(RID p_base) {
+ VoxelGIInstance voxel_gi;
+ voxel_gi.gi = this;
+ voxel_gi.storage = storage;
+ voxel_gi.probe = p_base;
+ RID rid = voxel_gi_instance_owner.make_rid(voxel_gi);
+ return rid;
+}
+
+void RendererSceneGIRD::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
+ VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->transform = p_xform;
+}
+
+bool RendererSceneGIRD::voxel_gi_needs_update(RID p_probe) const {
+ VoxelGIInstance *voxel_gi = get_probe_instance(p_probe);
+ ERR_FAIL_COND_V(!voxel_gi, false);
+
+ return voxel_gi->last_probe_version != storage->voxel_gi_get_version(voxel_gi->probe);
+}
+
+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);
+
+ voxel_gi->update(p_update_light_instances, p_light_instances, p_dynamic_objects, p_scene_render);
+}
+
+void RendererSceneGIRD::debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
+ VoxelGIInstance *voxel_gi = voxel_gi_instance_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
+
+ voxel_gi->debug(p_draw_list, p_framebuffer, p_camera_with_transform, p_lighting, p_emission, p_alpha);
+}
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
new file mode 100644
index 0000000000..5bd41a104e
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
@@ -0,0 +1,672 @@
+/*************************************************************************/
+/* renderer_scene_gi_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_GI_RD_H
+#define RENDERING_SERVER_SCENE_GI_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
+#include "servers/rendering/rendering_device.h"
+
+// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
+struct RenderDataRD;
+class RendererSceneRenderRD;
+
+class RendererSceneGIRD {
+private:
+ RendererStorageRD *storage;
+
+ /* VOXEL_GI INSTANCE */
+
+ struct VoxelGILight {
+ uint32_t type;
+ float energy;
+ float radius;
+ float attenuation;
+
+ float color[3];
+ float cos_spot_angle;
+
+ float position[3];
+ float inv_spot_attenuation;
+
+ float direction[3];
+ uint32_t has_shadow;
+ };
+
+ struct VoxelGIPushConstant {
+ int32_t limits[3];
+ uint32_t stack_size;
+
+ float emission_scale;
+ float propagation;
+ float dynamic_range;
+ uint32_t light_count;
+
+ uint32_t cell_offset;
+ uint32_t cell_count;
+ float aniso_strength;
+ uint32_t pad;
+ };
+
+ struct VoxelGIDynamicPushConstant {
+ int32_t limits[3];
+ uint32_t light_count;
+ int32_t x_dir[3];
+ float z_base;
+ int32_t y_dir[3];
+ float z_sign;
+ int32_t z_dir[3];
+ float pos_multiplier;
+ uint32_t rect_pos[2];
+ uint32_t rect_size[2];
+ uint32_t prev_rect_ofs[2];
+ uint32_t prev_rect_size[2];
+ uint32_t flip_x;
+ uint32_t flip_y;
+ float dynamic_range;
+ uint32_t on_mipmap;
+ float propagation;
+ float pad[3];
+ };
+
+ VoxelGILight *voxel_gi_lights = nullptr;
+ uint32_t voxel_gi_max_lights = 32;
+ RID voxel_gi_lights_uniform;
+
+ enum {
+ 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
+ };
+
+ 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 {
+ VOXEL_GI_DEBUG_COLOR,
+ VOXEL_GI_DEBUG_LIGHT,
+ VOXEL_GI_DEBUG_EMISSION,
+ VOXEL_GI_DEBUG_LIGHT_FULL,
+ VOXEL_GI_DEBUG_MAX
+ };
+
+ struct VoxelGIDebugPushConstant {
+ float projection[16];
+ uint32_t cell_offset;
+ float dynamic_range;
+ float alpha;
+ uint32_t level;
+ int32_t bounds[3];
+ uint32_t pad;
+ };
+
+ 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 */
+
+ struct SDFGIShader {
+ enum SDFGIPreprocessShaderVersion {
+ PRE_PROCESS_SCROLL,
+ PRE_PROCESS_SCROLL_OCCLUSION,
+ PRE_PROCESS_JUMP_FLOOD_INITIALIZE,
+ PRE_PROCESS_JUMP_FLOOD_INITIALIZE_HALF,
+ PRE_PROCESS_JUMP_FLOOD,
+ PRE_PROCESS_JUMP_FLOOD_OPTIMIZED,
+ PRE_PROCESS_JUMP_FLOOD_UPSCALE,
+ PRE_PROCESS_OCCLUSION,
+ PRE_PROCESS_STORE,
+ PRE_PROCESS_MAX
+ };
+
+ struct PreprocessPushConstant {
+ int32_t scroll[3];
+ int32_t grid_size;
+
+ int32_t probe_offset[3];
+ int32_t step_size;
+
+ int32_t half_size;
+ uint32_t occlusion_index;
+ int32_t cascade;
+ uint32_t pad;
+ };
+
+ SdfgiPreprocessShaderRD preprocess;
+ RID preprocess_shader;
+ RID preprocess_pipeline[PRE_PROCESS_MAX];
+
+ struct DebugPushConstant {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ int32_t screen_size[2];
+ uint32_t use_occlusion;
+ float y_mult;
+
+ float cam_extent[3];
+ uint32_t probe_axis_size;
+
+ float cam_transform[16];
+ };
+
+ SdfgiDebugShaderRD debug;
+ RID debug_shader;
+ RID debug_shader_version;
+ RID debug_pipeline;
+
+ enum ProbeDebugMode {
+ PROBE_DEBUG_PROBES,
+ PROBE_DEBUG_VISIBILITY,
+ PROBE_DEBUG_MAX
+ };
+
+ struct DebugProbesPushConstant {
+ float projection[16];
+
+ uint32_t band_power;
+ uint32_t sections_in_band;
+ uint32_t band_mask;
+ float section_arc;
+
+ float grid_size[3];
+ uint32_t cascade;
+
+ uint32_t pad;
+ float y_mult;
+ int32_t probe_debug_index;
+ int32_t probe_axis_size;
+ };
+
+ SdfgiDebugProbesShaderRD debug_probes;
+ RID debug_probes_shader;
+ RID debug_probes_shader_version;
+
+ PipelineCacheRD debug_probes_pipeline[PROBE_DEBUG_MAX];
+
+ struct Light {
+ float color[3];
+ float energy;
+
+ float direction[3];
+ uint32_t has_shadow;
+
+ float position[3];
+ float attenuation;
+
+ uint32_t type;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
+ float radius;
+
+ float shadow_color[4];
+ };
+
+ struct DirectLightPushConstant {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t cascade;
+ uint32_t light_count;
+ uint32_t process_offset;
+ uint32_t process_increment;
+
+ int32_t probe_axis_size;
+ float bounce_feedback;
+ float y_mult;
+ uint32_t use_occlusion;
+ };
+
+ enum {
+ DIRECT_LIGHT_MODE_STATIC,
+ DIRECT_LIGHT_MODE_DYNAMIC,
+ DIRECT_LIGHT_MODE_MAX
+ };
+ SdfgiDirectLightShaderRD direct_light;
+ RID direct_light_shader;
+ RID direct_light_pipeline[DIRECT_LIGHT_MODE_MAX];
+
+ enum {
+ INTEGRATE_MODE_PROCESS,
+ INTEGRATE_MODE_STORE,
+ INTEGRATE_MODE_SCROLL,
+ INTEGRATE_MODE_SCROLL_STORE,
+ INTEGRATE_MODE_MAX
+ };
+ struct IntegratePushConstant {
+ enum {
+ SKY_MODE_DISABLED,
+ SKY_MODE_COLOR,
+ SKY_MODE_SKY,
+ };
+
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t probe_axis_size;
+ uint32_t cascade;
+ uint32_t history_index;
+ uint32_t history_size;
+
+ uint32_t ray_count;
+ float ray_bias;
+ int32_t image_size[2];
+
+ int32_t world_offset[3];
+ uint32_t sky_mode;
+
+ int32_t scroll[3];
+ float sky_energy;
+
+ float sky_color[3];
+ float y_mult;
+
+ uint32_t store_ambient_texture;
+ uint32_t pad[3];
+ };
+
+ SdfgiIntegrateShaderRD integrate;
+ RID integrate_shader;
+ RID integrate_pipeline[INTEGRATE_MODE_MAX];
+
+ RID integrate_default_sky_uniform_set;
+
+ } sdfgi_shader;
+
+public:
+ /* VOXEL_GI INSTANCE */
+
+ //@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
+
+ struct VoxelGIInstance {
+ // access to our containers
+ RendererStorageRD *storage;
+ RendererSceneGIRD *gi;
+
+ RID probe;
+ RID texture;
+ RID write_buffer;
+
+ struct Mipmap {
+ RID texture;
+ RID uniform_set;
+ RID second_bounce_uniform_set;
+ RID write_uniform_set;
+ uint32_t level;
+ uint32_t cell_offset;
+ uint32_t cell_count;
+ };
+ Vector<Mipmap> mipmaps;
+
+ struct DynamicMap {
+ RID texture; //color normally, or emission on first pass
+ RID fb_depth; //actual depth buffer for the first pass, float depth for later passes
+ RID depth; //actual depth buffer for the first pass, float depth for later passes
+ RID normal; //normal buffer for the first pass
+ RID albedo; //emission buffer for the first pass
+ RID orm; //orm buffer for the first pass
+ RID fb; //used for rendering, only valid on first map
+ RID uniform_set;
+ uint32_t size;
+ int mipmap; // mipmap to write to, -1 if no mipmap assigned
+ };
+
+ Vector<DynamicMap> dynamic_maps;
+
+ int slot = -1;
+ uint32_t last_probe_version = 0;
+ uint32_t last_probe_data_version = 0;
+
+ //uint64_t last_pass = 0;
+ uint32_t render_index = 0;
+
+ bool has_dynamic_object_data = false;
+
+ 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<VoxelGIInstance> voxel_gi_instance_owner;
+
+ _FORCE_INLINE_ VoxelGIInstance *get_probe_instance(RID p_probe) const {
+ return voxel_gi_instance_owner.get_or_null(p_probe);
+ };
+
+ _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::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_HIGH;
+
+ /* SDFGI */
+
+ struct SDFGI {
+ enum {
+ MAX_CASCADES = 8,
+ CASCADE_SIZE = 128,
+ PROBE_DIVISOR = 16,
+ ANISOTROPY_SIZE = 6,
+ MAX_DYNAMIC_LIGHTS = 128,
+ MAX_STATIC_LIGHTS = 1024,
+ LIGHTPROBE_OCT_SIZE = 6,
+ SH_SIZE = 16
+ };
+
+ struct Cascade {
+ struct UBO {
+ float offset[3];
+ float to_cell;
+ int32_t probe_offset[3];
+ uint32_t pad;
+ };
+
+ //cascade blocks are full-size for volume (128^3), half size for albedo/emission
+ RID sdf_tex;
+ RID light_tex;
+ RID light_aniso_0_tex;
+ RID light_aniso_1_tex;
+
+ RID light_data;
+ RID light_aniso_0_data;
+ RID light_aniso_1_data;
+
+ struct SolidCell { // this struct is unused, but remains as reference for size
+ uint32_t position;
+ uint32_t albedo;
+ uint32_t static_light;
+ uint32_t static_light_aniso;
+ };
+
+ RID solid_cell_dispatch_buffer; //buffer for indirect compute dispatch
+ RID solid_cell_buffer;
+
+ RID lightprobe_history_tex;
+ RID lightprobe_average_tex;
+
+ float cell_size;
+ Vector3i position;
+
+ static const Vector3i DIRTY_ALL;
+ Vector3i dirty_regions; //(0,0,0 is not dirty, negative is refresh from the end, DIRTY_ALL is refresh all.
+
+ RID sdf_store_uniform_set;
+ RID sdf_direct_light_uniform_set;
+ RID scroll_uniform_set;
+ RID scroll_occlusion_uniform_set;
+ RID integrate_uniform_set;
+ RID lights_buffer;
+
+ bool all_dynamic_lights_dirty = true;
+ };
+
+ // access to our containers
+ RendererStorageRD *storage;
+ RendererSceneGIRD *gi;
+
+ // used for rendering (voxelization)
+ RID render_albedo;
+ RID render_emission;
+ RID render_emission_aniso;
+ RID render_occlusion[8];
+ RID render_geom_facing;
+
+ RID render_sdf[2];
+ RID render_sdf_half[2];
+
+ // used for ping pong processing in cascades
+ RID sdf_initialize_uniform_set;
+ RID sdf_initialize_half_uniform_set;
+ RID jump_flood_uniform_set[2];
+ RID jump_flood_half_uniform_set[2];
+ RID sdf_upscale_uniform_set;
+ int upscale_jfa_uniform_set_index;
+ RID occlusion_uniform_set;
+
+ uint32_t cascade_size = 128;
+
+ LocalVector<Cascade> cascades;
+
+ RID lightprobe_texture;
+ RID lightprobe_data;
+ RID occlusion_texture;
+ RID occlusion_data;
+ RID ambient_texture; //integrates with volumetric fog
+
+ RID lightprobe_history_scroll; //used for scrolling lightprobes
+ RID lightprobe_average_scroll; //used for scrolling lightprobes
+
+ uint32_t history_size = 0;
+ float solid_cell_ratio = 0;
+ uint32_t solid_cell_count = 0;
+
+ RS::EnvironmentSDFGICascades cascade_mode;
+ float min_cell_size = 0;
+ uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
+
+ RID debug_uniform_set;
+ RID debug_probes_uniform_set;
+ RID cascades_ubo;
+
+ bool uses_occlusion = false;
+ float bounce_feedback = 0.0;
+ bool reads_sky = false;
+ float energy = 1.0;
+ float normal_bias = 1.1;
+ float probe_bias = 1.1;
+ RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+
+ float y_mult = 1.0;
+
+ uint32_t render_pass = 0;
+
+ int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
+ RID integrate_sky_uniform_set;
+
+ void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi);
+ void erase();
+ void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
+ void update_light();
+ void update_probes(RendererSceneEnvironmentRD *p_env, RendererSceneSkyRD::Sky *p_sky);
+ void store_probes();
+ int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
+ void update_cascades();
+
+ void debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
+ void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+
+ void 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);
+ };
+
+ RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
+ RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
+ RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
+
+ float sdfgi_solid_cell_ratio = 0.25;
+ Vector3 sdfgi_debug_probe_pos;
+ Vector3 sdfgi_debug_probe_dir;
+ bool sdfgi_debug_probe_enabled = false;
+ Vector3i sdfgi_debug_probe_index;
+
+ /* SDFGI UPDATE */
+
+ int sdfgi_get_lightprobe_octahedron_size() const { return SDFGI::LIGHTPROBE_OCT_SIZE; }
+
+ /* GI */
+ enum {
+ MAX_VOXEL_GI_INSTANCES = 8
+ };
+
+ // Struct for use in render buffer
+ struct RenderBuffersGI {
+ 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 {
+ float grid_size[3];
+ uint32_t max_cascades;
+
+ uint32_t use_occlusion;
+ int32_t probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ float lightprobe_tex_pixel_size[3];
+ float energy;
+
+ float lightprobe_uv_offset[3];
+ float y_mult;
+
+ float occlusion_clamp[3];
+ uint32_t pad3;
+
+ float occlusion_renormalize[3];
+ uint32_t pad4;
+
+ float cascade_probe_size[3];
+ uint32_t pad5;
+
+ struct ProbeCascadeData {
+ float position[3]; //offset of (0,0,0) in world coordinates
+ float to_probe; // 1/bounds * grid_size
+ int32_t probe_world_offset[3];
+ float to_cell; // 1/bounds * grid_size
+ };
+
+ ProbeCascadeData cascades[SDFGI::MAX_CASCADES];
+ };
+
+ struct VoxelGIData {
+ float xform[16];
+ float bounds[3];
+ float dynamic_range;
+
+ float bias;
+ float normal_bias;
+ uint32_t blend_ambient;
+ uint32_t texture_slot;
+
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
+ uint32_t mipmaps;
+ };
+
+ struct PushConstant {
+ int32_t screen_size[2];
+ float z_near;
+ float z_far;
+
+ float proj_info[4];
+ float ao_color[3];
+ uint32_t max_voxel_gi_instances;
+
+ uint32_t high_quality_vct;
+ uint32_t orthogonal;
+ uint32_t pad[2];
+
+ float cam_rotation[12];
+ };
+
+ RID sdfgi_ubo;
+ enum Mode {
+ MODE_VOXEL_GI,
+ MODE_SDFGI,
+ MODE_COMBINED,
+ MODE_HALF_RES_VOXEL_GI,
+ MODE_HALF_RES_SDFGI,
+ MODE_HALF_RES_COMBINED,
+ MODE_MAX
+ };
+
+ RID default_voxel_gi_buffer;
+
+ bool half_resolution = false;
+ GiShaderRD shader;
+ RID shader_version;
+ RID pipelines[MODE_MAX];
+
+ RendererSceneGIRD();
+ ~RendererSceneGIRD();
+
+ void init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky);
+ void free();
+
+ SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
+
+ void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render);
+ void process_gi(RID p_render_buffers, 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 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
new file mode 100644
index 0000000000..a1c2f4f49c
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -0,0 +1,4855 @@
+/*************************************************************************/
+/* renderer_scene_render_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "renderer_scene_render_rd.h"
+
+#include "core/config/project_settings.h"
+#include "core/os/os.h"
+#include "renderer_compositor_rd.h"
+#include "servers/rendering/rendering_server_default.h"
+
+void get_vogel_disk(float *r_kernel, int p_sample_count) {
+ const float golden_angle = 2.4;
+
+ for (int i = 0; i < p_sample_count; i++) {
+ float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
+ float theta = float(i) * golden_angle;
+
+ r_kernel[i * 4] = Math::cos(theta) * r;
+ r_kernel[i * 4 + 1] = Math::sin(theta) * r;
+ }
+}
+
+void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ bool needs_sdfgi = env && env->sdfgi_enabled;
+
+ if (!needs_sdfgi) {
+ if (rb->sdfgi != nullptr) {
+ //erase it
+ rb->sdfgi->erase();
+ memdelete(rb->sdfgi);
+ rb->sdfgi = nullptr;
+ }
+ return;
+ }
+
+ static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 };
+ uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge];
+
+ if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) {
+ //configuration changed, erase
+ rb->sdfgi->erase();
+ memdelete(rb->sdfgi);
+ rb->sdfgi = nullptr;
+ }
+
+ RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
+ if (sdfgi == nullptr) {
+ // re-create
+ rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
+ } else {
+ //check for updates
+ rb->sdfgi->update(env, p_world_position);
+ }
+}
+
+int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers) const {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+
+ ERR_FAIL_COND_V(rb == nullptr, 0);
+
+ if (rb->sdfgi == nullptr) {
+ return 0;
+ }
+
+ int dirty_count = 0;
+ for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
+ const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
+
+ if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
+ dirty_count++;
+ } else {
+ for (int j = 0; j < 3; j++) {
+ if (c.dirty_regions[j] != 0) {
+ dirty_count++;
+ }
+ }
+ }
+ }
+
+ return dirty_count;
+}
+
+AABB RendererSceneRenderRD::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
+ AABB bounds;
+ Vector3i from;
+ Vector3i size;
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(rb == nullptr, AABB());
+ ERR_FAIL_COND_V(rb->sdfgi == nullptr, AABB());
+
+ int c = rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
+ ERR_FAIL_COND_V(c == -1, AABB());
+ return bounds;
+}
+
+uint32_t RendererSceneRenderRD::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
+ AABB bounds;
+ Vector3i from;
+ Vector3i size;
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(rb == nullptr, -1);
+ ERR_FAIL_COND_V(rb->sdfgi == nullptr, -1);
+
+ return rb->sdfgi->get_pending_region_data(p_region, from, size, bounds);
+}
+
+RID RendererSceneRenderRD::sky_allocate() {
+ return sky.allocate_sky_rid();
+}
+void RendererSceneRenderRD::sky_initialize(RID p_rid) {
+ sky.initialize_sky_rid(p_rid);
+}
+
+void RendererSceneRenderRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+ sky.sky_set_radiance_size(p_sky, p_radiance_size);
+}
+
+void RendererSceneRenderRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+ sky.sky_set_mode(p_sky, p_mode);
+}
+
+void RendererSceneRenderRD::sky_set_material(RID p_sky, RID p_material) {
+ sky.sky_set_material(p_sky, p_material);
+}
+
+Ref<Image> RendererSceneRenderRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
+ return sky.sky_bake_panorama(p_sky, p_energy, p_bake_irradiance, p_size);
+}
+
+RID RendererSceneRenderRD::environment_allocate() {
+ return environment_owner.allocate_rid();
+}
+void RendererSceneRenderRD::environment_initialize(RID p_rid) {
+ environment_owner.initialize_rid(p_rid, RendererSceneEnvironmentRD());
+}
+
+void RendererSceneRenderRD::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->background = p_bg;
+}
+
+void RendererSceneRenderRD::environment_set_sky(RID p_env, RID p_sky) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky = p_sky;
+}
+
+void RendererSceneRenderRD::environment_set_sky_custom_fov(RID p_env, float p_scale) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky_custom_fov = p_scale;
+}
+
+void RendererSceneRenderRD::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky_orientation = p_orientation;
+}
+
+void RendererSceneRenderRD::environment_set_bg_color(RID p_env, const Color &p_color) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_color = p_color;
+}
+
+void RendererSceneRenderRD::environment_set_bg_energy(RID p_env, float p_energy) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_energy = p_energy;
+}
+
+void RendererSceneRenderRD::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->canvas_max_layer = p_max_layer;
+}
+
+void RendererSceneRenderRD::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source, const Color &p_ao_color) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->set_ambient_light(p_color, p_ambient, p_energy, p_sky_contribution, p_reflection_source, p_ao_color);
+}
+
+RS::EnvironmentBG RendererSceneRenderRD::environment_get_background(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
+ return env->background;
+}
+
+RID RendererSceneRenderRD::environment_get_sky(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, RID());
+ return env->sky;
+}
+
+float RendererSceneRenderRD::environment_get_sky_custom_fov(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->sky_custom_fov;
+}
+
+Basis RendererSceneRenderRD::environment_get_sky_orientation(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, Basis());
+ return env->sky_orientation;
+}
+
+Color RendererSceneRenderRD::environment_get_bg_color(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, Color());
+ return env->bg_color;
+}
+
+float RendererSceneRenderRD::environment_get_bg_energy(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->bg_energy;
+}
+
+int RendererSceneRenderRD::environment_get_canvas_max_layer(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->canvas_max_layer;
+}
+
+Color RendererSceneRenderRD::environment_get_ambient_light_color(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, Color());
+ return env->ambient_light;
+}
+
+RS::EnvironmentAmbientSource RendererSceneRenderRD::environment_get_ambient_source(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, RS::ENV_AMBIENT_SOURCE_BG);
+ return env->ambient_source;
+}
+
+float RendererSceneRenderRD::environment_get_ambient_light_energy(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->ambient_light_energy;
+}
+
+float RendererSceneRenderRD::environment_get_ambient_sky_contribution(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->ambient_sky_contribution;
+}
+
+RS::EnvironmentReflectionSource RendererSceneRenderRD::environment_get_reflection_source(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, RS::ENV_REFLECTION_SOURCE_DISABLED);
+ return env->reflection_source;
+}
+
+Color RendererSceneRenderRD::environment_get_ao_color(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, Color());
+ return env->ao_color;
+}
+
+void RendererSceneRenderRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->set_tonemap(p_tone_mapper, p_exposure, p_white, p_auto_exposure, p_min_luminance, p_max_luminance, p_auto_exp_speed, p_auto_exp_scale);
+}
+
+void RendererSceneRenderRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->set_glow(p_enable, p_levels, p_intensity, p_strength, p_mix, p_bloom_threshold, p_blend_mode, p_hdr_bleed_threshold, p_hdr_bleed_scale, p_hdr_luminance_cap);
+}
+
+void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enable) {
+ glow_bicubic_upscale = p_enable;
+}
+
+void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
+ glow_high_quality = p_enable;
+}
+
+void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+
+ if (!is_dynamic_gi_supported()) {
+ return;
+ }
+
+ env->set_sdfgi(p_enable, p_cascades, p_min_cell_size, p_y_scale, p_use_occlusion, p_bounce_feedback, p_read_sky, p_energy, p_normal_bias, p_probe_bias);
+}
+
+void RendererSceneRenderRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->set_fog(p_enable, p_light_color, p_light_energy, p_sun_scatter, p_density, p_height, p_height_density, p_fog_aerial_perspective);
+}
+
+bool RendererSceneRenderRD::environment_is_fog_enabled(RID p_env) const {
+ const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, false);
+
+ return env->fog_enabled;
+}
+Color RendererSceneRenderRD::environment_get_fog_light_color(RID p_env) const {
+ const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, Color());
+ return env->fog_light_color;
+}
+float RendererSceneRenderRD::environment_get_fog_light_energy(RID p_env) const {
+ const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_light_energy;
+}
+float RendererSceneRenderRD::environment_get_fog_sun_scatter(RID p_env) const {
+ const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_sun_scatter;
+}
+float RendererSceneRenderRD::environment_get_fog_density(RID p_env) const {
+ const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_density;
+}
+float RendererSceneRenderRD::environment_get_fog_height(RID p_env) const {
+ const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+
+ return env->fog_height;
+}
+float RendererSceneRenderRD::environment_get_fog_height_density(RID p_env) const {
+ const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_height_density;
+}
+
+float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) const {
+ const RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_aerial_perspective;
+}
+
+void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+
+ if (!is_volumetric_supported()) {
+ return;
+ }
+
+ env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount);
+}
+
+void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
+ volumetric_fog_size = p_size;
+ volumetric_fog_depth = p_depth;
+}
+
+void RendererSceneRenderRD::environment_set_volumetric_fog_filter_active(bool p_enable) {
+ volumetric_fog_filter_active = p_enable;
+}
+
+void RendererSceneRenderRD::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
+ gi.sdfgi_ray_count = p_ray_count;
+}
+
+void RendererSceneRenderRD::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
+ gi.sdfgi_frames_to_converge = p_frames;
+}
+void RendererSceneRenderRD::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
+ gi.sdfgi_frames_to_update_light = p_update;
+}
+
+void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
+}
+
+void RendererSceneRenderRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
+ ssr_roughness_quality = p_quality;
+}
+
+RS::EnvironmentSSRRoughnessQuality RendererSceneRenderRD::environment_get_ssr_roughness_quality() const {
+ return ssr_roughness_quality;
+}
+
+void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
+}
+
+void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
+ ssao_quality = p_quality;
+ ssao_half_size = p_half_size;
+ ssao_adaptive_target = p_adaptive_target;
+ ssao_blur_passes = p_blur_passes;
+ ssao_fadeout_from = p_fadeout_from;
+ ssao_fadeout_to = p_fadeout_to;
+}
+
+bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, false);
+ return env->ssao_enabled;
+}
+
+float RendererSceneRenderRD::environment_get_ssao_ao_affect(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0.0);
+ return env->ssao_ao_channel_affect;
+}
+
+float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0.0);
+ return env->ssao_direct_light_affect;
+}
+
+bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, false);
+ return env->ssr_enabled;
+}
+bool RendererSceneRenderRD::environment_is_sdfgi_enabled(RID p_env) const {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, false);
+ return env->sdfgi_enabled;
+}
+
+bool RendererSceneRenderRD::is_environment(RID p_env) const {
+ return environment_owner.owns(p_env);
+}
+
+Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, Ref<Image>());
+
+ if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) {
+ return Ref<Image>(); //nothing to bake
+ }
+
+ if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) {
+ Color color;
+ if (env->background == RS::ENV_BG_CLEAR_COLOR) {
+ color = storage->get_default_clear_color();
+ } else {
+ color = env->bg_color;
+ }
+ color.r *= env->bg_energy;
+ color.g *= env->bg_energy;
+ color.b *= env->bg_energy;
+
+ Ref<Image> ret;
+ ret.instantiate();
+ ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF);
+ for (int i = 0; i < p_size.width; i++) {
+ for (int j = 0; j < p_size.height; j++) {
+ ret->set_pixel(i, j, color);
+ }
+ }
+ return ret;
+ }
+
+ if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) {
+ return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size);
+ }
+
+ return Ref<Image>();
+}
+
+////////////////////////////////////////////////////////////
+
+RID RendererSceneRenderRD::reflection_atlas_create() {
+ ReflectionAtlas ra;
+ ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count");
+ ra.size = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_size");
+
+ 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);
+}
+
+void RendererSceneRenderRD::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
+ ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
+ ERR_FAIL_COND(!ra);
+
+ if (ra->size == p_reflection_size && ra->count == p_reflection_count) {
+ return; //no changes
+ }
+
+ 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;
+
+ if (ra->reflection.is_valid()) {
+ //clear and invalidate everything
+ RD::get_singleton()->free(ra->reflection);
+ ra->reflection = RID();
+ RD::get_singleton()->free(ra->depth_buffer);
+ ra->depth_buffer = RID();
+ for (int i = 0; i < ra->reflections.size(); i++) {
+ ra->reflections.write[i].data.clear_reflection_data();
+ if (ra->reflections[i].owner.is_null()) {
+ continue;
+ }
+ reflection_probe_release_atlas_index(ra->reflections[i].owner);
+ //rp->atlasindex clear
+ }
+
+ ra->reflections.clear();
+ }
+}
+
+int RendererSceneRenderRD::reflection_atlas_get_size(RID p_ref_atlas) const {
+ ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_ref_atlas);
+ ERR_FAIL_COND_V(!ra, 0);
+
+ return ra->size;
+}
+
+////////////////////////
+RID RendererSceneRenderRD::reflection_probe_instance_create(RID p_probe) {
+ ReflectionProbeInstance rpi;
+ rpi.probe = p_probe;
+ rpi.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE);
+
+ return reflection_probe_instance_owner.make_rid(rpi);
+}
+
+void RendererSceneRenderRD::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!rpi);
+
+ rpi->transform = p_transform;
+ rpi->dirty = true;
+}
+
+void RendererSceneRenderRD::reflection_probe_release_atlas_index(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!rpi);
+
+ if (rpi->atlas.is_null()) {
+ return; //nothing to release
+ }
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
+ ERR_FAIL_COND(!atlas);
+ ERR_FAIL_INDEX(rpi->atlas_index, atlas->reflections.size());
+ atlas->reflections.write[rpi->atlas_index].owner = RID();
+ rpi->atlas_index = -1;
+ rpi->atlas = RID();
+}
+
+bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ if (rpi->rendering) {
+ return false;
+ }
+
+ if (rpi->dirty) {
+ return true;
+ }
+
+ if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
+ return true;
+ }
+
+ return rpi->atlas_index == -1;
+}
+
+bool RendererSceneRenderRD::reflection_probe_instance_has_reflection(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ return rpi->atlas.is_valid();
+}
+
+bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_reflection_atlas);
+
+ ERR_FAIL_COND_V(!atlas, false);
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+
+ RD::get_singleton()->draw_command_begin_label("Reflection probe render");
+
+ if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
+ WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
+ reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
+ }
+
+ if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
+ // Invalidate reflection atlas, need to regenerate
+ RD::get_singleton()->free(atlas->reflection);
+ atlas->reflection = RID();
+
+ for (int i = 0; i < atlas->reflections.size(); i++) {
+ if (atlas->reflections[i].owner.is_null()) {
+ continue;
+ }
+ reflection_probe_release_atlas_index(atlas->reflections[i].owner);
+ }
+
+ atlas->reflections.clear();
+ }
+
+ if (atlas->reflection.is_null()) {
+ int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
+ mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
+ {
+ //reflection atlas was unused, create:
+ RD::TextureFormat tf;
+ tf.array_layers = 6 * atlas->count;
+ tf.format = _render_buffers_get_color_format();
+ tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+ tf.mipmaps = mipmaps;
+ tf.width = atlas->size;
+ tf.height = atlas->size;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
+
+ atlas->reflection = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+ tf.width = atlas->size;
+ tf.height = atlas->size;
+ tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ atlas->depth_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+ atlas->reflections.resize(atlas->count);
+ for (int i = 0; i < atlas->count; i++) {
+ atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
+ for (int j = 0; j < 6; j++) {
+ atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
+ }
+ }
+
+ Vector<RID> fb;
+ fb.push_back(atlas->depth_buffer);
+ atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+
+ if (rpi->atlas_index == -1) {
+ for (int i = 0; i < atlas->reflections.size(); i++) {
+ if (atlas->reflections[i].owner.is_null()) {
+ rpi->atlas_index = i;
+ break;
+ }
+ }
+ //find the one used last
+ if (rpi->atlas_index == -1) {
+ //everything is in use, find the one least used via LRU
+ uint64_t pass_min = 0;
+
+ for (int i = 0; i < atlas->reflections.size(); i++) {
+ ReflectionProbeInstance *rpi2 = reflection_probe_instance_owner.get_or_null(atlas->reflections[i].owner);
+ if (rpi2->last_pass < pass_min) {
+ pass_min = rpi2->last_pass;
+ rpi->atlas_index = i;
+ }
+ }
+ }
+ }
+
+ if (rpi->atlas_index != -1) { // should we fail if this is still -1 ?
+ atlas->reflections.write[rpi->atlas_index].owner = p_instance;
+ }
+
+ rpi->atlas = p_reflection_atlas;
+ rpi->rendering = true;
+ rpi->dirty = false;
+ rpi->processing_layer = 1;
+ rpi->processing_side = 0;
+
+ RD::get_singleton()->draw_command_end_label();
+
+ return true;
+}
+
+RID RendererSceneRenderRD::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
+ Vector<RID> fb;
+ fb.push_back(p_color);
+ fb.push_back(p_depth);
+ return RD::get_singleton()->framebuffer_create(fb);
+}
+
+bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, false);
+ ERR_FAIL_COND_V(!rpi->rendering, false);
+ ERR_FAIL_COND_V(rpi->atlas.is_null(), false);
+
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
+ if (!atlas || rpi->atlas_index == -1) {
+ //does not belong to an atlas anymore, cancel (was removed from atlas or atlas changed while rendering)
+ rpi->rendering = false;
+ return false;
+ }
+
+ if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
+ // Using real time reflections, all roughness is done in one step
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
+ rpi->rendering = false;
+ rpi->processing_side = 0;
+ rpi->processing_layer = 1;
+ return true;
+ }
+
+ if (rpi->processing_layer > 1) {
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, 10, rpi->processing_layer, sky.sky_ggx_samples_quality);
+ rpi->processing_layer++;
+ if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) {
+ rpi->rendering = false;
+ rpi->processing_side = 0;
+ rpi->processing_layer = 1;
+ return true;
+ }
+ return false;
+
+ } else {
+ atlas->reflections.write[rpi->atlas_index].data.create_reflection_importance_sample(storage, false, rpi->processing_side, rpi->processing_layer, sky.sky_ggx_samples_quality);
+ }
+
+ rpi->processing_side++;
+ if (rpi->processing_side == 6) {
+ rpi->processing_side = 0;
+ rpi->processing_layer++;
+ }
+
+ return false;
+}
+
+uint32_t RendererSceneRenderRD::reflection_probe_instance_get_resolution(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, 0);
+
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
+ ERR_FAIL_COND_V(!atlas, 0);
+ return atlas->size;
+}
+
+RID RendererSceneRenderRD::reflection_probe_instance_get_framebuffer(RID p_instance, int p_index) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, RID());
+ ERR_FAIL_INDEX_V(p_index, 6, RID());
+
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
+ ERR_FAIL_COND_V(!atlas, RID());
+ return atlas->reflections[rpi->atlas_index].fbs[p_index];
+}
+
+RID RendererSceneRenderRD::reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, RID());
+ ERR_FAIL_INDEX_V(p_index, 6, RID());
+
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(rpi->atlas);
+ ERR_FAIL_COND_V(!atlas, RID());
+ return atlas->depth_fb;
+}
+
+///////////////////////////////////////////////////////////
+
+RID RendererSceneRenderRD::shadow_atlas_create() {
+ return shadow_atlas_owner.make_rid(ShadowAtlas());
+}
+
+void RendererSceneRenderRD::_update_shadow_atlas(ShadowAtlas *shadow_atlas) {
+ if (shadow_atlas->size > 0 && shadow_atlas->depth.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = shadow_atlas->use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
+ tf.width = shadow_atlas->size;
+ tf.height = shadow_atlas->size;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ Vector<RID> fb_tex;
+ fb_tex.push_back(shadow_atlas->depth);
+ shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ }
+}
+
+void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_COND(p_size < 0);
+ p_size = next_power_of_2(p_size);
+
+ if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
+ return;
+ }
+
+ // erasing atlas
+ if (shadow_atlas->depth.is_valid()) {
+ RD::get_singleton()->free(shadow_atlas->depth);
+ shadow_atlas->depth = RID();
+ }
+ for (int i = 0; i < 4; i++) {
+ //clear subdivisions
+ shadow_atlas->quadrants[i].shadows.resize(0);
+ shadow_atlas->quadrants[i].shadows.resize(1 << shadow_atlas->quadrants[i].subdivision);
+ }
+
+ //erase shadow atlas reference from lights
+ for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
+ LightInstance *li = light_instance_owner.get_or_null(E.key);
+ ERR_CONTINUE(!li);
+ li->shadow_atlases.erase(p_atlas);
+ }
+
+ //clear owners
+ shadow_atlas->shadow_owners.clear();
+
+ shadow_atlas->size = p_size;
+ shadow_atlas->use_16_bits = p_16_bits;
+}
+
+void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_INDEX(p_quadrant, 4);
+ ERR_FAIL_INDEX(p_subdivision, 16384);
+
+ uint32_t subdiv = next_power_of_2(p_subdivision);
+ if (subdiv & 0xaaaaaaaa) { //sqrt(subdiv) must be integer
+ subdiv <<= 1;
+ }
+
+ subdiv = int(Math::sqrt((float)subdiv));
+
+ //obtain the number that will be x*x
+
+ if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
+ return;
+ }
+
+ //erase all data from quadrant
+ for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
+ if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
+ shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+ LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
+ ERR_CONTINUE(!li);
+ li->shadow_atlases.erase(p_atlas);
+ }
+ }
+
+ shadow_atlas->quadrants[p_quadrant].shadows.resize(0);
+ shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
+ shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
+
+ //cache the smallest subdiv (for faster allocation in light update)
+
+ shadow_atlas->smallest_subdiv = 1 << 30;
+
+ for (int i = 0; i < 4; i++) {
+ if (shadow_atlas->quadrants[i].subdivision) {
+ shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
+ }
+ }
+
+ if (shadow_atlas->smallest_subdiv == 1 << 30) {
+ shadow_atlas->smallest_subdiv = 0;
+ }
+
+ //resort the size orders, simple bublesort for 4 elements..
+
+ int swaps = 0;
+ do {
+ swaps = 0;
+
+ for (int i = 0; i < 3; i++) {
+ if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
+ SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
+ swaps++;
+ }
+ }
+ } while (swaps > 0);
+}
+
+bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
+ for (int i = p_quadrant_count - 1; i >= 0; i--) {
+ int qidx = p_in_quadrants[i];
+
+ if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
+ return false;
+ }
+
+ //look for an empty space
+ int sc = shadow_atlas->quadrants[qidx].shadows.size();
+ const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
+
+ int found_free_idx = -1; //found a free one
+ int found_used_idx = -1; //found existing one, must steal it
+ uint64_t min_pass = 0; // pass of the existing one, try to use the least recently used one (LRU fashion)
+
+ for (int j = 0; j < sc; j++) {
+ if (!sarr[j].owner.is_valid()) {
+ found_free_idx = j;
+ break;
+ }
+
+ LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass != scene_pass) {
+ //was just allocated, don't kill it so soon, wait a bit..
+ if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+
+ if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
+ found_used_idx = j;
+ min_pass = sli->last_scene_pass;
+ }
+ }
+ }
+
+ if (found_free_idx == -1 && found_used_idx == -1) {
+ continue; //nothing found
+ }
+
+ if (found_free_idx == -1 && found_used_idx != -1) {
+ found_free_idx = found_used_idx;
+ }
+
+ r_quadrant = qidx;
+ r_shadow = found_free_idx;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
+ for (int i = p_quadrant_count - 1; i >= 0; i--) {
+ int qidx = p_in_quadrants[i];
+
+ if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
+ return false;
+ }
+
+ //look for an empty space
+ int sc = shadow_atlas->quadrants[qidx].shadows.size();
+ const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
+
+ int found_idx = -1;
+ uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
+
+ for (int j = 0; j < sc - 1; j++) {
+ uint64_t pass = 0;
+
+ if (sarr[j].owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass == scene_pass) {
+ continue;
+ }
+
+ //was just allocated, don't kill it so soon, wait a bit..
+ if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+ pass += sli->last_scene_pass;
+ }
+
+ if (sarr[j + 1].owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.get_or_null(sarr[j + 1].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass == scene_pass) {
+ continue;
+ }
+
+ //was just allocated, don't kill it so soon, wait a bit..
+ if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+ pass += sli->last_scene_pass;
+ }
+
+ if (found_idx == -1 || pass < min_pass) {
+ found_idx = j;
+ min_pass = pass;
+
+ // we found two empty spots, no need to check the rest
+ if (pass == 0) {
+ break;
+ }
+ }
+ }
+
+ if (found_idx == -1) {
+ continue; //nothing found
+ }
+
+ r_quadrant = qidx;
+ r_shadow = found_idx;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
+ ERR_FAIL_COND_V(!shadow_atlas, false);
+
+ LightInstance *li = light_instance_owner.get_or_null(p_light_intance);
+ ERR_FAIL_COND_V(!li, false);
+
+ if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
+ return false;
+ }
+
+ uint32_t quad_size = shadow_atlas->size >> 1;
+ int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
+
+ int valid_quadrants[4];
+ int valid_quadrant_count = 0;
+ int best_size = -1; //best size found
+ int best_subdiv = -1; //subdiv for the best size
+
+ //find the quadrants this fits into, and the best possible size it can fit into
+ for (int i = 0; i < 4; i++) {
+ int q = shadow_atlas->size_order[i];
+ int sd = shadow_atlas->quadrants[q].subdivision;
+ if (sd == 0) {
+ continue; //unused
+ }
+
+ int max_fit = quad_size / sd;
+
+ if (best_size != -1 && max_fit > best_size) {
+ break; //too large
+ }
+
+ valid_quadrants[valid_quadrant_count++] = q;
+ best_subdiv = sd;
+
+ if (max_fit >= desired_fit) {
+ best_size = max_fit;
+ }
+ }
+
+ ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
+
+ uint64_t tick = OS::get_singleton()->get_ticks_msec();
+
+ uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
+ uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
+ uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
+ int old_subdivision = -1;
+
+ bool should_realloc = false;
+ bool should_redraw = false;
+
+ if (shadow_atlas->shadow_owners.has(p_light_intance)) {
+ old_key = shadow_atlas->shadow_owners[p_light_intance];
+ old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
+ should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
+
+ if (!should_realloc) {
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
+ //already existing, see if it should redraw or it's just OK
+ return should_redraw;
+ }
+
+ old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
+ }
+
+ bool is_omni = li->light_type == RS::LIGHT_OMNI;
+ bool found_shadow = false;
+ int new_quadrant = -1;
+ int new_shadow = -1;
+
+ if (is_omni) {
+ found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
+ } else {
+ found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
+ }
+
+ if (found_shadow) {
+ if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
+
+ if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
+ }
+ }
+
+ uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
+ new_key |= new_shadow;
+
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
+ _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
+
+ sh->owner = p_light_intance;
+ sh->alloc_tick = tick;
+ sh->version = p_light_version;
+
+ if (is_omni) {
+ new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
+
+ int new_omni_shadow = new_shadow + 1;
+ ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
+ _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
+
+ extra_sh->owner = p_light_intance;
+ extra_sh->alloc_tick = tick;
+ extra_sh->version = p_light_version;
+ }
+
+ li->shadow_atlases.insert(p_atlas);
+
+ //update it in map
+ shadow_atlas->shadow_owners[p_light_intance] = new_key;
+ //make it dirty, as it should redraw anyway
+ return true;
+ }
+
+ return should_redraw;
+}
+
+void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
+ if (p_shadow->owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
+ uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
+
+ if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
+ uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
+ RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
+ omni_shadow->version = 0;
+ omni_shadow->owner = RID();
+ }
+
+ p_shadow->version = 0;
+ p_shadow->owner = RID();
+ sli->shadow_atlases.erase(p_atlas);
+ p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
+ }
+}
+
+void RendererSceneRenderRD::_update_directional_shadow_atlas() {
+ if (directional_shadow.depth.is_null() && directional_shadow.size > 0) {
+ RD::TextureFormat tf;
+ tf.format = directional_shadow.use_16_bits ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_D32_SFLOAT;
+ tf.width = directional_shadow.size;
+ tf.height = directional_shadow.size;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ Vector<RID> fb_tex;
+ fb_tex.push_back(directional_shadow.depth);
+ directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ }
+}
+void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
+ p_size = nearest_power_of_2_templated(p_size);
+
+ if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
+ return;
+ }
+
+ directional_shadow.size = p_size;
+ directional_shadow.use_16_bits = p_16_bits;
+
+ if (directional_shadow.depth.is_valid()) {
+ RD::get_singleton()->free(directional_shadow.depth);
+ directional_shadow.depth = RID();
+ _base_uniforms_changed();
+ }
+}
+
+void RendererSceneRenderRD::set_directional_shadow_count(int p_count) {
+ directional_shadow.light_count = p_count;
+ directional_shadow.current_light = 0;
+}
+
+static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
+ int split_h = 1;
+ int split_v = 1;
+
+ while (split_h * split_v < p_shadow_count) {
+ if (split_h == split_v) {
+ split_h <<= 1;
+ } else {
+ split_v <<= 1;
+ }
+ }
+
+ Rect2i rect(0, 0, p_size, p_size);
+ rect.size.width /= split_h;
+ rect.size.height /= split_v;
+
+ rect.position.x = rect.size.width * (p_shadow_index % split_h);
+ rect.position.y = rect.size.height * (p_shadow_index / split_h);
+
+ return rect;
+}
+
+int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance) {
+ ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
+
+ Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
+
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
+ ERR_FAIL_COND_V(!light_instance, 0);
+
+ switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
+ case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
+ break; //none
+ case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ r.size.height /= 2;
+ break;
+ case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
+ r.size /= 2;
+ break;
+ }
+
+ return MAX(r.size.width, r.size.height);
+}
+
+//////////////////////////////////////////////////
+
+RID RendererSceneRenderRD::camera_effects_allocate() {
+ return camera_effects_owner.allocate_rid();
+}
+void RendererSceneRenderRD::camera_effects_initialize(RID p_rid) {
+ camera_effects_owner.initialize_rid(p_rid, CameraEffects());
+}
+
+void RendererSceneRenderRD::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
+ dof_blur_quality = p_quality;
+ dof_blur_use_jitter = p_use_jitter;
+}
+
+void RendererSceneRenderRD::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
+ dof_blur_bokeh_shape = p_shape;
+}
+
+void RendererSceneRenderRD::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
+ ERR_FAIL_COND(!camfx);
+
+ camfx->dof_blur_far_enabled = p_far_enable;
+ camfx->dof_blur_far_distance = p_far_distance;
+ camfx->dof_blur_far_transition = p_far_transition;
+
+ camfx->dof_blur_near_enabled = p_near_enable;
+ camfx->dof_blur_near_distance = p_near_distance;
+ camfx->dof_blur_near_transition = p_near_transition;
+
+ camfx->dof_blur_amount = p_amount;
+}
+
+void RendererSceneRenderRD::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
+ ERR_FAIL_COND(!camfx);
+
+ camfx->override_exposure_enabled = p_enable;
+ camfx->override_exposure = p_exposure;
+}
+
+RID RendererSceneRenderRD::light_instance_create(RID p_light) {
+ RID li = light_instance_owner.make_rid(LightInstance());
+
+ LightInstance *light_instance = light_instance_owner.get_or_null(li);
+
+ light_instance->self = li;
+ light_instance->light = p_light;
+ light_instance->light_type = storage->light_get_type(p_light);
+ if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
+ light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
+ }
+
+ return li;
+}
+
+void RendererSceneRenderRD::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->transform = p_transform;
+}
+
+void RendererSceneRenderRD::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->aabb = p_aabb;
+}
+
+void RendererSceneRenderRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ ERR_FAIL_INDEX(p_pass, 6);
+
+ light_instance->shadow_transform[p_pass].camera = p_projection;
+ light_instance->shadow_transform[p_pass].transform = p_transform;
+ light_instance->shadow_transform[p_pass].farplane = p_far;
+ light_instance->shadow_transform[p_pass].split = p_split;
+ light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
+ light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
+ light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
+ light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
+}
+
+void RendererSceneRenderRD::light_instance_mark_visible(RID p_light_instance) {
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
+ ERR_FAIL_COND(!light_instance);
+
+ light_instance->last_scene_pass = scene_pass;
+}
+
+RendererSceneRenderRD::ShadowCubemap *RendererSceneRenderRD::_get_shadow_cubemap(int p_size) {
+ if (!shadow_cubemaps.has(p_size)) {
+ ShadowCubemap sc;
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+ tf.width = p_size;
+ tf.height = p_size;
+ tf.texture_type = RD::TEXTURE_TYPE_CUBE;
+ tf.array_layers = 6;
+ tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ sc.cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ for (int i = 0; i < 6; i++) {
+ RID side_texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), sc.cubemap, i, 0);
+ Vector<RID> fbtex;
+ fbtex.push_back(side_texture);
+ sc.side_fb[i] = RD::get_singleton()->framebuffer_create(fbtex);
+ }
+
+ shadow_cubemaps[p_size] = sc;
+ }
+
+ return &shadow_cubemaps[p_size];
+}
+
+//////////////////////////
+
+RID RendererSceneRenderRD::decal_instance_create(RID p_decal) {
+ DecalInstance di;
+ di.decal = p_decal;
+ di.forward_id = _allocate_forward_id(FORWARD_ID_TYPE_DECAL);
+ return decal_instance_owner.make_rid(di);
+}
+
+void RendererSceneRenderRD::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
+ DecalInstance *di = decal_instance_owner.get_or_null(p_decal);
+ ERR_FAIL_COND(!di);
+ di->transform = p_transform;
+}
+
+/////////////////////////////////
+
+RID RendererSceneRenderRD::lightmap_instance_create(RID p_lightmap) {
+ LightmapInstance li;
+ li.lightmap = p_lightmap;
+ return lightmap_instance_owner.make_rid(li);
+}
+void RendererSceneRenderRD::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
+ LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND(!li);
+ li->transform = p_transform;
+}
+
+/////////////////////////////////
+
+RID RendererSceneRenderRD::voxel_gi_instance_create(RID p_base) {
+ return gi.voxel_gi_instance_create(p_base);
+}
+
+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::voxel_gi_needs_update(RID p_probe) const {
+ if (!is_dynamic_gi_supported()) {
+ return false;
+ }
+
+ return gi.voxel_gi_needs_update(p_probe);
+}
+
+void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
+ if (!is_dynamic_gi_supported()) {
+ return;
+ }
+
+ gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
+}
+
+void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ if (!rb->sdfgi) {
+ return; //nothing to debug
+ }
+
+ rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
+}
+
+////////////////////////////////
+RID RendererSceneRenderRD::render_buffers_create() {
+ RenderBuffers rb;
+ rb.data = _create_render_buffer_data();
+ return render_buffers_owner.make_rid(rb);
+}
+
+void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) {
+ ERR_FAIL_COND(!rb->blur[0].texture.is_null());
+
+ uint32_t mipmaps_required = Image::get_image_required_mipmaps(rb->width, rb->height, Image::FORMAT_RGBAH);
+
+ // TODO make sure texture_create_shared_from_slice works for multiview
+
+ RD::TextureFormat tf;
+ tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
+ tf.array_layers = rb->view_count;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ if (_render_buffers_can_be_storage()) {
+ tf.usage_bits += RD::TEXTURE_USAGE_STORAGE_BIT;
+ } else {
+ tf.usage_bits += RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
+ tf.mipmaps = mipmaps_required;
+
+ rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ //the second one is smaller (only used for separatable part of blur)
+ tf.width >>= 1;
+ tf.height >>= 1;
+ tf.mipmaps--;
+ rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ int base_width = rb->width;
+ int base_height = rb->height;
+
+ for (uint32_t i = 0; i < mipmaps_required; i++) {
+ RenderBuffers::Blur::Mipmap mm;
+ mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
+
+ mm.width = base_width;
+ mm.height = base_height;
+
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(mm.texture);
+
+ mm.fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+
+ if (!_render_buffers_can_be_storage()) {
+ // and half texture, this is an intermediate result so just allocate a texture, is this good enough?
+ tf.width = MAX(1, base_width >> 1);
+ tf.height = base_height;
+ tf.mipmaps = 1; // 1 or 0?
+
+ mm.half_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> half_fb;
+ half_fb.push_back(mm.half_texture);
+ mm.half_fb = RD::get_singleton()->framebuffer_create(half_fb);
+ }
+
+ rb->blur[0].mipmaps.push_back(mm);
+
+ if (i > 0) {
+ mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
+
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(mm.texture);
+
+ mm.fb = RD::get_singleton()->framebuffer_create(fb);
+
+ // We can re-use the half texture here as it is an intermediate result
+ }
+
+ rb->blur[1].mipmaps.push_back(mm);
+ }
+
+ base_width = MAX(1, base_width >> 1);
+ base_height = MAX(1, base_height >> 1);
+ }
+
+ if (!_render_buffers_can_be_storage()) {
+ // create 4 weight textures, 2 full size, 2 half size
+
+ tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D;
+ tf.array_layers = rb->view_count;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.mipmaps = 1;
+ for (uint32_t i = 0; i < 4; i++) {
+ // associated blur texture
+ RID texture;
+ if (i == 0) {
+ texture = rb->texture;
+ } else if (i == 1) {
+ texture = rb->blur[0].mipmaps[0].texture;
+ } else if (i == 2) {
+ texture = rb->blur[1].mipmaps[0].texture;
+ } else if (i == 3) {
+ texture = rb->blur[0].mipmaps[1].texture;
+ }
+
+ // create weight texture
+ rb->weight_buffers[i].weight = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ // create frame buffer
+ Vector<RID> fb;
+ fb.push_back(texture);
+ fb.push_back(rb->weight_buffers[i].weight);
+ rb->weight_buffers[i].fb = RD::get_singleton()->framebuffer_create(fb);
+
+ if (i == 1) {
+ // next 2 are half size
+ tf.width = MAX(1, tf.width >> 1);
+ tf.height = MAX(1, tf.height >> 1);
+ }
+ }
+
+ {
+ // and finally an FB for just our base weights
+ Vector<RID> fb;
+ fb.push_back(rb->weight_buffers[0].weight);
+ rb->base_weight_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ }
+}
+
+void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *rb) {
+ ERR_FAIL_COND(!rb->depth_back_texture.is_null());
+
+ {
+ RD::TextureFormat tf;
+ if (rb->view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ }
+ // We're not using this as a depth stencil, just copying our data into this. May need to look into using a different format on mobile, maybe R16?
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.array_layers = rb->view_count; // create a layer for every view
+
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
+
+ rb->depth_back_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ if (!_render_buffers_can_be_storage()) {
+ // create framebuffer so we can write into this...
+
+ Vector<RID> fb;
+ fb.push_back(rb->depth_back_texture);
+
+ rb->depth_back_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
+ }
+}
+
+void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) {
+ ERR_FAIL_COND(!rb->luminance.current.is_null());
+
+ int w = rb->width;
+ int h = rb->height;
+
+ while (true) {
+ w = MAX(w / 8, 1);
+ h = MAX(h / 8, 1);
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = w;
+ tf.height = h;
+
+ bool final = w == 1 && h == 1;
+
+ if (_render_buffers_can_be_storage()) {
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (final) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT;
+ }
+ } else {
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+ }
+
+ RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ rb->luminance.reduce.push_back(texture);
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(texture);
+
+ rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb));
+ }
+
+ if (final) {
+ rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ if (!_render_buffers_can_be_storage()) {
+ Vector<RID> fb;
+ fb.push_back(rb->luminance.current);
+
+ rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ break;
+ }
+ }
+}
+
+void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
+ if (rb->texture_fb.is_valid()) {
+ RD::get_singleton()->free(rb->texture_fb);
+ rb->texture_fb = RID();
+ }
+
+ if (rb->texture.is_valid()) {
+ RD::get_singleton()->free(rb->texture);
+ rb->texture = RID();
+ }
+
+ if (rb->depth_texture.is_valid()) {
+ RD::get_singleton()->free(rb->depth_texture);
+ rb->depth_texture = RID();
+ }
+
+ if (rb->depth_back_fb.is_valid()) {
+ RD::get_singleton()->free(rb->depth_back_fb);
+ rb->depth_back_fb = RID();
+ }
+
+ if (rb->depth_back_texture.is_valid()) {
+ RD::get_singleton()->free(rb->depth_back_texture);
+ rb->depth_back_texture = RID();
+ }
+
+ for (int i = 0; i < 2; i++) {
+ for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) {
+ // do we free the texture slice here? or is it enough to free the main texture?
+
+ // do free the mobile extra stuff
+ if (rb->blur[i].mipmaps[m].fb.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
+ }
+ if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
+ }
+ if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
+ }
+ }
+ rb->blur[i].mipmaps.clear();
+
+ if (rb->blur[i].texture.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].texture);
+ rb->blur[i].texture = RID();
+ }
+ }
+
+ for (int i = 0; i < rb->luminance.fb.size(); i++) {
+ RD::get_singleton()->free(rb->luminance.fb[i]);
+ }
+ rb->luminance.fb.clear();
+
+ for (int i = 0; i < rb->luminance.reduce.size(); i++) {
+ RD::get_singleton()->free(rb->luminance.reduce[i]);
+ }
+ rb->luminance.reduce.clear();
+
+ if (rb->luminance.current_fb.is_valid()) {
+ RD::get_singleton()->free(rb->luminance.current_fb);
+ rb->luminance.current_fb = RID();
+ }
+
+ if (rb->luminance.current.is_valid()) {
+ RD::get_singleton()->free(rb->luminance.current);
+ rb->luminance.current = RID();
+ }
+
+ if (rb->ssao.depth.is_valid()) {
+ RD::get_singleton()->free(rb->ssao.depth);
+ RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
+ RD::get_singleton()->free(rb->ssao.ao_pong);
+ RD::get_singleton()->free(rb->ssao.ao_final);
+
+ RD::get_singleton()->free(rb->ssao.importance_map[0]);
+ RD::get_singleton()->free(rb->ssao.importance_map[1]);
+
+ rb->ssao.depth = RID();
+ rb->ssao.ao_deinterleaved = RID();
+ rb->ssao.ao_pong = RID();
+ rb->ssao.ao_final = RID();
+ rb->ssao.importance_map[0] = RID();
+ rb->ssao.importance_map[1] = RID();
+ rb->ssao.depth_slices.clear();
+ rb->ssao.ao_deinterleaved_slices.clear();
+ rb->ssao.ao_pong_slices.clear();
+ }
+
+ if (rb->ssr.blur_radius[0].is_valid()) {
+ RD::get_singleton()->free(rb->ssr.blur_radius[0]);
+ RD::get_singleton()->free(rb->ssr.blur_radius[1]);
+ rb->ssr.blur_radius[0] = RID();
+ rb->ssr.blur_radius[1] = RID();
+ }
+
+ if (rb->ssr.depth_scaled.is_valid()) {
+ RD::get_singleton()->free(rb->ssr.depth_scaled);
+ rb->ssr.depth_scaled = RID();
+ RD::get_singleton()->free(rb->ssr.normal_scaled);
+ rb->ssr.normal_scaled = RID();
+ }
+
+ if (rb->ambient_buffer.is_valid()) {
+ RD::get_singleton()->free(rb->ambient_buffer);
+ RD::get_singleton()->free(rb->reflection_buffer);
+ rb->ambient_buffer = RID();
+ rb->reflection_buffer = RID();
+ }
+}
+
+void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+
+ if (!can_use_effects) {
+ //just copy
+ return;
+ }
+
+ if (rb->blur[0].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ }
+
+ storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
+}
+
+void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+
+ if (!can_use_effects) {
+ //just copy
+ storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
+ return;
+ }
+
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
+ ERR_FAIL_COND(!env);
+
+ ERR_FAIL_COND(!env->ssr_enabled);
+
+ if (rb->ssr.depth_scaled.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = rb->width / 2;
+ tf.height = rb->height / 2;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+
+ rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = rb->width / 2;
+ tf.height = rb->height / 2;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ if (rb->blur[0].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ }
+
+ storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
+ storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
+}
+
+void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
+ ERR_FAIL_COND(!env);
+
+ RENDER_TIMESTAMP("Process SSAO");
+
+ if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) {
+ RD::get_singleton()->free(rb->ssao.depth);
+ RD::get_singleton()->free(rb->ssao.ao_deinterleaved);
+ RD::get_singleton()->free(rb->ssao.ao_pong);
+ RD::get_singleton()->free(rb->ssao.ao_final);
+
+ RD::get_singleton()->free(rb->ssao.importance_map[0]);
+ RD::get_singleton()->free(rb->ssao.importance_map[1]);
+
+ rb->ssao.depth = RID();
+ rb->ssao.ao_deinterleaved = RID();
+ rb->ssao.ao_pong = RID();
+ rb->ssao.ao_final = RID();
+ rb->ssao.importance_map[0] = RID();
+ rb->ssao.importance_map[1] = RID();
+ rb->ssao.depth_slices.clear();
+ rb->ssao.ao_deinterleaved_slices.clear();
+ rb->ssao.ao_pong_slices.clear();
+ }
+
+ int buffer_width;
+ int buffer_height;
+ int half_width;
+ int half_height;
+ if (ssao_half_size) {
+ buffer_width = (rb->width + 3) / 4;
+ buffer_height = (rb->height + 3) / 4;
+ half_width = (rb->width + 7) / 8;
+ half_height = (rb->height + 7) / 8;
+ } else {
+ buffer_width = (rb->width + 1) / 2;
+ buffer_height = (rb->height + 1) / 2;
+ half_width = (rb->width + 3) / 4;
+ half_height = (rb->height + 3) / 4;
+ }
+ bool uniform_sets_are_invalid = false;
+ if (rb->ssao.depth.is_null()) {
+ //allocate depth slices
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16_SFLOAT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.mipmaps = 4;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth");
+ for (uint32_t i = 0; i < tf.mipmaps; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY);
+ rb->ssao.depth_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0);
+ rb->ssao.ao_deinterleaved_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " ");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8_UNORM;
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tf.width = buffer_width;
+ tf.height = buffer_height;
+ tf.array_layers = 4;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong");
+ for (uint32_t i = 0; i < 4; i++) {
+ RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0);
+ rb->ssao.ao_pong_slices.push_back(slice);
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong");
+ }
+ }
+
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = half_width;
+ tf.height = half_height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map");
+ rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong");
+ }
+ {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
+ }
+ ssao_using_half_size = ssao_half_size;
+ uniform_sets_are_invalid = true;
+ }
+
+ EffectsRD::SSAOSettings settings;
+ settings.radius = env->ssao_radius;
+ settings.intensity = env->ssao_intensity;
+ settings.power = env->ssao_power;
+ settings.detail = env->ssao_detail;
+ settings.horizon = env->ssao_horizon;
+ settings.sharpness = env->ssao_sharpness;
+
+ settings.quality = ssao_quality;
+ settings.half_size = ssao_half_size;
+ settings.adaptive_target = ssao_adaptive_target;
+ settings.blur_passes = ssao_blur_passes;
+ settings.fadeout_from = ssao_fadeout_from;
+ settings.fadeout_to = ssao_fadeout_to;
+ settings.full_screen_size = Size2i(rb->width, rb->height);
+ settings.half_screen_size = Size2i(buffer_width, buffer_height);
+ settings.quarter_screen_size = Size2i(half_width, half_height);
+
+ storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set);
+}
+
+void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RD::get_singleton()->draw_command_begin_label("Copy screen texture");
+
+ if (rb->blur[0].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ }
+
+ // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
+
+ bool can_use_storage = _render_buffers_can_be_storage();
+
+ if (can_use_storage) {
+ storage->get_effects()->copy_to_rect(rb->texture, rb->blur[0].mipmaps[0].texture, Rect2i(0, 0, rb->width, rb->height));
+ for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
+ storage->get_effects()->make_mipmap(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].texture, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
+ }
+ } else {
+ storage->get_effects()->copy_to_fb_rect(rb->texture, rb->blur[0].mipmaps[0].fb, Rect2i(0, 0, rb->width, rb->height));
+ for (int i = 1; i < rb->blur[0].mipmaps.size(); i++) {
+ storage->get_effects()->make_mipmap_raster(rb->blur[0].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i].fb, Size2i(rb->blur[0].mipmaps[i].width, rb->blur[0].mipmaps[i].height));
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RD::get_singleton()->draw_command_begin_label("Copy depth texture");
+
+ if (rb->depth_back_texture.is_null()) {
+ _allocate_depth_backbuffer_textures(rb);
+ }
+
+ // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
+
+ bool can_use_storage = _render_buffers_can_be_storage();
+
+ if (can_use_storage) {
+ storage->get_effects()->copy_to_rect(rb->depth_texture, rb->depth_back_texture, Rect2i(0, 0, rb->width, rb->height));
+ } else {
+ storage->get_effects()->copy_to_fb_rect(rb->depth_texture, rb->depth_back_fb, Rect2i(0, 0, rb->width, rb->height));
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
+ //glow (if enabled)
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+ bool can_use_storage = _render_buffers_can_be_storage();
+
+ // @TODO IMPLEMENT MULTIVIEW, all effects need to support stereo buffers or effects are only applied to the left eye
+
+ if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
+ RD::get_singleton()->draw_command_begin_label("DOF");
+ if (rb->blur[0].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ }
+
+ EffectsRD::BokehBuffers buffers;
+
+ // textures we use
+ buffers.base_texture_size = Size2i(rb->width, rb->height);
+ buffers.base_texture = rb->texture;
+ buffers.depth_texture = rb->depth_texture;
+ buffers.secondary_texture = rb->blur[0].mipmaps[0].texture;
+ buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture;
+ buffers.half_texture[1] = rb->blur[0].mipmaps[1].texture;
+
+ float bokeh_size = camfx->dof_blur_amount * 64.0;
+ if (can_use_storage) {
+ storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
+ } else {
+ // set framebuffers
+ buffers.base_fb = rb->texture_fb;
+ buffers.secondary_fb = rb->weight_buffers[1].fb;
+ buffers.half_fb[0] = rb->weight_buffers[2].fb;
+ buffers.half_fb[1] = rb->weight_buffers[3].fb;
+ buffers.weight_texture[0] = rb->weight_buffers[0].weight;
+ buffers.weight_texture[1] = rb->weight_buffers[1].weight;
+ buffers.weight_texture[2] = rb->weight_buffers[2].weight;
+ buffers.weight_texture[3] = rb->weight_buffers[3].weight;
+
+ // set weight buffers
+ buffers.base_weight_fb = rb->base_weight_fb;
+
+ storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal);
+ }
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (can_use_effects && env && env->auto_exposure) {
+ RD::get_singleton()->draw_command_begin_label("Auto exposure");
+ if (rb->luminance.current.is_null()) {
+ _allocate_luminance_textures(rb);
+ }
+
+ bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
+ rb->auto_exposure_version = env->auto_exposure_version;
+
+ double step = env->auto_exp_speed * time_step;
+ if (can_use_storage) {
+ storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ } else {
+ storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate);
+ }
+ //swap final reduce with prev luminance
+ SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]);
+ if (!can_use_storage) {
+ SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]);
+ }
+
+ RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ int max_glow_level = -1;
+
+ if (can_use_effects && env && env->glow_enabled) {
+ RD::get_singleton()->draw_command_begin_label("Gaussian Glow");
+
+ /* see that blur textures are allocated */
+
+ if (rb->blur[1].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ }
+
+ for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
+ if (env->glow_levels[i] > 0.0) {
+ if (i >= rb->blur[1].mipmaps.size()) {
+ max_glow_level = rb->blur[1].mipmaps.size() - 1;
+ } else {
+ max_glow_level = i;
+ }
+ }
+ }
+
+ for (int i = 0; i < (max_glow_level + 1); i++) {
+ int vp_w = rb->blur[1].mipmaps[i].width;
+ int vp_h = rb->blur[1].mipmaps[i].height;
+
+ if (i == 0) {
+ RID luminance_texture;
+ if (env->auto_exposure && rb->luminance.current.is_valid()) {
+ luminance_texture = rb->luminance.current;
+ }
+ if (can_use_storage) {
+ storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ } else {
+ storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ }
+ } else {
+ if (can_use_storage) {
+ storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
+ } else {
+ storage->get_effects()->gaussian_glow_raster(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, glow_high_quality);
+ }
+ }
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ {
+ RD::get_singleton()->draw_command_begin_label("Tonemap");
+
+ //tonemap
+ EffectsRD::TonemapSettings tonemap;
+
+ if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
+ tonemap.use_auto_exposure = true;
+ tonemap.exposure_texture = rb->luminance.current;
+ tonemap.auto_exposure_grey = env->auto_exp_scale;
+ } else {
+ tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ }
+
+ if (can_use_effects && env && env->glow_enabled) {
+ tonemap.use_glow = true;
+ tonemap.glow_mode = EffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
+ tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
+ for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
+ tonemap.glow_levels[i] = env->glow_levels[i];
+ }
+ tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
+ tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
+ tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
+ tonemap.glow_texture = rb->blur[1].texture;
+ } else {
+ tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ }
+
+ if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
+ tonemap.use_fxaa = true;
+ }
+
+ tonemap.use_debanding = rb->use_debanding;
+ tonemap.texture_size = Vector2i(rb->width, rb->height);
+
+ if (env) {
+ tonemap.tonemap_mode = env->tone_mapper;
+ tonemap.white = env->white;
+ tonemap.exposure = env->exposure;
+ }
+
+ tonemap.use_color_correction = false;
+ tonemap.use_1d_color_correction = false;
+ tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+
+ if (can_use_effects && env) {
+ tonemap.use_bcs = env->adjustments_enabled;
+ tonemap.brightness = env->adjustments_brightness;
+ tonemap.contrast = env->adjustments_contrast;
+ tonemap.saturation = env->adjustments_saturation;
+ if (env->adjustments_enabled && env->color_correction.is_valid()) {
+ tonemap.use_color_correction = true;
+ tonemap.use_1d_color_correction = env->use_1d_color_correction;
+ tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
+ }
+ }
+
+ tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
+ tonemap.view_count = p_render_data->view_count;
+
+ storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
+
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ storage->render_target_disable_clear_request(rb->render_target);
+}
+
+void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
+ RD::get_singleton()->draw_command_begin_label("Post Process Subpass");
+
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
+
+ EffectsRD::TonemapSettings tonemap;
+
+ if (env) {
+ tonemap.tonemap_mode = env->tone_mapper;
+ tonemap.exposure = env->exposure;
+ tonemap.white = env->white;
+ }
+
+ // We don't support glow or auto exposure here, if they are needed, don't use subpasses!
+ // The problem is that we need to use the result so far and process them before we can
+ // apply this to our results.
+ if (can_use_effects && env && env->glow_enabled) {
+ ERR_FAIL_MSG("Glow is not supported when using subpasses.");
+ }
+ if (can_use_effects && env && env->auto_exposure) {
+ ERR_FAIL_MSG("Glow is not supported when using subpasses.");
+ }
+
+ tonemap.use_glow = false;
+ tonemap.glow_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ tonemap.use_auto_exposure = false;
+ tonemap.exposure_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+
+ tonemap.use_color_correction = false;
+ tonemap.use_1d_color_correction = false;
+ tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+
+ if (can_use_effects && env) {
+ tonemap.use_bcs = env->adjustments_enabled;
+ tonemap.brightness = env->adjustments_brightness;
+ tonemap.contrast = env->adjustments_contrast;
+ tonemap.saturation = env->adjustments_saturation;
+ if (env->adjustments_enabled && env->color_correction.is_valid()) {
+ tonemap.use_color_correction = true;
+ tonemap.use_1d_color_correction = env->use_1d_color_correction;
+ tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
+ }
+ }
+
+ tonemap.use_debanding = rb->use_debanding;
+ tonemap.texture_size = Vector2i(rb->width, rb->height);
+
+ tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
+ tonemap.view_count = p_render_data->view_count;
+
+ storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_data) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ storage->render_target_disable_clear_request(rb->render_target);
+}
+
+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.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
+ if (p_shadow_atlas.is_valid()) {
+ RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+
+ effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
+ }
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
+ if (directional_shadow_get_texture().is_valid()) {
+ RID shadow_atlas_texture = directional_shadow_get_texture();
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+
+ effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
+ }
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
+ RID decal_atlas = storage->decal_atlas_get_texture();
+
+ if (decal_atlas.is_valid()) {
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+
+ effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
+ }
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
+ if (rb->luminance.current.is_valid()) {
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+
+ effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
+ }
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) {
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+ RID ao_buf = rb->ssao.ao_final;
+ effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+ effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+ RID ambient_texture = rb->ambient_buffer;
+ RID reflection_texture = rb->reflection_buffer;
+ effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_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) {
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->adjustments_enabled = p_enable;
+ env->adjustments_brightness = p_brightness;
+ env->adjustments_contrast = p_contrast;
+ env->adjustments_saturation = p_saturation;
+ env->use_1d_color_correction = p_use_1d_color_correction;
+ env->color_correction = p_color_correction;
+}
+
+RID RendererSceneRenderRD::render_buffers_get_back_buffer_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ if (!rb->blur[0].texture.is_valid()) {
+ return RID(); //not valid at the moment
+ }
+ return rb->blur[0].texture;
+}
+
+RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ if (!rb->depth_back_texture.is_valid()) {
+ return RID(); //not valid at the moment
+ }
+ return rb->depth_back_texture;
+}
+
+RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ return rb->depth_texture;
+}
+
+RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ return rb->ssao.ao_final;
+}
+
+RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ if (rb->gi.voxel_gi_buffer.is_null()) {
+ rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
+ }
+ return rb->gi.voxel_gi_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) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ return rb->ambient_buffer;
+}
+RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ return rb->reflection_buffer;
+}
+
+uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, 0);
+ ERR_FAIL_COND_V(!rb->sdfgi, 0);
+
+ return rb->sdfgi->cascades.size();
+}
+bool RendererSceneRenderRD::render_buffers_is_sdfgi_enabled(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, false);
+
+ return rb->sdfgi != nullptr;
+}
+RID RendererSceneRenderRD::render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ ERR_FAIL_COND_V(!rb->sdfgi, RID());
+
+ return rb->sdfgi->lightprobe_texture;
+}
+
+Vector3 RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, Vector3());
+ ERR_FAIL_COND_V(!rb->sdfgi, Vector3());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3());
+
+ return Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + rb->sdfgi->cascades[p_cascade].position)) * rb->sdfgi->cascades[p_cascade].cell_size;
+}
+
+Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, Vector3i());
+ ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
+ ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
+ int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
+
+ return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
+}
+
+float RendererSceneRenderRD::render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, 0);
+ ERR_FAIL_COND_V(!rb->sdfgi, 0);
+
+ return rb->sdfgi->normal_bias;
+}
+float RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, 0);
+ ERR_FAIL_COND_V(!rb->sdfgi, 0);
+ ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), 0);
+
+ return float(rb->sdfgi->cascade_size) * rb->sdfgi->cascades[p_cascade].cell_size / float(rb->sdfgi->probe_axis_count - 1);
+}
+uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, 0);
+ ERR_FAIL_COND_V(!rb->sdfgi, 0);
+
+ return rb->sdfgi->probe_axis_count;
+}
+
+uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, 0);
+ ERR_FAIL_COND_V(!rb->sdfgi, 0);
+
+ return rb->sdfgi->cascade_size;
+}
+
+bool RendererSceneRenderRD::render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, false);
+ ERR_FAIL_COND_V(!rb->sdfgi, false);
+
+ return rb->sdfgi->uses_occlusion;
+}
+
+float RendererSceneRenderRD::render_buffers_get_sdfgi_energy(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, 0.0);
+ ERR_FAIL_COND_V(!rb->sdfgi, 0.0);
+
+ return rb->sdfgi->energy;
+}
+RID RendererSceneRenderRD::render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+ ERR_FAIL_COND_V(!rb->sdfgi, RID());
+
+ return rb->sdfgi->occlusion_texture;
+}
+
+bool RendererSceneRenderRD::render_buffers_has_volumetric_fog(RID p_render_buffers) const {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, false);
+
+ return rb->volumetric_fog != nullptr;
+}
+RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_texture(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, RID());
+
+ return rb->volumetric_fog->fog_map;
+}
+
+RID RendererSceneRenderRD::render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ if (!rb->volumetric_fog) {
+ return RID();
+ }
+
+ return rb->volumetric_fog->sky_uniform_set;
+}
+
+float RendererSceneRenderRD::render_buffers_get_volumetric_fog_end(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
+ return rb->volumetric_fog->length;
+}
+float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers) {
+ const RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb || !rb->volumetric_fog, 0);
+ return rb->volumetric_fog->spread;
+}
+
+float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
+ return 1.0;
+}
+
+RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
+ return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+}
+
+bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
+ return true;
+}
+
+void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
+ ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
+
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+
+ // Should we add an overrule per viewport?
+ rb->width = p_width;
+ rb->height = p_height;
+ rb->render_target = p_render_target;
+ rb->msaa = p_msaa;
+ rb->screen_space_aa = p_screen_space_aa;
+ rb->use_debanding = p_use_debanding;
+ rb->view_count = p_view_count;
+
+ if (is_clustered_enabled()) {
+ if (rb->cluster_builder == nullptr) {
+ rb->cluster_builder = memnew(ClusterBuilderRD);
+ }
+ rb->cluster_builder->set_shared(&cluster_builder_shared);
+ }
+
+ _free_render_buffer_data(rb);
+
+ {
+ RD::TextureFormat tf;
+ if (rb->view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ }
+ tf.format = _render_buffers_get_color_format();
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.array_layers = rb->view_count; // create a layer for every view
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ }
+ tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer
+
+ rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ {
+ RD::TextureFormat tf;
+ if (rb->view_count > 1) {
+ tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ }
+ if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ } else {
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ }
+
+ tf.width = rb->width;
+ tf.height = rb->height;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tf.array_layers = rb->view_count; // create a layer for every view
+
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ } else {
+ tf.usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+ }
+
+ rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ if (!_render_buffers_can_be_storage()) {
+ // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS!
+ Vector<RID> fb;
+ fb.push_back(rb->texture);
+
+ rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
+ }
+
+ RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
+ rb->data->configure(rb->texture, rb->depth_texture, target_texture, rb->width, rb->height, p_msaa, p_view_count);
+
+ if (is_clustered_enabled()) {
+ rb->cluster_builder->setup(Size2i(rb->width, rb->height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
+ }
+}
+
+void RendererSceneRenderRD::gi_set_use_half_resolution(bool p_enable) {
+ gi.half_resolution = p_enable;
+}
+
+void RendererSceneRenderRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
+ sss_quality = p_quality;
+}
+
+RS::SubSurfaceScatteringQuality RendererSceneRenderRD::sub_surface_scattering_get_quality() const {
+ return sss_quality;
+}
+
+void RendererSceneRenderRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
+ sss_scale = p_scale;
+ sss_depth_scale = p_depth_scale;
+}
+
+void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) {
+ ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
+
+ if (shadows_quality != p_quality) {
+ shadows_quality = p_quality;
+
+ switch (shadows_quality) {
+ case RS::SHADOW_QUALITY_HARD: {
+ penumbra_shadow_samples = 4;
+ soft_shadow_samples = 1;
+ shadows_quality_radius = 1.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_LOW: {
+ penumbra_shadow_samples = 8;
+ soft_shadow_samples = 4;
+ shadows_quality_radius = 2.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
+ penumbra_shadow_samples = 12;
+ soft_shadow_samples = 8;
+ shadows_quality_radius = 2.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_HIGH: {
+ penumbra_shadow_samples = 24;
+ soft_shadow_samples = 16;
+ shadows_quality_radius = 3.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_ULTRA: {
+ penumbra_shadow_samples = 32;
+ soft_shadow_samples = 32;
+ shadows_quality_radius = 4.0;
+ } break;
+ case RS::SHADOW_QUALITY_MAX:
+ break;
+ }
+ get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
+ get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
+ }
+
+ _update_shader_quality_settings();
+}
+
+void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
+ ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
+
+ if (directional_shadow_quality != p_quality) {
+ directional_shadow_quality = p_quality;
+
+ switch (directional_shadow_quality) {
+ case RS::SHADOW_QUALITY_HARD: {
+ directional_penumbra_shadow_samples = 4;
+ directional_soft_shadow_samples = 1;
+ directional_shadow_quality_radius = 1.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_LOW: {
+ directional_penumbra_shadow_samples = 8;
+ directional_soft_shadow_samples = 4;
+ directional_shadow_quality_radius = 2.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
+ directional_penumbra_shadow_samples = 12;
+ directional_soft_shadow_samples = 8;
+ directional_shadow_quality_radius = 2.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_HIGH: {
+ directional_penumbra_shadow_samples = 24;
+ directional_soft_shadow_samples = 16;
+ directional_shadow_quality_radius = 3.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_ULTRA: {
+ directional_penumbra_shadow_samples = 32;
+ directional_soft_shadow_samples = 32;
+ directional_shadow_quality_radius = 4.0;
+ } break;
+ case RS::SHADOW_QUALITY_MAX:
+ break;
+ }
+ get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
+ get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
+ }
+
+ _update_shader_quality_settings();
+}
+
+void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) {
+ if (decals_filter == p_filter) {
+ return;
+ }
+ decals_filter = p_filter;
+ _update_shader_quality_settings();
+}
+void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) {
+ if (light_projectors_filter == p_filter) {
+ return;
+ }
+ light_projectors_filter = p_filter;
+ _update_shader_quality_settings();
+}
+
+int RendererSceneRenderRD::get_roughness_layers() const {
+ return sky.roughness_layers;
+}
+
+bool RendererSceneRenderRD::is_using_radiance_cubemap_array() const {
+ return sky.sky_use_cubemap_array;
+}
+
+RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_get_data(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, nullptr);
+ return rb->data;
+}
+
+void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
+ cluster.reflection_count = 0;
+
+ for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
+ if (cluster.reflection_count == cluster.max_reflections) {
+ break;
+ }
+
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_reflections[i]);
+ if (!rpi) {
+ continue;
+ }
+
+ cluster.reflection_sort[cluster.reflection_count].instance = rpi;
+ cluster.reflection_sort[cluster.reflection_count].depth = -p_camera_inverse_transform.xform(rpi->transform.origin).z;
+ cluster.reflection_count++;
+ }
+
+ if (cluster.reflection_count > 0) {
+ SortArray<Cluster::InstanceSort<ReflectionProbeInstance>> sort_array;
+ sort_array.sort(cluster.reflection_sort, cluster.reflection_count);
+ }
+
+ bool using_forward_ids = _uses_forward_ids();
+ for (uint32_t i = 0; i < cluster.reflection_count; i++) {
+ ReflectionProbeInstance *rpi = cluster.reflection_sort[i].instance;
+
+ if (using_forward_ids) {
+ _map_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id, i);
+ }
+
+ RID base_probe = rpi->probe;
+
+ Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
+
+ 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;
+ reflection_ubo.index = rpi->atlas_index;
+
+ Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
+
+ reflection_ubo.box_offset[0] = origin_offset.x;
+ reflection_ubo.box_offset[1] = origin_offset.y;
+ reflection_ubo.box_offset[2] = origin_offset.z;
+ reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
+
+ reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
+ reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
+
+ reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
+ reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
+
+ Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
+ float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
+ reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
+ reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
+ reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
+
+ Transform3D transform = rpi->transform;
+ Transform3D proj = (p_camera_inverse_transform * transform).inverse();
+ RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
+
+ 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(Cluster::ReflectionData), cluster.reflections, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+}
+
+void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
+ Transform3D inverse_transform = p_camera_transform.affine_inverse();
+
+ r_directional_light_count = 0;
+ r_positional_light_count = 0;
+ sky.sky_scene_state.ubo.directional_light_count = 0;
+
+ Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+
+ cluster.omni_light_count = 0;
+ cluster.spot_light_count = 0;
+
+ r_directional_light_soft_shadows = false;
+
+ for (int i = 0; i < (int)p_lights.size(); i++) {
+ LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
+ if (!li) {
+ continue;
+ }
+ RID base = li->light;
+
+ ERR_CONTINUE(base.is_null());
+
+ RS::LightType type = storage->light_get_type(base);
+ switch (type) {
+ case RS::LIGHT_DIRECTIONAL: {
+ // Copy to SkyDirectionalLightData
+ if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
+ RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
+ Transform3D light_transform = li->transform;
+ Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
+
+ sky_light_data.direction[0] = world_direction.x;
+ sky_light_data.direction[1] = world_direction.y;
+ sky_light_data.direction[2] = -world_direction.z;
+
+ float sign = storage->light_is_negative(base) ? -1 : 1;
+ sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+
+ Color linear_col = storage->light_get_color(base).to_linear();
+ sky_light_data.color[0] = linear_col.r;
+ sky_light_data.color[1] = linear_col.g;
+ sky_light_data.color[2] = linear_col.b;
+
+ sky_light_data.enabled = true;
+
+ float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (angular_diameter > 0.0) {
+ // I know tan(0) is 0, but let's not risk it with numerical precision.
+ // technically this will keep expanding until reaching the sun, but all we care
+ // is expand until we reach the radius of the near plane (there can't be more occluders than that)
+ angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ if (storage->light_has_shadow(base)) {
+ r_directional_light_soft_shadows = true;
+ }
+ } else {
+ angular_diameter = 0.0;
+ }
+ sky_light_data.size = angular_diameter;
+ sky.sky_scene_state.ubo.directional_light_count++;
+ }
+
+ if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
+ continue;
+ }
+
+ Cluster::DirectionalLightData &light_data = cluster.directional_lights[r_directional_light_count];
+
+ Transform3D light_transform = li->transform;
+
+ Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
+
+ light_data.direction[0] = direction.x;
+ light_data.direction[1] = direction.y;
+ light_data.direction[2] = direction.z;
+
+ float sign = storage->light_is_negative(base) ? -1 : 1;
+
+ light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
+
+ Color linear_col = storage->light_get_color(base).to_linear();
+ light_data.color[0] = linear_col.r;
+ light_data.color[1] = linear_col.g;
+ light_data.color[2] = linear_col.b;
+
+ light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
+ light_data.mask = storage->light_get_cull_mask(base);
+
+ float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+
+ light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
+
+ Color shadow_col = storage->light_get_shadow_color(base).to_linear();
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
+ light_data.shadow_color1[0] = 1.0;
+ light_data.shadow_color1[1] = 0.0;
+ light_data.shadow_color1[2] = 0.0;
+ light_data.shadow_color1[3] = 1.0;
+ light_data.shadow_color2[0] = 0.0;
+ light_data.shadow_color2[1] = 1.0;
+ light_data.shadow_color2[2] = 0.0;
+ light_data.shadow_color2[3] = 1.0;
+ light_data.shadow_color3[0] = 0.0;
+ light_data.shadow_color3[1] = 0.0;
+ light_data.shadow_color3[2] = 1.0;
+ light_data.shadow_color3[3] = 1.0;
+ light_data.shadow_color4[0] = 1.0;
+ light_data.shadow_color4[1] = 1.0;
+ light_data.shadow_color4[2] = 0.0;
+ light_data.shadow_color4[3] = 1.0;
+
+ } else {
+ light_data.shadow_color1[0] = shadow_col.r;
+ light_data.shadow_color1[1] = shadow_col.g;
+ light_data.shadow_color1[2] = shadow_col.b;
+ light_data.shadow_color1[3] = 1.0;
+ light_data.shadow_color2[0] = shadow_col.r;
+ light_data.shadow_color2[1] = shadow_col.g;
+ light_data.shadow_color2[2] = shadow_col.b;
+ light_data.shadow_color2[3] = 1.0;
+ light_data.shadow_color3[0] = shadow_col.r;
+ light_data.shadow_color3[1] = shadow_col.g;
+ light_data.shadow_color3[2] = shadow_col.b;
+ light_data.shadow_color3[3] = 1.0;
+ light_data.shadow_color4[0] = shadow_col.r;
+ light_data.shadow_color4[1] = shadow_col.g;
+ light_data.shadow_color4[2] = shadow_col.b;
+ light_data.shadow_color4[3] = 1.0;
+ }
+
+ light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
+
+ float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (angular_diameter > 0.0) {
+ // I know tan(0) is 0, but let's not risk it with numerical precision.
+ // technically this will keep expanding until reaching the sun, but all we care
+ // is expand until we reach the radius of the near plane (there can't be more occluders than that)
+ angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ } else {
+ angular_diameter = 0.0;
+ }
+
+ if (light_data.shadow_enabled) {
+ RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
+
+ int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
+ light_data.blend_splits = storage->light_directional_get_blend_splits(base);
+ for (int j = 0; j < 4; j++) {
+ Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
+ CameraMatrix matrix = li->shadow_transform[j].camera;
+ float split = li->shadow_transform[MIN(limit, j)].split;
+
+ CameraMatrix bias;
+ bias.set_light_bias();
+ CameraMatrix rectm;
+ rectm.set_light_atlas_rect(atlas_rect);
+
+ Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
+
+ CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
+ light_data.shadow_split_offsets[j] = split;
+ float bias_scale = li->shadow_transform[j].bias_scale;
+ light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
+ light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
+ light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
+ light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
+ light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
+ RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
+
+ Vector2 uv_scale = li->shadow_transform[j].uv_scale;
+ uv_scale *= atlas_rect.size; //adapt to atlas size
+ switch (j) {
+ case 0: {
+ light_data.uv_scale1[0] = uv_scale.x;
+ light_data.uv_scale1[1] = uv_scale.y;
+ } break;
+ case 1: {
+ light_data.uv_scale2[0] = uv_scale.x;
+ light_data.uv_scale2[1] = uv_scale.y;
+ } break;
+ case 2: {
+ light_data.uv_scale3[0] = uv_scale.x;
+ light_data.uv_scale3[1] = uv_scale.y;
+ } break;
+ case 3: {
+ light_data.uv_scale4[0] = uv_scale.x;
+ light_data.uv_scale4[1] = uv_scale.y;
+ } break;
+ }
+ }
+
+ float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
+ light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
+ light_data.fade_to = -light_data.shadow_split_offsets[3];
+ light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
+
+ light_data.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
+ }
+ }
+
+ r_directional_light_count++;
+ } break;
+ case RS::LIGHT_OMNI: {
+ if (cluster.omni_light_count >= cluster.max_lights) {
+ continue;
+ }
+
+ cluster.omni_light_sort[cluster.omni_light_count].instance = li;
+ cluster.omni_light_sort[cluster.omni_light_count].depth = camera_plane.distance_to(li->transform.origin);
+ cluster.omni_light_count++;
+ } break;
+ case RS::LIGHT_SPOT: {
+ if (cluster.spot_light_count >= cluster.max_lights) {
+ continue;
+ }
+
+ cluster.spot_light_sort[cluster.spot_light_count].instance = li;
+ cluster.spot_light_sort[cluster.spot_light_count].depth = camera_plane.distance_to(li->transform.origin);
+ cluster.spot_light_count++;
+ } break;
+ }
+
+ li->last_pass = RSG::rasterizer->get_frame_number();
+ }
+
+ if (cluster.omni_light_count) {
+ SortArray<Cluster::InstanceSort<LightInstance>> sorter;
+ sorter.sort(cluster.omni_light_sort, cluster.omni_light_count);
+ }
+
+ if (cluster.spot_light_count) {
+ SortArray<Cluster::InstanceSort<LightInstance>> sorter;
+ sorter.sort(cluster.spot_light_sort, cluster.spot_light_count);
+ }
+
+ ShadowAtlas *shadow_atlas = nullptr;
+
+ if (p_shadow_atlas.is_valid() && p_using_shadows) {
+ shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ }
+
+ bool using_forward_ids = _uses_forward_ids();
+
+ for (uint32_t i = 0; i < (cluster.omni_light_count + cluster.spot_light_count); i++) {
+ uint32_t index = (i < cluster.omni_light_count) ? i : i - (cluster.omni_light_count);
+ Cluster::LightData &light_data = (i < cluster.omni_light_count) ? cluster.omni_lights[index] : cluster.spot_lights[index];
+ RS::LightType type = (i < cluster.omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
+ LightInstance *li = (i < cluster.omni_light_count) ? cluster.omni_light_sort[index].instance : cluster.spot_light_sort[index].instance;
+ RID base = li->light;
+
+ if (using_forward_ids) {
+ _map_forward_id(type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, li->forward_id, index);
+ }
+
+ Transform3D light_transform = li->transform;
+
+ float sign = storage->light_is_negative(base) ? -1 : 1;
+ Color linear_col = storage->light_get_color(base).to_linear();
+
+ light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
+
+ float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
+
+ light_data.color[0] = linear_col.r * energy;
+ light_data.color[1] = linear_col.g * energy;
+ light_data.color[2] = linear_col.b * energy;
+ light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
+ light_data.bake_mode = storage->light_get_bake_mode(base);
+
+ float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
+ light_data.inv_radius = 1.0 / radius;
+
+ Vector3 pos = inverse_transform.xform(light_transform.origin);
+
+ light_data.position[0] = pos.x;
+ light_data.position[1] = pos.y;
+ light_data.position[2] = pos.z;
+
+ Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
+
+ light_data.direction[0] = direction.x;
+ light_data.direction[1] = direction.y;
+ light_data.direction[2] = direction.z;
+
+ float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+
+ light_data.size = size;
+
+ light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
+
+ light_data.mask = storage->light_get_cull_mask(base);
+
+ light_data.atlas_rect[0] = 0;
+ light_data.atlas_rect[1] = 0;
+ light_data.atlas_rect[2] = 0;
+ light_data.atlas_rect[3] = 0;
+
+ RID projector = storage->light_get_projector(base);
+
+ if (projector.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(projector);
+
+ if (type == RS::LIGHT_SPOT) {
+ light_data.projector_rect[0] = rect.position.x;
+ light_data.projector_rect[1] = rect.position.y + rect.size.height; //flip because shadow is flipped
+ light_data.projector_rect[2] = rect.size.width;
+ light_data.projector_rect[3] = -rect.size.height;
+ } else {
+ light_data.projector_rect[0] = rect.position.x;
+ light_data.projector_rect[1] = rect.position.y;
+ light_data.projector_rect[2] = rect.size.width;
+ light_data.projector_rect[3] = rect.size.height * 0.5; //used by dp, so needs to be half
+ }
+ } else {
+ light_data.projector_rect[0] = 0;
+ light_data.projector_rect[1] = 0;
+ light_data.projector_rect[2] = 0;
+ light_data.projector_rect[3] = 0;
+ }
+
+ if (shadow_atlas && shadow_atlas->shadow_owners.has(li->self)) {
+ // fill in the shadow information
+
+ light_data.shadow_enabled = true;
+
+ float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
+
+ if (type == RS::LIGHT_SPOT) {
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
+ } else { //omni
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
+ }
+
+ light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
+
+ Vector2i omni_offset;
+ Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
+
+ light_data.atlas_rect[0] = rect.position.x;
+ light_data.atlas_rect[1] = rect.position.y;
+ light_data.atlas_rect[2] = rect.size.width;
+ light_data.atlas_rect[3] = rect.size.height;
+
+ light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
+ light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
+
+ if (type == RS::LIGHT_OMNI) {
+ Transform3D proj = (inverse_transform * light_transform).inverse();
+
+ RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
+
+ if (size > 0.0) {
+ light_data.soft_shadow_size = size;
+ } else {
+ light_data.soft_shadow_size = 0.0;
+ light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
+ }
+
+ light_data.direction[0] = omni_offset.x * float(rect.size.width);
+ light_data.direction[1] = omni_offset.y * float(rect.size.height);
+ } else if (type == RS::LIGHT_SPOT) {
+ Transform3D modelview = (inverse_transform * light_transform).inverse();
+ CameraMatrix bias;
+ bias.set_light_bias();
+
+ CameraMatrix shadow_mtx = bias * li->shadow_transform[0].camera * modelview;
+ RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrix);
+
+ if (size > 0.0) {
+ CameraMatrix cm = li->shadow_transform[0].camera;
+ float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
+ light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
+ } else {
+ light_data.soft_shadow_size = 0.0;
+ light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
+ }
+ }
+ } else {
+ light_data.shadow_enabled = false;
+ }
+
+ li->cull_mask = storage->light_get_cull_mask(base);
+
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
+ }
+
+ r_positional_light_count++;
+ }
+
+ //update without barriers
+ if (cluster.omni_light_count) {
+ RD::get_singleton()->buffer_update(cluster.omni_light_buffer, 0, sizeof(Cluster::LightData) * cluster.omni_light_count, cluster.omni_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+
+ if (cluster.spot_light_count) {
+ RD::get_singleton()->buffer_update(cluster.spot_light_buffer, 0, sizeof(Cluster::LightData) * cluster.spot_light_count, cluster.spot_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+
+ if (r_directional_light_count) {
+ RD::get_singleton()->buffer_update(cluster.directional_light_buffer, 0, sizeof(Cluster::DirectionalLightData) * r_directional_light_count, cluster.directional_lights, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+}
+
+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);
+
+ uint32_t decal_count = p_decals.size();
+
+ cluster.decal_count = 0;
+
+ for (uint32_t i = 0; i < decal_count; i++) {
+ if (cluster.decal_count == cluster.max_decals) {
+ break;
+ }
+
+ DecalInstance *di = decal_instance_owner.get_or_null(p_decals[i]);
+ if (!di) {
+ continue;
+ }
+ RID decal = di->decal;
+
+ Transform3D xform = di->transform;
+
+ real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+
+ if (storage->decal_is_distance_fade_enabled(decal)) {
+ float fade_begin = storage->decal_get_distance_fade_begin(decal);
+ float fade_length = storage->decal_get_distance_fade_length(decal);
+
+ if (distance > fade_begin) {
+ if (distance > fade_begin + fade_length) {
+ continue; // do not use this decal, its invisible
+ }
+ }
+ }
+
+ cluster.decal_sort[cluster.decal_count].instance = di;
+ cluster.decal_sort[cluster.decal_count].depth = distance;
+ cluster.decal_count++;
+ }
+
+ if (cluster.decal_count > 0) {
+ SortArray<Cluster::InstanceSort<DecalInstance>> sort_array;
+ sort_array.sort(cluster.decal_sort, cluster.decal_count);
+ }
+
+ bool using_forward_ids = _uses_forward_ids();
+ for (uint32_t i = 0; i < cluster.decal_count; i++) {
+ DecalInstance *di = cluster.decal_sort[i].instance;
+ RID decal = di->decal;
+
+ if (using_forward_ids) {
+ _map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, 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)) {
+ real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+ float fade_begin = storage->decal_get_distance_fade_begin(decal);
+ float fade_length = storage->decal_get_distance_fade_length(decal);
+
+ if (distance > fade_begin) {
+ fade = 1.0 - (distance - fade_begin) / fade_length;
+ }
+ }
+
+ Cluster::DecalData &dd = cluster.decals[i];
+
+ Vector3 decal_extents = storage->decal_get_extents(decal);
+
+ Transform3D scale_xform;
+ scale_xform.basis.scale(decal_extents);
+ Transform3D to_decal_xform = (p_camera_inverse_xform * di->transform * scale_xform * uv_xform).affine_inverse();
+ RendererStorageRD::store_transform(to_decal_xform, dd.xform);
+
+ Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
+ normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
+
+ dd.normal[0] = normal.x;
+ dd.normal[1] = normal.y;
+ dd.normal[2] = normal.z;
+ dd.normal_fade = storage->decal_get_normal_fade(decal);
+
+ RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
+ RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
+ if (albedo_tex.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
+ dd.albedo_rect[0] = rect.position.x;
+ dd.albedo_rect[1] = rect.position.y;
+ dd.albedo_rect[2] = rect.size.x;
+ dd.albedo_rect[3] = rect.size.y;
+ } else {
+ if (!emission_tex.is_valid()) {
+ continue; //no albedo, no emission, no decal.
+ }
+ dd.albedo_rect[0] = 0;
+ dd.albedo_rect[1] = 0;
+ dd.albedo_rect[2] = 0;
+ dd.albedo_rect[3] = 0;
+ }
+
+ RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
+
+ if (normal_tex.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
+ dd.normal_rect[0] = rect.position.x;
+ dd.normal_rect[1] = rect.position.y;
+ dd.normal_rect[2] = rect.size.x;
+ dd.normal_rect[3] = rect.size.y;
+
+ Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
+ RendererStorageRD::store_basis_3x4(normal_xform, dd.normal_xform);
+ } else {
+ dd.normal_rect[0] = 0;
+ dd.normal_rect[1] = 0;
+ dd.normal_rect[2] = 0;
+ dd.normal_rect[3] = 0;
+ }
+
+ RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
+ if (orm_tex.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
+ dd.orm_rect[0] = rect.position.x;
+ dd.orm_rect[1] = rect.position.y;
+ dd.orm_rect[2] = rect.size.x;
+ dd.orm_rect[3] = rect.size.y;
+ } else {
+ dd.orm_rect[0] = 0;
+ dd.orm_rect[1] = 0;
+ dd.orm_rect[2] = 0;
+ dd.orm_rect[3] = 0;
+ }
+
+ if (emission_tex.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
+ dd.emission_rect[0] = rect.position.x;
+ dd.emission_rect[1] = rect.position.y;
+ dd.emission_rect[2] = rect.size.x;
+ dd.emission_rect[3] = rect.size.y;
+ } else {
+ dd.emission_rect[0] = 0;
+ dd.emission_rect[1] = 0;
+ dd.emission_rect[2] = 0;
+ dd.emission_rect[3] = 0;
+ }
+
+ Color modulate = storage->decal_get_modulate(decal);
+ dd.modulate[0] = modulate.r;
+ dd.modulate[1] = modulate.g;
+ dd.modulate[2] = modulate.b;
+ dd.modulate[3] = modulate.a * fade;
+ dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
+ dd.albedo_mix = storage->decal_get_albedo_mix(decal);
+ dd.mask = storage->decal_get_cull_mask(decal);
+ dd.upper_fade = storage->decal_get_upper_fade(decal);
+ dd.lower_fade = storage->decal_get_lower_fade(decal);
+
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
+ }
+ }
+
+ if (cluster.decal_count > 0) {
+ RD::get_singleton()->buffer_update(cluster.decal_buffer, 0, sizeof(Cluster::DecalData) * cluster.decal_count, cluster.decals, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
+ }
+}
+
+void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
+ ERR_FAIL_COND(!rb->volumetric_fog);
+
+ RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map);
+ RD::get_singleton()->free(rb->volumetric_fog->light_density_map);
+ RD::get_singleton()->free(rb->volumetric_fog->fog_map);
+
+ if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set);
+ }
+ if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) {
+ RD::get_singleton()->free(rb->volumetric_fog->uniform_set2);
+ }
+ if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set);
+ }
+ if (rb->volumetric_fog->sky_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sky_uniform_set)) {
+ RD::get_singleton()->free(rb->volumetric_fog->sky_uniform_set);
+ }
+
+ memdelete(rb->volumetric_fog);
+
+ rb->volumetric_fog = nullptr;
+}
+
+void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count) {
+ ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment);
+
+ float ratio = float(rb->width) / float((rb->width + rb->height) / 2);
+ uint32_t target_width = uint32_t(float(volumetric_fog_size) * ratio);
+ uint32_t target_height = uint32_t(float(volumetric_fog_size) / ratio);
+
+ if (rb->volumetric_fog) {
+ //validate
+ if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
+ _volumetric_fog_erase(rb);
+ }
+ }
+
+ if (!env || !env->volumetric_fog_enabled) {
+ //no reason to enable or update, bye
+ return;
+ }
+
+ RENDER_TIMESTAMP(">Volumetric Fog");
+
+ if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
+ //required volumetric fog but not existing, create
+ rb->volumetric_fog = memnew(VolumetricFog);
+ rb->volumetric_fog->width = target_width;
+ rb->volumetric_fog->height = target_height;
+ rb->volumetric_fog->depth = volumetric_fog_depth;
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = target_width;
+ tf.height = target_height;
+ tf.depth = volumetric_fog_depth;
+ tf.texture_type = RD::TEXTURE_TYPE_3D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+
+ rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1);
+
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(rb->volumetric_fog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG);
+ }
+
+ //update volumetric fog
+
+ if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) {
+ //re create uniform set if needed
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ if (shadow_atlas == nullptr || shadow_atlas->depth.is_null()) {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
+ } else {
+ u.ids.push_back(shadow_atlas->depth);
+ }
+
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ if (directional_shadow.depth.is_valid()) {
+ u.ids.push_back(directional_shadow.depth);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK));
+ }
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 3;
+ u.ids.push_back(get_omni_light_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 4;
+ u.ids.push_back(get_spot_light_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 5;
+ u.ids.push_back(get_directional_light_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 6;
+ u.ids.push_back(rb->cluster_builder->get_cluster_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 7;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 8;
+ u.ids.push_back(rb->volumetric_fog->light_density_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 9;
+ u.ids.push_back(rb->volumetric_fog->fog_map);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 10;
+ u.ids.push_back(shadow_sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 11;
+ u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers));
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 12;
+ for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
+ u.ids.push_back(rb->gi.voxel_gi_textures[i]);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 13;
+ u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 14;
+ u.ids.push_back(volumetric_fog.params_ubo);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 15;
+ u.ids.push_back(rb->volumetric_fog->prev_light_density_map);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
+
+ SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]);
+
+ rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0);
+ }
+
+ bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr);
+
+ if (using_sdfgi) {
+ if (rb->volumetric_fog->sdfgi_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) {
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(gi.sdfgi_ubo);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(rb->sdfgi->ambient_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(rb->sdfgi->occlusion_texture);
+ uniforms.push_back(u);
+ }
+
+ rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1);
+ }
+ }
+
+ rb->volumetric_fog->length = env->volumetric_fog_length;
+ rb->volumetric_fog->spread = env->volumetric_fog_detail_spread;
+
+ VolumetricFogShader::ParamsUBO params;
+
+ Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents();
+ Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents();
+ float z_near = p_cam_projection.get_z_near();
+ float z_far = p_cam_projection.get_z_far();
+ float fog_end = env->volumetric_fog_length;
+
+ Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near));
+ Vector2 fog_near_size;
+ if (p_cam_projection.is_orthogonal()) {
+ fog_near_size = fog_far_size;
+ } else {
+ fog_near_size = Vector2();
+ }
+
+ params.fog_frustum_size_begin[0] = fog_near_size.x;
+ params.fog_frustum_size_begin[1] = fog_near_size.y;
+
+ params.fog_frustum_size_end[0] = fog_far_size.x;
+ params.fog_frustum_size_end[1] = fog_far_size.y;
+
+ params.z_near = z_near;
+ params.z_far = z_far;
+
+ params.fog_frustum_end = fog_end;
+
+ params.fog_volume_size[0] = rb->volumetric_fog->width;
+ params.fog_volume_size[1] = rb->volumetric_fog->height;
+ params.fog_volume_size[2] = rb->volumetric_fog->depth;
+
+ params.directional_light_count = p_directional_light_count;
+
+ Color light = env->volumetric_fog_light.to_linear();
+ params.light_energy[0] = light.r * env->volumetric_fog_light_energy;
+ params.light_energy[1] = light.g * env->volumetric_fog_light_energy;
+ params.light_energy[2] = light.b * env->volumetric_fog_light_energy;
+ params.base_density = env->volumetric_fog_density;
+
+ params.detail_spread = env->volumetric_fog_detail_spread;
+ params.gi_inject = env->volumetric_fog_gi_inject;
+
+ params.cam_rotation[0] = p_cam_transform.basis[0][0];
+ params.cam_rotation[1] = p_cam_transform.basis[1][0];
+ params.cam_rotation[2] = p_cam_transform.basis[2][0];
+ params.cam_rotation[3] = 0;
+ params.cam_rotation[4] = p_cam_transform.basis[0][1];
+ params.cam_rotation[5] = p_cam_transform.basis[1][1];
+ params.cam_rotation[6] = p_cam_transform.basis[2][1];
+ params.cam_rotation[7] = 0;
+ params.cam_rotation[8] = p_cam_transform.basis[0][2];
+ params.cam_rotation[9] = p_cam_transform.basis[1][2];
+ params.cam_rotation[10] = p_cam_transform.basis[2][2];
+ params.cam_rotation[11] = 0;
+ params.filter_axis = 0;
+ params.max_voxel_gi_instances = env->volumetric_fog_gi_inject > 0.001 ? p_voxel_gi_count : 0;
+ params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES;
+
+ Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform;
+ storage->store_transform(to_prev_cam_view, params.to_prev_view);
+
+ params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection;
+ params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount;
+
+ {
+ uint32_t cluster_size = rb->cluster_builder->get_cluster_size();
+ params.cluster_shift = get_shift_from_power_of_2(cluster_size);
+
+ uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1;
+ uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1;
+ params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32);
+ params.cluster_width = cluster_screen_width;
+ params.max_cluster_element_count_div_32 = max_cluster_elements / 32;
+
+ params.screen_size[0] = rb->width;
+ params.screen_size[1] = rb->height;
+ }
+
+ /* Vector2 dssize = directional_shadow_get_size();
+ push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x;
+ push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y;
+*/
+
+ RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog");
+
+ RENDER_TIMESTAMP("Render Fog");
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params, RD::BARRIER_MASK_COMPUTE);
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ bool use_filter = volumetric_fog_filter_active;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+
+ if (using_sdfgi) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->compute_list_end();
+
+ RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0);
+
+ compute_list = RD::get_singleton()->compute_list_begin();
+
+ if (use_filter) {
+ RD::get_singleton()->draw_command_begin_label("Filter Fog");
+
+ RENDER_TIMESTAMP("Filter Fog");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+
+ RD::get_singleton()->compute_list_end();
+ //need restart for buffer update
+
+ params.filter_axis = 1;
+ RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), &params);
+
+ compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0);
+ if (using_sdfgi) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1);
+ }
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RENDER_TIMESTAMP("Integrate Fog");
+ RD::get_singleton()->draw_command_begin_label("Integrate Fog");
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1);
+
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
+
+ RENDER_TIMESTAMP("<Volumetric Fog");
+ RD::get_singleton()->draw_command_end_label();
+
+ rb->volumetric_fog->prev_cam_transform = p_cam_transform;
+}
+
+bool RendererSceneRenderRD::_needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi) {
+ if (p_render_data->render_buffers.is_valid()) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ if (rb->sdfgi != nullptr) {
+ return true;
+ }
+ }
+ return false;
+}
+
+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.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+ if (rb->sdfgi == nullptr) {
+ return;
+ }
+
+ RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment);
+ rb->sdfgi->update_probes(env, sky.sky_owner.get_or_null(env->sky));
+ }
+ }
+}
+
+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(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 (p_render_data->render_buffers.is_valid() && p_use_gi) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
+ ERR_FAIL_COND(rb == nullptr);
+ if (rb->sdfgi != nullptr) {
+ rb->sdfgi->store_probes();
+ }
+ }
+
+ render_state.cube_shadows.clear();
+ render_state.shadows.clear();
+ render_state.directional_shadows.clear();
+
+ Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
+ {
+ for (int i = 0; i < render_state.render_shadow_count; i++) {
+ LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
+
+ if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
+ render_state.directional_shadows.push_back(i);
+ } else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
+ render_state.cube_shadows.push_back(i);
+ } else {
+ render_state.shadows.push_back(i);
+ }
+ }
+
+ //cube shadows are rendered in their own way
+ for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) {
+ _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info);
+ }
+
+ if (render_state.directional_shadows.size()) {
+ //open the pass for directional shadows
+ _update_directional_shadow_atlas();
+ RD::get_singleton()->draw_list_begin(directional_shadow.fb, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE);
+ RD::get_singleton()->draw_list_end();
+ }
+ }
+
+ // Render GI
+
+ bool render_shadows = render_state.directional_shadows.size() || render_state.shadows.size();
+ 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)");
+ } else if (render_shadows) {
+ RENDER_TIMESTAMP("Render Shadows");
+ } else if (render_gi) {
+ RENDER_TIMESTAMP("Render GI");
+ }
+
+ //prepare shadow rendering
+ if (render_shadows) {
+ _render_shadow_begin();
+
+ //render directional shadows
+ for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) {
+ _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info);
+ }
+ //render positional shadows
+ for (uint32_t i = 0; i < render_state.shadows.size(); i++) {
+ _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info);
+ }
+
+ _render_shadow_process();
+ }
+
+ //start GI
+ if (render_gi) {
+ gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
+ }
+
+ //Do shadow rendering (in parallel with GI)
+ if (render_shadows) {
+ _render_shadow_end(RD::BARRIER_MASK_NO_BARRIER);
+ }
+
+ if (render_gi) {
+ RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //use a later barrier
+ }
+
+ if (p_render_data->render_buffers.is_valid()) {
+ if (p_use_ssao) {
+ _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
+ }
+ }
+
+ //full barrier here, we need raster, transfer and compute and it depends from the previous work
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL);
+
+ if (current_cluster_builder) {
+ current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid());
+ }
+
+ bool using_shadows = true;
+
+ if (p_render_data->reflection_probe.is_valid()) {
+ if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
+ using_shadows = false;
+ }
+ } else {
+ //do not render reflections when rendering a reflection probe
+ _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(*p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
+ _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse());
+
+ p_render_data->directional_light_count = directional_light_count;
+
+ if (current_cluster_builder) {
+ current_cluster_builder->bake_cluster();
+ }
+
+ 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) {
+ directional_shadows = true;
+ break;
+ }
+ }
+ if (is_volumetric_supported()) {
+ _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count);
+ }
+ }
+}
+
+void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+ // 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.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+ }
+
+ //assign render data
+ RenderDataRD render_data;
+ {
+ render_data.render_buffers = p_render_buffers;
+
+ // Our first camera is used by default
+ render_data.cam_transform = p_camera_data->main_transform;
+ render_data.cam_projection = p_camera_data->main_projection;
+ render_data.view_projection[0] = p_camera_data->main_projection;
+ render_data.cam_ortogonal = p_camera_data->is_ortogonal;
+
+ render_data.view_count = p_camera_data->view_count;
+ for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.view_projection[v] = p_camera_data->view_projection[v];
+ }
+
+ render_data.z_near = p_camera_data->main_projection.get_z_near();
+ render_data.z_far = p_camera_data->main_projection.get_z_far();
+
+ 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;
+
+ // this should be the same for all cameras..
+ render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
+ render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z));
+
+ 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;
+ render_state.render_sdfgi_regions = p_render_sdfgi_regions;
+ render_state.render_sdfgi_region_count = p_render_sdfgi_region_count;
+ render_state.sdfgi_update_data = p_sdfgi_update_data;
+ render_data.render_info = r_render_info;
+ }
+
+ PagedArray<RID> empty;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ render_data.lights = &empty;
+ render_data.reflection_probes = &empty;
+ render_data.voxel_gi_instances = &empty;
+ }
+
+ //sdfgi first
+ if (rb != nullptr && rb->sdfgi != nullptr) {
+ for (int i = 0; i < render_state.render_sdfgi_region_count; i++) {
+ rb->sdfgi->render_region(p_render_buffers, render_state.render_sdfgi_regions[i].region, render_state.render_sdfgi_regions[i].instances, this);
+ }
+ if (render_state.sdfgi_update_data->update_static) {
+ rb->sdfgi->render_static_lights(p_render_buffers, render_state.sdfgi_update_data->static_cascade_count, p_sdfgi_update_data->static_cascade_indices, render_state.sdfgi_update_data->static_positional_lights, this);
+ }
+ }
+
+ Color clear_color;
+ if (p_render_buffers.is_valid()) {
+ clear_color = storage->render_target_get_clear_request_color(rb->render_target);
+ } else {
+ clear_color = storage->get_default_clear_color();
+ }
+
+ //assign render indices to voxel_gi_instances
+ if (is_dynamic_gi_supported()) {
+ for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
+ RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
+ if (voxel_gi_inst) {
+ voxel_gi_inst->render_index = i;
+ }
+ }
+ }
+
+ 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.get_or_null(render_data.reflection_probe);
+ ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(rpi->atlas);
+ if (!ra) {
+ ERR_PRINT("reflection probe has no reflection atlas! Bug?");
+ current_cluster_builder = nullptr;
+ } else {
+ current_cluster_builder = ra->cluster_builder;
+ }
+ } else {
+ ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash
+ current_cluster_builder = nullptr;
+ }
+
+ render_state.voxel_gi_count = 0;
+
+ if (rb != nullptr && is_dynamic_gi_supported()) {
+ if (rb->sdfgi) {
+ rb->sdfgi->update_cascades();
+ rb->sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this);
+ rb->sdfgi->update_light();
+ }
+
+ gi.setup_voxel_gi_instances(render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this);
+ }
+
+ render_state.depth_prepass_used = false;
+ //calls _pre_opaque_render between depth pre-pass and opaque pass
+ 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()) {
+ /*
+ _debug_draw_cluster(p_render_buffers);
+
+ RENDER_TIMESTAMP("Tonemap");
+
+ _render_buffers_post_process_and_tonemap(&render_data);
+ */
+
+ _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
+ rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
+ }
+ }
+}
+
+void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) {
+ if (p_render_buffers.is_valid() && current_cluster_builder != nullptr) {
+ RS::ViewportDebugDraw dd = get_debug_draw_mode();
+
+ if (dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || dd == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
+ ClusterBuilderRD::ElementType elem_type = ClusterBuilderRD::ELEMENT_TYPE_MAX;
+ switch (dd) {
+ case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
+ elem_type = ClusterBuilderRD::ELEMENT_TYPE_OMNI_LIGHT;
+ break;
+ case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
+ elem_type = ClusterBuilderRD::ELEMENT_TYPE_SPOT_LIGHT;
+ break;
+ case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
+ elem_type = ClusterBuilderRD::ELEMENT_TYPE_DECAL;
+ break;
+ case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
+ elem_type = ClusterBuilderRD::ELEMENT_TYPE_REFLECTION_PROBE;
+ break;
+ default: {
+ }
+ }
+ current_cluster_builder->debug(elem_type);
+ }
+ }
+}
+
+void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) {
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light_instance);
+
+ Rect2i atlas_rect;
+ uint32_t atlas_size;
+ RID atlas_fb;
+
+ bool using_dual_paraboloid = false;
+ bool using_dual_paraboloid_flip = false;
+ Vector2i dual_paraboloid_offset;
+ RID render_fb;
+ RID render_texture;
+ float zfar;
+
+ bool use_pancake = false;
+ bool render_cubemap = false;
+ bool finalize_cubemap = false;
+
+ bool flip_y = false;
+
+ CameraMatrix light_projection;
+ Transform3D light_transform;
+
+ if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
+ //set pssm stuff
+ if (light_instance->last_scene_shadow_pass != scene_pass) {
+ light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
+ directional_shadow.current_light++;
+ light_instance->last_scene_shadow_pass = scene_pass;
+ }
+
+ use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
+ light_projection = light_instance->shadow_transform[p_pass].camera;
+ light_transform = light_instance->shadow_transform[p_pass].transform;
+
+ atlas_rect = light_instance->directional_rect;
+
+ if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
+ atlas_rect.size.width /= 2;
+ atlas_rect.size.height /= 2;
+
+ if (p_pass == 1) {
+ atlas_rect.position.x += atlas_rect.size.width;
+ } else if (p_pass == 2) {
+ atlas_rect.position.y += atlas_rect.size.height;
+ } else if (p_pass == 3) {
+ atlas_rect.position += atlas_rect.size;
+ }
+ } else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
+ atlas_rect.size.height /= 2;
+
+ if (p_pass == 0) {
+ } else {
+ atlas_rect.position.y += atlas_rect.size.height;
+ }
+ }
+
+ light_instance->shadow_transform[p_pass].atlas_rect = atlas_rect;
+
+ light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
+ light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
+
+ zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
+
+ render_fb = directional_shadow.fb;
+ render_texture = RID();
+ flip_y = true;
+
+ } else {
+ //set from shadow atlas
+
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ ERR_FAIL_COND(!shadow_atlas);
+ ERR_FAIL_COND(!shadow_atlas->shadow_owners.has(p_light));
+
+ _update_shadow_atlas(shadow_atlas);
+
+ uint32_t key = shadow_atlas->shadow_owners[p_light];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_FAIL_INDEX((int)shadow, shadow_atlas->quadrants[quadrant].shadows.size());
+
+ uint32_t quadrant_size = shadow_atlas->size >> 1;
+
+ atlas_rect.position.x = (quadrant & 1) * quadrant_size;
+ atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ atlas_rect.position.x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ atlas_rect.position.y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ atlas_rect.size.width = shadow_size;
+ atlas_rect.size.height = shadow_size;
+
+ zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
+
+ if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
+ bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
+ dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
+
+ if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
+ ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
+
+ render_fb = cubemap->side_fb[p_pass];
+ render_texture = cubemap->cubemap;
+
+ light_projection = light_instance->shadow_transform[p_pass].camera;
+ light_transform = light_instance->shadow_transform[p_pass].transform;
+ render_cubemap = true;
+ finalize_cubemap = p_pass == 5;
+ atlas_fb = shadow_atlas->fb;
+
+ atlas_size = shadow_atlas->size;
+
+ if (p_pass == 0) {
+ _render_shadow_begin();
+ }
+
+ } else {
+ atlas_rect.position.x += 1;
+ atlas_rect.position.y += 1;
+ atlas_rect.size.x -= 2;
+ atlas_rect.size.y -= 2;
+
+ atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
+
+ light_projection = light_instance->shadow_transform[0].camera;
+ light_transform = light_instance->shadow_transform[0].transform;
+
+ using_dual_paraboloid = true;
+ using_dual_paraboloid_flip = p_pass == 1;
+ render_fb = shadow_atlas->fb;
+ flip_y = true;
+ }
+
+ } else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
+ light_projection = light_instance->shadow_transform[0].camera;
+ light_transform = light_instance->shadow_transform[0].transform;
+
+ render_fb = shadow_atlas->fb;
+
+ flip_y = true;
+ }
+ }
+
+ if (render_cubemap) {
+ //rendering to cubemap
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info);
+ if (finalize_cubemap) {
+ _render_shadow_process();
+ _render_shadow_end();
+ //reblit
+ Rect2 atlas_rect_norm = atlas_rect;
+ atlas_rect_norm.position /= float(atlas_size);
+ atlas_rect_norm.size /= float(atlas_size);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
+ atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
+
+ //restore transform so it can be properly used
+ light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
+ }
+
+ } else {
+ //render shadow
+ _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info);
+ }
+}
+
+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 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;
+ cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
+
+ Vector3 cam_pos = p_transform.origin;
+ cam_pos.y += extents.y;
+
+ Transform3D cam_xform;
+ cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+
+ RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
+
+ _render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
+}
+
+bool RendererSceneRenderRD::free(RID p_rid) {
+ if (render_buffers_owner.owns(p_rid)) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
+ _free_render_buffer_data(rb);
+ memdelete(rb->data);
+ if (rb->sdfgi) {
+ rb->sdfgi->erase();
+ memdelete(rb->sdfgi);
+ rb->sdfgi = nullptr;
+ }
+ if (rb->volumetric_fog) {
+ _volumetric_fog_erase(rb);
+ }
+ if (rb->cluster_builder) {
+ memdelete(rb->cluster_builder);
+ }
+ render_buffers_owner.free(p_rid);
+ } else if (environment_owner.owns(p_rid)) {
+ //not much to delete, just free it
+ environment_owner.free(p_rid);
+ } else if (camera_effects_owner.owns(p_rid)) {
+ //not much to delete, just free it
+ camera_effects_owner.free(p_rid);
+ } else if (reflection_atlas_owner.owns(p_rid)) {
+ reflection_atlas_set_size(p_rid, 0, 0);
+ ReflectionAtlas *ra = reflection_atlas_owner.get_or_null(p_rid);
+ if (ra->cluster_builder) {
+ memdelete(ra->cluster_builder);
+ }
+ reflection_atlas_owner.free(p_rid);
+ } else if (reflection_probe_instance_owner.owns(p_rid)) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_rid);
+ _free_forward_id(FORWARD_ID_TYPE_REFLECTION_PROBE, rpi->forward_id);
+ reflection_probe_release_atlas_index(p_rid);
+ reflection_probe_instance_owner.free(p_rid);
+ } else if (decal_instance_owner.owns(p_rid)) {
+ DecalInstance *di = decal_instance_owner.get_or_null(p_rid);
+ _free_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id);
+ decal_instance_owner.free(p_rid);
+ } else if (lightmap_instance_owner.owns(p_rid)) {
+ lightmap_instance_owner.free(p_rid);
+ } else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
+ RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
+ if (voxel_gi->texture.is_valid()) {
+ RD::get_singleton()->free(voxel_gi->texture);
+ RD::get_singleton()->free(voxel_gi->write_buffer);
+ }
+
+ for (int i = 0; i < voxel_gi->dynamic_maps.size(); i++) {
+ RD::get_singleton()->free(voxel_gi->dynamic_maps[i].texture);
+ RD::get_singleton()->free(voxel_gi->dynamic_maps[i].depth);
+ }
+
+ gi.voxel_gi_instance_owner.free(p_rid);
+ } else if (sky.sky_owner.owns(p_rid)) {
+ sky.update_dirty_skys();
+ sky.free_sky(p_rid);
+ } else if (light_instance_owner.owns(p_rid)) {
+ LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
+
+ //remove from shadow atlases..
+ for (Set<RID>::Element *E = light_instance->shadow_atlases.front(); E; E = E->next()) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E->get());
+ ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_rid));
+ uint32_t key = shadow_atlas->shadow_owners[p_rid];
+ uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+
+ if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ // Omni lights use two atlas spots, make sure to clear the other as well
+ shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
+ }
+
+ shadow_atlas->shadow_owners.erase(p_rid);
+ }
+
+ if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
+ _free_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id);
+ }
+ light_instance_owner.free(p_rid);
+
+ } else if (shadow_atlas_owner.owns(p_rid)) {
+ shadow_atlas_set_size(p_rid, 0);
+ shadow_atlas_owner.free(p_rid);
+
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void RendererSceneRenderRD::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
+ debug_draw = p_debug_draw;
+}
+
+void RendererSceneRenderRD::update() {
+ sky.update_dirty_skys();
+}
+
+void RendererSceneRenderRD::set_time(double p_time, double p_step) {
+ time = p_time;
+ time_step = p_step;
+}
+
+void RendererSceneRenderRD::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) {
+ screen_space_roughness_limiter = p_enable;
+ screen_space_roughness_limiter_amount = p_amount;
+ screen_space_roughness_limiter_limit = p_limit;
+}
+
+bool RendererSceneRenderRD::screen_space_roughness_limiter_is_active() const {
+ return screen_space_roughness_limiter;
+}
+
+float RendererSceneRenderRD::screen_space_roughness_limiter_get_amount() const {
+ return screen_space_roughness_limiter_amount;
+}
+
+float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const {
+ return screen_space_roughness_limiter_limit;
+}
+
+TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tf.width = p_image_size.width; // Always 64x64
+ tf.height = p_image_size.height;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ RID albedo_alpha_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RID normal_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RID orm_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ RID emission_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ RID depth_write_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
+ RID depth_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> fb_tex;
+ fb_tex.push_back(albedo_alpha_tex);
+ fb_tex.push_back(normal_tex);
+ fb_tex.push_back(orm_tex);
+ fb_tex.push_back(emission_tex);
+ fb_tex.push_back(depth_write_tex);
+ fb_tex.push_back(depth_tex);
+
+ RID fb = RD::get_singleton()->framebuffer_create(fb_tex);
+
+ //RID sampled_light;
+
+ GeometryInstance *gi = geometry_instance_create(p_base);
+
+ uint32_t sc = RSG::storage->mesh_get_surface_count(p_base);
+ Vector<RID> materials;
+ materials.resize(sc);
+
+ for (uint32_t i = 0; i < sc; i++) {
+ if (i < (uint32_t)p_material_overrides.size()) {
+ materials.write[i] = p_material_overrides[i];
+ }
+ }
+
+ geometry_instance_set_surface_materials(gi, materials);
+
+ if (cull_argument.size() == 0) {
+ cull_argument.push_back(nullptr);
+ }
+ cull_argument[0] = gi;
+ _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height));
+
+ geometry_instance_free(gi);
+
+ TypedArray<Image> ret;
+
+ {
+ PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0);
+ Ref<Image> img;
+ img.instantiate();
+ img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
+ RD::get_singleton()->free(albedo_alpha_tex);
+ ret.push_back(img);
+ }
+
+ {
+ PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0);
+ Ref<Image> img;
+ img.instantiate();
+ img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
+ RD::get_singleton()->free(normal_tex);
+ ret.push_back(img);
+ }
+
+ {
+ PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0);
+ Ref<Image> img;
+ img.instantiate();
+ img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data);
+ RD::get_singleton()->free(orm_tex);
+ ret.push_back(img);
+ }
+
+ {
+ PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0);
+ Ref<Image> img;
+ img.instantiate();
+ img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data);
+ RD::get_singleton()->free(emission_tex);
+ ret.push_back(img);
+ }
+
+ RD::get_singleton()->free(depth_write_tex);
+ RD::get_singleton()->free(depth_tex);
+
+ return ret;
+}
+
+void RendererSceneRenderRD::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
+ gi.sdfgi_debug_probe_pos = p_position;
+ gi.sdfgi_debug_probe_dir = p_dir;
+}
+
+RendererSceneRenderRD *RendererSceneRenderRD::singleton = nullptr;
+
+RID RendererSceneRenderRD::get_reflection_probe_buffer() {
+ return cluster.reflection_buffer;
+}
+RID RendererSceneRenderRD::get_omni_light_buffer() {
+ return cluster.omni_light_buffer;
+}
+
+RID RendererSceneRenderRD::get_spot_light_buffer() {
+ return cluster.spot_light_buffer;
+}
+
+RID RendererSceneRenderRD::get_directional_light_buffer() {
+ return cluster.directional_light_buffer;
+}
+RID RendererSceneRenderRD::get_decal_buffer() {
+ return cluster.decal_buffer;
+}
+int RendererSceneRenderRD::get_max_directional_lights() const {
+ return cluster.max_directional_lights;
+}
+
+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) {
+ storage = p_storage;
+ singleton = this;
+}
+
+void RendererSceneRenderRD::init() {
+ max_cluster_elements = get_max_elements();
+
+ directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
+ directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
+
+ /* SKY SHADER */
+
+ sky.init(storage);
+
+ /* GI */
+
+ if (is_dynamic_gi_supported()) {
+ gi.init(storage, &sky);
+ }
+
+ { //decals
+ cluster.max_decals = max_cluster_elements;
+ uint32_t decal_buffer_size = cluster.max_decals * sizeof(Cluster::DecalData);
+ cluster.decals = memnew_arr(Cluster::DecalData, cluster.max_decals);
+ cluster.decal_sort = memnew_arr(Cluster::InstanceSort<DecalInstance>, cluster.max_decals);
+ cluster.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
+ }
+
+ { //reflections
+
+ cluster.max_reflections = max_cluster_elements;
+ cluster.reflections = memnew_arr(Cluster::ReflectionData, cluster.max_reflections);
+ cluster.reflection_sort = memnew_arr(Cluster::InstanceSort<ReflectionProbeInstance>, cluster.max_reflections);
+ cluster.reflection_buffer = RD::get_singleton()->storage_buffer_create(sizeof(Cluster::ReflectionData) * cluster.max_reflections);
+ }
+
+ { //lights
+ cluster.max_lights = max_cluster_elements;
+
+ uint32_t light_buffer_size = cluster.max_lights * sizeof(Cluster::LightData);
+ cluster.omni_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
+ cluster.omni_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
+ cluster.omni_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
+ cluster.spot_lights = memnew_arr(Cluster::LightData, cluster.max_lights);
+ cluster.spot_light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
+ cluster.spot_light_sort = memnew_arr(Cluster::InstanceSort<LightInstance>, cluster.max_lights);
+ //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(cluster.max_lights) + "\n";
+
+ cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS;
+ uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData);
+ cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights);
+ cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
+ }
+
+ if (is_volumetric_supported()) {
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
+ Vector<String> volumetric_fog_modes;
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
+ volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FILTER\n");
+ volumetric_fog_modes.push_back("\n#define MODE_FOG\n");
+ volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
+ volumetric_fog.shader_version = volumetric_fog.shader.version_create();
+ for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) {
+ volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i));
+ }
+ volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO));
+ }
+
+ {
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ sampler.enable_compare = true;
+ sampler.compare_op = RD::COMPARE_OP_LESS;
+ shadow_sampler = RD::get_singleton()->sampler_create(sampler);
+ }
+
+ camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_shape"))));
+ camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/camera/depth_of_field/depth_of_field_use_jitter"));
+ environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/environment/ssao/quality"))), GLOBAL_GET("rendering/environment/ssao/half_size"), GLOBAL_GET("rendering/environment/ssao/adaptive_target"), GLOBAL_GET("rendering/environment/ssao/blur_passes"), GLOBAL_GET("rendering/environment/ssao/fadeout_from"), GLOBAL_GET("rendering/environment/ssao/fadeout_to"));
+ screen_space_roughness_limiter = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/enabled");
+ screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
+ screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
+ glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
+ glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
+ ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/environment/screen_space_reflection/roughness_quality")));
+ sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality")));
+ sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale");
+ sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale");
+ directional_penumbra_shadow_kernel = memnew_arr(float, 128);
+ directional_soft_shadow_kernel = memnew_arr(float, 128);
+ penumbra_shadow_kernel = memnew_arr(float, 128);
+ soft_shadow_kernel = memnew_arr(float, 128);
+ shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/shadows/soft_shadow_quality"))));
+ directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/shadows/directional_shadow/soft_shadow_quality"))));
+
+ environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth"));
+ environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter"));
+
+ decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter"))));
+ light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter"))));
+
+ cull_argument.set_page_pool(&cull_argument_pool);
+}
+
+RendererSceneRenderRD::~RendererSceneRenderRD() {
+ for (const KeyValue<int, ShadowCubemap> &E : shadow_cubemaps) {
+ RD::get_singleton()->free(E.value.cubemap);
+ }
+
+ if (sky.sky_scene_state.uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky.sky_scene_state.uniform_set)) {
+ RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
+ }
+
+ if (is_dynamic_gi_supported()) {
+ gi.free();
+
+ volumetric_fog.shader.version_free(volumetric_fog.shader_version);
+ RD::get_singleton()->free(volumetric_fog.params_ubo);
+ }
+
+ RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
+ sky.sky_shader.shader.version_free(md->shader_data->version);
+ RD::get_singleton()->free(sky.sky_scene_state.directional_light_buffer);
+ RD::get_singleton()->free(sky.sky_scene_state.uniform_buffer);
+ memdelete_arr(sky.sky_scene_state.directional_lights);
+ memdelete_arr(sky.sky_scene_state.last_frame_directional_lights);
+ storage->free(sky.sky_shader.default_shader);
+ storage->free(sky.sky_shader.default_material);
+ storage->free(sky.sky_scene_state.fog_shader);
+ storage->free(sky.sky_scene_state.fog_material);
+ memdelete_arr(directional_penumbra_shadow_kernel);
+ memdelete_arr(directional_soft_shadow_kernel);
+ memdelete_arr(penumbra_shadow_kernel);
+ memdelete_arr(soft_shadow_kernel);
+
+ {
+ RD::get_singleton()->free(cluster.directional_light_buffer);
+ RD::get_singleton()->free(cluster.omni_light_buffer);
+ RD::get_singleton()->free(cluster.spot_light_buffer);
+ RD::get_singleton()->free(cluster.reflection_buffer);
+ RD::get_singleton()->free(cluster.decal_buffer);
+ memdelete_arr(cluster.directional_lights);
+ memdelete_arr(cluster.omni_lights);
+ memdelete_arr(cluster.spot_lights);
+ memdelete_arr(cluster.omni_light_sort);
+ memdelete_arr(cluster.spot_light_sort);
+ memdelete_arr(cluster.reflections);
+ memdelete_arr(cluster.reflection_sort);
+ memdelete_arr(cluster.decals);
+ memdelete_arr(cluster.decal_sort);
+ }
+
+ RD::get_singleton()->free(shadow_sampler);
+
+ directional_shadow_atlas_set_size(0);
+ cull_argument.reset(); //avoid exit error
+}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
new file mode 100644
index 0000000000..fa80b84cfe
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -0,0 +1,1310 @@
+/*************************************************************************/
+/* renderer_scene_render_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_RENDER_RD_H
+#define RENDERING_SERVER_SCENE_RENDER_RD_H
+
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/cluster_builder_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
+#include "servers/rendering/renderer_scene.h"
+#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;
+
+ // For stereo rendering
+ uint32_t view_count = 1;
+ CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+
+ 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;
+ bool directional_light_soft_shadows = false;
+
+ RendererScene::RenderInfo *render_info = nullptr;
+};
+
+class RendererSceneRenderRD : public RendererSceneRender {
+ friend RendererSceneSkyRD;
+ friend RendererSceneGIRD;
+
+protected:
+ RendererStorageRD *storage;
+ double time;
+ double time_step = 0;
+
+ struct RenderBufferData {
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) = 0;
+ virtual ~RenderBufferData() {}
+ };
+ virtual RenderBufferData *_create_render_buffer_data() = 0;
+
+ 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, bool &r_directional_light_soft_shadows);
+ 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(RenderDataRD *p_render_data, const Color &p_default_color) = 0;
+
+ virtual void _render_shadow_begin() = 0;
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0;
+ virtual void _render_shadow_process() = 0;
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0;
+
+ virtual void _render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0;
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
+
+ void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
+ void _debug_draw_cluster(RID p_render_buffers);
+
+ RenderBufferData *render_buffers_get_data(RID p_render_buffers);
+
+ virtual void _base_uniforms_changed() = 0;
+ virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
+
+ 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(RenderDataRD *p_render_data, bool p_use_gi);
+ void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
+ void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
+
+ void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
+
+ void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
+ void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
+ void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
+ void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
+ void _disable_clear_request(const RenderDataRD *p_render_data);
+
+ // needed for a single argument calls (material and uv2)
+ PagedArrayPool<GeometryInstance *> cull_argument_pool;
+ PagedArray<GeometryInstance *> cull_argument; //need this to exist
+
+ RendererSceneGIRD gi;
+ RendererSceneSkyRD sky;
+
+ RendererSceneEnvironmentRD *get_environment(RID p_environment) {
+ if (p_environment.is_valid()) {
+ return environment_owner.get_or_null(p_environment);
+ } else {
+ return nullptr;
+ }
+ };
+
+ //used for mobile renderer mostly
+
+ typedef int32_t ForwardID;
+
+ enum ForwardIDType {
+ FORWARD_ID_TYPE_OMNI_LIGHT,
+ FORWARD_ID_TYPE_SPOT_LIGHT,
+ FORWARD_ID_TYPE_REFLECTION_PROBE,
+ FORWARD_ID_TYPE_DECAL,
+ FORWARD_ID_MAX,
+ };
+
+ virtual ForwardID _allocate_forward_id(ForwardIDType p_type) { return -1; }
+ virtual void _free_forward_id(ForwardIDType p_type, ForwardID p_id) {}
+ virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {}
+ virtual bool _uses_forward_ids() const { return false; }
+
+ virtual void _update_shader_quality_settings() {}
+
+private:
+ RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
+ static RendererSceneRenderRD *singleton;
+
+ /* REFLECTION ATLAS */
+
+ struct ReflectionAtlas {
+ int count = 0;
+ int size = 0;
+
+ RID reflection;
+ RID depth_buffer;
+ RID depth_fb;
+
+ struct Reflection {
+ RID owner;
+ RendererSceneSkyRD::ReflectionData data;
+ RID fbs[6];
+ };
+
+ Vector<Reflection> reflections;
+
+ ClusterBuilderRD *cluster_builder = nullptr;
+ };
+
+ mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
+
+ /* REFLECTION PROBE INSTANCE */
+
+ struct ReflectionProbeInstance {
+ RID probe;
+ int atlas_index = -1;
+ RID atlas;
+
+ bool dirty = true;
+ bool rendering = false;
+ int processing_layer = 1;
+ int processing_side = 0;
+
+ uint32_t render_step = 0;
+ uint64_t last_pass = 0;
+ uint32_t cull_mask = 0;
+
+ ForwardID forward_id = -1;
+
+ Transform3D transform;
+ };
+
+ mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
+
+ /* DECAL INSTANCE */
+
+ struct DecalInstance {
+ RID decal;
+ Transform3D transform;
+ uint32_t cull_mask;
+ ForwardID forward_id = -1;
+ };
+
+ mutable RID_Owner<DecalInstance> decal_instance_owner;
+
+ /* LIGHTMAP INSTANCE */
+
+ struct LightmapInstance {
+ RID lightmap;
+ Transform3D transform;
+ };
+
+ mutable RID_Owner<LightmapInstance> lightmap_instance_owner;
+
+ /* SHADOW ATLAS */
+
+ struct ShadowShrinkStage {
+ RID texture;
+ RID filter_texture;
+ uint32_t size;
+ };
+
+ struct ShadowAtlas {
+ enum {
+ QUADRANT_SHIFT = 27,
+ OMNI_LIGHT_FLAG = 1 << 26,
+ SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
+ SHADOW_INVALID = 0xFFFFFFFF
+ };
+
+ struct Quadrant {
+ uint32_t subdivision;
+
+ struct Shadow {
+ RID owner;
+ uint64_t version;
+ uint64_t fog_version; // used for fog
+ uint64_t alloc_tick;
+
+ Shadow() {
+ version = 0;
+ fog_version = 0;
+ alloc_tick = 0;
+ }
+ };
+
+ Vector<Shadow> shadows;
+
+ Quadrant() {
+ subdivision = 0; //not in use
+ }
+
+ } quadrants[4];
+
+ int size_order[4] = { 0, 1, 2, 3 };
+ uint32_t smallest_subdiv = 0;
+
+ int size = 0;
+ bool use_16_bits = false;
+
+ RID depth;
+ RID fb; //for copying
+
+ Map<RID, uint32_t> shadow_owners;
+ };
+
+ RID_Owner<ShadowAtlas> shadow_atlas_owner;
+
+ void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
+
+ void _shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx);
+ bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+ bool _shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+
+ RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
+ RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
+ float shadows_quality_radius = 1.0;
+ float directional_shadow_quality_radius = 1.0;
+
+ float *directional_penumbra_shadow_kernel;
+ float *directional_soft_shadow_kernel;
+ float *penumbra_shadow_kernel;
+ float *soft_shadow_kernel;
+ int directional_penumbra_shadow_samples = 0;
+ int directional_soft_shadow_samples = 0;
+ int penumbra_shadow_samples = 0;
+ int soft_shadow_samples = 0;
+ RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS;
+ RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS;
+
+ /* DIRECTIONAL SHADOW */
+
+ struct DirectionalShadow {
+ RID depth;
+ RID fb; //when renderign direct
+
+ int light_count = 0;
+ int size = 0;
+ bool use_16_bits = false;
+ int current_light = 0;
+
+ } directional_shadow;
+
+ void _update_directional_shadow_atlas();
+
+ /* SHADOW CUBEMAPS */
+
+ struct ShadowCubemap {
+ RID cubemap;
+ RID side_fb[6];
+ };
+
+ Map<int, ShadowCubemap> shadow_cubemaps;
+ ShadowCubemap *_get_shadow_cubemap(int p_size);
+
+ void _create_shadow_cubemaps();
+
+ /* LIGHT INSTANCE */
+
+ struct LightInstance {
+ struct ShadowTransform {
+ CameraMatrix camera;
+ Transform3D transform;
+ float farplane;
+ float split;
+ float bias_scale;
+ float shadow_texel_size;
+ float range_begin;
+ Rect2 atlas_rect;
+ Vector2 uv_scale;
+ };
+
+ RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
+
+ ShadowTransform shadow_transform[6];
+
+ AABB aabb;
+ RID self;
+ RID light;
+ Transform3D transform;
+
+ Vector3 light_vector;
+ Vector3 spot_vector;
+ float linear_att = 0.0;
+
+ uint64_t shadow_pass = 0;
+ uint64_t last_scene_pass = 0;
+ uint64_t last_scene_shadow_pass = 0;
+ uint64_t last_pass = 0;
+ uint32_t cull_mask = 0;
+ uint32_t light_directional_index = 0;
+
+ Rect2 directional_rect;
+
+ Set<RID> shadow_atlases; //shadow atlases where this light is registered
+
+ ForwardID forward_id = -1;
+
+ LightInstance() {}
+ };
+
+ mutable RID_Owner<LightInstance> light_instance_owner;
+
+ /* ENVIRONMENT */
+
+ RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
+ bool ssao_half_size = false;
+ bool ssao_using_half_size = false;
+ float ssao_adaptive_target = 0.5;
+ int ssao_blur_passes = 2;
+ float ssao_fadeout_from = 50.0;
+ float ssao_fadeout_to = 300.0;
+
+ bool glow_bicubic_upscale = false;
+ bool glow_high_quality = false;
+ RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
+
+ mutable RID_Owner<RendererSceneEnvironmentRD, true> environment_owner;
+
+ /* CAMERA EFFECTS */
+
+ struct CameraEffects {
+ bool dof_blur_far_enabled = false;
+ float dof_blur_far_distance = 10;
+ float dof_blur_far_transition = 5;
+
+ bool dof_blur_near_enabled = false;
+ float dof_blur_near_distance = 2;
+ float dof_blur_near_transition = 1;
+
+ float dof_blur_amount = 0.1;
+
+ bool override_exposure_enabled = false;
+ float override_exposure = 1;
+ };
+
+ RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
+ RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
+ bool dof_blur_use_jitter = false;
+ RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
+ float sss_scale = 0.05;
+ float sss_depth_scale = 0.01;
+
+ mutable RID_Owner<CameraEffects, true> camera_effects_owner;
+
+ /* RENDER BUFFERS */
+
+ ClusterBuilderSharedDataRD cluster_builder_shared;
+ ClusterBuilderRD *current_cluster_builder = nullptr;
+
+ struct VolumetricFog;
+
+ struct RenderBuffers {
+ RenderBufferData *data = nullptr;
+ int width = 0, height = 0;
+ RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+ RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+ bool use_debanding = false;
+ uint32_t view_count = 1;
+
+ RID render_target;
+
+ uint64_t auto_exposure_version = 1;
+
+ RID texture; //main texture for rendering to, must be filled after done rendering
+ RID depth_texture; //main depth texture
+ RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!!
+
+ RendererSceneGIRD::SDFGI *sdfgi = nullptr;
+ VolumetricFog *volumetric_fog = nullptr;
+ RendererSceneGIRD::RenderBuffersGI gi;
+
+ ClusterBuilderRD *cluster_builder = nullptr;
+
+ //built-in textures used for ping pong image processing and blurring
+ struct Blur {
+ RID texture;
+
+ struct Mipmap {
+ RID texture;
+ int width;
+ int height;
+
+ // only used on mobile renderer
+ RID fb;
+ RID half_texture;
+ RID half_fb;
+ };
+
+ Vector<Mipmap> mipmaps;
+ };
+
+ Blur blur[2]; //the second one starts from the first mipmap
+
+ struct WeightBuffers {
+ RID weight;
+ RID fb; // FB with both texture and weight
+ };
+
+ // 2 full size, 2 half size
+ WeightBuffers weight_buffers[4]; // Only used in raster
+ RID base_weight_fb; // base buffer for weight
+
+ RID depth_back_texture;
+ RID depth_back_fb; // only used on mobile
+
+ struct Luminance {
+ Vector<RID> reduce;
+ RID current;
+
+ // used only on mobile renderer
+ Vector<RID> fb;
+ RID current_fb;
+ } luminance;
+
+ struct SSAO {
+ RID depth;
+ Vector<RID> depth_slices;
+ RID ao_deinterleaved;
+ Vector<RID> ao_deinterleaved_slices;
+ RID ao_pong;
+ Vector<RID> ao_pong_slices;
+ RID ao_final;
+ RID importance_map[2];
+
+ RID downsample_uniform_set;
+ RID gather_uniform_set;
+ RID importance_map_uniform_set;
+ } ssao;
+
+ struct SSR {
+ RID normal_scaled;
+ RID depth_scaled;
+ RID blur_radius[2];
+ } ssr;
+
+ RID ambient_buffer;
+ RID reflection_buffer;
+ };
+
+ /* GI */
+ bool screen_space_roughness_limiter = false;
+ float screen_space_roughness_limiter_amount = 0.25;
+ float screen_space_roughness_limiter_limit = 0.18;
+
+ mutable RID_Owner<RenderBuffers> render_buffers_owner;
+
+ void _free_render_buffer_data(RenderBuffers *rb);
+ void _allocate_blur_textures(RenderBuffers *rb);
+ void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
+ void _allocate_luminance_textures(RenderBuffers *rb);
+
+ void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
+
+ /* 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,
+ REFLECTION_AMBIENT_COLOR = 2,
+ };
+
+ struct ReflectionData {
+ float box_extents[3];
+ float index;
+ float box_offset[3];
+ uint32_t mask;
+ float ambient[3]; // ambient color,
+ float intensity;
+ 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
+ };
+
+ struct LightData {
+ float position[3];
+ float inv_radius;
+ float direction[3]; // in omni, x and y are used for dual paraboloid offset
+ float size;
+
+ float color[3];
+ float attenuation;
+
+ float inv_spot_attenuation;
+ float cos_spot_angle;
+ float specular_amount;
+ uint32_t shadow_enabled;
+
+ float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
+ float shadow_matrix[16];
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size;
+ float soft_shadow_scale;
+ uint32_t mask;
+ float shadow_volumetric_fog_fade;
+ uint32_t bake_mode;
+ float projector_rect[4];
+ };
+
+ struct DirectionalLightData {
+ float direction[3];
+ float energy;
+ float color[3];
+ float size;
+ float specular;
+ uint32_t mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
+ uint32_t blend_splits;
+ uint32_t shadow_enabled;
+ float fade_from;
+ float fade_to;
+ uint32_t pad[2];
+ uint32_t bake_mode;
+ float shadow_volumetric_fog_fade;
+ float shadow_bias[4];
+ float shadow_normal_bias[4];
+ float shadow_transmittance_bias[4];
+ float shadow_z_range[4];
+ float shadow_range_begin[4];
+ float shadow_split_offsets[4];
+ float shadow_matrices[4][16];
+ float shadow_color1[4];
+ float shadow_color2[4];
+ float shadow_color3[4];
+ float shadow_color4[4];
+ float uv_scale1[2];
+ float uv_scale2[2];
+ float uv_scale3[2];
+ float uv_scale4[2];
+ };
+
+ struct DecalData {
+ float xform[16];
+ float inv_extents[3];
+ float albedo_mix;
+ float albedo_rect[4];
+ float normal_rect[4];
+ float orm_rect[4];
+ float emission_rect[4];
+ float modulate[4];
+ float emission_energy;
+ uint32_t mask;
+ float upper_fade;
+ float lower_fade;
+ float normal_xform[12];
+ float normal[3];
+ float normal_fade;
+ };
+
+ template <class T>
+ struct InstanceSort {
+ float depth;
+ T *instance;
+ bool operator<(const InstanceSort &p_sort) const {
+ return depth < p_sort.depth;
+ }
+ };
+
+ ReflectionData *reflections;
+ InstanceSort<ReflectionProbeInstance> *reflection_sort;
+ uint32_t max_reflections;
+ RID reflection_buffer;
+ uint32_t max_reflection_probes_per_instance;
+ uint32_t reflection_count = 0;
+
+ DecalData *decals;
+ InstanceSort<DecalInstance> *decal_sort;
+ uint32_t max_decals;
+ RID decal_buffer;
+ uint32_t decal_count;
+
+ LightData *omni_lights;
+ LightData *spot_lights;
+
+ InstanceSort<LightInstance> *omni_light_sort;
+ InstanceSort<LightInstance> *spot_light_sort;
+ uint32_t max_lights;
+ RID omni_light_buffer;
+ RID spot_light_buffer;
+ uint32_t omni_light_count = 0;
+ uint32_t spot_light_count = 0;
+
+ DirectionalLightData *directional_lights;
+ uint32_t max_directional_lights;
+ RID directional_light_buffer;
+
+ } cluster;
+
+ struct RenderState {
+ const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
+ int render_shadow_count = 0;
+ const RendererSceneRender::RenderSDFGIData *render_sdfgi_regions = nullptr;
+ int render_sdfgi_region_count = 0;
+ const RendererSceneRender::RenderSDFGIUpdateData *sdfgi_update_data = nullptr;
+
+ uint32_t voxel_gi_count = 0;
+
+ LocalVector<int> cube_shadows;
+ LocalVector<int> shadows;
+ LocalVector<int> directional_shadows;
+
+ bool depth_prepass_used; // this does not seem used anywhere...
+ } render_state;
+
+ struct VolumetricFog {
+ enum {
+ MAX_TEMPORAL_FRAMES = 16
+ };
+
+ uint32_t width = 0;
+ uint32_t height = 0;
+ uint32_t depth = 0;
+
+ float length;
+ float spread;
+
+ RID light_density_map;
+ RID prev_light_density_map;
+
+ RID fog_map;
+ RID uniform_set;
+ RID uniform_set2;
+ RID sdfgi_uniform_set;
+ RID sky_uniform_set;
+
+ int last_shadow_filter = -1;
+
+ Transform3D prev_cam_transform;
+ };
+
+ enum {
+ VOLUMETRIC_FOG_SHADER_DENSITY,
+ VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI,
+ VOLUMETRIC_FOG_SHADER_FILTER,
+ VOLUMETRIC_FOG_SHADER_FOG,
+ VOLUMETRIC_FOG_SHADER_MAX,
+ };
+
+ struct VolumetricFogShader {
+ struct ParamsUBO {
+ float fog_frustum_size_begin[2];
+ float fog_frustum_size_end[2];
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ uint32_t filter_axis;
+
+ int32_t fog_volume_size[3];
+ uint32_t directional_light_count;
+
+ float light_energy[3];
+ float base_density;
+
+ float detail_spread;
+ float gi_inject;
+ uint32_t max_voxel_gi_instances;
+ uint32_t cluster_type_size;
+
+ float screen_size[2];
+ uint32_t cluster_shift;
+ uint32_t cluster_width;
+
+ uint32_t max_cluster_element_count_div_32;
+ uint32_t use_temporal_reprojection;
+ uint32_t temporal_frame;
+ float temporal_blend;
+
+ float cam_rotation[12];
+ float to_prev_view[16];
+ };
+
+ VolumetricFogShaderRD shader;
+
+ RID params_ubo;
+ RID shader_version;
+ RID pipelines[VOLUMETRIC_FOG_SHADER_MAX];
+
+ } volumetric_fog;
+
+ uint32_t volumetric_fog_depth = 128;
+ uint32_t volumetric_fog_size = 128;
+ bool volumetric_fog_filter_active = true;
+
+ void _volumetric_fog_erase(RenderBuffers *rb);
+ void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count);
+
+ RID shadow_sampler;
+
+ uint64_t scene_pass = 0;
+ uint64_t shadow_atlas_realloc_tolerance_msec = 500;
+
+ /* !BAS! is this used anywhere?
+ struct SDFGICosineNeighbour {
+ uint32_t neighbour;
+ float weight;
+ };
+ */
+
+ uint32_t max_cluster_elements = 512;
+
+ void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr);
+
+public:
+ virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
+
+ /* SHADOW ATLAS API */
+
+ virtual RID shadow_atlas_create() override;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
+ virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
+ virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
+ _FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
+ ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
+ ERR_FAIL_COND_V(!atlas, false);
+ return atlas->shadow_owners.has(p_light_intance);
+ }
+
+ _FORCE_INLINE_ RID shadow_atlas_get_texture(RID p_atlas) {
+ ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
+ ERR_FAIL_COND_V(!atlas, RID());
+ return atlas->depth;
+ }
+
+ _FORCE_INLINE_ Size2i shadow_atlas_get_size(RID p_atlas) {
+ ShadowAtlas *atlas = shadow_atlas_owner.get_or_null(p_atlas);
+ ERR_FAIL_COND_V(!atlas, Size2i());
+ return Size2(atlas->size, atlas->size);
+ }
+
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
+ virtual int get_directional_light_shadow_size(RID p_light_intance) override;
+ virtual void set_directional_shadow_count(int p_count) override;
+
+ _FORCE_INLINE_ RID directional_shadow_get_texture() {
+ return directional_shadow.depth;
+ }
+
+ _FORCE_INLINE_ Size2i directional_shadow_get_size() {
+ return Size2i(directional_shadow.size, directional_shadow.size);
+ }
+
+ /* SDFGI UPDATE */
+
+ virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override;
+ virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const override;
+ virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override;
+ virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override;
+ RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; }
+
+ /* SKY API */
+
+ virtual RID sky_allocate() override;
+ virtual void sky_initialize(RID p_rid) override;
+
+ virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
+ virtual void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
+ virtual void sky_set_material(RID p_sky, RID p_material) override;
+ virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
+
+ /* ENVIRONMENT API */
+
+ virtual RID environment_allocate() override;
+ virtual void environment_initialize(RID p_rid) override;
+
+ virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
+ virtual void environment_set_sky(RID p_env, RID p_sky) override;
+ virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
+ virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
+ virtual void environment_set_bg_color(RID p_env, const Color &p_color) override;
+ virtual void environment_set_bg_energy(RID p_env, float p_energy) override;
+ virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
+ virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) override;
+
+ virtual RS::EnvironmentBG environment_get_background(RID p_env) const override;
+ RID environment_get_sky(RID p_env) const;
+ float environment_get_sky_custom_fov(RID p_env) const;
+ Basis environment_get_sky_orientation(RID p_env) const;
+ Color environment_get_bg_color(RID p_env) const;
+ float environment_get_bg_energy(RID p_env) const;
+ virtual int environment_get_canvas_max_layer(RID p_env) const override;
+ Color environment_get_ambient_light_color(RID p_env) const;
+ RS::EnvironmentAmbientSource environment_get_ambient_source(RID p_env) const;
+ float environment_get_ambient_light_energy(RID p_env) const;
+ float environment_get_ambient_sky_contribution(RID p_env) const;
+ RS::EnvironmentReflectionSource environment_get_reflection_source(RID p_env) const;
+ Color environment_get_ao_color(RID p_env) const;
+
+ virtual bool is_environment(RID p_env) const override;
+
+ virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) override;
+ virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
+ virtual void environment_glow_set_use_high_quality(bool p_enable) override;
+
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override;
+ bool environment_is_fog_enabled(RID p_env) const;
+ Color environment_get_fog_light_color(RID p_env) const;
+ float environment_get_fog_light_energy(RID p_env) const;
+ float environment_get_fog_sun_scatter(RID p_env) const;
+ float environment_get_fog_density(RID p_env) const;
+ float environment_get_fog_height(RID p_env) const;
+ float environment_get_fog_height_density(RID p_env) const;
+ float environment_get_fog_aerial_perspective(RID p_env) const;
+
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override;
+
+ virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
+ virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
+
+ virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
+ virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
+ virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
+ bool environment_is_ssao_enabled(RID p_env) const;
+ float environment_get_ssao_ao_affect(RID p_env) const;
+ float environment_get_ssao_light_affect(RID p_env) const;
+ bool environment_is_ssr_enabled(RID p_env) const;
+ bool environment_is_sdfgi_enabled(RID p_env) const;
+
+ virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;
+ virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
+ virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
+ virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
+
+ virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
+ RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
+
+ virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override;
+ virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override;
+
+ virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
+
+ virtual RID camera_effects_allocate() override;
+ virtual void camera_effects_initialize(RID p_rid) override;
+
+ virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
+ virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
+
+ virtual 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;
+ virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
+
+ bool camera_effects_uses_dof(RID p_camera_effects) {
+ CameraEffects *camfx = camera_effects_owner.get_or_null(p_camera_effects);
+
+ return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0;
+ }
+
+ virtual RID light_instance_create(RID p_light) override;
+ virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
+ virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
+ virtual void light_instance_mark_visible(RID p_light_instance) override;
+
+ _FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->light;
+ }
+
+ _FORCE_INLINE_ Transform3D light_instance_get_base_transform(RID p_light_instance) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->transform;
+ }
+
+ _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ uint32_t key = shadow_atlas->shadow_owners[li->self];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ uint32_t shadow = key & ShadowAtlas::SHADOW_INDEX_MASK;
+
+ ERR_FAIL_COND_V(shadow >= (uint32_t)shadow_atlas->quadrants[quadrant].shadows.size(), Rect2());
+
+ uint32_t atlas_size = shadow_atlas->size;
+ uint32_t quadrant_size = atlas_size >> 1;
+
+ uint32_t x = (quadrant & 1) * quadrant_size;
+ uint32_t y = (quadrant >> 1) * quadrant_size;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+ x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+
+ if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
+ r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
+ r_omni_offset.y = 1;
+ } else {
+ r_omni_offset.x = 1;
+ r_omni_offset.y = 0;
+ }
+ }
+
+ uint32_t width = shadow_size;
+ uint32_t height = shadow_size;
+
+ return Rect2(x / float(shadow_atlas->size), y / float(shadow_atlas->size), width / float(shadow_atlas->size), height / float(shadow_atlas->size));
+ }
+
+ _FORCE_INLINE_ CameraMatrix light_instance_get_shadow_camera(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].camera;
+ }
+
+ _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
+#ifdef DEBUG_ENABLED
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
+#endif
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_shadow_atlas);
+ ERR_FAIL_COND_V(!shadow_atlas, 0);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
+#endif
+ uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+
+ uint32_t quadrant_size = shadow_atlas->size >> 1;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+
+ return float(1.0) / shadow_size;
+ }
+
+ _FORCE_INLINE_ Transform3D
+ light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].transform;
+ }
+ _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].bias_scale;
+ }
+ _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].farplane;
+ }
+ _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].range_begin;
+ }
+
+ _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].uv_scale;
+ }
+
+ _FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].atlas_rect;
+ }
+
+ _FORCE_INLINE_ float light_instance_get_directional_shadow_split(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].split;
+ }
+
+ _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->shadow_transform[p_index].shadow_texel_size;
+ }
+
+ _FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ li->last_pass = p_pass;
+ }
+
+ _FORCE_INLINE_ uint64_t light_instance_get_render_pass(RID p_light_instance) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->last_pass;
+ }
+
+ _FORCE_INLINE_ ForwardID light_instance_get_forward_id(RID p_light_instance) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->forward_id;
+ }
+
+ _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->light_type;
+ }
+
+ virtual RID reflection_atlas_create() override;
+ virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
+ virtual int reflection_atlas_get_size(RID p_ref_atlas) const override;
+
+ _FORCE_INLINE_ RID reflection_atlas_get_texture(RID p_ref_atlas) {
+ ReflectionAtlas *atlas = reflection_atlas_owner.get_or_null(p_ref_atlas);
+ ERR_FAIL_COND_V(!atlas, RID());
+ return atlas->reflection;
+ }
+
+ virtual RID reflection_probe_instance_create(RID p_probe) override;
+ virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
+ virtual void reflection_probe_release_atlas_index(RID p_instance) override;
+ virtual bool reflection_probe_instance_needs_redraw(RID p_instance) override;
+ virtual bool reflection_probe_instance_has_reflection(RID p_instance) override;
+ virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
+ virtual RID reflection_probe_create_framebuffer(RID p_color, RID p_depth);
+ virtual bool reflection_probe_instance_postprocess_step(RID p_instance) override;
+
+ uint32_t reflection_probe_instance_get_resolution(RID p_instance);
+ RID reflection_probe_instance_get_framebuffer(RID p_instance, int p_index);
+ RID reflection_probe_instance_get_depth_framebuffer(RID p_instance, int p_index);
+
+ _FORCE_INLINE_ RID reflection_probe_instance_get_probe(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, RID());
+
+ return rpi->probe;
+ }
+
+ _FORCE_INLINE_ ForwardID reflection_probe_instance_get_forward_id(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, 0);
+
+ return rpi->forward_id;
+ }
+
+ _FORCE_INLINE_ void reflection_probe_instance_set_render_pass(RID p_instance, uint32_t p_render_pass) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!rpi);
+ rpi->last_pass = p_render_pass;
+ }
+
+ _FORCE_INLINE_ uint32_t reflection_probe_instance_get_render_pass(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, 0);
+
+ return rpi->last_pass;
+ }
+
+ _FORCE_INLINE_ Transform3D reflection_probe_instance_get_transform(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, Transform3D());
+
+ return rpi->transform;
+ }
+
+ _FORCE_INLINE_ int reflection_probe_instance_get_atlas_index(RID p_instance) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!rpi, -1);
+
+ return rpi->atlas_index;
+ }
+
+ virtual RID decal_instance_create(RID p_decal) override;
+ virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
+
+ _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
+ DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
+ return decal->decal;
+ }
+
+ _FORCE_INLINE_ ForwardID decal_instance_get_forward_id(RID p_decal) const {
+ DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
+ return decal->forward_id;
+ }
+
+ _FORCE_INLINE_ Transform3D decal_instance_get_transform(RID p_decal) const {
+ DecalInstance *decal = decal_instance_owner.get_or_null(p_decal);
+ return decal->transform;
+ }
+
+ virtual RID lightmap_instance_create(RID p_lightmap) override;
+ virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
+ _FORCE_INLINE_ bool lightmap_instance_is_valid(RID p_lightmap_instance) {
+ return lightmap_instance_owner.get_or_null(p_lightmap_instance) != nullptr;
+ }
+
+ _FORCE_INLINE_ RID lightmap_instance_get_lightmap(RID p_lightmap_instance) {
+ LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
+ return li->lightmap;
+ }
+ _FORCE_INLINE_ Transform3D lightmap_instance_get_transform(RID p_lightmap_instance) {
+ LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap_instance);
+ return li->transform;
+ }
+
+ /* gi light probes */
+
+ virtual RID voxel_gi_instance_create(RID p_base) override;
+ virtual void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
+ virtual bool voxel_gi_needs_update(RID p_probe) const override;
+ virtual void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override;
+ virtual void voxel_gi_set_quality(RS::VoxelGIQuality p_quality) override { gi.voxel_gi_quality = p_quality; }
+
+ /* render buffers */
+
+ virtual float _render_buffers_get_luminance_multiplier();
+ virtual RD::DataFormat _render_buffers_get_color_format();
+ virtual bool _render_buffers_can_be_storage();
+ virtual RID render_buffers_create() override;
+ virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
+ virtual void gi_set_use_half_resolution(bool p_enable) override;
+
+ RID render_buffers_get_depth_texture(RID p_render_buffers);
+ RID render_buffers_get_ao_texture(RID p_render_buffers);
+ RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
+ RID render_buffers_get_back_depth_texture(RID p_render_buffers);
+ RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers);
+ 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);
+
+ uint32_t render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const;
+ bool render_buffers_is_sdfgi_enabled(RID p_render_buffers) const;
+ RID render_buffers_get_sdfgi_irradiance_probes(RID p_render_buffers) const;
+ Vector3 render_buffers_get_sdfgi_cascade_offset(RID p_render_buffers, uint32_t p_cascade) const;
+ Vector3i render_buffers_get_sdfgi_cascade_probe_offset(RID p_render_buffers, uint32_t p_cascade) const;
+ float render_buffers_get_sdfgi_cascade_probe_size(RID p_render_buffers, uint32_t p_cascade) const;
+ float render_buffers_get_sdfgi_normal_bias(RID p_render_buffers) const;
+ uint32_t render_buffers_get_sdfgi_cascade_probe_count(RID p_render_buffers) const;
+ uint32_t render_buffers_get_sdfgi_cascade_size(RID p_render_buffers) const;
+ bool render_buffers_is_sdfgi_using_occlusion(RID p_render_buffers) const;
+ float render_buffers_get_sdfgi_energy(RID p_render_buffers) const;
+ RID render_buffers_get_sdfgi_occlusion_texture(RID p_render_buffers) const;
+
+ bool render_buffers_has_volumetric_fog(RID p_render_buffers) const;
+ RID render_buffers_get_volumetric_fog_texture(RID p_render_buffers);
+ RID render_buffers_get_volumetric_fog_sky_uniform_set(RID p_render_buffers);
+ float render_buffers_get_volumetric_fog_end(RID p_render_buffers);
+ float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers);
+
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
+
+ virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
+
+ virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
+
+ virtual void set_scene_pass(uint64_t p_pass) override {
+ scene_pass = p_pass;
+ }
+ _FORCE_INLINE_ uint64_t get_scene_pass() {
+ return scene_pass;
+ }
+
+ virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) override;
+ virtual bool screen_space_roughness_limiter_is_active() const override;
+ virtual float screen_space_roughness_limiter_get_amount() const;
+ virtual float screen_space_roughness_limiter_get_limit() const;
+
+ virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
+ RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
+ virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
+
+ virtual void shadows_quality_set(RS::ShadowQuality p_quality) override;
+ virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
+
+ virtual void decals_set_filter(RS::DecalFilter p_filter) override;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
+
+ _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
+ _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
+ _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
+ _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
+
+ _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
+ _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
+ _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
+ _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
+
+ _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
+ _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
+ _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
+ _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
+
+ _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
+ _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
+
+ int get_roughness_layers() const;
+ bool is_using_radiance_cubemap_array() const;
+
+ virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
+
+ virtual bool free(RID p_rid) override;
+
+ virtual void update() override;
+
+ virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
+ _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
+ return debug_draw;
+ }
+
+ virtual void set_time(double p_time, double p_step) override;
+
+ RID get_reflection_probe_buffer();
+ RID get_omni_light_buffer();
+ RID get_spot_light_buffer();
+ RID get_directional_light_buffer();
+ RID get_decal_buffer();
+ int get_max_directional_lights() const;
+
+ virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
+
+ 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;
+
+ void init();
+
+ RendererSceneRenderRD(RendererStorageRD *p_storage);
+ ~RendererSceneRenderRD();
+};
+
+#endif // RASTERIZER_SCENE_RD_H
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
new file mode 100644
index 0000000000..830b0e7bae
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -0,0 +1,1827 @@
+/*************************************************************************/
+/* renderer_scene_sky_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "renderer_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/renderer_rd/renderer_compositor_rd.h"
+#include "servers/rendering/rendering_server_default.h"
+
+////////////////////////////////////////////////////////////////////////////////
+// SKY SHADER
+
+void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+ ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT;
+
+ uses_time = false;
+ uses_half_res = false;
+ uses_quarter_res = false;
+ uses_position = false;
+ uses_light = false;
+
+ actions.render_mode_flags["use_half_res_pass"] = &uses_half_res;
+ actions.render_mode_flags["use_quarter_res_pass"] = &uses_quarter_res;
+
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+ actions.usage_flag_pointers["POSITION"] = &uses_position;
+ actions.usage_flag_pointers["LIGHT0_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT0_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT1_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT2_SIZE"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_ENABLED"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_ENERGY"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_DIRECTION"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_COLOR"] = &uses_light;
+ actions.usage_flag_pointers["LIGHT3_SIZE"] = &uses_light;
+
+ actions.uniforms = &uniforms;
+
+ // !BAS! Contemplate making `SkyShader sky` accessible from this struct or even part of this struct.
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ Error err = scene_singleton->sky.sky_shader.compiler.compile(RS::SHADER_SKY, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = scene_singleton->sky.sky_shader.shader.version_create();
+ }
+
+#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->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;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //update pipelines
+
+ for (int i = 0; i < SKY_VERSION_MAX; i++) {
+ RD::PipelineDepthStencilState depth_stencil_state;
+ depth_stencil_state.enable_depth_test = true;
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+
+ if (scene_singleton->sky.sky_shader.shader.is_variant_enabled(i)) {
+ RID shader_variant = scene_singleton->sky.sky_shader.shader.version_get_shader(version, i);
+ pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
+ } else {
+ pipelines[i].clear();
+ }
+ }
+
+ valid = true;
+}
+
+void RendererSceneSkyRD::SkyShaderData::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 RendererSceneSkyRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ for (const KeyValue<int, StringName> &E : order) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void RendererSceneSkyRD::SkyShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool RendererSceneSkyRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool RendererSceneSkyRD::SkyShaderData::is_animated() const {
+ return false;
+}
+
+bool RendererSceneSkyRD::SkyShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant RendererSceneSkyRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode RendererSceneSkyRD::SkyShaderData::get_native_source_code() const {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ return scene_singleton->sky.sky_shader.shader.version_get_native_source_code(version);
+}
+
+RendererSceneSkyRD::SkyShaderData::SkyShaderData() {
+ valid = false;
+}
+
+RendererSceneSkyRD::SkyShaderData::~SkyShaderData() {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+ ERR_FAIL_COND(!scene_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ scene_singleton->sky.sky_shader.shader.version_free(version);
+ }
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Sky material
+
+bool RendererSceneSkyRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton;
+
+ uniform_set_updated = true;
+
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->sky.sky_shader.shader.version_get_shader(shader_data->version, 0), SKY_SET_MATERIAL);
+}
+
+RendererSceneSkyRD::SkyMaterialData::~SkyMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// Render sky
+
+static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_array) {
+ p_array[0] = p_basis.elements[0][0];
+ p_array[1] = p_basis.elements[1][0];
+ p_array[2] = p_basis.elements[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_basis.elements[0][1];
+ p_array[5] = p_basis.elements[1][1];
+ p_array[6] = p_basis.elements[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_basis.elements[0][2];
+ p_array[9] = p_basis.elements[1][2];
+ p_array[10] = p_basis.elements[2][2];
+ p_array[11] = 0;
+}
+
+void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
+ SkyPushConstant sky_push_constant;
+
+ memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
+
+ for (uint32_t v = 0; v < p_view_count; v++) {
+ // We only need key components of our projection matrix
+ sky_push_constant.projections[v][0] = p_projections[v].matrix[2][0];
+ sky_push_constant.projections[v][1] = p_projections[v].matrix[0][0];
+ sky_push_constant.projections[v][2] = p_projections[v].matrix[2][1];
+ sky_push_constant.projections[v][3] = p_projections[v].matrix[1][1];
+ }
+ sky_push_constant.position[0] = p_position.x;
+ sky_push_constant.position[1] = p_position.y;
+ sky_push_constant.position[2] = p_position.z;
+ sky_push_constant.multiplier = p_multiplier;
+ sky_push_constant.time = p_time;
+ sky_push_constant.luminance_multiplier = p_luminance_multiplier;
+ store_transform_3x3(p_orientation, sky_push_constant.orientation);
+
+ RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
+
+ RD::DrawListID draw_list = p_list;
+
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, p_pipeline->get_render_pipeline(RD::INVALID_ID, fb_format, false, RD::get_singleton()->draw_list_get_current_pass()));
+
+ // Update uniform sets.
+ {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
+ if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
+ }
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
+ }
+
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// ReflectionData
+
+void RendererSceneSkyRD::ReflectionData::clear_reflection_data() {
+ layers.clear();
+ radiance_base_cubemap = RID();
+ if (downsampled_radiance_cubemap.is_valid()) {
+ RD::get_singleton()->free(downsampled_radiance_cubemap);
+ }
+ downsampled_radiance_cubemap = RID();
+ downsampled_layer.mipmaps.clear();
+ coefficient_buffer = RID();
+}
+
+void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format) {
+ //recreate radiance and all data
+
+ int mipmaps = p_mipmaps;
+ uint32_t w = p_size, h = p_size;
+
+ EffectsRD *effects = p_storage->get_effects();
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = effects->get_prefer_raster_effects();
+
+ if (p_use_array) {
+ int num_layers = p_low_quality ? 8 : p_roughness_layers;
+
+ for (int i = 0; i < num_layers; i++) {
+ ReflectionData::Layer layer;
+ uint32_t mmw = w;
+ uint32_t mmh = h;
+ layer.mipmaps.resize(mipmaps);
+ layer.views.resize(mipmaps);
+ for (int j = 0; j < mipmaps; j++) {
+ ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
+ mm.size.width = mmw;
+ mm.size.height = mmh;
+ for (int k = 0; k < 6; k++) {
+ mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6 + k, j);
+ Vector<RID> fbtex;
+ fbtex.push_back(mm.views[k]);
+ mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
+ }
+
+ layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP);
+
+ mmw = MAX(1, mmw >> 1);
+ mmh = MAX(1, mmh >> 1);
+ }
+
+ layers.push_back(layer);
+ }
+
+ } else {
+ mipmaps = p_low_quality ? 8 : mipmaps;
+ //regular cubemap, lower quality (aliasing, less memory)
+ ReflectionData::Layer layer;
+ uint32_t mmw = w;
+ uint32_t mmh = h;
+ layer.mipmaps.resize(mipmaps);
+ layer.views.resize(mipmaps);
+ for (int j = 0; j < mipmaps; j++) {
+ ReflectionData::Layer::Mipmap &mm = layer.mipmaps.write[j];
+ mm.size.width = mmw;
+ mm.size.height = mmh;
+ for (int k = 0; k < 6; k++) {
+ mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + k, j);
+ Vector<RID> fbtex;
+ fbtex.push_back(mm.views[k]);
+ mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
+ }
+
+ layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP);
+
+ mmw = MAX(1, mmw >> 1);
+ mmh = MAX(1, mmh >> 1);
+ }
+
+ layers.push_back(layer);
+ }
+
+ radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP);
+ RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap");
+ RD::TextureFormat tf;
+ tf.format = p_texture_format;
+ tf.width = 64; // Always 64x64
+ tf.height = 64;
+ tf.texture_type = RD::TEXTURE_TYPE_CUBE;
+ tf.array_layers = 6;
+ tf.mipmaps = 7;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+
+ downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap");
+ {
+ uint32_t mmw = 64;
+ uint32_t mmh = 64;
+ downsampled_layer.mipmaps.resize(7);
+ for (int j = 0; j < downsampled_layer.mipmaps.size(); j++) {
+ ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j];
+ mm.size.width = mmw;
+ mm.size.height = mmh;
+ mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP);
+ RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " ");
+ if (prefer_raster_effects) {
+ // we need a framebuffer for each side of our cubemap
+
+ for (int k = 0; k < 6; k++) {
+ mm.views[k] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, k, j);
+ RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip: " + itos(j) + " Face: " + itos(k) + " ");
+ Vector<RID> fbtex;
+ fbtex.push_back(mm.views[k]);
+ mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex);
+ }
+ }
+
+ mmw = MAX(1, mmw >> 1);
+ mmh = MAX(1, mmh >> 1);
+ }
+ }
+}
+
+void RendererSceneSkyRD::ReflectionData::create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays) {
+ EffectsRD *effects = p_storage->get_effects();
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = effects->get_prefer_raster_effects();
+
+ if (prefer_raster_effects) {
+ RD::get_singleton()->draw_command_begin_label("Downsample radiance map");
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_downsample_raster(radiance_base_cubemap, downsampled_layer.mipmaps[0].framebuffers[k], k, downsampled_layer.mipmaps[0].size);
+ }
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_downsample_raster(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].framebuffers[k], k, downsampled_layer.mipmaps[i].size);
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Downsample Radiance
+
+ if (p_use_arrays) {
+ RD::get_singleton()->draw_command_begin_label("filter radiance map into array heads");
+ for (int i = 0; i < layers.size(); i++) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[i].mipmaps[0].framebuffers[k], k, i);
+ }
+ }
+ } else {
+ RD::get_singleton()->draw_command_begin_label("filter radiance map into mipmaps directly");
+ for (int j = 0; j < layers[0].mipmaps.size(); j++) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_filter_raster(downsampled_radiance_cubemap, layers[0].mipmaps[j].framebuffers[k], k, j);
+ }
+ }
+ }
+ RD::get_singleton()->draw_command_end_label(); // Filter radiance
+ } else {
+ effects->cubemap_downsample(radiance_base_cubemap, downsampled_layer.mipmaps[0].view, downsampled_layer.mipmaps[0].size);
+
+ for (int i = 1; i < downsampled_layer.mipmaps.size(); i++) {
+ effects->cubemap_downsample(downsampled_layer.mipmaps[i - 1].view, downsampled_layer.mipmaps[i].view, downsampled_layer.mipmaps[i].size);
+ }
+
+ Vector<RID> views;
+ if (p_use_arrays) {
+ for (int i = 1; i < layers.size(); i++) {
+ views.push_back(layers[i].views[0]);
+ }
+ } else {
+ for (int i = 1; i < layers[0].views.size(); i++) {
+ views.push_back(layers[0].views[i]);
+ }
+ }
+
+ effects->cubemap_filter(downsampled_radiance_cubemap, views, p_use_arrays);
+ }
+}
+
+void RendererSceneSkyRD::ReflectionData::create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality) {
+ EffectsRD *effects = p_storage->get_effects();
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = effects->get_prefer_raster_effects();
+
+ if (prefer_raster_effects) {
+ // Need to ask clayjohn but p_cube_side is set to 10, looks like in the compute shader we're doing all 6 sides in one call
+ // here we need to do them one by one so ignoring p_cube_side
+ if (p_use_arrays) {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_roughness_raster(
+ radiance_base_cubemap,
+ layers[p_base_layer].mipmaps[0].framebuffers[k],
+ k,
+ p_sky_ggx_samples_quality,
+ float(p_base_layer) / (layers.size() - 1.0),
+ layers[p_base_layer].mipmaps[0].size.x);
+ }
+ } else {
+ for (int k = 0; k < 6; k++) {
+ effects->cubemap_roughness_raster(
+ layers[0].views[p_base_layer - 1],
+ layers[0].mipmaps[p_base_layer].framebuffers[k],
+ k,
+ p_sky_ggx_samples_quality,
+ float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
+ layers[0].mipmaps[p_base_layer].size.x);
+ }
+ }
+ } else {
+ if (p_use_arrays) {
+ //render directly to the layers
+ effects->cubemap_roughness(radiance_base_cubemap, layers[p_base_layer].views[0], p_cube_side, p_sky_ggx_samples_quality, float(p_base_layer) / (layers.size() - 1.0), layers[p_base_layer].mipmaps[0].size.x);
+ } else {
+ effects->cubemap_roughness(
+ layers[0].views[p_base_layer - 1],
+ layers[0].views[p_base_layer],
+ p_cube_side,
+ p_sky_ggx_samples_quality,
+ float(p_base_layer) / (layers[0].mipmaps.size() - 1.0),
+ layers[0].mipmaps[p_base_layer].size.x);
+ }
+ }
+}
+
+void RendererSceneSkyRD::ReflectionData::update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end) {
+ EffectsRD *effects = p_storage->get_effects();
+ ERR_FAIL_NULL_MSG(effects, "Effects haven't been initialised");
+ bool prefer_raster_effects = effects->get_prefer_raster_effects();
+
+ RD::get_singleton()->draw_command_begin_label("Update Radiance Cubemap Array Mipmaps");
+ for (int i = p_start; i < p_end; i++) {
+ for (int j = 0; j < layers[i].views.size() - 1; j++) {
+ RID view = layers[i].views[j];
+ Size2i size = layers[i].mipmaps[j + 1].size;
+ if (prefer_raster_effects) {
+ for (int k = 0; k < 6; k++) {
+ RID framebuffer = layers[i].mipmaps[j + 1].framebuffers[k];
+ effects->cubemap_downsample_raster(view, framebuffer, k, size);
+ }
+ } else {
+ RID texture = layers[i].views[j + 1];
+ effects->cubemap_downsample(view, texture, size);
+ }
+ }
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// RendererSceneSkyRD::Sky
+
+void RendererSceneSkyRD::Sky::free(RendererStorageRD *p_storage) {
+ if (radiance.is_valid()) {
+ RD::get_singleton()->free(radiance);
+ radiance = RID();
+ }
+ reflection.clear_reflection_data();
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ if (half_res_pass.is_valid()) {
+ RD::get_singleton()->free(half_res_pass);
+ half_res_pass = RID();
+ }
+
+ if (quarter_res_pass.is_valid()) {
+ RD::get_singleton()->free(quarter_res_pass);
+ quarter_res_pass = RID();
+ }
+
+ if (material.is_valid()) {
+ p_storage->free(material);
+ }
+}
+
+RID RendererSceneSkyRD::Sky::get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd) {
+ if (texture_uniform_sets[p_version].is_valid() && RD::get_singleton()->uniform_set_is_valid(texture_uniform_sets[p_version])) {
+ return texture_uniform_sets[p_version];
+ }
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ if (radiance.is_valid() && p_version <= SKY_TEXTURE_SET_QUARTER_RES) {
+ u.ids.push_back(radiance);
+ } else {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1; // half res
+ if (half_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_HALF_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) {
+ if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+ u.ids.push_back(reflection.layers[0].views[1]);
+ } else {
+ u.ids.push_back(half_res_pass);
+ }
+ } else {
+ if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ } else {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ }
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2; // quarter res
+ if (quarter_res_pass.is_valid() && p_version != SKY_TEXTURE_SET_QUARTER_RES && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) {
+ if (p_version >= SKY_TEXTURE_SET_CUBEMAP) {
+ u.ids.push_back(reflection.layers[0].views[2]);
+ } else {
+ u.ids.push_back(quarter_res_pass);
+ }
+ } else {
+ if (p_version < SKY_TEXTURE_SET_CUBEMAP) {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ } else {
+ u.ids.push_back(p_storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ }
+ }
+ uniforms.push_back(u);
+ }
+
+ texture_uniform_sets[p_version] = RD::get_singleton()->uniform_set_create(uniforms, p_default_shader_rd, SKY_SET_TEXTURES);
+ return texture_uniform_sets[p_version];
+}
+
+bool RendererSceneSkyRD::Sky::set_radiance_size(int p_radiance_size) {
+ ERR_FAIL_COND_V(p_radiance_size < 32 || p_radiance_size > 2048, false);
+ if (radiance_size == p_radiance_size) {
+ return false;
+ }
+ radiance_size = p_radiance_size;
+
+ if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
+ WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
+ radiance_size = 256;
+ }
+
+ if (radiance.is_valid()) {
+ RD::get_singleton()->free(radiance);
+ radiance = RID();
+ }
+ reflection.clear_reflection_data();
+
+ return true;
+}
+
+bool RendererSceneSkyRD::Sky::set_mode(RS::SkyMode p_mode) {
+ if (mode == p_mode) {
+ return false;
+ }
+
+ mode = p_mode;
+
+ if (mode == RS::SKY_MODE_REALTIME && radiance_size != 256) {
+ WARN_PRINT("Realtime Skies can only use a radiance size of 256. Radiance size will be set to 256 internally.");
+ set_radiance_size(256);
+ }
+
+ if (radiance.is_valid()) {
+ RD::get_singleton()->free(radiance);
+ radiance = RID();
+ }
+ reflection.clear_reflection_data();
+
+ return true;
+}
+
+bool RendererSceneSkyRD::Sky::set_material(RID p_material) {
+ if (material == p_material) {
+ return false;
+ }
+
+ material = p_material;
+ return true;
+}
+
+Ref<Image> RendererSceneSkyRD::Sky::bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size) {
+ if (radiance.is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ tf.width = p_size.width;
+ tf.height = p_size.height;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ RID rad_tex = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ p_storage->get_effects()->copy_cubemap_to_panorama(radiance, rad_tex, p_size, p_roughness_layers, reflection.layers.size() > 1);
+ Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0);
+ RD::get_singleton()->free(rad_tex);
+
+ Ref<Image> img;
+ img.instantiate();
+ img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data);
+ for (int i = 0; i < p_size.width; i++) {
+ for (int j = 0; j < p_size.height; j++) {
+ Color c = img->get_pixel(i, j);
+ c.r *= p_energy;
+ c.g *= p_energy;
+ c.b *= p_energy;
+ img->set_pixel(i, j, c);
+ }
+ }
+ return img;
+ }
+
+ return Ref<Image>();
+}
+
+////////////////////////////////////////////////////////////////////////////////
+// RendererSceneSkyRD
+
+RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_func() {
+ SkyShaderData *shader_data = memnew(SkyShaderData);
+ return shader_data;
+}
+
+RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() {
+ // !BAS! Why isn't _create_sky_shader_func not just static too?
+ return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_shader_func();
+};
+
+RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) {
+ SkyMaterialData *material_data = memnew(SkyMaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ // !BAS! same here, we could just make _create_sky_material_func static?
+ return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->sky._create_sky_material_func(static_cast<SkyShaderData *>(p_shader));
+};
+
+RendererSceneSkyRD::RendererSceneSkyRD() {
+ roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
+ sky_ggx_samples_quality = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
+ sky_use_cubemap_array = GLOBAL_GET("rendering/reflections/sky_reflections/texture_array_reflections");
+}
+
+void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
+ storage = p_storage;
+
+ {
+ // Start with the directional lights for the sky
+ sky_scene_state.max_directional_lights = 4;
+ uint32_t directional_light_buffer_size = sky_scene_state.max_directional_lights * sizeof(SkyDirectionalLightData);
+ sky_scene_state.directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
+ sky_scene_state.last_frame_directional_lights = memnew_arr(SkyDirectionalLightData, sky_scene_state.max_directional_lights);
+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.max_directional_lights + 1;
+ sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
+
+ String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
+
+ // Initialize sky
+ Vector<String> sky_modes;
+ sky_modes.push_back(""); // Full size
+ sky_modes.push_back("\n#define USE_HALF_RES_PASS\n"); // Half Res
+ sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n"); // Quarter res
+ sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n"); // Cubemap
+ sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_HALF_RES_PASS\n"); // Half Res Cubemap
+ sky_modes.push_back("\n#define USE_CUBEMAP_PASS\n#define USE_QUARTER_RES_PASS\n"); // Quarter res Cubemap
+
+ sky_modes.push_back("\n#define USE_MULTIVIEW\n"); // Full size multiview
+ sky_modes.push_back("\n#define USE_HALF_RES_PASS\n#define USE_MULTIVIEW\n"); // Half Res multiview
+ sky_modes.push_back("\n#define USE_QUARTER_RES_PASS\n#define USE_MULTIVIEW\n"); // Quarter res multiview
+
+ sky_shader.shader.initialize(sky_modes, defines);
+
+ if (!RendererCompositorRD::singleton->is_xr_enabled()) {
+ sky_shader.shader.set_variant_enabled(SKY_VERSION_BACKGROUND_MULTIVIEW, false);
+ sky_shader.shader.set_variant_enabled(SKY_VERSION_HALF_RES_MULTIVIEW, false);
+ sky_shader.shader.set_variant_enabled(SKY_VERSION_QUARTER_RES_MULTIVIEW, false);
+ }
+ }
+
+ // register our shader funds
+ storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
+ storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
+
+ {
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "color";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["EYEDIR"] = "cube_normal";
+ actions.renames["POSITION"] = "params.position_multiplier.xyz";
+ 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";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
+ actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
+ actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
+ actions.renames["LIGHT0_COLOR"] = "directional_lights.data[0].color_size.xyz";
+ actions.renames["LIGHT0_SIZE"] = "directional_lights.data[0].color_size.w";
+ actions.renames["LIGHT1_ENABLED"] = "directional_lights.data[1].enabled";
+ actions.renames["LIGHT1_DIRECTION"] = "directional_lights.data[1].direction_energy.xyz";
+ actions.renames["LIGHT1_ENERGY"] = "directional_lights.data[1].direction_energy.w";
+ actions.renames["LIGHT1_COLOR"] = "directional_lights.data[1].color_size.xyz";
+ actions.renames["LIGHT1_SIZE"] = "directional_lights.data[1].color_size.w";
+ actions.renames["LIGHT2_ENABLED"] = "directional_lights.data[2].enabled";
+ actions.renames["LIGHT2_DIRECTION"] = "directional_lights.data[2].direction_energy.xyz";
+ actions.renames["LIGHT2_ENERGY"] = "directional_lights.data[2].direction_energy.w";
+ actions.renames["LIGHT2_COLOR"] = "directional_lights.data[2].color_size.xyz";
+ actions.renames["LIGHT2_SIZE"] = "directional_lights.data[2].color_size.w";
+ actions.renames["LIGHT3_ENABLED"] = "directional_lights.data[3].enabled";
+ actions.renames["LIGHT3_DIRECTION"] = "directional_lights.data[3].direction_energy.xyz";
+ actions.renames["LIGHT3_ENERGY"] = "directional_lights.data[3].direction_energy.w";
+ actions.renames["LIGHT3_COLOR"] = "directional_lights.data[3].color_size.xyz";
+ actions.renames["LIGHT3_SIZE"] = "directional_lights.data[3].color_size.w";
+ actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
+ actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
+ actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
+ actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
+ actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
+ actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
+ actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = 1;
+ 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";
+
+ sky_shader.compiler.initialize(actions);
+ }
+
+ {
+ // default material and shader for sky shader
+ sky_shader.default_shader = storage->shader_allocate();
+ storage->shader_initialize(sky_shader.default_shader);
+
+ storage->shader_set_code(sky_shader.default_shader, R"(
+// Default sky shader.
+
+shader_type sky;
+
+void sky() {
+ COLOR = vec3(0.0);
+}
+)");
+
+ sky_shader.default_material = storage->material_allocate();
+ storage->material_initialize(sky_shader.default_material);
+
+ storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
+
+ SkyMaterialData *md = (SkyMaterialData *)storage->material_get_data(sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY);
+ sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
+
+ sky_scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SkySceneState::UBO));
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 0;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 1;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(sky_scene_state.directional_light_buffer);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID vfog = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ u.ids.push_back(vfog);
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.default_fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_FOG);
+ }
+
+ {
+ // Need defaults for using fog with clear color
+ 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, R"(
+// Default clear color sky shader.
+
+shader_type sky;
+
+uniform vec4 clear_color;
+
+void sky() {
+ COLOR = clear_color.rgb;
+}
+)");
+ sky_scene_state.fog_material = storage->material_allocate();
+ storage->material_initialize(sky_scene_state.fog_material);
+
+ storage->material_set_shader(sky_scene_state.fog_material, sky_scene_state.fog_shader);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ uniforms.push_back(u);
+ }
+
+ sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
+ }
+
+ { //create index array for copy shaders
+ Vector<uint8_t> pv;
+ pv.resize(6 * 4);
+ {
+ uint8_t *w = pv.ptrw();
+ int *p32 = (int *)w;
+ p32[0] = 0;
+ p32[1] = 1;
+ p32[2] = 2;
+ p32[3] = 0;
+ p32[4] = 2;
+ p32[5] = 3;
+ }
+ index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
+ index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
+ }
+}
+
+void RendererSceneSkyRD::set_texture_format(RD::DataFormat p_texture_format) {
+ texture_format = p_texture_format;
+}
+
+RendererSceneSkyRD::~RendererSceneSkyRD() {
+ // TODO cleanup anything created in init...
+
+ if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.uniform_set);
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.default_fog_uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.default_fog_uniform_set);
+ }
+
+ if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
+ RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
+ }
+
+ RD::get_singleton()->free(index_buffer); //array gets freed as dependency
+}
+
+void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+ ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
+
+ SkyMaterialData *material = nullptr;
+ Sky *sky = get_sky(p_env->sky);
+
+ RID sky_material;
+
+ SkyShaderData *shader_data = nullptr;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ // !BAS! Possibly silently fail here, we now get error spam when you select sky as the background but haven't setup the sky yet.
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+ }
+
+ if (sky) {
+ // Invalidate supbass buffers if screen size changes
+ if (sky->screen_size != p_screen_size) {
+ sky->screen_size = p_screen_size;
+ sky->screen_size.x = sky->screen_size.x < 4 ? 4 : sky->screen_size.x;
+ sky->screen_size.y = sky->screen_size.y < 4 ? 4 : sky->screen_size.y;
+ if (shader_data->uses_half_res) {
+ if (sky->half_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->half_res_pass);
+ sky->half_res_pass = RID();
+ }
+ invalidate_sky(sky);
+ }
+ if (shader_data->uses_quarter_res) {
+ if (sky->quarter_res_pass.is_valid()) {
+ RD::get_singleton()->free(sky->quarter_res_pass);
+ sky->quarter_res_pass = RID();
+ }
+ invalidate_sky(sky);
+ }
+ }
+
+ // Create new subpass buffers if necessary
+ if ((shader_data->uses_half_res && sky->half_res_pass.is_null()) ||
+ (shader_data->uses_quarter_res && sky->quarter_res_pass.is_null()) ||
+ sky->radiance.is_null()) {
+ invalidate_sky(sky);
+ update_dirty_skys();
+ }
+
+ if (shader_data->uses_time && p_scene_render->time - sky->prev_time > 0.00001) {
+ sky->prev_time = p_scene_render->time;
+ sky->reflection.dirty = true;
+ RenderingServerDefault::redraw_request();
+ }
+
+ if (material != sky->prev_material) {
+ sky->prev_material = material;
+ sky->reflection.dirty = true;
+ }
+
+ if (material->uniform_set_updated) {
+ material->uniform_set_updated = false;
+ sky->reflection.dirty = true;
+ }
+
+ if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
+ sky->prev_position = p_transform.origin;
+ sky->reflection.dirty = true;
+ }
+
+ if (shader_data->uses_light) {
+ // Check whether the directional_light_buffer changes
+ bool light_data_dirty = false;
+
+ if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
+ light_data_dirty = true;
+ for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
+ sky_scene_state.directional_lights[i].enabled = false;
+ }
+ }
+ if (!light_data_dirty) {
+ for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
+ if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
+ sky_scene_state.directional_lights[i].direction[1] != sky_scene_state.last_frame_directional_lights[i].direction[1] ||
+ sky_scene_state.directional_lights[i].direction[2] != sky_scene_state.last_frame_directional_lights[i].direction[2] ||
+ sky_scene_state.directional_lights[i].energy != sky_scene_state.last_frame_directional_lights[i].energy ||
+ sky_scene_state.directional_lights[i].color[0] != sky_scene_state.last_frame_directional_lights[i].color[0] ||
+ sky_scene_state.directional_lights[i].color[1] != sky_scene_state.last_frame_directional_lights[i].color[1] ||
+ sky_scene_state.directional_lights[i].color[2] != sky_scene_state.last_frame_directional_lights[i].color[2] ||
+ sky_scene_state.directional_lights[i].enabled != sky_scene_state.last_frame_directional_lights[i].enabled ||
+ sky_scene_state.directional_lights[i].size != sky_scene_state.last_frame_directional_lights[i].size) {
+ light_data_dirty = true;
+ break;
+ }
+ }
+ }
+
+ if (light_data_dirty) {
+ RD::get_singleton()->buffer_update(sky_scene_state.directional_light_buffer, 0, sizeof(SkyDirectionalLightData) * sky_scene_state.max_directional_lights, sky_scene_state.directional_lights);
+
+ SkyDirectionalLightData *temp = sky_scene_state.last_frame_directional_lights;
+ sky_scene_state.last_frame_directional_lights = sky_scene_state.directional_lights;
+ sky_scene_state.directional_lights = temp;
+ sky_scene_state.last_frame_directional_light_count = sky_scene_state.ubo.directional_light_count;
+ sky->reflection.dirty = true;
+ }
+ }
+ }
+
+ //setup fog variables
+ sky_scene_state.ubo.volumetric_fog_enabled = false;
+ if (p_render_buffers.is_valid()) {
+ if (p_scene_render->render_buffers_has_volumetric_fog(p_render_buffers)) {
+ sky_scene_state.ubo.volumetric_fog_enabled = true;
+
+ float fog_end = p_scene_render->render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_inv_length = 1.0;
+ }
+
+ float fog_detail_spread = p_scene_render->render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0;
+ }
+ }
+
+ RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers);
+
+ if (fog_uniform_set != RID()) {
+ sky_scene_state.fog_uniform_set = fog_uniform_set;
+ } else {
+ sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set;
+ }
+ }
+
+ sky_scene_state.ubo.z_far = p_projection.get_z_far();
+ sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
+ sky_scene_state.ubo.fog_density = p_env->fog_density;
+ sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
+ Color fog_color = p_env->fog_light_color.to_linear();
+ float fog_energy = p_env->fog_light_energy;
+ sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ sky_scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+ sky_scene_state.ubo.fog_sun_scatter = p_env->fog_sun_scatter;
+
+ RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
+}
+
+void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+ ERR_FAIL_COND(!p_env);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ RID sky_material = sky_get_material(p_env->sky);
+
+ SkyMaterialData *material = nullptr;
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ float multiplier = p_env->bg_energy;
+
+ bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
+ RS::SkyMode sky_mode = sky->mode;
+
+ if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
+ if (shader_data->uses_time || shader_data->uses_position) {
+ update_single_frame = true;
+ sky_mode = RS::SKY_MODE_REALTIME;
+ } else if (shader_data->uses_light || shader_data->ubo_size > 0) {
+ update_single_frame = false;
+ sky_mode = RS::SKY_MODE_INCREMENTAL;
+ } else {
+ update_single_frame = true;
+ sky_mode = RS::SKY_MODE_QUALITY;
+ }
+ }
+
+ if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
+ // On the first frame after creating sky, rebuild in single frame
+ update_single_frame = true;
+ sky_mode = RS::SKY_MODE_QUALITY;
+ }
+
+ int max_processing_layer = sky_use_cubemap_array ? sky->reflection.layers.size() : sky->reflection.layers[0].mipmaps.size();
+
+ // Update radiance cubemap
+ if (sky->reflection.dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
+ static const Vector3 view_normals[6] = {
+ Vector3(+1, 0, 0),
+ Vector3(-1, 0, 0),
+ Vector3(0, +1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1)
+ };
+ static const Vector3 view_up[6] = {
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1),
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0)
+ };
+
+ CameraMatrix cm;
+ cm.set_perspective(90, 1, 0.01, 10.0);
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ cm = correction * cm;
+
+ if (shader_data->uses_quarter_res) {
+ RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap");
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES];
+
+ Vector<Color> clear_colors;
+ clear_colors.push_back(Color(0.0, 0.0, 0.0));
+ RD::DrawListID cubemap_draw_list;
+
+ for (int i = 0; i < 6; i++) {
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
+
+ cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ RD::get_singleton()->draw_list_end();
+ }
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (shader_data->uses_half_res) {
+ RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap");
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES];
+
+ Vector<Color> clear_colors;
+ clear_colors.push_back(Color(0.0, 0.0, 0.0));
+ RD::DrawListID cubemap_draw_list;
+
+ for (int i = 0; i < 6; i++) {
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
+
+ cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ RD::get_singleton()->draw_list_end();
+ }
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ RD::DrawListID cubemap_draw_list;
+ PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP];
+
+ RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
+ for (int i = 0; i < 6; i++) {
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
+
+ cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
+ RD::get_singleton()->draw_list_end();
+ }
+ RD::get_singleton()->draw_command_end_label();
+
+ if (sky_mode == RS::SKY_MODE_REALTIME) {
+ sky->reflection.create_reflection_fast_filter(storage, sky_use_cubemap_array);
+ if (sky_use_cubemap_array) {
+ sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+ }
+ } else {
+ if (update_single_frame) {
+ for (int i = 1; i < max_processing_layer; i++) {
+ sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, i, sky_ggx_samples_quality);
+ }
+ if (sky_use_cubemap_array) {
+ sky->reflection.update_reflection_mipmaps(storage, 0, sky->reflection.layers.size());
+ }
+ } else {
+ if (sky_use_cubemap_array) {
+ // Multi-Frame so just update the first array level
+ sky->reflection.update_reflection_mipmaps(storage, 0, 1);
+ }
+ }
+ sky->processing_layer = 1;
+ }
+
+ sky->reflection.dirty = false;
+
+ } else {
+ if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
+ sky->reflection.create_reflection_importance_sample(storage, sky_use_cubemap_array, 10, sky->processing_layer, sky_ggx_samples_quality);
+
+ if (sky_use_cubemap_array) {
+ sky->reflection.update_reflection_mipmaps(storage, sky->processing_layer, sky->processing_layer + 1);
+ }
+
+ sky->processing_layer++;
+ }
+ }
+}
+
+void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+ ERR_FAIL_COND(!p_env);
+
+ ERR_FAIL_COND(p_view_count == 0);
+ ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ SkyMaterialData *material = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+ }
+
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+
+ float multiplier = p_env->bg_energy;
+ float custom_fov = p_env->sky_custom_fov;
+
+ // Camera
+ CameraMatrix camera;
+ uint32_t view_count = p_view_count;
+ const CameraMatrix *projections = p_projections;
+
+ if (custom_fov) {
+ // With custom fov we don't support stereo...
+ float near_plane = p_projections[0].get_z_near();
+ float far_plane = p_projections[0].get_z_far();
+ float aspect = p_projections[0].get_aspect();
+
+ camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+ view_count = 1;
+ projections = &camera;
+ }
+
+ sky_transform = p_transform.basis * sky_transform;
+
+ if (shader_data->uses_quarter_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ clear_colors.push_back(Color(0.0, 0.0, 0.0));
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ if (shader_data->uses_half_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ clear_colors.push_back(Color(0.0, 0.0, 0.0));
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
+
+ RID texture_uniform_set;
+ if (sky) {
+ texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ } else {
+ texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
+ }
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+ _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
+ RD::get_singleton()->draw_list_end();
+}
+
+void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+ ERR_FAIL_COND(!p_env);
+
+ ERR_FAIL_COND(p_view_count == 0);
+ ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ SkyMaterialData *material = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+ }
+
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+
+ float multiplier = p_env->bg_energy;
+ float custom_fov = p_env->sky_custom_fov;
+
+ // Camera
+ CameraMatrix camera;
+ uint32_t view_count = p_view_count;
+ const CameraMatrix *projections = p_projections;
+
+ if (custom_fov) {
+ // With custom fov we don't support stereo...
+ float near_plane = p_projections[0].get_z_near();
+ float far_plane = p_projections[0].get_z_far();
+ float aspect = p_projections[0].get_aspect();
+
+ camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+ view_count = 1;
+ projections = &camera;
+ }
+
+ sky_transform = p_transform.basis * sky_transform;
+
+ if (shader_data->uses_quarter_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_QUARTER_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ clear_colors.push_back(Color(0.0, 0.0, 0.0));
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ if (shader_data->uses_half_res) {
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_HALF_RES_MULTIVIEW : SKY_VERSION_HALF_RES];
+
+ RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_HALF_RES, sky_shader.default_shader_rd);
+
+ Vector<Color> clear_colors;
+ clear_colors.push_back(Color(0.0, 0.0, 0.0));
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+ RD::get_singleton()->draw_list_end();
+ }
+}
+
+void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
+ ERR_FAIL_COND(!p_env);
+
+ ERR_FAIL_COND(p_view_count == 0);
+ ERR_FAIL_COND(p_view_count > RendererSceneRender::MAX_RENDER_VIEWS);
+
+ Sky *sky = get_sky(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ SkyMaterialData *material = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (!(background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) || sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky_get_material(p_env->sky);
+
+ if (sky_material.is_valid()) {
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (!material) {
+ sky_material = sky_shader.default_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+ }
+
+ if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_scene_state.fog_material;
+ material = (SkyMaterialData *)storage->material_get_data(sky_material, RendererStorageRD::SHADER_TYPE_SKY);
+ }
+
+ ERR_FAIL_COND(!material);
+
+ SkyShaderData *shader_data = material->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+
+ float multiplier = p_env->bg_energy;
+ float custom_fov = p_env->sky_custom_fov;
+
+ // Camera
+ CameraMatrix camera;
+ uint32_t view_count = p_view_count;
+ const CameraMatrix *projections = p_projections;
+
+ if (custom_fov) {
+ // With custom fov we don't support stereo...
+ float near_plane = p_projections[0].get_z_near();
+ float far_plane = p_projections[0].get_z_far();
+ float aspect = p_projections[0].get_aspect();
+
+ camera.set_perspective(custom_fov, aspect, near_plane, far_plane);
+
+ view_count = 1;
+ projections = &camera;
+ }
+
+ sky_transform = p_transform.basis * sky_transform;
+
+ PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_BACKGROUND_MULTIVIEW : SKY_VERSION_BACKGROUND];
+
+ RID texture_uniform_set;
+ if (sky) {
+ texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_BACKGROUND, sky_shader.default_shader_rd);
+ } else {
+ texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
+ }
+
+ _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
+}
+
+void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
+ if (!p_sky->dirty) {
+ p_sky->dirty = true;
+ p_sky->dirty_list = dirty_sky_list;
+ dirty_sky_list = p_sky;
+ }
+}
+
+void RendererSceneSkyRD::update_dirty_skys() {
+ Sky *sky = dirty_sky_list;
+
+ while (sky) {
+ bool texture_set_dirty = false;
+ //update sky configuration if texture is missing
+
+ if (sky->radiance.is_null()) {
+ int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
+
+ uint32_t w = sky->radiance_size, h = sky->radiance_size;
+ int layers = roughness_layers;
+ if (sky->mode == RS::SKY_MODE_REALTIME) {
+ layers = 8;
+ if (roughness_layers != 8) {
+ WARN_PRINT("When using REALTIME skies, roughness_layers should be set to 8 in the project settings for best quality reflections");
+ }
+ }
+
+ if (sky_use_cubemap_array) {
+ //array (higher quality, 6 times more memory)
+ RD::TextureFormat tf;
+ tf.array_layers = layers * 6;
+ tf.format = texture_format;
+ tf.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+ tf.mipmaps = mipmaps;
+ tf.width = w;
+ tf.height = h;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ sky->reflection.update_reflection_data(storage, sky->radiance_size, mipmaps, true, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
+
+ } else {
+ //regular cubemap, lower quality (aliasing, less memory)
+ RD::TextureFormat tf;
+ tf.array_layers = 6;
+ tf.format = texture_format;
+ tf.texture_type = RD::TEXTURE_TYPE_CUBE;
+ tf.mipmaps = MIN(mipmaps, layers);
+ tf.width = w;
+ tf.height = h;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ sky->reflection.update_reflection_data(storage, sky->radiance_size, MIN(mipmaps, layers), false, sky->radiance, 0, sky->mode == RS::SKY_MODE_REALTIME, roughness_layers, texture_format);
+ }
+ texture_set_dirty = true;
+ }
+
+ // Create subpass buffers if they haven't been created already
+ if (sky->half_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->half_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
+ RD::TextureFormat tformat;
+ tformat.format = texture_format;
+ tformat.width = sky->screen_size.x / 2;
+ tformat.height = sky->screen_size.y / 2;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ sky->half_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ Vector<RID> texs;
+ texs.push_back(sky->half_res_pass);
+ sky->half_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
+ texture_set_dirty = true;
+ }
+
+ if (sky->quarter_res_pass.is_null() && !RD::get_singleton()->texture_is_valid(sky->quarter_res_pass) && sky->screen_size.x >= 4 && sky->screen_size.y >= 4) {
+ RD::TextureFormat tformat;
+ tformat.format = texture_format;
+ tformat.width = sky->screen_size.x / 4;
+ tformat.height = sky->screen_size.y / 4;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ sky->quarter_res_pass = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ Vector<RID> texs;
+ texs.push_back(sky->quarter_res_pass);
+ sky->quarter_res_framebuffer = RD::get_singleton()->framebuffer_create(texs);
+ texture_set_dirty = true;
+ }
+
+ if (texture_set_dirty) {
+ for (int i = 0; i < SKY_TEXTURE_SET_MAX; i++) {
+ if (sky->texture_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(sky->texture_uniform_sets[i])) {
+ RD::get_singleton()->free(sky->texture_uniform_sets[i]);
+ sky->texture_uniform_sets[i] = RID();
+ }
+ }
+ }
+
+ sky->reflection.dirty = true;
+ sky->processing_layer = 0;
+
+ Sky *next = sky->dirty_list;
+ sky->dirty_list = nullptr;
+ sky->dirty = false;
+ sky = next;
+ }
+
+ dirty_sky_list = nullptr;
+}
+
+RID RendererSceneSkyRD::sky_get_material(RID p_sky) const {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND_V(!sky, RID());
+
+ return sky->material;
+}
+
+RID RendererSceneSkyRD::allocate_sky_rid() {
+ return sky_owner.allocate_rid();
+}
+
+void RendererSceneSkyRD::initialize_sky_rid(RID p_rid) {
+ sky_owner.initialize_rid(p_rid, Sky());
+}
+
+RendererSceneSkyRD::Sky *RendererSceneSkyRD::get_sky(RID p_sky) const {
+ return sky_owner.get_or_null(p_sky);
+}
+
+void RendererSceneSkyRD::free_sky(RID p_sky) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ sky->free(storage);
+ sky_owner.free(p_sky);
+}
+
+void RendererSceneSkyRD::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->set_radiance_size(p_radiance_size)) {
+ invalidate_sky(sky);
+ }
+}
+
+void RendererSceneSkyRD::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->set_mode(p_mode)) {
+ invalidate_sky(sky);
+ }
+}
+
+void RendererSceneSkyRD::sky_set_material(RID p_sky, RID p_material) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->set_material(p_material)) {
+ invalidate_sky(sky);
+ }
+}
+
+Ref<Image> RendererSceneSkyRD::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND_V(!sky, Ref<Image>());
+
+ update_dirty_skys();
+
+ return sky->bake_panorama(storage, p_energy, p_bake_irradiance ? roughness_layers : 0, p_size);
+}
+
+RID RendererSceneSkyRD::sky_get_radiance_texture_rd(RID p_sky) const {
+ Sky *sky = get_sky(p_sky);
+ ERR_FAIL_COND_V(!sky, RID());
+
+ return sky->radiance;
+}
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
new file mode 100644
index 0000000000..7f563c9bc4
--- /dev/null
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -0,0 +1,319 @@
+/*************************************************************************/
+/* renderer_scene_sky_rd.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_SKY_RD_H
+#define RENDERING_SERVER_SCENE_SKY_RD_H
+
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/sky.glsl.gen.h"
+#include "servers/rendering/renderer_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
+class RendererSceneRenderRD;
+
+class RendererSceneSkyRD {
+public:
+ enum SkySet {
+ SKY_SET_UNIFORMS,
+ SKY_SET_MATERIAL,
+ SKY_SET_TEXTURES,
+ SKY_SET_FOG,
+ SKY_SET_MAX
+ };
+
+ // Skys need less info from Directional Lights than the normal shaders
+ struct SkyDirectionalLightData {
+ float direction[3];
+ float energy;
+ float color[3];
+ float size;
+ uint32_t enabled;
+ uint32_t pad[3];
+ };
+
+private:
+ RendererStorageRD *storage;
+ RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+
+ RID index_buffer;
+ RID index_array;
+
+ enum SkyTextureSetVersion {
+ SKY_TEXTURE_SET_BACKGROUND,
+ SKY_TEXTURE_SET_HALF_RES,
+ SKY_TEXTURE_SET_QUARTER_RES,
+ SKY_TEXTURE_SET_CUBEMAP,
+ SKY_TEXTURE_SET_CUBEMAP_HALF_RES,
+ SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES,
+ SKY_TEXTURE_SET_MAX
+ };
+
+ enum SkyVersion {
+ SKY_VERSION_BACKGROUND,
+ SKY_VERSION_HALF_RES,
+ SKY_VERSION_QUARTER_RES,
+ SKY_VERSION_CUBEMAP,
+ SKY_VERSION_CUBEMAP_HALF_RES,
+ SKY_VERSION_CUBEMAP_QUARTER_RES,
+
+ SKY_VERSION_BACKGROUND_MULTIVIEW,
+ SKY_VERSION_HALF_RES_MULTIVIEW,
+ SKY_VERSION_QUARTER_RES_MULTIVIEW,
+
+ SKY_VERSION_MAX
+ };
+
+ struct SkyPushConstant {
+ float orientation[12]; // 48 - 48
+ float projections[RendererSceneRender::MAX_RENDER_VIEWS][4]; // 2 x 16 - 80
+ float position[3]; // 12 - 92
+ float multiplier; // 4 - 96
+ float time; // 4 - 100
+ float luminance_multiplier; // 4 - 104
+ float pad[2]; // 8 - 112 // Using pad to align on 16 bytes
+ // 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
+ };
+
+ struct SkyShaderData : public RendererStorageRD::ShaderData {
+ bool valid;
+ RID version;
+
+ PipelineCacheRD pipelines[SKY_VERSION_MAX];
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String path;
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ bool uses_time;
+ bool uses_position;
+ bool uses_half_res;
+ bool uses_quarter_res;
+ bool uses_light;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+ SkyShaderData();
+ virtual ~SkyShaderData();
+ };
+
+ void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
+
+public:
+ struct SkySceneState {
+ struct UBO {
+ uint32_t volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+
+ float fog_aerial_perspective;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ uint32_t fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint32_t directional_light_count;
+ };
+
+ UBO ubo;
+
+ SkyDirectionalLightData *directional_lights;
+ SkyDirectionalLightData *last_frame_directional_lights;
+ uint32_t max_directional_lights;
+ uint32_t last_frame_directional_light_count;
+ RID directional_light_buffer;
+ RID uniform_set;
+ RID uniform_buffer;
+ RID fog_uniform_set;
+ RID default_fog_uniform_set;
+
+ RID fog_shader;
+ RID fog_material;
+ RID fog_only_texture_uniform_set;
+ } sky_scene_state;
+
+ struct ReflectionData {
+ struct Layer {
+ struct Mipmap {
+ RID framebuffers[6];
+ RID views[6];
+ Size2i size;
+ };
+ Vector<Mipmap> mipmaps; //per-face view
+ Vector<RID> views; // per-cubemap view
+ };
+
+ struct DownsampleLayer {
+ struct Mipmap {
+ RID view;
+ Size2i size;
+
+ // for mobile only
+ RID views[6];
+ RID framebuffers[6];
+ };
+ Vector<Mipmap> mipmaps;
+ };
+
+ RID radiance_base_cubemap; //cubemap for first layer, first cubemap
+ RID downsampled_radiance_cubemap;
+ DownsampleLayer downsampled_layer;
+ RID coefficient_buffer;
+
+ bool dirty = true;
+
+ Vector<Layer> layers;
+
+ void clear_reflection_data();
+ void update_reflection_data(RendererStorageRD *p_storage, int p_size, int p_mipmaps, bool p_use_array, RID p_base_cube, int p_base_layer, bool p_low_quality, int p_roughness_layers, RD::DataFormat p_texture_format);
+ void create_reflection_fast_filter(RendererStorageRD *p_storage, bool p_use_arrays);
+ void create_reflection_importance_sample(RendererStorageRD *p_storage, bool p_use_arrays, int p_cube_side, int p_base_layer, uint32_t p_sky_ggx_samples_quality);
+ void update_reflection_mipmaps(RendererStorageRD *p_storage, int p_start, int p_end);
+ };
+
+ /* Sky shader */
+
+ struct SkyShader {
+ SkyShaderRD shader;
+ ShaderCompilerRD compiler;
+
+ RID default_shader;
+ RID default_material;
+ RID default_shader_rd;
+ } sky_shader;
+
+ struct SkyMaterialData : public RendererStorageRD::MaterialData {
+ uint64_t last_frame;
+ SkyShaderData *shader_data;
+ RID uniform_set;
+ bool uniform_set_updated;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~SkyMaterialData();
+ };
+
+ struct Sky {
+ RID radiance;
+ RID half_res_pass;
+ RID half_res_framebuffer;
+ RID quarter_res_pass;
+ RID quarter_res_framebuffer;
+ Size2i screen_size;
+
+ RID texture_uniform_sets[SKY_TEXTURE_SET_MAX];
+ RID uniform_set;
+
+ RID material;
+ RID uniform_buffer;
+
+ int radiance_size = 256;
+
+ RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
+
+ ReflectionData reflection;
+ bool dirty = false;
+ int processing_layer = 0;
+ Sky *dirty_list = nullptr;
+
+ //State to track when radiance cubemap needs updating
+ SkyMaterialData *prev_material;
+ Vector3 prev_position;
+ float prev_time;
+
+ void free(RendererStorageRD *p_storage);
+
+ RID get_textures(RendererStorageRD *p_storage, SkyTextureSetVersion p_version, RID p_default_shader_rd);
+ bool set_radiance_size(int p_radiance_size);
+ bool set_mode(RS::SkyMode p_mode);
+ bool set_material(RID p_material);
+ Ref<Image> bake_panorama(RendererStorageRD *p_storage, float p_energy, int p_roughness_layers, const Size2i &p_size);
+ };
+
+ uint32_t sky_ggx_samples_quality;
+ bool sky_use_cubemap_array;
+ Sky *dirty_sky_list = nullptr;
+ mutable RID_Owner<Sky, true> sky_owner;
+ int roughness_layers;
+
+ RendererStorageRD::ShaderData *_create_sky_shader_func();
+ static RendererStorageRD::ShaderData *_create_sky_shader_funcs();
+
+ RendererStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_sky_material_funcs(RendererStorageRD::ShaderData *p_shader);
+
+ RendererSceneSkyRD();
+ void init(RendererStorageRD *p_storage);
+ void set_texture_format(RD::DataFormat p_texture_format);
+ ~RendererSceneSkyRD();
+
+ void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
+ void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+
+ void invalidate_sky(Sky *p_sky);
+ void update_dirty_skys();
+
+ RID sky_get_material(RID p_sky) const;
+
+ RID allocate_sky_rid();
+ void initialize_sky_rid(RID p_rid);
+ Sky *get_sky(RID p_sky) const;
+ void free_sky(RID p_sky);
+ void sky_set_radiance_size(RID p_sky, int p_radiance_size);
+ void sky_set_mode(RID p_sky, RS::SkyMode p_mode);
+ void sky_set_material(RID p_sky, RID p_material);
+ Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size);
+
+ RID sky_get_radiance_texture_rd(RID p_sky) const;
+};
+
+#endif /* RENDERING_SERVER_SCENE_SKY_RD_H */
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index a13e7d786b..5ef1f46742 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rasterizer_storage_rd.cpp */
+/* renderer_storage_rd.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,15 +28,21 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "rasterizer_storage_rd.h"
+#include "renderer_storage_rd.h"
-#include "core/engine.h"
+#include "core/config/engine.h"
+#include "core/config/project_settings.h"
#include "core/io/resource_loader.h"
-#include "core/project_settings.h"
-#include "rasterizer_rd.h"
+#include "core/math/math_defs.h"
+#include "renderer_compositor_rd.h"
+#include "servers/rendering/rendering_server_globals.h"
#include "servers/rendering/shader_language.h"
-Ref<Image> RasterizerStorageRD::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) {
+bool RendererStorageRD::can_create_resources_async() const {
+ return true;
+}
+
+Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format) {
Ref<Image> image = p_image->duplicate();
switch (p_image->get_format()) {
@@ -318,7 +324,7 @@ Ref<Image> RasterizerStorageRD::_validate_texture_format(const Ref<Image> &p_ima
r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
} break; //unsigned float bc6hu
- case Image::FORMAT_PVRTC2: {
+ case Image::FORMAT_PVRTC1_2: {
//this is not properly supported by MoltekVK it seems, so best to use ETC2
if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG;
@@ -336,7 +342,7 @@ Ref<Image> RasterizerStorageRD::_validate_texture_format(const Ref<Image> &p_ima
r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
} break; //pvrtc
- case Image::FORMAT_PVRTC2A: {
+ case Image::FORMAT_PVRTC1_2A: {
//this is not properly supported by MoltekVK it seems, so best to use ETC2
if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG;
@@ -353,7 +359,7 @@ Ref<Image> RasterizerStorageRD::_validate_texture_format(const Ref<Image> &p_ima
r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A;
} break;
- case Image::FORMAT_PVRTC4: {
+ case Image::FORMAT_PVRTC1_4: {
//this is not properly supported by MoltekVK it seems, so best to use ETC2
if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG;
@@ -370,7 +376,7 @@ Ref<Image> RasterizerStorageRD::_validate_texture_format(const Ref<Image> &p_ima
r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B;
r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE;
} break;
- case Image::FORMAT_PVRTC4A: {
+ case Image::FORMAT_PVRTC1_4A: {
//this is not properly supported by MoltekVK it seems, so best to use ETC2
if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) {
r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG;
@@ -535,9 +541,13 @@ Ref<Image> RasterizerStorageRD::_validate_texture_format(const Ref<Image> &p_ima
return image;
}
-RID RasterizerStorageRD::texture_2d_create(const Ref<Image> &p_image) {
- ERR_FAIL_COND_V(p_image.is_null(), RID());
- ERR_FAIL_COND_V(p_image->empty(), RID());
+RID RendererStorageRD::texture_allocate() {
+ return texture_owner.allocate_rid();
+}
+
+void RendererStorageRD::texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) {
+ ERR_FAIL_COND(p_image.is_null());
+ ERR_FAIL_COND(p_image->is_empty());
TextureToRDFormat ret_format;
Ref<Image> image = _validate_texture_format(p_image, ret_format);
@@ -567,7 +577,7 @@ RID RasterizerStorageRD::texture_2d_create(const Ref<Image> &p_image) {
rd_format.depth = 1;
rd_format.array_layers = 1;
rd_format.mipmaps = texture.mipmaps;
- rd_format.type = texture.rd_type;
+ rd_format.texture_type = texture.rd_type;
rd_format.samples = RD::TEXTURE_SAMPLES_1;
rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
@@ -585,13 +595,13 @@ RID RasterizerStorageRD::texture_2d_create(const Ref<Image> &p_image) {
Vector<Vector<uint8_t>> data_slices;
data_slices.push_back(data);
texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture.is_null());
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
rd_view.format_override = texture.rd_format_srgb;
texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
if (texture.rd_texture_srgb.is_null()) {
RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND_V(texture.rd_texture_srgb.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
}
}
@@ -602,14 +612,14 @@ RID RasterizerStorageRD::texture_2d_create(const Ref<Image> &p_image) {
texture.rd_view = rd_view;
texture.is_proxy = false;
- return texture_owner.make_rid(texture);
+ texture_owner.initialize_rid(p_texture, texture);
}
-RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
- ERR_FAIL_COND_V(p_layers.size() == 0, RID());
+void RendererStorageRD::texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) {
+ ERR_FAIL_COND(p_layers.size() == 0);
- ERR_FAIL_COND_V(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6, RID());
- ERR_FAIL_COND_V(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY && (p_layers.size() < 6 || (p_layers.size() % 6) != 0), RID());
+ ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP && p_layers.size() != 6);
+ ERR_FAIL_COND(p_layered_type == RS::TEXTURE_LAYERED_CUBEMAP_ARRAY && (p_layers.size() < 6 || (p_layers.size() % 6) != 0));
TextureToRDFormat ret_format;
Vector<Ref<Image>> images;
@@ -620,7 +630,7 @@ RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_l
Image::Format valid_format = Image::FORMAT_MAX;
for (int i = 0; i < p_layers.size(); i++) {
- ERR_FAIL_COND_V(p_layers[i]->empty(), RID());
+ ERR_FAIL_COND(p_layers[i]->is_empty());
if (i == 0) {
valid_width = p_layers[i]->get_width();
@@ -628,10 +638,10 @@ RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_l
valid_format = p_layers[i]->get_format();
valid_mipmaps = p_layers[i]->has_mipmaps();
} else {
- ERR_FAIL_COND_V(p_layers[i]->get_width() != valid_width, RID());
- ERR_FAIL_COND_V(p_layers[i]->get_height() != valid_height, RID());
- ERR_FAIL_COND_V(p_layers[i]->get_format() != valid_format, RID());
- ERR_FAIL_COND_V(p_layers[i]->has_mipmaps() != valid_mipmaps, RID());
+ ERR_FAIL_COND(p_layers[i]->get_width() != valid_width);
+ ERR_FAIL_COND(p_layers[i]->get_height() != valid_height);
+ ERR_FAIL_COND(p_layers[i]->get_format() != valid_format);
+ ERR_FAIL_COND(p_layers[i]->has_mipmaps() != valid_mipmaps);
}
images.push_back(_validate_texture_format(p_layers[i], ret_format));
@@ -675,7 +685,7 @@ RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_l
rd_format.depth = 1;
rd_format.array_layers = texture.layers;
rd_format.mipmaps = texture.mipmaps;
- rd_format.type = texture.rd_type;
+ rd_format.texture_type = texture.rd_type;
rd_format.samples = RD::TEXTURE_SAMPLES_1;
rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
@@ -695,13 +705,13 @@ RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_l
data_slices.push_back(data);
}
texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture.is_null());
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
rd_view.format_override = texture.rd_format_srgb;
texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
if (texture.rd_texture_srgb.is_null()) {
RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND_V(texture.rd_texture_srgb.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
}
}
@@ -712,14 +722,14 @@ RID RasterizerStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_l
texture.rd_view = rd_view;
texture.is_proxy = false;
- return texture_owner.make_rid(texture);
+ texture_owner.initialize_rid(p_texture, texture);
}
-RID RasterizerStorageRD::texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
- ERR_FAIL_COND_V(p_data.size() == 0, RID());
+void RendererStorageRD::texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) {
+ ERR_FAIL_COND(p_data.size() == 0);
Image::Image3DValidateError verr = Image::validate_3d_image(p_format, p_width, p_height, p_depth, p_mipmaps, p_data);
if (verr != Image::VALIDATE_3D_OK) {
- ERR_FAIL_V_MSG(RID(), Image::get_3d_image_validation_error_text(verr));
+ ERR_FAIL_MSG(Image::get_3d_image_validation_error_text(verr));
}
TextureToRDFormat ret_format;
@@ -748,7 +758,7 @@ RID RasterizerStorageRD::texture_3d_create(Image::Format p_format, int p_width,
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();
@@ -793,7 +803,7 @@ RID RasterizerStorageRD::texture_3d_create(Image::Format p_format, int p_width,
rd_format.depth = texture.depth;
rd_format.array_layers = 1;
rd_format.mipmaps = texture.mipmaps;
- rd_format.type = texture.rd_type;
+ rd_format.texture_type = texture.rd_type;
rd_format.samples = RD::TEXTURE_SAMPLES_1;
rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
@@ -811,13 +821,13 @@ RID RasterizerStorageRD::texture_3d_create(Image::Format p_format, int p_width,
data_slices.push_back(all_data); //one slice
texture.rd_texture = RD::get_singleton()->texture_create(rd_format, rd_view, data_slices);
- ERR_FAIL_COND_V(texture.rd_texture.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture.is_null());
if (texture.rd_format_srgb != RD::DATA_FORMAT_MAX) {
rd_view.format_override = texture.rd_format_srgb;
texture.rd_texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, texture.rd_texture);
if (texture.rd_texture_srgb.is_null()) {
RD::get_singleton()->free(texture.rd_texture);
- ERR_FAIL_COND_V(texture.rd_texture_srgb.is_null(), RID());
+ ERR_FAIL_COND(texture.rd_texture_srgb.is_null());
}
}
@@ -828,12 +838,12 @@ RID RasterizerStorageRD::texture_3d_create(Image::Format p_format, int p_width,
texture.rd_view = rd_view;
texture.is_proxy = false;
- return texture_owner.make_rid(texture);
+ texture_owner.initialize_rid(p_texture, texture);
}
-RID RasterizerStorageRD::texture_proxy_create(RID p_base) {
- Texture *tex = texture_owner.getornull(p_base);
- ERR_FAIL_COND_V(!tex, RID());
+void RendererStorageRD::texture_proxy_initialize(RID p_texture, RID p_base) {
+ Texture *tex = texture_owner.get_or_null(p_base);
+ ERR_FAIL_COND(!tex);
Texture proxy_tex = *tex;
proxy_tex.rd_view.format_override = tex->rd_format;
@@ -847,17 +857,15 @@ RID RasterizerStorageRD::texture_proxy_create(RID p_base) {
proxy_tex.is_proxy = true;
proxy_tex.proxies.clear();
- RID rid = texture_owner.make_rid(proxy_tex);
+ texture_owner.initialize_rid(p_texture, proxy_tex);
- tex->proxies.push_back(rid);
-
- return rid;
+ tex->proxies.push_back(p_texture);
}
-void RasterizerStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) {
- ERR_FAIL_COND(p_image.is_null() || p_image->empty());
+void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) {
+ ERR_FAIL_COND(p_image.is_null() || p_image->is_empty());
- Texture *tex = texture_owner.getornull(p_texture);
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
ERR_FAIL_COND(tex->is_render_target);
ERR_FAIL_COND(p_image->get_width() != tex->width || p_image->get_height() != tex->height);
@@ -873,19 +881,15 @@ void RasterizerStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_
TextureToRDFormat f;
Ref<Image> validated = _validate_texture_format(p_image, f);
- RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data(), !p_immediate);
+ RD::get_singleton()->texture_update(tex->rd_texture, p_layer, validated->get_data());
}
-void RasterizerStorageRD::texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer) {
- _texture_2d_update(p_texture, p_image, p_layer, true);
-}
-
-void RasterizerStorageRD::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
+void RendererStorageRD::texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer) {
_texture_2d_update(p_texture, p_image, p_layer, false);
}
-void RasterizerStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
- Texture *tex = texture_owner.getornull(p_texture);
+void RendererStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
ERR_FAIL_COND(tex->type != Texture::TYPE_3D);
Image::Image3DValidateError verr = Image::validate_3d_image(tex->format, tex->width, tex->height, tex->depth, tex->mipmaps > 1, p_data);
@@ -913,19 +917,19 @@ void RasterizerStorageRD::texture_3d_update(RID p_texture, const Vector<Ref<Imag
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;
}
}
- RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data, true);
+ RD::get_singleton()->texture_update(tex->rd_texture, 0, all_data);
}
-void RasterizerStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
- Texture *tex = texture_owner.getornull(p_texture);
+void RendererStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
ERR_FAIL_COND(!tex->is_proxy);
- Texture *proxy_to = texture_owner.getornull(p_proxy_to);
+ Texture *proxy_to = texture_owner.get_or_null(p_proxy_to);
ERR_FAIL_COND(!proxy_to);
ERR_FAIL_COND(proxy_to->is_proxy);
@@ -939,7 +943,7 @@ void RasterizerStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
RD::get_singleton()->free(tex->rd_texture_srgb);
tex->rd_texture_srgb = RID();
}
- Texture *prev_tex = texture_owner.getornull(tex->proxy_to);
+ Texture *prev_tex = texture_owner.get_or_null(tex->proxy_to);
ERR_FAIL_COND(!prev_tex);
prev_tex->proxies.erase(p_texture);
}
@@ -961,11 +965,11 @@ void RasterizerStorageRD::texture_proxy_update(RID p_texture, RID p_proxy_to) {
}
//these two APIs can be used together or in combination with the others.
-RID RasterizerStorageRD::texture_2d_placeholder_create() {
+void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
for (int i = 0; i < 4; i++) {
@@ -974,14 +978,14 @@ RID RasterizerStorageRD::texture_2d_placeholder_create() {
}
}
- return texture_2d_create(image);
+ texture_2d_initialize(p_texture, image);
}
-RID RasterizerStorageRD::texture_2d_layered_placeholder_create(RS::TextureLayeredType p_layered_type) {
+void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
for (int i = 0; i < 4; i++) {
@@ -1000,14 +1004,14 @@ RID RasterizerStorageRD::texture_2d_layered_placeholder_create(RS::TextureLayere
}
}
- return texture_2d_layered_create(images, p_layered_type);
+ texture_2d_layered_initialize(p_texture, images, p_layered_type);
}
-RID RasterizerStorageRD::texture_3d_placeholder_create() {
+void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) {
//this could be better optimized to reuse an existing image , done this way
//for now to get it working
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(4, 4, false, Image::FORMAT_RGBA8);
for (int i = 0; i < 4; i++) {
@@ -1022,11 +1026,11 @@ RID RasterizerStorageRD::texture_3d_placeholder_create() {
images.push_back(image);
}
- return texture_3d_create(Image::FORMAT_RGBA8, 4, 4, 4, false, images);
+ texture_3d_initialize(p_texture, Image::FORMAT_RGBA8, 4, 4, 4, false, images);
}
-Ref<Image> RasterizerStorageRD::texture_2d_get(RID p_texture) const {
- Texture *tex = texture_owner.getornull(p_texture);
+Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!tex, Ref<Image>());
#ifdef TOOLS_ENABLED
@@ -1037,9 +1041,9 @@ Ref<Image> RasterizerStorageRD::texture_2d_get(RID p_texture) const {
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
- ERR_FAIL_COND_V(image->empty(), Ref<Image>());
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (tex->format != tex->validated_format) {
image->convert(tex->format);
}
@@ -1053,16 +1057,16 @@ Ref<Image> RasterizerStorageRD::texture_2d_get(RID p_texture) const {
return image;
}
-Ref<Image> RasterizerStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) const {
- Texture *tex = texture_owner.getornull(p_texture);
+Ref<Image> RendererStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) const {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!tex, Ref<Image>());
Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer);
ERR_FAIL_COND_V(data.size() == 0, Ref<Image>());
Ref<Image> image;
- image.instance();
+ image.instantiate();
image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data);
- ERR_FAIL_COND_V(image->empty(), Ref<Image>());
+ ERR_FAIL_COND_V(image->is_empty(), Ref<Image>());
if (tex->format != tex->validated_format) {
image->convert(tex->format);
}
@@ -1070,8 +1074,8 @@ Ref<Image> RasterizerStorageRD::texture_2d_layer_get(RID p_texture, int p_layer)
return image;
}
-Vector<Ref<Image>> RasterizerStorageRD::texture_3d_get(RID p_texture) const {
- Texture *tex = texture_owner.getornull(p_texture);
+Vector<Ref<Image>> RendererStorageRD::texture_3d_get(RID p_texture) const {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND_V(!tex, Vector<Ref<Image>>());
ERR_FAIL_COND_V(tex->type != Texture::TYPE_3D, Vector<Ref<Image>>());
@@ -1088,9 +1092,9 @@ Vector<Ref<Image>> RasterizerStorageRD::texture_3d_get(RID p_texture) const {
Vector<uint8_t> sub_region = all_data.subarray(bs.offset, bs.offset + bs.buffer_size - 1);
Ref<Image> img;
- img.instance();
+ img.instantiate();
img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region);
- ERR_FAIL_COND_V(img->empty(), Vector<Ref<Image>>());
+ ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>());
if (tex->format != tex->validated_format) {
img->convert(tex->format);
}
@@ -1101,11 +1105,11 @@ Vector<Ref<Image>> RasterizerStorageRD::texture_3d_get(RID p_texture) const {
return ret;
}
-void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
- Texture *tex = texture_owner.getornull(p_texture);
+void RendererStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
ERR_FAIL_COND(tex->proxy_to.is_valid()); //can't replace proxy
- Texture *by_tex = texture_owner.getornull(p_by_texture);
+ Texture *by_tex = texture_owner.get_or_null(p_by_texture);
ERR_FAIL_COND(!by_tex);
ERR_FAIL_COND(by_tex->proxy_to.is_valid()); //can't replace proxy
@@ -1118,6 +1122,11 @@ void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
}
RD::get_singleton()->free(tex->rd_texture);
+ if (tex->canvas_texture) {
+ memdelete(tex->canvas_texture);
+ tex->canvas_texture = nullptr;
+ }
+
Vector<RID> proxies_to_update = tex->proxies;
Vector<RID> proxies_to_redirect = by_tex->proxies;
@@ -1125,6 +1134,10 @@ void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
tex->proxies = proxies_to_update; //restore proxies, so they can be updated
+ if (tex->canvas_texture) {
+ tex->canvas_texture->diffuse = p_texture; //update
+ }
+
for (int i = 0; i < proxies_to_update.size(); i++) {
texture_proxy_update(proxies_to_update[i], p_texture);
}
@@ -1141,70 +1154,237 @@ void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
}
}
-void RasterizerStorageRD::texture_set_size_override(RID p_texture, int p_width, int p_height) {
- Texture *tex = texture_owner.getornull(p_texture);
+void RendererStorageRD::texture_set_size_override(RID p_texture, int p_width, int p_height) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
ERR_FAIL_COND(tex->type != Texture::TYPE_2D);
tex->width_2d = p_width;
tex->height_2d = p_height;
}
-void RasterizerStorageRD::texture_set_path(RID p_texture, const String &p_path) {
- Texture *tex = texture_owner.getornull(p_texture);
+void RendererStorageRD::texture_set_path(RID p_texture, const String &p_path) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
tex->path = p_path;
}
-String RasterizerStorageRD::texture_get_path(RID p_texture) const {
+String RendererStorageRD::texture_get_path(RID p_texture) const {
return String();
}
-void RasterizerStorageRD::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
- Texture *tex = texture_owner.getornull(p_texture);
+void RendererStorageRD::texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
tex->detect_3d_callback_ud = p_userdata;
tex->detect_3d_callback = p_callback;
}
-void RasterizerStorageRD::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
- Texture *tex = texture_owner.getornull(p_texture);
+void RendererStorageRD::texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
tex->detect_normal_callback_ud = p_userdata;
tex->detect_normal_callback = p_callback;
}
-void RasterizerStorageRD::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
- Texture *tex = texture_owner.getornull(p_texture);
+void RendererStorageRD::texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) {
+ Texture *tex = texture_owner.get_or_null(p_texture);
ERR_FAIL_COND(!tex);
tex->detect_roughness_callback_ud = p_userdata;
tex->detect_roughness_callback = p_callback;
}
-void RasterizerStorageRD::texture_debug_usage(List<RS::TextureInfo> *r_info) {
+void RendererStorageRD::texture_debug_usage(List<RS::TextureInfo> *r_info) {
}
-void RasterizerStorageRD::texture_set_proxy(RID p_proxy, RID p_base) {
+void RendererStorageRD::texture_set_proxy(RID p_proxy, RID p_base) {
}
-void RasterizerStorageRD::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
+void RendererStorageRD::texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) {
}
-Size2 RasterizerStorageRD::texture_size_with_proxy(RID p_proxy) {
+Size2 RendererStorageRD::texture_size_with_proxy(RID p_proxy) {
return texture_2d_get_size(p_proxy);
}
+/* CANVAS TEXTURE */
+
+void RendererStorageRD::CanvasTexture::clear_sets() {
+ if (cleared_cache) {
+ return;
+ }
+ for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
+ for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_sets[i][j])) {
+ RD::get_singleton()->free(uniform_sets[i][j]);
+ uniform_sets[i][j] = RID();
+ }
+ }
+ }
+ cleared_cache = true;
+}
+
+RendererStorageRD::CanvasTexture::~CanvasTexture() {
+ clear_sets();
+}
+
+RID RendererStorageRD::canvas_texture_allocate() {
+ return canvas_texture_owner.allocate_rid();
+}
+void RendererStorageRD::canvas_texture_initialize(RID p_rid) {
+ canvas_texture_owner.initialize_rid(p_rid);
+}
+
+void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ switch (p_channel) {
+ case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
+ ct->diffuse = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
+ ct->normal_map = p_texture;
+ } break;
+ case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
+ ct->specular = p_texture;
+ } break;
+ }
+
+ ct->clear_sets();
+}
+
+void RendererStorageRD::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->specular_color.r = p_specular_color.r;
+ ct->specular_color.g = p_specular_color.g;
+ ct->specular_color.b = p_specular_color.b;
+ ct->specular_color.a = p_shininess;
+ ct->clear_sets();
+}
+
+void RendererStorageRD::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->texture_filter = p_filter;
+ ct->clear_sets();
+}
+
+void RendererStorageRD::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
+ CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
+ ct->texture_repeat = p_repeat;
+ ct->clear_sets();
+}
+
+bool RendererStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) {
+ CanvasTexture *ct = nullptr;
+
+ Texture *t = texture_owner.get_or_null(p_texture);
+
+ if (t) {
+ //regular texture
+ if (!t->canvas_texture) {
+ t->canvas_texture = memnew(CanvasTexture);
+ t->canvas_texture->diffuse = p_texture;
+ }
+
+ ct = t->canvas_texture;
+ } else {
+ ct = canvas_texture_owner.get_or_null(p_texture);
+ }
+
+ if (!ct) {
+ return false; //invalid texture RID
+ }
+
+ RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
+ ERR_FAIL_COND_V(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, false);
+
+ RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
+ ERR_FAIL_COND_V(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, false);
+
+ RID uniform_set = ct->uniform_sets[filter][repeat];
+ if (!RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //create and update
+ Vector<RD::Uniform> uniforms;
+ { //diffuse
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+
+ t = texture_owner.get_or_null(ct->diffuse);
+ if (!t) {
+ u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
+ ct->size_cache = Size2i(1, 1);
+ } else {
+ u.ids.push_back(t->rd_texture);
+ ct->size_cache = Size2i(t->width_2d, t->height_2d);
+ }
+ uniforms.push_back(u);
+ }
+ { //normal
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+
+ t = texture_owner.get_or_null(ct->normal_map);
+ if (!t) {
+ u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL));
+ ct->use_normal_cache = false;
+ } else {
+ u.ids.push_back(t->rd_texture);
+ ct->use_normal_cache = true;
+ }
+ uniforms.push_back(u);
+ }
+ { //specular
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 2;
+
+ t = texture_owner.get_or_null(ct->specular);
+ if (!t) {
+ u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
+ ct->use_specular_cache = false;
+ } else {
+ u.ids.push_back(t->rd_texture);
+ ct->use_specular_cache = true;
+ }
+ uniforms.push_back(u);
+ }
+ { //sampler
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 3;
+ u.ids.push_back(sampler_rd_get_default(filter, repeat));
+ uniforms.push_back(u);
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set);
+ ct->uniform_sets[filter][repeat] = uniform_set;
+ ct->cleared_cache = false;
+ }
+
+ r_uniform_set = uniform_set;
+ r_size = ct->size_cache;
+ r_specular_shininess = ct->specular_color;
+ r_use_normal = ct->use_normal_cache;
+ r_use_specular = ct->use_specular_cache;
+
+ return true;
+}
+
/* SHADER API */
-RID RasterizerStorageRD::shader_create() {
+RID RendererStorageRD::shader_allocate() {
+ return shader_owner.allocate_rid();
+}
+void RendererStorageRD::shader_initialize(RID p_rid) {
Shader shader;
shader.data = nullptr;
shader.type = SHADER_TYPE_MAX;
- return shader_owner.make_rid(shader);
+ shader_owner.initialize_rid(p_rid, shader);
}
-void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
- Shader *shader = shader_owner.getornull(p_shader);
+void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) {
+ Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
shader->code = p_code;
@@ -1256,6 +1436,12 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
}
material->shader_type = new_type;
}
+
+ if (shader->data) {
+ for (const KeyValue<StringName, RID> &E : shader->default_texture_parameter) {
+ shader->data->set_default_texture_param(E.key, E.value);
+ }
+ }
}
if (shader->data) {
@@ -1264,27 +1450,27 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
Material *material = E->get();
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
_material_queue_update(material, true, true);
}
}
-String RasterizerStorageRD::shader_get_code(RID p_shader) const {
- Shader *shader = shader_owner.getornull(p_shader);
+String RendererStorageRD::shader_get_code(RID p_shader) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND_V(!shader, String());
return shader->code;
}
-void RasterizerStorageRD::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
- Shader *shader = shader_owner.getornull(p_shader);
+void RendererStorageRD::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
if (shader->data) {
return shader->data->get_param_list(p_param_list);
}
}
-void RasterizerStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
- Shader *shader = shader_owner.getornull(p_shader);
+void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) {
+ Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
if (p_texture.is_valid() && texture_owner.owns(p_texture)) {
@@ -1292,15 +1478,17 @@ void RasterizerStorageRD::shader_set_default_texture_param(RID p_shader, const S
} else {
shader->default_texture_parameter.erase(p_name);
}
-
+ if (shader->data) {
+ shader->data->set_default_texture_param(p_name, p_texture);
+ }
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
Material *material = E->get();
_material_queue_update(material, false, true);
}
}
-RID RasterizerStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
- Shader *shader = shader_owner.getornull(p_shader);
+RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND_V(!shader, RID());
if (shader->default_texture_parameter.has(p_name)) {
return shader->default_texture_parameter[p_name];
@@ -1309,8 +1497,8 @@ RID RasterizerStorageRD::shader_get_default_texture_param(RID p_shader, const St
return RID();
}
-Variant RasterizerStorageRD::shader_get_param_default(RID p_shader, const StringName &p_param) const {
- Shader *shader = shader_owner.getornull(p_shader);
+Variant RendererStorageRD::shader_get_param_default(RID p_shader, const StringName &p_param) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND_V(!shader, Variant());
if (shader->data) {
return shader->data->get_default_parameter(p_param);
@@ -1318,45 +1506,44 @@ Variant RasterizerStorageRD::shader_get_param_default(RID p_shader, const String
return Variant();
}
-void RasterizerStorageRD::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
+void RendererStorageRD::shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function) {
ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
shader_data_request_func[p_shader_type] = p_function;
}
+RS::ShaderNativeSourceCode RendererStorageRD::shader_get_native_source_code(RID p_shader) const {
+ Shader *shader = shader_owner.get_or_null(p_shader);
+ ERR_FAIL_COND_V(!shader, RS::ShaderNativeSourceCode());
+ if (shader->data) {
+ return shader->data->get_native_source_code();
+ }
+ return RS::ShaderNativeSourceCode();
+}
+
/* COMMON MATERIAL API */
-RID RasterizerStorageRD::material_create() {
- Material material;
- material.data = nullptr;
- material.shader = nullptr;
- material.shader_type = SHADER_TYPE_MAX;
- material.update_next = nullptr;
- material.update_requested = false;
- material.uniform_dirty = false;
- material.texture_dirty = false;
- material.priority = 0;
- RID id = material_owner.make_rid(material);
- {
- Material *material_ptr = material_owner.getornull(id);
- material_ptr->self = id;
- }
- return id;
+RID RendererStorageRD::material_allocate() {
+ return material_owner.allocate_rid();
+}
+void RendererStorageRD::material_initialize(RID p_rid) {
+ material_owner.initialize_rid(p_rid);
+ Material *material = material_owner.get_or_null(p_rid);
+ material->self = p_rid;
}
-void RasterizerStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
- if (material->update_requested) {
+void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) {
+ if (material->update_element.in_list()) {
return;
}
- material->update_next = material_update_list;
- material_update_list = material;
- material->update_requested = true;
+ material_update_list.add(&material->update_element);
+
material->uniform_dirty = material->uniform_dirty || p_uniform;
material->texture_dirty = material->texture_dirty || p_texture;
}
-void RasterizerStorageRD::material_set_shader(RID p_material, RID p_shader) {
- Material *material = material_owner.getornull(p_material);
+void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
if (material->data) {
@@ -1371,14 +1558,16 @@ void RasterizerStorageRD::material_set_shader(RID p_material, RID p_shader) {
}
if (p_shader.is_null()) {
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ material->shader_id = 0;
return;
}
- Shader *shader = shader_owner.getornull(p_shader);
+ Shader *shader = shader_owner.get_or_null(p_shader);
ERR_FAIL_COND(!shader);
material->shader = shader;
material->shader_type = shader->type;
+ material->shader_id = p_shader.get_local_index();
shader->owners.insert(material);
if (shader->type == SHADER_TYPE_MAX) {
@@ -1392,17 +1581,18 @@ void RasterizerStorageRD::material_set_shader(RID p_material, RID p_shader) {
material->data->set_next_pass(material->next_pass);
material->data->set_render_priority(material->priority);
//updating happens later
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
_material_queue_update(material, true, true);
}
-void RasterizerStorageRD::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
- Material *material = material_owner.getornull(p_material);
+void RendererStorageRD::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
if (p_value.get_type() == Variant::NIL) {
material->params.erase(p_param);
} else {
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT); //object not allowed
material->params[p_param] = p_value;
}
@@ -1414,8 +1604,8 @@ void RasterizerStorageRD::material_set_param(RID p_material, const StringName &p
}
}
-Variant RasterizerStorageRD::material_get_param(RID p_material, const StringName &p_param) const {
- Material *material = material_owner.getornull(p_material);
+Variant RendererStorageRD::material_get_param(RID p_material, const StringName &p_param) const {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND_V(!material, Variant());
if (material->params.has(p_param)) {
return material->params[p_param];
@@ -1424,8 +1614,8 @@ Variant RasterizerStorageRD::material_get_param(RID p_material, const StringName
}
}
-void RasterizerStorageRD::material_set_next_pass(RID p_material, RID p_next_material) {
- Material *material = material_owner.getornull(p_material);
+void RendererStorageRD::material_set_next_pass(RID p_material, RID p_next_material) {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
if (material->next_pass == p_next_material) {
@@ -1437,11 +1627,11 @@ void RasterizerStorageRD::material_set_next_pass(RID p_material, RID p_next_mate
material->data->set_next_pass(p_next_material);
}
- material->instance_dependency.instance_notify_changed(false, true);
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
}
-void RasterizerStorageRD::material_set_render_priority(RID p_material, int priority) {
- Material *material = material_owner.getornull(p_material);
+void RendererStorageRD::material_set_render_priority(RID p_material, int priority) {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
material->priority = priority;
if (material->data) {
@@ -1449,8 +1639,8 @@ void RasterizerStorageRD::material_set_render_priority(RID p_material, int prior
}
}
-bool RasterizerStorageRD::material_is_animated(RID p_material) {
- Material *material = material_owner.getornull(p_material);
+bool RendererStorageRD::material_is_animated(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND_V(!material, false);
if (material->shader && material->shader->data) {
if (material->shader->data->is_animated()) {
@@ -1462,8 +1652,8 @@ bool RasterizerStorageRD::material_is_animated(RID p_material) {
return false; //by default nothing is animated
}
-bool RasterizerStorageRD::material_casts_shadows(RID p_material) {
- Material *material = material_owner.getornull(p_material);
+bool RendererStorageRD::material_casts_shadows(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND_V(!material, true);
if (material->shader && material->shader->data) {
if (material->shader->data->casts_shadows()) {
@@ -1475,8 +1665,8 @@ bool RasterizerStorageRD::material_casts_shadows(RID p_material) {
return true; //by default everything casts shadows
}
-void RasterizerStorageRD::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
- Material *material = material_owner.getornull(p_material);
+void RendererStorageRD::material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
if (material->shader && material->shader->data) {
material->shader->data->get_instance_param_list(r_parameters);
@@ -1487,16 +1677,16 @@ void RasterizerStorageRD::material_get_instance_shader_parameters(RID p_material
}
}
-void RasterizerStorageRD::material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance) {
- Material *material = material_owner.getornull(p_material);
+void RendererStorageRD::material_update_dependency(RID p_material, DependencyTracker *p_instance) {
+ Material *material = material_owner.get_or_null(p_material);
ERR_FAIL_COND(!material);
- p_instance->update_dependency(&material->instance_dependency);
+ p_instance->update_dependency(&material->dependency);
if (material->next_pass.is_valid()) {
material_update_dependency(material->next_pass, p_instance);
}
}
-void RasterizerStorageRD::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) {
+void RendererStorageRD::material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function) {
ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
material_data_request_func[p_shader_type] = p_function;
}
@@ -1679,8 +1869,8 @@ _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;
@@ -1727,7 +1917,7 @@ _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];
@@ -1910,13 +2100,13 @@ _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:
@@ -1926,16 +2116,16 @@ _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: {
@@ -1943,31 +2133,31 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type,
}
}
-void RasterizerStorageRD::MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
+void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color) {
bool uses_global_buffer = false;
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = p_uniforms.front(); E; E = E->next()) {
- if (E->get().order < 0) {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : p_uniforms) {
+ if (E.value.order < 0) {
continue; // texture, does not go here
}
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue; //instance uniforms don't appear in the bufferr
}
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
//this is a global variable, get the index to it
- RasterizerStorageRD *rs = base_singleton;
+ RendererStorageRD *rs = base_singleton;
- GlobalVariables::Variable *gv = rs->global_variables.variables.getptr(E->key());
+ GlobalVariables::Variable *gv = rs->global_variables.variables.getptr(E.key);
uint32_t index = 0;
if (gv) {
index = gv->buffer_index;
} else {
- WARN_PRINT("Shader uses global uniform '" + E->key() + "', but it was removed at some point. Material will not display correctly.");
+ WARN_PRINT("Shader uses global uniform '" + E.key + "', but it was removed at some point. Material will not display correctly.");
}
- uint32_t offset = p_uniform_offsets[E->get().order];
+ uint32_t offset = p_uniform_offsets[E.value.order];
uint32_t *intptr = (uint32_t *)&p_buffer[offset];
*intptr = index;
uses_global_buffer = true;
@@ -1975,36 +2165,36 @@ void RasterizerStorageRD::MaterialData::update_uniform_buffer(const Map<StringNa
}
//regular uniform
- uint32_t offset = p_uniform_offsets[E->get().order];
+ uint32_t offset = p_uniform_offsets[E.value.order];
#ifdef DEBUG_ENABLED
- uint32_t size = ShaderLanguage::get_type_size(E->get().type);
+ uint32_t size = ShaderLanguage::get_type_size(E.value.type);
ERR_CONTINUE(offset + size > p_buffer_size);
#endif
uint8_t *data = &p_buffer[offset];
- const Map<StringName, Variant>::Element *V = p_parameters.find(E->key());
+ const Map<StringName, Variant>::Element *V = p_parameters.find(E.key);
if (V) {
//user provided
- _fill_std140_variant_ubo_value(E->get().type, V->get(), data, p_use_linear_color);
+ _fill_std140_variant_ubo_value(E.value.type, V->get(), data, p_use_linear_color);
- } else if (E->get().default_value.size()) {
+ } else if (E.value.default_value.size()) {
//default value
- _fill_std140_ubo_value(E->get().type, E->get().default_value, data);
- //value=E->get().default_value;
+ _fill_std140_ubo_value(E.value.type, E.value.default_value, data);
+ //value=E.value.default_value;
} else {
//zero because it was not provided
- if (E->get().type == ShaderLanguage::TYPE_VEC4 && E->get().hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
//colors must be set as black, with alpha as 1.0
- _fill_std140_variant_ubo_value(E->get().type, Color(0, 0, 0, 1), data, p_use_linear_color);
+ _fill_std140_variant_ubo_value(E.value.type, Color(0, 0, 0, 1), data, p_use_linear_color);
} else {
//else just zero it out
- _fill_std140_ubo_empty(E->get().type, data);
+ _fill_std140_ubo_empty(E.value.type, data);
}
}
}
if (uses_global_buffer != (global_buffer_E != nullptr)) {
- RasterizerStorageRD *rs = base_singleton;
+ RendererStorageRD *rs = base_singleton;
if (uses_global_buffer) {
global_buffer_E = rs->global_variables.materials_using_buffer.push_back(self);
} else {
@@ -2014,19 +2204,19 @@ void RasterizerStorageRD::MaterialData::update_uniform_buffer(const Map<StringNa
}
}
-RasterizerStorageRD::MaterialData::~MaterialData() {
+RendererStorageRD::MaterialData::~MaterialData() {
if (global_buffer_E) {
//unregister global buffers
- RasterizerStorageRD *rs = base_singleton;
+ RendererStorageRD *rs = base_singleton;
rs->global_variables.materials_using_buffer.erase(global_buffer_E);
}
if (global_texture_E) {
//unregister global textures
- RasterizerStorageRD *rs = base_singleton;
+ RendererStorageRD *rs = base_singleton;
- for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) {
- GlobalVariables::Variable *v = rs->global_variables.variables.getptr(E->key());
+ for (const KeyValue<StringName, uint64_t> &E : used_global_textures) {
+ GlobalVariables::Variable *v = rs->global_variables.variables.getptr(E.key);
if (v) {
v->texture_materials.erase(self);
}
@@ -2034,13 +2224,17 @@ RasterizerStorageRD::MaterialData::~MaterialData() {
//unregister material from those using global textures
rs->global_variables.materials_using_texture.erase(global_texture_E);
}
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
}
-void RasterizerStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
- RasterizerStorageRD *singleton = (RasterizerStorageRD *)RasterizerStorage::base_singleton;
+void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) {
+ RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton;
#ifdef TOOLS_ENABLED
Texture *roughness_detect_texture = nullptr;
- RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGNHESS_R;
+ RS::TextureDetectRoughnessChannel roughness_channel = RS::TEXTURE_DETECT_ROUGHNESS_R;
Texture *normal_detect_texture = nullptr;
#endif
@@ -2053,7 +2247,7 @@ void RasterizerStorageRD::MaterialData::update_textures(const Map<StringName, Va
RID texture;
if (p_texture_uniforms[i].global) {
- RasterizerStorageRD *rs = base_singleton;
+ RendererStorageRD *rs = base_singleton;
uses_global_textures = true;
@@ -2115,7 +2309,7 @@ void RasterizerStorageRD::MaterialData::update_textures(const Map<StringName, Va
} else {
bool srgb = p_use_linear_color && (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_ALBEDO || p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO);
- Texture *tex = singleton->texture_owner.getornull(texture);
+ Texture *tex = singleton->texture_owner.get_or_null(texture);
if (tex) {
rd_texture = (srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture;
@@ -2154,7 +2348,7 @@ void RasterizerStorageRD::MaterialData::update_textures(const Map<StringName, Va
{
//for textures no longer used, unregister them
List<Map<StringName, uint64_t>::Element *> to_delete;
- RasterizerStorageRD *rs = base_singleton;
+ RendererStorageRD *rs = base_singleton;
for (Map<StringName, uint64_t>::Element *E = used_global_textures.front(); E; E = E->next()) {
if (E->get() != global_textures_pass) {
@@ -2183,8 +2377,107 @@ void RasterizerStorageRD::MaterialData::update_textures(const Map<StringName, Va
}
}
-void RasterizerStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) {
- Material *material = material_owner.getornull(p_material);
+void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_set) {
+ if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(p_uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(p_uniform_set);
+ }
+}
+
+bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) {
+ if ((uint32_t)ubo_data.size() != p_ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(p_ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier);
+ }
+
+ uint32_t tex_uniform_count = p_texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count || p_textures_dirty) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, nullptr, nullptr);
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return false;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return false;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (p_ubo_size) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_shader_uniform_set);
+
+ RD::get_singleton()->uniform_set_set_invalidation_callback(uniform_set, _material_uniform_set_erased, &self);
+
+ return true;
+}
+
+void RendererStorageRD::_material_uniform_set_erased(const RID &p_set, void *p_material) {
+ RID rid = *(RID *)p_material;
+ Material *material = base_singleton->material_owner.get_or_null(rid);
+ if (material) {
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ }
+}
+
+void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) {
+ Material *material = material_owner.get_or_null(p_material);
if (material->shader_type != p_shader_type) {
return;
}
@@ -2193,42 +2486,59 @@ void RasterizerStorageRD::material_force_update_textures(RID p_material, ShaderT
}
}
-void RasterizerStorageRD::_update_queued_materials() {
- Material *material = material_update_list;
- while (material) {
- Material *next = material->update_next;
+void RendererStorageRD::_update_queued_materials() {
+ while (material_update_list.first()) {
+ Material *material = material_update_list.first()->self();
+ bool uniforms_changed = false;
if (material->data) {
- material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
+ uniforms_changed = material->data->update_parameters(material->params, material->uniform_dirty, material->texture_dirty);
}
- material->update_requested = false;
material->texture_dirty = false;
material->uniform_dirty = false;
- material->update_next = nullptr;
- material = next;
+
+ material_update_list.remove(&material->update_element);
+
+ if (uniforms_changed) {
+ //some implementations such as 3D renderer cache the matreial uniform set, so update is required
+ material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
+ }
}
- material_update_list = nullptr;
}
/* MESH API */
-RID RasterizerStorageRD::mesh_create() {
- return mesh_owner.make_rid(Mesh());
+RID RendererStorageRD::mesh_allocate() {
+ return mesh_owner.allocate_rid();
+}
+void RendererStorageRD::mesh_initialize(RID p_rid) {
+ mesh_owner.initialize_rid(p_rid, Mesh());
+}
+
+void RendererStorageRD::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
+ ERR_FAIL_COND(p_blend_shape_count < 0);
+
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
+
+ mesh->blend_shape_count = p_blend_shape_count;
}
/// Returns stride
-void RasterizerStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+void RendererStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
- //ensure blend shape consistency
- ERR_FAIL_COND(mesh->blend_shape_count && p_surface.blend_shapes.size() != (int)mesh->blend_shape_count);
- ERR_FAIL_COND(mesh->blend_shape_count && p_surface.bone_aabbs.size() != mesh->bone_aabbs.size());
+ ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
#ifdef DEBUG_ENABLED
//do a validation, to catch errors first
{
uint32_t stride = 0;
+ uint32_t attrib_stride = 0;
+ uint32_t skin_stride = 0;
for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
if ((p_surface.format & (1 << i))) {
@@ -2242,59 +2552,59 @@ void RasterizerStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_
} break;
case RS::ARRAY_NORMAL: {
- if (p_surface.format & RS::ARRAY_COMPRESS_NORMAL) {
- stride += sizeof(int8_t) * 4;
- } else {
- stride += sizeof(float) * 4;
- }
+ stride += sizeof(int32_t);
} break;
case RS::ARRAY_TANGENT: {
- if (p_surface.format & RS::ARRAY_COMPRESS_TANGENT) {
- stride += sizeof(int8_t) * 4;
- } else {
- stride += sizeof(float) * 4;
- }
+ stride += sizeof(int32_t);
} break;
case RS::ARRAY_COLOR: {
- if (p_surface.format & RS::ARRAY_COMPRESS_COLOR) {
- stride += sizeof(int8_t) * 4;
- } else {
- stride += sizeof(float) * 4;
- }
-
+ attrib_stride += sizeof(uint32_t);
} break;
case RS::ARRAY_TEX_UV: {
- if (p_surface.format & RS::ARRAY_COMPRESS_TEX_UV) {
- stride += sizeof(int16_t) * 2;
- } else {
- stride += sizeof(float) * 2;
- }
+ attrib_stride += sizeof(float) * 2;
} break;
case RS::ARRAY_TEX_UV2: {
- if (p_surface.format & RS::ARRAY_COMPRESS_TEX_UV2) {
- stride += sizeof(int16_t) * 2;
- } else {
- stride += sizeof(float) * 2;
- }
+ attrib_stride += sizeof(float) * 2;
} break;
- case RS::ARRAY_BONES: {
- //assumed weights too
-
- //unique format, internally 16 bits, exposed as single array for 32
-
- stride += sizeof(int32_t) * 4;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ int idx = i - RS::ARRAY_CUSTOM0;
+ uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
+ uint32_t fmt = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
+ uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
+ attrib_stride += fmtsize[fmt];
} break;
+ case RS::ARRAY_WEIGHTS:
+ case RS::ARRAY_BONES: {
+ //uses a separate array
+ bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
+ skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8);
+ } break;
}
}
}
int expected_size = stride * p_surface.vertex_count;
- ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+ ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+
+ int bs_expected_size = expected_size * mesh->blend_shape_count;
+
+ ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")");
+
+ int expected_attrib_size = attrib_stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")");
+
+ if ((p_surface.format & RS::ARRAY_FORMAT_WEIGHTS) && (p_surface.format & RS::ARRAY_FORMAT_BONES)) {
+ expected_size = skin_stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_size != p_surface.skin_data.size(), "Size of skin data provided (" + itos(p_surface.skin_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+ }
}
#endif
@@ -2304,9 +2614,25 @@ void RasterizerStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_
s->format = p_surface.format;
s->primitive = p_surface.primitive;
- s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data);
+ bool use_as_storage = (p_surface.skin_data.size() || mesh->blend_shape_count > 0);
+
+ s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage);
+ s->vertex_buffer_size = p_surface.vertex_data.size();
+
+ if (p_surface.attribute_data.size()) {
+ s->attribute_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.attribute_data.size(), p_surface.attribute_data);
+ }
+ if (p_surface.skin_data.size()) {
+ s->skin_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.skin_data.size(), p_surface.skin_data, use_as_storage);
+ s->skin_buffer_size = p_surface.skin_data.size();
+ }
+
s->vertex_count = p_surface.vertex_count;
+ if (p_surface.format & RS::ARRAY_FORMAT_BONES) {
+ mesh->has_bone_weights = true;
+ }
+
if (p_surface.index_count) {
bool is_index_16 = p_surface.vertex_count <= 65536;
@@ -2322,6 +2648,7 @@ void RasterizerStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_
s->lods[i].index_buffer = RD::get_singleton()->index_buffer_create(indices, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.lods[i].index_data);
s->lods[i].index_array = RD::get_singleton()->index_array_create(s->lods[i].index_buffer, 0, indices);
s->lods[i].edge_length = p_surface.lods[i].edge_length;
+ s->lods[i].index_count = indices;
}
}
}
@@ -2329,21 +2656,54 @@ void RasterizerStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_
s->aabb = p_surface.aabb;
s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
- for (int i = 0; i < p_surface.blend_shapes.size(); i++) {
- if (p_surface.blend_shapes[i].size() != p_surface.vertex_data.size()) {
- memdelete(s);
- ERR_FAIL_COND(p_surface.blend_shapes[i].size() != p_surface.vertex_data.size());
- }
- RID vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.blend_shapes[i].size(), p_surface.blend_shapes[i]);
- s->blend_shapes.push_back(vertex_buffer);
+ if (mesh->blend_shape_count > 0) {
+ s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
}
- mesh->blend_shape_count = p_surface.blend_shapes.size();
+ if (use_as_storage) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(s->vertex_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (s->skin_buffer.is_valid()) {
+ u.ids.push_back(s->skin_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (s->blend_shape_buffer.is_valid()) {
+ u.ids.push_back(s->blend_shape_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+
+ s->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SURFACE);
+ }
if (mesh->surface_count == 0) {
mesh->bone_aabbs = p_surface.bone_aabbs;
mesh->aabb = p_surface.aabb;
} else {
+ if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) {
+ // ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone
+ // Each surface may affect different numbers of bones.
+ mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
+ }
for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
}
@@ -2356,33 +2716,43 @@ void RasterizerStorageRD::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_
mesh->surfaces[mesh->surface_count] = s;
mesh->surface_count++;
- mesh->instance_dependency.instance_notify_changed(true, true);
+ for (MeshInstance *mi : mesh->instances) {
+ _mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
+ }
+
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
mesh->material_cache.clear();
}
-int RasterizerStorageRD::mesh_get_blend_shape_count(RID p_mesh) const {
- const Mesh *mesh = mesh_owner.getornull(p_mesh);
+int RendererStorageRD::mesh_get_blend_shape_count(RID p_mesh) const {
+ const Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, -1);
return mesh->blend_shape_count;
}
-void RasterizerStorageRD::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+void RendererStorageRD::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_INDEX((int)p_mode, 2);
mesh->blend_shape_mode = p_mode;
}
-RS::BlendShapeMode RasterizerStorageRD::mesh_get_blend_shape_mode(RID p_mesh) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+RS::BlendShapeMode RendererStorageRD::mesh_get_blend_shape_mode(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED);
return mesh->blend_shape_mode;
}
-void RasterizerStorageRD::mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+void RendererStorageRD::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
ERR_FAIL_COND(p_data.size() == 0);
@@ -2392,26 +2762,50 @@ void RasterizerStorageRD::mesh_surface_update_region(RID p_mesh, int p_surface,
RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->vertex_buffer, p_offset, data_size, r);
}
-void RasterizerStorageRD::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+void RendererStorageRD::mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+ ERR_FAIL_COND(mesh->surfaces[p_surface]->attribute_buffer.is_null());
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+
+ RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->attribute_buffer, p_offset, data_size, r);
+}
+
+void RendererStorageRD::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ ERR_FAIL_COND(p_data.size() == 0);
+ ERR_FAIL_COND(mesh->surfaces[p_surface]->skin_buffer.is_null());
+ uint64_t data_size = p_data.size();
+ const uint8_t *r = p_data.ptr();
+
+ RD::get_singleton()->buffer_update(mesh->surfaces[p_surface]->skin_buffer, p_offset, data_size, r);
+}
+
+void RendererStorageRD::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
mesh->surfaces[p_surface]->material = p_material;
- mesh->instance_dependency.instance_notify_changed(false, true);
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL);
mesh->material_cache.clear();
}
-RID RasterizerStorageRD::mesh_surface_get_material(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+RID RendererStorageRD::mesh_surface_get_material(RID p_mesh, int p_surface) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, RID());
ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
return mesh->surfaces[p_surface]->material;
}
-RS::SurfaceData RasterizerStorageRD::mesh_get_surface(RID p_mesh, int p_surface) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+RS::SurfaceData RendererStorageRD::mesh_get_surface(RID p_mesh, int p_surface) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, RS::SurfaceData());
ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RS::SurfaceData());
@@ -2420,6 +2814,12 @@ RS::SurfaceData RasterizerStorageRD::mesh_get_surface(RID p_mesh, int p_surface)
RS::SurfaceData sd;
sd.format = s.format;
sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer);
+ if (s.attribute_buffer.is_valid()) {
+ sd.attribute_data = RD::get_singleton()->buffer_get_data(s.attribute_buffer);
+ }
+ if (s.skin_buffer.is_valid()) {
+ sd.skin_data = RD::get_singleton()->buffer_get_data(s.skin_buffer);
+ }
sd.vertex_count = s.vertex_count;
sd.index_count = s.index_count;
sd.primitive = s.primitive;
@@ -2437,41 +2837,40 @@ RS::SurfaceData RasterizerStorageRD::mesh_get_surface(RID p_mesh, int p_surface)
sd.bone_aabbs = s.bone_aabbs;
- for (int i = 0; i < s.blend_shapes.size(); i++) {
- Vector<uint8_t> bs = RD::get_singleton()->buffer_get_data(s.blend_shapes[i]);
- sd.blend_shapes.push_back(bs);
+ if (s.blend_shape_buffer.is_valid()) {
+ sd.blend_shape_data = RD::get_singleton()->buffer_get_data(s.blend_shape_buffer);
}
return sd;
}
-int RasterizerStorageRD::mesh_get_surface_count(RID p_mesh) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+int RendererStorageRD::mesh_get_surface_count(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, 0);
return mesh->surface_count;
}
-void RasterizerStorageRD::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+void RendererStorageRD::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
mesh->custom_aabb = p_aabb;
}
-AABB RasterizerStorageRD::mesh_get_custom_aabb(RID p_mesh) const {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+AABB RendererStorageRD::mesh_get_custom_aabb(RID p_mesh) const {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
return mesh->custom_aabb;
}
-AABB RasterizerStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+AABB RendererStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, AABB());
if (mesh->custom_aabb != AABB()) {
return mesh->custom_aabb;
}
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
if (!skeleton || skeleton->size == 0) {
return mesh->aabb;
@@ -2499,7 +2898,7 @@ AABB RasterizerStorageRD::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];
@@ -2526,7 +2925,7 @@ AABB RasterizerStorageRD::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];
@@ -2568,12 +2967,37 @@ AABB RasterizerStorageRD::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
return aabb;
}
-void RasterizerStorageRD::mesh_clear(RID p_mesh) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+void RendererStorageRD::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ Mesh *shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.erase(mesh);
+ }
+ mesh->shadow_mesh = p_shadow_mesh;
+
+ shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
+
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.insert(mesh);
+ }
+
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+}
+
+void RendererStorageRD::mesh_clear(RID p_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND(!mesh);
for (uint32_t i = 0; i < mesh->surface_count; i++) {
Mesh::Surface &s = *mesh->surfaces[i];
RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions
+ if (s.attribute_buffer.is_valid()) {
+ RD::get_singleton()->free(s.attribute_buffer);
+ }
+ if (s.skin_buffer.is_valid()) {
+ RD::get_singleton()->free(s.skin_buffer);
+ }
if (s.versions) {
memfree(s.versions); //reallocs, so free with memfree.
}
@@ -2589,12 +3013,8 @@ void RasterizerStorageRD::mesh_clear(RID p_mesh) {
memdelete_arr(s.lods);
}
- for (int32_t j = 0; j < s.blend_shapes.size(); j++) {
- RD::get_singleton()->free(s.blend_shapes[j]);
- }
-
- if (s.blend_shape_base_buffer.is_valid()) {
- RD::get_singleton()->free(s.blend_shape_base_buffer);
+ if (s.blend_shape_buffer.is_valid()) {
+ RD::get_singleton()->free(s.blend_shape_buffer);
}
memdelete(mesh->surfaces[i]);
@@ -2606,22 +3026,237 @@ void RasterizerStorageRD::mesh_clear(RID p_mesh) {
mesh->surfaces = nullptr;
mesh->surface_count = 0;
mesh->material_cache.clear();
- mesh->instance_dependency.instance_notify_changed(true, true);
+ //clear instance data
+ for (MeshInstance *mi : mesh->instances) {
+ _mesh_instance_clear(mi);
+ }
+ mesh->has_bone_weights = false;
+ mesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
+}
+
+bool RendererStorageRD::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, false);
+
+ return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
+}
+
+/* MESH INSTANCE */
+
+RID RendererStorageRD::mesh_instance_create(RID p_base) {
+ Mesh *mesh = mesh_owner.get_or_null(p_base);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ RID rid = mesh_instance_owner.make_rid();
+ MeshInstance *mi = mesh_instance_owner.get_or_null(rid);
+
+ mi->mesh = mesh;
+
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ _mesh_instance_add_surface(mi, mesh, i);
+ }
+
+ mi->I = mesh->instances.push_back(mi);
+
+ mi->dirty = true;
+
+ return rid;
+}
+void RendererStorageRD::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ if (mi->skeleton == p_skeleton) {
+ return;
+ }
+ mi->skeleton = p_skeleton;
+ mi->skeleton_version = 0;
+ mi->dirty = true;
+}
+
+void RendererStorageRD::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
+ mi->blend_weights[p_shape] = p_weight;
+ mi->weights_dirty = true;
+ //will be eventually updated
+}
+
+void RendererStorageRD::_mesh_instance_clear(MeshInstance *mi) {
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].vertex_buffer.is_valid()) {
+ RD::get_singleton()->free(mi->surfaces[i].vertex_buffer);
+ }
+ if (mi->surfaces[i].versions) {
+ for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
+ RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array);
+ }
+ memfree(mi->surfaces[i].versions);
+ }
+ }
+ mi->surfaces.clear();
+
+ if (mi->blend_weights_buffer.is_valid()) {
+ RD::get_singleton()->free(mi->blend_weights_buffer);
+ }
+ mi->blend_weights.clear();
+ mi->weights_dirty = false;
+ mi->skeleton_version = 0;
+}
+
+void RendererStorageRD::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
+ if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) {
+ mi->blend_weights.resize(mesh->blend_shape_count);
+ for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
+ mi->blend_weights[i] = 0;
+ }
+ mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
+ mi->weights_dirty = true;
+ }
+
+ MeshInstance::Surface s;
+ if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
+ //surface warrants transform
+ s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 1;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(s.vertex_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ if (mi->blend_weights_buffer.is_valid()) {
+ u.ids.push_back(mi->blend_weights_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+ s.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_INSTANCE);
+ }
+
+ mi->surfaces.push_back(s);
+ mi->dirty = true;
}
-void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask) {
- uint32_t version = s->version_count;
- s->version_count++;
- s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
+void RendererStorageRD::mesh_instance_check_for_update(RID p_mesh_instance) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
- Mesh::Surface::Version &v = s->versions[version];
+ bool needs_update = mi->dirty;
+
+ if (mi->weights_dirty && !mi->weight_update_list.in_list()) {
+ dirty_mesh_instance_weights.add(&mi->weight_update_list);
+ needs_update = true;
+ }
+
+ if (mi->array_update_list.in_list()) {
+ return;
+ }
+
+ if (!needs_update && mi->skeleton.is_valid()) {
+ Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
+ if (sk && sk->version != mi->skeleton_version) {
+ needs_update = true;
+ }
+ }
+
+ if (needs_update) {
+ dirty_mesh_instance_arrays.add(&mi->array_update_list);
+ }
+}
+
+void RendererStorageRD::update_mesh_instances() {
+ while (dirty_mesh_instance_weights.first()) {
+ MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
+
+ if (mi->blend_weights_buffer.is_valid()) {
+ RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr());
+ }
+ dirty_mesh_instance_weights.remove(&mi->weight_update_list);
+ mi->weights_dirty = false;
+ }
+ if (dirty_mesh_instance_arrays.first() == nullptr) {
+ return; //nothing to do
+ }
+
+ //process skeletons and blend shapes
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ while (dirty_mesh_instance_arrays.first()) {
+ MeshInstance *mi = dirty_mesh_instance_arrays.first()->self();
+
+ Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
+
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].uniform_set == RID() || mi->mesh->surfaces[i]->uniform_set == RID()) {
+ continue;
+ }
+
+ bool array_is_2d = mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_2D_VERTICES;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, skeleton_shader.pipeline[array_is_2d ? SkeletonShader::SHADER_MODE_2D : SkeletonShader::SHADER_MODE_3D]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->surfaces[i].uniform_set, SkeletonShader::UNIFORM_SET_INSTANCE);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, mi->mesh->surfaces[i]->uniform_set, SkeletonShader::UNIFORM_SET_SURFACE);
+ if (sk && sk->uniform_set_mi.is_valid()) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sk->uniform_set_mi, SkeletonShader::UNIFORM_SET_SKELETON);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, skeleton_shader.default_skeleton_uniform_set, SkeletonShader::UNIFORM_SET_SKELETON);
+ }
+ SkeletonShader::PushConstant push_constant;
+
+ push_constant.has_normal = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_NORMAL;
+ push_constant.has_tangent = mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_TANGENT;
+ push_constant.has_skeleton = sk != nullptr && sk->use_2d == array_is_2d && (mi->mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES);
+ push_constant.has_blend_shape = mi->mesh->blend_shape_count > 0;
+
+ push_constant.vertex_count = mi->mesh->surfaces[i]->vertex_count;
+ push_constant.vertex_stride = (mi->mesh->surfaces[i]->vertex_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
+ push_constant.skin_stride = (mi->mesh->surfaces[i]->skin_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4;
+ push_constant.skin_weight_offset = (mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 4 : 2;
+
+ push_constant.blend_shape_count = mi->mesh->blend_shape_count;
+ push_constant.normalized_blend_shapes = mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED;
+ push_constant.pad0 = 0;
+ push_constant.pad1 = 0;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SkeletonShader::PushConstant));
+
+ //dispatch without barrier, so all is done at the same time
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.vertex_count, 1, 1);
+ }
+
+ mi->dirty = false;
+ if (sk) {
+ mi->skeleton_version = sk->version;
+ }
+ dirty_mesh_instance_arrays.remove(&mi->array_update_list);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
Vector<RD::VertexAttribute> attributes;
Vector<RID> buffers;
uint32_t stride = 0;
+ uint32_t attribute_stride = 0;
+ uint32_t skin_stride = 0;
- for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
+ for (int i = 0; i < RS::ARRAY_INDEX; i++) {
RD::VertexAttribute vd;
RID buffer;
vd.location = i;
@@ -2629,6 +3264,7 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su
if (!(s->format & (1 << i))) {
// Not supplied by surface, use default value
buffer = mesh_default_rd_buffers[i];
+ vd.stride = 0;
switch (i) {
case RS::ARRAY_VERTEX: {
vd.format = RD::DATA_FORMAT_R32G32B32_SFLOAT;
@@ -2651,20 +3287,31 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su
case RS::ARRAY_TEX_UV2: {
vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
} break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ //assumed weights too
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
+ } break;
case RS::ARRAY_BONES: {
//assumed weights too
vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
} break;
+ case RS::ARRAY_WEIGHTS: {
+ //assumed weights too
+ vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
+ } break;
}
} else {
//Supplied, use it
- vd.offset = stride;
- vd.stride = 1; //mark that it needs a stride set
- buffer = s->vertex_buffer;
+ vd.stride = 1; //mark that it needs a stride set (default uses 0)
switch (i) {
case RS::ARRAY_VERTEX: {
+ vd.offset = stride;
+
if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
stride += sizeof(float) * 2;
@@ -2673,71 +3320,92 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su
stride += sizeof(float) * 3;
}
+ if (mis) {
+ buffer = mis->vertex_buffer;
+ } else {
+ buffer = s->vertex_buffer;
+ }
+
} break;
case RS::ARRAY_NORMAL: {
- if (s->format & RS::ARRAY_COMPRESS_NORMAL) {
- vd.format = RD::DATA_FORMAT_R8G8B8A8_SNORM;
- stride += sizeof(int8_t) * 4;
+ vd.offset = stride;
+
+ vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
+
+ stride += sizeof(uint32_t);
+ if (mis) {
+ buffer = mis->vertex_buffer;
} else {
- vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- stride += sizeof(float) * 4;
+ buffer = s->vertex_buffer;
}
-
} break;
case RS::ARRAY_TANGENT: {
- if (s->format & RS::ARRAY_COMPRESS_TANGENT) {
- vd.format = RD::DATA_FORMAT_R8G8B8A8_SNORM;
- stride += sizeof(int8_t) * 4;
+ vd.offset = stride;
+
+ vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
+ stride += sizeof(uint32_t);
+ if (mis) {
+ buffer = mis->vertex_buffer;
} else {
- vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- stride += sizeof(float) * 4;
+ buffer = s->vertex_buffer;
}
-
} break;
case RS::ARRAY_COLOR: {
- if (s->format & RS::ARRAY_COMPRESS_COLOR) {
- vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
- stride += sizeof(int8_t) * 4;
- } else {
- vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT;
- stride += sizeof(float) * 4;
- }
+ vd.offset = attribute_stride;
+ vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ attribute_stride += sizeof(int8_t) * 4;
+ buffer = s->attribute_buffer;
} break;
case RS::ARRAY_TEX_UV: {
- if (s->format & RS::ARRAY_COMPRESS_TEX_UV) {
- vd.format = RD::DATA_FORMAT_R16G16_SFLOAT;
- stride += sizeof(int16_t) * 2;
- } else {
- vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
- stride += sizeof(float) * 2;
- }
+ vd.offset = attribute_stride;
+
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ attribute_stride += sizeof(float) * 2;
+ buffer = s->attribute_buffer;
} break;
case RS::ARRAY_TEX_UV2: {
- if (s->format & RS::ARRAY_COMPRESS_TEX_UV2) {
- vd.format = RD::DATA_FORMAT_R16G16_SFLOAT;
- stride += sizeof(int16_t) * 2;
- } else {
- vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
- stride += sizeof(float) * 2;
- }
+ vd.offset = attribute_stride;
+ vd.format = RD::DATA_FORMAT_R32G32_SFLOAT;
+ attribute_stride += sizeof(float) * 2;
+ buffer = s->attribute_buffer;
+ } break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ vd.offset = attribute_stride;
+
+ int idx = i - RS::ARRAY_CUSTOM0;
+ uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
+ uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
+ uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
+ RD::DataFormat fmtrd[RS::ARRAY_CUSTOM_MAX] = { RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::DATA_FORMAT_R8G8B8A8_SNORM, RD::DATA_FORMAT_R16G16_SFLOAT, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::DATA_FORMAT_R32_SFLOAT, RD::DATA_FORMAT_R32G32_SFLOAT, RD::DATA_FORMAT_R32G32B32_SFLOAT, RD::DATA_FORMAT_R32G32B32A32_SFLOAT };
+ vd.format = fmtrd[fmt];
+ attribute_stride += fmtsize[fmt];
+ buffer = s->attribute_buffer;
} break;
case RS::ARRAY_BONES: {
- //assumed weights too
-
- //unique format, internally 16 bits, exposed as single array for 32
+ vd.offset = skin_stride;
- vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT;
- stride += sizeof(int32_t) * 4;
+ vd.format = RD::DATA_FORMAT_R16G16B16A16_UINT;
+ skin_stride += sizeof(int16_t) * 4;
+ buffer = s->skin_buffer;
+ } break;
+ case RS::ARRAY_WEIGHTS: {
+ vd.offset = skin_stride;
+ vd.format = RD::DATA_FORMAT_R16G16B16A16_UNORM;
+ skin_stride += sizeof(int16_t) * 4;
+ buffer = s->skin_buffer;
} break;
}
}
if (!(p_input_mask & (1 << i))) {
- continue; // Shader does not need this, skip it
+ continue; // Shader does not need this, skip it (but computing stride was important anyway)
}
attributes.push_back(vd);
@@ -2746,8 +3414,17 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su
//update final stride
for (int i = 0; i < attributes.size(); i++) {
- if (attributes[i].stride == 1) {
+ if (attributes[i].stride == 0) {
+ continue; //default location
+ }
+ int loc = attributes[i].location;
+
+ if (loc < RS::ARRAY_COLOR) {
attributes.write[i].stride = stride;
+ } else if (loc < RS::ARRAY_BONES) {
+ attributes.write[i].stride = attribute_stride;
+ } else {
+ attributes.write[i].stride = skin_stride;
}
}
@@ -2758,12 +3435,15 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su
////////////////// MULTIMESH
-RID RasterizerStorageRD::multimesh_create() {
- return multimesh_owner.make_rid(MultiMesh());
+RID RendererStorageRD::multimesh_allocate() {
+ return multimesh_owner.allocate_rid();
+}
+void RendererStorageRD::multimesh_initialize(RID p_rid) {
+ multimesh_owner.initialize_rid(p_rid, MultiMesh());
}
-void RasterizerStorageRD::multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+void RendererStorageRD::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->instances == p_instances && multimesh->xform_format == p_transform_format && multimesh->uses_colors == p_use_colors && multimesh->uses_custom_data == p_use_custom_data) {
@@ -2773,6 +3453,7 @@ void RasterizerStorageRD::multimesh_allocate(RID p_multimesh, int p_instances, R
if (multimesh->buffer.is_valid()) {
RD::get_singleton()->free(multimesh->buffer);
multimesh->buffer = RID();
+ multimesh->uniform_set_2d = RID(); //cleared by dependency
multimesh->uniform_set_3d = RID(); //cleared by dependency
}
@@ -2800,16 +3481,18 @@ void RasterizerStorageRD::multimesh_allocate(RID p_multimesh, int p_instances, R
if (multimesh->instances) {
multimesh->buffer = RD::get_singleton()->storage_buffer_create(multimesh->instances * multimesh->stride_cache * 4);
}
+
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH);
}
-int RasterizerStorageRD::multimesh_get_instance_count(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+int RendererStorageRD::multimesh_get_instance_count(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, 0);
return multimesh->instances;
}
-void RasterizerStorageRD::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+void RendererStorageRD::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
if (multimesh->mesh == p_mesh) {
return;
@@ -2833,12 +3516,12 @@ void RasterizerStorageRD::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
}
}
- multimesh->instance_dependency.instance_notify_changed(true, true);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
}
#define MULTIMESH_DIRTY_REGION_SIZE 512
-void RasterizerStorageRD::_multimesh_make_local(MultiMesh *multimesh) const {
+void RendererStorageRD::_multimesh_make_local(MultiMesh *multimesh) const {
if (multimesh->data_cache.size() > 0) {
return; //already local
}
@@ -2853,10 +3536,10 @@ void RasterizerStorageRD::_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;
@@ -2867,7 +3550,7 @@ void RasterizerStorageRD::_multimesh_make_local(MultiMesh *multimesh) const {
multimesh->data_cache_used_dirty_regions = 0;
}
-void RasterizerStorageRD::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {
+void RendererStorageRD::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {
uint32_t region_index = p_index / MULTIMESH_DIRTY_REGION_SIZE;
#ifdef DEBUG_ENABLED
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
@@ -2889,7 +3572,7 @@ void RasterizerStorageRD::_multimesh_mark_dirty(MultiMesh *multimesh, int p_inde
}
}
-void RasterizerStorageRD::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) {
+void RendererStorageRD::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) {
if (p_data) {
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
@@ -2912,13 +3595,13 @@ void RasterizerStorageRD::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p
}
}
-void RasterizerStorageRD::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {
+void RendererStorageRD::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {
ERR_FAIL_COND(multimesh->mesh.is_null());
AABB aabb;
AABB mesh_aabb = mesh_get_aabb(multimesh->mesh);
for (int i = 0; i < p_instances; i++) {
const float *data = p_data + multimesh->stride_cache * i;
- Transform t;
+ Transform3D t;
if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
t.basis.elements[0][0] = data[0];
@@ -2954,8 +3637,8 @@ void RasterizerStorageRD::_multimesh_re_create_aabb(MultiMesh *multimesh, const
multimesh->aabb = aabb;
}
-void RasterizerStorageRD::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+void RendererStorageRD::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D);
@@ -2984,8 +3667,8 @@ void RasterizerStorageRD::multimesh_instance_set_transform(RID p_multimesh, int
_multimesh_mark_dirty(multimesh, p_index, true);
}
-void RasterizerStorageRD::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+void RendererStorageRD::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D);
@@ -3010,8 +3693,8 @@ void RasterizerStorageRD::multimesh_instance_set_transform_2d(RID p_multimesh, i
_multimesh_mark_dirty(multimesh, p_index, true);
}
-void RasterizerStorageRD::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+void RendererStorageRD::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
ERR_FAIL_COND(!multimesh->uses_colors);
@@ -3032,8 +3715,8 @@ void RasterizerStorageRD::multimesh_instance_set_color(RID p_multimesh, int p_in
_multimesh_mark_dirty(multimesh, p_index, false);
}
-void RasterizerStorageRD::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+void RendererStorageRD::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_INDEX(p_index, multimesh->instances);
ERR_FAIL_COND(!multimesh->uses_custom_data);
@@ -3054,22 +3737,22 @@ void RasterizerStorageRD::multimesh_instance_set_custom_data(RID p_multimesh, in
_multimesh_mark_dirty(multimesh, p_index, false);
}
-RID RasterizerStorageRD::multimesh_get_mesh(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+RID RendererStorageRD::multimesh_get_mesh(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, RID());
return multimesh->mesh;
}
-Transform RasterizerStorageRD::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());
+Transform3D RendererStorageRD::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform3D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D());
+ ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D());
_multimesh_make_local(multimesh);
- Transform t;
+ Transform3D t;
{
const float *r = multimesh->data_cache.ptr();
@@ -3092,8 +3775,8 @@ Transform RasterizerStorageRD::multimesh_instance_get_transform(RID p_multimesh,
return t;
}
-Transform2D RasterizerStorageRD::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+Transform2D RendererStorageRD::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Transform2D());
ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform2D());
ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D, Transform2D());
@@ -3117,8 +3800,8 @@ Transform2D RasterizerStorageRD::multimesh_instance_get_transform_2d(RID p_multi
return t;
}
-Color RasterizerStorageRD::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+Color RendererStorageRD::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Color());
ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
ERR_FAIL_COND_V(!multimesh->uses_colors, Color());
@@ -3140,8 +3823,8 @@ Color RasterizerStorageRD::multimesh_instance_get_color(RID p_multimesh, int p_i
return c;
}
-Color RasterizerStorageRD::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+Color RendererStorageRD::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Color());
ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
ERR_FAIL_COND_V(!multimesh->uses_custom_data, Color());
@@ -3163,14 +3846,14 @@ Color RasterizerStorageRD::multimesh_instance_get_custom_data(RID p_multimesh, i
return c;
}
-void RasterizerStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+void RendererStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
{
const float *r = p_buffer.ptr();
- RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r, false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, p_buffer.size() * sizeof(float), r);
multimesh->buffer_set = true;
}
@@ -3192,12 +3875,12 @@ void RasterizerStorageRD::multimesh_set_buffer(RID p_multimesh, const Vector<flo
const float *data = p_buffer.ptr();
_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
- multimesh->instance_dependency.instance_notify_changed(true, false);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
-Vector<float> RasterizerStorageRD::multimesh_get_buffer(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+Vector<float> RendererStorageRD::multimesh_get_buffer(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, Vector<float>());
if (multimesh->buffer.is_null()) {
return Vector<float>();
@@ -3212,15 +3895,15 @@ Vector<float> RasterizerStorageRD::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;
}
}
-void RasterizerStorageRD::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+void RendererStorageRD::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND(!multimesh);
ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances);
if (multimesh->visible_instances == p_visible) {
@@ -3233,24 +3916,26 @@ void RasterizerStorageRD::multimesh_set_visible_instances(RID p_multimesh, int p
}
multimesh->visible_instances = p_visible;
+
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
}
-int RasterizerStorageRD::multimesh_get_visible_instances(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+int RendererStorageRD::multimesh_get_visible_instances(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, 0);
return multimesh->visible_instances;
}
-AABB RasterizerStorageRD::multimesh_get_aabb(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+AABB RendererStorageRD::multimesh_get_aabb(RID p_multimesh) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
ERR_FAIL_COND_V(!multimesh, AABB());
if (multimesh->aabb_dirty) {
- const_cast<RasterizerStorageRD *>(this)->_update_dirty_multimeshes();
+ const_cast<RendererStorageRD *>(this)->_update_dirty_multimeshes();
}
return multimesh->aabb;
}
-void RasterizerStorageRD::_update_dirty_multimeshes() {
+void RendererStorageRD::_update_dirty_multimeshes() {
while (multimesh_dirty_list) {
MultiMesh *multimesh = multimesh_dirty_list;
@@ -3261,20 +3946,20 @@ void RasterizerStorageRD::_update_dirty_multimeshes() {
if (multimesh->data_cache_used_dirty_regions) {
uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
- uint32_t visible_region_count = (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
uint32_t region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float);
if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) {
//if there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much
- RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data, false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, 0, MIN(visible_region_count * region_size, multimesh->instances * multimesh->stride_cache * sizeof(float)), data);
} else {
//not that many regions? update them all
for (uint32_t i = 0; i < visible_region_count; i++) {
if (multimesh->data_cache_dirty_regions[i]) {
uint64_t offset = i * region_size;
uint64_t size = multimesh->stride_cache * multimesh->instances * sizeof(float);
- RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size], false);
+ RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size]);
}
}
}
@@ -3290,7 +3975,7 @@ void RasterizerStorageRD::_update_dirty_multimeshes() {
//aabb is dirty..
_multimesh_re_create_aabb(multimesh, data, visible_instances);
multimesh->aabb_dirty = false;
- multimesh->instance_dependency.instance_notify_changed(true, false);
+ multimesh->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
@@ -3305,37 +3990,72 @@ void RasterizerStorageRD::_update_dirty_multimeshes() {
/* PARTICLES */
-RID RasterizerStorageRD::particles_create() {
- return particles_owner.make_rid(Particles());
+RID RendererStorageRD::particles_allocate() {
+ return particles_owner.allocate_rid();
+}
+void RendererStorageRD::particles_initialize(RID p_rid) {
+ particles_owner.initialize_rid(p_rid, Particles());
+}
+
+void RendererStorageRD::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->mode == p_mode) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->mode = p_mode;
}
-void RasterizerStorageRD::particles_set_emitting(RID p_particles, bool p_emitting) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_emitting(RID p_particles, bool p_emitting) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->emitting = p_emitting;
}
-bool RasterizerStorageRD::particles_get_emitting(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
+bool RendererStorageRD::particles_get_emitting(RID p_particles) {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, false);
return particles->emitting;
}
-void RasterizerStorageRD::_particles_free_data(Particles *particles) {
- if (!particles->particle_buffer.is_valid()) {
- return;
+void RendererStorageRD::_particles_free_data(Particles *particles) {
+ if (particles->particle_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->particle_buffer);
+ particles->particle_buffer = RID();
+ RD::get_singleton()->free(particles->particle_instance_buffer);
+ particles->particle_instance_buffer = RID();
+ }
+
+ if (particles->frame_params_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->frame_params_buffer);
+ particles->frame_params_buffer = RID();
}
- 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) {
@@ -3344,10 +4064,16 @@ void RasterizerStorageRD::_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 RasterizerStorageRD::particles_set_amount(RID p_particles, int p_amount) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_amount(RID p_particles, int p_amount) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
if (particles->amount == p_amount) {
@@ -3358,142 +4084,183 @@ void RasterizerStorageRD::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.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.binding = 1;
- u.ids.push_back(particles->particle_buffer);
- uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.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 RasterizerStorageRD::particles_set_lifetime(RID p_particles, float p_lifetime) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_lifetime(RID p_particles, double p_lifetime) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->lifetime = p_lifetime;
}
-void RasterizerStorageRD::particles_set_one_shot(RID p_particles, bool p_one_shot) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->one_shot = p_one_shot;
}
-void RasterizerStorageRD::particles_set_pre_process_time(RID p_particles, float p_time) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_pre_process_time(RID p_particles, double p_time) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->pre_process_time = p_time;
}
-void RasterizerStorageRD::particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->explosiveness = p_ratio;
}
-void RasterizerStorageRD::particles_set_randomness_ratio(RID p_particles, float p_ratio) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->randomness = p_ratio;
}
-void RasterizerStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->custom_aabb = p_aabb;
- particles->instance_dependency.instance_notify_changed(true, false);
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-void RasterizerStorageRD::particles_set_speed_scale(RID p_particles, float p_scale) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_speed_scale(RID p_particles, double p_scale) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->speed_scale = p_scale;
}
-void RasterizerStorageRD::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->use_local_coords = p_enable;
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
}
-void RasterizerStorageRD::particles_set_fixed_fps(RID p_particles, int p_fps) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_fixed_fps(RID p_particles, int p_fps) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->fixed_fps = p_fps;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
}
-void RasterizerStorageRD::particles_set_fractional_delta(RID p_particles, bool p_enable) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_interpolate(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->interpolate = p_enable;
+}
+
+void RendererStorageRD::particles_set_fractional_delta(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->fractional_delta = p_enable;
}
-void RasterizerStorageRD::particles_set_process_material(RID p_particles, RID p_material) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND(p_length < 0.1);
+ p_length = MIN(10.0, p_length);
+
+ particles->trails_enabled = p_enable;
+ particles->trail_length = p_length;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void RendererStorageRD::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses.size() != p_bind_poses.size()) {
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->trail_bind_poses = p_bind_poses;
+ particles->trail_bind_poses_dirty = true;
+
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void RendererStorageRD::particles_set_collision_base_size(RID p_particles, real_t p_size) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collision_base_size = p_size;
+}
+
+void RendererStorageRD::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->transform_align = p_transform_align;
+}
+
+void RendererStorageRD::particles_set_process_material(RID p_particles, RID p_material) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->process_material = p_material;
}
-void RasterizerStorageRD::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->draw_order = p_order;
}
-void RasterizerStorageRD::particles_set_draw_passes(RID p_particles, int p_passes) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_draw_passes(RID p_particles, int p_passes) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->draw_passes.resize(p_passes);
}
-void RasterizerStorageRD::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
particles->draw_passes.write[p_pass] = p_mesh;
}
-void RasterizerStorageRD::particles_restart(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_restart(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->restart_request = true;
}
-void RasterizerStorageRD::_particles_allocate_emission_buffer(Particles *particles) {
+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;
@@ -3506,8 +4273,8 @@ void RasterizerStorageRD::_particles_allocate_emission_buffer(Particles *particl
}
}
-void RasterizerStorageRD::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
ERR_FAIL_COND(p_particles == p_subemitter_particles);
@@ -3519,8 +4286,8 @@ void RasterizerStorageRD::particles_set_subemitter(RID p_particles, RID p_subemi
}
}
-void RasterizerStorageRD::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) {
- Particles *particles = particles_owner.getornull(p_particles);
+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.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
ERR_FAIL_COND(particles->amount == 0);
@@ -3562,8 +4329,8 @@ void RasterizerStorageRD::particles_emit(RID p_particles, const Transform &p_tra
}
}
-void RasterizerStorageRD::particles_request_process(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_request_process(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
if (!particles->dirty) {
@@ -3573,22 +4340,30 @@ void RasterizerStorageRD::particles_request_process(RID p_particles) {
}
}
-AABB RasterizerStorageRD::particles_get_current_aabb(RID p_particles) {
- const Particles *particles = particles_owner.getornull(p_particles);
+AABB RendererStorageRD::particles_get_current_aabb(RID p_particles) {
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
+ }
+
+ const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, AABB());
- Vector<ParticleData> data;
- data.resize(particles->amount);
+ int total_amount = particles->amount;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ total_amount *= particles->trail_bind_poses.size();
+ }
Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(particles->particle_buffer);
+ ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleData)), AABB());
- 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++) {
+
+ const ParticleData *particle_data = reinterpret_cast<const ParticleData *>(buffer.ptr());
+ for (int i = 0; i < total_amount; i++) {
if (particle_data[i].active) {
Vector3 pos = Vector3(particle_data[i].xform[12], particle_data[i].xform[13], particle_data[i].xform[14]);
if (!particles->use_local_coords) {
@@ -3617,49 +4392,70 @@ AABB RasterizerStorageRD::particles_get_current_aabb(RID p_particles) {
return aabb;
}
-AABB RasterizerStorageRD::particles_get_aabb(RID p_particles) const {
- const Particles *particles = particles_owner.getornull(p_particles);
+AABB RendererStorageRD::particles_get_aabb(RID p_particles) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, AABB());
return particles->custom_aabb;
}
-void RasterizerStorageRD::particles_set_emission_transform(RID p_particles, const Transform &p_transform) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
particles->emission_transform = p_transform;
}
-int RasterizerStorageRD::particles_get_draw_passes(RID p_particles) const {
- const Particles *particles = particles_owner.getornull(p_particles);
+int RendererStorageRD::particles_get_draw_passes(RID p_particles) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
return particles->draw_passes.size();
}
-RID RasterizerStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
- const Particles *particles = particles_owner.getornull(p_particles);
+RID RendererStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RID());
ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
return particles->draw_passes[p_pass];
}
-void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_delta) {
+void RendererStorageRD::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.insert(p_particles_collision_instance);
+}
+
+void RendererStorageRD::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.erase(p_particles_collision_instance);
+}
+
+void 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.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->has_sdf_collision = p_enable;
+ particles->sdf_collision_transform = p_xform;
+ particles->sdf_collision_to_screen = p_to_screen;
+ particles->sdf_collision_texture = p_texture;
+}
+
+void RendererStorageRD::_particles_process(Particles *p_particles, double p_delta) {
if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(p_particles->frame_params_buffer);
uniforms.push_back(u);
}
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 1;
u.ids.push_back(p_particles->particle_buffer);
uniforms.push_back(u);
@@ -3667,7 +4463,7 @@ void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_del
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
if (p_particles->emission_storage_buffer.is_valid()) {
u.ids.push_back(p_particles->emission_storage_buffer);
@@ -3678,9 +4474,9 @@ void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_del
}
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 3;
- Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter);
+ Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
if (sub_emitter) {
if (sub_emitter->emission_buffer == nullptr) { //no emission buffer, allocate emission buffer
_particles_allocate_emission_buffer(sub_emitter);
@@ -3695,9 +4491,14 @@ void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_del
p_particles->particles_material_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 1);
}
- float new_phase = Math::fmod((float)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, (float)1.0);
+ double new_phase = Math::fmod((double)p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 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;
@@ -3715,37 +4516,286 @@ void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_del
p_particles->phase = new_phase;
- frame_params.time = RasterizerRD::singleton->get_total_time();
+ frame_params.time = RendererCompositorRD::singleton->get_total_time();
frame_params.delta = p_delta * p_particles->speed_scale;
frame_params.random_seed = p_particles->random_seed;
frame_params.explosiveness = p_particles->explosiveness;
frame_params.randomness = p_particles->randomness;
if (p_particles->use_local_coords) {
- store_transform(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
+
+ frame_params.collider_count = 0;
+ frame_params.attractor_count = 0;
+ frame_params.particle_size = p_particles->collision_base_size;
+
+ RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
+ RID collision_heightmap_texture;
+
+ Transform3D to_particles;
+ if (p_particles->use_local_coords) {
+ to_particles = p_particles->emission_transform.affine_inverse();
+ }
+
+ if (p_particles->has_sdf_collision && RD::get_singleton()->texture_is_valid(p_particles->sdf_collision_texture)) {
+ //2D collision
+
+ Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
+ Transform2D revert = xform.affine_inverse();
+ frame_params.collider_count = 1;
+ frame_params.colliders[0].transform[0] = xform.elements[0][0];
+ frame_params.colliders[0].transform[1] = xform.elements[0][1];
+ frame_params.colliders[0].transform[2] = 0;
+ frame_params.colliders[0].transform[3] = xform.elements[2][0];
+
+ frame_params.colliders[0].transform[4] = xform.elements[1][0];
+ frame_params.colliders[0].transform[5] = xform.elements[1][1];
+ frame_params.colliders[0].transform[6] = 0;
+ frame_params.colliders[0].transform[7] = xform.elements[2][1];
+
+ frame_params.colliders[0].transform[8] = revert.elements[0][0];
+ frame_params.colliders[0].transform[9] = revert.elements[0][1];
+ frame_params.colliders[0].transform[10] = 0;
+ frame_params.colliders[0].transform[11] = revert.elements[2][0];
+
+ frame_params.colliders[0].transform[12] = revert.elements[1][0];
+ frame_params.colliders[0].transform[13] = revert.elements[1][1];
+ frame_params.colliders[0].transform[14] = 0;
+ frame_params.colliders[0].transform[15] = revert.elements[2][1];
+
+ frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
+ frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
+ frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
+ frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
+ frame_params.colliders[0].texture_index = 0;
+ frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
+
+ collision_heightmap_texture = p_particles->sdf_collision_texture;
+
+ //replace in all other history frames where used because parameters are no longer valid if screen moves
+ for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) {
+ if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
+ p_particles->frame_history[i].colliders[0] = frame_params.colliders[0];
+ }
+ }
+ }
+
+ uint32_t collision_3d_textures_used = 0;
+ for (const Set<RID>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E->get());
+ if (!pci || !pci->active) {
+ continue;
+ }
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision);
+ ERR_CONTINUE(!pc);
+
+ Transform3D to_collider = pci->transform;
+ if (p_particles->use_local_coords) {
+ to_collider = to_particles * to_collider;
+ }
+ Vector3 scale = to_collider.basis.get_scale();
+ to_collider.basis.orthonormalize();
+
+ if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
+ //attractor
+ if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
+
+ store_transform(to_collider, attr.transform);
+ attr.strength = pc->attractor_strength;
+ attr.attenuation = pc->attractor_attenuation;
+ attr.directionality = pc->attractor_directionality;
+
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ attr.extents[0] = radius;
+ attr.extents[1] = radius;
+ attr.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
+ if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
+ continue;
+ }
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ attr.texture_index = collision_3d_textures_used;
+
+ collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
+ collision_3d_textures_used++;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.attractor_count++;
+ } else {
+ //collider
+ if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
+
+ store_transform(to_collider, col.transform);
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ col.extents[0] = radius;
+ col.extents[1] = radius;
+ col.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
+ if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
+ continue;
+ }
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SDF;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ col.texture_index = collision_3d_textures_used;
+ col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported
+
+ collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
+ collision_3d_textures_used++;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
+ if (collision_heightmap_texture != RID()) { //already taken
+ continue;
+ }
+
+ col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ collision_heightmap_texture = pc->heightfield_texture;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.collider_count++;
+ }
+ }
+
+ bool different = false;
+ if (collision_3d_textures_used == p_particles->collision_3d_textures_used) {
+ for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
+ if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) {
+ different = true;
+ break;
+ }
+ }
+ }
+
+ if (collision_heightmap_texture != p_particles->collision_heightmap_texture) {
+ different = true;
+ }
+
+ bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set);
+
+ if (different || !uniform_set_valid) {
+ if (uniform_set_valid) {
+ RD::get_singleton()->free(p_particles->collision_textures_uniform_set);
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
+ RID rd_tex;
+ if (i < collision_3d_textures_used) {
+ Texture *t = texture_owner.get_or_null(collision_3d_textures[i]);
+ if (t && t->type == Texture::TYPE_3D) {
+ rd_tex = t->rd_texture;
+ }
+ }
+
+ if (rd_tex == RID()) {
+ rd_tex = default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE];
+ }
+ u.ids.push_back(rd_tex);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ if (collision_heightmap_texture.is_valid()) {
+ u.ids.push_back(collision_heightmap_texture);
+ } else {
+ u.ids.push_back(default_rd_textures[DEFAULT_RD_TEXTURE_BLACK]);
+ }
+ uniforms.push_back(u);
+ }
+ p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
+ }
+ }
ParticlesShader::PushConstant push_constant;
+ int process_amount = p_particles->amount;
+
+ if (p_particles->trails_enabled && p_particles->trail_bind_poses.size() > 1) {
+ process_amount *= p_particles->trail_bind_poses.size();
+ }
push_constant.clear = p_particles->clear;
push_constant.total_particles = p_particles->amount;
push_constant.lifetime = p_particles->lifetime;
- push_constant.trail_size = 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
- Particles *sub_emitter = particles_owner.getornull(p_particles->sub_emitter);
+ Particles *sub_emitter = particles_owner.get_or_null(p_particles->sub_emitter);
if (sub_emitter && sub_emitter->emission_storage_buffer.is_valid()) {
// print_line("updating subemitter buffer");
int32_t zero[4] = { 0, sub_emitter->amount, 0, 0 };
- RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero, true);
+ RD::get_singleton()->buffer_update(sub_emitter->emission_storage_buffer, 0, sizeof(uint32_t) * 4, zero);
push_constant.can_emit = true;
if (sub_emitter->emitting) {
@@ -3763,13 +4813,23 @@ void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_del
}
if (p_particles->emission_buffer && p_particles->emission_buffer->particle_count) {
- RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer, true);
+ RD::get_singleton()->buffer_update(p_particles->emission_storage_buffer, 0, sizeof(uint32_t) * 4 + sizeof(ParticleEmissionBuffer::Data) * p_particles->emission_buffer->particle_count, p_particles->emission_buffer);
p_particles->emission_buffer->particle_count = 0;
}
p_particles->clear = false;
- RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams), &frame_params, true);
+ 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) {
@@ -3778,44 +4838,66 @@ void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_del
ERR_FAIL_COND(!m);
+ p_particles->has_collision_cache = m->shader_data->uses_collision;
+
//todo should maybe compute all particle systems together?
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
- if (m->uniform_set.is_valid()) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2);
+
+ if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
- RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_particles->amount, 1, 1, 64, 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 RasterizerStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &p_axis) {
- Particles *particles = particles_owner.getornull(p_particles);
+void RendererStorageRD::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND(!particles);
- if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH) {
- 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;
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(particles->particles_sort_buffer);
uniforms.push_back(u);
@@ -3825,42 +4907,115 @@ void RasterizerStorageRD::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, 64, 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, 64, 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 RasterizerStorageRD::update_particles() {
+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
@@ -3871,6 +5026,8 @@ void RasterizerStorageRD::update_particles() {
particles->update_list = nullptr;
particles->dirty = false;
+ _particles_update_buffers(particles);
+
if (particles->restart_request) {
particles->prev_ticks = 0;
particles->phase = 0;
@@ -3895,23 +5052,93 @@ void RasterizerStorageRD::update_particles() {
particles->inactive = false;
particles->inactive_time = 0;
} else {
- particles->inactive_time += particles->speed_scale * RasterizerRD::singleton->get_frame_delta_time();
+ particles->inactive_time += particles->speed_scale * RendererCompositorRD::singleton->get_frame_delta_time();
if (particles->inactive_time > particles->lifetime * 1.2) {
particles->inactive = true;
continue;
}
}
+#ifndef _MSC_VER
+#warning Should use display refresh rate for all this
+#endif
+
+ float screen_hz = 60;
+
+ int fixed_fps = 0;
+ if (particles->fixed_fps > 0) {
+ fixed_fps = particles->fixed_fps;
+ } else if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ fixed_fps = screen_hz;
+ }
+ {
+ //update trails
+ int history_size = 1;
+ int trail_steps = 1;
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ history_size = MAX(1, int(particles->trail_length * fixed_fps));
+ trail_steps = particles->trail_bind_poses.size();
+ }
+
+ if (uint32_t(history_size) != particles->frame_history.size()) {
+ particles->frame_history.resize(history_size);
+ memset(particles->frame_history.ptr(), 0, sizeof(ParticlesFrameParams) * history_size);
+ }
+
+ if (uint32_t(trail_steps) != particles->trail_params.size() || particles->frame_params_buffer.is_null()) {
+ particles->trail_params.resize(trail_steps);
+ if (particles->frame_params_buffer.is_valid()) {
+ RD::get_singleton()->free(particles->frame_params_buffer);
+ }
+ particles->frame_params_buffer = RD::get_singleton()->storage_buffer_create(sizeof(ParticlesFrameParams) * trail_steps);
+ }
+
+ if (particles->trail_bind_poses.size() > 1 && particles->trail_bind_pose_buffer.is_null()) {
+ particles->trail_bind_pose_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * 16 * particles->trail_bind_poses.size());
+ particles->trail_bind_poses_dirty = true;
+ }
+
+ if (particles->trail_bind_pose_uniform_set.is_null()) {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 0;
+ if (particles->trail_bind_pose_buffer.is_valid()) {
+ u.ids.push_back(particles->trail_bind_pose_buffer);
+ } else {
+ u.ids.push_back(default_rd_storage_buffer);
+ }
+ uniforms.push_back(u);
+ }
+
+ particles->trail_bind_pose_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, 0), 2);
+ }
+
+ if (particles->trail_bind_pose_buffer.is_valid() && particles->trail_bind_poses_dirty) {
+ if (particles_shader.pose_update_buffer.size() < uint32_t(particles->trail_bind_poses.size()) * 16) {
+ particles_shader.pose_update_buffer.resize(particles->trail_bind_poses.size() * 16);
+ }
+
+ for (int i = 0; i < particles->trail_bind_poses.size(); i++) {
+ store_transform(particles->trail_bind_poses[i], &particles_shader.pose_update_buffer[i * 16]);
+ }
+
+ RD::get_singleton()->buffer_update(particles->trail_bind_pose_buffer, 0, particles->trail_bind_poses.size() * 16 * sizeof(float), particles_shader.pose_update_buffer.ptr());
+ }
+ }
+
bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
if (particles->clear && particles->pre_process_time > 0.0) {
- float frame_time;
- if (particles->fixed_fps > 0)
- frame_time = 1.0 / particles->fixed_fps;
- else
+ double frame_time;
+ if (fixed_fps > 0) {
+ frame_time = 1.0 / fixed_fps;
+ } else {
frame_time = 1.0 / 30.0;
+ }
- float todo = particles->pre_process_time;
+ double todo = particles->pre_process_time;
while (todo >= 0) {
_particles_process(particles, frame_time);
@@ -3919,23 +5146,23 @@ void RasterizerStorageRD::update_particles() {
}
}
- if (particles->fixed_fps > 0) {
- float frame_time;
- float decr;
+ if (fixed_fps > 0) {
+ double frame_time;
+ double 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 = RasterizerRD::singleton->get_frame_delta_time();
+ double delta = RendererCompositorRD::singleton->get_frame_delta_time();
if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
delta = 0.1;
} else if (delta <= 0.0) { //unlikely but..
delta = 0.001;
}
- float todo = particles->frame_remainder + delta;
+ double todo = particles->frame_remainder + delta;
while (todo >= frame_time) {
_particles_process(particles, frame_time);
@@ -3945,47 +5172,77 @@ void RasterizerStorageRD::update_particles() {
particles->frame_remainder = todo;
} else {
- if (zero_time_scale)
+ if (zero_time_scale) {
_particles_process(particles, 0.0);
- else
- _particles_process(particles, RasterizerRD::singleton->get_frame_delta_time());
+ } 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, 64, 1, 1);
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, total_amount, 1, 1);
RD::get_singleton()->compute_list_end();
}
- particles->instance_dependency.instance_notify_changed(true, false); //make sure shadows are updated
+ particles->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
}
-bool RasterizerStorageRD::particles_is_inactive(RID p_particles) const {
- const Particles *particles = particles_owner.getornull(p_particles);
+bool RendererStorageRD::particles_is_inactive(RID p_particles) const {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ const Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, false);
return !particles->emitting && particles->inactive;
}
/* SKY SHADER */
-void RasterizerStorageRD::ParticlesShaderData::set_code(const String &p_code) {
+void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) {
//compile
code = p_code;
valid = false;
ubo_size = 0;
uniforms.clear();
+ uses_collision = false;
if (code == String()) {
return; //just invalid, but no error
@@ -3993,6 +5250,8 @@ void RasterizerStorageRD::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;
@@ -4003,17 +5262,18 @@ void RasterizerStorageRD::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);
-
- ERR_FAIL_COND(err != OK);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
if (version.is_null()) {
version = base_singleton->particles_shader.shader.version_create();
}
- base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.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;
@@ -4027,7 +5287,7 @@ void RasterizerStorageRD::ParticlesShaderData::set_code(const String &p_code) {
valid = true;
}
-void RasterizerStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+void RendererStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
} else {
@@ -4035,44 +5295,44 @@ void RasterizerStorageRD::ParticlesShaderData::set_default_texture_param(const S
}
}
-void RasterizerStorageRD::ParticlesShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+void RendererStorageRD::ParticlesShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
Map<int, StringName> order;
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
- if (E->get().texture_order >= 0) {
- order[E->get().texture_order + 100000] = E->key();
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
} else {
- order[E->get().order] = E->key();
+ order[E.value.order] = E.key;
}
}
- 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();
+ for (const KeyValue<int, StringName> &E : order) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
p_param_list->push_back(pi);
}
}
-void RasterizerStorageRD::ParticlesShaderData::get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const {
- for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
- if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+void RendererStorageRD::ParticlesShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
continue;
}
- RasterizerStorage::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);
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.hint);
p_param_list->push_back(p);
}
}
-bool RasterizerStorageRD::ParticlesShaderData::is_param_texture(const StringName &p_param) const {
+bool RendererStorageRD::ParticlesShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
@@ -4080,15 +5340,15 @@ bool RasterizerStorageRD::ParticlesShaderData::is_param_texture(const StringName
return uniforms[p_param].texture_order >= 0;
}
-bool RasterizerStorageRD::ParticlesShaderData::is_animated() const {
+bool RendererStorageRD::ParticlesShaderData::is_animated() const {
return false;
}
-bool RasterizerStorageRD::ParticlesShaderData::casts_shadows() const {
+bool RendererStorageRD::ParticlesShaderData::casts_shadows() const {
return false;
}
-Variant RasterizerStorageRD::ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
+Variant RendererStorageRD::ParticlesShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
@@ -4097,127 +5357,292 @@ Variant RasterizerStorageRD::ParticlesShaderData::get_default_parameter(const St
return Variant();
}
-RasterizerStorageRD::ParticlesShaderData::ParticlesShaderData() {
+RS::ShaderNativeSourceCode RendererStorageRD::ParticlesShaderData::get_native_source_code() const {
+ return base_singleton->particles_shader.shader.version_get_native_source_code(version);
+}
+
+RendererStorageRD::ParticlesShaderData::ParticlesShaderData() {
valid = false;
}
-RasterizerStorageRD::ParticlesShaderData::~ParticlesShaderData() {
+RendererStorageRD::ParticlesShaderData::~ParticlesShaderData() {
//pipeline variants will clear themselves if shader is gone
if (version.is_valid()) {
base_singleton->particles_shader.shader.version_free(version);
}
}
-RasterizerStorageRD::ShaderData *RasterizerStorageRD::_create_particles_shader_func() {
+RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func() {
ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
return shader_data;
}
-void RasterizerStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
- 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();
- }
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
+}
- 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
- }
+RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
+ free_parameters_uniform_set(uniform_set);
+}
- //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();
+RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
+ ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+////////
+
+/* PARTICLES COLLISION API */
+
+RID RendererStorageRD::particles_collision_allocate() {
+ return particles_collision_owner.allocate_rid();
+}
+void RendererStorageRD::particles_collision_initialize(RID p_rid) {
+ particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
+}
+
+RID RendererStorageRD::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, RID());
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID());
+
+ if (particles_collision->heightfield_texture == RID()) {
+ //create
+ int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
+ Size2i size;
+ if (particles_collision->extents.x > particles_collision->extents.z) {
+ size.x = resolutions[particles_collision->heightfield_resolution];
+ size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
+ } else {
+ size.y = resolutions[particles_collision->heightfield_resolution];
+ size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
}
- }
- //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::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_D32_SFLOAT;
+ tf.width = size.x;
+ tf.height = size.y;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> fb_tex;
+ fb_tex.push_back(particles_collision->heightfield_texture);
+ particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ particles_collision->heightfield_fb_size = size;
}
- uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+ return particles_collision->heightfield_fb;
+}
- if ((uint32_t)texture_cache.size() != tex_uniform_count) {
- texture_cache.resize(tex_uniform_count);
- p_textures_dirty = true;
+void RendererStorageRD::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
- //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_type == particles_collision->type) {
+ return;
}
- 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 (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = RID();
}
+ particles_collision->type = p_type;
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
+}
- 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.
+void RendererStorageRD::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->cull_mask = p_cull_mask;
+}
+
+void RendererStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->radius = p_radius;
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
+}
+
+void RendererStorageRD::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->extents = p_extents;
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
+}
+
+void RendererStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_strength = p_strength;
+}
+
+void RendererStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_directionality = p_directionality;
+}
+
+void RendererStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_attenuation = p_curve;
+}
+
+void RendererStorageRD::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->field_texture = p_texture;
+}
+
+void RendererStorageRD::particles_collision_height_field_update(RID p_particles_collision) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
+}
+
+void RendererStorageRD::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
+
+ if (particles_collision->heightfield_resolution == p_resolution) {
return;
}
- 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;
+ particles_collision->heightfield_resolution = p_resolution;
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = RID();
}
+}
- Vector<RD::Uniform> uniforms;
+AABB RendererStorageRD::particles_collision_get_aabb(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, AABB());
- {
- if (shader_data->ubo_size) {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
- u.binding = 0;
- u.ids.push_back(uniform_buffer);
- uniforms.push_back(u);
+ switch (particles_collision->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ AABB aabb;
+ aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
+ aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
+ return aabb;
}
-
- const RID *textures = texture_cache.ptrw();
- for (uint32_t i = 0; i < tex_uniform_count; i++) {
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 1 + i;
- u.ids.push_back(textures[i]);
- uniforms.push_back(u);
+ default: {
+ AABB aabb;
+ aabb.position = -particles_collision->extents;
+ aabb.size = particles_collision->extents * 2;
+ return aabb;
}
}
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 2);
+ return AABB();
}
-RasterizerStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
- if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
- RD::get_singleton()->free(uniform_set);
- }
+Vector3 RendererStorageRD::particles_collision_get_extents(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Vector3());
+ return particles_collision->extents;
+}
- if (uniform_buffer.is_valid()) {
- RD::get_singleton()->free(uniform_buffer);
- }
+bool RendererStorageRD::particles_collision_is_heightfield(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, false);
+ return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
-RasterizerStorageRD::MaterialData *RasterizerStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) {
- ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
- material_data->shader_data = p_shader;
- material_data->last_frame = false;
- //update will happen later anyway so do nothing.
- return material_data;
+RID RendererStorageRD::particles_collision_instance_create(RID p_collision) {
+ ParticlesCollisionInstance pci;
+ pci.collision = p_collision;
+ return particles_collision_instance_owner.make_rid(pci);
}
-////////
+void RendererStorageRD::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->transform = p_transform;
+}
+void RendererStorageRD::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->active = p_active;
+}
+
+/* VISIBILITY NOTIFIER */
+
+RID RendererStorageRD::visibility_notifier_allocate() {
+ return visibility_notifier_owner.allocate_rid();
+}
+void RendererStorageRD::visibility_notifier_initialize(RID p_notifier) {
+ visibility_notifier_owner.initialize_rid(p_notifier, VisibilityNotifier());
+}
+void RendererStorageRD::visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+ vn->aabb = p_aabb;
+ vn->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
+}
+void RendererStorageRD::visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+ vn->enter_callback = p_enter_callbable;
+ vn->exit_callback = p_exit_callable;
+}
+
+AABB RendererStorageRD::visibility_notifier_get_aabb(RID p_notifier) const {
+ const VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND_V(!vn, AABB());
+ return vn->aabb;
+}
+void RendererStorageRD::visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_notifier);
+ ERR_FAIL_COND(!vn);
+
+ if (p_enter) {
+ if (!vn->enter_callback.is_null()) {
+ if (p_deferred) {
+ vn->enter_callback.call_deferred(nullptr, 0);
+ } else {
+ Variant r;
+ Callable::CallError ce;
+ vn->enter_callback.call(nullptr, 0, r, ce);
+ }
+ }
+ } else {
+ if (!vn->exit_callback.is_null()) {
+ if (p_deferred) {
+ vn->exit_callback.call_deferred(nullptr, 0);
+ } else {
+ Variant r;
+ Callable::CallError ce;
+ vn->exit_callback.call(nullptr, 0, r, ce);
+ }
+ }
+ }
+}
+
/* SKELETON API */
-RID RasterizerStorageRD::skeleton_create() {
- return skeleton_owner.make_rid(Skeleton());
+RID RendererStorageRD::skeleton_allocate() {
+ return skeleton_owner.allocate_rid();
+}
+void RendererStorageRD::skeleton_initialize(RID p_rid) {
+ skeleton_owner.initialize_rid(p_rid, Skeleton());
}
-void RasterizerStorageRD::_skeleton_make_dirty(Skeleton *skeleton) {
+void RendererStorageRD::_skeleton_make_dirty(Skeleton *skeleton) {
if (!skeleton->dirty) {
skeleton->dirty = true;
skeleton->dirty_list = skeleton_dirty_list;
@@ -4225,8 +5650,8 @@ void RasterizerStorageRD::_skeleton_make_dirty(Skeleton *skeleton) {
}
}
-void RasterizerStorageRD::skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+void RendererStorageRD::skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_COND(p_bones < 0);
@@ -4242,26 +5667,41 @@ void RasterizerStorageRD::skeleton_allocate(RID p_skeleton, int p_bones, bool p_
RD::get_singleton()->free(skeleton->buffer);
skeleton->buffer = RID();
skeleton->data.resize(0);
+ skeleton->uniform_set_mi = RID();
}
if (skeleton->size) {
skeleton->data.resize(skeleton->size * (skeleton->use_2d ? 8 : 12));
skeleton->buffer = RD::get_singleton()->storage_buffer_create(skeleton->data.size() * sizeof(float));
- zeromem(skeleton->data.ptrw(), skeleton->data.size() * sizeof(float));
+ memset(skeleton->data.ptrw(), 0, skeleton->data.size() * sizeof(float));
_skeleton_make_dirty(skeleton);
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(skeleton->buffer);
+ uniforms.push_back(u);
+ }
+ skeleton->uniform_set_mi = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
+ }
}
+
+ skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_DATA);
}
-int RasterizerStorageRD::skeleton_get_bone_count(RID p_skeleton) const {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+int RendererStorageRD::skeleton_get_bone_count(RID p_skeleton) const {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND_V(!skeleton, 0);
return skeleton->size;
}
-void RasterizerStorageRD::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+void RendererStorageRD::skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
@@ -4285,16 +5725,16 @@ void RasterizerStorageRD::skeleton_bone_set_transform(RID p_skeleton, int p_bone
_skeleton_make_dirty(skeleton);
}
-Transform RasterizerStorageRD::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+Transform3D RendererStorageRD::skeleton_bone_get_transform(RID p_skeleton, int p_bone) const {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
- ERR_FAIL_COND_V(!skeleton, 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];
@@ -4312,8 +5752,8 @@ Transform RasterizerStorageRD::skeleton_bone_get_transform(RID p_skeleton, int p
return t;
}
-void RasterizerStorageRD::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+void RendererStorageRD::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
ERR_FAIL_INDEX(p_bone, skeleton->size);
@@ -4333,8 +5773,8 @@ void RasterizerStorageRD::skeleton_bone_set_transform_2d(RID p_skeleton, int p_b
_skeleton_make_dirty(skeleton);
}
-Transform2D RasterizerStorageRD::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+Transform2D RendererStorageRD::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND_V(!skeleton, Transform2D());
ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D());
@@ -4353,25 +5793,27 @@ Transform2D RasterizerStorageRD::skeleton_bone_get_transform_2d(RID p_skeleton,
return t;
}
-void RasterizerStorageRD::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+void RendererStorageRD::skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton->use_2d);
skeleton->base_transform_2d = p_base_transform;
}
-void RasterizerStorageRD::_update_dirty_skeletons() {
+void RendererStorageRD::_update_dirty_skeletons() {
while (skeleton_dirty_list) {
Skeleton *skeleton = skeleton_dirty_list;
if (skeleton->size) {
- RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr(), false);
+ RD::get_singleton()->buffer_update(skeleton->buffer, 0, skeleton->data.size() * sizeof(float), skeleton->data.ptr());
}
skeleton_dirty_list = skeleton->dirty_list;
- skeleton->instance_dependency.instance_notify_changed(true, false);
+ skeleton->dependency.changed_notify(DEPENDENCY_CHANGED_SKELETON_BONES);
+
+ skeleton->version++;
skeleton->dirty = false;
skeleton->dirty_list = nullptr;
@@ -4382,7 +5824,7 @@ void RasterizerStorageRD::_update_dirty_skeletons() {
/* LIGHT */
-RID RasterizerStorageRD::light_create(RS::LightType p_type) {
+void RendererStorageRD::_light_initialize(RID p_light, RS::LightType p_type) {
Light light;
light.type = p_type;
@@ -4391,33 +5833,61 @@ RID RasterizerStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
+ light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
+ light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
- light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
- light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 1.0;
- return light_owner.make_rid(light);
+ light_owner.initialize_rid(p_light, light);
+}
+
+RID RendererStorageRD::directional_light_allocate() {
+ return light_owner.allocate_rid();
+}
+void RendererStorageRD::directional_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_DIRECTIONAL);
+}
+
+RID RendererStorageRD::omni_light_allocate() {
+ return light_owner.allocate_rid();
+}
+void RendererStorageRD::omni_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_OMNI);
+}
+
+RID RendererStorageRD::spot_light_allocate() {
+ return light_owner.allocate_rid();
+}
+void RendererStorageRD::spot_light_initialize(RID p_light) {
+ _light_initialize(p_light, RS::LIGHT_SPOT);
}
-void RasterizerStorageRD::light_set_color(RID p_light, const Color &p_color) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_color(RID p_light, const Color &p_color) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->color = p_color;
}
-void RasterizerStorageRD::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX);
+ if (light->param[p_param] == p_value) {
+ return;
+ }
+
switch (p_param) {
case RS::LIGHT_PARAM_RANGE:
case RS::LIGHT_PARAM_SPOT_ANGLE:
@@ -4429,7 +5899,13 @@ void RasterizerStorageRD::light_set_param(RID p_light, RS::LightParam p_param, f
case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
case RS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
+ } break;
+ case RS::LIGHT_PARAM_SIZE: {
+ if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
+ //changing from no size to size and the opposite
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
+ }
} break;
default: {
}
@@ -4438,23 +5914,23 @@ void RasterizerStorageRD::light_set_param(RID p_light, RS::LightParam p_param, f
light->param[p_param] = p_value;
}
-void RasterizerStorageRD::light_set_shadow(RID p_light, bool p_enabled) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_shadow(RID p_light, bool p_enabled) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->shadow = p_enabled;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
-void RasterizerStorageRD::light_set_shadow_color(RID p_light, const Color &p_color) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_shadow_color(RID p_light, const Color &p_color) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->shadow_color = p_color;
}
-void RasterizerStorageRD::light_set_projector(RID p_light, RID p_texture) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_projector(RID p_light, RID p_texture) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
if (light->projector == p_texture) {
@@ -4467,144 +5943,147 @@ void RasterizerStorageRD::light_set_projector(RID p_light, RID p_texture) {
light->projector = p_texture;
- if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
- texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
+ if (light->type != RS::LIGHT_DIRECTIONAL) {
+ if (light->projector.is_valid()) {
+ texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
+ }
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
}
}
-void RasterizerStorageRD::light_set_negative(RID p_light, bool p_enable) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_negative(RID p_light, bool p_enable) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->negative = p_enable;
}
-void RasterizerStorageRD::light_set_cull_mask(RID p_light, uint32_t p_mask) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_cull_mask(RID p_light, uint32_t p_mask) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->cull_mask = p_mask;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
-void RasterizerStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->reverse_cull = p_enabled;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
-void RasterizerStorageRD::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->bake_mode = p_bake_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
-void RasterizerStorageRD::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->max_sdfgi_cascade = p_cascade;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
-void RasterizerStorageRD::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->omni_shadow_mode = p_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
-RS::LightOmniShadowMode RasterizerStorageRD::light_omni_get_shadow_mode(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
+RS::LightOmniShadowMode RendererStorageRD::light_omni_get_shadow_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_OMNI_SHADOW_CUBE);
return light->omni_shadow_mode;
}
-void RasterizerStorageRD::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->directional_shadow_mode = p_mode;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
-void RasterizerStorageRD::light_directional_set_blend_splits(RID p_light, bool p_enable) {
- Light *light = light_owner.getornull(p_light);
+void RendererStorageRD::light_directional_set_blend_splits(RID p_light, bool p_enable) {
+ Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->directional_blend_splits = p_enable;
light->version++;
- light->instance_dependency.instance_notify_changed(true, false);
+ light->dependency.changed_notify(DEPENDENCY_CHANGED_LIGHT);
}
-bool RasterizerStorageRD::light_directional_get_blend_splits(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
+bool RendererStorageRD::light_directional_get_blend_splits(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, false);
return light->directional_blend_splits;
}
-RS::LightDirectionalShadowMode RasterizerStorageRD::light_directional_get_shadow_mode(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
+void RendererStorageRD::light_directional_set_sky_only(RID p_light, bool p_sky_only) {
+ Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND(!light);
- return light->directional_shadow_mode;
+ light->directional_sky_only = p_sky_only;
}
-void RasterizerStorageRD::light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) {
- Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND(!light);
+bool RendererStorageRD::light_directional_is_sky_only(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, false);
- light->directional_range_mode = p_range_mode;
+ return light->directional_sky_only;
}
-RS::LightDirectionalShadowDepthRangeMode RasterizerStorageRD::light_directional_get_shadow_depth_range_mode(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
- ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
+RS::LightDirectionalShadowMode RendererStorageRD::light_directional_get_shadow_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
- return light->directional_range_mode;
+ return light->directional_shadow_mode;
}
-uint32_t RasterizerStorageRD::light_get_max_sdfgi_cascade(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
+uint32_t RendererStorageRD::light_get_max_sdfgi_cascade(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->max_sdfgi_cascade;
}
-RS::LightBakeMode RasterizerStorageRD::light_get_bake_mode(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
+RS::LightBakeMode RendererStorageRD::light_get_bake_mode(RID p_light) {
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_BAKE_DISABLED);
return light->bake_mode;
}
-uint64_t RasterizerStorageRD::light_get_version(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
+uint64_t RendererStorageRD::light_get_version(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->version;
}
-AABB RasterizerStorageRD::light_get_aabb(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
+AABB RendererStorageRD::light_get_aabb(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, AABB());
switch (light->type) {
@@ -4627,112 +6106,127 @@ AABB RasterizerStorageRD::light_get_aabb(RID p_light) const {
/* REFLECTION PROBE */
-RID RasterizerStorageRD::reflection_probe_create() {
- return reflection_probe_owner.make_rid(ReflectionProbe());
+RID RendererStorageRD::reflection_probe_allocate() {
+ return reflection_probe_owner.allocate_rid();
+}
+void RendererStorageRD::reflection_probe_initialize(RID p_reflection_probe) {
+ reflection_probe_owner.initialize_rid(p_reflection_probe, ReflectionProbe());
}
-void RasterizerStorageRD::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
-void RasterizerStorageRD::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->intensity = p_intensity;
}
-void RasterizerStorageRD::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->ambient_mode = p_mode;
}
-void RasterizerStorageRD::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->ambient_color = p_color;
}
-void RasterizerStorageRD::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->ambient_color_energy = p_energy;
}
-void RasterizerStorageRD::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->max_distance = p_distance;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
-void RasterizerStorageRD::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
+ if (reflection_probe->extents == p_extents) {
+ return;
+ }
reflection_probe->extents = p_extents;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
-void RasterizerStorageRD::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
-void RasterizerStorageRD::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
-void RasterizerStorageRD::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->box_projection = p_enable;
}
-void RasterizerStorageRD::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
-void RasterizerStorageRD::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
- reflection_probe->instance_dependency.instance_notify_changed(true, false);
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
-void RasterizerStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
ERR_FAIL_COND(p_resolution < 32);
reflection_probe->resolution = p_resolution;
}
-AABB RasterizerStorageRD::reflection_probe_get_aabb(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+void RendererStorageRD::reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) {
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND(!reflection_probe);
+
+ reflection_probe->lod_threshold = p_ratio;
+
+ reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE);
+}
+
+AABB RendererStorageRD::reflection_probe_get_aabb(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, AABB());
AABB aabb;
@@ -4742,108 +6236,118 @@ AABB RasterizerStorageRD::reflection_probe_get_aabb(RID p_probe) const {
return aabb;
}
-RS::ReflectionProbeUpdateMode RasterizerStorageRD::reflection_probe_get_update_mode(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+RS::ReflectionProbeUpdateMode RendererStorageRD::reflection_probe_get_update_mode(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_UPDATE_ALWAYS);
return reflection_probe->update_mode;
}
-uint32_t RasterizerStorageRD::reflection_probe_get_cull_mask(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+uint32_t RendererStorageRD::reflection_probe_get_cull_mask(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->cull_mask;
}
-Vector3 RasterizerStorageRD::reflection_probe_get_extents(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+Vector3 RendererStorageRD::reflection_probe_get_extents(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
return reflection_probe->extents;
}
-Vector3 RasterizerStorageRD::reflection_probe_get_origin_offset(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+Vector3 RendererStorageRD::reflection_probe_get_origin_offset(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
return reflection_probe->origin_offset;
}
-bool RasterizerStorageRD::reflection_probe_renders_shadows(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+bool RendererStorageRD::reflection_probe_renders_shadows(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, false);
return reflection_probe->enable_shadows;
}
-float RasterizerStorageRD::reflection_probe_get_origin_max_distance(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+float RendererStorageRD::reflection_probe_get_origin_max_distance(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->max_distance;
}
-int RasterizerStorageRD::reflection_probe_get_resolution(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+float RendererStorageRD::reflection_probe_get_lod_threshold(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
+ ERR_FAIL_COND_V(!reflection_probe, 0);
+
+ return reflection_probe->lod_threshold;
+}
+
+int RendererStorageRD::reflection_probe_get_resolution(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->resolution;
}
-float RasterizerStorageRD::reflection_probe_get_intensity(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+float RendererStorageRD::reflection_probe_get_intensity(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->intensity;
}
-bool RasterizerStorageRD::reflection_probe_is_interior(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+bool RendererStorageRD::reflection_probe_is_interior(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, false);
return reflection_probe->interior;
}
-bool RasterizerStorageRD::reflection_probe_is_box_projection(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+bool RendererStorageRD::reflection_probe_is_box_projection(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, false);
return reflection_probe->box_projection;
}
-RS::ReflectionProbeAmbientMode RasterizerStorageRD::reflection_probe_get_ambient_mode(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+RS::ReflectionProbeAmbientMode RendererStorageRD::reflection_probe_get_ambient_mode(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_AMBIENT_DISABLED);
return reflection_probe->ambient_mode;
}
-Color RasterizerStorageRD::reflection_probe_get_ambient_color(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+Color RendererStorageRD::reflection_probe_get_ambient_color(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Color());
return reflection_probe->ambient_color;
}
-float RasterizerStorageRD::reflection_probe_get_ambient_color_energy(RID p_probe) const {
- const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
+float RendererStorageRD::reflection_probe_get_ambient_color_energy(RID p_probe) const {
+ const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->ambient_color_energy;
}
-RID RasterizerStorageRD::decal_create() {
- return decal_owner.make_rid(Decal());
+RID RendererStorageRD::decal_allocate() {
+ return decal_owner.allocate_rid();
+}
+void RendererStorageRD::decal_initialize(RID p_decal) {
+ decal_owner.initialize_rid(p_decal, Decal());
}
-void RasterizerStorageRD::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->extents = p_extents;
- decal->instance_dependency.instance_notify_changed(true, false);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-void RasterizerStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
ERR_FAIL_INDEX(p_type, RS::DECAL_TEXTURE_MAX);
@@ -4863,89 +6367,92 @@ void RasterizerStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type
texture_add_to_decal_atlas(decal->textures[p_type]);
}
- decal->instance_dependency.instance_notify_changed(false, true);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_DECAL);
}
-void RasterizerStorageRD::decal_set_emission_energy(RID p_decal, float p_energy) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_emission_energy(RID p_decal, float p_energy) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->emission_energy = p_energy;
}
-void RasterizerStorageRD::decal_set_albedo_mix(RID p_decal, float p_mix) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_albedo_mix(RID p_decal, float p_mix) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->albedo_mix = p_mix;
}
-void RasterizerStorageRD::decal_set_modulate(RID p_decal, const Color &p_modulate) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_modulate(RID p_decal, const Color &p_modulate) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->modulate = p_modulate;
}
-void RasterizerStorageRD::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->cull_mask = p_layers;
- decal->instance_dependency.instance_notify_changed(true, false);
+ decal->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-void RasterizerStorageRD::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->distance_fade = p_enabled;
decal->distance_fade_begin = p_begin;
decal->distance_fade_length = p_length;
}
-void RasterizerStorageRD::decal_set_fade(RID p_decal, float p_above, float p_below) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_fade(RID p_decal, float p_above, float p_below) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->upper_fade = p_above;
decal->lower_fade = p_below;
}
-void RasterizerStorageRD::decal_set_normal_fade(RID p_decal, float p_fade) {
- Decal *decal = decal_owner.getornull(p_decal);
+void RendererStorageRD::decal_set_normal_fade(RID p_decal, float p_fade) {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->normal_fade = p_fade;
}
-AABB RasterizerStorageRD::decal_get_aabb(RID p_decal) const {
- Decal *decal = decal_owner.getornull(p_decal);
+AABB RendererStorageRD::decal_get_aabb(RID p_decal) const {
+ Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND_V(!decal, AABB());
return AABB(-decal->extents, decal->extents * 2.0);
}
-RID RasterizerStorageRD::gi_probe_create() {
- return gi_probe_owner.make_rid(GIProbe());
+RID RendererStorageRD::voxel_gi_allocate() {
+ return voxel_gi_owner.allocate_rid();
+}
+void RendererStorageRD::voxel_gi_initialize(RID p_voxel_gi) {
+ voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI());
}
-void RasterizerStorageRD::gi_probe_allocate(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.get_or_null(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
@@ -4954,86 +6461,85 @@ void RasterizerStorageRD::gi_probe_allocate(RID p_gi_probe, const Transform &p_t
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.type = RD::TEXTURE_TYPE_3D;
+ 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;
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ 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.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ 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);
}
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_IMAGE;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
u.binding = 3;
u.ids.push_back(shared_tex);
uniforms.push_back(u);
}
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, 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();
}
@@ -5043,255 +6549,233 @@ void RasterizerStorageRD::gi_probe_allocate(RID p_gi_probe, const Transform &p_t
#endif
}
- gi_probe->version++;
- gi_probe->data_version++;
+ voxel_gi->version++;
+ voxel_gi->data_version++;
- gi_probe->instance_dependency.instance_notify_changed(true, false);
+ voxel_gi->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
}
-AABB RasterizerStorageRD::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.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, AABB());
- return gi_probe->bounds;
+ return voxel_gi->bounds;
}
-Vector3i RasterizerStorageRD::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.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector3i());
+ return voxel_gi->octree_size;
}
-Vector<uint8_t> RasterizerStorageRD::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.get_or_null(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> RasterizerStorageRD::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.get_or_null(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> RasterizerStorageRD::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.get_or_null(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> RasterizerStorageRD::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.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Vector<int>());
- return gi_probe->level_counts;
+ return voxel_gi->level_counts;
}
-Transform RasterizerStorageRD::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.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, Transform3D());
- return gi_probe->to_cell_xform;
+ return voxel_gi->to_cell_xform;
}
-void RasterizerStorageRD::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.get_or_null(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 RasterizerStorageRD::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.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
- return gi_probe->dynamic_range;
+ return voxel_gi->dynamic_range;
}
-void RasterizerStorageRD::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.get_or_null(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 RasterizerStorageRD::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.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->propagation;
}
-void RasterizerStorageRD::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.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->energy = p_energy;
+ voxel_gi->energy = p_energy;
}
-float RasterizerStorageRD::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.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->energy;
}
-void RasterizerStorageRD::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_bias(RID p_voxel_gi, float p_bias) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->ao = p_ao;
+ voxel_gi->bias = p_bias;
}
-float RasterizerStorageRD::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_bias(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->bias;
}
-void RasterizerStorageRD::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_normal_bias(RID p_voxel_gi, float p_normal_bias) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->ao_size = p_strength;
+ voxel_gi->normal_bias = p_normal_bias;
}
-float RasterizerStorageRD::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_normal_bias(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->normal_bias;
}
-void RasterizerStorageRD::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_anisotropy_strength(RID p_voxel_gi, float p_strength) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->bias = p_bias;
+ voxel_gi->anisotropy_strength = p_strength;
}
-float RasterizerStorageRD::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_anisotropy_strength(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->anisotropy_strength;
}
-void RasterizerStorageRD::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);
-
- gi_probe->normal_bias = p_normal_bias;
-}
+void RendererStorageRD::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
-float RasterizerStorageRD::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;
+ voxel_gi->interior = p_enable;
}
-void RasterizerStorageRD::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_use_two_bounces(RID p_voxel_gi, bool p_enable) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND(!voxel_gi);
- gi_probe->anisotropy_strength = p_strength;
+ voxel_gi->use_two_bounces = p_enable;
+ voxel_gi->version++;
}
-float RasterizerStorageRD::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;
+bool RendererStorageRD::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, false);
+ return voxel_gi->use_two_bounces;
}
-void RasterizerStorageRD::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);
-
- gi_probe->interior = p_enable;
+bool RendererStorageRD::voxel_gi_is_interior(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->interior;
}
-void RasterizerStorageRD::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);
-
- gi_probe->use_two_bounces = p_enable;
- gi_probe->version++;
+uint32_t RendererStorageRD::voxel_gi_get_version(RID p_voxel_gi) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->version;
}
-bool RasterizerStorageRD::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;
+uint32_t RendererStorageRD::voxel_gi_get_data_version(RID p_voxel_gi) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, 0);
+ return voxel_gi->data_version;
}
-bool RasterizerStorageRD::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;
+RID RendererStorageRD::voxel_gi_get_octree_buffer(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
+ return voxel_gi->octree_buffer;
}
-uint32_t RasterizerStorageRD::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;
+RID RendererStorageRD::voxel_gi_get_data_buffer(RID p_voxel_gi) const {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
+ return voxel_gi->data_buffer;
}
-uint32_t RasterizerStorageRD::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;
-}
-
-RID RasterizerStorageRD::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_sdf_texture(RID p_voxel_gi) {
+ VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
+ ERR_FAIL_COND_V(!voxel_gi, RID());
-RID RasterizerStorageRD::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;
+ return voxel_gi->sdf_texture;
}
-RID RasterizerStorageRD::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());
+/* LIGHTMAP API */
- return gi_probe->sdf_texture;
+RID RendererStorageRD::lightmap_allocate() {
+ return lightmap_owner.allocate_rid();
}
-/* LIGHTMAP API */
-
-RID RasterizerStorageRD::lightmap_create() {
- return lightmap_owner.make_rid(Lightmap());
+void RendererStorageRD::lightmap_initialize(RID p_lightmap) {
+ lightmap_owner.initialize_rid(p_lightmap, Lightmap());
}
-void RasterizerStorageRD::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+void RendererStorageRD::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
lightmap_array_version++;
//erase lightmap users
if (lm->light_texture.is_valid()) {
- Texture *t = texture_owner.getornull(lm->light_texture);
+ Texture *t = texture_owner.get_or_null(lm->light_texture);
if (t) {
t->lightmap_users.erase(p_lightmap);
}
}
- Texture *t = texture_owner.getornull(p_light);
+ Texture *t = texture_owner.get_or_null(p_light);
lm->light_texture = p_light;
lm->uses_spherical_harmonics = p_uses_spherical_haromics;
@@ -5325,20 +6809,20 @@ void RasterizerStorageRD::lightmap_set_textures(RID p_lightmap, RID p_light, boo
}
}
-void RasterizerStorageRD::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+void RendererStorageRD::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
lm->bounds = p_bounds;
}
-void RasterizerStorageRD::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+void RendererStorageRD::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
lm->interior = p_interior;
}
-void RasterizerStorageRD::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+void RendererStorageRD::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
if (p_points.size()) {
@@ -5353,37 +6837,37 @@ void RasterizerStorageRD::lightmap_set_probe_capture_data(RID p_lightmap, const
lm->tetrahedra = p_tetrahedra;
}
-PackedVector3Array RasterizerStorageRD::lightmap_get_probe_capture_points(RID p_lightmap) const {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+PackedVector3Array RendererStorageRD::lightmap_get_probe_capture_points(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedVector3Array());
return lm->points;
}
-PackedColorArray RasterizerStorageRD::lightmap_get_probe_capture_sh(RID p_lightmap) const {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+PackedColorArray RendererStorageRD::lightmap_get_probe_capture_sh(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedColorArray());
return lm->point_sh;
}
-PackedInt32Array RasterizerStorageRD::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+PackedInt32Array RendererStorageRD::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedInt32Array());
return lm->tetrahedra;
}
-PackedInt32Array RasterizerStorageRD::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+PackedInt32Array RendererStorageRD::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedInt32Array());
return lm->bsp_tree;
}
-void RasterizerStorageRD::lightmap_set_probe_capture_update_speed(float p_speed) {
+void RendererStorageRD::lightmap_set_probe_capture_update_speed(float p_speed) {
lightmap_probe_capture_update_speed = p_speed;
}
-void RasterizerStorageRD::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
- Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+void RendererStorageRD::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
+ Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
for (int i = 0; i < 9; i++) {
@@ -5432,24 +6916,25 @@ void RasterizerStorageRD::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p
}
}
-bool RasterizerStorageRD::lightmap_is_interior(RID p_lightmap) const {
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+bool RendererStorageRD::lightmap_is_interior(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, false);
return lm->interior;
}
-AABB RasterizerStorageRD::lightmap_get_aabb(RID p_lightmap) const {
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+AABB RendererStorageRD::lightmap_get_aabb(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, AABB());
return lm->bounds;
}
/* RENDER TARGET API */
-void RasterizerStorageRD::_clear_render_target(RenderTarget *rt) {
+void RendererStorageRD::_clear_render_target(RenderTarget *rt) {
//free in reverse dependency order
if (rt->framebuffer.is_valid()) {
RD::get_singleton()->free(rt->framebuffer);
+ rt->framebuffer_uniform_set = RID(); //chain deleted
}
if (rt->color.is_valid()) {
@@ -5464,21 +6949,21 @@ void RasterizerStorageRD::_clear_render_target(RenderTarget *rt) {
RD::get_singleton()->free(rt->backbuffer_mipmaps[i].mipmap_copy);
}
rt->backbuffer_mipmaps.clear();
- if (rt->backbuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->backbuffer_uniform_set)) {
- RD::get_singleton()->free(rt->backbuffer_uniform_set);
- }
- rt->backbuffer_uniform_set = RID();
+ rt->backbuffer_uniform_set = RID(); //chain deleted
}
+ _render_target_clear_sdf(rt);
+
rt->framebuffer = RID();
rt->color = RID();
}
-void RasterizerStorageRD::_update_render_target(RenderTarget *rt) {
+void RendererStorageRD::_update_render_target(RenderTarget *rt) {
if (rt->texture.is_null()) {
//create a placeholder until updated
- rt->texture = texture_2d_placeholder_create();
- Texture *tex = texture_owner.getornull(rt->texture);
+ rt->texture = texture_allocate();
+ texture_2d_placeholder_initialize(rt->texture);
+ Texture *tex = texture_owner.get_or_null(rt->texture);
tex->is_render_target = true;
}
@@ -5499,9 +6984,13 @@ void RasterizerStorageRD::_update_render_target(RenderTarget *rt) {
rd_format.width = rt->size.width;
rd_format.height = rt->size.height;
rd_format.depth = 1;
- rd_format.array_layers = 1;
+ rd_format.array_layers = rt->view_count; // for stereo we create two (or more) layers, need to see if we can make fallback work like this too if we don't have multiview
rd_format.mipmaps = 1;
- rd_format.type = RD::TEXTURE_TYPE_2D;
+ if (rd_format.array_layers > 1) { // why are we not using rt->texture_type ??
+ rd_format.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
+ } else {
+ rd_format.texture_type = RD::TEXTURE_TYPE_2D;
+ }
rd_format.samples = RD::TEXTURE_SAMPLES_1;
rd_format.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
rd_format.shareable_formats.push_back(rt->color_format);
@@ -5513,7 +7002,7 @@ void RasterizerStorageRD::_update_render_target(RenderTarget *rt) {
Vector<RID> fb_textures;
fb_textures.push_back(rt->color);
- rt->framebuffer = RD::get_singleton()->framebuffer_create(fb_textures);
+ rt->framebuffer = RD::get_singleton()->framebuffer_create(fb_textures, RenderingDevice::INVALID_ID, rt->view_count);
if (rt->framebuffer.is_null()) {
_clear_render_target(rt);
ERR_FAIL_COND(rt->framebuffer.is_null());
@@ -5521,7 +7010,7 @@ void RasterizerStorageRD::_update_render_target(RenderTarget *rt) {
{ //update texture
- Texture *tex = texture_owner.getornull(rt->texture);
+ Texture *tex = texture_owner.get_or_null(rt->texture);
//free existing textures
if (RD::get_singleton()->texture_is_valid(tex->rd_texture)) {
@@ -5562,7 +7051,7 @@ void RasterizerStorageRD::_update_render_target(RenderTarget *rt) {
}
}
-void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
+void RendererStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
ERR_FAIL_COND(rt->backbuffer.is_valid());
uint32_t mipmaps_required = Image::get_image_required_mipmaps(rt->size.width, rt->size.height, Image::FORMAT_RGBA8);
@@ -5570,13 +7059,24 @@ void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
tf.format = rt->color_format;
tf.width = rt->size.width;
tf.height = rt->size.height;
- tf.type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.mipmaps = mipmaps_required;
rt->backbuffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rt->backbuffer_mipmap0 = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0);
+ {
+ Vector<RID> fb_tex;
+ fb_tex.push_back(rt->backbuffer_mipmap0);
+ rt->backbuffer_fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ }
+
+ if (rt->framebuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->framebuffer_uniform_set)) {
+ //the new one will require the backbuffer.
+ RD::get_singleton()->free(rt->framebuffer_uniform_set);
+ rt->framebuffer_uniform_set = RID();
+ }
//create mipmaps
for (uint32_t i = 1; i < mipmaps_required; i++) {
RenderTarget::BackbufferMipmap mm;
@@ -5599,7 +7099,7 @@ void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
}
}
-RID RasterizerStorageRD::render_target_create() {
+RID RendererStorageRD::render_target_create() {
RenderTarget render_target;
render_target.was_used = false;
@@ -5612,95 +7112,115 @@ RID RasterizerStorageRD::render_target_create() {
return render_target_owner.make_rid(render_target);
}
-void RasterizerStorageRD::render_target_set_position(RID p_render_target, int p_x, int p_y) {
+void RendererStorageRD::render_target_set_position(RID p_render_target, int p_x, int p_y) {
//unused for this render target
}
-void RasterizerStorageRD::render_target_set_size(RID p_render_target, int p_width, int p_height) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+void RendererStorageRD::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
- rt->size.x = p_width;
- rt->size.y = p_height;
- _update_render_target(rt);
+ if (rt->size.x != p_width || rt->size.y != p_height || rt->view_count != p_view_count) {
+ rt->size.x = p_width;
+ rt->size.y = p_height;
+ rt->view_count = p_view_count;
+ _update_render_target(rt);
+ }
}
-RID RasterizerStorageRD::render_target_get_texture(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+RID RendererStorageRD::render_target_get_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
return rt->texture;
}
-void RasterizerStorageRD::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
+void RendererStorageRD::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
}
-void RasterizerStorageRD::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+void RendererStorageRD::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->flags[p_flag] = p_value;
_update_render_target(rt);
}
-bool RasterizerStorageRD::render_target_was_used(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+bool RendererStorageRD::render_target_was_used(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->was_used;
}
-void RasterizerStorageRD::render_target_set_as_unused(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+void RendererStorageRD::render_target_set_as_unused(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->was_used = false;
}
-Size2 RasterizerStorageRD::render_target_get_size(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+Size2 RendererStorageRD::render_target_get_size(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Size2());
return rt->size;
}
-RID RasterizerStorageRD::render_target_get_rd_framebuffer(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+RID RendererStorageRD::render_target_get_rd_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
return rt->framebuffer;
}
-RID RasterizerStorageRD::render_target_get_rd_texture(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+RID RendererStorageRD::render_target_get_rd_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
return rt->color;
}
-void RasterizerStorageRD::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+RID RendererStorageRD::render_target_get_rd_backbuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->backbuffer;
+}
+
+RID RendererStorageRD::render_target_get_rd_backbuffer_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ if (!rt->backbuffer.is_valid()) {
+ _create_render_target_backbuffer(rt);
+ }
+
+ return rt->backbuffer_fb;
+}
+
+void RendererStorageRD::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = true;
rt->clear_color = p_clear_color;
}
-bool RasterizerStorageRD::render_target_is_clear_requested(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+bool RendererStorageRD::render_target_is_clear_requested(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->clear_requested;
}
-Color RasterizerStorageRD::render_target_get_clear_request_color(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+Color RendererStorageRD::render_target_get_clear_request_color(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Color());
return rt->clear_color;
}
-void RasterizerStorageRD::render_target_disable_clear_request(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+void RendererStorageRD::render_target_disable_clear_request(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = false;
}
-void RasterizerStorageRD::render_target_do_clear_request(RID p_render_target) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+void RendererStorageRD::render_target_do_clear_request(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (!rt->clear_requested) {
return;
@@ -5712,21 +7232,313 @@ void RasterizerStorageRD::render_target_do_clear_request(RID p_render_target) {
rt->clear_requested = false;
}
-void RasterizerStorageRD::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
+void RendererStorageRD::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (rt->sdf_oversize == p_size && rt->sdf_scale == p_scale) {
+ return;
+ }
+
+ rt->sdf_oversize = p_size;
+ rt->sdf_scale = p_scale;
+
+ _render_target_clear_sdf(rt);
+}
+
+Rect2i RendererStorageRD::_render_target_get_sdf_rect(const RenderTarget *rt) const {
+ Size2i margin;
+ int scale;
+ switch (rt->sdf_oversize) {
+ case RS::VIEWPORT_SDF_OVERSIZE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT: {
+ scale = 120;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_150_PERCENT: {
+ scale = 150;
+ } break;
+ case RS::VIEWPORT_SDF_OVERSIZE_200_PERCENT: {
+ scale = 200;
+ } break;
+ default: {
+ }
+ }
+
+ margin = (rt->size * scale / 100) - rt->size;
+
+ Rect2i r(Vector2i(), rt->size);
+ r.position -= margin;
+ r.size += margin * 2;
+
+ return r;
+}
+
+Rect2i RendererStorageRD::render_target_get_sdf_rect(RID p_render_target) const {
+ const RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, Rect2i());
+
+ return _render_target_get_sdf_rect(rt);
+}
+
+void RendererStorageRD::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
+ RenderTarget *rt = render_target_owner.get_or_null(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.get_or_null(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.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ if (rt->sdf_buffer_read.is_null()) {
+ // no texture, create a dummy one for the 2D uniform set
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ memset(pv.ptrw(), 0, 16 * 4);
+ Vector<Vector<uint8_t>> vpv;
+
+ rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+
+ return rt->sdf_buffer_read;
+}
+
+void RendererStorageRD::_render_target_allocate_sdf(RenderTarget *rt) {
+ ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_valid());
+ if (rt->sdf_buffer_read.is_valid()) {
+ RD::get_singleton()->free(rt->sdf_buffer_read);
+ rt->sdf_buffer_read = RID();
+ }
+
+ Size2i size = _render_target_get_sdf_rect(rt).size;
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8_UNORM;
+ tformat.width = size.width;
+ tformat.height = size.height;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
+
+ rt->sdf_buffer_write = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+
+ {
+ Vector<RID> write_fb;
+ write_fb.push_back(rt->sdf_buffer_write);
+ rt->sdf_buffer_write_fb = RD::get_singleton()->framebuffer_create(write_fb);
+ }
+
+ int scale;
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_100_PERCENT: {
+ scale = 100;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ scale = 50;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ scale = 25;
+ } break;
+ default: {
+ scale = 100;
+ } break;
+ }
+
+ rt->process_size = size * scale / 100;
+ rt->process_size.x = MAX(rt->process_size.x, 1);
+ rt->process_size.y = MAX(rt->process_size.y, 1);
+
+ tformat.format = RD::DATA_FORMAT_R16G16_SINT;
+ tformat.width = rt->process_size.width;
+ tformat.height = rt->process_size.height;
+ tformat.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ rt->sdf_buffer_process[0] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ rt->sdf_buffer_process[1] = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+
+ tformat.format = RD::DATA_FORMAT_R16_SNORM;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ rt->sdf_buffer_read = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(rt->sdf_buffer_write);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 2;
+ u.ids.push_back(rt->sdf_buffer_read);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 3;
+ u.ids.push_back(rt->sdf_buffer_process[0]);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 4;
+ u.ids.push_back(rt->sdf_buffer_process[1]);
+ uniforms.push_back(u);
+ }
+
+ rt->sdf_buffer_process_uniform_sets[0] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0);
+ SWAP(uniforms.write[2].ids.write[0], uniforms.write[3].ids.write[0]);
+ rt->sdf_buffer_process_uniform_sets[1] = RD::get_singleton()->uniform_set_create(uniforms, rt_sdf.shader.version_get_shader(rt_sdf.shader_version, 0), 0);
+ }
+}
+
+void RendererStorageRD::_render_target_clear_sdf(RenderTarget *rt) {
+ if (rt->sdf_buffer_read.is_valid()) {
+ RD::get_singleton()->free(rt->sdf_buffer_read);
+ rt->sdf_buffer_read = RID();
+ }
+ if (rt->sdf_buffer_write_fb.is_valid()) {
+ RD::get_singleton()->free(rt->sdf_buffer_write);
+ RD::get_singleton()->free(rt->sdf_buffer_process[0]);
+ RD::get_singleton()->free(rt->sdf_buffer_process[1]);
+ rt->sdf_buffer_write = RID();
+ rt->sdf_buffer_write_fb = RID();
+ rt->sdf_buffer_process[0] = RID();
+ rt->sdf_buffer_process[1] = RID();
+ rt->sdf_buffer_process_uniform_sets[0] = RID();
+ rt->sdf_buffer_process_uniform_sets[1] = RID();
+ }
+}
+
+RID RendererStorageRD::render_target_get_sdf_framebuffer(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+
+ if (rt->sdf_buffer_write_fb.is_null()) {
+ _render_target_allocate_sdf(rt);
+ }
+
+ return rt->sdf_buffer_write_fb;
+}
+void RendererStorageRD::render_target_sdf_process(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ ERR_FAIL_COND(rt->sdf_buffer_write_fb.is_null());
+
+ RenderTargetSDF::PushConstant push_constant;
+
+ Rect2i r = _render_target_get_sdf_rect(rt);
+
+ push_constant.size[0] = r.size.width;
+ push_constant.size[1] = r.size.height;
+ push_constant.stride = 0;
+ push_constant.shift = 0;
+ push_constant.base_size[0] = r.size.width;
+ push_constant.base_size[1] = r.size.height;
+
+ bool shrink = false;
+
+ switch (rt->sdf_scale) {
+ case RS::VIEWPORT_SDF_SCALE_50_PERCENT: {
+ push_constant.size[0] >>= 1;
+ push_constant.size[1] >>= 1;
+ push_constant.shift = 1;
+ shrink = true;
+ } break;
+ case RS::VIEWPORT_SDF_SCALE_25_PERCENT: {
+ push_constant.size[0] >>= 2;
+ push_constant.size[1] >>= 2;
+ push_constant.shift = 2;
+ shrink = true;
+ } break;
+ default: {
+ };
+ }
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ /* Load */
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_LOAD_SHRINK : RenderTargetSDF::SHADER_LOAD]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[1], 0); //fill [0]
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
+
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
+
+ /* Process */
+
+ int stride = nearest_power_of_2_templated(MAX(push_constant.size[0], push_constant.size[1]) / 2);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[RenderTargetSDF::SHADER_PROCESS]);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ bool swap = false;
+
+ //jumpflood
+ while (stride > 0) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
+ push_constant.stride = stride;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
+ stride /= 2;
+ swap = !swap;
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ /* Store */
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, rt_sdf.pipelines[shrink ? RenderTargetSDF::SHADER_STORE_SHRINK : RenderTargetSDF::SHADER_STORE]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rt->sdf_buffer_process_uniform_sets[swap ? 1 : 0], 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(RenderTargetSDF::PushConstant));
+ RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.size[0], push_constant.size[1], 1);
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void RendererStorageRD::render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (!rt->backbuffer.is_valid()) {
_create_render_target_backbuffer(rt);
}
- Rect2i region = p_region;
- if (region == Rect2i()) {
+ Rect2i region;
+ if (p_region == Rect2i()) {
region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
}
//single texture copy for backbuffer
- RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
- //effects.copy(rt->color, rt->backbuffer_fb, blur_region);
+ //RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
+ effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+
+ if (!p_gen_mipmaps) {
+ return;
+ }
//then mipmap blur
RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
@@ -5738,76 +7550,131 @@ void RasterizerStorageRD::render_target_copy_to_back_buffer(RID p_render_target,
region.size.y = MAX(1, region.size.y >> 1);
const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
- effects.gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
+ effects->gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
prev_texture = mm.mipmap;
}
}
-RID RasterizerStorageRD::render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader) {
- RenderTarget *rt = render_target_owner.getornull(p_render_target);
- ERR_FAIL_COND_V(!rt, RID());
+void RendererStorageRD::render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ if (!rt->backbuffer.is_valid()) {
+ _create_render_target_backbuffer(rt);
+ }
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
+ }
+
+ //single texture copy for backbuffer
+ effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+}
+
+void RendererStorageRD::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
if (!rt->backbuffer.is_valid()) {
_create_render_target_backbuffer(rt);
}
- if (rt->backbuffer_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rt->backbuffer_uniform_set)) {
- return rt->backbuffer_uniform_set; //if still valid, return/reuse it.
+ Rect2i region;
+ if (p_region == Rect2i()) {
+ region.size = rt->size;
+ } else {
+ region = Rect2i(Size2i(), rt->size).intersection(p_region);
+ if (region.size == Size2i()) {
+ return; //nothing to do
+ }
}
- //create otherwise
- Vector<RD::Uniform> uniforms;
- RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 0;
- u.ids.push_back(rt->backbuffer);
- uniforms.push_back(u);
+ //then mipmap blur
+ RID prev_texture = rt->backbuffer_mipmap0;
+
+ for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
+ region.position.x >>= 1;
+ region.position.y >>= 1;
+ region.size.x = MAX(1, region.size.x >> 1);
+ region.size.y = MAX(1, region.size.y >> 1);
- rt->backbuffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, 3);
- ERR_FAIL_COND_V(!rt->backbuffer_uniform_set.is_valid(), RID());
+ const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
+ effects->gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
+ prev_texture = mm.mipmap;
+ }
+}
+RID RendererStorageRD::render_target_get_framebuffer_uniform_set(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->framebuffer_uniform_set;
+}
+RID RendererStorageRD::render_target_get_backbuffer_uniform_set(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
return rt->backbuffer_uniform_set;
}
-void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance) {
+void RendererStorageRD::render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->framebuffer_uniform_set = p_uniform_set;
+}
+void RendererStorageRD::render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set) {
+ RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
+ ERR_FAIL_COND(!rt);
+ rt->backbuffer_uniform_set = p_uniform_set;
+}
+
+void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
if (mesh_owner.owns(p_base)) {
- Mesh *mesh = mesh_owner.getornull(p_base);
- p_instance->update_dependency(&mesh->instance_dependency);
+ Mesh *mesh = mesh_owner.get_or_null(p_base);
+ p_instance->update_dependency(&mesh->dependency);
} else if (multimesh_owner.owns(p_base)) {
- MultiMesh *multimesh = multimesh_owner.getornull(p_base);
- p_instance->update_dependency(&multimesh->instance_dependency);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_base);
+ p_instance->update_dependency(&multimesh->dependency);
if (multimesh->mesh.is_valid()) {
base_update_dependency(multimesh->mesh, p_instance);
}
} else if (reflection_probe_owner.owns(p_base)) {
- ReflectionProbe *rp = reflection_probe_owner.getornull(p_base);
- p_instance->update_dependency(&rp->instance_dependency);
+ ReflectionProbe *rp = reflection_probe_owner.get_or_null(p_base);
+ p_instance->update_dependency(&rp->dependency);
} else if (decal_owner.owns(p_base)) {
- Decal *decal = decal_owner.getornull(p_base);
- p_instance->update_dependency(&decal->instance_dependency);
- } else if (gi_probe_owner.owns(p_base)) {
- GIProbe *gip = gi_probe_owner.getornull(p_base);
- p_instance->update_dependency(&gip->instance_dependency);
+ Decal *decal = decal_owner.get_or_null(p_base);
+ p_instance->update_dependency(&decal->dependency);
+ } else if (voxel_gi_owner.owns(p_base)) {
+ VoxelGI *gip = voxel_gi_owner.get_or_null(p_base);
+ p_instance->update_dependency(&gip->dependency);
} else if (lightmap_owner.owns(p_base)) {
- Lightmap *lm = lightmap_owner.getornull(p_base);
- p_instance->update_dependency(&lm->instance_dependency);
+ Lightmap *lm = lightmap_owner.get_or_null(p_base);
+ p_instance->update_dependency(&lm->dependency);
} else if (light_owner.owns(p_base)) {
- Light *l = light_owner.getornull(p_base);
- p_instance->update_dependency(&l->instance_dependency);
+ Light *l = light_owner.get_or_null(p_base);
+ p_instance->update_dependency(&l->dependency);
} else if (particles_owner.owns(p_base)) {
- Particles *p = particles_owner.getornull(p_base);
- p_instance->update_dependency(&p->instance_dependency);
+ Particles *p = particles_owner.get_or_null(p_base);
+ p_instance->update_dependency(&p->dependency);
+ } else if (particles_collision_owner.owns(p_base)) {
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(p_base);
+ p_instance->update_dependency(&pc->dependency);
+ } else if (visibility_notifier_owner.owns(p_base)) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_base);
+ p_instance->update_dependency(&vn->dependency);
}
}
-void RasterizerStorageRD::skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance) {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+void RendererStorageRD::skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance) {
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND(!skeleton);
- p_instance->update_dependency(&skeleton->instance_dependency);
+ p_instance->update_dependency(&skeleton->dependency);
}
-RS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
+RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
if (mesh_owner.owns(p_rid)) {
return RS::INSTANCE_MESH;
}
@@ -5820,8 +7687,8 @@ RS::InstanceType RasterizerStorageRD::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;
@@ -5832,11 +7699,17 @@ RS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
if (particles_owner.owns(p_rid)) {
return RS::INSTANCE_PARTICLES;
}
+ if (particles_collision_owner.owns(p_rid)) {
+ return RS::INSTANCE_PARTICLES_COLLISION;
+ }
+ if (visibility_notifier_owner.owns(p_rid)) {
+ return RS::INSTANCE_VISIBLITY_NOTIFIER;
+ }
return RS::INSTANCE_NONE;
}
-void RasterizerStorageRD::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
+void RendererStorageRD::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
if (!decal_atlas.textures.has(p_texture)) {
DecalAtlas::Texture t;
t.users = 1;
@@ -5852,7 +7725,7 @@ void RasterizerStorageRD::texture_add_to_decal_atlas(RID p_texture, bool p_panor
}
}
-void RasterizerStorageRD::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
+void RendererStorageRD::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
ERR_FAIL_COND(!t);
t->users--;
@@ -5866,15 +7739,15 @@ void RasterizerStorageRD::texture_remove_from_decal_atlas(RID p_texture, bool p_
}
}
-RID RasterizerStorageRD::decal_atlas_get_texture() const {
+RID RendererStorageRD::decal_atlas_get_texture() const {
return decal_atlas.texture;
}
-RID RasterizerStorageRD::decal_atlas_get_texture_srgb() const {
- return decal_atlas.texture;
+RID RendererStorageRD::decal_atlas_get_texture_srgb() const {
+ return decal_atlas.texture_srgb;
}
-void RasterizerStorageRD::_update_decal_atlas() {
+void RendererStorageRD::_update_decal_atlas() {
if (!decal_atlas.dirty) {
return; //nothing to do
}
@@ -5901,7 +7774,7 @@ void RasterizerStorageRD::_update_decal_atlas() {
while ((K = decal_atlas.textures.next(K))) {
DecalAtlas::SortItem &si = itemsv.write[idx];
- Texture *src_tex = texture_owner.getornull(*K);
+ Texture *src_tex = texture_owner.get_or_null(*K);
si.size.width = (src_tex->width / border) + 1;
si.size.height = (src_tex->height / border) + 1;
@@ -5929,7 +7802,7 @@ void RasterizerStorageRD::_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;
@@ -6001,12 +7874,13 @@ void RasterizerStorageRD::_update_decal_atlas() {
tformat.width = decal_atlas.size.width;
tformat.height = decal_atlas.size.height;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
- tformat.type = RD::TEXTURE_TYPE_2D;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
tformat.mipmaps = decal_atlas.mipmaps;
tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM);
tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+ RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1);
{
//create the framebuffer
@@ -6049,24 +7923,24 @@ void RasterizerStorageRD::_update_decal_atlas() {
const RID *K = nullptr;
while ((K = decal_atlas.textures.next(K))) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K);
- Texture *src_tex = texture_owner.getornull(*K);
- effects.copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
+ Texture *src_tex = texture_owner.get_or_null(*K);
+ effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
}
RD::get_singleton()->draw_list_end();
prev_texture = mm.texture;
} else {
- effects.copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
+ effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
prev_texture = mm.texture;
}
} else {
- RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1, false);
+ RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1);
}
}
}
-int32_t RasterizerStorageRD::_global_variable_allocate(uint32_t p_elements) {
+int32_t RendererStorageRD::_global_variable_allocate(uint32_t p_elements) {
int32_t idx = 0;
while (idx + p_elements <= global_variables.buffer_size) {
if (global_variables.buffer_usage[idx].elements == 0) {
@@ -6092,7 +7966,7 @@ int32_t RasterizerStorageRD::_global_variable_allocate(uint32_t p_elements) {
return -1;
}
-void RasterizerStorageRD::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) {
+void RendererStorageRD::_global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value) {
switch (p_type) {
case RS::GLOBAL_VAR_TYPE_BOOL: {
GlobalVariables::Value &bv = global_variables.buffer_values[p_index];
@@ -6341,7 +8215,7 @@ void RasterizerStorageRD::_global_variable_store_in_buffer(int32_t p_index, RS::
} 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];
@@ -6369,7 +8243,7 @@ void RasterizerStorageRD::_global_variable_store_in_buffer(int32_t p_index, RS::
}
}
-void RasterizerStorageRD::_global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
+void RendererStorageRD::_global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements) {
int32_t prev_chunk = -1;
for (int32_t i = 0; i < p_elements; i++) {
@@ -6385,7 +8259,7 @@ void RasterizerStorageRD::_global_variable_mark_buffer_dirty(int32_t p_index, in
}
}
-void RasterizerStorageRD::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
+void RendererStorageRD::global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) {
ERR_FAIL_COND(global_variables.variables.has(p_name));
GlobalVariables::Variable gv;
gv.type = p_type;
@@ -6423,7 +8297,7 @@ void RasterizerStorageRD::global_variable_add(const StringName &p_name, RS::Glob
global_variables.variables[p_name] = gv;
}
-void RasterizerStorageRD::global_variable_remove(const StringName &p_name) {
+void RendererStorageRD::global_variable_remove(const StringName &p_name) {
if (!global_variables.variables.has(p_name)) {
return;
}
@@ -6439,7 +8313,7 @@ void RasterizerStorageRD::global_variable_remove(const StringName &p_name) {
global_variables.variables.erase(p_name);
}
-Vector<StringName> RasterizerStorageRD::global_variable_get_list() const {
+Vector<StringName> RendererStorageRD::global_variable_get_list() const {
if (!Engine::get_singleton()->is_editor_hint()) {
ERR_FAIL_V_MSG(Vector<StringName>(), "This function should never be used outside the editor, it can severely damage performance.");
}
@@ -6453,7 +8327,7 @@ Vector<StringName> RasterizerStorageRD::global_variable_get_list() const {
return names;
}
-void RasterizerStorageRD::global_variable_set(const StringName &p_name, const Variant &p_value) {
+void RendererStorageRD::global_variable_set(const StringName &p_name, const Variant &p_value) {
ERR_FAIL_COND(!global_variables.variables.has(p_name));
GlobalVariables::Variable &gv = global_variables.variables[p_name];
gv.value = p_value;
@@ -6465,7 +8339,7 @@ void RasterizerStorageRD::global_variable_set(const StringName &p_name, const Va
} else {
//texture
for (Set<RID>::Element *E = gv.texture_materials.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
+ Material *material = material_owner.get_or_null(E->get());
ERR_CONTINUE(!material);
_material_queue_update(material, false, true);
}
@@ -6473,10 +8347,13 @@ void RasterizerStorageRD::global_variable_set(const StringName &p_name, const Va
}
}
-void RasterizerStorageRD::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
+void RendererStorageRD::global_variable_set_override(const StringName &p_name, const Variant &p_value) {
if (!global_variables.variables.has(p_name)) {
return; //variable may not exist
}
+
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
GlobalVariables::Variable &gv = global_variables.variables[p_name];
gv.override = p_value;
@@ -6492,16 +8369,15 @@ void RasterizerStorageRD::global_variable_set_override(const StringName &p_name,
_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());
+ Material *material = material_owner.get_or_null(E->get());
ERR_CONTINUE(!material);
_material_queue_update(material, false, true);
}
}
}
-Variant RasterizerStorageRD::global_variable_get(const StringName &p_name) const {
+Variant RendererStorageRD::global_variable_get(const StringName &p_name) const {
if (!Engine::get_singleton()->is_editor_hint()) {
ERR_FAIL_V_MSG(Variant(), "This function should never be used outside the editor, it can severely damage performance.");
}
@@ -6513,7 +8389,7 @@ Variant RasterizerStorageRD::global_variable_get(const StringName &p_name) const
return global_variables.variables[p_name].value;
}
-RS::GlobalVariableType RasterizerStorageRD::global_variable_get_type_internal(const StringName &p_name) const {
+RS::GlobalVariableType RendererStorageRD::global_variable_get_type_internal(const StringName &p_name) const {
if (!global_variables.variables.has(p_name)) {
return RS::GLOBAL_VAR_TYPE_MAX;
}
@@ -6521,7 +8397,7 @@ RS::GlobalVariableType RasterizerStorageRD::global_variable_get_type_internal(co
return global_variables.variables[p_name].type;
}
-RS::GlobalVariableType RasterizerStorageRD::global_variable_get_type(const StringName &p_name) const {
+RS::GlobalVariableType RendererStorageRD::global_variable_get_type(const StringName &p_name) const {
if (!Engine::get_singleton()->is_editor_hint()) {
ERR_FAIL_V_MSG(RS::GLOBAL_VAR_TYPE_MAX, "This function should never be used outside the editor, it can severely damage performance.");
}
@@ -6529,14 +8405,14 @@ RS::GlobalVariableType RasterizerStorageRD::global_variable_get_type(const Strin
return global_variable_get_type_internal(p_name);
}
-void RasterizerStorageRD::global_variables_load_settings(bool p_load_textures) {
+void RendererStorageRD::global_variables_load_settings(bool p_load_textures) {
List<PropertyInfo> settings;
ProjectSettings::get_singleton()->get_property_list(&settings);
- for (List<PropertyInfo>::Element *E = settings.front(); E; E = E->next()) {
- if (E->get().name.begins_with("shader_globals/")) {
- StringName name = E->get().name.get_slice("/", 1);
- Dictionary d = ProjectSettings::get_singleton()->get(E->get().name);
+ for (const PropertyInfo &E : settings) {
+ if (E.name.begins_with("shader_globals/")) {
+ StringName name = E.name.get_slice("/", 1);
+ Dictionary d = ProjectSettings::get_singleton()->get(E.name);
ERR_CONTINUE(!d.has("type"));
ERR_CONTINUE(!d.has("value"));
@@ -6610,15 +8486,15 @@ void RasterizerStorageRD::global_variables_load_settings(bool p_load_textures) {
}
}
-void RasterizerStorageRD::global_variables_clear() {
+void RendererStorageRD::global_variables_clear() {
global_variables.variables.clear(); //not right but for now enough
}
-RID RasterizerStorageRD::global_variables_get_storage_buffer() const {
+RID RendererStorageRD::global_variables_get_storage_buffer() const {
return global_variables.buffer;
}
-int32_t RasterizerStorageRD::global_variables_instance_allocate(RID p_instance) {
+int32_t RendererStorageRD::global_variables_instance_allocate(RID p_instance) {
ERR_FAIL_COND_V(global_variables.instance_buffer_pos.has(p_instance), -1);
int32_t pos = _global_variable_allocate(ShaderLanguage::MAX_INSTANCE_UNIFORM_INDICES);
global_variables.instance_buffer_pos[p_instance] = pos; //save anyway
@@ -6627,7 +8503,7 @@ int32_t RasterizerStorageRD::global_variables_instance_allocate(RID p_instance)
return pos;
}
-void RasterizerStorageRD::global_variables_instance_free(RID p_instance) {
+void RendererStorageRD::global_variables_instance_free(RID p_instance) {
ERR_FAIL_COND(!global_variables.instance_buffer_pos.has(p_instance));
int32_t pos = global_variables.instance_buffer_pos[p_instance];
if (pos >= 0) {
@@ -6636,7 +8512,7 @@ void RasterizerStorageRD::global_variables_instance_free(RID p_instance) {
global_variables.instance_buffer_pos.erase(p_instance);
}
-void RasterizerStorageRD::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
+void RendererStorageRD::global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) {
if (!global_variables.instance_buffer_pos.has(p_instance)) {
return; //just not allocated, ignore
}
@@ -6679,13 +8555,13 @@ void RasterizerStorageRD::global_variables_instance_update(RID p_instance, int p
_global_variable_mark_buffer_dirty(pos, 1);
}
-void RasterizerStorageRD::_update_global_variables() {
+void RendererStorageRD::_update_global_variables() {
if (global_variables.buffer_dirty_region_count > 0) {
uint32_t total_regions = global_variables.buffer_size / GlobalVariables::BUFFER_DIRTY_REGION_SIZE;
if (total_regions / global_variables.buffer_dirty_region_count <= 4) {
// 25% of regions dirty, just update all buffer
RD::get_singleton()->buffer_update(global_variables.buffer, 0, sizeof(GlobalVariables::Value) * global_variables.buffer_size, global_variables.buffer_values);
- 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;
@@ -6704,8 +8580,8 @@ void RasterizerStorageRD::_update_global_variables() {
if (global_variables.must_update_buffer_materials) {
// only happens in the case of a buffer variable added or removed,
// so not often.
- for (List<RID>::Element *E = global_variables.materials_using_buffer.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
+ for (const RID &E : global_variables.materials_using_buffer) {
+ Material *material = material_owner.get_or_null(E);
ERR_CONTINUE(!material); //wtf
_material_queue_update(material, true, false);
@@ -6717,8 +8593,8 @@ void RasterizerStorageRD::_update_global_variables() {
if (global_variables.must_update_texture_materials) {
// only happens in the case of a buffer variable added or removed,
// so not often.
- for (List<RID>::Element *E = global_variables.materials_using_texture.front(); E; E = E->next()) {
- Material *material = material_owner.getornull(E->get());
+ for (const RID &E : global_variables.materials_using_texture) {
+ Material *material = material_owner.get_or_null(E);
ERR_CONTINUE(!material); //wtf
_material_queue_update(material, false, true);
@@ -6729,17 +8605,15 @@ void RasterizerStorageRD::_update_global_variables() {
}
}
-void RasterizerStorageRD::update_dirty_resources() {
+void RendererStorageRD::update_dirty_resources() {
_update_global_variables(); //must do before materials, so it can queue them for update
_update_queued_materials();
_update_dirty_multimeshes();
_update_dirty_skeletons();
_update_decal_atlas();
-
- update_particles();
}
-bool RasterizerStorageRD::has_os_feature(const String &p_feature) const {
+bool RendererStorageRD::has_os_feature(const String &p_feature) const {
if (p_feature == "rgtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_BC5_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) {
return true;
}
@@ -6763,10 +8637,11 @@ bool RasterizerStorageRD::has_os_feature(const String &p_feature) const {
return false;
}
-bool RasterizerStorageRD::free(RID p_rid) {
+bool RendererStorageRD::free(RID p_rid) {
if (texture_owner.owns(p_rid)) {
- Texture *t = texture_owner.getornull(p_rid);
+ Texture *t = texture_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!t, false);
ERR_FAIL_COND_V(t->is_render_target, false);
if (RD::get_singleton()->texture_is_valid(t->rd_texture_srgb)) {
@@ -6778,7 +8653,7 @@ bool RasterizerStorageRD::free(RID p_rid) {
}
if (t->is_proxy && t->proxy_to.is_valid()) {
- Texture *proxy_to = texture_owner.getornull(t->proxy_to);
+ Texture *proxy_to = texture_owner.get_or_null(t->proxy_to);
if (proxy_to) {
proxy_to->proxies.erase(p_rid);
}
@@ -6790,16 +8665,22 @@ bool RasterizerStorageRD::free(RID p_rid) {
}
for (int i = 0; i < t->proxies.size(); i++) {
- Texture *p = texture_owner.getornull(t->proxies[i]);
+ Texture *p = texture_owner.get_or_null(t->proxies[i]);
ERR_CONTINUE(!p);
p->proxy_to = RID();
p->rd_texture = RID();
p->rd_texture_srgb = RID();
}
+
+ if (t->canvas_texture) {
+ memdelete(t->canvas_texture);
+ }
texture_owner.free(p_rid);
+ } else if (canvas_texture_owner.owns(p_rid)) {
+ canvas_texture_owner.free(p_rid);
} else if (shader_owner.owns(p_rid)) {
- Shader *shader = shader_owner.getornull(p_rid);
+ Shader *shader = shader_owner.get_or_null(p_rid);
//make material unreference this
while (shader->owners.size()) {
material_set_shader(shader->owners.front()->get()->self, RID());
@@ -6811,73 +8692,105 @@ bool RasterizerStorageRD::free(RID p_rid) {
shader_owner.free(p_rid);
} else if (material_owner.owns(p_rid)) {
- Material *material = material_owner.getornull(p_rid);
- if (material->update_requested) {
- _update_queued_materials();
- }
+ Material *material = material_owner.get_or_null(p_rid);
material_set_shader(p_rid, RID()); //clean up shader
- material->instance_dependency.instance_notify_deleted(p_rid);
+ material->dependency.deleted_notify(p_rid);
+
material_owner.free(p_rid);
} else if (mesh_owner.owns(p_rid)) {
mesh_clear(p_rid);
- Mesh *mesh = mesh_owner.getornull(p_rid);
- mesh->instance_dependency.instance_notify_deleted(p_rid);
+ mesh_set_shadow_mesh(p_rid, RID());
+ Mesh *mesh = mesh_owner.get_or_null(p_rid);
+ mesh->dependency.deleted_notify(p_rid);
+ if (mesh->instances.size()) {
+ ERR_PRINT("deleting mesh with active instances");
+ }
+ if (mesh->shadow_owners.size()) {
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(DEPENDENCY_CHANGED_MESH);
+ }
+ }
mesh_owner.free(p_rid);
+ } else if (mesh_instance_owner.owns(p_rid)) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_rid);
+ _mesh_instance_clear(mi);
+ mi->mesh->instances.erase(mi->I);
+ mi->I = nullptr;
+
+ mesh_instance_owner.free(p_rid);
+
} else if (multimesh_owner.owns(p_rid)) {
_update_dirty_multimeshes();
- multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
- MultiMesh *multimesh = multimesh_owner.getornull(p_rid);
- multimesh->instance_dependency.instance_notify_deleted(p_rid);
+ multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_rid);
+ multimesh->dependency.deleted_notify(p_rid);
multimesh_owner.free(p_rid);
} else if (skeleton_owner.owns(p_rid)) {
_update_dirty_skeletons();
- skeleton_allocate(p_rid, 0);
- Skeleton *skeleton = skeleton_owner.getornull(p_rid);
- skeleton->instance_dependency.instance_notify_deleted(p_rid);
+ skeleton_allocate_data(p_rid, 0);
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_rid);
+ skeleton->dependency.deleted_notify(p_rid);
skeleton_owner.free(p_rid);
} else if (reflection_probe_owner.owns(p_rid)) {
- ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_rid);
- reflection_probe->instance_dependency.instance_notify_deleted(p_rid);
+ ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
+ reflection_probe->dependency.deleted_notify(p_rid);
reflection_probe_owner.free(p_rid);
} else if (decal_owner.owns(p_rid)) {
- Decal *decal = decal_owner.getornull(p_rid);
+ Decal *decal = decal_owner.get_or_null(p_rid);
for (int i = 0; i < RS::DECAL_TEXTURE_MAX; i++) {
if (decal->textures[i].is_valid() && texture_owner.owns(decal->textures[i])) {
texture_remove_from_decal_atlas(decal->textures[i]);
}
}
- decal->instance_dependency.instance_notify_deleted(p_rid);
+ decal->dependency.deleted_notify(p_rid);
decal_owner.free(p_rid);
- } else if (gi_probe_owner.owns(p_rid)) {
- gi_probe_allocate(p_rid, Transform(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
- GIProbe *gi_probe = gi_probe_owner.getornull(p_rid);
- gi_probe->instance_dependency.instance_notify_deleted(p_rid);
- gi_probe_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.get_or_null(p_rid);
+ voxel_gi->dependency.deleted_notify(p_rid);
+ voxel_gi_owner.free(p_rid);
} else if (lightmap_owner.owns(p_rid)) {
lightmap_set_textures(p_rid, RID(), false);
- Lightmap *lightmap = lightmap_owner.getornull(p_rid);
- lightmap->instance_dependency.instance_notify_deleted(p_rid);
+ Lightmap *lightmap = lightmap_owner.get_or_null(p_rid);
+ lightmap->dependency.deleted_notify(p_rid);
lightmap_owner.free(p_rid);
} else if (light_owner.owns(p_rid)) {
light_set_projector(p_rid, RID()); //clear projector
// delete the texture
- Light *light = light_owner.getornull(p_rid);
- light->instance_dependency.instance_notify_deleted(p_rid);
+ Light *light = light_owner.get_or_null(p_rid);
+ light->dependency.deleted_notify(p_rid);
light_owner.free(p_rid);
} else if (particles_owner.owns(p_rid)) {
- Particles *particles = particles_owner.getornull(p_rid);
+ update_particles();
+ Particles *particles = particles_owner.get_or_null(p_rid);
+ particles->dependency.deleted_notify(p_rid);
_particles_free_data(particles);
- particles->instance_dependency.instance_notify_deleted(p_rid);
particles_owner.free(p_rid);
+ } else if (particles_collision_owner.owns(p_rid)) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid);
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ }
+ particles_collision->dependency.deleted_notify(p_rid);
+ particles_collision_owner.free(p_rid);
+ } else if (visibility_notifier_owner.owns(p_rid)) {
+ VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_rid);
+ vn->dependency.deleted_notify(p_rid);
+ visibility_notifier_owner.free(p_rid);
+ } else if (particles_collision_instance_owner.owns(p_rid)) {
+ particles_collision_instance_owner.free(p_rid);
} else if (render_target_owner.owns(p_rid)) {
- RenderTarget *rt = render_target_owner.getornull(p_rid);
+ RenderTarget *rt = render_target_owner.get_or_null(p_rid);
_clear_render_target(rt);
if (rt->texture.is_valid()) {
- Texture *tex = texture_owner.getornull(rt->texture);
+ Texture *tex = texture_owner.get_or_null(rt->texture);
tex->is_render_target = false;
free(rt->texture);
}
@@ -6890,41 +8803,69 @@ bool RasterizerStorageRD::free(RID p_rid) {
return true;
}
-RasterizerEffectsRD *RasterizerStorageRD::get_effects() {
- return &effects;
+void RendererStorageRD::init_effects(bool p_prefer_raster_effects) {
+ effects = memnew(EffectsRD(p_prefer_raster_effects));
}
-void RasterizerStorageRD::capture_timestamps_begin() {
- RD::get_singleton()->capture_timestamp("Frame Begin", false);
+EffectsRD *RendererStorageRD::get_effects() {
+ ERR_FAIL_NULL_V_MSG(effects, nullptr, "Effects haven't been initialised yet.");
+ return effects;
}
-void RasterizerStorageRD::capture_timestamp(const String &p_name) {
- RD::get_singleton()->capture_timestamp(p_name, true);
+void RendererStorageRD::capture_timestamps_begin() {
+ RD::get_singleton()->capture_timestamp("Frame Begin");
}
-uint32_t RasterizerStorageRD::get_captured_timestamps_count() const {
+void RendererStorageRD::capture_timestamp(const String &p_name) {
+ RD::get_singleton()->capture_timestamp(p_name);
+}
+
+uint32_t RendererStorageRD::get_captured_timestamps_count() const {
return RD::get_singleton()->get_captured_timestamps_count();
}
-uint64_t RasterizerStorageRD::get_captured_timestamps_frame() const {
+uint64_t RendererStorageRD::get_captured_timestamps_frame() const {
return RD::get_singleton()->get_captured_timestamps_frame();
}
-uint64_t RasterizerStorageRD::get_captured_timestamp_gpu_time(uint32_t p_index) const {
+uint64_t RendererStorageRD::get_captured_timestamp_gpu_time(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_gpu_time(p_index);
}
-uint64_t RasterizerStorageRD::get_captured_timestamp_cpu_time(uint32_t p_index) const {
+uint64_t RendererStorageRD::get_captured_timestamp_cpu_time(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_cpu_time(p_index);
}
-String RasterizerStorageRD::get_captured_timestamp_name(uint32_t p_index) const {
+String RendererStorageRD::get_captured_timestamp_name(uint32_t p_index) const {
return RD::get_singleton()->get_captured_timestamp_name(p_index);
}
-RasterizerStorageRD *RasterizerStorageRD::base_singleton = nullptr;
+void RendererStorageRD::update_memory_info() {
+ texture_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TEXTURES);
+ buffer_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_BUFFERS);
+ total_mem_cache = RenderingDevice::get_singleton()->get_memory_usage(RenderingDevice::MEMORY_TOTAL);
+}
+uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) {
+ if (p_info == RS::RENDERING_INFO_TEXTURE_MEM_USED) {
+ return texture_mem_cache;
+ } else if (p_info == RS::RENDERING_INFO_BUFFER_MEM_USED) {
+ return buffer_mem_cache;
+ } else if (p_info == RS::RENDERING_INFO_VIDEO_MEM_USED) {
+ return total_mem_cache;
+ }
+ return 0;
+}
+
+String RendererStorageRD::get_video_adapter_name() const {
+ return RenderingDevice::get_singleton()->get_device_name();
+}
+String RendererStorageRD::get_video_adapter_vendor() const {
+ return RenderingDevice::get_singleton()->get_device_vendor_name();
+}
+
+RendererStorageRD *RendererStorageRD::base_singleton = nullptr;
-RasterizerStorageRD::RasterizerStorageRD() {
+RendererStorageRD::RendererStorageRD() {
base_singleton = this;
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
@@ -6933,16 +8874,15 @@ RasterizerStorageRD::RasterizerStorageRD() {
static_assert(sizeof(GlobalVariables::Value) == 16);
- global_variables.buffer_size = GLOBAL_GET("rendering/high_end/global_shader_variables_buffer_size");
+ 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;
{ //create default textures
RD::TextureFormat tformat;
@@ -6950,7 +8890,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
tformat.width = 4;
tformat.height = 4;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.type = RD::TEXTURE_TYPE_2D;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D;
Vector<uint8_t> pv;
pv.resize(16 * 4);
@@ -7042,7 +8982,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
tformat.height = 4;
tformat.array_layers = 6;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.type = RD::TEXTURE_TYPE_CUBE_ARRAY;
+ tformat.texture_type = RD::TEXTURE_TYPE_CUBE_ARRAY;
Vector<uint8_t> pv;
pv.resize(16 * 4);
@@ -7070,7 +9010,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
tformat.height = 4;
tformat.array_layers = 6;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.type = RD::TEXTURE_TYPE_CUBE;
+ tformat.texture_type = RD::TEXTURE_TYPE_CUBE;
Vector<uint8_t> pv;
pv.resize(16 * 4);
@@ -7090,6 +9030,34 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
}
+ { //create default cubemap white array
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = 4;
+ tformat.height = 4;
+ tformat.array_layers = 6;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
+ tformat.texture_type = RD::TEXTURE_TYPE_CUBE;
+
+ Vector<uint8_t> pv;
+ pv.resize(16 * 4);
+ for (int i = 0; i < 16; i++) {
+ pv.set(i * 4 + 0, 255);
+ pv.set(i * 4 + 1, 255);
+ pv.set(i * 4 + 2, 255);
+ pv.set(i * 4 + 3, 255);
+ }
+
+ {
+ Vector<Vector<uint8_t>> vpv;
+ for (int i = 0; i < 6; i++) {
+ vpv.push_back(pv);
+ }
+ default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ }
+ }
+
{ //create default 3D
RD::TextureFormat tformat;
@@ -7098,7 +9066,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
tformat.height = 4;
tformat.depth = 4;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.type = RD::TEXTURE_TYPE_3D;
+ tformat.texture_type = RD::TEXTURE_TYPE_3D;
Vector<uint8_t> pv;
pv.resize(64 * 4);
@@ -7124,7 +9092,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
tformat.height = 4;
tformat.array_layers = 1;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
- tformat.type = RD::TEXTURE_TYPE_2D_ARRAY;
+ tformat.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
Vector<uint8_t> pv;
pv.resize(16 * 4);
@@ -7159,28 +9127,44 @@ RasterizerStorageRD::RasterizerStorageRD() {
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
- sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/quality/texture_filters/anisotropic_filtering_level"));
+ sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
- sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
+ } else {
+ sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
+ }
sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/quality/texture_filters/anisotropic_filtering_level"));
+ sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
default: {
@@ -7285,6 +9269,19 @@ RasterizerStorageRD::RasterizerStorageRD() {
mesh_default_rd_buffers[DEFAULT_RD_BUFFER_TEX_UV2] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
}
+ for (int i = 0; i < RS::ARRAY_CUSTOM_COUNT; i++) {
+ buffer.resize(sizeof(float) * 4);
+ {
+ uint8_t *w = buffer.ptrw();
+ float *fptr = (float *)w;
+ fptr[0] = 0.0;
+ fptr[1] = 0.0;
+ fptr[2] = 0.0;
+ fptr[3] = 0.0;
+ }
+ mesh_default_rd_buffers[DEFAULT_RD_BUFFER_CUSTOM0 + i] = RD::get_singleton()->vertex_buffer_create(buffer.size(), buffer);
+ }
+
{ //bones
buffer.resize(sizeof(uint32_t) * 4);
{
@@ -7312,16 +9309,6 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
}
- {
- 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);
- }
-
using_lightmap_array = true; // high end
if (using_lightmap_array) {
uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
@@ -7337,7 +9324,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
}
}
- lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapper/probe_capture_update_speed");
+ lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
/* Particles */
@@ -7347,8 +9334,8 @@ RasterizerStorageRD::RasterizerStorageRD() {
particles_modes.push_back("");
particles_shader.shader.initialize(particles_modes, String());
}
- shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
- material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
+ shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
+ material_set_data_request_function(RendererStorageRD::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
{
ShaderCompilerRD::DefaultIdentifierActions actions;
@@ -7356,14 +9343,17 @@ RasterizerStorageRD::RasterizerStorageRD() {
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";
@@ -7378,15 +9368,20 @@ RasterizerStorageRD::RasterizerStorageRD() {
actions.renames["RESTART_VELOCITY"] = "restart_velocity";
actions.renames["RESTART_COLOR"] = "restart_color";
actions.renames["RESTART_CUSTOM"] = "restart_custom";
- actions.renames["emit_particle"] = "emit_particle";
+ actions.renames["emit_subparticle"] = "emit_subparticle";
+ actions.renames["COLLIDED"] = "collided";
+ actions.renames["COLLISION_NORMAL"] = "collision_normal";
+ actions.renames["COLLISION_DEPTH"] = "collision_depth";
+ actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+ actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 2;
+ actions.texture_layout_set = 3;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
@@ -7399,19 +9394,29 @@ RasterizerStorageRD::RasterizerStorageRD() {
{
// default material and shader for particles shader
- particles_shader.default_shader = shader_create();
- shader_set_code(particles_shader.default_shader, "shader_type particles; void compute() { COLOR = vec4(1.0); } \n");
- particles_shader.default_material = material_create();
+ particles_shader.default_shader = shader_allocate();
+ shader_initialize(particles_shader.default_shader);
+ shader_set_code(particles_shader.default_shader, R"(
+// Default particles shader.
+
+shader_type particles;
+
+void process() {
+ COLOR = vec4(1.0);
+}
+)");
+ particles_shader.default_material = material_allocate();
+ material_initialize(particles_shader.default_material);
material_set_shader(particles_shader.default_material, particles_shader.default_shader);
- ParticlesMaterialData *md = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, RasterizerStorageRD::SHADER_TYPE_PARTICLES);
+ ParticlesMaterialData *md = (ParticlesMaterialData *)material_get_data(particles_shader.default_material, RendererStorageRD::SHADER_TYPE_PARTICLES);
particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_SAMPLER;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 1;
u.ids.resize(12);
RID *ids_ptr = u.ids.ptrw();
@@ -7432,7 +9437,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 2;
u.ids.push_back(global_variables_get_storage_buffer());
uniforms.push_back(u);
@@ -7446,6 +9451,7 @@ RasterizerStorageRD::RasterizerStorageRD() {
{
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");
@@ -7457,9 +9463,51 @@ RasterizerStorageRD::RasterizerStorageRD() {
particles_shader.copy_pipelines[i] = RD::get_singleton()->compute_pipeline_create(particles_shader.copy_shader.version_get_shader(particles_shader.copy_shader_version, i));
}
}
+
+ {
+ Vector<String> sdf_modes;
+ sdf_modes.push_back("\n#define MODE_LOAD\n");
+ sdf_modes.push_back("\n#define MODE_LOAD_SHRINK\n");
+ sdf_modes.push_back("\n#define MODE_PROCESS\n");
+ sdf_modes.push_back("\n#define MODE_PROCESS_OPTIMIZED\n");
+ sdf_modes.push_back("\n#define MODE_STORE\n");
+ sdf_modes.push_back("\n#define MODE_STORE_SHRINK\n");
+
+ rt_sdf.shader.initialize(sdf_modes);
+
+ rt_sdf.shader_version = rt_sdf.shader.version_create();
+
+ for (int i = 0; i < RenderTargetSDF::SHADER_MAX; i++) {
+ rt_sdf.pipelines[i] = RD::get_singleton()->compute_pipeline_create(rt_sdf.shader.version_get_shader(rt_sdf.shader_version, i));
+ }
+ }
+ {
+ Vector<String> skeleton_modes;
+ skeleton_modes.push_back("\n#define MODE_2D\n");
+ skeleton_modes.push_back("");
+
+ skeleton_shader.shader.initialize(skeleton_modes);
+ skeleton_shader.version = skeleton_shader.shader.version_create();
+ for (int i = 0; i < SkeletonShader::SHADER_MODE_MAX; i++) {
+ skeleton_shader.version_shader[i] = skeleton_shader.shader.version_get_shader(skeleton_shader.version, i);
+ skeleton_shader.pipeline[i] = RD::get_singleton()->compute_pipeline_create(skeleton_shader.version_shader[i]);
+ }
+
+ {
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(default_rd_storage_buffer);
+ uniforms.push_back(u);
+ }
+ skeleton_shader.default_skeleton_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, skeleton_shader.version_shader[0], SkeletonShader::UNIFORM_SET_SKELETON);
+ }
+ }
}
-RasterizerStorageRD::~RasterizerStorageRD() {
+RendererStorageRD::~RendererStorageRD() {
memdelete_arr(global_variables.buffer_values);
memdelete_arr(global_variables.buffer_usage);
memdelete_arr(global_variables.buffer_dirty_regions);
@@ -7481,7 +9529,14 @@ RasterizerStorageRD::~RasterizerStorageRD() {
for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) {
RD::get_singleton()->free(mesh_default_rd_buffers[i]);
}
- giprobe_sdf_shader.version_free(giprobe_sdf_shader_version);
+
+ particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
+ rt_sdf.shader.version_free(rt_sdf.shader_version);
+
+ skeleton_shader.shader.version_free(skeleton_shader.version);
+
+ RenderingServer::get_singleton()->free(particles_shader.default_material);
+ RenderingServer::get_singleton()->free(particles_shader.default_shader);
RD::get_singleton()->free(default_rd_storage_buffer);
@@ -7492,4 +9547,9 @@ RasterizerStorageRD::~RasterizerStorageRD() {
if (decal_atlas.texture.is_valid()) {
RD::get_singleton()->free(decal_atlas.texture);
}
+
+ if (effects) {
+ memdelete(effects);
+ effects = NULL;
+ }
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index e14b9528cf..d56afcc448 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rasterizer_storage_rd.h */
+/* renderer_storage_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,21 +28,25 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef RASTERIZER_STORAGE_RD_H
-#define RASTERIZER_STORAGE_RD_H
-
-#include "core/rid_owner.h"
-#include "servers/rendering/rasterizer.h"
-#include "servers/rendering/rasterizer_rd/rasterizer_effects_rd.h"
-#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h"
-#include "servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/particles.glsl.gen.h"
-#include "servers/rendering/rasterizer_rd/shaders/particles_copy.glsl.gen.h"
+#ifndef RENDERING_SERVER_STORAGE_RD_H
+#define RENDERING_SERVER_STORAGE_RD_H
+
+#include "core/templates/list.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering/renderer_rd/effects_rd.h"
+#include "servers/rendering/renderer_rd/shader_compiler_rd.h"
+#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/skeleton.glsl.gen.h"
+#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
+#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"
-
-class RasterizerStorageRD : public RasterizerStorage {
+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];
@@ -91,6 +95,21 @@ public:
p_array[11] = 0;
}
+ static _FORCE_INLINE_ void store_transform_transposed_3x4(const Transform3D &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.basis.elements[0][0];
+ p_array[1] = p_mtx.basis.elements[0][1];
+ p_array[2] = p_mtx.basis.elements[0][2];
+ p_array[3] = p_mtx.origin.x;
+ p_array[4] = p_mtx.basis.elements[1][0];
+ p_array[5] = p_mtx.basis.elements[1][1];
+ p_array[6] = p_mtx.basis.elements[1][2];
+ p_array[7] = p_mtx.origin.y;
+ p_array[8] = p_mtx.basis.elements[2][0];
+ p_array[9] = p_mtx.basis.elements[2][1];
+ p_array[10] = p_mtx.basis.elements[2][2];
+ p_array[11] = p_mtx.origin.z;
+ }
+
static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
@@ -123,6 +142,8 @@ public:
virtual bool is_animated() const = 0;
virtual bool casts_shadows() const = 0;
virtual Variant get_default_parameter(const StringName &p_parameter) const = 0;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const { return RS::ShaderNativeSourceCode(); }
+
virtual ~ShaderData() {}
};
@@ -134,18 +155,28 @@ public:
virtual void set_render_priority(int p_priority) = 0;
virtual void set_next_pass(RID p_pass) = 0;
- virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
+ virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0;
virtual ~MaterialData();
+ //to be used internally by update_parameters, in the most common configuration of material parameters
+ bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+ void free_parameters_uniform_set(RID p_uniform_set);
+
private:
- friend class RasterizerStorageRD;
+ friend class RendererStorageRD;
RID self;
List<RID>::Element *global_buffer_E = nullptr;
List<RID>::Element *global_texture_E = nullptr;
uint64_t global_textures_pass = 0;
Map<StringName, uint64_t> used_global_textures;
+
+ //internally by update_parameters_uniform_set
+ Vector<uint8_t> ubo_data;
+ RID uniform_buffer;
+ Vector<RID> texture_cache;
};
typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *);
+ static void _material_uniform_set_erased(const RID &p_set, void *p_material);
enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_WHITE,
@@ -155,6 +186,7 @@ public:
DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
+ DEFAULT_RD_TEXTURE_CUBEMAP_WHITE,
DEFAULT_RD_TEXTURE_3D_WHITE,
DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE,
DEFAULT_RD_TEXTURE_2D_UINT,
@@ -168,12 +200,39 @@ public:
DEFAULT_RD_BUFFER_COLOR,
DEFAULT_RD_BUFFER_TEX_UV,
DEFAULT_RD_BUFFER_TEX_UV2,
+ DEFAULT_RD_BUFFER_CUSTOM0,
+ DEFAULT_RD_BUFFER_CUSTOM1,
+ DEFAULT_RD_BUFFER_CUSTOM2,
+ DEFAULT_RD_BUFFER_CUSTOM3,
DEFAULT_RD_BUFFER_BONES,
DEFAULT_RD_BUFFER_WEIGHTS,
DEFAULT_RD_BUFFER_MAX,
};
private:
+ /* CANVAS TEXTURE API (2D) */
+
+ struct CanvasTexture {
+ RID diffuse;
+ RID normal_map;
+ RID specular;
+ Color specular_color = Color(1, 1, 1, 1);
+ float shininess = 1.0;
+
+ RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
+ RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
+ RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+
+ Size2i size_cache = Size2i(1, 1);
+ bool use_normal_cache = false;
+ bool use_specular_cache = false;
+ bool cleared_cache = true;
+ void clear_sets();
+ ~CanvasTexture();
+ };
+
+ RID_Owner<CanvasTexture, true> canvas_texture_owner;
+
/* TEXTURE API */
struct Texture {
enum Type {
@@ -231,6 +290,8 @@ private:
RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr;
void *detect_roughness_callback_ud = nullptr;
+
+ CanvasTexture *canvas_texture = nullptr;
};
struct TextureToRDFormat {
@@ -316,42 +377,52 @@ private:
};
ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX];
- mutable RID_Owner<Shader> shader_owner;
+ mutable RID_Owner<Shader, true> shader_owner;
/* Material */
struct Material {
RID self;
- MaterialData *data;
- Shader *shader;
+ MaterialData *data = nullptr;
+ Shader *shader = nullptr;
//shortcut to shader data and type
- ShaderType shader_type;
- bool update_requested;
- bool uniform_dirty;
- bool texture_dirty;
- Material *update_next;
+ ShaderType shader_type = SHADER_TYPE_MAX;
+ uint32_t shader_id = 0;
+ bool uniform_dirty = false;
+ bool texture_dirty = false;
Map<StringName, Variant> params;
- int32_t priority;
+ int32_t priority = 0;
RID next_pass;
- RasterizerScene::InstanceDependency instance_dependency;
+ SelfList<Material> update_element;
+
+ Dependency dependency;
+
+ Material() :
+ update_element(this) {}
};
MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX];
- mutable RID_Owner<Material> material_owner;
+ mutable RID_Owner<Material, true> material_owner;
- Material *material_update_list;
+ SelfList<Material>::List material_update_list;
void _material_queue_update(Material *material, bool p_uniform, bool p_texture);
void _update_queued_materials();
/* Mesh */
+ struct MeshInstance;
+
struct Mesh {
struct Surface {
RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
uint32_t format = 0;
RID vertex_buffer;
+ RID attribute_buffer;
+ RID skin_buffer;
uint32_t vertex_count = 0;
+ uint32_t vertex_buffer_size = 0;
+ uint32_t skin_buffer_size = 0;
// A different pipeline needs to be allocated
// depending on the inputs available in the
@@ -376,6 +447,7 @@ private:
struct LOD {
float edge_length = 0.0;
+ uint32_t index_count = 0;
RID index_buffer;
RID index_array;
};
@@ -387,8 +459,7 @@ private:
Vector<AABB> bone_aabbs;
- Vector<RID> blend_shapes;
- RID blend_shape_base_buffer; //source buffer goes here when using blend shapes, and main one is uncompressed
+ RID blend_shape_buffer;
RID material;
@@ -400,6 +471,8 @@ private:
uint32_t particles_render_index = 0;
uint64_t particles_render_pass = 0;
+
+ RID uniform_set;
};
uint32_t blend_shape_count = 0;
@@ -410,17 +483,93 @@ private:
Vector<AABB> bone_aabbs;
+ bool has_bone_weights = false;
+
AABB aabb;
AABB custom_aabb;
Vector<RID> material_cache;
- RasterizerScene::InstanceDependency instance_dependency;
+ List<MeshInstance *> instances;
+
+ RID shadow_mesh;
+ Set<Mesh *> shadow_owners;
+
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<Mesh, true> mesh_owner;
+
+ struct MeshInstance {
+ Mesh *mesh;
+ RID skeleton;
+ struct Surface {
+ RID vertex_buffer;
+ RID uniform_set;
+
+ Mesh::Surface::Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+ };
+ LocalVector<Surface> surfaces;
+ LocalVector<float> blend_weights;
+
+ RID blend_weights_buffer;
+ List<MeshInstance *>::Element *I = nullptr; //used to erase itself
+ uint64_t skeleton_version = 0;
+ bool dirty = false;
+ bool weights_dirty = false;
+ SelfList<MeshInstance> weight_update_list;
+ SelfList<MeshInstance> array_update_list;
+ MeshInstance() :
+ weight_update_list(this), array_update_list(this) {}
};
- mutable RID_Owner<Mesh> mesh_owner;
+ void _mesh_instance_clear(MeshInstance *mi);
+ void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
- void _mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask);
+ mutable RID_Owner<MeshInstance> mesh_instance_owner;
+
+ SelfList<MeshInstance>::List dirty_mesh_instance_weights;
+ SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
+
+ struct SkeletonShader {
+ struct PushConstant {
+ uint32_t has_normal;
+ uint32_t has_tangent;
+ uint32_t has_skeleton;
+ uint32_t has_blend_shape;
+
+ uint32_t vertex_count;
+ uint32_t vertex_stride;
+ uint32_t skin_stride;
+ uint32_t skin_weight_offset;
+
+ uint32_t blend_shape_count;
+ uint32_t normalized_blend_shapes;
+ uint32_t pad0;
+ uint32_t pad1;
+ };
+
+ enum {
+ UNIFORM_SET_INSTANCE = 0,
+ UNIFORM_SET_SURFACE = 1,
+ UNIFORM_SET_SKELETON = 2,
+ };
+ enum {
+ SHADER_MODE_2D,
+ SHADER_MODE_3D,
+ SHADER_MODE_MAX
+ };
+
+ SkeletonShaderRD shader;
+ RID version;
+ RID version_shader[SHADER_MODE_MAX];
+ RID pipeline[SHADER_MODE_MAX];
+
+ RID default_skeleton_uniform_set;
+ } skeleton_shader;
+
+ void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX];
@@ -445,14 +594,15 @@ private:
RID buffer; //storage buffer
RID uniform_set_3d;
+ RID uniform_set_2d;
bool dirty = false;
MultiMesh *dirty_list = nullptr;
- RasterizerScene::InstanceDependency instance_dependency;
+ Dependency dependency;
};
- mutable RID_Owner<MultiMesh> multimesh_owner;
+ mutable RID_Owner<MultiMesh, true> multimesh_owner;
MultiMesh *multimesh_dirty_list = nullptr;
@@ -471,24 +621,75 @@ private:
float color[4];
float custom[3];
float lifetime;
- uint32_t pad[3];
};
struct ParticlesFrameParams {
+ enum {
+ MAX_ATTRACTORS = 32,
+ MAX_COLLIDERS = 32,
+ MAX_3D_TEXTURES = 7
+ };
+
+ enum AttractorType {
+ ATTRACTOR_TYPE_SPHERE,
+ ATTRACTOR_TYPE_BOX,
+ ATTRACTOR_TYPE_VECTOR_FIELD,
+ };
+
+ struct Attractor {
+ float transform[16];
+ float extents[3]; //exents or radius
+ uint32_t type;
+
+ uint32_t texture_index; //texture index for vector field
+ float strength;
+ float attenuation;
+ float directionality;
+ };
+
+ enum CollisionType {
+ COLLISION_TYPE_SPHERE,
+ COLLISION_TYPE_BOX,
+ COLLISION_TYPE_SDF,
+ COLLISION_TYPE_HEIGHT_FIELD,
+ COLLISION_TYPE_2D_SDF,
+
+ };
+
+ struct Collider {
+ float transform[16];
+ float extents[3]; //exents or radius
+ uint32_t type;
+
+ uint32_t texture_index; //texture index for vector field
+ real_t scale;
+ uint32_t pad[2];
+ };
+
uint32_t emitting;
float system_phase;
float prev_system_phase;
uint32_t cycle;
- float explosiveness;
- float randomness;
+ real_t explosiveness;
+ real_t randomness;
float time;
float delta;
+ uint32_t frame;
+ uint32_t pad0;
+ uint32_t pad1;
+ uint32_t pad2;
+
uint32_t random_seed;
- uint32_t pad[3];
+ uint32_t attractor_count;
+ uint32_t collider_count;
+ float particle_size;
float emission_transform[16];
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
};
struct ParticleEmissionBufferData {
@@ -511,23 +712,37 @@ 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;
+ double inactive_time = 0.0;
+ bool emitting = false;
+ bool one_shot = false;
+ int amount = 0;
+ double lifetime = 1.0;
+ double pre_process_time = 0.0;
+ real_t explosiveness = 0.0;
+ real_t randomness = 0.0;
+ bool restart_request = false;
+ AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
+ bool use_local_coords = true;
+ bool has_collision_cache = false;
+
+ bool has_sdf_collision = false;
+ Transform2D sdf_collision_transform;
+ Rect2 sdf_collision_to_screen;
+ RID sdf_collision_texture;
+
RID process_material;
+ uint32_t frame_counter = 0;
+ RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
- RS::ParticlesDrawOrder draw_order;
+ RS::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;
@@ -536,6 +751,11 @@ private:
RID particles_material_uniform_set;
RID particles_copy_uniform_set;
RID particles_transforms_buffer_uniform_set;
+ RID collision_textures_uniform_set;
+
+ RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
+ uint32_t collision_3d_textures_used = 0;
+ RID collision_heightmap_texture;
RID particles_sort_buffer;
RID particles_sort_uniform_set;
@@ -545,62 +765,49 @@ private:
RID sub_emitter;
- float phase;
- float prev_phase;
- uint64_t prev_ticks;
- uint32_t random_seed;
+ double phase = 0.0;
+ double 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;
+ double speed_scale = 1.0;
- int fixed_fps;
- bool fractional_delta;
- float frame_remainder;
+ int fixed_fps = 30;
+ bool interpolate = true;
+ bool fractional_delta = false;
+ double frame_remainder = 0;
+ real_t 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;
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
- 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),
- clear(true) {
- }
+ Set<RID> collisions;
+
+ Dependency dependency;
- RasterizerScene::InstanceDependency instance_dependency;
+ double trail_length = 1.0;
+ bool trails_enabled = false;
+ LocalVector<ParticlesFrameParams> frame_history;
+ LocalVector<ParticlesFrameParams> trail_params;
- ParticlesFrameParams frame_params;
+ Particles() {
+ }
};
- void _particles_process(Particles *p_particles, float p_delta);
+ void _particles_process(Particles *p_particles, double p_delta);
void _particles_allocate_emission_buffer(Particles *particles);
void _particles_free_data(Particles *particles);
+ void _particles_update_buffers(Particles *particles);
struct ParticlesShader {
struct PushConstant {
@@ -612,7 +819,7 @@ private:
uint32_t use_fractional_delta;
uint32_t sub_emitter_mode;
uint32_t can_emit;
- uint32_t pad;
+ uint32_t trail_pass;
};
ParticlesShaderRD shader;
@@ -627,10 +834,24 @@ 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,
@@ -640,6 +861,8 @@ private:
RID copy_shader_version;
RID copy_pipelines[COPY_MODE_MAX];
+ LocalVector<float> pose_update_buffer;
+
} particles_shader;
Particles *particle_update_list = nullptr;
@@ -647,8 +870,9 @@ private:
struct ParticlesShaderData : public ShaderData {
bool valid;
RID version;
+ bool uses_collision = false;
- //RenderPipelineVertexFormatCacheRD pipelines[SKY_VERSION_MAX];
+ //PipelineCacheRD pipelines[SKY_VERSION_MAX];
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
@@ -666,43 +890,83 @@ private:
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
- virtual void get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
ParticlesShaderData();
virtual ~ParticlesShaderData();
};
ShaderData *_create_particles_shader_func();
- static RasterizerStorageRD::ShaderData *_create_particles_shader_funcs() {
+ static RendererStorageRD::ShaderData *_create_particles_shader_funcs() {
return base_singleton->_create_particles_shader_func();
}
struct ParticlesMaterialData : public MaterialData {
- uint64_t last_frame;
- ParticlesShaderData *shader_data;
- RID uniform_buffer;
+ uint64_t last_frame = 0;
+ ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
- Vector<RID> texture_cache;
- Vector<uint8_t> ubo_data;
- bool uniform_set_updated;
+ bool uniform_set_updated = false;
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 bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~ParticlesMaterialData();
};
MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
- static RasterizerStorageRD::MaterialData *_create_particles_material_funcs(ShaderData *p_shader) {
+ static RendererStorageRD::MaterialData *_create_particles_material_funcs(ShaderData *p_shader) {
return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
}
void update_particles();
- mutable RID_Owner<Particles> particles_owner;
+ mutable RID_Owner<Particles, true> particles_owner;
+
+ /* Particles Collision */
+
+ struct ParticlesCollision {
+ RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ float radius = 1.0;
+ Vector3 extents = Vector3(1, 1, 1);
+ float attractor_strength = 1.0;
+ float attractor_attenuation = 1.0;
+ float attractor_directionality = 0.0;
+ RID field_texture;
+ RID heightfield_texture;
+ RID heightfield_fb;
+ Size2i heightfield_fb_size;
+
+ RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
+
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
+
+ struct ParticlesCollisionInstance {
+ RID collision;
+ Transform3D transform;
+ bool active = false;
+ };
+
+ mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
+
+ /* visibility_notifier */
+
+ struct VisibilityNotifier {
+ AABB aabb;
+ Callable enter_callback;
+ Callable exit_callback;
+ Dependency dependency;
+ };
+
+ mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
/* Skeleton */
@@ -717,11 +981,14 @@ private:
Transform2D base_transform_2d;
RID uniform_set_3d;
+ RID uniform_set_mi;
+
+ uint64_t version = 1;
- RasterizerScene::InstanceDependency instance_dependency;
+ Dependency dependency;
};
- mutable RID_Owner<Skeleton> skeleton_owner;
+ mutable RID_Owner<Skeleton, true> skeleton_owner;
_FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
@@ -745,14 +1012,14 @@ private:
uint32_t cull_mask = 0xFFFFFFFF;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
- RS::LightDirectionalShadowDepthRangeMode directional_range_mode = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE;
bool directional_blend_splits = false;
+ bool directional_sky_only = false;
uint64_t version = 0;
- RasterizerScene::InstanceDependency instance_dependency;
+ Dependency dependency;
};
- mutable RID_Owner<Light> light_owner;
+ mutable RID_Owner<Light, true> light_owner;
/* REFLECTION PROBE */
@@ -770,11 +1037,12 @@ private:
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
+ float lod_threshold = 0.01;
- RasterizerScene::InstanceDependency instance_dependency;
+ Dependency dependency;
};
- mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
+ mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
/* DECAL */
@@ -792,14 +1060,14 @@ private:
float distance_fade_length = 1;
float normal_fade = 0.0;
- RasterizerScene::InstanceDependency instance_dependency;
+ Dependency dependency;
};
- mutable RID_Owner<Decal> decal_owner;
+ mutable RID_Owner<Decal, true> decal_owner;
- /* GI PROBE */
+ /* VOXEL GI */
- struct GIProbe {
+ struct VoxelGI {
RID octree_buffer;
RID data_buffer;
RID sdf_texture;
@@ -811,14 +1079,12 @@ private:
int cell_count = 0;
- Transform to_cell_xform;
+ Transform3D to_cell_xform;
AABB bounds;
Vector3i octree_size;
float dynamic_range = 4.0;
float energy = 1.0;
- float ao = 0.0;
- float ao_size = 0.5;
float bias = 1.4;
float normal_bias = 0.0;
float propagation = 0.7;
@@ -830,15 +1096,10 @@ private:
uint32_t version = 1;
uint32_t data_version = 1;
- RasterizerScene::InstanceDependency instance_dependency;
+ Dependency dependency;
};
- GiprobeSdfShaderRD giprobe_sdf_shader;
- RID giprobe_sdf_shader_version;
- RID giprobe_sdf_shader_version_shader;
- RID giprobe_sdf_shader_pipeline;
-
- mutable RID_Owner<GIProbe> gi_probe_owner;
+ mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
/* REFLECTION PROBE */
@@ -859,7 +1120,7 @@ private:
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
- RasterizerScene::InstanceDependency instance_dependency;
+ Dependency dependency;
};
bool using_lightmap_array; //high end uses this
@@ -869,7 +1130,7 @@ private:
uint64_t lightmap_array_version = 0;
- mutable RID_Owner<Lightmap> lightmap_owner;
+ mutable RID_Owner<Lightmap, true> lightmap_owner;
float lightmap_probe_capture_update_speed = 4;
@@ -877,6 +1138,7 @@ private:
struct RenderTarget {
Size2i size;
+ uint32_t view_count;
RID framebuffer;
RID color;
@@ -887,7 +1149,10 @@ private:
bool flags[RENDER_TARGET_FLAG_MAX];
+ bool sdf_enabled = false;
+
RID backbuffer; //used for effects
+ RID backbuffer_fb;
RID backbuffer_mipmap0;
struct BackbufferMipmap {
@@ -896,8 +1161,19 @@ private:
};
Vector<BackbufferMipmap> backbuffer_mipmaps;
+
+ RID framebuffer_uniform_set;
RID backbuffer_uniform_set;
+ RID sdf_buffer_write;
+ RID sdf_buffer_write_fb;
+ RID sdf_buffer_process[2];
+ RID sdf_buffer_read;
+ RID sdf_buffer_process_uniform_sets[2];
+ RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
+ RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
+ Size2i process_size;
+
//texture generated for this owner (nor RD).
RID texture;
bool was_used;
@@ -907,11 +1183,38 @@ private:
Color clear_color;
};
- RID_Owner<RenderTarget> render_target_owner;
+ mutable RID_Owner<RenderTarget> render_target_owner;
void _clear_render_target(RenderTarget *rt);
void _update_render_target(RenderTarget *rt);
void _create_render_target_backbuffer(RenderTarget *rt);
+ void _render_target_allocate_sdf(RenderTarget *rt);
+ void _render_target_clear_sdf(RenderTarget *rt);
+ Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
+
+ struct RenderTargetSDF {
+ enum {
+ SHADER_LOAD,
+ SHADER_LOAD_SHRINK,
+ SHADER_PROCESS,
+ SHADER_PROCESS_OPTIMIZED,
+ SHADER_STORE,
+ SHADER_STORE_SHRINK,
+ SHADER_MAX
+ };
+
+ struct PushConstant {
+ int32_t size[2];
+ int32_t stride;
+ int32_t shift;
+ int32_t base_size[2];
+ int32_t pad[2];
+ };
+
+ CanvasSdfShaderRD shader;
+ RID shader_version;
+ RID pipelines[SHADER_MAX];
+ } rt_sdf;
/* GLOBAL SHADER VARIABLES */
@@ -981,27 +1284,30 @@ private:
void _update_global_variables();
/* EFFECTS */
- RasterizerEffectsRD effects;
+ EffectsRD *effects = NULL;
public:
+ virtual bool can_create_resources_async() const;
+
/* TEXTURE API */
- virtual RID texture_2d_create(const Ref<Image> &p_image);
- virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
- virtual RID texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
- virtual RID texture_proxy_create(RID p_base);
+ virtual RID texture_allocate();
+
+ virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image);
+ virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type);
+ virtual void texture_3d_initialize(RID p_texture, Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data); //all slices, then all the mipmaps, must be coherent
+ virtual void texture_proxy_initialize(RID p_texture, RID p_base);
virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate);
- virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data);
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to);
//these two APIs can be used together or in combination with the others.
- virtual RID texture_2d_placeholder_create();
- virtual RID texture_2d_layered_placeholder_create(RenderingServer::TextureLayeredType p_layered_type);
- virtual RID texture_3d_placeholder_create();
+ virtual void texture_2d_placeholder_initialize(RID p_texture);
+ virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type);
+ virtual void texture_3d_placeholder_initialize(RID p_texture);
virtual Ref<Image> texture_2d_get(RID p_texture) const;
virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const;
@@ -1044,7 +1350,7 @@ public:
if (p_texture.is_null()) {
return RID();
}
- Texture *tex = texture_owner.getornull(p_texture);
+ Texture *tex = texture_owner.get_or_null(p_texture);
if (!tex) {
return RID();
@@ -1056,7 +1362,7 @@ public:
if (p_texture.is_null()) {
return Size2i();
}
- Texture *tex = texture_owner.getornull(p_texture);
+ Texture *tex = texture_owner.get_or_null(p_texture);
if (!tex) {
return Size2i();
@@ -1071,9 +1377,23 @@ public:
return default_rd_samplers[p_filter][p_repeat];
}
+ /* CANVAS TEXTURE API */
+
+ RID canvas_texture_allocate();
+ void canvas_texture_initialize(RID p_canvas_texture);
+
+ virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture);
+ virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess);
+
+ virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter);
+ virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat);
+
+ bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
+
/* SHADER API */
- RID shader_create();
+ RID shader_allocate();
+ void shader_initialize(RID p_shader);
void shader_set_code(RID p_shader, const String &p_code);
String shader_get_code(RID p_shader) const;
@@ -1084,9 +1404,12 @@ public:
Variant shader_get_param_default(RID p_shader, const StringName &p_param) const;
void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function);
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const;
+
/* COMMON MATERIAL API */
- RID material_create();
+ RID material_allocate();
+ void material_initialize(RID p_material);
void material_set_shader(RID p_material, RID p_shader);
@@ -1101,13 +1424,18 @@ public:
void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters);
- void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance);
+ void material_update_dependency(RID p_material, DependencyTracker *p_instance);
void material_force_update_textures(RID p_material, ShaderType p_shader_type);
void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function);
+ _FORCE_INLINE_ uint32_t material_get_shader_id(RID p_material) {
+ Material *material = material_owner.get_or_null(p_material);
+ return material->shader_id;
+ }
+
_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
- Material *material = material_owner.getornull(p_material);
+ Material *material = material_owner.get_or_null(p_material);
if (!material || material->shader_type != p_shader_type) {
return nullptr;
} else {
@@ -1117,7 +1445,10 @@ public:
/* MESH API */
- virtual RID mesh_create();
+ RID mesh_allocate();
+ void mesh_initialize(RID p_mesh);
+
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count);
/// Return stride
virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface);
@@ -1127,7 +1458,9 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode);
virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const;
- virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
+ virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
+ virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
+ virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data);
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material);
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const;
@@ -1140,17 +1473,28 @@ public:
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID());
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh);
virtual void mesh_clear(RID p_mesh);
+ virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton);
+
+ /* MESH INSTANCE */
+
+ virtual RID mesh_instance_create(RID p_base);
+ virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton);
+ virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight);
+ virtual void mesh_instance_check_for_update(RID p_mesh_instance);
+ virtual void update_mesh_instances();
+
_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
ERR_FAIL_COND_V(!mesh, nullptr);
r_surface_count = mesh->surface_count;
if (r_surface_count == 0) {
return nullptr;
}
- if (mesh->material_cache.empty()) {
+ if (mesh->material_cache.is_empty()) {
mesh->material_cache.resize(mesh->surface_count);
for (uint32_t i = 0; i < r_surface_count; i++) {
mesh->material_cache.write[i] = mesh->surfaces[i]->material;
@@ -1160,22 +1504,72 @@ public:
return mesh->material_cache.ptr();
}
- _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, RS::PRIMITIVE_MAX);
- ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, RS::PRIMITIVE_MAX);
+ _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+ ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
- return mesh->surfaces[p_surface_index]->primitive;
+ return mesh->surfaces[p_surface_index];
}
- _FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND(!mesh);
- ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
+ _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
- Mesh::Surface *s = mesh->surfaces[p_surface_index];
+ return mesh->shadow_mesh;
+ }
+
+ _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
+ Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return surface->primitive;
+ }
- r_index_array_rd = s->index_array;
+ _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->lod_count > 0;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->index_count ? s->index_count : s->vertex_count;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold, uint32_t *r_index_count = nullptr) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ int32_t current_lod = -1;
+ if (r_index_count) {
+ *r_index_count = s->index_count;
+ }
+ for (uint32_t i = 0; i < s->lod_count; i++) {
+ float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
+ if (screen_size > p_lod_threshold) {
+ break;
+ }
+ current_lod = i;
+ }
+ if (current_lod == -1) {
+ return 0;
+ } else {
+ if (r_index_count) {
+ *r_index_count = s->lods[current_lod].index_count;
+ }
+ return current_lod + 1;
+ }
+ }
+
+ _FORCE_INLINE_ RID mesh_surface_get_index_array(void *p_surface, uint32_t p_lod) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ if (p_lod == 0) {
+ return s->index_array;
+ } else {
+ return s->lods[p_lod - 1].index_array;
+ }
+ }
+
+ _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
s->version_lock.lock();
@@ -1192,9 +1586,11 @@ public:
return;
}
- uint32_t version = s->version_count; //gets added at the end
+ uint32_t version = s->version_count;
+ s->version_count++;
+ s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
- _mesh_surface_generate_version_for_input_mask(s, p_input_mask);
+ _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
r_vertex_format = s->versions[version].vertex_format;
r_vertex_array_rd = s->versions[version].vertex_array;
@@ -1202,13 +1598,49 @@ public:
s->version_lock.unlock();
}
+ _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RD::VertexFormatID &r_vertex_format) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ Mesh *mesh = mi->mesh;
+ ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
+
+ MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
+
+ s->version_lock.lock();
+
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
+
+ for (uint32_t i = 0; i < mis->version_count; i++) {
+ if (mis->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_format = mis->versions[i].vertex_format;
+ r_vertex_array_rd = mis->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
+
+ uint32_t version = mis->version_count;
+ mis->version_count++;
+ mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
+
+ _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
+
+ r_vertex_format = mis->versions[version].vertex_format;
+ r_vertex_array_rd = mis->versions[version].vertex_array;
+
+ s->version_lock.unlock();
+ }
+
_FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) {
ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID());
return mesh_default_rd_buffers[p_buffer];
}
_FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
Mesh::Surface *s = mesh->surfaces[p_surface_index];
if (s->render_pass != p_render_pass) {
@@ -1221,7 +1653,7 @@ public:
}
_FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
Mesh::Surface *s = mesh->surfaces[p_surface_index];
if (s->multimesh_render_pass != p_render_pass) {
@@ -1234,7 +1666,7 @@ public:
}
_FORCE_INLINE_ uint32_t mesh_surface_get_particles_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) {
- Mesh *mesh = mesh_owner.getornull(p_mesh);
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
Mesh::Surface *s = mesh->surfaces[p_surface_index];
if (s->particles_render_pass != p_render_pass) {
@@ -1248,20 +1680,21 @@ public:
/* MULTIMESH API */
- RID multimesh_create();
+ RID multimesh_allocate();
+ void multimesh_initialize(RID p_multimesh);
- void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
+ void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false);
int multimesh_get_instance_count(RID p_multimesh) const;
void multimesh_set_mesh(RID p_multimesh, RID p_mesh);
- void multimesh_instance_set_transform(RID p_multimesh, int p_index, const 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;
@@ -1275,22 +1708,22 @@ public:
AABB multimesh_get_aabb(RID p_multimesh) const;
_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->xform_format;
}
_FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->uses_colors;
}
_FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->uses_custom_data;
}
_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
if (multimesh->visible_instances >= 0) {
return multimesh->visible_instances;
}
@@ -1298,11 +1731,11 @@ public:
}
_FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
- MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
if (!multimesh->uniform_set_3d.is_valid()) {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(multimesh->buffer);
uniforms.push_back(u);
@@ -1312,36 +1745,41 @@ public:
return multimesh->uniform_set_3d;
}
- /* IMMEDIATE API */
+ _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ if (!multimesh->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);
+ }
- RID immediate_create() { return RID(); }
- void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) {}
- void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {}
- void immediate_normal(RID p_immediate, const Vector3 &p_normal) {}
- void immediate_tangent(RID p_immediate, const Plane &p_tangent) {}
- void immediate_color(RID p_immediate, const Color &p_color) {}
- void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {}
- void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {}
- void immediate_end(RID p_immediate) {}
- void immediate_clear(RID p_immediate) {}
- void immediate_set_material(RID p_immediate, RID p_material) {}
- RID immediate_get_material(RID p_immediate) const { return RID(); }
- AABB immediate_get_aabb(RID p_immediate) const { return AABB(); }
+ return multimesh->uniform_set_2d;
+ }
/* SKELETON API */
- RID skeleton_create();
- void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
+ RID skeleton_allocate();
+ void skeleton_initialize(RID p_skeleton);
+
+ void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false);
void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
- void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const 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;
+ _FORCE_INLINE_ bool skeleton_is_valid(RID p_skeleton) {
+ return skeleton_owner.get_or_null(p_skeleton) != nullptr;
+ }
+
_FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const {
- Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
ERR_FAIL_COND_V(!skeleton, RID());
ERR_FAIL_COND_V(skeleton->size == 0, RID());
if (skeleton->use_2d) {
@@ -1350,7 +1788,7 @@ public:
if (!skeleton->uniform_set_3d.is_valid()) {
Vector<RD::Uniform> uniforms;
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(skeleton->buffer);
uniforms.push_back(u);
@@ -1361,11 +1799,16 @@ public:
}
/* Light API */
- RID light_create(RS::LightType p_type);
+ void _light_initialize(RID p_rid, RS::LightType p_type);
- RID directional_light_create() { return light_create(RS::LIGHT_DIRECTIONAL); }
- RID omni_light_create() { return light_create(RS::LIGHT_OMNI); }
- RID spot_light_create() { return light_create(RS::LIGHT_SPOT); }
+ RID directional_light_allocate();
+ void directional_light_initialize(RID p_light);
+
+ RID omni_light_allocate();
+ void omni_light_initialize(RID p_light);
+
+ RID spot_light_allocate();
+ void spot_light_initialize(RID p_light);
void light_set_color(RID p_light, const Color &p_color);
void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
@@ -1383,14 +1826,14 @@ public:
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
void light_directional_set_blend_splits(RID p_light, bool p_enable);
bool light_directional_get_blend_splits(RID p_light) const;
- void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode);
- RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const;
+ void light_directional_set_sky_only(RID p_light, bool p_sky_only);
+ bool light_directional_is_sky_only(RID p_light) const;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
_FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->type;
@@ -1398,63 +1841,70 @@ public:
AABB light_get_aabb(RID p_light) const;
_FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->param[p_param];
}
_FORCE_INLINE_ RID light_get_projector(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RID());
return light->projector;
}
_FORCE_INLINE_ Color light_get_color(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, Color());
return light->color;
}
_FORCE_INLINE_ Color light_get_shadow_color(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, Color());
return light->shadow_color;
}
_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->cull_mask;
}
_FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->shadow;
}
+ _FORCE_INLINE_ bool light_has_projector(RID p_light) const {
+ const Light *light = light_owner.get_or_null(p_light);
+ ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
+
+ return texture_owner.owns(light->projector);
+ }
+
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->negative;
}
_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
}
_FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
- const Light *light = light_owner.getornull(p_light);
+ const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
@@ -1466,7 +1916,8 @@ public:
/* PROBE API */
- RID reflection_probe_create();
+ RID reflection_probe_allocate();
+ void reflection_probe_initialize(RID p_reflection_probe);
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
void reflection_probe_set_intensity(RID p_probe, float p_intensity);
@@ -1481,6 +1932,7 @@ public:
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
void reflection_probe_set_resolution(RID p_probe, int p_resolution);
+ void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio);
AABB reflection_probe_get_aabb(RID p_probe) const;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
@@ -1488,6 +1940,8 @@ public:
Vector3 reflection_probe_get_extents(RID p_probe) const;
Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
float reflection_probe_get_origin_max_distance(RID p_probe) const;
+ float reflection_probe_get_lod_threshold(RID p_probe) const;
+
int reflection_probe_get_resolution(RID p_probe) const;
bool reflection_probe_renders_shadows(RID p_probe) const;
@@ -1498,12 +1952,14 @@ public:
Color reflection_probe_get_ambient_color(RID p_probe) const;
float reflection_probe_get_ambient_color_energy(RID p_probe) const;
- void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
- void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
+ void base_update_dependency(RID p_base, DependencyTracker *p_instance);
+ void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance);
/* DECAL API */
- virtual RID decal_create();
+ RID decal_allocate();
+ void decal_initialize(RID p_decal);
+
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents);
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture);
virtual void decal_set_emission_energy(RID p_decal, float p_energy);
@@ -1515,123 +1971,119 @@ public:
virtual void decal_set_normal_fade(RID p_decal, float p_fade);
_FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->extents;
}
_FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->textures[p_texture];
}
_FORCE_INLINE_ Color decal_get_modulate(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->modulate;
}
_FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->emission_energy;
}
_FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->albedo_mix;
}
_FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->cull_mask;
}
_FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->upper_fade;
}
_FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->lower_fade;
}
_FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->normal_fade;
}
_FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade;
}
_FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade_begin;
}
_FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) {
- const Decal *decal = decal_owner.getornull(p_decal);
+ const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade_length;
}
virtual AABB decal_get_aabb(RID p_decal) const;
- /* GI PROBE API */
-
- RID gi_probe_create();
-
- void gi_probe_allocate(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);
+ /* VOXEL GI API */
- 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;
+ RID voxel_gi_allocate();
+ void voxel_gi_initialize(RID p_voxel_gi);
- Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const;
- Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const;
+ 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);
- void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range);
- float gi_probe_get_dynamic_range(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;
- void gi_probe_set_propagation(RID p_gi_probe, float p_range);
- float gi_probe_get_propagation(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_energy(RID p_gi_probe, float p_energy);
- float gi_probe_get_energy(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_ao(RID p_gi_probe, float p_ao);
- float gi_probe_get_ao(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_ao_size(RID p_gi_probe, float p_strength);
- float gi_probe_get_ao_size(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_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 */
- virtual RID lightmap_create();
+ RID lightmap_allocate();
+ void lightmap_initialize(RID p_lightmap);
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics);
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds);
@@ -1648,15 +2100,19 @@ public:
_FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const {
return lightmap_probe_capture_update_speed;
}
-
+ _FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
+ ERR_FAIL_COND_V(!lm, RID());
+ return lm->light_texture;
+ }
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->array_index;
}
_FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays
- const Lightmap *lm = lightmap_owner.getornull(p_lightmap);
+ const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->uses_spherical_harmonics;
}
_FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
@@ -1676,23 +2132,33 @@ public:
/* PARTICLES */
- RID particles_create();
+ 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);
+ void particles_set_lifetime(RID p_particles, double p_lifetime);
void particles_set_one_shot(RID p_particles, bool p_one_shot);
- void particles_set_pre_process_time(RID p_particles, float p_time);
- void particles_set_explosiveness_ratio(RID p_particles, float p_ratio);
- void particles_set_randomness_ratio(RID p_particles, float p_ratio);
+ void particles_set_pre_process_time(RID p_particles, double p_time);
+ void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio);
+ void particles_set_randomness_ratio(RID p_particles, real_t p_ratio);
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
- void particles_set_speed_scale(RID p_particles, float p_scale);
+ void particles_set_speed_scale(RID p_particles, double p_scale);
void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
void particles_set_process_material(RID p_particles, RID p_material);
void particles_set_fixed_fps(RID p_particles, int p_fps);
+ void particles_set_interpolate(RID p_particles, bool p_enable);
void particles_set_fractional_delta(RID p_particles, bool p_enable);
+ void particles_set_collision_base_size(RID p_particles, real_t p_size);
+ void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align);
+
+ void particles_set_trails(RID p_particles, bool p_enable, double p_length);
+ void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses);
+
void particles_restart(RID p_particles);
- void particles_emit(RID p_particles, const 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);
@@ -1704,39 +2170,60 @@ 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) {
- Particles *particles = particles_owner.getornull(p_particles);
+ _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
+ return particles->mode;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
+ r_trail_divisor = particles->trail_bind_poses.size();
+ } else {
+ r_trail_divisor = 1;
+ }
+
+ return particles->amount * r_trail_divisor;
+ }
+
+ _FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
- return particles->amount;
+ return particles->has_collision_cache;
}
_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
- Particles *particles = particles_owner.getornull(p_particles);
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, false);
return particles->use_local_coords;
}
_FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
- Particles *particles = particles_owner.getornull(p_particles);
+ Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RID());
if (particles->particles_transforms_buffer_uniform_set.is_null()) {
+ _particles_update_buffers(particles);
+
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
- u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.ids.push_back(particles->particle_instance_buffer);
uniforms.push_back(u);
@@ -1748,6 +2235,43 @@ public:
return particles->particles_transforms_buffer_uniform_set;
}
+ virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
+ virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance);
+ virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
+
+ /* PARTICLES COLLISION */
+
+ RID particles_collision_allocate();
+ void particles_collision_initialize(RID p_particles_collision);
+
+ virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
+ virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius); //for spheres
+ virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength);
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality);
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve);
+ virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
+ virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
+ virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
+ virtual AABB particles_collision_get_aabb(RID p_particles_collision) const;
+ virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const;
+ virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
+ RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
+
+ virtual RID visibility_notifier_allocate();
+ virtual void visibility_notifier_initialize(RID p_notifier);
+ virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb);
+ virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable);
+
+ virtual AABB visibility_notifier_get_aabb(RID p_notifier) const;
+ virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred);
+
+ //used from 2D and 3D
+ virtual RID particles_collision_instance_create(RID p_collision);
+ virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform);
+ virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active);
+
/* GLOBAL VARIABLES API */
virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value);
@@ -1773,13 +2297,16 @@ public:
RID render_target_create();
void render_target_set_position(RID p_render_target, int p_x, int p_y);
- void render_target_set_size(RID p_render_target, int p_width, int p_height);
+ void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count);
RID render_target_get_texture(RID p_render_target);
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
bool render_target_was_used(RID p_render_target);
void render_target_set_as_unused(RID p_render_target);
- void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region);
+ void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
+ void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
+ void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
+
RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
@@ -1788,9 +2315,25 @@ public:
virtual void render_target_disable_clear_request(RID p_render_target);
virtual void render_target_do_clear_request(RID p_render_target);
+ virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale);
+ RID render_target_get_sdf_texture(RID p_render_target);
+ RID render_target_get_sdf_framebuffer(RID p_render_target);
+ void render_target_sdf_process(RID p_render_target);
+ virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const;
+ void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled);
+ bool render_target_is_sdf_enabled(RID p_render_target) const;
+
Size2 render_target_get_size(RID p_render_target);
RID render_target_get_rd_framebuffer(RID p_render_target);
RID render_target_get_rd_texture(RID p_render_target);
+ RID render_target_get_rd_backbuffer(RID p_render_target);
+ RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
+
+ RID render_target_get_framebuffer_uniform_set(RID p_render_target);
+ RID render_target_get_backbuffer_uniform_set(RID p_render_target);
+
+ void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set);
+ void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set);
RS::InstanceType get_base_type(RID p_rid) const;
@@ -1802,13 +2345,16 @@ public:
void set_debug_generate_wireframes(bool p_generate) {}
- void render_info_begin_capture() {}
- void render_info_end_capture() {}
- int get_captured_render_info(RS::RenderInfo p_info) { return 0; }
+ //keep cached since it can be called form any thread
+ uint64_t texture_mem_cache = 0;
+ uint64_t buffer_mem_cache = 0;
+ uint64_t total_mem_cache = 0;
+
+ virtual void update_memory_info();
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info);
- int get_render_info(RS::RenderInfo p_info) { return 0; }
- String get_video_adapter_name() const { return String(); }
- String get_video_adapter_vendor() const { return String(); }
+ String get_video_adapter_name() const;
+ String get_video_adapter_vendor() const;
virtual void capture_timestamps_begin();
virtual void capture_timestamp(const String &p_name);
@@ -1818,12 +2364,15 @@ public:
virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const;
virtual String get_captured_timestamp_name(uint32_t p_index) const;
- static RasterizerStorageRD *base_singleton;
+ RID get_default_rd_storage_buffer() { return default_rd_storage_buffer; }
+
+ static RendererStorageRD *base_singleton;
- RasterizerEffectsRD *get_effects();
+ void init_effects(bool p_prefer_raster_effects);
+ EffectsRD *get_effects();
- RasterizerStorageRD();
- ~RasterizerStorageRD();
+ RendererStorageRD();
+ ~RendererStorageRD();
};
#endif // RASTERIZER_STORAGE_RD_H
diff --git a/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index f70ddbb75a..cddb679eba 100644
--- a/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,9 +30,9 @@
#include "shader_compiler_rd.h"
+#include "core/config/project_settings.h"
#include "core/os/os.h"
-#include "core/project_settings.h"
-#include "rasterizer_storage_rd.h"
+#include "renderer_storage_rd.h"
#include "servers/rendering_server.h"
#define SL ShaderLanguage
@@ -213,7 +213,7 @@ static String _interpstr(SL::DataInterpolation p_interp) {
return "";
}
-static String _prestr(SL::DataPrecision p_pres) {
+static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {
switch (p_pres) {
case SL::PRECISION_LOWP:
return "lowp ";
@@ -222,7 +222,7 @@ static String _prestr(SL::DataPrecision p_pres) {
case SL::PRECISION_HIGHP:
return "highp ";
case SL::PRECISION_DEFAULT:
- return "";
+ return p_force_highp ? "highp " : "";
}
return "";
}
@@ -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]);
}
}
@@ -423,13 +446,13 @@ static String _get_global_variable_from_type_and_index(const String &p_buffer, c
return "(" + p_buffer + "[" + p_index + "].x != 0.0)";
}
case ShaderLanguage::TYPE_BVEC2: {
- return "(" + p_buffer + "[" + p_index + "].xy != vec2(0.0))";
+ return "(notEqual(" + p_buffer + "[" + p_index + "].xy, vec2(0.0)))";
}
case ShaderLanguage::TYPE_BVEC3: {
- return "(" + p_buffer + "[" + p_index + "].xyz != vec3(0.0))";
+ return "(notEqual(" + p_buffer + "[" + p_index + "].xyz, vec3(0.0)))";
}
case ShaderLanguage::TYPE_BVEC4: {
- return "(" + p_buffer + "[" + p_index + "].xyzw != vec4(0.0))";
+ return "(notEqual(" + p_buffer + "[" + p_index + "].xyzw, vec4(0.0)))";
}
case ShaderLanguage::TYPE_INT: {
return "floatBitsToInt(" + p_buffer + "[" + p_index + "].x)";
@@ -444,16 +467,16 @@ static String _get_global_variable_from_type_and_index(const String &p_buffer, c
return "floatBitsToInt(" + p_buffer + "[" + p_index + "].xyzw)";
}
case ShaderLanguage::TYPE_UINT: {
- return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].x)";
+ return "floatBitsToUint(" + p_buffer + "[" + p_index + "].x)";
}
case ShaderLanguage::TYPE_UVEC2: {
- return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xy)";
+ return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xy)";
}
case ShaderLanguage::TYPE_UVEC3: {
- return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xyz)";
+ return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyz)";
}
case ShaderLanguage::TYPE_UVEC4: {
- return "floatBitsToUInt(" + p_buffer + "[" + p_index + "].xyzw)";
+ return "floatBitsToUint(" + p_buffer + "[" + p_index + "].xyzw)";
}
case ShaderLanguage::TYPE_FLOAT: {
return "(" + p_buffer + "[" + p_index + "].x)";
@@ -535,20 +558,20 @@ 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;
int max_uniforms = 0;
- for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
- if (SL::is_sampler_type(E->get().type)) {
+ for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {
+ if (SL::is_sampler_type(E.value.type)) {
max_texture_uniforms++;
} else {
- if (E->get().scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
- continue; //instances are indexed directly, dont need index uniforms
+ if (E.value.scope == SL::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue; // Instances are indexed directly, don't need index uniforms.
}
max_uniforms++;
@@ -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;
- for (Map<StringName, SL::ShaderNode::Uniform>::Element *E = pnode->uniforms.front(); E; E = E->next()) {
+ Vector<StringName> uniform_names;
+
+ for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {
+ 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());
- continue; //instances are indexed directly, dont need index uniforms
+ p_actions.uniforms->insert(uniform_name, uniform);
+ continue; // Instances are indexed directly, don't 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, ShaderLanguage::is_float_type(uniform.type));
+ 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++) {
@@ -671,7 +704,6 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
/*
for(Map<StringName,SL::ShaderNode::Uniform>::Element *E=pnode->uniforms.front();E;E=E->next()) {
-
if (SL::is_sampler_type(E->get().type)) {
continue;
}
@@ -688,29 +720,64 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
uint32_t index = p_default_actions.base_varying_index;
- for (Map<StringName, SL::ShaderNode::Varying>::Element *E = pnode->varyings.front(); E; E = E->next()) {
+ List<Pair<StringName, SL::ShaderNode::Varying>> var_frag_to_light;
+
+ Vector<StringName> varying_names;
+
+ for (const KeyValue<StringName, SL::ShaderNode::Varying> &E : pnode->varyings) {
+ 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, ShaderLanguage::is_float_type(varying.type));
+ 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++;
}
+ if (var_frag_to_light.size() > 0) {
+ String gcode = "\n\nstruct {\n";
+ for (const Pair<StringName, SL::ShaderNode::Varying> &E : var_frag_to_light) {
+ gcode += "\t" + _prestr(E.second.precision) + _typestr(E.second.type) + " " + _mkid(E.first);
+ if (E.second.array_size > 0) {
+ gcode += "[";
+ gcode += itos(E.second.array_size);
+ gcode += "]";
+ }
+ gcode += ";\n";
+ }
+ gcode += "} frag_to_light;\n";
+ r_gen_code.stage_globals[STAGE_FRAGMENT] += gcode;
+ }
+
for (int i = 0; i < pnode->vconstants.size(); i++) {
const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];
String gcode;
gcode += "const ";
- gcode += _prestr(cnode.precision);
+ gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type));
if (cnode.type == SL::TYPE_STRUCT) {
gcode += _mkid(cnode.type_str);
} else {
@@ -725,9 +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;
@@ -743,9 +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;
@@ -754,24 +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;
@@ -834,6 +885,19 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
+ bool use_fragment_varying = false;
+
+ if (!vnode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
+ if (p_assigning) {
+ if (shader->varyings.has(vnode->name)) {
+ use_fragment_varying = true;
+ }
+ } else {
+ if (fragment_varyings.has(vnode->name)) {
+ use_fragment_varying = true;
+ }
+ }
+ }
if (p_assigning && p_actions.write_flag_pointers.has(vnode->name)) {
*p_actions.write_flag_pointers[vnode->name] = true;
@@ -878,15 +942,18 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
} else {
- code = _mkid(vnode->name); //its something else (local var most likely) use as is
+ if (use_fragment_varying) {
+ code = "frag_to_light.";
+ }
+ code += _mkid(vnode->name); //its something else (local var most likely) use as is
}
}
if (vnode->name == time_name) {
- if (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;
}
}
@@ -921,7 +988,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (adnode->datatype == SL::TYPE_STRUCT) {
declaration += _mkid(adnode->struct_name);
} else {
- declaration = _prestr(adnode->precision) + _typestr(adnode->datatype);
+ declaration += _prestr(adnode->precision) + _typestr(adnode->datatype);
}
for (int i = 0; i < adnode->declarations.size(); i++) {
if (i > 0) {
@@ -931,27 +998,36 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
declaration += _mkid(adnode->declarations[i].name);
declaration += "[";
- declaration += itos(adnode->declarations[i].size);
+ if (adnode->size_expression != nullptr) {
+ declaration += _dump_node_code(adnode->size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
+ } else {
+ declaration += itos(adnode->declarations[i].size);
+ }
declaration += "]";
- int sz = adnode->declarations[i].initializer.size();
- if (sz > 0) {
+ 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 += ")";
}
}
@@ -959,6 +1035,23 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
} break;
case SL::Node::TYPE_ARRAY: {
SL::ArrayNode *anode = (SL::ArrayNode *)p_node;
+ bool use_fragment_varying = false;
+
+ if (!anode->is_local && !(p_actions.entry_point_stages.has(current_func_name) && p_actions.entry_point_stages[current_func_name] == STAGE_VERTEX)) {
+ if (anode->assign_expression != nullptr && shader->varyings.has(anode->name)) {
+ use_fragment_varying = true;
+ } else {
+ if (p_assigning) {
+ if (shader->varyings.has(anode->name)) {
+ use_fragment_varying = true;
+ }
+ } else {
+ if (fragment_varyings.has(anode->name)) {
+ use_fragment_varying = true;
+ }
+ }
+ }
+ }
if (p_assigning && p_actions.write_flag_pointers.has(anode->name)) {
*p_actions.write_flag_pointers[anode->name] = true;
@@ -981,25 +1074,29 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
if (p_default_actions.renames.has(anode->name)) {
code = p_default_actions.renames[anode->name];
} else {
- code = _mkid(anode->name);
+ if (use_fragment_varying) {
+ code = "frag_to_light.";
+ }
+ code += _mkid(anode->name);
}
if (anode->call_expression != nullptr) {
code += ".";
code += _dump_node_code(anode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false);
- }
-
- if (anode->index_expression != nullptr) {
+ } else if (anode->index_expression != nullptr) {
code += "[";
code += _dump_node_code(anode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
+ } else if (anode->assign_expression != nullptr) {
+ code += "=";
+ code += _dump_node_code(anode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
}
if (anode->name == time_name) {
- 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;
}
}
@@ -1068,11 +1165,17 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
bool is_texture_func = false;
+ bool is_screen_texture = false;
if (onode->op == SL::OP_STRUCT) {
code += _mkid(vnode->name);
} else if (onode->op == SL::OP_CONSTRUCT) {
code += String(vnode->name);
} else {
+ if (p_actions.usage_flag_pointers.has(vnode->name) && !used_flag_pointers.has(vnode->name)) {
+ *p_actions.usage_flag_pointers[vnode->name] = true;
+ used_flag_pointers.insert(vnode->name);
+ }
+
if (internal_functions.has(vnode->name)) {
code += vnode->name;
is_texture_func = texture_functions.has(vnode->name);
@@ -1095,6 +1198,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);
StringName texture_uniform = varnode->name;
+ is_screen_texture = (texture_uniform == "SCREEN_TEXTURE");
String sampler_name;
@@ -1134,6 +1238,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
}
code += ")";
+ if (is_screen_texture && actions.apply_luminance_multiplier) {
+ code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))";
+ }
} break;
case SL::OP_INDEX: {
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
@@ -1225,8 +1332,13 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
code += "[";
code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
+ } else if (mnode->assign_expression != nullptr) {
+ code += "=";
+ code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false);
+ } 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;
}
@@ -1234,17 +1346,23 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &p_type) {
- RS::GlobalVariableType gvt = ((RasterizerStorageRD *)(RasterizerStorage::base_singleton))->global_variable_get_type_internal(p_type);
+ RS::GlobalVariableType gvt = ((RendererStorageRD *)(RendererStorage::base_singleton))->global_variable_get_type_internal(p_type);
return RS::global_variable_type_get_shader_datatype(gvt);
}
Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) {
- Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), 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");
for (int i = 0; i < shader.size(); i++) {
- print_line(itos(i + 1) + " " + shader[i]);
+ if (i + 1 == parser.get_error_line()) {
+ // Mark the error line to be visible without having to look at
+ // the trace at the end.
+ print_line(vformat("E%4d-> %s", i + 1, shader[i]));
+ } else {
+ print_line(vformat("%5d | %s", i + 1, shader[i]));
+ }
}
_err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
@@ -1252,13 +1370,10 @@ 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;
@@ -1266,6 +1381,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
used_name_defines.clear();
used_rmode_defines.clear();
used_flag_pointers.clear();
+ fragment_varyings.clear();
shader = parser.get_shader();
function = nullptr;
@@ -1277,24 +1393,22 @@ 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;
ShaderLanguage::get_builtin_funcs(&func_list);
- for (List<String>::Element *E = func_list.front(); E; E = E->next()) {
- internal_functions.insert(E->get());
+ for (const String &E : func_list) {
+ internal_functions.insert(E);
}
texture_functions.insert("texture");
texture_functions.insert("textureProj");
texture_functions.insert("textureLod");
texture_functions.insert("textureProjLod");
texture_functions.insert("textureGrad");
+ texture_functions.insert("textureSize");
+ texture_functions.insert("texelFetch");
}
ShaderCompilerRD::ShaderCompilerRD() {
@@ -1327,8 +1441,8 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
- actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
- actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
+ actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map";
+ actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
@@ -1374,8 +1488,8 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+ actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n";
+ actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
@@ -1395,17 +1509,16 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
- bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley");
+ bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
if (!force_lambert) {
actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
}
- actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_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";
- bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
+ bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
if (!force_blinn) {
actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
diff --git a/servers/rendering/rasterizer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index 565520ec65..0fe9047967 100644
--- a/servers/rendering/rasterizer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,14 +31,23 @@
#ifndef SHADER_COMPILER_RD_H
#define SHADER_COMPILER_RD_H
-#include "core/pair.h"
+#include "core/templates/pair.h"
#include "servers/rendering/shader_language.h"
#include "servers/rendering/shader_types.h"
#include "servers/rendering_server.h"
class ShaderCompilerRD {
public:
+ enum Stage {
+ STAGE_VERTEX,
+ STAGE_FRAGMENT,
+ STAGE_COMPUTE,
+ STAGE_MAX
+ };
+
struct IdentifierActions {
+ Map<StringName, Stage> entry_point_stages;
+
Map<StringName, Pair<int *, int>> render_mode_values;
Map<StringName, bool *> render_mode_flags;
Map<StringName, bool *> usage_flag_pointers;
@@ -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;
@@ -90,6 +95,7 @@ public:
String global_buffer_array_variable;
String instance_uniform_index_variable;
uint32_t base_varying_index = 0;
+ bool apply_luminance_multiplier = false;
};
private:
@@ -103,10 +109,6 @@ 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;
@@ -114,6 +116,7 @@ private:
Set<StringName> used_flag_pointers;
Set<StringName> used_rmode_defines;
Set<StringName> internal_functions;
+ Set<StringName> fragment_varyings;
DefaultIdentifierActions actions;
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
new file mode 100644
index 0000000000..b9a8947fa2
--- /dev/null
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -0,0 +1,705 @@
+/*************************************************************************/
+/* shader_rd.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "shader_rd.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"
+#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: {
+ }
+ }
+
+ 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 {
+ text += l + "\n";
+ }
+
+ 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 (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();
+ }
+}
+
+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;
+
+ 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);
+ }
+ if (p_fragment_code) {
+ _add_stage(p_fragment_code, STAGE_TYPE_FRAGMENT);
+ }
+ }
+
+ StringBuilder tohash;
+ tohash.append("[SpirvCacheKey]");
+ tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key());
+ tohash.append("[BinaryCacheKey]");
+ tohash.append(RenderingDevice::get_singleton()->shader_get_binary_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() {
+ //initialize() was never called
+ ERR_FAIL_COND_V(variant_defines.size() == 0, RID());
+
+ Version version;
+ version.dirty = true;
+ version.valid = false;
+ version.initialize_needed = true;
+ version.variants = nullptr;
+ return version_owner.make_rid(version);
+}
+
+void ShaderRD::_clear_version(Version *p_version) {
+ //clear versions if they exist
+ if (p_version->variants) {
+ for (int i = 0; i < variant_defines.size(); i++) {
+ if (variants_enabled[i]) {
+ RD::get_singleton()->free(p_version->variants[i]);
+ }
+ }
+
+ memdelete_arr(p_version->variants);
+ if (p_version->variant_data) {
+ memdelete_arr(p_version->variant_data);
+ }
+ 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 (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
+ 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::ShaderStageSPIRVData> stages;
+
+ String error;
+ String current_source;
+ RD::ShaderStage current_stage = RD::SHADER_STAGE_VERTEX;
+ bool build_ok = true;
+
+ if (!is_compute) {
+ //vertex stage
+
+ StringBuilder builder;
+ _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_VERTEX]);
+
+ current_source = builder.as_string();
+ RD::ShaderStageSPIRVData stage;
+ stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_VERTEX, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
+ if (stage.spir_v.size() == 0) {
+ build_ok = false;
+ } else {
+ stage.shader_stage = RD::SHADER_STAGE_VERTEX;
+ stages.push_back(stage);
+ }
+ }
+
+ if (!is_compute && build_ok) {
+ //fragment stage
+ current_stage = RD::SHADER_STAGE_FRAGMENT;
+
+ StringBuilder builder;
+ _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_FRAGMENT]);
+
+ current_source = builder.as_string();
+ RD::ShaderStageSPIRVData stage;
+ stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_FRAGMENT, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
+ if (stage.spir_v.size() == 0) {
+ build_ok = false;
+ } else {
+ stage.shader_stage = RD::SHADER_STAGE_FRAGMENT;
+ stages.push_back(stage);
+ }
+ }
+
+ if (is_compute) {
+ //compute stage
+ current_stage = RD::SHADER_STAGE_COMPUTE;
+
+ StringBuilder builder;
+ _build_variant_code(builder, p_variant, p_version, stage_templates[STAGE_TYPE_COMPUTE]);
+
+ current_source = builder.as_string();
+
+ RD::ShaderStageSPIRVData stage;
+ stage.spir_v = RD::get_singleton()->shader_compile_spirv_from_source(RD::SHADER_STAGE_COMPUTE, current_source, RD::SHADER_LANGUAGE_GLSL, &error);
+ if (stage.spir_v.size() == 0) {
+ build_ok = false;
+ } else {
+ stage.shader_stage = RD::SHADER_STAGE_COMPUTE;
+ stages.push_back(stage);
+ }
+ }
+
+ if (!build_ok) {
+ MutexLock lock(variant_set_mutex); //properly print the errors
+ ERR_PRINT("Error compiling " + String(current_stage == RD::SHADER_STAGE_COMPUTE ? "Compute " : (current_stage == RD::SHADER_STAGE_VERTEX ? "Vertex" : "Fragment")) + " shader, variant #" + itos(p_variant) + " (" + variant_defines[p_variant].get_data() + ").");
+ ERR_PRINT(error);
+
+#ifdef DEBUG_ENABLED
+ ERR_PRINT("code:\n" + current_source.get_with_code_lines());
+#endif
+ return;
+ }
+
+ Vector<uint8_t> shader_data = RD::get_singleton()->shader_compile_binary_from_spirv(stages, name + ":" + itos(p_variant));
+
+ ERR_FAIL_COND(shader_data.size() == 0);
+
+ RID shader = RD::get_singleton()->shader_create_from_bytecode(shader_data);
+ {
+ MutexLock lock(variant_set_mutex);
+ p_version->variants[p_variant] = shader;
+ p_version->variant_data[p_variant] = shader_data;
+ }
+}
+
+RS::ShaderNativeSourceCode ShaderRD::version_get_native_source_code(RID p_version) {
+ Version *version = version_owner.get_or_null(p_version);
+ RS::ShaderNativeSourceCode source_code;
+ ERR_FAIL_COND_V(!version, source_code);
+
+ source_code.versions.resize(variant_defines.size());
+
+ for (int i = 0; i < source_code.versions.size(); i++) {
+ if (!is_compute) {
+ //vertex stage
+
+ StringBuilder builder;
+ _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_VERTEX]);
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "vertex";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+
+ if (!is_compute) {
+ //fragment stage
+
+ StringBuilder builder;
+ _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_FRAGMENT]);
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "fragment";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+
+ if (is_compute) {
+ //compute stage
+
+ StringBuilder builder;
+ _build_variant_code(builder, i, version, stage_templates[STAGE_TYPE_COMPUTE]);
+
+ RS::ShaderNativeSourceCode::Version::Stage stage;
+ stage.name = "compute";
+ stage.code = builder.as_string();
+
+ source_code.versions.write[i].stages.push_back(stage);
+ }
+ }
+
+ return source_code;
+}
+
+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 (const KeyValue<StringName, CharString> &E : p_version->code_sections) {
+ code_sections.push_back(E.key);
+ }
+ code_sections.sort_custom<StringName::AlphCompare>();
+
+ 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());
+ }
+
+ return hash_build.as_string().sha1_text();
+}
+
+static const char *shader_file_header = "GDSC";
+static const uint32_t cache_file_version = 2;
+
+bool ShaderRD::_load_from_cache(Version *p_version) {
+ String sha1 = _version_get_sha1(p_version);
+ String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
+
+ FileAccessRef f = FileAccess::open(path, FileAccess::READ);
+ if (!f) {
+ return false;
+ }
+
+ 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);
+
+ uint32_t file_version = f->get_32();
+ if (file_version != cache_file_version) {
+ return false; // wrong version
+ }
+
+ uint32_t variant_count = f->get_32();
+
+ ERR_FAIL_COND_V(variant_count != (uint32_t)variant_defines.size(), false); //should not happen but check
+
+ for (uint32_t i = 0; i < variant_count; i++) {
+ uint32_t variant_size = f->get_32();
+ ERR_FAIL_COND_V(variant_size == 0 && variants_enabled[i], false);
+ if (!variants_enabled[i]) {
+ continue;
+ }
+ Vector<uint8_t> variant_bytes;
+ variant_bytes.resize(variant_size);
+
+ uint32_t br = f->get_buffer(variant_bytes.ptrw(), variant_size);
+
+ ERR_FAIL_COND_V(br != variant_size, false);
+
+ p_version->variant_data[i] = variant_bytes;
+ }
+
+ for (uint32_t i = 0; i < variant_count; i++) {
+ if (!variants_enabled[i]) {
+ MutexLock lock(variant_set_mutex);
+ p_version->variants[i] = RID();
+ continue;
+ }
+ RID shader = RD::get_singleton()->shader_create_from_bytecode(p_version->variant_data[i]);
+ if (shader.is_null()) {
+ for (uint32_t j = 0; j < i; j++) {
+ RD::get_singleton()->free(p_version->variants[i]);
+ }
+ ERR_FAIL_COND_V(shader.is_null(), false);
+ }
+ {
+ MutexLock lock(variant_set_mutex);
+ p_version->variants[i] = shader;
+ }
+ }
+
+ memdelete_arr(p_version->variant_data); //clear stages
+ p_version->variant_data = 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_data[i].size()); //stage count
+ f->store_buffer(p_version->variant_data[i].ptr(), p_version->variant_data[i].size());
+ }
+
+ f->close();
+}
+
+void ShaderRD::_compile_version(Version *p_version) {
+ _clear_version(p_version);
+
+ p_version->valid = false;
+ p_version->dirty = false;
+
+ p_version->variants = memnew_arr(RID, variant_defines.size());
+ typedef Vector<uint8_t> ShaderStageData;
+ p_version->variant_data = memnew_arr(ShaderStageData, 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);
+#else
+ for (int i = 0; i < variant_defines.size(); i++) {
+ _compile_variant(i, p_version);
+ }
+#endif
+
+ bool all_valid = true;
+ for (int i = 0; i < variant_defines.size(); i++) {
+ if (!variants_enabled[i]) {
+ continue; //disabled
+ }
+ if (p_version->variants[i].is_null()) {
+ all_valid = false;
+ break;
+ }
+ }
+
+ if (!all_valid) {
+ //clear versions if they exist
+ for (int i = 0; i < variant_defines.size(); i++) {
+ if (!variants_enabled[i]) {
+ continue; //disabled
+ }
+ if (!p_version->variants[i].is_null()) {
+ RD::get_singleton()->free(p_version->variants[i]);
+ }
+ }
+ memdelete_arr(p_version->variants);
+ if (p_version->variant_data) {
+ memdelete_arr(p_version->variant_data);
+ }
+ p_version->variants = nullptr;
+ p_version->variant_data = nullptr;
+ return;
+ } else if (shader_cache_dir_valid) {
+ //save shader cache
+ _save_to_cache(p_version);
+ }
+
+ memdelete_arr(p_version->variant_data); //clear stages
+ p_version->variant_data = nullptr;
+
+ p_version->valid = true;
+}
+
+void ShaderRD::version_set_code(RID p_version, const Map<String, String> &p_code, const String &p_uniforms, const String &p_vertex_globals, const String &p_fragment_globals, const Vector<String> &p_custom_defines) {
+ ERR_FAIL_COND(is_compute);
+
+ Version *version = version_owner.get_or_null(p_version);
+ ERR_FAIL_COND(!version);
+ version->vertex_globals = p_vertex_globals.utf8();
+ version->fragment_globals = p_fragment_globals.utf8();
+ version->uniforms = p_uniforms.utf8();
+ version->code_sections.clear();
+ for (const KeyValue<String, String> &E : p_code) {
+ version->code_sections[StringName(E.key.to_upper())] = E.value.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());
+ }
+
+ version->dirty = true;
+ if (version->initialize_needed) {
+ _compile_version(version);
+ version->initialize_needed = false;
+ }
+}
+
+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.get_or_null(p_version);
+ ERR_FAIL_COND(!version);
+
+ version->compute_globals = p_compute_globals.utf8();
+ version->uniforms = p_uniforms.utf8();
+
+ version->code_sections.clear();
+ for (const KeyValue<String, String> &E : p_code) {
+ version->code_sections[StringName(E.key.to_upper())] = E.value.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());
+ }
+
+ version->dirty = true;
+ if (version->initialize_needed) {
+ _compile_version(version);
+ version->initialize_needed = false;
+ }
+}
+
+bool ShaderRD::version_is_valid(RID p_version) {
+ Version *version = version_owner.get_or_null(p_version);
+ ERR_FAIL_COND_V(!version, false);
+
+ if (version->dirty) {
+ _compile_version(version);
+ }
+
+ return version->valid;
+}
+
+bool ShaderRD::version_free(RID p_version) {
+ if (version_owner.owns(p_version)) {
+ Version *version = version_owner.get_or_null(p_version);
+ _clear_version(version);
+ version_owner.free(p_version);
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+void ShaderRD::set_variant_enabled(int p_variant, bool p_enabled) {
+ ERR_FAIL_COND(version_owner.get_rid_count() > 0); //versions exist
+ ERR_FAIL_INDEX(p_variant, variants_enabled.size());
+ variants_enabled.write[p_variant] = p_enabled;
+}
+
+bool ShaderRD::is_variant_enabled(int p_variant) const {
+ ERR_FAIL_INDEX_V(p_variant, variants_enabled.size(), false);
+ 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;
+ if (RD::get_singleton()->get_device_vendor_name() == "NVIDIA") {
+ use_32_threads = true;
+ }
+ String base_compute_define_text;
+ if (use_32_threads) {
+ base_compute_define_text = "\n#define NATIVE_LOCAL_GROUP_SIZE 32\n#define NATIVE_LOCAL_SIZE_2D_X 8\n#define NATIVE_LOCAL_SIZE_2D_Y 4\n";
+ } else {
+ base_compute_define_text = "\n#define NATIVE_LOCAL_GROUP_SIZE 64\n#define NATIVE_LOCAL_SIZE_2D_X 8\n#define NATIVE_LOCAL_SIZE_2D_Y 8\n";
+ }
+
+ base_compute_defines = base_compute_define_text.ascii();
+}
+
+void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String &p_general_defines) {
+ ERR_FAIL_COND(variant_defines.size());
+ ERR_FAIL_COND(p_variant_defines.size() == 0);
+
+ general_defines = p_general_defines.utf8();
+
+ for (int i = 0; i < p_variant_defines.size(); i++) {
+ 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);
+ if (remaining.size()) {
+ ERR_PRINT(itos(remaining.size()) + " shaders of type " + name + " were never freed");
+ while (remaining.size()) {
+ version_free(remaining.front()->get());
+ remaining.pop_front();
+ }
+ }
+}
diff --git a/servers/rendering/rasterizer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h
index d9bb068ba6..984b168659 100644
--- a/servers/rendering/rasterizer_rd/shader_rd.h
+++ b/servers/rendering/renderer_rd/shader_rd.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,11 +31,14 @@
#ifndef SHADER_RD_H
#define SHADER_RD_H
-#include "core/hash_map.h"
-#include "core/map.h"
#include "core/os/mutex.h"
-#include "core/rid_owner.h"
-#include "core/variant.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"
+#include "servers/rendering_server.h"
#include <stdio.h>
/**
@@ -46,19 +49,18 @@ class ShaderRD {
//versions
CharString general_defines;
Vector<CharString> variant_defines;
+ Vector<bool> variants_enabled;
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<uint8_t> *variant_data = nullptr;
+ RID *variants = nullptr; //same size as version defines
bool valid;
bool dirty;
@@ -74,43 +76,72 @@ 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;
+ 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,
+ };
- const char *name;
+ 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() {}
+ ShaderRD();
void setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_compute_code, const char *p_name);
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());
+ ERR_FAIL_COND_V(!variants_enabled[p_variant], RID());
- Version *version = version_owner.getornull(p_version);
+ Version *version = version_owner.get_or_null(p_version);
ERR_FAIL_COND_V(!version, RID());
if (version->dirty) {
@@ -128,6 +159,16 @@ public:
bool version_free(RID p_version);
+ 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 = "");
virtual ~ShaderRD();
};
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
new file mode 100644
index 0000000000..fc513d3fb9
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -0,0 +1,17 @@
+#!/usr/bin/env python
+
+Import("env")
+
+if "RD_GLSL" in env["BUILDERS"]:
+ # find all include files
+ gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
+
+ # find all shader code(all glsl files excluding our include files)
+ glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
+
+ # make sure we recompile shaders if include files change
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
+
+ # compile shaders
+ for glsl_file in glsl_files:
+ env.RD_GLSL(glsl_file)
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl
new file mode 100644
index 0000000000..8051f96738
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blit.glsl
@@ -0,0 +1,97 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 0, std140) uniform Pos {
+ vec4 src_rect;
+ 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 = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw;
+ vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw;
+ gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 0, std140) uniform Pos {
+ vec4 src_rect;
+ 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/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
new file mode 100644
index 0000000000..f8b4e3f610
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
@@ -0,0 +1,138 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "blur_raster_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "blur_raster_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+
+#ifdef GLOW_USE_AUTO_EXPOSURE
+layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+ // We do not apply our color scale for our mobile renderer here, we'll leave our colors at half brightness and apply scale in the tonemap raster.
+
+#ifdef MODE_MIPMAP
+
+ vec2 pix_size = blur.pixel_size;
+ vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
+ frag_color = color / 4.0;
+
+#endif
+
+#ifdef MODE_GAUSSIAN_BLUR
+
+ //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+
+ if (bool(blur.flags & FLAG_HORIZONTAL)) {
+ vec2 pix_size = blur.pixel_size;
+ pix_size *= 0.5; //reading from larger buffer, so use more samples
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
+ color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
+ color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
+ color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
+ color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
+ color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
+ color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
+ frag_color = color;
+ } else {
+ vec2 pix_size = blur.pixel_size;
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
+ color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
+ color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
+ color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
+ color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
+ frag_color = color;
+ }
+#endif
+
+#ifdef MODE_GAUSSIAN_GLOW
+
+ //Glow uses larger sigma 1 for a more rounded blur effect
+
+#define GLOW_ADD(m_ofs, m_mult) \
+ { \
+ vec2 ofs = uv_interp + m_ofs * pix_size; \
+ vec4 c = texture(source_color, ofs) * m_mult; \
+ if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
+ c *= 0.0; \
+ } \
+ color += c; \
+ }
+
+ if (bool(blur.flags & FLAG_HORIZONTAL)) {
+ vec2 pix_size = blur.pixel_size;
+ pix_size *= 0.5; //reading from larger buffer, so use more samples
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
+ GLOW_ADD(vec2(1.0, 0.0), 0.165569);
+ GLOW_ADD(vec2(2.0, 0.0), 0.140367);
+ GLOW_ADD(vec2(3.0, 0.0), 0.106595);
+ GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
+ GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
+ GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
+ color *= blur.glow_strength;
+ frag_color = color;
+ } else {
+ vec2 pix_size = blur.pixel_size;
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
+ GLOW_ADD(vec2(0.0, 1.0), 0.233062);
+ GLOW_ADD(vec2(0.0, 2.0), 0.122581);
+ GLOW_ADD(vec2(0.0, -1.0), 0.233062);
+ GLOW_ADD(vec2(0.0, -2.0), 0.122581);
+ color *= blur.glow_strength;
+ frag_color = color;
+ }
+
+#undef GLOW_ADD
+
+ if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
+#ifdef GLOW_USE_AUTO_EXPOSURE
+
+ frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
+#endif
+ frag_color *= blur.glow_exposure;
+
+ float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
+ float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
+
+ frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
+ }
+
+#endif
+
+#ifdef MODE_COPY
+ vec4 color = textureLod(source_color, uv_interp, 0.0);
+ frag_color = color;
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
new file mode 100644
index 0000000000..52bf2886b5
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
@@ -0,0 +1,21 @@
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
+#define FLAG_GLOW_FIRST_PASS (1 << 2)
+
+layout(push_constant, binding = 1, std430) uniform Blur {
+ vec2 pixel_size;
+ uint flags;
+ uint pad;
+
+ // Glow.
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+}
+blur;
diff --git a/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
index 63f086a83d..0438671dd2 100644
--- a/servers/rendering/rasterizer_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
@@ -25,34 +25,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
// based on https://www.shadertoy.com/view/Xd3GDl
-layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 size;
- float z_far;
- float z_near;
-
- bool orthogonal;
- float blur_size;
- float blur_scale;
- int blur_steps;
-
- bool blur_near_active;
- float blur_near_begin;
- float blur_near_end;
- bool blur_far_active;
-
- float blur_far_begin;
- float blur_far_end;
- bool second_pass;
- bool half_size;
-
- bool use_jitter;
- float jitter_seed;
- uint pad[2];
-}
-params;
-
-//used to work around downsampling filter
-#define DEPTH_GAP 0.0
+#include "bokeh_dof_inc.glsl"
#ifdef MODE_GEN_BLUR_SIZE
@@ -80,15 +53,6 @@ float get_blur_size(float depth) {
#endif
-const float GOLDEN_ANGLE = 2.39996323;
-
-//note: uniform pdf rand [0;1[
-float hash12n(vec2 p) {
- p = fract(p * vec2(5.3987, 5.4421));
- p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
- return fract(p.x * p.y * 95.4307);
-}
-
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
new file mode 100644
index 0000000000..fadea1631c
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
@@ -0,0 +1,37 @@
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 size;
+ float z_far;
+ float z_near;
+
+ bool orthogonal;
+ float blur_size;
+ float blur_scale;
+ int blur_steps;
+
+ bool blur_near_active;
+ float blur_near_begin;
+ float blur_near_end;
+ bool blur_far_active;
+
+ float blur_far_begin;
+ float blur_far_end;
+ bool second_pass;
+ bool half_size;
+
+ bool use_jitter;
+ float jitter_seed;
+ uint pad[2];
+}
+params;
+
+//used to work around downsampling filter
+#define DEPTH_GAP 0.0
+
+const float GOLDEN_ANGLE = 2.39996323;
+
+//note: uniform pdf rand [0;1[
+float hash12n(vec2 p) {
+ p = fract(p * vec2(5.3987, 5.4421));
+ p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
+ return fract(p.x * p.y * 95.4307);
+}
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
new file mode 100644
index 0000000000..a3b3938ee9
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
@@ -0,0 +1,253 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "bokeh_dof_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "bokeh_dof_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+#ifdef MODE_GEN_BLUR_SIZE
+layout(location = 0) out float weight;
+
+layout(set = 0, binding = 0) uniform sampler2D source_depth;
+#else
+layout(location = 0) out vec4 frag_color;
+#ifdef OUTPUT_WEIGHT
+layout(location = 1) out float weight;
+#endif
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+layout(set = 1, binding = 0) uniform sampler2D source_weight;
+#ifdef MODE_COMPOSITE_BOKEH
+layout(set = 2, binding = 0) uniform sampler2D original_weight;
+#endif
+#endif
+
+//DOF
+// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
+
+#ifdef MODE_GEN_BLUR_SIZE
+
+float get_depth_at_pos(vec2 uv) {
+ float depth = textureLod(source_depth, uv, 0.0).x;
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+ return depth;
+}
+
+float get_blur_size(float depth) {
+ if (params.blur_near_active && depth < params.blur_near_begin) {
+ return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
+ }
+
+ if (params.blur_far_active && depth > params.blur_far_begin) {
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
+
+ return 0.0;
+}
+
+#endif
+
+#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
+
+vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
+ dir *= pixel_size;
+ vec4 color = texture(source_color, uv);
+ color.a = texture(source_weight, uv).r;
+
+ vec4 accum = color;
+ float total = 1.0;
+
+ float blur_scale = params.blur_size / float(params.blur_steps);
+
+ if (params.use_jitter) {
+ uv += dir * (hash12n(uv + params.jitter_seed) - 0.5);
+ }
+
+ for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
+ if (i == 0) {
+ continue;
+ }
+ float radius = float(i) * blur_scale;
+ vec2 suv = uv + dir * radius;
+ radius = abs(radius);
+
+ vec4 sample_color = texture(source_color, suv);
+ sample_color.a = texture(source_weight, suv).r;
+ float limit;
+
+ if (sample_color.a < color.a) {
+ limit = abs(sample_color.a);
+ } else {
+ limit = abs(color.a);
+ }
+
+ limit -= DEPTH_GAP;
+
+ float m = smoothstep(radius - 0.5, radius + 0.5, limit);
+
+ accum += mix(color, sample_color, m);
+
+ total += 1.0;
+ }
+
+ return accum / total;
+}
+
+#endif
+
+void main() {
+ vec2 pixel_size = 1.0 / vec2(params.size);
+ vec2 uv = uv_interp;
+
+#ifdef MODE_GEN_BLUR_SIZE
+ uv += pixel_size * 0.5;
+ float center_depth = get_depth_at_pos(uv);
+ weight = get_blur_size(center_depth);
+#endif
+
+#ifdef MODE_BOKEH_BOX
+ //pixel_size*=0.5; //resolution is doubled
+ if (params.second_pass || !params.half_size) {
+ uv += pixel_size * 0.5; //half pixel to read centers
+ } else {
+ uv += pixel_size * 0.25; //half pixel to read centers from full res
+ }
+
+ float alpha = texture(source_color, uv).a; // retain this
+ vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0));
+
+ vec4 color = weighted_filter_dir(dir, uv, pixel_size);
+
+ frag_color = color;
+ frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
+#ifdef OUTPUT_WEIGHT
+ weight = color.a;
+#endif
+
+#endif
+
+#ifdef MODE_BOKEH_HEXAGONAL
+
+ //pixel_size*=0.5; //resolution is doubled
+ if (params.second_pass || !params.half_size) {
+ uv += pixel_size * 0.5; //half pixel to read centers
+ } else {
+ uv += pixel_size * 0.25; //half pixel to read centers from full res
+ }
+
+ float alpha = texture(source_color, uv).a; // retain this
+
+ vec2 dir = (params.second_pass ? normalize(vec2(1.0, 0.577350269189626)) : vec2(0.0, 1.0));
+
+ vec4 color = weighted_filter_dir(dir, uv, pixel_size);
+
+ if (params.second_pass) {
+ dir = normalize(vec2(-1.0, 0.577350269189626));
+
+ vec4 color2 = weighted_filter_dir(dir, uv, pixel_size);
+
+ color.rgb = min(color.rgb, color2.rgb);
+ color.a = (color.a + color2.a) * 0.5;
+ }
+
+ frag_color = color;
+ frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
+#ifdef OUTPUT_WEIGHT
+ weight = color.a;
+#endif
+
+#endif
+
+#ifdef MODE_BOKEH_CIRCULAR
+ if (params.half_size) {
+ pixel_size *= 0.5; //resolution is doubled
+ }
+
+ uv += pixel_size * 0.5; //half pixel to read centers
+
+ vec4 color = texture(source_color, uv);
+ float alpha = color.a; // retain this
+ color.a = texture(source_weight, uv).r;
+
+ vec4 color_accum = color;
+ float accum = 1.0;
+
+ float radius = params.blur_scale;
+ for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
+ vec2 uv_adj = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
+
+ vec4 sample_color = texture(source_color, uv_adj);
+ sample_color.a = texture(source_weight, uv_adj).r;
+
+ float limit;
+
+ if (sample_color.a < color.a) {
+ limit = abs(sample_color.a);
+ } else {
+ limit = abs(color.a);
+ }
+
+ limit -= DEPTH_GAP;
+
+ float m = smoothstep(radius - 0.5, radius + 0.5, limit);
+ color_accum += mix(color_accum / accum, sample_color, m);
+ accum += 1.0;
+
+ radius += params.blur_scale / radius;
+ }
+
+ color_accum = color_accum / accum;
+
+ frag_color.rgb = color_accum.rgb;
+ frag_color.a = alpha; // attempt to retain this in case we have a transparent background, ignored if half_size
+#ifdef OUTPUT_WEIGHT
+ weight = color_accum.a;
+#endif
+
+#endif
+
+#ifdef MODE_COMPOSITE_BOKEH
+ frag_color.rgb = texture(source_color, uv).rgb;
+
+ float center_weigth = texture(source_weight, uv).r;
+ float sample_weight = texture(original_weight, uv).r;
+
+ float mix_amount;
+ if (sample_weight < center_weigth) {
+ mix_amount = min(1.0, max(0.0, max(abs(center_weigth), abs(sample_weight)) - DEPTH_GAP));
+ } else {
+ mix_amount = min(1.0, max(0.0, abs(center_weigth) - DEPTH_GAP));
+ }
+
+ // let alpha blending take care of mixing
+ frag_color.a = mix_amount;
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
new file mode 100644
index 0000000000..2911e8b731
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -0,0 +1,739 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#ifdef USE_ATTRIBUTES
+layout(location = 0) in vec2 vertex_attrib;
+layout(location = 3) in vec4 color_attrib;
+layout(location = 4) in vec2 uv_attrib;
+
+layout(location = 10) in uvec4 bone_attrib;
+layout(location = 11) in vec4 weight_attrib;
+
+#endif
+
+#include "canvas_uniforms_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+layout(location = 1) out vec4 color_interp;
+layout(location = 2) out vec2 vertex_interp;
+
+#ifdef USE_NINEPATCH
+
+layout(location = 3) out vec2 pixel_size_interp;
+
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#GLOBALS
+
+void main() {
+ vec4 instance_custom = vec4(0.0);
+#ifdef USE_PRIMITIVE
+
+ //weird bug,
+ //this works
+ vec2 vertex;
+ vec2 uv;
+ vec4 color;
+
+ if (gl_VertexIndex == 0) {
+ vertex = draw_data.points[0];
+ uv = draw_data.uvs[0];
+ color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
+ } else if (gl_VertexIndex == 1) {
+ vertex = draw_data.points[1];
+ uv = draw_data.uvs[1];
+ color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
+ } else {
+ vertex = draw_data.points[2];
+ uv = draw_data.uvs[2];
+ color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
+ }
+ uvec4 bones = uvec4(0, 0, 0, 0);
+ vec4 bone_weights = vec4(0.0);
+
+#elif defined(USE_ATTRIBUTES)
+
+ vec2 vertex = vertex_attrib;
+ vec4 color = color_attrib * draw_data.modulation;
+ vec2 uv = uv_attrib;
+
+ uvec4 bones = bone_attrib;
+ vec4 bone_weights = weight_attrib;
+#else
+
+ vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
+
+ vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
+ vec4 color = draw_data.modulation;
+ vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
+ uvec4 bones = uvec4(0, 0, 0, 0);
+
+#endif
+
+ mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
+
+#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
+
+ 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 (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;
+ }
+ }
+
+ 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)) {
+ //scale by texture size
+ vertex /= draw_data.color_texture_pixel_size;
+ }
+#endif
+
+#ifdef USE_POINT_SIZE
+ float point_size = 1.0;
+#endif
+ {
+#CODE : VERTEX
+ }
+
+#ifdef USE_NINEPATCH
+ pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
+#endif
+
+#if !defined(SKIP_TRANSFORM_USED)
+ vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
+#endif
+
+ color_interp = color;
+
+ if (canvas_data.use_pixel_snap) {
+ vertex = floor(vertex + 0.5);
+ // precision issue on some hardware creates artifacts within texture
+ // offset uv by a small amount to avoid
+ uv += 1e-5;
+ }
+
+#ifdef USE_ATTRIBUTES
+#if 0
+ if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
+ //skeleton transform
+ ivec4 bone_indicesi = ivec4(bone_indices);
+
+ uvec2 tex_ofs = bone_indicesi.x * 2;
+
+ mat2x4 m;
+ m = mat2x4(
+ texelFetch(skeleton_buffer, tex_ofs + 0),
+ texelFetch(skeleton_buffer, tex_ofs + 1)) *
+ bone_weights.x;
+
+ tex_ofs = bone_indicesi.y * 2;
+
+ m += mat2x4(
+ texelFetch(skeleton_buffer, tex_ofs + 0),
+ texelFetch(skeleton_buffer, tex_ofs + 1)) *
+ bone_weights.y;
+
+ tex_ofs = bone_indicesi.z * 2;
+
+ m += mat2x4(
+ texelFetch(skeleton_buffer, tex_ofs + 0),
+ texelFetch(skeleton_buffer, tex_ofs + 1)) *
+ bone_weights.z;
+
+ tex_ofs = bone_indicesi.w * 2;
+
+ m += mat2x4(
+ texelFetch(skeleton_buffer, tex_ofs + 0),
+ texelFetch(skeleton_buffer, tex_ofs + 1)) *
+ bone_weights.w;
+
+ mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
+
+ //outvec = bone_matrix * outvec;
+ }
+#endif
+#endif
+
+ vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
+
+ vertex_interp = vertex;
+ uv_interp = uv;
+
+ gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
+
+#ifdef USE_POINT_SIZE
+ gl_PointSize = point_size;
+#endif
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "canvas_uniforms_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+layout(location = 1) in vec4 color_interp;
+layout(location = 2) in vec2 vertex_interp;
+
+#ifdef USE_NINEPATCH
+
+layout(location = 3) in vec2 pixel_size_interp;
+
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+vec2 screen_uv_to_sdf(vec2 p_uv) {
+ return canvas_data.screen_to_sdf * 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 *= SDF_MAX_LENGTH;
+ return d * canvas_data.tex_to_sdf;
+}
+
+vec2 texture_sdf_normal(vec2 p_sdf) {
+ vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
+
+ const float EPSILON = 0.001;
+ return normalize(vec2(
+ texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv + vec2(EPSILON, 0.0)).r - texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv - vec2(EPSILON, 0.0)).r,
+ texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv + vec2(0.0, EPSILON)).r - texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv - vec2(0.0, EPSILON)).r));
+}
+
+vec2 sdf_to_screen_uv(vec2 p_sdf) {
+ return p_sdf * canvas_data.sdf_to_screen;
+}
+
+#GLOBALS
+
+#ifdef LIGHT_CODE_USED
+
+vec4 light_compute(
+ vec3 light_vertex,
+ vec3 light_position,
+ vec3 normal,
+ vec4 light_color,
+ float light_energy,
+ vec4 specular_shininess,
+ inout vec4 shadow_modulate,
+ vec2 screen_uv,
+ vec2 uv,
+ vec4 color, bool is_directional) {
+ vec4 light = vec4(0.0);
+
+#CODE : LIGHT
+
+ return light;
+}
+
+#endif
+
+#ifdef USE_NINEPATCH
+
+float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
+ float tex_size = 1.0 / tex_pixel_size;
+
+ if (pixel < margin_begin) {
+ return pixel * tex_pixel_size;
+ } else if (pixel >= draw_size - margin_end) {
+ return (tex_size - (draw_size - pixel)) * tex_pixel_size;
+ } else {
+ if (!bool(draw_data.flags & FLAGS_NINEPACH_DRAW_CENTER)) {
+ draw_center--;
+ }
+
+ // np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
+ if (np_repeat == 0) { // Stretch.
+ // Convert to ratio.
+ float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
+ // Scale to source texture.
+ return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
+ } else if (np_repeat == 1) { // Tile.
+ // Convert to offset.
+ float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
+ // Scale to source texture.
+ return (margin_begin + ofs) * tex_pixel_size;
+ } else if (np_repeat == 2) { // Tile Fit.
+ // Calculate scale.
+ float src_area = draw_size - margin_begin - margin_end;
+ float dst_area = tex_size - margin_begin - margin_end;
+ float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
+ // Convert to ratio.
+ float ratio = (pixel - margin_begin) / src_area;
+ ratio = mod(ratio * scale, 1.0);
+ // Scale to source texture.
+ return (margin_begin + ratio * dst_area) * tex_pixel_size;
+ } else { // Shouldn't happen, but silences compiler warning.
+ return 0.0;
+ }
+ }
+}
+
+#endif
+
+#ifdef USE_LIGHTING
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ if (specular_shininess_used) {
+ //blinn
+ vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
+ vec3 half_vec = normalize(view + light_vec);
+
+ float cNdotV = max(dot(normal, view), 0.0);
+ float cNdotH = max(dot(normal, half_vec), 0.0);
+ float cVdotH = max(dot(view, half_vec), 0.0);
+ float cLdotH = max(dot(light_vec, half_vec), 0.0);
+ float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow;
+ uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow /= 5.0;
+ } else { //PCF13
+ vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
+#ifdef LIGHT_CODE_USED
+ shadow_color.rgb *= shadow_modulate;
+#endif
+
+ shadow_color.a *= light_color.a; //respect light alpha
+
+ return mix(light_color, shadow_color, shadow);
+}
+
+void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
+ uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
+
+ switch (blend_mode) {
+ case LIGHT_FLAGS_BLEND_MODE_ADD: {
+ color.rgb += light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_SUB: {
+ color.rgb -= light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_MIX: {
+ color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
+ } break;
+ }
+}
+
+#endif
+
+float msdf_median(float r, float g, float b, float a) {
+ return min(max(min(r, g), min(max(r, g), b)), a);
+}
+
+vec2 msdf_map(vec2 value, vec2 in_min, vec2 in_max, vec2 out_min, vec2 out_max) {
+ return out_min + (out_max - out_min) * (value - in_min) / (in_max - in_min);
+}
+
+void main() {
+ vec4 color = color_interp;
+ vec2 uv = uv_interp;
+ vec2 vertex = vertex_interp;
+
+#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
+
+#ifdef USE_NINEPATCH
+
+ int draw_center = 2;
+ uv = vec2(
+ map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
+ map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
+
+ if (draw_center == 0) {
+ color.a = 0.0;
+ }
+
+ uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
+
+#endif
+ if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
+ uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
+ }
+
+#endif
+
+#ifndef USE_PRIMITIVE
+ if (bool(draw_data.flags & FLAGS_USE_MSDF)) {
+ float px_range = draw_data.ninepatch_margins.x;
+ float outline_thickness = draw_data.ninepatch_margins.y;
+ //float reserved1 = draw_data.ninepatch_margins.z;
+ //float reserved2 = draw_data.ninepatch_margins.w;
+
+ vec4 msdf_sample = texture(sampler2D(color_texture, texture_sampler), uv);
+ vec2 msdf_size = vec2(textureSize(sampler2D(color_texture, texture_sampler), 0));
+ vec2 dest_size = vec2(1.0) / fwidth(uv);
+ float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0);
+ float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5;
+
+ if (outline_thickness > 0) {
+ float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range;
+ float a = clamp((d + cr) * px_size, 0.0, 1.0);
+ color.a = a * color.a;
+ } else {
+ float a = clamp(d * px_size + 0.5, 0.0, 1.0);
+ color.a = a * color.a;
+ }
+
+ } else {
+#else
+ {
+#endif
+ color *= texture(sampler2D(color_texture, texture_sampler), uv);
+ }
+
+ uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
+ bool using_light = light_count > 0 || canvas_data.directional_light_count > 0;
+
+ vec3 normal;
+
+#if defined(NORMAL_USED)
+ bool normal_used = true;
+#else
+ bool normal_used = false;
+#endif
+
+ if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
+ normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
+ normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
+ normal_used = true;
+ } else {
+ normal = vec3(0.0, 0.0, 1.0);
+ }
+
+ vec4 specular_shininess;
+
+#if defined(SPECULAR_SHININESS_USED)
+
+ bool specular_shininess_used = true;
+#else
+ bool specular_shininess_used = false;
+#endif
+
+ if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
+ specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
+ specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
+ specular_shininess_used = true;
+ } else {
+ specular_shininess = vec4(1.0);
+ }
+
+#if defined(SCREEN_UV_USED)
+ vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
+#else
+ vec2 screen_uv = vec2(0.0);
+#endif
+
+ vec3 light_vertex = vec3(vertex, 0.0);
+ vec2 shadow_vertex = vertex;
+
+ {
+ float normal_map_depth = 1.0;
+
+#if defined(NORMAL_MAP_USED)
+ vec3 normal_map = vec3(0.0, 0.0, 1.0);
+ normal_used = true;
+#endif
+
+#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);
+#endif
+ }
+
+ if (normal_used) {
+ //convert by item transform
+ normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
+ //convert by canvas transform
+ normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
+ }
+
+ vec3 base_color = color.rgb;
+ if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
+ color = vec4(0.0); //invisible by default due to using light mask
+ }
+
+#ifdef MODE_LIGHT_ONLY
+ color = vec4(0.0);
+#else
+ color *= canvas_data.canvas_modulation;
+#endif
+
+#if defined(USE_LIGHTING) && !defined(MODE_UNSHADED)
+
+ // Directional Lights
+
+ for (uint i = 0; i < canvas_data.directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_array.data[light_base].position;
+ vec4 light_color = light_array.data[light_base].color;
+
+#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);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#endif
+
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ 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_CODE_USED
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+
+ // Positional Lights
+
+ for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
+ if (i >= light_count) {
+ break;
+ }
+ uint light_base;
+ if (i < 8) {
+ if (i < 4) {
+ light_base = draw_data.lights[0];
+ } else {
+ light_base = draw_data.lights[1];
+ }
+ } else {
+ if (i < 12) {
+ light_base = draw_data.lights[2];
+ } else {
+ light_base = draw_data.lights[3];
+ }
+ }
+ light_base >>= (i & 3) * 8;
+ light_base &= 0xFF;
+
+ vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+ vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[light_base].atlas_rect.xy;
+ 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_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
+
+ light_color.rgb *= light_base_color.rgb;
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false);
+#else
+
+ light_color.rgb *= light_base_color.rgb * light_base_color.a;
+
+ if (normal_used) {
+ vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
+ vec3 pos = light_vertex;
+ vec3 light_vec = normalize(light_pos - pos);
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#endif
+ if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
+ //if outside the light texture, light color is zero
+ light_color.a = 0.0;
+ }
+
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+
+ vec2 pos_norm = normalize(shadow_pos);
+ vec2 pos_abs = abs(pos_norm);
+ vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
+ vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
+ float tex_ofs;
+ float distance;
+ if (pos_rot.y > 0) {
+ if (pos_rot.x > 0) {
+ tex_ofs = pos_box.y * 0.125 + 0.125;
+ distance = shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
+ distance = shadow_pos.y;
+ }
+ } else {
+ if (pos_rot.x < 0) {
+ tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
+ distance = -shadow_pos.x;
+ } else {
+ tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
+ distance = -shadow_pos.y;
+ }
+ }
+
+ distance *= light_array.data[light_base].shadow_zfar_inv;
+
+ //float distance = length(shadow_pos);
+ 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_CODE_USED
+ ,
+ shadow_modulate.rgb
+#endif
+ );
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+#endif
+
+ frag_color = color;
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
index 99e70a1976..9f89f4b3b7 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
@@ -2,22 +2,29 @@
#version 450
+#VERSION_DEFINES
+
layout(location = 0) in highp vec3 vertex;
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
- vec2 pad;
+ float z_far;
+ float pad;
}
constants;
+#ifdef MODE_SHADOW
layout(location = 0) out highp float depth;
+#endif
void main() {
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- depth = dot(constants.direction, vtx.xy);
+#ifdef MODE_SHADOW
+ depth = dot(constants.direction, vtx.xy);
+#endif
gl_Position = constants.projection * vtx;
}
@@ -25,9 +32,28 @@ void main() {
#version 450
+#VERSION_DEFINES
+
+layout(push_constant, binding = 0, std430) uniform Constants {
+ mat4 projection;
+ mat2x4 modelview;
+ vec2 direction;
+ float z_far;
+ float pad;
+}
+constants;
+
+#ifdef MODE_SHADOW
layout(location = 0) in highp float depth;
layout(location = 0) out highp float distance_buf;
+#else
+layout(location = 0) out highp float sdf_buf;
+#endif
void main() {
- distance_buf = depth;
+#ifdef MODE_SHADOW
+ distance_buf = depth / constants.z_far;
+#else
+ sdf_buf = 1.0;
+#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
new file mode 100644
index 0000000000..2bdfbabfcf
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
@@ -0,0 +1,179 @@
+#[compute]
+
+#version 450
+
+#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_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;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ ivec2 size;
+ int stride;
+ int shift;
+ ivec2 base_size;
+ uvec2 pad;
+}
+params;
+
+#define SDF_MAX_LENGTH 16384.0
+
+void main() {
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(pos, params.size))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_LOAD
+
+ bool solid = imageLoad(src_pixels, pos).r > 0.5;
+ imageStore(dst_process, pos, solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0));
+#endif
+
+#ifdef MODE_LOAD_SHRINK
+
+ int s = 1 << params.shift;
+ ivec2 base = pos << params.shift;
+ ivec2 center = base + ivec2(params.shift);
+
+ 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);
+ if (any(greaterThanEqual(src_pos, params.base_size))) {
+ continue;
+ }
+ bool solid = imageLoad(src_pixels, src_pos).r > 0.5;
+ if (solid) {
+ float dist = length(vec2(src_pos - center));
+ if (dist < d) {
+ 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
+
+#ifdef MODE_PROCESS
+
+ ivec2 base = pos << params.shift;
+ ivec2 center = base + ivec2(params.shift);
+
+ 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;
+ const ivec2 ofs_table[ofs_table_size] = ivec2[](
+ ivec2(-1, -1),
+ ivec2(0, -1),
+ ivec2(+1, -1),
+
+ ivec2(-1, 0),
+ ivec2(+1, 0),
+
+ ivec2(-1, +1),
+ ivec2(0, +1),
+ ivec2(+1, +1));
+
+ float dist = length(vec2(rel - center));
+ for (int i = 0; i < ofs_table_size; i++) {
+ ivec2 src_pos = pos + ofs_table[i] * params.stride;
+ if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, params.size))) {
+ 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;
+ rel = src_rel;
+ }
+ }
+ }
+
+ 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 (solid) {
+ d = -d;
+ }
+
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ imageStore(dst_sdf, pos, vec4(d));
+
+#endif
+
+#ifdef MODE_STORE_SHRINK
+
+ ivec2 base = pos << params.shift;
+ 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 (solid) {
+ d = -d;
+ }
+ d /= SDF_MAX_LENGTH;
+ d = clamp(d, -1.0, 1.0);
+ imageStore(dst_sdf, pos, vec4(d));
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index a39866004b..0cff505cae 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -1,18 +1,20 @@
+
+#define MAX_LIGHTS_PER_ITEM 16
+
#define M_PI 3.14159265359
-#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)
+#define SDF_MAX_LENGTH 16384.0
+
+//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)
#define FLAGS_USING_LIGHT_MASK (1 << 11)
#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12)
#define FLAGS_USING_PARTICLES (1 << 13)
-#define FLAGS_USE_PIXEL_SNAP (1 << 14)
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
@@ -22,13 +24,22 @@
#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26)
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
-// In vulkan, sets should always be ordered using the following logic:
-// Lower Sets: Sets that change format and layout less often
-// Higher sets: Sets that change format and layout very often
-// This is because changing a set for another with a different layout or format,
-// invalidates all the upper ones.
+#define FLAGS_USE_MSDF (1 << 28)
+
+#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
-/* SET0: Draw Primitive */
+// Push Constant
layout(push_constant, binding = 0, std430) uniform DrawData {
vec2 world_x;
@@ -53,46 +64,35 @@ layout(push_constant, binding = 0, std430) uniform DrawData {
}
draw_data;
-// The values passed per draw primitives are cached within it
-
-layout(set = 0, binding = 1) uniform texture2D color_texture;
-layout(set = 0, binding = 2) uniform texture2D normal_texture;
-layout(set = 0, binding = 3) uniform texture2D specular_texture;
-layout(set = 0, binding = 4) uniform sampler texture_sampler;
-
-layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer;
-
-/* SET1: Is reserved for the material */
-
-#ifdef USE_MATERIAL_SAMPLERS
-
-layout(set = 1, binding = 0) uniform sampler material_samplers[12];
+// In vulkan, sets should always be ordered using the following logic:
+// Lower Sets: Sets that change format and layout less often
+// Higher sets: Sets that change format and layout very often
+// This is because changing a set for another with a different layout or format,
+// invalidates all the upper ones (as likely internal base offset changes)
-#endif
+/* SET0: Globals */
-/* SET2: Canvas Item State (including lighting) */
+// The values passed per draw primitives are cached within it
-layout(set = 2, binding = 0, std140) uniform CanvasData {
+layout(set = 0, binding = 1, std140) uniform CanvasData {
mat4 canvas_transform;
mat4 screen_transform;
mat4 canvas_normal_transform;
vec4 canvas_modulation;
vec2 screen_pixel_size;
float time;
- float time_pad;
- //uint light_count;
-}
-canvas_data;
+ bool use_pixel_snap;
-layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
+ vec4 sdf_to_tex;
+ vec2 screen_to_sdf;
+ vec2 sdf_to_screen;
-layout(set = 2, binding = 2, std140) uniform SkeletonData {
- mat4 skeleton_transform; //in world coordinates
- mat4 skeleton_transform_inverse;
+ uint directional_light_count;
+ float tex_to_sdf;
+ uint pad1;
+ uint pad2;
}
-skeleton_data;
-
-#ifdef USE_LIGHTING
+canvas_data;
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
@@ -110,37 +110,53 @@ struct Light {
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
- vec4 shadow_color;
- vec2 position;
+
+ uint shadow_color; // packed
uint flags; //index to light texture
- float height;
float shadow_pixel_size;
- float pad0;
- float pad1;
- float pad2;
+ float height;
+
+ vec2 position;
+ float shadow_zfar_inv;
+ float shadow_y_ofs;
+
+ vec4 atlas_rect;
};
-layout(set = 2, binding = 3, std140) uniform LightData {
+layout(set = 0, binding = 2, std140) uniform LightData {
Light data[MAX_LIGHTS];
}
light_array;
-layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
-layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES];
+layout(set = 0, binding = 3) uniform texture2D atlas_texture;
+layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
-layout(set = 2, binding = 6) uniform sampler shadow_sampler;
+layout(set = 0, binding = 5) uniform sampler shadow_sampler;
-#endif
+layout(set = 0, binding = 6) uniform texture2D screen_texture;
+layout(set = 0, binding = 7) uniform texture2D sdf_texture;
-layout(set = 2, binding = 7, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 8) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
-/* SET3: Render Target Data */
+/* SET1: Is reserved for the material */
+
+//
-#ifdef SCREEN_TEXTURE_USED
+/* SET2: Instancing and Skeleton */
-layout(set = 3, binding = 0) uniform texture2D screen_texture;
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
+ vec4 data[];
+}
+transforms;
-#endif
+/* SET3: Texture */
+
+layout(set = 3, binding = 0) uniform texture2D color_texture;
+layout(set = 3, binding = 1) uniform texture2D normal_texture;
+layout(set = 3, binding = 2) uniform texture2D specular_texture;
+layout(set = 3, binding = 3) uniform sampler texture_sampler;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
new file mode 100644
index 0000000000..8e616ebe1f
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
@@ -0,0 +1,3 @@
+#define CLUSTER_COUNTER_SHIFT 20
+#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
+#define CLUSTER_COUNTER_MASK 0xfff
diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
new file mode 100644
index 0000000000..40da2c6e5c
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
@@ -0,0 +1,115 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
+ vec3(0.14, 0.17, 0.23),
+ vec3(0.24, 0.44, 0.83),
+ vec3(0.23, 0.57, 0.84),
+ vec3(0.22, 0.71, 0.84),
+ vec3(0.22, 0.85, 0.83),
+ vec3(0.21, 0.85, 0.72),
+ vec3(0.21, 0.85, 0.57),
+ vec3(0.20, 0.85, 0.42),
+ vec3(0.20, 0.85, 0.27),
+ vec3(0.27, 0.86, 0.19),
+ vec3(0.51, 0.85, 0.19),
+ vec3(0.57, 0.86, 0.19),
+ vec3(0.62, 0.85, 0.19),
+ vec3(0.67, 0.86, 0.20),
+ vec3(0.73, 0.85, 0.20),
+ vec3(0.78, 0.85, 0.20),
+ vec3(0.83, 0.85, 0.20),
+ vec3(0.85, 0.82, 0.20),
+ vec3(0.85, 0.76, 0.20),
+ vec3(0.85, 0.81, 0.20),
+ vec3(0.85, 0.65, 0.20),
+ vec3(0.84, 0.60, 0.21),
+ vec3(0.84, 0.56, 0.21),
+ vec3(0.84, 0.51, 0.21),
+ vec3(0.84, 0.46, 0.21),
+ vec3(0.84, 0.41, 0.21),
+ vec3(0.84, 0.36, 0.21),
+ vec3(0.84, 0.31, 0.21),
+ vec3(0.84, 0.27, 0.21),
+ vec3(0.83, 0.22, 0.22),
+ vec3(0.83, 0.22, 0.27),
+ vec3(0.83, 0.22, 0.32),
+ vec3(1.00, 0.63, 0.70));
+layout(push_constant, binding = 0, std430) uniform Params {
+ uvec2 screen_size;
+ uvec2 cluster_screen_size;
+
+ uint cluster_shift;
+ uint cluster_type;
+ float z_near;
+ float z_far;
+
+ bool orthogonal;
+ uint max_cluster_element_count_div_32;
+ uint pad1;
+ uint pad2;
+}
+params;
+
+layout(set = 0, binding = 1, std430) buffer restrict readonly ClusterData {
+ uint data[];
+}
+cluster_data;
+
+layout(rgba16f, set = 0, binding = 2) uniform restrict writeonly image2D screen_buffer;
+layout(set = 0, binding = 3) uniform texture2D depth_buffer;
+layout(set = 0, binding = 4) uniform sampler depth_buffer_sampler;
+
+void main() {
+ uvec2 screen_pos = gl_GlobalInvocationID.xy;
+ if (any(greaterThanEqual(screen_pos, params.screen_size))) {
+ return;
+ }
+
+ uvec2 cluster_pos = screen_pos >> params.cluster_shift;
+
+ uint offset = cluster_pos.y * params.cluster_screen_size.x + cluster_pos.x;
+ offset += params.cluster_screen_size.x * params.cluster_screen_size.y * params.cluster_type;
+ offset *= (params.max_cluster_element_count_div_32 + 32);
+
+ //depth buffers generally can't be accessed via image API
+ float depth = texelFetch(sampler2D(depth_buffer, depth_buffer_sampler), ivec2(screen_pos), 0).r * 2.0 - 1.0;
+
+ if (params.orthogonal) {
+ depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ }
+ depth /= params.z_far;
+
+ uint slice = uint(clamp(floor(depth * 32.0), 0.0, 31.0));
+ uint slice_minmax = cluster_data.data[offset + params.max_cluster_element_count_div_32 + slice];
+ uint item_min = slice_minmax & 0xFFFF;
+ uint item_max = slice_minmax >> 16;
+
+ uint item_count = 0;
+ for (uint i = 0; i < params.max_cluster_element_count_div_32; i++) {
+ uint slice_bits = cluster_data.data[offset + i];
+ while (slice_bits != 0) {
+ uint bit = findLSB(slice_bits);
+ uint item = i * 32 + bit;
+ if ((item >= item_min && item < item_max)) {
+ item_count++;
+ }
+ slice_bits &= ~(1 << bit);
+ }
+ }
+
+ item_count = min(item_count, 32);
+
+ vec3 color = usage_gradient[item_count];
+
+ color = mix(color * 1.2, color * 0.3, float(slice) / 31.0);
+
+ imageStore(screen_buffer, ivec2(screen_pos), vec4(color, 1.0));
+}
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
new file mode 100644
index 0000000000..6d95722a57
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -0,0 +1,168 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(location = 0) in vec3 vertex_attrib;
+
+layout(location = 0) out float depth_interp;
+layout(location = 1) out flat uint element_index;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint base_index;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+}
+params;
+
+layout(set = 0, binding = 1, std140) uniform State {
+ mat4 projection;
+
+ float inv_z_far;
+ uint screen_to_clusters_shift; // shift to obtain coordinates in block indices
+ uint cluster_screen_width; //
+ uint cluster_data_size; // how much data for a single cluster takes
+
+ uint cluster_depth_offset;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+}
+state;
+
+struct RenderElement {
+ uint type; //0-4
+ bool touches_near;
+ bool touches_far;
+ uint original_index;
+ mat3x4 transform_inv;
+ vec3 scale;
+ uint pad;
+};
+
+layout(set = 0, binding = 2, std430) buffer restrict readonly RenderElements {
+ RenderElement data[];
+}
+render_elements;
+
+void main() {
+ element_index = params.base_index + gl_InstanceIndex;
+
+ vec3 vertex = vertex_attrib;
+ vertex *= render_elements.data[element_index].scale;
+
+ vertex = vec4(vertex, 1.0) * render_elements.data[element_index].transform_inv;
+ depth_interp = -vertex.z;
+
+ gl_Position = state.projection * vec4(vertex, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#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
+#extension GL_KHR_shader_subgroup_vote : enable
+
+#define USE_SUBGROUPS
+#endif
+
+layout(location = 0) in float depth_interp;
+layout(location = 1) in flat uint element_index;
+
+layout(set = 0, binding = 1, std140) uniform State {
+ mat4 projection;
+ float inv_z_far;
+ uint screen_to_clusters_shift; // shift to obtain coordinates in block indices
+ uint cluster_screen_width; //
+ uint cluster_data_size; // how much data for a single cluster takes
+ uint cluster_depth_offset;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+}
+state;
+
+//cluster data is layout linearly, each cell contains the follow information:
+// - list of bits for every element to mark as used, so (max_elem_count/32)*4 uints
+// - a uint for each element to mark the depth bits used when rendering (0-31)
+
+layout(set = 0, binding = 3, std430) buffer restrict ClusterRender {
+ uint data[];
+}
+cluster_render;
+
+void main() {
+ //convert from screen to cluster
+ uvec2 cluster = uvec2(gl_FragCoord.xy) >> state.screen_to_clusters_shift;
+
+ //get linear cluster offset from screen poss
+ uint cluster_offset = cluster.x + state.cluster_screen_width * cluster.y;
+ //multiply by data size to position at the beginning of the element list for this cluster
+ cluster_offset *= state.cluster_data_size;
+
+ //find the current element in the list and plot the bit to mark it as used
+ uint usage_write_offset = cluster_offset + (element_index >> 5);
+ uint usage_write_bit = 1 << (element_index & 0x1F);
+
+#ifdef USE_SUBGROUPS
+
+ uint cluster_thread_group_index;
+
+ if (!gl_HelperInvocation) {
+ //https://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
+
+ uvec4 mask;
+
+ while (true) {
+ // find the cluster offset of the first active thread
+ // threads that did break; go inactive and no longer count
+ uint first = subgroupBroadcastFirst(cluster_offset);
+ // update the mask for thread that match this cluster
+ mask = subgroupBallot(first == cluster_offset);
+ if (first == cluster_offset) {
+ // This thread belongs to the group of threads that match this offset,
+ // so exit the loop.
+ break;
+ }
+ }
+
+ cluster_thread_group_index = subgroupBallotExclusiveBitCount(mask);
+
+ if (cluster_thread_group_index == 0) {
+ atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
+ }
+ }
+#else
+ if (!gl_HelperInvocation) {
+ atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
+ }
+#endif
+ //find the current element in the depth usage list and mark the current depth as used
+ float unit_depth = depth_interp * state.inv_z_far;
+
+ uint z_bit = clamp(uint(floor(unit_depth * 32.0)), 0, 31);
+
+ uint z_write_offset = cluster_offset + state.cluster_depth_offset + element_index;
+ uint z_write_bit = 1 << z_bit;
+
+#ifdef USE_SUBGROUPS
+ if (!gl_HelperInvocation) {
+ z_write_bit = subgroupOr(z_write_bit); //merge all Zs
+ if (cluster_thread_group_index == 0) {
+ atomicOr(cluster_render.data[z_write_offset], z_write_bit);
+ }
+ }
+#else
+ if (!gl_HelperInvocation) {
+ atomicOr(cluster_render.data[z_write_offset], z_write_bit);
+ }
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
new file mode 100644
index 0000000000..b0606efa94
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
@@ -0,0 +1,119 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint cluster_render_data_size; // how much data for a single cluster takes
+ uint max_render_element_count_div_32; //divided by 32
+ uvec2 cluster_screen_size;
+ uint render_element_count_div_32; //divided by 32
+
+ uint max_cluster_element_count_div_32; //divided by 32
+ uint pad1;
+ uint pad2;
+}
+params;
+
+layout(set = 0, binding = 1, std430) buffer restrict readonly ClusterRender {
+ uint data[];
+}
+cluster_render;
+
+layout(set = 0, binding = 2, std430) buffer restrict ClusterStore {
+ uint data[];
+}
+cluster_store;
+
+struct RenderElement {
+ uint type; //0-4
+ bool touches_near;
+ bool touches_far;
+ uint original_index;
+ mat3x4 transform_inv;
+ vec3 scale;
+ uint pad;
+};
+
+layout(set = 0, binding = 3, std430) buffer restrict readonly RenderElements {
+ RenderElement data[];
+}
+render_elements;
+
+void main() {
+ uvec2 pos = gl_GlobalInvocationID.xy;
+ if (any(greaterThanEqual(pos, params.cluster_screen_size))) {
+ return;
+ }
+
+ //counter for each type of render_element
+
+ //base offset for this cluster
+ uint base_offset = (pos.x + params.cluster_screen_size.x * pos.y);
+ uint src_offset = base_offset * params.cluster_render_data_size;
+
+ uint render_element_offset = 0;
+
+ //check all render_elements and see which one was written to
+ while (render_element_offset < params.render_element_count_div_32) {
+ uint bits = cluster_render.data[src_offset + render_element_offset];
+ while (bits != 0) {
+ //if bits exist, check the render_element
+ uint index_bit = findLSB(bits);
+ uint index = render_element_offset * 32 + index_bit;
+ uint type = render_elements.data[index].type;
+
+ uint z_range_offset = src_offset + params.max_render_element_count_div_32 + index;
+ uint z_range = cluster_render.data[z_range_offset];
+
+ //if object was written, z was written, but check just in case
+ if (z_range != 0) { //should always be > 0
+
+ uint from_z = findLSB(z_range);
+ uint to_z = findMSB(z_range) + 1;
+
+ if (render_elements.data[index].touches_near) {
+ from_z = 0;
+ }
+
+ if (render_elements.data[index].touches_far) {
+ to_z = 32;
+ }
+
+ // find cluster offset in the buffer used for indexing in the renderer
+ uint dst_offset = (base_offset + type * (params.cluster_screen_size.x * params.cluster_screen_size.y)) * (params.max_cluster_element_count_div_32 + 32);
+
+ uint orig_index = render_elements.data[index].original_index;
+ //store this index in the Z slices by setting the relevant bit
+ for (uint i = from_z; i < to_z; i++) {
+ uint slice_ofs = dst_offset + params.max_cluster_element_count_div_32 + i;
+
+ uint minmax = cluster_store.data[slice_ofs];
+
+ if (minmax == 0) {
+ minmax = 0xFFFF; //min 0, max 0xFFFF
+ }
+
+ uint elem_min = min(orig_index, minmax & 0xFFFF);
+ uint elem_max = max(orig_index + 1, minmax >> 16); //always store plus one, so zero means range is empty when not written to
+
+ minmax = elem_min | (elem_max << 16);
+ cluster_store.data[slice_ofs] = minmax;
+ }
+
+ uint store_word = orig_index >> 5;
+ uint store_bit = orig_index & 0x1F;
+
+ //store the actual render_element index at the end, so the rendering code can reference it
+ cluster_store.data[dst_offset + store_word] |= 1 << store_bit;
+ }
+
+ bits &= ~(1 << index_bit); //clear the bit to continue iterating
+ }
+
+ render_element_offset++;
+ }
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl
index e565bd8e3d..4110a95ddb 100644
--- a/servers/rendering/rasterizer_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;
@@ -15,6 +15,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
+#define FLAG_ALPHA_TO_ONE (1 << 9)
layout(push_constant, binding = 1, std430) uniform Params {
ivec4 section;
@@ -35,6 +36,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
float camera_z_far;
float camera_z_near;
uint pad2[2];
+
+ vec4 set_color;
}
params;
@@ -42,7 +45,7 @@ params;
layout(set = 0, binding = 0) uniform samplerCubeArray source_color;
#elif defined(MODE_CUBEMAP_TO_PANORAMA)
layout(set = 0, binding = 0) uniform samplerCube source_color;
-#else
+#elif !defined(MODE_SET_COLOR)
layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
@@ -58,12 +61,20 @@ layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buff
layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#endif
+#ifdef MODE_GAUSSIAN_GLOW
+shared vec4 local_cache[256];
+shared vec4 temp_cache[128];
+#endif
+
void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+#ifndef MODE_GAUSSIAN_GLOW // Glow needs the extra threads
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
return;
}
+#endif
#ifdef MODE_MIPMAP
@@ -104,70 +115,69 @@ void main() {
#ifdef MODE_GAUSSIAN_GLOW
- //Glow uses larger sigma 1 for a more rounded blur effect
+ // First pass copy texture into 16x16 local memory for every 8x8 thread block
+ vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+ uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
-#define GLOW_ADD(m_ofs, m_mult) \
- { \
- ivec2 ofs = base_pos + m_ofs; \
- if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
- color += texelFetch(source_color, ofs, 0) * m_mult; \
- } \
+ if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
+ vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+
+ local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
+ local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
+ local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
+ local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
+ } else {
+ local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
+ local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
+ local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
+ local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
+ memoryBarrierShared();
+ barrier();
+
+ // Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
+ uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
+ vec4 color_top = vec4(0.0);
+ color_top += local_cache[read_index] * 0.174938;
+ color_top += local_cache[read_index + 1] * 0.165569;
+ color_top += local_cache[read_index + 2] * 0.140367;
+ color_top += local_cache[read_index + 3] * 0.106595;
+ color_top += local_cache[read_index - 1] * 0.165569;
+ color_top += local_cache[read_index - 2] * 0.140367;
+ color_top += local_cache[read_index - 3] * 0.106595;
+
+ vec4 color_bottom = vec4(0.0);
+ color_bottom += local_cache[read_index + 16] * 0.174938;
+ color_bottom += local_cache[read_index + 1 + 16] * 0.165569;
+ color_bottom += local_cache[read_index + 2 + 16] * 0.140367;
+ color_bottom += local_cache[read_index + 3 + 16] * 0.106595;
+ color_bottom += local_cache[read_index - 1 + 16] * 0.165569;
+ color_bottom += local_cache[read_index - 2 + 16] * 0.140367;
+ color_bottom += local_cache[read_index - 3 + 16] * 0.106595;
+
+ // rotate samples to take advantage of cache coherency
+ uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
+
+ temp_cache[write_index] = color_top;
+ temp_cache[write_index + 1] = color_bottom;
+
+ memoryBarrierShared();
+ barrier();
+
+ // Vertical pass
+ uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
vec4 color = vec4(0.0);
- if (bool(params.flags & FLAG_HORIZONTAL)) {
- ivec2 base_pos = ((pos + params.section.xy) << 1) + ivec2(1);
- ivec2 section_begin = params.section.xy << 1;
- ivec2 section_end = section_begin + (params.section.zw << 1);
-
- if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
- //Sample from two lines to capture single pixel features
- GLOW_ADD(ivec2(0, 0), 0.152781);
- GLOW_ADD(ivec2(1, 0), 0.144599);
- GLOW_ADD(ivec2(2, 0), 0.122589);
- GLOW_ADD(ivec2(3, 0), 0.093095);
- GLOW_ADD(ivec2(4, 0), 0.063327);
- GLOW_ADD(ivec2(-1, 0), 0.144599);
- GLOW_ADD(ivec2(-2, 0), 0.122589);
- GLOW_ADD(ivec2(-3, 0), 0.093095);
- GLOW_ADD(ivec2(-4, 0), 0.063327);
-
- GLOW_ADD(ivec2(0, 1), 0.152781);
- GLOW_ADD(ivec2(1, 1), 0.144599);
- GLOW_ADD(ivec2(2, 1), 0.122589);
- GLOW_ADD(ivec2(3, 1), 0.093095);
- GLOW_ADD(ivec2(4, 1), 0.063327);
- GLOW_ADD(ivec2(-1, 1), 0.144599);
- GLOW_ADD(ivec2(-2, 1), 0.122589);
- GLOW_ADD(ivec2(-3, 1), 0.093095);
- GLOW_ADD(ivec2(-4, 1), 0.063327);
- color *= 0.5;
- } else {
- GLOW_ADD(ivec2(0, 0), 0.174938);
- GLOW_ADD(ivec2(1, 0), 0.165569);
- GLOW_ADD(ivec2(2, 0), 0.140367);
- GLOW_ADD(ivec2(3, 0), 0.106595);
- GLOW_ADD(ivec2(-1, 0), 0.165569);
- GLOW_ADD(ivec2(-2, 0), 0.140367);
- GLOW_ADD(ivec2(-3, 0), 0.106595);
- }
-
- color *= params.glow_strength;
- } else {
- ivec2 base_pos = pos + params.section.xy;
- ivec2 section_begin = params.section.xy;
- ivec2 section_end = section_begin + params.section.zw;
-
- GLOW_ADD(ivec2(0, 0), 0.288713);
- GLOW_ADD(ivec2(0, 1), 0.233062);
- GLOW_ADD(ivec2(0, 2), 0.122581);
- GLOW_ADD(ivec2(0, -1), 0.233062);
- GLOW_ADD(ivec2(0, -2), 0.122581);
- color *= params.glow_strength;
- }
+ color += temp_cache[index] * 0.174938;
+ color += temp_cache[index + 1] * 0.165569;
+ color += temp_cache[index + 2] * 0.140367;
+ color += temp_cache[index + 3] * 0.106595;
+ color += temp_cache[index - 1] * 0.165569;
+ color += temp_cache[index - 2] * 0.140367;
+ color += temp_cache[index - 3] * 0.106595;
-#undef GLOW_ADD
+ color *= params.glow_strength;
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
@@ -196,25 +206,24 @@ void main() {
}
color = textureLod(source_color, uv, 0.0);
- if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
- color.rgb = vec3(max(max(color.r, color.g), color.b));
- }
- imageStore(dest_buffer, pos + params.target, color);
-
} else {
color = texelFetch(source_color, pos + params.section.xy, 0);
- if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
- color.rgb = vec3(max(max(color.r, color.g), color.b));
- }
-
if (bool(params.flags & FLAG_FLIP_Y)) {
pos.y = params.section.w - pos.y - 1;
}
+ }
- imageStore(dest_buffer, pos + params.target, color);
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
}
+ if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
+ color.a = 1.0;
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+
#endif
#ifdef MODE_SIMPLE_COPY_DEPTH
@@ -263,4 +272,8 @@ void main() {
#endif
imageStore(dest_buffer, pos + params.target, color);
#endif
+
+#ifdef MODE_SET_COLOR
+ imageStore(dest_buffer, pos + params.target, params.set_color);
+#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
index 9751e13b4e..8c68e2dc2f 100644
--- a/servers/rendering/rasterizer_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/rasterizer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index 54d67db6c6..69b895ed29 100644
--- a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -1,41 +1,56 @@
-#[compute]
+#[vertex]
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+layout(push_constant, binding = 1, std430) uniform Params {
+ float z_far;
+ float z_near;
+ vec2 texel_size;
+ vec4 screen_rect;
+}
+params;
+
+layout(location = 0) out vec2 uv_interp;
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ vec2 screen_pos = uv_interp * params.screen_rect.zw + params.screen_rect.xy;
+ gl_Position = vec4(screen_pos * 2.0 - 1.0, 0.0, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 screen_size;
- ivec2 offset;
- float bias;
float z_far;
float z_near;
- bool z_flip;
+ vec2 texel_size;
+ vec4 screen_rect;
}
params;
-layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
-
void main() {
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
- return;
- }
+ vec2 uv = uv_interp;
+ vec2 texel_size = abs(params.texel_size);
- vec2 pixel_size = 1.0 / vec2(params.screen_size);
- vec2 uv = (vec2(pos) + 0.5) * pixel_size;
+ uv = clamp(uv * (1.0 + 2.0 * texel_size) - texel_size, vec2(0.0), vec2(1.0));
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
-
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ normal.z = 0.5 * (1.0 - dot(normal.xy, normal.xy)); // z = 1/2 - 1/2 * (x^2 + y^2)
normal = normalize(normal);
normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
+ if (params.texel_size.x >= 0.0) { // Sign is used to encode Z flip
normal.z = -normal.z;
}
@@ -65,5 +80,5 @@ void main() {
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
depth = (linear_depth * depth_fix) / params.z_far;
- imageStore(depth_buffer, pos + params.offset, vec4(depth));
+ gl_FragDepth = depth;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
index 7f269b7af3..63f0ce690e 100644
--- a/servers/rendering/rasterizer_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
@@ -32,53 +32,7 @@ layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
-layout(push_constant, binding = 1, std430) uniform Params {
- uint face_size;
-}
-params;
-
-#define M_PI 3.14159265359
-
-void get_dir_0(out vec3 dir, in float u, in float v) {
- dir[0] = 1.0;
- dir[1] = v;
- dir[2] = -u;
-}
-
-void get_dir_1(out vec3 dir, in float u, in float v) {
- dir[0] = -1.0;
- dir[1] = v;
- dir[2] = u;
-}
-
-void get_dir_2(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = 1.0;
- dir[2] = -v;
-}
-
-void get_dir_3(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = -1.0;
- dir[2] = v;
-}
-
-void get_dir_4(out vec3 dir, in float u, in float v) {
- dir[0] = u;
- dir[1] = v;
- dir[2] = 1.0;
-}
-
-void get_dir_5(out vec3 dir, in float u, in float v) {
- dir[0] = -u;
- dir[1] = v;
- dir[2] = -1.0;
-}
-
-float calcWeight(float u, float v) {
- float val = u * u + v * v + 1.0;
- return val * sqrt(val);
-}
+#include "cubemap_downsampler_inc.glsl"
void main() {
uvec3 id = gl_GlobalInvocationID;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
new file mode 100644
index 0000000000..b329e67293
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
@@ -0,0 +1,48 @@
+layout(push_constant, binding = 1, std430) uniform Params {
+ uint face_size;
+ uint face_id; // only used in raster shader
+}
+params;
+
+#define M_PI 3.14159265359
+
+void get_dir_0(out vec3 dir, in float u, in float v) {
+ dir[0] = 1.0;
+ dir[1] = v;
+ dir[2] = -u;
+}
+
+void get_dir_1(out vec3 dir, in float u, in float v) {
+ dir[0] = -1.0;
+ dir[1] = v;
+ dir[2] = u;
+}
+
+void get_dir_2(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = 1.0;
+ dir[2] = -v;
+}
+
+void get_dir_3(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = -1.0;
+ dir[2] = v;
+}
+
+void get_dir_4(out vec3 dir, in float u, in float v) {
+ dir[0] = u;
+ dir[1] = v;
+ dir[2] = 1.0;
+}
+
+void get_dir_5(out vec3 dir, in float u, in float v) {
+ dir[0] = -u;
+ dir[1] = v;
+ dir[2] = -1.0;
+}
+
+float calcWeight(float u, float v) {
+ float val = u * u + v * v + 1.0;
+ return val * sqrt(val);
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl
new file mode 100644
index 0000000000..0828ffd921
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_raster.glsl
@@ -0,0 +1,163 @@
+// Copyright 2016 Activision Publishing, Inc.
+//
+// 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.
+
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_downsampler_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex] * float(params.face_size);
+ gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_downsampler_inc.glsl"
+
+layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
+
+layout(location = 0) in vec2 uv_interp;
+layout(location = 0) out vec4 frag_color;
+/* clang-format on */
+
+void main() {
+ // Converted from compute shader which uses absolute coordinates.
+ // Could possibly simplify this
+ float face_size = float(params.face_size);
+
+ if (uv_interp.x < face_size && uv_interp.y < face_size) {
+ float inv_face_size = 1.0 / face_size;
+
+ float u0 = (uv_interp.x * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
+ float u1 = (uv_interp.x * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
+
+ float v0 = (uv_interp.y * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
+ float v1 = (uv_interp.y * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
+
+ float weights[4];
+ weights[0] = calcWeight(u0, v0);
+ weights[1] = calcWeight(u1, v0);
+ weights[2] = calcWeight(u0, v1);
+ weights[3] = calcWeight(u1, v1);
+
+ const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
+ for (int i = 0; i < 4; i++) {
+ weights[i] = weights[i] * wsum + .125;
+ }
+
+ vec3 dir;
+ vec4 color;
+ switch (params.face_id) {
+ case 0:
+ get_dir_0(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_0(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_0(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_0(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 1:
+ get_dir_1(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_1(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_1(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_1(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 2:
+ get_dir_2(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_2(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_2(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_2(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 3:
+ get_dir_3(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_3(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_3(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_3(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ case 4:
+ get_dir_4(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_4(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_4(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_4(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ default:
+ get_dir_5(dir, u0, v0);
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
+
+ get_dir_5(dir, u1, v0);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
+
+ get_dir_5(dir, u0, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
+
+ get_dir_5(dir, u1, v1);
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
+ break;
+ }
+ frag_color = color;
+ }
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
index 987545fb76..2a774b0eb4 100644
--- a/servers/rendering/rasterizer_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_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
new file mode 100644
index 0000000000..324d306218
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
@@ -0,0 +1,256 @@
+// Copyright 2016 Activision Publishing, Inc.
+//
+// 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.
+
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ int mip_level;
+ uint face_id;
+}
+params;
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ int mip_level;
+ uint face_id;
+}
+params;
+
+layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
+
+layout(location = 0) in vec2 uv_interp;
+layout(location = 0) out vec4 frag_color;
+
+/* clang-format on */
+
+#ifdef USE_HIGH_QUALITY
+#define NUM_TAPS 32
+#else
+#define NUM_TAPS 8
+#endif
+
+#define BASE_RESOLUTION 128
+
+#ifdef USE_HIGH_QUALITY
+layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
+ vec4[7][5][3][24] coeffs;
+}
+data;
+#else
+layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
+ vec4[7][5][6] coeffs;
+}
+data;
+#endif
+
+void get_dir(out vec3 dir, in vec2 uv, in uint face) {
+ switch (face) {
+ case 0:
+ dir = vec3(1.0, uv[1], -uv[0]);
+ break;
+ case 1:
+ dir = vec3(-1.0, uv[1], uv[0]);
+ break;
+ case 2:
+ dir = vec3(uv[0], 1.0, -uv[1]);
+ break;
+ case 3:
+ dir = vec3(uv[0], -1.0, uv[1]);
+ break;
+ case 4:
+ dir = vec3(uv[0], uv[1], 1.0);
+ break;
+ default:
+ dir = vec3(-uv[0], uv[1], -1.0);
+ break;
+ }
+}
+
+void main() {
+ // determine dir / pos for the texel
+ vec3 dir, adir, frameZ;
+ {
+ vec2 uv;
+ uv.x = uv_interp.x;
+ uv.y = 1.0 - uv_interp.y;
+ uv = uv * 2.0 - 1.0;
+
+ get_dir(dir, uv, params.face_id);
+ frameZ = normalize(dir);
+
+ adir = abs(dir);
+ }
+
+ // determine which texel this is
+ // NOTE (macOS/MoltenVK): Do not rename, "level" variable name conflicts with the Metal "level(float lod)" mipmap sampling function name.
+ int mip_level = 0;
+
+ if (params.mip_level < 0) {
+ // return as is
+ frag_color.rgb = textureLod(source_cubemap, frameZ, 0.0).rgb;
+ frag_color.a = 1.0;
+ return;
+ } else if (params.mip_level > 6) {
+ // maximum level
+ mip_level = 6;
+ } else {
+ mip_level = params.mip_level;
+ }
+
+ // GGX gather colors
+ vec4 color = vec4(0.0);
+ for (int axis = 0; axis < 3; axis++) {
+ const int otherAxis0 = 1 - (axis & 1) - (axis >> 1);
+ const int otherAxis1 = 2 - (axis >> 1);
+
+ float frameweight = (max(adir[otherAxis0], adir[otherAxis1]) - .75) / .25;
+ if (frameweight > 0.0) {
+ // determine frame
+ vec3 UpVector;
+ switch (axis) {
+ case 0:
+ UpVector = vec3(1, 0, 0);
+ break;
+ case 1:
+ UpVector = vec3(0, 1, 0);
+ break;
+ default:
+ UpVector = vec3(0, 0, 1);
+ break;
+ }
+
+ vec3 frameX = normalize(cross(UpVector, frameZ));
+ vec3 frameY = cross(frameZ, frameX);
+
+ // calculate parametrization for polynomial
+ float Nx = dir[otherAxis0];
+ float Ny = dir[otherAxis1];
+ float Nz = adir[axis];
+
+ float NmaxXY = max(abs(Ny), abs(Nx));
+ Nx /= NmaxXY;
+ Ny /= NmaxXY;
+
+ float theta;
+ if (Ny < Nx) {
+ if (Ny <= -0.999)
+ theta = Nx;
+ else
+ theta = Ny;
+ } else {
+ if (Ny >= 0.999)
+ theta = -Nx;
+ else
+ theta = -Ny;
+ }
+
+ float phi;
+ if (Nz <= -0.999)
+ phi = -NmaxXY;
+ else if (Nz >= 0.999)
+ phi = NmaxXY;
+ else
+ phi = Nz;
+
+ float theta2 = theta * theta;
+ float phi2 = phi * phi;
+
+ // sample
+ for (int iSuperTap = 0; iSuperTap < NUM_TAPS / 4; iSuperTap++) {
+ const int index = (NUM_TAPS / 4) * axis + iSuperTap;
+
+#ifdef USE_HIGH_QUALITY
+ vec4 coeffsDir0[3];
+ vec4 coeffsDir1[3];
+ vec4 coeffsDir2[3];
+ vec4 coeffsLevel[3];
+ vec4 coeffsWeight[3];
+
+ for (int iCoeff = 0; iCoeff < 3; iCoeff++) {
+ coeffsDir0[iCoeff] = data.coeffs[mip_level][0][iCoeff][index];
+ coeffsDir1[iCoeff] = data.coeffs[mip_level][1][iCoeff][index];
+ coeffsDir2[iCoeff] = data.coeffs[mip_level][2][iCoeff][index];
+ coeffsLevel[iCoeff] = data.coeffs[mip_level][3][iCoeff][index];
+ coeffsWeight[iCoeff] = data.coeffs[mip_level][4][iCoeff][index];
+ }
+
+ for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
+ // determine sample attributes (dir, weight, mip_level)
+ vec3 sample_dir = frameX * (coeffsDir0[0][iSubTap] + coeffsDir0[1][iSubTap] * theta2 + coeffsDir0[2][iSubTap] * phi2) + frameY * (coeffsDir1[0][iSubTap] + coeffsDir1[1][iSubTap] * theta2 + coeffsDir1[2][iSubTap] * phi2) + frameZ * (coeffsDir2[0][iSubTap] + coeffsDir2[1][iSubTap] * theta2 + coeffsDir2[2][iSubTap] * phi2);
+
+ float sample_level = coeffsLevel[0][iSubTap] + coeffsLevel[1][iSubTap] * theta2 + coeffsLevel[2][iSubTap] * phi2;
+
+ float sample_weight = coeffsWeight[0][iSubTap] + coeffsWeight[1][iSubTap] * theta2 + coeffsWeight[2][iSubTap] * phi2;
+#else
+ vec4 coeffsDir0 = data.coeffs[mip_level][0][index];
+ vec4 coeffsDir1 = data.coeffs[mip_level][1][index];
+ vec4 coeffsDir2 = data.coeffs[mip_level][2][index];
+ vec4 coeffsLevel = data.coeffs[mip_level][3][index];
+ vec4 coeffsWeight = data.coeffs[mip_level][4][index];
+
+ for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
+ // determine sample attributes (dir, weight, mip_level)
+ vec3 sample_dir = frameX * coeffsDir0[iSubTap] + frameY * coeffsDir1[iSubTap] + frameZ * coeffsDir2[iSubTap];
+
+ float sample_level = coeffsLevel[iSubTap];
+
+ float sample_weight = coeffsWeight[iSubTap];
+#endif
+
+ sample_weight *= frameweight;
+
+ // adjust for jacobian
+ sample_dir /= max(abs(sample_dir[0]), max(abs(sample_dir[1]), abs(sample_dir[2])));
+ sample_level += 0.75 * log2(dot(sample_dir, sample_dir));
+ // sample cubemap
+ color.xyz += textureLod(source_cubemap, normalize(sample_dir), sample_level).xyz * sample_weight;
+ color.w += sample_weight;
+ }
+ }
+ }
+ }
+ color /= color.w;
+
+ // write color
+ color.xyz = max(vec3(0.0), color.xyz);
+ color.w = 1.0;
+
+ frag_color = color;
+}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
new file mode 100644
index 0000000000..28f4dc59ec
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -0,0 +1,49 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define GROUP_SIZE 8
+
+layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform samplerCube source_cube;
+
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
+
+#include "cubemap_roughness_inc.glsl"
+
+void main() {
+ uvec3 id = gl_GlobalInvocationID;
+ id.z += params.face_id;
+
+ vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
+ vec3 N = texelCoordToVec(uv, id.z);
+
+ //vec4 color = color_interp;
+
+ if (params.use_direct_write) {
+ imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
+ } else {
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
+ vec2 xi = Hammersley(sampleNum, params.sample_count);
+
+ vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
+ vec3 V = N;
+ vec3 L = (2.0 * dot(V, H) * H - V);
+
+ float ndotl = clamp(dot(N, L), 0.0, 1.0);
+
+ if (ndotl > 0.0) {
+ sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ sum.a += ndotl;
+ }
+ }
+ sum /= sum.a;
+
+ imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
+ }
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
index 5cbb00baa4..be12be5dec 100644
--- a/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
@@ -1,16 +1,4 @@
-#[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-#define GROUP_SIZE 8
-
-layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
-
-layout(set = 0, binding = 0) uniform samplerCube source_cube;
-
-layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
+#define M_PI 3.14159265359
layout(push_constant, binding = 1, std430) uniform Params {
uint face_id;
@@ -21,8 +9,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
}
params;
-#define M_PI 3.14159265359
-
vec3 texelCoordToVec(vec2 uv, uint faceID) {
mat3 faceUvVectors[6];
@@ -83,13 +69,13 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
return TangentX * H.x + TangentY * H.y + N * H.z;
}
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float GGX(float NdotV, float a) {
float k = a / 2.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float G_Smith(float a, float nDotV, float nDotL) {
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
}
@@ -106,37 +92,3 @@ float radicalInverse_VdC(uint bits) {
vec2 Hammersley(uint i, uint N) {
return vec2(float(i) / float(N), radicalInverse_VdC(i));
}
-
-void main() {
- uvec3 id = gl_GlobalInvocationID;
- id.z += params.face_id;
-
- vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
- vec3 N = texelCoordToVec(uv, id.z);
-
- //vec4 color = color_interp;
-
- if (params.use_direct_write) {
- imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
- } else {
- vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
-
- for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
- vec2 xi = Hammersley(sampleNum, params.sample_count);
-
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
-
- float ndotl = clamp(dot(N, L), 0.0, 1.0);
-
- if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
- sum.a += ndotl;
- }
- }
- sum /= sum.a;
-
- imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
- }
-}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
new file mode 100644
index 0000000000..2570308816
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
@@ -0,0 +1,63 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_roughness_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "cubemap_roughness_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+
+layout(set = 0, binding = 0) uniform samplerCube source_cube;
+
+layout(location = 0) out vec4 frag_color;
+/* clang-format on */
+
+void main() {
+ vec3 N = texelCoordToVec(uv_interp * 2.0 - 1.0, params.face_id);
+
+ //vec4 color = color_interp;
+
+ if (params.use_direct_write) {
+ frag_color = vec4(texture(source_cube, N).rgb, 1.0);
+ } else {
+ vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
+ vec2 xi = Hammersley(sampleNum, params.sample_count);
+
+ vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
+ vec3 V = N;
+ vec3 L = (2.0 * dot(V, H) * H - V);
+
+ float ndotl = clamp(dot(N, L), 0.0, 1.0);
+
+ if (ndotl > 0.0) {
+ sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ sum.a += ndotl;
+ }
+ }
+ sum /= sum.a;
+
+ frag_color = vec4(sum.rgb, 1.0);
+ }
+}
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..158096d3c7
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
@@ -0,0 +1,18 @@
+
+struct DecalData {
+ highp mat4 xform; //to decal transform
+ highp vec3 inv_extents;
+ mediump float albedo_mix;
+ highp vec4 albedo_rect;
+ highp vec4 normal_rect;
+ highp vec4 orm_rect;
+ highp vec4 emission_rect;
+ highp vec4 modulate;
+ mediump float emission_energy;
+ uint mask;
+ mediump float upper_fade;
+ mediump float lower_fade;
+ mediump mat3x4 normal_xform;
+ mediump vec3 normal;
+ mediump float normal_fade;
+};
diff --git a/servers/rendering/rasterizer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 8011dadc72..60c881881d 100644
--- a/servers/rendering/rasterizer_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;
@@ -77,18 +77,18 @@ struct GIProbeData {
bool blend_ambient;
uint texture_slot;
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
+ uint pad0;
+ uint pad1;
+ uint pad2;
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;
@@ -97,13 +97,12 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec4 proj_info;
- uint max_giprobes;
+ vec3 ao_color;
+ uint max_voxel_gi_instances;
+
bool high_quality_vct;
- bool use_sdfgi;
bool orthogonal;
-
- vec3 ao_color;
- uint pad;
+ uint pad[2];
mat3x4 cam_rotation;
}
@@ -156,7 +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);
@@ -294,7 +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
@@ -324,14 +323,14 @@ 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);
}
}
ambient_light.rgb = diffuse;
-#if 1
+
if (roughness < 0.2) {
vec3 pos_to_uvw = 1.0 / sdfgi.grid_size;
vec4 light_accum = vec4(0.0);
@@ -363,59 +362,63 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o
//ray_pos += ray_dir * (bias / sdfgi.cascades[cascade].to_cell); //bias to avoid self occlusion
ray_pos += (ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) + cam_normal * 1.4) * bias / sdfgi.cascades[cascade].to_cell;
}
-
float softness = 0.2 + min(1.0, roughness * 5.0) * 4.0; //approximation to roughness so it does not seem like a hard fade
- while (length(ray_pos) < max_distance) {
- for (uint i = 0; i < sdfgi.max_cascades; i++) {
- if (i >= cascade && length(ray_pos) < radius_sizes[i]) {
- cascade = max(i, cascade); //never go down
-
- vec3 pos = ray_pos - sdfgi.cascades[i].position;
- pos *= sdfgi.cascades[i].to_cell * pos_to_uvw;
-
- float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.1;
-
- vec4 hit_light = vec4(0.0);
- if (distance < softness) {
- hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb;
- hit_light.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
- hit_light.a = clamp(1.0 - (distance / softness), 0.0, 1.0);
- hit_light.rgb *= hit_light.a;
- }
+ uint i = 0;
+ bool found = false;
+ while (true) {
+ if (length(ray_pos) >= max_distance || light_accum.a > 0.99) {
+ break;
+ }
+ if (!found && i >= cascade && length(ray_pos) < radius_sizes[i]) {
+ uint next_i = min(i + 1, sdfgi.max_cascades - 1);
+ cascade = max(i, cascade); //never go down
- distance /= sdfgi.cascades[i].to_cell;
+ vec3 pos = ray_pos - sdfgi.cascades[i].position;
+ pos *= sdfgi.cascades[i].to_cell * pos_to_uvw;
- if (i < (sdfgi.max_cascades - 1)) {
- pos = ray_pos - sdfgi.cascades[i + 1].position;
- pos *= sdfgi.cascades[i + 1].to_cell * pos_to_uvw;
+ float fdistance = textureLod(sampler3D(sdf_cascades[i], linear_sampler), pos, 0.0).r * 255.0 - 1.1;
- float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.1;
+ vec4 hit_light = vec4(0.0);
+ if (fdistance < softness) {
+ hit_light.rgb = textureLod(sampler3D(light_cascades[i], linear_sampler), pos, 0.0).rgb;
+ hit_light.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
+ hit_light.a = clamp(1.0 - (fdistance / softness), 0.0, 1.0);
+ hit_light.rgb *= hit_light.a;
+ }
- vec4 hit_light2 = vec4(0.0);
- if (distance2 < softness) {
- hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb;
- hit_light2.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
- hit_light2.a = clamp(1.0 - (distance2 / softness), 0.0, 1.0);
- hit_light2.rgb *= hit_light2.a;
- }
+ fdistance /= sdfgi.cascades[i].to_cell;
- float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1];
- float blend = clamp((length(ray_pos) - prev_radius) / (radius_sizes[i] - prev_radius), 0.0, 1.0);
+ if (i < (sdfgi.max_cascades - 1)) {
+ pos = ray_pos - sdfgi.cascades[next_i].position;
+ pos *= sdfgi.cascades[next_i].to_cell * pos_to_uvw;
- distance2 /= sdfgi.cascades[i + 1].to_cell;
+ float fdistance2 = textureLod(sampler3D(sdf_cascades[next_i], linear_sampler), pos, 0.0).r * 255.0 - 1.1;
- hit_light = mix(hit_light, hit_light2, blend);
- distance = mix(distance, distance2, blend);
+ vec4 hit_light2 = vec4(0.0);
+ if (fdistance2 < softness) {
+ hit_light2.rgb = textureLod(sampler3D(light_cascades[next_i], linear_sampler), pos, 0.0).rgb;
+ hit_light2.rgb *= 0.5; //approximation given value read is actually meant for anisotropy
+ hit_light2.a = clamp(1.0 - (fdistance2 / softness), 0.0, 1.0);
+ hit_light2.rgb *= hit_light2.a;
}
- light_accum += hit_light;
- ray_pos += ray_dir * distance;
- break;
+ float prev_radius = i == 0 ? 0.0 : radius_sizes[max(0, i - 1)];
+ float blend = clamp((length(ray_pos) - prev_radius) / (radius_sizes[i] - prev_radius), 0.0, 1.0);
+
+ fdistance2 /= sdfgi.cascades[next_i].to_cell;
+
+ hit_light = mix(hit_light, hit_light2, blend);
+ fdistance = mix(fdistance, fdistance2, blend);
}
- }
- if (light_accum.a > 0.99) {
- break;
+ light_accum += hit_light;
+ ray_pos += ray_dir * fdistance;
+ found = true;
+ }
+ i++;
+ if (i == sdfgi.max_cascades) {
+ i = 0;
+ found = false;
}
}
@@ -434,8 +437,6 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o
}
}
-#endif
-
reflection_light.rgb = specular;
ambient_light.rgb *= sdfgi.energy;
@@ -493,26 +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
@@ -533,7 +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;
@@ -546,42 +547,21 @@ 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;
-
- 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;
- }
-
- 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 = 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 *= 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;
}
@@ -597,36 +577,25 @@ vec4 fetch_normal_and_roughness(ivec2 pos) {
return normal_roughness;
}
-void main() {
- // Pixel being shaded
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
- return;
- }
-
- vec3 vertex = reconstruct_position(pos);
- vertex.y = -vertex.y;
-
+void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 reflection_light) {
vec4 normal_roughness = fetch_normal_and_roughness(pos);
- vec3 normal = normal_roughness.xyz;
- vec4 ambient_light = vec4(0.0), reflection_light = vec4(0.0);
+ vec3 normal = normal_roughness.xyz;
if (normal.length() > 0.5) {
//valid normal, can do GI
float roughness = normal_roughness.w;
-
vertex = mat3(params.cam_rotation) * vertex;
normal = normalize(mat3(params.cam_rotation) * normal);
-
vec3 reflection = normalize(reflect(normalize(vertex), normal));
- if (params.use_sdfgi) {
- sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light);
- }
+#ifdef USE_SDFGI
+ sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light);
+#endif
- if (params.max_giprobes > 0) {
- uvec2 giprobe_tex = texelFetch(usampler2D(giprobe_buffer, linear_sampler), pos, 0).rg;
+#ifdef USE_VOXEL_GI_INSTANCES
+ {
+ 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);
@@ -638,9 +607,9 @@ void main() {
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) {
@@ -648,16 +617,40 @@ void main() {
spec_accum /= blend_accum;
}
- if (params.use_sdfgi) {
- reflection_light = blend_color(spec_accum, reflection_light);
- ambient_light = blend_color(amb_accum, ambient_light);
- } else {
- reflection_light = spec_accum;
- ambient_light = amb_accum;
- }
+#ifdef USE_SDFGI
+ reflection_light = blend_color(spec_accum, reflection_light);
+ ambient_light = blend_color(amb_accum, ambient_light);
+#else
+ reflection_light = spec_accum;
+ ambient_light = amb_accum;
+#endif
}
+#endif
+ }
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_HALF_RES
+ pos <<= 1;
+#endif
+ if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
+ return;
}
+ vec4 ambient_light = vec4(0.0);
+ vec4 reflection_light = vec4(0.0);
+
+ vec3 vertex = reconstruct_position(pos);
+ vertex.y = -vertex.y;
+
+ process_gi(pos, vertex, ambient_light, reflection_light);
+
+#ifdef MODE_HALF_RES
+ pos >>= 1;
+#endif
+
imageStore(ambient_buffer, pos, ambient_light);
imageStore(reflection_buffer, pos, reflection_light);
}
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 9c794f1bcc..25d87ca45d 100644
--- a/servers/rendering/rasterizer_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;
@@ -43,10 +43,10 @@ struct Light {
float attenuation;
vec3 color;
- float spot_angle_radians;
+ float cos_spot_angle;
vec3 position;
- float spot_attenuation;
+ float inv_spot_attenuation;
vec3 direction;
bool has_shadow;
@@ -146,13 +146,15 @@ bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
- float angle = acos(dot(rel, lights.data[light].direction));
- if (angle > lights.data[light].spot_angle_radians) {
+ float cos_spot_angle = lights.data[light].cos_spot_angle;
+ float cos_angle = dot(rel, lights.data[light].direction);
+ if (cos_angle < cos_spot_angle) {
return false;
}
- float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
}
}
@@ -200,12 +202,7 @@ void main() {
vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
-#ifdef MODE_ANISOTROPIC
- vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
- const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
-#else
vec3 accum = vec3(0.0);
-#endif
for (uint i = 0; i < params.light_count; i++) {
float attenuation;
@@ -240,77 +237,35 @@ void main() {
vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
-#ifdef MODE_ANISOTROPIC
- for (uint j = 0; j < 6; j++) {
- accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
- }
-#else
if (length(normal.xyz) > 0.2) {
accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
} else {
//all directions
accum += light + emission;
}
-#endif
}
-#ifdef MODE_ANISOTROPIC
-
- output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
- output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
- output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
- output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
- output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
- output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
-#else
output.data[cell_index] = vec4(accum, 0.0);
-#endif
-
#endif //MODE_COMPUTE_LIGHT
#ifdef MODE_UPDATE_MIPMAPS
{
-#ifdef MODE_ANISOTROPIC
- vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
-#else
vec3 light_accum = vec3(0.0);
-#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index == NO_CHILDREN) {
continue;
}
-#ifdef MODE_ANISOTROPIC
- light_accum[1] += output.data[child_index * 6 + 0].rgb;
- light_accum[2] += output.data[child_index * 6 + 1].rgb;
- light_accum[3] += output.data[child_index * 6 + 2].rgb;
- light_accum[4] += output.data[child_index * 6 + 3].rgb;
- light_accum[5] += output.data[child_index * 6 + 4].rgb;
- light_accum[6] += output.data[child_index * 6 + 5].rgb;
-
-#else
light_accum += output.data[child_index].rgb;
-#endif
-
count += 1.0;
}
float divisor = mix(8.0, count, params.propagation);
-#ifdef MODE_ANISOTROPIC
- output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
- output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
- output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
- output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
- output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
- output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
-
-#else
output.data[cell_index] = vec4(light_accum / divisor, 0.0);
-#endif
}
#endif
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..fdc7729338
--- /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
+ highp vec3 position;
+ highp float inv_radius;
+
+ mediump vec3 direction;
+ highp float size;
+
+ mediump vec3 color;
+ mediump float attenuation;
+
+ mediump float cone_attenuation;
+ mediump float cone_angle;
+ mediump float specular_amount;
+ bool shadow_enabled;
+
+ highp vec4 atlas_rect; // rect in the shadow atlas
+ highp mat4 shadow_matrix;
+ highp float shadow_bias;
+ highp float shadow_normal_bias;
+ highp float transmittance_bias;
+ highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ uint mask;
+ mediump float shadow_volumetric_fog_fade;
+ uint bake_mode;
+ highp 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 {
+ highp vec3 box_extents;
+ mediump float index;
+ highp vec3 box_offset;
+ uint mask;
+ mediump vec3 ambient; // ambient color
+ mediump float intensity;
+ bool exterior;
+ bool box_project;
+ uint ambient_mode;
+ uint pad;
+ //0-8 is intensity,8-9 is ambient, mode
+ highp 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 {
+ mediump vec3 direction;
+ mediump float energy;
+ mediump vec3 color;
+ mediump float size;
+ mediump float specular;
+ uint mask;
+ highp float softshadow_angle;
+ highp float soft_shadow_scale;
+ bool blend_splits;
+ bool shadow_enabled;
+ highp float fade_from;
+ highp float fade_to;
+ uvec2 pad;
+ uint bake_mode;
+ mediump float shadow_volumetric_fog_fade;
+ highp vec4 shadow_bias;
+ highp vec4 shadow_normal_bias;
+ highp vec4 shadow_transmittance_bias;
+ highp vec4 shadow_z_range;
+ highp vec4 shadow_range_begin;
+ highp vec4 shadow_split_offsets;
+ highp mat4 shadow_matrix1;
+ highp mat4 shadow_matrix2;
+ highp mat4 shadow_matrix3;
+ highp mat4 shadow_matrix4;
+ mediump vec4 shadow_color1;
+ mediump vec4 shadow_color2;
+ mediump vec4 shadow_color3;
+ mediump vec4 shadow_color4;
+ highp vec2 uv_scale1;
+ highp vec2 uv_scale2;
+ highp vec2 uv_scale3;
+ highp vec2 uv_scale4;
+};
diff --git a/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
index 8a11c35b78..466442b67a 100644
--- a/servers/rendering/rasterizer_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/luminance_reduce_raster.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
new file mode 100644
index 0000000000..29ebd74a90
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
@@ -0,0 +1,74 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "luminance_reduce_raster_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "luminance_reduce_raster_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_exposure;
+
+#ifdef FINAL_PASS
+layout(set = 1, binding = 0) uniform sampler2D prev_luminance;
+#endif
+
+layout(location = 0) out highp float luminance;
+
+void main() {
+ ivec2 dest_pos = ivec2(uv_interp * settings.dest_size);
+ ivec2 src_pos = ivec2(uv_interp * settings.source_size);
+
+ ivec2 next_pos = (dest_pos + ivec2(1)) * settings.source_size / settings.dest_size;
+ next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
+
+ highp vec3 source_color = vec3(0.0);
+ for (int i = src_pos.x; i < next_pos.x; i++) {
+ for (int j = src_pos.y; j < next_pos.y; j++) {
+ source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb;
+ }
+ }
+
+ source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y));
+
+#ifdef FIRST_PASS
+ luminance = max(source_color.r, max(source_color.g, source_color.b));
+
+ // This formula should be more "accurate" but gave an overexposed result when testing.
+ // Leaving it here so we can revisit it if we want.
+ // luminance = source_color.r * 0.21 + source_color.g * 0.71 + source_color.b * 0.07;
+#else
+ luminance = source_color.r;
+#endif
+
+#ifdef FINAL_PASS
+ // Obtain our target luminance
+ luminance = clamp(luminance, settings.min_luminance, settings.max_luminance);
+
+ // Now smooth to our transition
+ highp float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous luminance
+ luminance = prev_lum + (luminance - prev_lum) * clamp(settings.exposure_adjust, 0.0, 1.0);
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
new file mode 100644
index 0000000000..3cde9923fa
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
@@ -0,0 +1,11 @@
+
+layout(push_constant, binding = 1, std430) uniform PushConstant {
+ ivec2 source_size;
+ ivec2 dest_size;
+
+ float exposure_adjust;
+ float min_luminance;
+ float max_luminance;
+ uint pad1;
+}
+settings;
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
new file mode 100644
index 0000000000..9f8410fd8a
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -0,0 +1,632 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+#define SDF_MAX_LENGTH 16384.0
+
+/* SET 0: GLOBAL DATA */
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
+}
+global_variables;
+
+/* Set 1: FRAME AND PARTICLE DATA */
+
+// a frame history is kept for trail deterministic behavior
+
+#define MAX_ATTRACTORS 32
+
+#define ATTRACTOR_TYPE_SPHERE 0
+#define ATTRACTOR_TYPE_BOX 1
+#define ATTRACTOR_TYPE_VECTOR_FIELD 2
+
+struct Attractor {
+ mat4 transform;
+ vec3 extents; //exents or radius
+ uint type;
+ uint texture_index; //texture index for vector field
+ float strength;
+ float attenuation;
+ float directionality;
+};
+
+#define MAX_COLLIDERS 32
+
+#define COLLIDER_TYPE_SPHERE 0
+#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;
+ vec3 extents; //exents or radius
+ uint type;
+
+ uint texture_index; //texture index for vector field
+ float scale;
+ uint pad[2];
+};
+
+struct FrameParams {
+ bool emitting;
+ float system_phase;
+ float prev_system_phase;
+ uint cycle;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ uint frame;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+
+ uint random_seed;
+ uint attractor_count;
+ uint collider_count;
+ float particle_size;
+
+ mat4 emission_transform;
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+};
+
+layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
+ FrameParams data[];
+}
+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;
+ uint flags;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 1, binding = 1, std430) restrict buffer Particles {
+ ParticleData data[];
+}
+particles;
+
+#define EMISSION_FLAG_HAS_POSITION 1
+#define EMISSION_FLAG_HAS_ROTATION_SCALE 2
+#define EMISSION_FLAG_HAS_VELOCITY 4
+#define EMISSION_FLAG_HAS_COLOR 8
+#define EMISSION_FLAG_HAS_CUSTOM 16
+
+struct ParticleEmission {
+ mat4 xform;
+ vec3 velocity;
+ uint flags;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 1, binding = 2, std430) restrict buffer SourceEmission {
+ int particle_count;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+ ParticleEmission data[];
+}
+src_particles;
+
+layout(set = 1, binding = 3, std430) restrict buffer DestEmission {
+ int particle_count;
+ int particle_max;
+ uint pad1;
+ uint pad2;
+ ParticleEmission data[];
+}
+dst_particles;
+
+/* SET 2: COLLIDER/ATTRACTOR TEXTURES */
+
+#define MAX_3D_TEXTURES 7
+
+layout(set = 2, binding = 0) uniform texture3D sdf_vec_textures[MAX_3D_TEXTURES];
+layout(set = 2, binding = 1) uniform texture2D height_field_texture;
+
+/* SET 3: MATERIAL */
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ float lifetime;
+ bool clear;
+ uint total_particles;
+ uint trail_size;
+ bool use_fractional_delta;
+ bool sub_emitter_mode;
+ bool can_emit;
+ bool trail_pass;
+}
+params;
+
+uint hash(uint x) {
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = (x >> uint(16)) ^ x;
+ return x;
+}
+
+bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
+ if (!params.can_emit) {
+ return false;
+ }
+
+ bool valid = false;
+
+ int dst_index = atomicAdd(dst_particles.particle_count, 1);
+
+ if (dst_index >= dst_particles.particle_max) {
+ atomicAdd(dst_particles.particle_count, -1);
+ return false;
+ }
+
+ dst_particles.data[dst_index].xform = p_xform;
+ dst_particles.data[dst_index].velocity = p_velocity;
+ dst_particles.data[dst_index].color = p_color;
+ dst_particles.data[dst_index].custom = p_custom;
+ dst_particles.data[dst_index].flags = p_flags;
+
+ return true;
+}
+
+#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
+ }
+
+ uint index = particle / params.trail_size;
+ uint frame = (particle % params.trail_size);
+
+#define FRAME frame_history.data[frame]
+#define PARTICLE particles.data[particle]
+
+ bool apply_forces = true;
+ bool apply_velocity = true;
+ float local_delta = FRAME.delta;
+
+ float mass = 1.0;
+
+ bool restart = false;
+
+ bool restart_position = false;
+ bool restart_rotation_scale = false;
+ bool restart_velocity = false;
+ bool restart_color = false;
+ bool restart_custom = false;
+
+ if (params.clear) {
+ PARTICLE.color = vec4(1.0);
+ PARTICLE.custom = vec4(0.0);
+ PARTICLE.velocity = vec3(0.0);
+ PARTICLE.flags = 0;
+ PARTICLE.xform = mat4(
+ vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 1.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ 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;
+
+ vec3 attractor_force = vec3(0.0);
+
+#if !defined(DISABLE_VELOCITY)
+
+ if (bool(PARTICLE.flags & PARTICLE_FLAG_ACTIVE)) {
+ PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
+ }
+#endif
+
+ 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.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)) {
+ PARTICLE.xform[3] = src_particles.data[src_index].xform[3];
+ } else {
+ PARTICLE.xform[3] = vec4(0, 0, 0, 1);
+ restart_position = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_ROTATION_SCALE)) {
+ PARTICLE.xform[0] = src_particles.data[src_index].xform[0];
+ PARTICLE.xform[1] = src_particles.data[src_index].xform[1];
+ PARTICLE.xform[2] = src_particles.data[src_index].xform[2];
+ } else {
+ PARTICLE.xform[0] = vec4(1, 0, 0, 0);
+ PARTICLE.xform[1] = vec4(0, 1, 0, 0);
+ PARTICLE.xform[2] = vec4(0, 0, 1, 0);
+ restart_rotation_scale = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_VELOCITY)) {
+ PARTICLE.velocity = src_particles.data[src_index].velocity;
+ } else {
+ PARTICLE.velocity = vec3(0);
+ restart_velocity = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_COLOR)) {
+ PARTICLE.color = src_particles.data[src_index].color;
+ } else {
+ PARTICLE.color = vec4(1);
+ restart_color = true;
+ }
+
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_CUSTOM)) {
+ PARTICLE.custom = src_particles.data[src_index].custom;
+ } else {
+ PARTICLE.custom = vec4(0);
+ restart_custom = true;
+ }
+ }
+ }
+
+ } else if (FRAME.emitting) {
+ float restart_phase = float(index) / float(params.total_particles);
+
+ if (FRAME.randomness > 0.0) {
+ uint seed = FRAME.cycle;
+ if (restart_phase >= FRAME.system_phase) {
+ seed -= uint(1);
+ }
+ seed *= uint(params.total_particles);
+ seed += uint(index);
+ float random = float(hash(seed) % uint(65536)) / 65536.0;
+ restart_phase += FRAME.randomness * random * 1.0 / float(params.total_particles);
+ }
+
+ restart_phase *= (1.0 - FRAME.explosiveness);
+
+ if (FRAME.system_phase > FRAME.prev_system_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= FRAME.prev_system_phase && restart_phase < FRAME.system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
+ }
+ }
+
+ } else if (FRAME.delta > 0.0) {
+ if (restart_phase >= FRAME.prev_system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (1.0 - restart_phase + FRAME.system_phase) * params.lifetime;
+ }
+
+ } else if (restart_phase < FRAME.system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
+ }
+ }
+ }
+
+ if (params.trail_pass) {
+ restart = false;
+ }
+
+ if (restart) {
+ 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;
+ restart_color = true;
+ restart_custom = true;
+ }
+ }
+
+ 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);
+ }
+
+ } 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
+ }
+
+ 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
new file mode 100644
index 0000000000..e88e68b511
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -0,0 +1,225 @@
+#[compute]
+
+#version 450
+
+#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;
+ uint flags;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
+ ParticleData data[];
+}
+particles;
+
+layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms {
+ vec4 data[];
+}
+instances;
+
+#ifdef USE_SORT_BUFFER
+
+layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
+ vec2 data[];
+}
+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
+
+ uint particle = gl_GlobalInvocationID.x;
+ if (particle >= params.total_particles) {
+ return; //discard
+ }
+
+ 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;
+
+ if (particle >= params.total_particles) {
+ return; //discard
+ }
+
+#ifdef USE_SORT_BUFFER
+
+ 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 (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 don't 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
new file mode 100644
index 0000000000..fecf812a8c
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -0,0 +1,236 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef MODE_RESOLVE_DEPTH
+layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth;
+#endif
+
+#ifdef MODE_RESOLVE_GI
+layout(set = 0, binding = 0) uniform sampler2DMS source_depth;
+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 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
+
+layout(push_constant, binding = 16, std430) uniform Params {
+ ivec2 screen_size;
+ int sample_count;
+ uint pad;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_RESOLVE_DEPTH
+
+ float depth_avg = 0.0;
+ for (int i = 0; i < params.sample_count; i++) {
+ depth_avg += texelFetch(source_depth, pos, i).r;
+ }
+ depth_avg /= float(params.sample_count);
+ imageStore(dest_depth, pos, vec4(depth_avg));
+
+#endif
+
+#ifdef MODE_RESOLVE_GI
+
+ float best_depth = 1e20;
+ vec4 best_normal_roughness = vec4(0.0);
+#ifdef VOXEL_GI_RESOLVE
+ uvec2 best_voxel_gi;
+#endif
+
+#if 0
+
+ for(int i=0;i<params.sample_count;i++) {
+ float depth = texelFetch(source_depth,pos,i).r;
+ if (depth < best_depth) { //use the depth closest to camera
+ best_depth = depth;
+ best_normal_roughness = texelFetch(source_normal_roughness,pos,i);
+
+#ifdef VOXEL_GI_RESOLVE
+ best_voxel_gi = texelFetch(source_voxel_gi,pos,i).rg;
+#endif
+ }
+ }
+
+#else
+
+#if 1
+
+ vec4 group1;
+ vec4 group2;
+ vec4 group3;
+ vec4 group4;
+ int best_index = 0;
+
+ //2X
+ group1.x = texelFetch(source_depth, pos, 0).r;
+ group1.y = texelFetch(source_depth, pos, 1).r;
+
+ //4X
+ if (params.sample_count >= 4) {
+ group1.z = texelFetch(source_depth, pos, 2).r;
+ group1.w = texelFetch(source_depth, pos, 3).r;
+ }
+ //8X
+ if (params.sample_count >= 8) {
+ group2.x = texelFetch(source_depth, pos, 4).r;
+ group2.y = texelFetch(source_depth, pos, 5).r;
+ group2.z = texelFetch(source_depth, pos, 6).r;
+ group2.w = texelFetch(source_depth, pos, 7).r;
+ }
+ //16X
+ if (params.sample_count >= 16) {
+ group3.x = texelFetch(source_depth, pos, 8).r;
+ group3.y = texelFetch(source_depth, pos, 9).r;
+ group3.z = texelFetch(source_depth, pos, 10).r;
+ group3.w = texelFetch(source_depth, pos, 11).r;
+
+ group4.x = texelFetch(source_depth, pos, 12).r;
+ group4.y = texelFetch(source_depth, pos, 13).r;
+ group4.z = texelFetch(source_depth, pos, 14).r;
+ group4.w = texelFetch(source_depth, pos, 15).r;
+ }
+
+ if (params.sample_count == 2) {
+ best_index = (pos.x & 1) ^ ((pos.y >> 1) & 1); //not much can be done here
+ } else if (params.sample_count == 4) {
+ vec4 freq = vec4(equal(group1, vec4(group1.x)));
+ freq += vec4(equal(group1, vec4(group1.y)));
+ freq += vec4(equal(group1, vec4(group1.z)));
+ freq += vec4(equal(group1, vec4(group1.w)));
+
+ float min_f = freq.x;
+ best_index = 0;
+ if (freq.y < min_f) {
+ best_index = 1;
+ min_f = freq.y;
+ }
+ if (freq.z < min_f) {
+ best_index = 2;
+ min_f = freq.z;
+ }
+ if (freq.w < min_f) {
+ best_index = 3;
+ }
+ } else if (params.sample_count == 8) {
+ vec4 freq0 = vec4(equal(group1, vec4(group1.x)));
+ vec4 freq1 = vec4(equal(group2, vec4(group1.x)));
+ freq0 += vec4(equal(group1, vec4(group1.y)));
+ freq1 += vec4(equal(group2, vec4(group1.y)));
+ freq0 += vec4(equal(group1, vec4(group1.z)));
+ freq1 += vec4(equal(group2, vec4(group1.z)));
+ freq0 += vec4(equal(group1, vec4(group1.w)));
+ freq1 += vec4(equal(group2, vec4(group1.w)));
+ freq0 += vec4(equal(group1, vec4(group2.x)));
+ freq1 += vec4(equal(group2, vec4(group2.x)));
+ freq0 += vec4(equal(group1, vec4(group2.y)));
+ freq1 += vec4(equal(group2, vec4(group2.y)));
+ freq0 += vec4(equal(group1, vec4(group2.z)));
+ freq1 += vec4(equal(group2, vec4(group2.z)));
+ freq0 += vec4(equal(group1, vec4(group2.w)));
+ freq1 += vec4(equal(group2, vec4(group2.w)));
+
+ float min_f0 = freq0.x;
+ int best_index0 = 0;
+ if (freq0.y < min_f0) {
+ best_index0 = 1;
+ min_f0 = freq0.y;
+ }
+ if (freq0.z < min_f0) {
+ best_index0 = 2;
+ min_f0 = freq0.z;
+ }
+ if (freq0.w < min_f0) {
+ best_index0 = 3;
+ min_f0 = freq0.w;
+ }
+
+ float min_f1 = freq1.x;
+ int best_index1 = 4;
+ if (freq1.y < min_f1) {
+ best_index1 = 5;
+ min_f1 = freq1.y;
+ }
+ if (freq1.z < min_f1) {
+ best_index1 = 6;
+ min_f1 = freq1.z;
+ }
+ if (freq1.w < min_f1) {
+ best_index1 = 7;
+ min_f1 = freq1.w;
+ }
+
+ best_index = mix(best_index0, best_index1, min_f0 < min_f1);
+ }
+
+#else
+ float depths[16];
+ int depth_indices[16];
+ int depth_amount[16];
+ int depth_count = 0;
+
+ for (int i = 0; i < params.sample_count; i++) {
+ float depth = texelFetch(source_depth, pos, i).r;
+ int depth_index = -1;
+ for (int j = 0; j < depth_count; j++) {
+ if (abs(depths[j] - depth) < 0.000001) {
+ depth_index = j;
+ break;
+ }
+ }
+
+ if (depth_index == -1) {
+ depths[depth_count] = depth;
+ depth_indices[depth_count] = i;
+ depth_amount[depth_count] = 1;
+ depth_count += 1;
+ } else {
+ depth_amount[depth_index] += 1;
+ }
+ }
+
+ int depth_least = 0xFFFF;
+ int best_index = 0;
+ for (int j = 0; j < depth_count; j++) {
+ if (depth_amount[j] < depth_least) {
+ best_index = depth_indices[j];
+ depth_least = depth_amount[j];
+ }
+ }
+#endif
+ best_depth = texelFetch(source_depth, pos, best_index).r;
+ best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
+#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 VOXEL_GI_RESOLVE
+ imageStore(dest_voxel_gi, pos, uvec4(best_voxel_gi, 0, 0));
+#endif
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
index 464895928a..7b964675ca 100644
--- a/servers/rendering/rasterizer_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
new file mode 100644
index 0000000000..f0fb31a457
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -0,0 +1,1917 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "scene_forward_clustered_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
+
+#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
+
+layout(location = 9) out flat uint instance_index;
+
+invariant gl_Position;
+
+#GLOBALS
+
+void main() {
+ vec4 instance_custom = vec4(0.0);
+#if defined(COLOR_USED)
+ color_interp = color_attrib;
+#endif
+
+ instance_index = draw_call.instance_index;
+
+ bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
+ if (!is_multimesh) {
+ instance_index += gl_InstanceIndex;
+ }
+
+ mat4 world_matrix = instances.data[instance_index].transform;
+
+ mat3 world_normal_matrix;
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ world_normal_matrix = transpose(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 = (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;
+ } 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(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+#ifdef COLOR_USED
+ color_interp *= transforms.data[offset];
+#endif
+ offset += 1;
+ }
+
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ 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
+ }
+
+// 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
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif
+#ifdef MODE_RENDER_MATERIAL
+ if (scene_data.material_uv2_mode) {
+ vec2 uv_offset = unpackHalf2x16(draw_call.uv_offset);
+ gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
+ gl_Position.z = 0.00001;
+ gl_Position.w = 1.0;
+ }
+#endif
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Specialization Constants (Toggles) */
+
+layout(constant_id = 0) const bool sc_use_forward_gi = false;
+layout(constant_id = 1) const bool sc_use_light_projector = false;
+layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
+layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false;
+
+/* Specialization Constants (Values) */
+
+layout(constant_id = 6) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
+
+// not used in clustered renderer but we share some code with the mobile renderer that requires this.
+const float sc_luminance_multiplier = 1.0;
+
+#include "scene_forward_clustered_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
+
+layout(location = 9) in flat uint instance_index;
+
+//defines to keep compatibility with vertex
+
+#define world_matrix instances.data[instance_index].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
+
+#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
+
+#ifdef MODE_RENDER_NORMAL_ROUGHNESS
+layout(location = 0) out vec4 normal_roughness_output_buffer;
+
+#ifdef MODE_RENDER_VOXEL_GI
+layout(location = 1) out uvec2 voxel_gi_buffer;
+#endif
+
+#endif //MODE_RENDER_NORMAL
+#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)
+
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
+#include "scene_forward_lights_inc.glsl"
+
+#include "scene_forward_gi_inc.glsl"
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifndef MODE_RENDER_DEPTH
+
+vec4 volumetric_fog_process(vec2 screen_uv, float z) {
+ vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
+ if (fog_pos.z < 0.0) {
+ return vec4(0.0);
+ } else if (fog_pos.z < 1.0) {
+ fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread);
+ }
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 vertex) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ 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, -length(vertex) * 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);
+}
+
+void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
+ uint item_min_max = cluster_buffer.data[p_offset];
+ item_min = item_min_max & 0xFFFF;
+ item_max = item_min_max >> 16;
+ ;
+
+ item_from = item_min >> 5;
+ item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
+}
+
+uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
+ int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
+ int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
+ return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+}
+
+#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, 0.0, 0.0, 1.0);
+ float transmittance_depth = 0.0;
+ 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
+ transmittance_color.a *= sss_strength;
+#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);
+ }
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
+ if (scene_data.fog_enabled) {
+ //must use the full blending equation here to blend fogs
+ vec4 res;
+ float sa = 1.0 - volumetric_fog.a;
+ res.a = fog.a * sa + volumetric_fog.a;
+ if (res.a == 0.0) {
+ res.rgb = vec3(0.0);
+ } else {
+ res.rgb = (fog.rgb * fog.a * sa + volumetric_fog.rgb * volumetric_fog.a) / res.a;
+ }
+ fog = res;
+ } else {
+ fog = volumetric_fog;
+ }
+ }
+#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
+
+ uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> scene_data.cluster_shift;
+ uint cluster_offset = (scene_data.cluster_width * cluster_pos.y + cluster_pos.x) * (scene_data.max_cluster_element_count_div_32 + 32);
+
+ uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));
+
+ //used for interpolating anything cluster related
+ vec3 vertex_ddx = dFdx(vertex);
+ vec3 vertex_ddy = dFdy(vertex);
+
+ { // process decals
+
+ uint cluster_decal_offset = cluster_offset + scene_data.cluster_type_size * 2;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_decal_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_decal_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint decal_index = 32 * i + bit;
+
+ if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
+
+ 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
+ }
+
+ 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);
+ }
+
+ //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;
+
+ if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
+ //has albedo
+ vec4 decal_albedo;
+ if (sc_decal_use_mipmaps) {
+ decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), 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);
+ } else {
+ decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
+ }
+ 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;
+ if (sc_decal_use_mipmaps) {
+ decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), 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;
+ } else {
+ decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).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;
+ if (sc_decal_use_mipmaps) {
+ decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), 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;
+ } else {
+ decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).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
+ if (sc_decal_use_mipmaps) {
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ } else {
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ }
+ }
+ }
+ }
+ }
+
+ //pack albedo until needed again, saves 2 VGPRs in the meantime
+
+#endif //not render depth
+ /////////////////////// LIGHTING //////////////////////////////
+
+#ifdef NORMAL_USED
+ if (scene_data.roughness_limiter_enabled) {
+ //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ float roughness2 = roughness * roughness;
+ vec3 dndu = dFdx(normal), dndv = dFdy(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
+ //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);
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ 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
+ 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 *= horizon * horizon;
+ 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
+
+#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(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
+#endif
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ //radiance
+
+/// GI ///
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef USE_LIGHTMAP
+
+ //lightmap
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = instances.data[instance_index].gi_offset;
+
+ 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(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
+ bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
+ uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
+ vec3 uvw;
+ uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
+ uvw.z = float((instances.data[instance_index].gi_offset >> 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 = instances.data[instance_index].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;
+ }
+ }
+#else
+
+ if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
+
+ //make vertex orientation the world one, but still align to camera
+ vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
+ vec3 cam_normal = mat3(scene_data.camera_matrix) * normal;
+ vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal);
+
+ //apply y-mult
+ cam_pos.y *= sdfgi.y_mult;
+ cam_normal.y *= sdfgi.y_mult;
+ cam_normal = normalize(cam_normal);
+ cam_reflection.y *= sdfgi.y_mult;
+ cam_normal = normalize(cam_normal);
+ cam_reflection = normalize(cam_reflection);
+
+ vec4 light_accum = vec4(0.0);
+ float weight_accum = 0.0;
+
+ vec4 light_blend_accum = vec4(0.0);
+ float weight_blend_accum = 0.0;
+
+ float blend = -1.0;
+
+ // helper constants, compute once
+
+ uint cascade = 0xFFFFFFFF;
+ vec3 cascade_pos;
+ vec3 cascade_normal;
+
+ for (uint i = 0; i < sdfgi.max_cascades; i++) {
+ cascade_pos = (cam_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
+
+ if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
+ continue; //skip cascade
+ }
+
+ cascade = i;
+ break;
+ }
+
+ if (cascade < SDFGI_MAX_CASCADES) {
+ bool use_specular = true;
+ float blend;
+ vec3 diffuse, specular;
+ sdfgi_process(cascade, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse, specular, blend);
+
+ if (blend > 0.0) {
+ //blend
+ if (cascade == sdfgi.max_cascades - 1) {
+ diffuse = mix(diffuse, ambient_light, blend);
+ if (use_specular) {
+ specular = mix(specular, specular_light, blend);
+ }
+ } else {
+ vec3 diffuse2, specular2;
+ float blend2;
+ cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe;
+ sdfgi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse2, specular2, blend2);
+ diffuse = mix(diffuse, diffuse2, blend);
+ if (use_specular) {
+ specular = mix(specular, specular2, blend);
+ }
+ }
+ }
+
+ ambient_light = diffuse;
+ if (use_specular) {
+ specular_light = specular;
+ }
+ }
+ }
+
+ if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
+
+ uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
+ vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
+ //find arbitrary tangent and bitangent, then build a matrix
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, normal));
+ vec3 bitangent = normalize(cross(tangent, normal));
+ mat3 normal_mat = mat3(tangent, bitangent, normal);
+
+ vec4 amb_accum = vec4(0.0);
+ vec4 spec_accum = vec4(0.0);
+ 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) {
+ 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) {
+ amb_accum.rgb /= amb_accum.a;
+ }
+
+ if (spec_accum.a > 0.0) {
+ spec_accum.rgb /= spec_accum.a;
+ }
+
+ specular_light = spec_accum.rgb;
+ ambient_light = amb_accum.rgb;
+ }
+
+ if (!sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
+
+ vec2 coord;
+
+ if (scene_data.gi_upscale_for_msaa) {
+ vec2 base_coord = screen_uv;
+ vec2 closest_coord = base_coord;
+ float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0);
+
+ for (int i = 0; i < 4; i++) {
+ const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
+ vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
+ float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
+ if (neighbour_ang > closest_ang) {
+ closest_ang = neighbour_ang;
+ closest_coord = neighbour_coord;
+ }
+ }
+
+ coord = closest_coord;
+
+ } else {
+ coord = screen_uv;
+ }
+
+ vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
+ vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
+
+ ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
+ specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
+ }
+#endif // !USE_LIGHTMAP
+
+ if (scene_data.ssao_enabled) {
+ 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);
+ }
+
+ { // process reflections
+
+ vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ uint cluster_reflection_offset = cluster_offset + scene_data.cluster_type_size * 3;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_reflection_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_reflection_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint reflection_index = 32 * i + bit;
+
+ if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
+
+ 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;
+ }
+
+#if !defined(USE_LIGHTMAP)
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+ }
+
+ //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 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 //GI !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 & instances.data[instance_index].layer_mask)) {
+ 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;
+
+ //version with soft shadows, more expensive
+ if (directional_lights.data[i].shadow_enabled) {
+ if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
+ float depth_z = -vertex.z;
+
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#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;
+
+ uint blend_index = 0;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ vec4 pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+
+ 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);
+ blend_index++;
+ }
+
+ if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ vec4 pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ 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;
+ float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+
+ if (blend_index == 0) {
+ shadow = s;
+ } else {
+ //blend
+ float blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow = mix(shadow, s, blend);
+ }
+
+ blend_index++;
+ }
+
+ if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ vec4 pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ 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;
+ float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+
+ if (blend_index == 0) {
+ shadow = s;
+ } else {
+ //blend
+ float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ shadow = mix(shadow, s, blend);
+ }
+
+ blend_index++;
+ }
+
+ if (blend_index < 2) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ vec4 pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+
+ 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;
+ float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+
+ if (blend_index == 0) {
+ shadow = s;
+ } else {
+ //blend
+ float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow = mix(shadow, s, blend);
+ }
+ }
+
+#undef BIAS_FUNC
+ } else { //no soft shadows
+
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ 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
+ }
+ } // shadows
+
+ 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 & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_z_range.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
+
+ transmittance_z = z - shadow_z;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_z_range.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
+
+ transmittance_z = z - shadow_z;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_z_range.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
+
+ transmittance_z = z - shadow_z;
+
+ } else {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_z_range.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
+
+ transmittance_z = z - shadow_z;
+ }
+ }
+#endif
+
+ 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);
+
+ float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0;
+
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ 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_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light,
+ specular_light);
+ }
+ }
+
+ { //omni lights
+
+ uint cluster_omni_offset = cluster_offset;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint light_index = 32 * i + bit;
+
+ if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ 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, normal);
+
+ 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_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
+
+ uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+
+ uint light_index = 32 * i + bit;
+
+ if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
+ 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, normal);
+
+ 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_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);
+ }
+ }
+ }
+
+#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_SDF
+
+ {
+ vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
+ ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
+
+ uint albedo16 = 0x1; //solid flag
+ albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
+ albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
+ albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
+
+ imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
+
+ uint facing_bits = 0;
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
+
+ float closest_dist = -1e20;
+
+ for (uint i = 0; i < 6; i++) {
+ float d = dot(cam_normal, aniso_dir[i]);
+ if (d > closest_dist) {
+ closest_dist = d;
+ facing_bits = (1 << i);
+ }
+ }
+
+ imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+
+ if (length(emission) > 0.001) {
+ float lumas[6];
+ vec3 light_total = vec3(0);
+
+ for (int i = 0; i < 6; i++) {
+ float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
+ vec3 light = emission * strength;
+ light_total += light;
+ lumas[i] = max(light.r, max(light.g, light.b));
+ }
+
+ float luma_total = max(light_total.r, max(light_total.g, light_total.b));
+
+ uint light_aniso = 0;
+
+ for (int i = 0; i < 6; i++) {
+ light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
+ }
+
+ //compress to RGBE9995 to save space
+
+ const float pow2to9 = 512.0f;
+ const float B = 15.0f;
+ const float N = 9.0f;
+ const float LN2 = 0.6931471805599453094172321215;
+
+ float cRed = clamp(light_total.r, 0.0, 65408.0);
+ float cGreen = clamp(light_total.g, 0.0, 65408.0);
+ float cBlue = clamp(light_total.b, 0.0, 65408.0);
+
+ float cMax = max(cRed, max(cGreen, cBlue));
+
+ float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
+
+ float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
+
+ float exps = expp + 1.0f;
+
+ if (0.0 <= sMax && sMax < pow2to9) {
+ exps = expp;
+ }
+
+ float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
+ float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
+ float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
+ //store as 8985 to have 2 extra neighbour bits
+ uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
+
+ imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
+ imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
+ }
+ }
+
+#endif
+
+#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
+
+#ifdef MODE_RENDER_NORMAL_ROUGHNESS
+ normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
+
+#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;
+ voxel_gi_buffer.x = index1 & 0xFF;
+ voxel_gi_buffer.y = index2 & 0xFF;
+ } else {
+ voxel_gi_buffer.x = 0xFF;
+ voxel_gi_buffer.y = 0xFF;
+ }
+#endif
+
+#endif //MODE_RENDER_NORMAL_ROUGHNESS
+
+//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
+#else
+
+ // 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
+
+#ifdef SSS_MODE_SKIN
+ sss_strength = -sss_strength;
+#endif
+ diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
+ specular_buffer = vec4(specular_light, metallic);
+#endif
+
+ 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
+ frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
+ //frag_color = vec4(1.0);
+#endif //USE_NO_SHADING
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ ;
+
+#endif //MODE_MULTIPLE_RENDER_TARGETS
+
+#endif //MODE_RENDER_DEPTH
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index 0cc2b90c53..b53bf6a6d4 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -1,18 +1,39 @@
#define M_PI 3.14159265359
#define ROUGHNESS_MAX_LOD 5
-#define MAX_GI_PROBES 8
+#define MAX_VOXEL_GI_INSTANCES 8
+
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
+
+#extension GL_KHR_shader_subgroup_ballot : enable
+#extension GL_KHR_shader_subgroup_arithmetic : enable
+
+#define USE_SUBGROUPS
+
+#endif
#include "cluster_data_inc.glsl"
+#include "decal_data_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#ifndef NORMAL_USED
+#define NORMAL_USED
+#endif
+#endif
layout(push_constant, binding = 0, std430) uniform DrawCall {
uint instance_index;
- uint pad; //16 bits minimum size
- vec2 bake_uv2_offset; //used for bake to uv2, ignored otherwise
+ uint uv_offset;
+ uint pad0;
+ uint pad1;
}
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
@@ -31,129 +52,41 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
-#define SDFGI_MAX_CASCADES 8
-
-layout(set = 0, binding = 3, std140) uniform SceneData {
- mat4 projection_matrix;
- mat4 inv_projection_matrix;
-
- mat4 camera_matrix;
- mat4 inv_camera_matrix;
-
- vec2 viewport_size;
- vec2 screen_pixel_size;
-
- float time;
- float reflection_multiplier; // one normally, zero when rendering reflections
-
- bool pancake_shadows;
- uint pad;
-
- //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;
-
- mat4 sdf_to_bounds;
-
- ivec3 sdf_offset;
- bool material_uv2_mode;
+layout(set = 0, binding = 3) uniform sampler decal_sampler;
- ivec3 sdf_size;
- bool gi_upscale_for_msaa;
-
- bool volumetric_fog_enabled;
- float volumetric_fog_inv_length;
- float volumetric_fog_detail_spread;
- uint volumetric_fog_pad;
-
- bool fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
-
- vec3 fog_light_color;
- float fog_sun_scatter;
-}
-
-scene_data;
+layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
#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_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)
-
-struct InstanceData {
- mat4 transform;
- mat4 normal_transform;
- uint flags;
- uint instance_uniforms_ofs; //base offset in global buffer for instance variables
- uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
- uint layer_mask;
- vec4 lightmap_uv_scale;
-};
-
-layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
- InstanceData data[];
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
+ LightData data[];
}
-instances;
+omni_lights;
-layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
LightData data[];
}
-lights;
+spot_lights;
-layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData {
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 7, std140) uniform DirectionalLights {
+layout(set = 0, binding = 8, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -165,52 +98,41 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
-layout(set = 0, binding = 11) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-
struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 13) uniform texture2D decal_atlas;
-layout(set = 0, binding = 14) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 15, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 16) uniform utexture3D cluster_texture;
-
-layout(set = 0, binding = 17, std430) restrict readonly buffer ClusterData {
- uint indices[];
-}
-cluster_data;
-
-layout(set = 0, binding = 18) uniform texture2D directional_shadow_atlas;
-
-layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
-struct SDFGIProbeCascadeData {
+struct SDFVoxelGICascadeData {
vec3 position;
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 20, std140) uniform SDFGI {
+layout(set = 0, binding = 15, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -234,40 +156,136 @@ layout(set = 0, binding = 20, std140) uniform SDFGI {
vec3 cascade_probe_size;
uint pad5;
- SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
+ SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
}
sdfgi;
-// decal atlas
+/* 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;
+
+ uint cluster_shift;
+ uint cluster_width;
+ uint cluster_type_size;
+ uint max_cluster_element_count_div_32;
+
+ // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
+ vec4 directional_penumbra_shadow_kernel[32];
+ vec4 directional_soft_shadow_kernel[32];
+ vec4 penumbra_shadow_kernel[32];
+ vec4 soft_shadow_kernel[32];
+
+ vec4 ambient_light_color_energy;
+
+ float ambient_color_sky_mix;
+ bool use_ambient_light;
+ bool use_ambient_cubemap;
+ bool use_reflection_cubemap;
+
+ mat3 radiance_inverse_xform;
+
+ vec2 shadow_atlas_pixel_size;
+ vec2 directional_shadow_pixel_size;
+
+ uint directional_light_count;
+ float dual_paraboloid_side;
+ float z_far;
+ float z_near;
+
+ 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;
+
+ mat4 sdf_to_bounds;
+
+ ivec3 sdf_offset;
+ bool material_uv2_mode;
+
+ ivec3 sdf_size;
+ bool gi_upscale_for_msaa;
+
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint volumetric_fog_pad;
+
+ bool fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
-/* Set 1, Radiance */
+ float fog_aerial_perspective;
+
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
+
+ bool pancake_shadows;
+}
+scene_data;
+
+struct InstanceData {
+ mat4 transform;
+ uint flags;
+ uint instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint layer_mask;
+ vec4 lightmap_uv_scale;
+};
+
+layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer {
+ InstanceData data[];
+}
+instances;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
-layout(set = 1, binding = 0) uniform textureCubeArray radiance_cubemap;
+layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
#else
-layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
+layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
#endif
-/* Set 2, Reflection and Shadow Atlases (view dependent) */
+layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
-layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
+layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
-layout(set = 2, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
-layout(set = 2, binding = 2) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-/* Set 3, Render Buffers */
+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[];
+}
+cluster_buffer;
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 3, binding = 0) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 3, binding = 1) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 3, binding = 2) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid;
+layout(r16ui, set = 1, binding = 9) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 1, binding = 10) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
@@ -276,16 +294,17 @@ layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid;
#else
-layout(set = 3, binding = 0) uniform texture2D depth_buffer;
-layout(set = 3, binding = 1) uniform texture2D color_buffer;
-layout(set = 3, binding = 2) uniform texture2D normal_roughness_buffer;
-layout(set = 3, binding = 4) uniform texture2D ao_buffer;
-layout(set = 3, binding = 5) uniform texture2D ambient_buffer;
-layout(set = 3, binding = 6) uniform texture2D reflection_buffer;
-layout(set = 3, binding = 7) uniform texture2DArray sdfgi_lightprobe_texture;
-layout(set = 3, binding = 8) uniform texture3D sdfgi_occlusion_cascades;
+layout(set = 1, binding = 9) uniform texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform texture2D color_buffer;
+
+layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 12) uniform texture2D ao_buffer;
+layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 14) uniform texture2D reflection_buffer;
+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;
@@ -301,20 +320,20 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 3, binding = 9, 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 = 3, binding = 10) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
#endif
-/* Set 4 Skeleton & Instancing (Multimesh) */
+/* Set 2 Skeleton & Instancing (can change per item) */
-layout(set = 4, binding = 0, std430) restrict readonly buffer Transforms {
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;
-/* Set 5 User Material */
+/* Set 3 User Material */
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..f3db4abe3b
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -0,0 +1,1035 @@
+// 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, float A, 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_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_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
+
+ float NdotL = min(A + dot(N, L), 1.0);
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#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)
+ float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+ float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
+#endif
+
+ float metallic = unpackUnorm4x8(orms).z;
+ if (metallic < 1.0) {
+ float roughness = unpackUnorm4x8(orms).y;
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // 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
+
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ diffuse_light += exp(dd) * transmittance_color.rgb * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
+#endif
+ }
+#else
+
+#endif //LIGHT_TRANSMITTANCE_USED
+ }
+
+ float roughness = unpackUnorm4x8(orms).y;
+ if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
+
+ // D
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
+
+ specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L, N));
+ float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
+
+ specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
+
+#elif defined(SPECULAR_TOON)
+
+ 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
+// https://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 (sc_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 < sc_directional_soft_shadow_samples; i++) {
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
+ }
+
+ return avg * (1.0 / float(sc_directional_soft_shadow_samples));
+}
+
+float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
+ vec2 pos = coord.xy;
+ float depth = coord.z;
+
+ //if only one sample is taken, take it from the center
+ if (sc_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 < sc_soft_shadow_samples; i++) {
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
+ }
+
+ return avg * (1.0 / float(sc_soft_shadow_samples));
+}
+
+float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) {
+ //if only one sample is taken, take it from the center
+ if (sc_soft_shadow_samples == 1) {
+ vec2 pos = coord * 0.5 + 0.5;
+ pos = uv_rect.xy + pos * uv_rect.zw;
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ 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;
+ vec2 offset_scale = blur_scale * 2.0 * scene_data.shadow_atlas_pixel_size / uv_rect.zw;
+
+ for (uint i = 0; i < sc_soft_shadow_samples; i++) {
+ vec2 offset = offset_scale * (disk_rotation * scene_data.soft_shadow_kernel[i].xy);
+ vec2 sample_coord = coord + offset;
+
+ float sample_coord_length_sqaured = dot(sample_coord, sample_coord);
+ bool do_flip = sample_coord_length_sqaured > 1.0;
+
+ if (do_flip) {
+ float len = sqrt(sample_coord_length_sqaured);
+ sample_coord = sample_coord * (2.0 / len - 1.0);
+ }
+
+ sample_coord = sample_coord * 0.5 + 0.5;
+ sample_coord = uv_rect.xy + sample_coord * uv_rect.zw;
+
+ if (do_flip) {
+ sample_coord += flip_offset;
+ }
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(sample_coord, depth, 1.0));
+ }
+
+ return avg * (1.0 / float(sc_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 < sc_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 < sc_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(sc_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
+ vec2 texel_size = scene_data.shadow_atlas_pixel_size;
+ vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
+ base_uv_rect.xy += texel_size;
+ base_uv_rect.zw -= texel_size * 2.0;
+
+ // Omni lights use direction.xy to store to store the offset between the two paraboloid regions
+ vec2 flip_offset = omni_lights.data[idx].direction.xy;
+
+ vec3 local_vert = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
+
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_dir = normalize(local_vert);
+
+ vec3 local_normal = normalize(mat3(omni_lights.data[idx].shadow_matrix) * normal);
+ vec3 normal_bias = local_normal * omni_lights.data[idx].shadow_normal_bias * (1.0 - abs(dot(local_normal, shadow_dir)));
+
+ float shadow;
+
+ if (sc_use_light_soft_shadows && 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 basis_normal = shadow_dir;
+ vec3 v0 = abs(basis_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, basis_normal));
+ vec3 bitangent = normalize(cross(tangent, basis_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 < sc_penumbra_shadow_samples; i++) {
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+
+ vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+
+ vec4 uv_rect = base_uv_rect;
+
+ if (pos.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ }
+
+ pos.z = 1.0 + abs(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 < sc_penumbra_shadow_samples; i++) {
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+ vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+ pos = normalize(pos + normal_bias);
+
+ vec4 uv_rect = base_uv_rect;
+
+ if (pos.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ }
+
+ pos.z = 1.0 + abs(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(sc_penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+ } else {
+ vec4 uv_rect = base_uv_rect;
+
+ vec3 shadow_sample = normalize(shadow_dir + normal_bias);
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ flip_offset *= -1.0;
+ }
+
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec2 pos = shadow_sample.xy / shadow_sample.z;
+ float depth = shadow_len - omni_lights.data[idx].shadow_bias;
+ depth *= omni_lights.data[idx].inv_radius;
+ shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth);
+ }
+
+ 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_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;
+
+ float size_A = 0.0;
+
+ if (sc_use_light_soft_shadows && 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));
+ }
+
+#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));
+
+ float shadow_len = length(splane.xyz);
+ splane.xyz = normalize(splane.xyz);
+
+ 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].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data.shadow_atlas_pixel_size );
+ splane.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 (sc_use_light_projector && 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) {
+ atlas_rect.y += atlas_rect.w;
+ }
+
+ local_v.z = 1.0 + abs(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;
+
+ if (sc_projector_use_mipmaps) {
+ 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, light_projector_sampler), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ color *= proj.rgb * proj.a;
+ } else {
+ vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, 0.0);
+ color *= proj.rgb * proj.a;
+ }
+ }
+
+ light_attenuation *= shadow;
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ 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_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;
+
+ vec3 shadow_dir = light_rel_vec / light_length;
+ vec3 normal_bias = normal * light_length * spot_lights.data[idx].shadow_normal_bias * (1.0 - abs(dot(normal, shadow_dir)));
+
+ //there is a shadowmap
+ vec4 v = vec4(vertex + normal_bias, 1.0);
+
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
+ splane.z -= spot_lights.data[idx].shadow_bias / (light_length * spot_lights.data[idx].inv_radius);
+ splane /= splane.w;
+
+ float shadow;
+ if (sc_use_light_soft_shadows && spot_lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+ float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
+
+ 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 < sc_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 < splane.z) {
+ 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 < sc_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, splane.z, 1.0));
+ }
+
+ shadow /= float(sc_penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+ } else {
+ //hard shadow
+ vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
+ shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
+ }
+
+ return shadow;
+ }
+
+#endif //USE_NO_SHADOWS
+
+ return 1.0;
+}
+
+vec2 normal_to_panorama(vec3 n) {
+ n = normalize(n);
+ vec2 panorama_coords = vec2(atan(n.x, n.z), acos(-n.y));
+
+ if (panorama_coords.x < 0.0) {
+ panorama_coords.x += M_PI * 2.0;
+ }
+
+ panorama_coords /= vec2(M_PI * 2.0, M_PI);
+ return panorama_coords;
+}
+
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ 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;
+
+ float size_A = 0.0;
+
+ if (sc_use_light_soft_shadows && 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));
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+ transmittance_color.a *= light_attenuation;
+ {
+ vec4 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;
+
+ shadow_z = shadow_z * 2.0 - 1.0;
+ float z_far = 1.0 / spot_lights.data[idx].inv_radius;
+ float z_near = 0.01;
+ shadow_z = 2.0 * z_near * z_far / (z_far + z_near - shadow_z * (z_far - z_near));
+
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
+ }
+#endif //LIGHT_TRANSMITTANCE_USED
+
+ if (sc_use_light_projector && spot_lights.data[idx].projector_rect != vec4(0.0)) {
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
+ splane /= splane.w;
+
+ vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw;
+
+ if (sc_projector_use_mipmaps) {
+ //ensure we have proper mipmaps
+ vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
+ splane_ddx /= splane_ddx.w;
+ vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+
+ vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
+ splane_ddy /= splane_ddy.w;
+ vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ color *= proj.rgb * proj.a;
+ } else {
+ vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, 0.0);
+ color *= proj.rgb * proj.a;
+ }
+ }
+ light_attenuation *= shadow;
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ 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_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 * sc_luminance_multiplier;
+
+ 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..750ec5f00a
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -0,0 +1,1568 @@
+#[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) highp out vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) mediump out vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) mediump out vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) mediump out vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) mediump out vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) mediump out vec3 tangent_interp;
+layout(location = 6) mediump 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 highp float dp_clip;
+
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif
+#else
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
+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 = transpose(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
+
+#ifdef USE_MULTIVIEW
+ mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex];
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex];
+#else
+ mat4 projection_matrix = scene_data.projection_matrix;
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+#endif //USE_MULTIVIEW
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+
+ 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
+
+/* Specialization Constants */
+
+#if !defined(MODE_RENDER_DEPTH)
+
+#if !defined(MODE_UNSHADED)
+
+layout(constant_id = 0) const bool sc_use_light_projector = false;
+layout(constant_id = 1) const bool sc_use_light_soft_shadows = false;
+layout(constant_id = 2) const bool sc_use_directional_soft_shadows = false;
+
+layout(constant_id = 3) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 4) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 5) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 6) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const bool sc_projector_use_mipmaps = true;
+
+layout(constant_id = 9) const bool sc_disable_omni_lights = false;
+layout(constant_id = 10) const bool sc_disable_spot_lights = false;
+layout(constant_id = 11) const bool sc_disable_reflection_probes = false;
+layout(constant_id = 12) const bool sc_disable_directional_lights = false;
+
+#endif //!MODE_UNSHADED
+
+layout(constant_id = 7) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 13) const bool sc_disable_decals = false;
+layout(constant_id = 14) const bool sc_disable_fog = false;
+
+#endif //!MODE_RENDER_DEPTH
+
+layout(constant_id = 15) const float sc_luminance_multiplier = 2.0;
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+/* Varyings */
+
+layout(location = 0) highp in vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) mediump in vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) mediump in vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) mediump in vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) mediump in vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) mediump in vec3 tangent_interp;
+layout(location = 6) mediump in vec3 binormal_interp;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 8) highp in float dp_clip;
+
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif
+#else
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
+//defines to keep compatibility with vertex
+
+#define world_matrix draw_call.transform
+#ifdef USE_MULTIVIEW
+#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
+#else
+#define projection_matrix scene_data.projection_matrix
+#endif
+
+#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 mediump 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)
+
+/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
+#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, -length(vertex) * 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_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 (!sc_disable_fog && 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);
+
+ if (!sc_disable_decals) { //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
+ }
+
+ 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);
+ }
+
+ //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;
+
+ if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
+ //has albedo
+ vec4 decal_albedo;
+ if (sc_decal_use_mipmaps) {
+ decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), 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);
+ } else {
+ decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
+ }
+ 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;
+ if (sc_decal_use_mipmaps) {
+ decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), 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;
+ } else {
+ decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).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;
+ if (sc_decal_use_mipmaps) {
+ decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), 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;
+ } else {
+ decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).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
+ if (sc_decal_use_mipmaps) {
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ } else {
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ }
+ }
+ }
+ } //Decals
+#endif //!MODE_RENDER_DEPTH
+
+ /////////////////////// LIGHTING //////////////////////////////
+
+#ifdef NORMAL_USED
+ if (scene_data.roughness_limiter_enabled) {
+ //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ float roughness2 = roughness * roughness;
+ vec3 dndu = dFdx(normal), dndv = dFdy(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);
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ 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 *= horizon * horizon;
+ 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?
+
+ if (!sc_disable_reflection_probes) { //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 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)
+
+ if (!sc_disable_directional_lights) { //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), 0.0, 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_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
+
+ if (!sc_disable_omni_lights) { //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, normal);
+
+ 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_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
+
+ if (!sc_disable_spot_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, normal);
+
+ 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_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);
+#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);
+
+ // On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
+ // We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
+ frag_color.rgb = frag_color.rgb / sc_luminance_multiplier;
+
+#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..dd8879acb4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -0,0 +1,225 @@
+#define M_PI 3.14159265359
+#define MAX_VIEWS 2
+
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
+#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 {
+ highp 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
+ highp 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;
+
+layout(set = 0, binding = 3) uniform sampler decal_sampler;
+layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
+
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
+#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
+
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
+ ReflectionData data[];
+}
+reflections;
+
+layout(set = 0, binding = 8, 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 {
+ mediump mat3 normal_xform;
+};
+
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
+ Lightmap data[];
+}
+lightmaps;
+
+struct LightmapCapture {
+ mediump vec4 sh[9];
+};
+
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
+ LightmapCapture data[];
+}
+lightmap_captures;
+
+layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb;
+
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
+ DecalData data[];
+}
+decals;
+
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
+ highp vec4 data[];
+}
+global_variables;
+
+/* Set 1: Render Pass (changes per render pass) */
+
+layout(set = 1, binding = 0, std140) uniform SceneData {
+ highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
+ highp mat4 camera_matrix;
+ highp mat4 inv_camera_matrix;
+
+ // only used for multiview
+ highp mat4 projection_matrix_view[MAX_VIEWS];
+ highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+
+ highp vec2 viewport_size;
+ highp vec2 screen_pixel_size;
+
+ // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
+ highp vec4 directional_penumbra_shadow_kernel[32];
+ highp vec4 directional_soft_shadow_kernel[32];
+ highp vec4 penumbra_shadow_kernel[32];
+ highp vec4 soft_shadow_kernel[32];
+
+ mediump vec4 ambient_light_color_energy;
+
+ mediump float ambient_color_sky_mix;
+ bool use_ambient_light;
+ bool use_ambient_cubemap;
+ bool use_reflection_cubemap;
+
+ mediump mat3 radiance_inverse_xform;
+
+ highp vec2 shadow_atlas_pixel_size;
+ highp vec2 directional_shadow_pixel_size;
+
+ uint directional_light_count;
+ mediump float dual_paraboloid_side;
+ highp float z_far;
+ highp float z_near;
+
+ bool ssao_enabled;
+ mediump float ssao_light_affect;
+ mediump float ssao_ao_affect;
+ bool roughness_limiter_enabled;
+
+ mediump float roughness_limiter_amount;
+ mediump float roughness_limiter_limit;
+ uvec2 roughness_limiter_pad;
+
+ mediump vec4 ao_color;
+
+ bool fog_enabled;
+ highp float fog_density;
+ highp float fog_height;
+ highp float fog_height_density;
+
+ mediump vec3 fog_light_color;
+ mediump float fog_sun_scatter;
+
+ mediump float fog_aerial_perspective;
+ bool material_uv2_mode;
+
+ highp float time;
+ mediump float reflection_multiplier; // one normally, zero when rendering reflections
+
+ bool pancake_shadows;
+ uint pad1;
+ uint pad2;
+ uint pad3;
+}
+scene_data;
+
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap;
+
+#else
+
+layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap;
+
+#endif
+
+layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas;
+
+layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
+
+layout(set = 1, binding = 5) uniform highp 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 highp texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
+
+/* Set 2 Skeleton & Instancing (can change per item) */
+
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
+ highp vec4 data[];
+}
+transforms;
+
+/* Set 3 User Material */
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
index a8ee33a664..78e0a85341 100644
--- a/servers/rendering/rasterizer_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;
@@ -155,18 +155,14 @@ void main() {
depth = imageLoad(source_depth, ivec2(pos - 0.5)).r;
- if (-depth >= params.camera_z_far) { //went beyond camera
- break;
- }
-
z_from = z_to;
z_to = z / w;
if (depth > z_to) {
// if depth was surpassed
- if (depth <= max(z_to, z_from) + params.depth_tolerance) {
- // check the depth tolerance
- //check that normal is valid
+ if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) {
+ // check the depth tolerance and far clip
+ // check that normal is valid
found = true;
}
break;
diff --git a/servers/rendering/rasterizer_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/rasterizer_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/rasterizer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
index 218605a962..2328effe7b 100644
--- a/servers/rendering/rasterizer_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;
@@ -36,12 +36,12 @@ void main() {
float divisor = 0.0;
vec4 color;
float depth;
- vec3 normal;
+ vec4 normal;
if (params.filtered) {
color = vec4(0.0);
depth = 0.0;
- normal = vec3(0.0);
+ normal = vec4(0.0);
for (int i = 0; i < 4; i++) {
ivec2 ofs = ssC << 1;
@@ -53,7 +53,9 @@ void main() {
}
color += texelFetch(source_ssr, ofs, 0);
float d = texelFetch(source_depth, ofs, 0).r;
- normal += texelFetch(source_normal, ofs, 0).xyz * 2.0 - 1.0;
+ vec4 nr = texelFetch(source_normal, ofs, 0);
+ normal.xyz += nr.xyz * 2.0 - 1.0;
+ normal.w += nr.w;
d = d * 2.0 - 1.0;
if (params.orthogonal) {
@@ -66,11 +68,12 @@ void main() {
color /= 4.0;
depth /= 4.0;
- normal = normalize(normal / 4.0) * 0.5 + 0.5;
+ normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5;
+ normal.w /= 4.0;
} else {
color = texelFetch(source_ssr, ssC << 1, 0);
depth = texelFetch(source_depth, ssC << 1, 0).r;
- normal = texelFetch(source_normal, ssC << 1, 0).xyz;
+ normal = texelFetch(source_normal, ssC << 1, 0);
depth = depth * 2.0 - 1.0;
if (params.orthogonal) {
@@ -83,5 +86,5 @@ void main() {
imageStore(dest_ssr, ssC, color);
imageStore(dest_depth, ssC, vec4(depth));
- imageStore(dest_normal, ssC, vec4(normal, 0.0));
+ imageStore(dest_normal, ssC, normal);
}
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
index 813ea29fa1..8b58796962 100644
--- a/servers/rendering/rasterizer_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;
@@ -97,6 +97,8 @@ void main() {
float blend = 0.0;
#if 1
+ // No interpolation
+
vec3 inv_dir = 1.0 / ray_dir;
float rough = 0.5;
@@ -161,114 +163,11 @@ void main() {
hit_light *= (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
- if (blend > 0.0) {
- light = mix(light, hit_light, blend);
- blend = 0.0;
- } else {
- light = hit_light;
-
- //process blend
- float blend_from = (float(params.probe_axis_size - 1) / 2.0) - 2.5;
- float blend_to = blend_from + 2.0;
-
- vec3 cam_pos = params.cam_transform[3].xyz - cascades.data[i].offset;
- cam_pos *= cascades.data[i].to_cell;
-
- pos += ray_dir * min(advance, max_advance);
- vec3 inner_pos = pos - cam_pos;
-
- inner_pos = inner_pos * float(params.probe_axis_size - 1) / params.grid_size.x;
-
- 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);
-
- pos /= cascades.data[i].to_cell;
- pos += cascades.data[i].offset;
- ray_pos = pos;
- hit = false; //continue trace for blend
-
- continue;
- }
- }
+ light = hit_light;
break;
}
- light = mix(light, vec3(0.0), blend);
-
-#else
-
- vec3 inv_dir = 1.0 / ray_dir;
-
- bool hit = false;
- vec4 light_accum = vec4(0.0);
-
- float blend_size = (params.grid_size.x / float(params.probe_axis_size - 1)) * 0.5;
-
- float radius_sizes[MAX_CASCADES];
- for (uint i = 0; i < params.max_cascades; i++) {
- radius_sizes[i] = (1.0 / cascades.data[i].to_cell) * (params.grid_size.x * 0.5 - blend_size);
- }
-
- float max_distance = radius_sizes[params.max_cascades - 1];
- float advance = 0;
- while (advance < max_distance) {
- for (uint i = 0; i < params.max_cascades; i++) {
- if (advance < radius_sizes[i]) {
- vec3 pos = (ray_pos + ray_dir * advance) - cascades.data[i].offset;
- pos *= cascades.data[i].to_cell * pos_to_uvw;
-
- float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.0;
-
- vec4 hit_light = vec4(0.0);
- if (distance < 1.0) {
- hit_light.a = max(0.0, 1.0 - distance);
- hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb;
- hit_light.rgb *= hit_light.a;
- }
-
- distance /= cascades.data[i].to_cell;
-
- if (i < (params.max_cascades - 1)) {
- pos = (ray_pos + ray_dir * advance) - cascades.data[i + 1].offset;
- pos *= cascades.data[i + 1].to_cell * pos_to_uvw;
-
- float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.0;
-
- vec4 hit_light2 = vec4(0.0);
- if (distance2 < 1.0) {
- hit_light2.a = max(0.0, 1.0 - distance2);
- hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb;
- hit_light2.rgb *= hit_light2.a;
- }
-
- float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1];
- float blend = (advance - prev_radius) / (radius_sizes[i] - prev_radius);
-
- distance2 /= cascades.data[i + 1].to_cell;
-
- hit_light = mix(hit_light, hit_light2, blend);
- distance = mix(distance, distance2, blend);
- }
-
- light_accum += hit_light;
- advance += distance;
- break;
- }
- }
-
- if (light_accum.a > 0.98) {
- break;
- }
- }
-
- light = light_accum.rgb / light_accum.a;
-
#endif
imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
index 08da283dad..4290d5b869 100644
--- a/servers/rendering/rasterizer_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
@@ -24,7 +24,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
}
params;
-// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
+// https://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
vec3 get_sphere_vertex(uint p_vertex_id) {
float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power);
@@ -153,7 +153,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec4 frag_color;
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 61e4bf5e18..d6e5c6a92e 100644
--- a/servers/rendering/rasterizer_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;
@@ -20,10 +20,10 @@ layout(set = 0, binding = 3, std430) restrict readonly buffer DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
+ uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
+ uint albedo; // rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors.
+ uint light; // rgbe8985 encoded total saved light, extra 2 bits for neighbors.
+ uint light_aniso; // 55555 light anisotropy, extra 2 bits for neighbors.
//total neighbours: 26
};
@@ -67,8 +67,8 @@ struct Light {
float attenuation;
uint type;
- float spot_angle;
- float spot_attenuation;
+ float cos_spot_angle;
+ float inv_spot_attenuation;
float radius;
vec4 shadow_color;
@@ -80,6 +80,7 @@ layout(set = 0, binding = 9, std140) buffer restrict readonly Lights {
lights;
layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
+layout(set = 0, binding = 11) uniform texture3D occlusion_texture;
layout(push_constant, binding = 0, std430) uniform Params {
vec3 grid_size;
@@ -91,9 +92,9 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint process_increment;
int probe_axis_size;
- bool multibounce;
+ float bounce_feedback;
float y_mult;
- uint pad;
+ bool use_occlusion;
}
params;
@@ -112,11 +113,23 @@ vec2 octahedron_encode(vec3 n) {
return n.xy;
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
void main() {
uint voxel_index = uint(gl_GlobalInvocationID.x);
//used for skipping voxels every N frames
- voxel_index = params.process_offset + voxel_index * params.process_increment;
+ if (params.process_increment > 1) {
+ voxel_index *= params.process_increment;
+ voxel_index += params.process_offset;
+ }
if (voxel_index >= dispatch_data.total_count) {
return;
@@ -134,10 +147,96 @@ void main() {
uint voxel_albedo = process_voxels.data[voxel_index].albedo;
vec3 albedo = vec3(uvec3(voxel_albedo >> 10, voxel_albedo >> 5, voxel_albedo) & uvec3(0x1F)) / float(0x1F);
- vec3 light_accum[6];
-
+ vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
uint valid_aniso = (voxel_albedo >> 15) & 0x3F;
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ // Add indirect light first, in order to save computation resources
+#ifdef MODE_PROCESS_DYNAMIC
+ if (params.bounce_feedback > 0.001) {
+ vec3 feedback = (params.bounce_feedback < 1.0) ? (albedo * params.bounce_feedback) : mix(albedo, vec3(1.0), params.bounce_feedback - 1.0);
+ vec3 pos = (vec3(positioni) + vec3(0.5)) * float(params.probe_axis_size - 1) / params.grid_size;
+ ivec3 probe_base_pos = ivec3(pos);
+
+ float weight_accum[6] = float[](0, 0, 0, 0, 0, 0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(params.cascade));
+ tex_pos.x += probe_base_pos.z * int(params.probe_axis_size);
+
+ tex_pos.xy = tex_pos.xy * (OCT_SIZE + 2) + ivec2(1);
+
+ vec3 base_tex_posf = vec3(tex_pos);
+ 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 = vec3(ivec3(OCT_SIZE + 2, OCT_SIZE + 2, (OCT_SIZE + 2) * params.probe_axis_size)) * tex_pixel_size.xyx;
+
+ 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 = pos - probe_pos;
+ vec3 probe_dir = normalize(-probe_to_pos);
+
+ // Compute lightprobe texture position
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+
+ for (uint k = 0; k < 6; k++) {
+ if (bool(valid_aniso & (1 << k))) {
+ vec3 n = aniso_dir[k];
+ float weight = trilinear.x * trilinear.y * trilinear.z * max(0, dot(n, probe_dir));
+
+ if (weight > 0.0 && params.use_occlusion) {
+ ivec3 occ_indexv = abs((cascades.data[params.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 = (vec3(positioni) + aniso_dir[k] + vec3(0.5)) / params.grid_size;
+ occ_pos.z += float(params.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 *= vec3(0.5, 1.0, 1.0 / float(params.max_cascades)); //renormalize
+ float occlusion = dot(textureLod(sampler3D(occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= occlusion;
+ }
+
+ if (weight > 0.0) {
+ vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0);
+ tex_posf.xy *= tex_pixel_size;
+
+ vec3 pos_uvw = tex_posf;
+ pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * probe_uv_offset.z;
+ vec3 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
+
+ light_accum[k] += indirect_light * weight;
+ weight_accum[k] += weight;
+ }
+ }
+ }
+ }
+
+ for (uint k = 0; k < 6; k++) {
+ if (weight_accum[k] > 0.0) {
+ light_accum[k] /= weight_accum[k];
+ light_accum[k] *= feedback;
+ }
+ }
+ }
+
+#endif
+
{
uint rgbe = process_voxels.data[voxel_index].light;
@@ -153,18 +252,10 @@ void main() {
uint aniso = process_voxels.data[voxel_index].light_aniso;
for (uint i = 0; i < 6; i++) {
float strength = ((aniso >> (i * 5)) & 0x1F) / float(0x1F);
- light_accum[i] = l * strength;
+ light_accum[i] += l * strength;
}
}
- const vec3 aniso_dir[6] = vec3[](
- vec3(1, 0, 0),
- vec3(0, 1, 0),
- vec3(0, 0, 1),
- vec3(-1, 0, 0),
- vec3(0, -1, 0),
- vec3(0, 0, -1));
-
// Raytrace light
vec3 pos_to_uvw = 1.0 / params.grid_size;
@@ -184,22 +275,26 @@ void main() {
direction = normalize(rel_vec);
light_distance = length(rel_vec);
rel_vec.y /= params.y_mult;
- attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
+ attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
+
} break;
case LIGHT_TYPE_SPOT: {
vec3 rel_vec = lights.data[i].position - position;
direction = normalize(rel_vec);
light_distance = length(rel_vec);
rel_vec.y /= params.y_mult;
- attenuation = pow(clamp(1.0 - length(rel_vec) / lights.data[i].radius, 0.0, 1.0), lights.data[i].attenuation);
-
- float angle = acos(dot(normalize(rel_vec), -lights.data[i].direction));
- if (angle > lights.data[i].spot_angle) {
- attenuation = 0.0;
- } else {
- float d = clamp(angle / lights.data[i].spot_angle, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[i].spot_attenuation);
+ attenuation = get_omni_attenuation(light_distance, 1.0 / lights.data[i].radius, lights.data[i].attenuation);
+
+ float cos_spot_angle = lights.data[i].cos_spot_angle;
+ float cos_angle = dot(-direction, lights.data[i].direction);
+
+ if (cos_angle < cos_spot_angle) {
+ continue;
}
+
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[i].inv_spot_attenuation);
} break;
}
@@ -282,65 +377,6 @@ void main() {
}
}
- // Add indirect light
-
- if (params.multibounce) {
- vec3 pos = (vec3(positioni) + vec3(0.5)) * float(params.probe_axis_size - 1) / params.grid_size;
- ivec3 probe_base_pos = ivec3(pos);
-
- vec4 probe_accum[6] = vec4[](vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0));
- float weight_accum[6] = float[](0, 0, 0, 0, 0, 0);
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(params.cascade));
- tex_pos.x += probe_base_pos.z * int(params.probe_axis_size);
-
- tex_pos.xy = tex_pos.xy * (OCT_SIZE + 2) + ivec2(1);
-
- vec3 base_tex_posf = vec3(tex_pos);
- 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;
-
- 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 = pos - probe_pos;
- vec3 probe_dir = normalize(-probe_to_pos);
-
- // Compute lightprobe texture position
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
-
- for (uint k = 0; k < 6; k++) {
- if (bool(valid_aniso & (1 << k))) {
- vec3 n = aniso_dir[k];
- float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(n, probe_dir));
-
- vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0);
- tex_posf.xy *= tex_pixel_size;
-
- vec3 pos_uvw = tex_posf;
- pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * probe_uv_offset.z;
- vec4 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0);
-
- probe_accum[k] += indirect_light * weight;
- weight_accum[k] += weight;
- }
- }
- }
-
- for (uint k = 0; k < 6; k++) {
- if (weight_accum[k] > 0.0) {
- light_accum[k] += probe_accum[k].rgb * albedo / weight_accum[k];
- }
- }
- }
-
// Store the light in the light texture
float lumas[6];
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index d516ab22c3..eedd28959c 100644
--- a/servers/rendering/rasterizer_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;
@@ -39,8 +39,11 @@ layout(rgba32i, set = 0, binding = 13) uniform restrict iimage2D lightprobe_aver
layout(rgba16f, set = 0, binding = 14) uniform restrict writeonly image2DArray lightprobe_ambient_texture;
+#ifdef USE_CUBEMAP_ARRAY
+layout(set = 1, binding = 0) uniform textureCubeArray sky_irradiance;
+#else
layout(set = 1, binding = 0) uniform textureCube sky_irradiance;
-
+#endif
layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define HISTORY_BITS 10
@@ -136,12 +139,24 @@ uint rgbe_encode(vec3 color) {
return (uint(sRed) & 0x1FF) | ((uint(sGreen) & 0x1FF) << 9) | ((uint(sBlue) & 0x1FF) << 18) | ((uint(exps) & 0x1F) << 27);
}
+struct SH {
+#if (SH_SIZE == 16)
+ float c[48];
+#else
+ float c[28];
+#endif
+};
+
+shared SH sh_accum[64]; //8x8
+
void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(pos, params.image_size))) { //too large, do nothing
return;
}
+ uint probe_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 8;
+
#ifdef MODE_PROCESS
float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
@@ -154,27 +169,9 @@ void main() {
vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
vec3 pos_to_uvw = 1.0 / params.grid_size;
- vec4 probe_sh_accum[SH_SIZE] = vec4[](
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0)
-#if (SH_SIZE == 16)
- ,
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0),
- vec4(0.0)
-#endif
- );
+ for (uint i = 0; i < SH_SIZE * 3; i++) {
+ sh_accum[probe_index].c[i] = 0.0;
+ }
// quickly ensure each probe has a different "offset" for the vogel function, based on integer world position
uvec3 h3 = hash3(uvec3(params.world_offset + probe_cell));
@@ -195,14 +192,12 @@ void main() {
vec3 inv_dir = 1.0 / ray_dir;
bool hit = false;
- vec3 hit_normal;
- vec3 hit_light;
- vec3 hit_aniso0;
- vec3 hit_aniso1;
+ uint hit_cascade;
float bias = params.ray_bias;
vec3 abs_ray_dir = abs(ray_dir);
ray_pos += ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) * bias / cascades.data[params.cascade].to_cell;
+ vec3 uvw;
for (uint j = params.cascade; j < params.max_cascades; j++) {
//convert to local bounds
@@ -221,14 +216,12 @@ void main() {
float advance = 0.0;
- vec3 uvw;
-
while (advance < max_advance) {
//read how much to advance from SDF
uvw = (pos + ray_dir * advance) * pos_to_uvw;
float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0;
- if (distance < 0.001) {
+ if (distance < 0.05) {
//consider hit
hit = true;
break;
@@ -238,17 +231,7 @@ void main() {
}
if (hit) {
- const float EPSILON = 0.001;
- hit_normal = normalize(vec3(
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
-
- hit_light = texture(sampler3D(light_cascades[j], linear_sampler), uvw).rgb;
- vec4 aniso0 = texture(sampler3D(aniso0_cascades[j], linear_sampler), uvw);
- hit_aniso0 = aniso0.rgb;
- hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[j], linear_sampler), uvw).rg);
-
+ hit_cascade = j;
break;
}
@@ -261,11 +244,32 @@ void main() {
vec4 light;
if (hit) {
- //one liner magic
- light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
- light.a = 1.0;
+ //avoid reading different texture from different threads
+ for (uint j = params.cascade; j < params.max_cascades; j++) {
+ if (j == hit_cascade) {
+ const float EPSILON = 0.001;
+ vec3 hit_normal = normalize(vec3(
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
+
+ vec3 hit_light = texture(sampler3D(light_cascades[hit_cascade], linear_sampler), uvw).rgb;
+ vec4 aniso0 = texture(sampler3D(aniso0_cascades[hit_cascade], linear_sampler), uvw);
+ vec3 hit_aniso0 = aniso0.rgb;
+ vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[hit_cascade], linear_sampler), uvw).rg);
+
+ //one liner magic
+ light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
+ light.a = 1.0;
+ }
+ }
+
} else if (params.sky_mode == SKY_MODE_SKY) {
- light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+#ifdef USE_CUBEMAP_ARRAY
+ light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
+#else
+ light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
+#endif
light.rgb *= params.sky_energy;
light.a = 0.0;
@@ -278,33 +282,33 @@ void main() {
}
vec3 ray_dir2 = ray_dir * ray_dir;
- float c[SH_SIZE] = float[](
-
- 0.282095, //l0
- 0.488603 * ray_dir.y, //l1n1
- 0.488603 * ray_dir.z, //l1n0
- 0.488603 * ray_dir.x, //l1p1
- 1.092548 * ray_dir.x * ray_dir.y, //l2n2
- 1.092548 * ray_dir.y * ray_dir.z, //l2n1
- 0.315392 * (3.0 * ray_dir2.z - 1.0), //l20
- 1.092548 * ray_dir.x * ray_dir.z, //l2p1
- 0.546274 * (ray_dir2.x - ray_dir2.y) //l2p2
+
+#define SH_ACCUM(m_idx, m_value) \
+ { \
+ vec3 l = light.rgb * (m_value); \
+ sh_accum[probe_index].c[m_idx * 3 + 0] += l.r; \
+ sh_accum[probe_index].c[m_idx * 3 + 1] += l.g; \
+ sh_accum[probe_index].c[m_idx * 3 + 2] += l.b; \
+ }
+ SH_ACCUM(0, 0.282095); //l0
+ SH_ACCUM(1, 0.488603 * ray_dir.y); //l1n1
+ SH_ACCUM(2, 0.488603 * ray_dir.z); //l1n0
+ SH_ACCUM(3, 0.488603 * ray_dir.x); //l1p1
+ SH_ACCUM(4, 1.092548 * ray_dir.x * ray_dir.y); //l2n2
+ SH_ACCUM(5, 1.092548 * ray_dir.y * ray_dir.z); //l2n1
+ SH_ACCUM(6, 0.315392 * (3.0 * ray_dir2.z - 1.0)); //l20
+ SH_ACCUM(7, 1.092548 * ray_dir.x * ray_dir.z); //l2p1
+ SH_ACCUM(8, 0.546274 * (ray_dir2.x - ray_dir2.y)); //l2p2
#if (SH_SIZE == 16)
- ,
- 0.590043 * ray_dir.y * (3.0f * ray_dir2.x - ray_dir2.y),
- 2.890611 * ray_dir.y * ray_dir.x * ray_dir.z,
- 0.646360 * ray_dir.y * (-1.0f + 5.0f * ray_dir2.z),
- 0.373176 * (5.0f * ray_dir2.z * ray_dir.z - 3.0f * ray_dir.z),
- 0.457045 * ray_dir.x * (-1.0f + 5.0f * ray_dir2.z),
- 1.445305 * (ray_dir2.x - ray_dir2.y) * ray_dir.z,
- 0.590043 * ray_dir.x * (ray_dir2.x - 3.0f * ray_dir2.y)
+ SH_ACCUM(9, 0.590043 * ray_dir.y * (3.0f * ray_dir2.x - ray_dir2.y));
+ SH_ACCUM(10, 2.890611 * ray_dir.y * ray_dir.x * ray_dir.z);
+ SH_ACCUM(11, 0.646360 * ray_dir.y * (-1.0f + 5.0f * ray_dir2.z));
+ SH_ACCUM(12, 0.373176 * (5.0f * ray_dir2.z * ray_dir.z - 3.0f * ray_dir.z));
+ SH_ACCUM(13, 0.457045 * ray_dir.x * (-1.0f + 5.0f * ray_dir2.z));
+ SH_ACCUM(14, 1.445305 * (ray_dir2.x - ray_dir2.y) * ray_dir.z);
+ SH_ACCUM(15, 0.590043 * ray_dir.x * (ray_dir2.x - 3.0f * ray_dir2.y));
#endif
- );
-
- for (uint j = 0; j < SH_SIZE; j++) {
- probe_sh_accum[j] += light * c[j];
- }
}
for (uint i = 0; i < SH_SIZE; i++) {
@@ -312,7 +316,7 @@ void main() {
ivec3 prev_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(params.history_index));
ivec2 average_pos = prev_pos.xy;
- vec4 value = probe_sh_accum[i] * 4.0 / float(params.ray_count);
+ vec4 value = vec4(sh_accum[probe_index].c[i * 3 + 0], sh_accum[probe_index].c[i * 3 + 1], sh_accum[probe_index].c[i * 3 + 2], 1.0) * 4.0 / float(params.ray_count);
ivec4 ivalue = clamp(ivec4(value * float(1 << HISTORY_BITS)), -32768, 32767); //clamp to 16 bits, so higher values don't break average
@@ -344,37 +348,11 @@ void main() {
ivec2 oct_pos = (pos / OCT_SIZE) * (OCT_SIZE + 2) + ivec2(1);
ivec2 local_pos = pos % OCT_SIZE;
- //fill the spherical harmonic
- vec4 sh[SH_SIZE];
-
- for (uint i = 0; i < SH_SIZE; i++) {
- // store in history texture
- ivec2 average_pos = sh_pos + ivec2(0, i);
- ivec4 average = imageLoad(lightprobe_average_texture, average_pos);
-
- sh[i] = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
- }
-
//compute the octahedral normal for this texel
vec3 normal = octahedron_encode(vec2(local_pos) / float(OCT_SIZE));
- /*
+
// read the spherical harmonic
- 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;
- vec4 light = (c1 * sh[8] * (normal.x * normal.x - normal.y * normal.y) +
- c3 * sh[6] * normal.z * normal.z +
- c4 * sh[0] -
- c5 * sh[6] +
- 2.0 * c1 * sh[4] * normal.x * normal.y +
- 2.0 * c1 * sh[7] * normal.x * normal.z +
- 2.0 * c1 * sh[5] * normal.y * normal.z +
- 2.0 * c2 * sh[3] * normal.x +
- 2.0 * c2 * sh[1] * normal.y +
- 2.0 * c2 * sh[2] * normal.z);
-*/
+
vec3 normal2 = normal * normal;
float c[SH_SIZE] = float[](
@@ -426,7 +404,14 @@ void main() {
vec3 radiance = vec3(0.0);
for (uint i = 0; i < SH_SIZE; i++) {
- vec3 m = sh[i].rgb * c[i] * 4.0;
+ // store in history texture
+ ivec2 average_pos = sh_pos + ivec2(0, i);
+ ivec4 average = imageLoad(lightprobe_average_texture, average_pos);
+
+ vec4 sh = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
+
+ vec3 m = sh.rgb * c[i] * 4.0;
+
irradiance += m * l_mult[i];
radiance += m;
}
@@ -515,13 +500,15 @@ void main() {
//can't scroll, must look for position in parent cascade
//to global coords
- float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+ float cell_to_probe = float(params.grid_size.x / float(params.probe_axis_size - 1));
+
+ float probe_cell_size = cell_to_probe / cascades.data[params.cascade].to_cell;
vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
//to parent local coords
+ float probe_cell_size_next = cell_to_probe / cascades.data[params.cascade + 1].to_cell;
probe_pos -= cascades.data[params.cascade + 1].offset;
- probe_pos *= cascades.data[params.cascade + 1].to_cell;
- probe_pos = probe_pos * float(params.probe_axis_size - 1) / float(params.grid_size.x);
+ probe_pos /= probe_cell_size_next;
ivec3 probe_posi = ivec3(probe_pos);
//add up all light, no need to use occlusion here, since occlusion will do its work afterwards
@@ -574,20 +561,28 @@ void main() {
}
} else {
- // clear and let it re-raytrace, only for the last cascade, which happens very un-often
- //scroll
+ //scroll at the edge of the highest cascade, just copy what is there,
+ //since its the closest we have anyway
+
for (uint j = 0; j < params.history_size; j++) {
+ ivec2 tex_pos;
+ tex_pos = probe_cell.xy;
+ tex_pos.x += probe_cell.z * int(params.probe_axis_size);
+
for (int i = 0; i < SH_SIZE; i++) {
// copy from history texture
+ ivec3 src_pos = ivec3(tex_pos.x, tex_pos.y * SH_SIZE + i, int(j));
ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
- imageStore(lightprobe_history_scroll_texture, dst_pos, ivec4(0));
+ ivec4 value = imageLoad(lightprobe_history_texture, dst_pos);
+ imageStore(lightprobe_history_scroll_texture, dst_pos, value);
}
}
for (int i = 0; i < SH_SIZE; i++) {
// copy from average texture
- ivec2 dst_pos = ivec2(pos.x, pos.y * SH_SIZE + i);
- imageStore(lightprobe_average_scroll_texture, dst_pos, ivec4(0));
+ ivec2 spos = ivec2(pos.x, pos.y * SH_SIZE + i);
+ ivec4 average = imageLoad(lightprobe_average_texture, spos);
+ imageStore(lightprobe_average_scroll_texture, spos, average);
}
}
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index 916c60ac89..4d9fa85a74 100644
--- a/servers/rendering/rasterizer_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
@@ -101,7 +101,7 @@ layout(set = 0, binding = 10, std430) restrict buffer DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
@@ -134,7 +134,7 @@ layout(set = 0, binding = 5, std430) restrict buffer readonly DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
@@ -183,7 +183,7 @@ void main() {
ivec3 write_pos = read_pos + params.scroll;
if (any(lessThan(write_pos, ivec3(0))) || any(greaterThanEqual(write_pos, ivec3(params.grid_size)))) {
- return; //fits outside the 3D texture, dont do anything
+ return; // Fits outside the 3D texture, don't do anything.
}
uint albedo = ((src_process_voxels.data[index].albedo & 0x7FFF) << 1) | 1; //add solid bit
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
new file mode 100644
index 0000000000..b831005256
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -0,0 +1,246 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+layout(set = 0, binding = 1, std430) buffer restrict writeonly DstVertexData {
+ uint data[];
+}
+dst_vertices;
+
+layout(set = 0, binding = 2, std430) buffer restrict readonly BlendShapeWeights {
+ float data[];
+}
+blend_shape_weights;
+
+layout(set = 1, binding = 0, std430) buffer restrict readonly SrcVertexData {
+ uint data[];
+}
+src_vertices;
+
+layout(set = 1, binding = 1, std430) buffer restrict readonly BoneWeightData {
+ uint data[];
+}
+src_bone_weights;
+
+layout(set = 1, binding = 2, std430) buffer restrict readonly BlendShapeData {
+ uint data[];
+}
+src_blend_shapes;
+
+layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
+ vec4 data[];
+}
+bone_transforms;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ bool has_normal;
+ bool has_tangent;
+ bool has_skeleton;
+ bool has_blend_shape;
+
+ uint vertex_count;
+ uint vertex_stride;
+ uint skin_stride;
+ uint skin_weight_offset;
+
+ uint blend_shape_count;
+ bool normalized_blend_shapes;
+ uint pad0;
+ uint pad1;
+}
+params;
+
+vec4 decode_abgr_2_10_10_10(uint base) {
+ uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3);
+ return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0;
+}
+
+uint encode_abgr_2_10_10_10(vec4 base) {
+ uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30);
+ return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w;
+}
+
+void main() {
+ uint index = gl_GlobalInvocationID.x;
+ if (index >= params.vertex_count) {
+ return;
+ }
+
+ uint src_offset = index * params.vertex_stride;
+
+#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;
+ vec4 tangent;
+
+ vertex = uintBitsToFloat(uvec3(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1], src_vertices.data[src_offset + 2]));
+
+ src_offset += 3;
+
+ if (params.has_normal) {
+ normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb;
+ src_offset++;
+ }
+
+ if (params.has_tangent) {
+ tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]);
+ }
+
+ if (params.has_blend_shape) {
+ float blend_total = 0.0;
+ vec3 blend_vertex = vec3(0.0);
+ vec3 blend_normal = vec3(0.0);
+ vec3 blend_tangent = vec3(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(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;
+
+ base_offset += 3;
+
+ if (params.has_normal) {
+ blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ base_offset++;
+ }
+
+ if (params.has_tangent) {
+ blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb;
+ }
+
+ blend_total += w;
+ }
+ }
+
+ if (params.normalized_blend_shapes) {
+ vertex = (1.0 - blend_total) * vertex;
+ normal = (1.0 - blend_total) * normal;
+ tangent.rgb = (1.0 - blend_total) * tangent.rgb;
+ }
+
+ vertex += blend_vertex;
+ normal += normalize(normal + blend_normal);
+ tangent.rgb += normalize(tangent.rgb + blend_tangent);
+ }
+
+ 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], bone_transforms.data[bones_01.x + 2], 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], bone_transforms.data[bones_01.y + 2], 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], bone_transforms.data[bones_23.x + 2], 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], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
+
+ if (params.skin_weight_offset == 4) {
+ //using 8 bones/weights
+ skin_offset = params.skin_stride * index + 2;
+
+ bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+ bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
+ bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+
+ skin_offset += params.skin_weight_offset;
+
+ weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+
+ weights_01 = unpackUnorm2x16(weights.x);
+ weights_23 = unpackUnorm2x16(weights.y);
+
+ m += mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], 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], bone_transforms.data[bones_01.y + 2], 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], bone_transforms.data[bones_23.x + 2], 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], bone_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 = normalize((vec4(normal, 0.0) * m).xyz);
+ tangent.xyz = normalize((vec4(tangent.xyz, 0.0) * m).xyz);
+ }
+
+ uint dst_offset = index * params.vertex_stride;
+
+ uvec3 uvertex = floatBitsToUint(vertex);
+ dst_vertices.data[dst_offset + 0] = uvertex.x;
+ dst_vertices.data[dst_offset + 1] = uvertex.y;
+ dst_vertices.data[dst_offset + 2] = uvertex.z;
+
+ dst_offset += 3;
+
+ if (params.has_normal) {
+ dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0));
+ dst_offset++;
+ }
+
+ if (params.has_tangent) {
+ dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent);
+ }
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl
index 7b6de6a555..d07a454ade 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/sky.glsl
@@ -2,15 +2,23 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
+
+#define MAX_VIEWS 2
+
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
layout(location = 0) out vec2 uv_interp;
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
- vec4 proj;
+ vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
float time;
+ float luminance_multiplier;
+ float pad[2];
}
params;
@@ -24,17 +32,33 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#else // USE_MULTIVIEW
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
#define M_PI 3.14159265359
+#define MAX_VIEWS 2
layout(location = 0) in vec2 uv_interp;
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
- vec4 proj;
+ vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
- float time; //TODO consider adding vec2 screen res, and float radiance size
+ float time;
+ float luminance_multiplier;
+ float pad[2];
}
params;
@@ -62,7 +86,8 @@ layout(set = 0, binding = 2, std140) uniform SceneData {
bool volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
- uint volumetric_fog_pad;
+
+ float fog_aerial_perspective;
vec3 fog_light_color;
float fog_sun_scatter;
@@ -84,16 +109,11 @@ struct DirectionalLightData {
layout(set = 0, binding = 3, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
-
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
@@ -126,11 +146,7 @@ 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;
@@ -140,8 +156,8 @@ vec4 volumetric_fog_process(vec2 screen_uv) {
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
-vec4 fog_process(vec3 view) {
- vec3 fog_color = scene_data.fog_light_color;
+vec4 fog_process(vec3 view, vec3 sky_color) {
+ vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
@@ -161,8 +177,8 @@ vec4 fog_process(vec3 view) {
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
- cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
- cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w;
+ cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y;
+ cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w;
cube_normal = mat3(params.orientation) * cube_normal;
cube_normal.z = -cube_normal.z;
cube_normal = normalize(cube_normal);
@@ -181,41 +197,30 @@ void main() {
float alpha = 1.0; // Only available to subpasses
vec4 half_res_color = vec4(1.0);
vec4 quarter_res_color = vec4(1.0);
+ vec4 custom_fog = vec4(0.0);
#ifdef USE_CUBEMAP_PASS
vec3 inverted_cube_normal = cube_normal;
inverted_cube_normal.z *= -1.0;
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier;
#endif
#else
#ifdef USES_HALF_RES_COLOR
- half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
#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;
@@ -223,14 +228,19 @@ FRAGMENT_SHADER_CODE
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(cube_normal, frag_color.rgb);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
if (scene_data.volumetric_fog_enabled) {
vec4 fog = volumetric_fog_process(uv);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(cube_normal);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ if (custom_fog.a > 0.0) {
+ frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
}
#endif // DISABLE_FOG
@@ -240,4 +250,7 @@ FRAGMENT_SHADER_CODE
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
frag_color.a = 0.0;
}
+
+ // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer
+ frag_color.rgb = frag_color.rgb / params.luminance_multiplier;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/sort.glsl b/servers/rendering/renderer_rd/shaders/sort.glsl
index e5ebb9c64b..307e60dc21 100644
--- a/servers/rendering/rasterizer_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/rasterizer_rd/shaders/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/specular_merge.glsl
index 0b8f406213..3579c35cce 100644
--- a/servers/rendering/rasterizer_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
new file mode 100644
index 0000000000..6e945edfcd
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -0,0 +1,486 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
+
+#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32)
+const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = {
+ vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
+ vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283),
+ vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055),
+ vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520),
+ vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800),
+ vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046),
+ vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246),
+ vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244)
+};
+
+// these values can be changed (up to SSAO_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors
+// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples)
+const int num_taps[5] = { 3, 5, 12, 0, 0 };
+
+#define SSAO_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar
+#define SSAO_TILT_SAMPLES_AMOUNT (0.4)
+//
+#define SSAO_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar
+#define SSAO_HALOING_REDUCTION_AMOUNT (0.6) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable)
+//
+#define SSAO_NORMAL_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (2) // to disable simply set to 99 or similar
+#define SSAO_NORMAL_BASED_EDGES_DOT_THRESHOLD (0.5) // use 0-0.1 for super-sharp normal-based edges
+//
+#define SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET (1) // whether to use detail; to disable simply set to 99 or similar
+//
+#define SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) // !!warning!! the MIP generation on the C++ side will be enabled on quality preset 2 regardless of this value, so if changing here, change the C++ side too
+#define SSAO_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically
+//
+// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for
+// testing purposes, it will not yield performance gains (or correct results)
+#define SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1)
+//
+#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
+
+#define SSAO_MAX_TAPS 32
+#define SSAO_MAX_REF_TAPS 512
+#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
+#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT)
+#define SSAO_DEPTH_MIP_LEVELS 4
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps;
+layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal;
+layout(set = 0, binding = 2) uniform Constants { //get into a lower set
+ vec4 rotation_matrices[20];
+}
+constants;
+
+#ifdef ADAPTIVE
+layout(rg8, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssao;
+layout(set = 1, binding = 1) uniform sampler2D source_importance;
+layout(set = 1, binding = 2, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
+
+// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
+layout(push_constant, binding = 3, std430) uniform Params {
+ ivec2 screen_size;
+ int pass;
+ int quality;
+
+ vec2 half_screen_pixel_size;
+ int size_multiplier;
+ float detail_intensity;
+
+ vec2 NDC_to_view_mul;
+ vec2 NDC_to_view_add;
+
+ vec2 pad2;
+ vec2 half_screen_pixel_size_x025;
+
+ float radius;
+ float intensity;
+ float shadow_power;
+ float shadow_clamp;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float horizon_angle_threshold;
+ float inv_radius_near_limit;
+
+ bool is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ ivec2 pass_coord_offset;
+ vec2 pass_uv_offset;
+}
+params;
+
+// packing/unpacking for edges; 2 bits per edge mean 4 gradient values (0, 0.33, 0.66, 1) for smoother transitions!
+float pack_edges(vec4 p_edgesLRTB) {
+ p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05);
+ return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0));
+}
+
+vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) {
+ if (params.is_orthogonal) {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth);
+ } else {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth);
+ }
+}
+
+// calculate effect radius and fit our screen sampling pattern inside it
+void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) {
+ r_radius = params.radius;
+
+ // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts
+ const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2;
+
+ r_radius *= too_close_limit;
+
+ // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence
+ r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x;
+
+ // used to calculate falloff (both for AO samples and per-sample weights)
+ r_fallof_sq = -1.0 / (r_radius * r_radius);
+}
+
+vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) {
+ // slope-sensitive depth-based edge detection
+ vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z;
+ vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz;
+ edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted));
+ return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0);
+}
+
+vec3 decode_normal(vec3 p_encoded_normal) {
+ vec3 normal = p_encoded_normal * 2.0 - 1.0;
+ return normal;
+}
+
+vec3 load_normal(ivec2 p_pos) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+vec3 load_normal(ivec2 p_pos, ivec2 p_offset) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+// all vectors in viewspace
+float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) {
+ float length_sq = dot(p_hit_delta, p_hit_delta);
+ float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq);
+
+ float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0);
+
+ return max(0, NdotD - params.horizon_angle_threshold) * falloff_mult;
+}
+
+void SSAO_tap_inner(const int p_quality_level, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) {
+ // get depth at sample
+ float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x;
+
+ // convert to viewspace
+ vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z).xyz;
+ vec3 hit_delta = hit_pos - p_pix_center_pos;
+
+ float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq);
+ float weight = 1.0;
+
+ if (p_quality_level >= SSAO_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) {
+ float reduct = max(0, -hit_delta.z);
+ reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0);
+ weight = SSAO_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSAO_HALOING_REDUCTION_AMOUNT);
+ }
+ weight *= p_weight_mod;
+ r_obscurance_sum += obscurance * weight;
+ r_weight_sum += weight;
+}
+
+void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) {
+ vec2 sample_offset;
+ float sample_pow_2_len;
+
+ // patterns
+ {
+ vec4 new_sample = sample_pattern[p_tap_index];
+ sample_offset = new_sample.xy * p_rot_scale;
+ sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) );
+ p_weight_mod *= new_sample.z;
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ sample_offset = round(sample_offset);
+
+ // calculate MIP based on the sample distance from the centre, similar to as described
+ // in http://graphics.cs.williams.edu/papers/SAOHPG12/.
+ float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
+
+ vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+
+ // for the second tap, just use the mirrored offset
+ vec2 sample_offset_mirrored_uv = -sample_offset;
+
+ // tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ if (p_quality_level >= SSAO_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) {
+ float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy);
+ sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy;
+ sample_offset_mirrored_uv = round(sample_offset_mirrored_uv);
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+}
+
+void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
+ vec2 pos_rounded = trunc(p_pos);
+ uvec2 upos = uvec2(pos_rounded);
+
+ const int number_of_taps = (p_adaptive_base) ? (SSAO_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
+ float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
+
+ vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
+ vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
+
+ // get this pixel's viewspace depth
+ pix_z = valuesUL.y;
+
+ // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ pix_left_z = valuesUL.x;
+ pix_top_z = valuesUL.z;
+ pix_right_z = valuesBR.z;
+ pix_bottom_z = valuesBR.x;
+
+ vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025;
+ vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z);
+
+ // Load this pixel's viewspace normal
+ uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
+ vec3 pixel_normal = load_normal(ivec2(full_res_coord));
+
+ const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
+
+ float pixel_lookup_radius;
+ float fallof_sq;
+
+ // calculate effect radius and fit our screen sampling pattern inside it
+ float viewspace_radius;
+ calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq);
+
+ // calculate samples rotation/scaling
+ mat2 rot_scale_matrix;
+ uint pseudo_random_index;
+
+ {
+ vec4 rotation_scale;
+ // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead
+ if (!p_adaptive_base && (p_quality_level >= SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) {
+ float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y));
+ near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0);
+ pixel_lookup_radius *= near_screen_border;
+ }
+
+ // load & update pseudo-random rotation matrix
+ pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5;
+ rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index];
+ rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius);
+ }
+
+ // the main obscurance & sample weight storage
+ float obscurance_sum = 0.0;
+ float weight_sum = 0.0;
+
+ // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
+
+ // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
+ pix_center_pos *= 0.9992;
+
+ if (!p_adaptive_base && (p_quality_level >= SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z);
+ }
+
+ // adds a more high definition sharp effect, which gets blurred out (reuses left/right/top/bottom samples that we used for edge detection)
+ if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) {
+ // disable in case of quality level 4 (reference)
+ if (p_quality_level != 4) {
+ //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" )
+ vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0);
+ vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z);
+ vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z);
+ vec3 pixel_top_delta = vec3(0.0, -pixel_size_at_center.y, 0.0) + normalized_viewspace_dir * (pix_top_z - pix_center_pos.z);
+ vec3 pixel_bottom_delta = vec3(0.0, +pixel_size_at_center.y, 0.0) + normalized_viewspace_dir * (pix_bottom_z - pix_center_pos.z);
+
+ const float range_reduction = 4.0f; // this is to avoid various artifacts
+ const float modified_fallof_sq = range_reduction * fallof_sq;
+
+ vec4 additional_obscurance;
+ additional_obscurance.x = calculate_pixel_obscurance(pixel_normal, pixel_left_delta, modified_fallof_sq);
+ additional_obscurance.y = calculate_pixel_obscurance(pixel_normal, pixel_right_delta, modified_fallof_sq);
+ additional_obscurance.z = calculate_pixel_obscurance(pixel_normal, pixel_top_delta, modified_fallof_sq);
+ additional_obscurance.w = calculate_pixel_obscurance(pixel_normal, pixel_bottom_delta, modified_fallof_sq);
+
+ obscurance_sum += params.detail_intensity * dot(additional_obscurance, edgesLRTB);
+ }
+ }
+
+ // Sharp normals also create edges - but this adds to the cost as well
+ if (!p_adaptive_base && (p_quality_level >= SSAO_NORMAL_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ vec3 neighbour_normal_left = load_normal(ivec2(full_res_coord), ivec2(-2, 0));
+ vec3 neighbour_normal_right = load_normal(ivec2(full_res_coord), ivec2(2, 0));
+ vec3 neighbour_normal_top = load_normal(ivec2(full_res_coord), ivec2(0, -2));
+ vec3 neighbour_normal_bottom = load_normal(ivec2(full_res_coord), ivec2(0, 2));
+
+ const float dot_threshold = SSAO_NORMAL_BASED_EDGES_DOT_THRESHOLD;
+
+ vec4 normal_edgesLRTB;
+ normal_edgesLRTB.x = clamp((dot(pixel_normal, neighbour_normal_left) + dot_threshold), 0.0, 1.0);
+ normal_edgesLRTB.y = clamp((dot(pixel_normal, neighbour_normal_right) + dot_threshold), 0.0, 1.0);
+ normal_edgesLRTB.z = clamp((dot(pixel_normal, neighbour_normal_top) + dot_threshold), 0.0, 1.0);
+ normal_edgesLRTB.w = clamp((dot(pixel_normal, neighbour_normal_bottom) + dot_threshold), 0.0, 1.0);
+
+ edgesLRTB *= normal_edgesLRTB;
+ }
+
+ const float global_mip_offset = SSAO_DEPTH_MIPS_GLOBAL_OFFSET;
+ float mip_offset = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset);
+
+ // Used to tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y);
+ float norm_xy_length = length(norm_xy);
+ norm_xy /= vec2(norm_xy_length, -norm_xy_length);
+ norm_xy_length *= SSAO_TILT_SAMPLES_AMOUNT;
+
+ // standard, non-adaptive approach
+ if ((p_quality_level != 3) || p_adaptive_base) {
+ for (int i = 0; i < number_of_taps; i++) {
+ SSAOTap(p_quality_level, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length);
+ }
+ }
+#ifdef ADAPTIVE
+ else {
+ // add new ones if needed
+ vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy;
+ float importance = textureLod(source_importance, full_res_uv, 0.0).x;
+
+ // this is to normalize SSAO_DETAIL_AO_AMOUNT across all pixel regardless of importance
+ obscurance_sum *= (SSAO_ADAPTIVE_TAP_BASE_COUNT / float(SSAO_MAX_TAPS)) + (importance * SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT / float(SSAO_MAX_TAPS));
+
+ // load existing base values
+ vec2 base_values = imageLoad(source_ssao, ivec3(upos, params.pass)).xy;
+ weight_sum += base_values.y * float(SSAO_ADAPTIVE_TAP_BASE_COUNT * 4.0);
+ obscurance_sum += (base_values.x) * weight_sum;
+
+ // increase importance around edges
+ float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0));
+
+ float avg_total_importance = float(counter.sum) * params.load_counter_avg_div;
+
+ float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0);
+ importance *= importance_limiter;
+
+ float additional_sample_count = SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance;
+
+ const float blend_range = 3.0;
+ const float blend_range_inv = 1.0 / blend_range;
+
+ additional_sample_count += 0.5;
+ uint additional_samples = uint(additional_sample_count);
+ uint additional_samples_to = min(SSAO_MAX_TAPS, additional_samples + SSAO_ADAPTIVE_TAP_BASE_COUNT);
+
+ for (uint i = SSAO_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) {
+ additional_sample_count -= 1.0f;
+ float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0);
+ SSAOTap(p_quality_level, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length);
+ }
+ }
+#endif
+
+ // early out for adaptive base - just output weight (used for the next pass)
+ if (p_adaptive_base) {
+ float obscurance = obscurance_sum / weight_sum;
+
+ r_shadow_term = obscurance;
+ r_edges = vec4(0.0);
+ r_weight = weight_sum;
+ return;
+ }
+
+ // calculate weighted average
+ float obscurance = obscurance_sum / weight_sum;
+
+ // calculate fadeout (1 close, gradient, 0 far)
+ float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0);
+
+ // Reduce the SSAO shadowing if we're on the edge to remove artifacts on edges (we don't care for the lower quality one)
+ if (!p_adaptive_base && (p_quality_level >= SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts
+ float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0);
+
+ fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
+ }
+
+ // strength
+ obscurance = params.intensity * obscurance;
+
+ // clamp
+ obscurance = min(obscurance, params.shadow_clamp);
+
+ // fadeout
+ obscurance *= fade_out;
+
+ // conceptually switch to occlusion with the meaning being visibility (grows with visibility, occlusion == 1 implies full visibility),
+ // to be in line with what is more commonly used.
+ float occlusion = 1.0 - obscurance;
+
+ // modify the gradient
+ // note: this cannot be moved to a later pass because of loss of precision after storing in the render target
+ occlusion = pow(clamp(occlusion, 0.0, 1.0), params.shadow_power);
+
+ // outputs!
+ r_shadow_term = occlusion; // Our final 'occlusion' term (0 means fully occluded, 1 means fully lit)
+ r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc.
+ r_weight = weight_sum;
+}
+
+void main() {
+ float out_shadow_term;
+ float out_weight;
+ vec4 out_edges;
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5);
+#ifdef SSAO_BASE
+ generate_SSAO_shadows_internal(out_shadow_term, out_edges, out_weight, uv, params.quality, true);
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(out_shadow_term, out_weight / (float(SSAO_ADAPTIVE_TAP_BASE_COUNT) * 4.0), 0.0, 0.0));
+#else
+ generate_SSAO_shadows_internal(out_shadow_term, out_edges, out_weight, uv, params.quality, false); // pass in quality levels
+ if (params.quality == 0) {
+ out_edges = vec4(1.0);
+ }
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(out_shadow_term, pack_edges(out_edges), 0.0, 0.0));
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
new file mode 100644
index 0000000000..d9cd2b4e85
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -0,0 +1,154 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2D source_ssao;
+
+layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float edge_sharpness;
+ float pad;
+ vec2 half_screen_pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
+}
+
+void add_sample(float p_ssao_value, float p_edge_value, inout float r_sum, inout float r_sum_weight) {
+ float weight = p_edge_value;
+
+ r_sum += (weight * p_ssao_value);
+ r_sum_weight += weight;
+}
+
+#ifdef MODE_WIDE
+vec2 sample_blurred_wide(vec2 p_coord) {
+ vec2 vC = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 0)).xy;
+ vec2 vL = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(-2, 0)).xy;
+ vec2 vT = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, -2)).xy;
+ vec2 vR = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(2, 0)).xy;
+ vec2 vB = textureLodOffset(source_ssao, vec2(p_coord), 0.0, ivec2(0, 2)).xy;
+
+ float packed_edges = vC.y;
+ vec4 edgesLRTB = unpack_edges(packed_edges);
+ edgesLRTB.x *= unpack_edges(vL.y).y;
+ edgesLRTB.z *= unpack_edges(vT.y).w;
+ edgesLRTB.y *= unpack_edges(vR.y).x;
+ edgesLRTB.w *= unpack_edges(vB.y).z;
+
+ float ssao_value = vC.x;
+ float ssao_valueL = vL.x;
+ float ssao_valueT = vT.x;
+ float ssao_valueR = vR.x;
+ float ssao_valueB = vB.x;
+
+ float sum_weight = 0.8f;
+ float sum = ssao_value * sum_weight;
+
+ add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight);
+ add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight);
+ add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight);
+ add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight);
+
+ float ssao_avg = sum / sum_weight;
+
+ ssao_value = ssao_avg;
+
+ return vec2(ssao_value, packed_edges);
+}
+#endif
+
+#ifdef MODE_SMART
+vec2 sample_blurred(vec3 p_pos, vec2 p_coord) {
+ float packed_edges = texelFetch(source_ssao, ivec2(p_pos.xy), 0).y;
+ vec4 edgesLRTB = unpack_edges(packed_edges);
+
+ vec4 valuesUL = textureGather(source_ssao, vec2(p_coord - params.half_screen_pixel_size * 0.5));
+ vec4 valuesBR = textureGather(source_ssao, vec2(p_coord + params.half_screen_pixel_size * 0.5));
+
+ float ssao_value = valuesUL.y;
+ float ssao_valueL = valuesUL.x;
+ float ssao_valueT = valuesUL.z;
+ float ssao_valueR = valuesBR.z;
+ float ssao_valueB = valuesBR.x;
+
+ float sum_weight = 0.5;
+ float sum = ssao_value * sum_weight;
+
+ add_sample(ssao_valueL, edgesLRTB.x, sum, sum_weight);
+ add_sample(ssao_valueR, edgesLRTB.y, sum, sum_weight);
+
+ add_sample(ssao_valueT, edgesLRTB.z, sum, sum_weight);
+ add_sample(ssao_valueB, edgesLRTB.w, sum, sum_weight);
+
+ float ssao_avg = sum / sum_weight;
+
+ ssao_value = ssao_avg;
+
+ return vec2(ssao_value, packed_edges);
+}
+#endif
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_NON_SMART
+
+ vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
+
+ vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
+
+ vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
+
+ vec4 vals;
+ vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
+ vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
+ vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
+ vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
+
+ vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
+
+#else
+#ifdef MODE_SMART
+ vec2 sampled = sample_blurred(vec3(gl_GlobalInvocationID), (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#else // MODE_WIDE
+ vec2 sampled = sample_blurred_wide((vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#endif
+
+#endif
+ imageStore(dest_image, ivec2(ssC), vec4(sampled, 0.0, 0.0));
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
new file mode 100644
index 0000000000..ee0db6a6f0
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
@@ -0,0 +1,206 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 pixel_size;
+ float z_far;
+ float z_near;
+ bool orthogonal;
+ float radius_sq;
+ uvec2 pad;
+}
+params;
+
+layout(set = 0, binding = 0) uniform sampler2D source_depth;
+
+layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_image0; //rename
+#ifdef GENERATE_MIPS
+layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
+layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
+layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
+#endif
+
+vec4 screen_space_to_view_space_depth(vec4 p_depth) {
+ if (params.orthogonal) {
+ vec4 depth = p_depth * 2.0 - 1.0;
+ return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ }
+
+ float depth_linearize_mul = params.z_near;
+ float depth_linearize_add = params.z_far;
+
+ // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
+
+ // Set your depth_linearize_mul and depth_linearize_add to:
+ // depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
+ // depth_linearize_add = cameraClipFar / ( cameraClipFar - cameraClipNear );
+
+ return depth_linearize_mul / (depth_linearize_add - p_depth);
+}
+
+float screen_space_to_view_space_depth(float p_depth) {
+ if (params.orthogonal) {
+ float depth = p_depth * 2.0 - 1.0;
+ return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / (2.0 * params.z_far);
+ }
+
+ float depth_linearize_mul = params.z_near;
+ float depth_linearize_add = params.z_far;
+
+ return depth_linearize_mul / (depth_linearize_add - p_depth);
+}
+
+#ifdef GENERATE_MIPS
+
+shared float depth_buffer[4][8][8];
+
+float mip_smart_average(vec4 p_depths) {
+ float closest = min(min(p_depths.x, p_depths.y), min(p_depths.z, p_depths.w));
+ float fallof_sq = -1.0f / params.radius_sq;
+ vec4 dists = p_depths - closest.xxxx;
+ vec4 weights = clamp(dists * dists * fallof_sq + 1.0, 0.0, 1.0);
+ return dot(weights, p_depths) / dot(weights, vec4(1.0, 1.0, 1.0, 1.0));
+}
+
+void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) {
+ p_samples = screen_space_to_view_space_depth(p_samples);
+
+ depth_buffer[0][p_gtid.x][p_gtid.y] = p_samples.w;
+ depth_buffer[1][p_gtid.x][p_gtid.y] = p_samples.z;
+ depth_buffer[2][p_gtid.x][p_gtid.y] = p_samples.x;
+ depth_buffer[3][p_gtid.x][p_gtid.y] = p_samples.y;
+
+ imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 0), vec4(p_samples.w));
+ imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 1), vec4(p_samples.z));
+ imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 2), vec4(p_samples.x));
+ imageStore(dest_image0, ivec3(p_output_coord.x, p_output_coord.y, 3), vec4(p_samples.y));
+
+ uint depth_array_index = 2 * (p_gtid.y % 2) + (p_gtid.x % 2);
+ uvec2 depth_array_offset = ivec2(p_gtid.x % 2, p_gtid.y % 2);
+ ivec2 buffer_coord = ivec2(p_gtid) - ivec2(depth_array_offset);
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ // if (still_alive) <-- all threads alive here
+ {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 1];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 1][buffer_coord.y + 1];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image1, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
+ }
+
+ bool still_alive = p_gtid.x % 4 == depth_array_offset.x && p_gtid.y % 4 == depth_array_offset.y;
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ if (still_alive) {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 2];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 2][buffer_coord.y + 2];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image2, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
+ }
+
+ still_alive = p_gtid.x % 8 == depth_array_offset.x && depth_array_offset.y % 8 == depth_array_offset.y;
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ if (still_alive) {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 4];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 4][buffer_coord.y + 4];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ }
+}
+#else
+#ifndef USE_HALF_BUFFERS
+void prepare_depths(vec4 p_samples, uvec2 p_tid) {
+ p_samples = screen_space_to_view_space_depth(p_samples);
+
+ imageStore(dest_image0, ivec3(p_tid, 0), vec4(p_samples.w));
+ imageStore(dest_image0, ivec3(p_tid, 1), vec4(p_samples.z));
+ imageStore(dest_image0, ivec3(p_tid, 2), vec4(p_samples.x));
+ imageStore(dest_image0, ivec3(p_tid, 3), vec4(p_samples.y));
+}
+#endif
+#endif
+
+void main() {
+#ifdef USE_HALF_BUFFERS
+#ifdef USE_HALF_SIZE
+ float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x;
+ float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x;
+#else
+ float sample_00 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 0, 2 * gl_GlobalInvocationID.y + 0), 0).x;
+ float sample_11 = texelFetch(source_depth, ivec2(2 * gl_GlobalInvocationID.x + 1, 2 * gl_GlobalInvocationID.y + 1), 0).x;
+#endif
+ sample_00 = screen_space_to_view_space_depth(sample_00);
+ sample_11 = screen_space_to_view_space_depth(sample_11);
+
+ imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 0), vec4(sample_00));
+ imageStore(dest_image0, ivec3(gl_GlobalInvocationID.xy, 3), vec4(sample_11));
+#else //!USE_HALF_BUFFERS
+#ifdef USE_HALF_SIZE
+ ivec2 depth_buffer_coord = 4 * ivec2(gl_GlobalInvocationID.xy);
+ ivec2 output_coord = ivec2(gl_GlobalInvocationID);
+
+ vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
+ vec4 samples;
+ samples.x = textureLodOffset(source_depth, uv, 0, ivec2(0, 2)).x;
+ samples.y = textureLodOffset(source_depth, uv, 0, ivec2(2, 2)).x;
+ samples.z = textureLodOffset(source_depth, uv, 0, ivec2(2, 0)).x;
+ samples.w = textureLodOffset(source_depth, uv, 0, ivec2(0, 0)).x;
+#else
+ ivec2 depth_buffer_coord = 2 * ivec2(gl_GlobalInvocationID.xy);
+ ivec2 output_coord = ivec2(gl_GlobalInvocationID);
+
+ vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
+ vec4 samples = textureGather(source_depth, uv);
+#endif
+#ifdef GENERATE_MIPS
+ prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy);
+#else
+ prepare_depths(samples, gl_GlobalInvocationID.xy);
+#endif
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
new file mode 100644
index 0000000000..687fe1e6e2
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -0,0 +1,126 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef GENERATE_MAP
+layout(set = 0, binding = 0) uniform sampler2DArray source_ssao;
+#else
+layout(set = 0, binding = 0) uniform sampler2D source_importance;
+#endif
+layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+#ifdef PROCESS_MAPB
+layout(set = 2, binding = 0, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 half_screen_pixel_size;
+ float intensity;
+ float power;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef GENERATE_MAP
+ // importance map stuff
+ uvec2 base_position = ssC * 2;
+
+ vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
+
+ float avg = 0.0;
+ float minV = 1.0;
+ float maxV = 0.0;
+ for (int i = 0; i < 4; i++) {
+ vec4 vals = textureGather(source_ssao, vec3(base_uv, i));
+
+ // apply the same modifications that would have been applied in the main shader
+ vals = params.intensity * vals;
+
+ vals = 1 - vals;
+
+ vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
+
+ avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0));
+
+ maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
+ minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
+ }
+
+ float min_max_diff = maxV - minV;
+
+ imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.8)));
+#endif
+
+#ifdef PROCESS_MAPA
+ vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+#endif
+
+#ifdef PROCESS_MAPB
+ vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+
+ // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
+ uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
+
+ // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
+ if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
+ atomicAdd(counter.sum, sum);
+ }
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
new file mode 100644
index 0000000000..0907423d5d
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
@@ -0,0 +1,119 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float inv_sharpness;
+ uint size_modifier;
+ vec2 pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
+}
+
+void main() {
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_SMART
+ float ao;
+ uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+
+ // calculate index in the four deinterleaved source array texture
+ int mx = int(pix_pos.x % 2);
+ int my = int(pix_pos.y % 2);
+ int index_center = mx + my * 2; // center index
+ int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
+
+ vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy;
+
+ ao = center_val.x;
+
+ vec4 edgesLRTB = unpack_edges(center_val.y);
+
+ // convert index shifts to sampling offsets
+ float fmx = float(mx);
+ float fmy = float(my);
+
+ // in case of an edge, push sampling offsets away from the edge (towards pixel center)
+ float fmxe = (edgesLRTB.y - edgesLRTB.x);
+ float fmye = (edgesLRTB.w - edgesLRTB.z);
+
+ // calculate final sampling offsets and sample using bilinear filter
+ vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
+ float ao_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0).x;
+ vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
+ float ao_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0).x;
+ vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
+ float ao_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0).x;
+
+ // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
+ vec4 blendWeights;
+ blendWeights.x = 1.0;
+ blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
+ blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
+ blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
+
+ // calculate weighted average
+ float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
+ ao = dot(vec4(ao, ao_horizontal, ao_vertical, ao_diagonal), blendWeights) / blendWeightsSum;
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(ao));
+#else // !MODE_SMART
+
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+#ifdef MODE_HALF
+ float a = textureLod(source_texture, vec3(uv, 0), 0.0).x;
+ float d = textureLod(source_texture, vec3(uv, 3), 0.0).x;
+ float avg = (a + d) * 0.5;
+
+#else
+ float a = textureLod(source_texture, vec3(uv, 0), 0.0).x;
+ float b = textureLod(source_texture, vec3(uv, 1), 0.0).x;
+ float c = textureLod(source_texture, vec3(uv, 2), 0.0).x;
+ float d = textureLod(source_texture, vec3(uv, 3), 0.0).x;
+ float avg = (a + b + c + d) * 0.25;
+
+#endif
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), vec4(avg));
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
index 88a953562f..9367b641c2 100644
--- a/servers/rendering/rasterizer_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/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index b7c46a7d0e..1ce3e04421 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -2,7 +2,13 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
+
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#endif
+#endif
layout(location = 0) out vec2 uv_interp;
@@ -16,14 +22,35 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
+
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
layout(location = 0) in vec2 uv_interp;
+#ifdef SUBPASS
+layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color;
+#elif defined(MULTIVIEW)
+layout(set = 0, binding = 0) uniform sampler2DArray source_color;
+#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
+#endif
+
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
-layout(set = 3, binding = 0) uniform sampler3D color_correction;
+
+#ifdef USE_1D_LUT
+layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
+#else
+layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
+#endif
layout(push_constant, binding = 1, std430) uniform Params {
vec3 bcs;
@@ -35,18 +62,20 @@ layout(push_constant, binding = 1, std430) uniform Params {
uint tonemapper;
uvec2 glow_texture_size;
-
float glow_intensity;
- uint glow_level_flags;
+ uint pad3;
+
uint glow_mode;
+ float glow_levels[7];
float exposure;
float white;
float auto_exposure_grey;
+ float luminance_multiplier;
vec2 pixel_size;
bool use_fxaa;
- uint pad;
+ bool use_debanding;
}
params;
@@ -140,16 +169,33 @@ vec3 tonemap_filmic(vec3 color, float white) {
return color_tonemapped / white_tonemapped;
}
+// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
+// (MIT License).
vec3 tonemap_aces(vec3 color, float white) {
- const float exposure_bias = 0.85f;
- const float A = 2.51f * exposure_bias * exposure_bias;
- const float B = 0.03f * exposure_bias;
- const float C = 2.43f * exposure_bias * exposure_bias;
- const float D = 0.59f * exposure_bias;
- const float E = 0.14f;
-
- vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
- float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
+ const float exposure_bias = 1.8f;
+ const float A = 0.0245786f;
+ const float B = 0.000090537f;
+ const float C = 0.983729f;
+ const float D = 0.432951f;
+ const float E = 0.238081f;
+
+ // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias`
+ const mat3 rgb_to_rrt = mat3(
+ vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias),
+ vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias),
+ vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias));
+
+ const mat3 odt_to_rgb = mat3(
+ vec3(1.60475f, -0.53108f, -0.07367f),
+ vec3(-0.10208f, 1.10813f, -0.00605f),
+ vec3(-0.00327f, -0.07276f, 1.07602f));
+
+ color *= rgb_to_rrt;
+ vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
+ color_tonemapped *= odt_to_rgb;
+
+ white *= exposure_bias;
+ float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
return color_tonemapped / white_tonemapped;
}
@@ -171,47 +217,48 @@ vec3 linear_to_srgb(vec3 color) {
#define TONEMAPPER_ACES 3
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
-
+ // Ensure color values passed to tonemappers are positive.
+ // They can be negative in the case of negative lights, which leads to undesired behavior.
if (params.tonemapper == TONEMAPPER_LINEAR) {
return color;
} else if (params.tonemapper == TONEMAPPER_REINHARD) {
- return tonemap_reinhard(color, white);
+ return tonemap_reinhard(max(vec3(0.0f), color), white);
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
- return tonemap_filmic(color, white);
- } else { //aces
- return tonemap_aces(color, white);
+ return tonemap_filmic(max(vec3(0.0f), color), white);
+ } else { // TONEMAPPER_ACES
+ return tonemap_aces(max(vec3(0.0f), color), white);
}
}
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
vec3 glow = vec3(0.0f);
- if (bool(params.glow_level_flags & (1 << 0))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb;
+ if (params.glow_levels[0] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb * params.glow_levels[0];
}
- if (bool(params.glow_level_flags & (1 << 1))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
+ if (params.glow_levels[1] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb * params.glow_levels[1];
}
- if (bool(params.glow_level_flags & (1 << 2))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
+ if (params.glow_levels[2] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb * params.glow_levels[2];
}
- if (bool(params.glow_level_flags & (1 << 3))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
+ if (params.glow_levels[3] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb * params.glow_levels[3];
}
- if (bool(params.glow_level_flags & (1 << 4))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
+ if (params.glow_levels[4] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb * params.glow_levels[4];
}
- if (bool(params.glow_level_flags & (1 << 5))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
+ if (params.glow_levels[5] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb * params.glow_levels[5];
}
- if (bool(params.glow_level_flags & (1 << 6))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
+ if (params.glow_levels[6] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb * params.glow_levels[6];
}
return glow;
@@ -249,20 +296,36 @@ vec3 apply_bcs(vec3 color, vec3 bcs) {
return color;
}
-
-vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
- return texture(correction_tex, color).rgb;
+#ifdef USE_1D_LUT
+vec3 apply_color_correction(vec3 color) {
+ color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
+ color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
+ color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
+ return color;
}
+#else
+vec3 apply_color_correction(vec3 color) {
+ return textureLod(source_color_correction, color, 0.0).rgb;
+}
+#endif
+#ifndef SUBPASS
vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
- vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
+#ifdef MULTIVIEW
+ vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+#else
+ vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+#endif
vec3 rgbM = color;
vec3 luma = vec3(0.299, 0.587, 0.114);
float lumaNW = dot(rgbNW, luma);
@@ -287,9 +350,13 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
dir * rcpDirMin)) *
params.pixel_size;
- vec3 rgbA = 0.5 * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz * exposure + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * exposure;
- vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz * exposure +
- textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
+#ifdef MULTIVIEW
+ vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier;
+ vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz) * params.luminance_multiplier;
+#else
+ vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * params.luminance_multiplier;
+ vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz) * params.luminance_multiplier;
+#endif
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
@@ -298,38 +365,69 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
return rgbB;
}
}
+#endif // !SUBPASS
+
+// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
+// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
+// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
+vec3 screen_space_dither(vec2 frag_coord) {
+ // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
+ vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
+ dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
+
+ // Subtract 0.5 to avoid slightly brightening the whole viewport.
+ return (dither.rgb - 0.5) / 255.0;
+}
void main() {
- vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
+#ifdef SUBPASS
+ // SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
+ vec3 color = subpassLoad(input_color).rgb * params.luminance_multiplier;
+#elif defined(MULTIVIEW)
+ vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb * params.luminance_multiplier;
+#else
+ vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb * params.luminance_multiplier;
+#endif
// Exposure
float exposure = params.exposure;
+#ifndef SUBPASS
if (params.use_auto_exposure) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey);
}
+#endif
color *= exposure;
// Early Tonemap & SRGB Conversion
-
+#ifndef SUBPASS
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp);
+ vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier;
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
if (params.use_fxaa) {
color = do_fxaa(color, exposure, uv_interp);
}
+#endif
+
+ if (params.use_debanding) {
+ // For best results, debanding should be done before tonemapping.
+ // Otherwise, we're adding noise to an already-quantized image.
+ color += screen_space_dither(gl_FragCoord.xy);
+ }
+
color = apply_tonemapping(color, params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion
+#ifndef SUBPASS
// Glow
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
+ vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier;
// high dynamic range -> SRGB
glow = apply_tonemapping(glow, params.white);
@@ -337,6 +435,7 @@ void main() {
color = apply_glow(color, glow);
}
+#endif
// Additional effects
@@ -345,7 +444,7 @@ void main() {
}
if (params.use_color_correction) {
- color = apply_color_correction(color, color_correction);
+ color = apply_color_correction(color);
}
frag_color = vec4(color, 1.0f);
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
new file mode 100644
index 0000000000..f2010222e5
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -0,0 +1,703 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Do not use subgroups here, seems there is not much advantage and causes glitches
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
+#extension GL_KHR_shader_subgroup_ballot: enable
+#extension GL_KHR_shader_subgroup_arithmetic: enable
+
+#define USE_SUBGROUPS
+#endif
+*/
+
+#if defined(MODE_FOG) || defined(MODE_FILTER)
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#endif
+
+#if defined(MODE_DENSITY)
+
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+
+#endif
+
+#include "cluster_data_inc.glsl"
+#include "light_data_inc.glsl"
+
+#define M_PI 3.14159265359
+
+layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 5, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer {
+ uint data[];
+}
+cluster_buffer;
+
+layout(set = 0, binding = 7) uniform sampler linear_sampler;
+
+#ifdef MODE_DENSITY
+layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
+#endif
+
+#ifdef MODE_FOG
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
+#endif
+
+#ifdef MODE_FILTER
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+layout(set = 0, binding = 10) uniform sampler shadow_sampler;
+
+#define MAX_VOXEL_GI_INSTANCES 8
+
+struct VoxelGIData {
+ mat4 xform;
+ vec3 bounds;
+ float dynamic_range;
+
+ float bias;
+ float normal_bias;
+ bool blend_ambient;
+ uint texture_slot;
+
+ float anisotropy_strength;
+ float ambient_occlusion;
+ float ambient_occlusion_size;
+ uint mipmaps;
+};
+
+layout(set = 0, binding = 11, std140) uniform VoxelGIs {
+ VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
+}
+voxel_gi_instances;
+
+layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+
+layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
+
+#ifdef ENABLE_SDFGI
+
+// SDFGI Integration on set 1
+#define SDFGI_MAX_CASCADES 8
+
+struct SDFVoxelGICascadeData {
+ vec3 position;
+ float to_probe;
+ ivec3 probe_world_offset;
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 1, binding = 0, std140) uniform SDFGI {
+ vec3 grid_size;
+ uint max_cascades;
+
+ bool use_occlusion;
+ int probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ vec3 lightprobe_tex_pixel_size;
+ float energy;
+
+ vec3 lightprobe_uv_offset;
+ float y_mult;
+
+ vec3 occlusion_clamp;
+ uint pad3;
+
+ vec3 occlusion_renormalize;
+ uint pad4;
+
+ vec3 cascade_probe_size;
+ uint pad5;
+
+ SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
+}
+sdfgi;
+
+layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
+
+layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+
+#endif //SDFGI
+
+layout(set = 0, binding = 14, std140) uniform Params {
+ vec2 fog_frustum_size_begin;
+ vec2 fog_frustum_size_end;
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ int filter_axis;
+
+ ivec3 fog_volume_size;
+ uint directional_light_count;
+
+ vec3 light_color;
+ float base_density;
+
+ float detail_spread;
+ float gi_inject;
+ uint max_voxel_gi_instances;
+ uint cluster_type_size;
+
+ vec2 screen_size;
+ uint cluster_shift;
+ uint cluster_width;
+
+ uint max_cluster_element_count_div_32;
+ bool use_temporal_reprojection;
+ uint temporal_frame;
+ float temporal_blend;
+
+ mat3x4 cam_rotation;
+ mat4 to_prev_view;
+}
+params;
+
+layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
+
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, params.detail_spread);
+ return params.fog_frustum_end * d;
+}
+
+vec3 hash3f(uvec3 x) {
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = (x >> 16) ^ x;
+ return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
+}
+
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
+void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
+ uint item_min_max = cluster_buffer.data[p_offset];
+ item_min = item_min_max & 0xFFFF;
+ item_max = item_min_max >> 16;
+ ;
+
+ item_from = item_min >> 5;
+ item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
+}
+
+uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
+ int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
+ int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
+ return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+}
+
+#define TEMPORAL_FRAMES 16
+
+const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
+ vec3(0.5, 0.33333333, 0.2),
+ vec3(0.25, 0.66666667, 0.4),
+ vec3(0.75, 0.11111111, 0.6),
+ vec3(0.125, 0.44444444, 0.8),
+ vec3(0.625, 0.77777778, 0.04),
+ vec3(0.375, 0.22222222, 0.24),
+ vec3(0.875, 0.55555556, 0.44),
+ vec3(0.0625, 0.88888889, 0.64),
+ vec3(0.5625, 0.03703704, 0.84),
+ vec3(0.3125, 0.37037037, 0.08),
+ vec3(0.8125, 0.7037037, 0.28),
+ vec3(0.1875, 0.14814815, 0.48),
+ vec3(0.6875, 0.48148148, 0.68),
+ vec3(0.4375, 0.81481481, 0.88),
+ vec3(0.9375, 0.25925926, 0.12),
+ vec3(0.03125, 0.59259259, 0.32));
+
+void main() {
+ vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
+
+#ifdef MODE_DENSITY
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec3 posf = vec3(pos);
+
+ //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
+
+ vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+
+ uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ uvec2 cluster_pos = screen_pos >> params.cluster_shift;
+ uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ vec3 view_pos;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+
+ vec4 reprojected_density = vec4(0.0);
+ float reproject_amount = 0.0;
+
+ if (params.use_temporal_reprojection) {
+ vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
+ //undo transform into prev view
+ prev_view.y = -prev_view.y;
+ //z back to unit size
+ prev_view.z /= -params.fog_frustum_end;
+ //xy back to unit size
+ prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
+ prev_view.xy = prev_view.xy * 0.5 + 0.5;
+ //z back to unspread value
+ prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
+
+ if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
+ //reprojectinon fits
+
+ reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
+ reproject_amount = params.temporal_blend;
+
+ // Since we can reproject, now we must jitter the current view pos.
+ // This is done here because cells that can't reproject should not jitter.
+
+ fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
+
+ screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ cluster_pos = screen_pos >> params.cluster_shift;
+ cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+ }
+ }
+
+ uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
+
+ vec3 total_light = params.light_color;
+
+ float total_density = params.base_density;
+ float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
+ //compute directional lights
+
+ for (uint i = 0; i < params.directional_light_count; i++) {
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -view_pos.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec4 v = vec4(view_pos, 1.0);
+ float z_range;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.x;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.y;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.z;
+
+ } else {
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.w;
+ }
+
+ float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
+ float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
+
+ /*
+ //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
+ float shadow = 0.0;
+ for(float xi=-1;xi<=1;xi++) {
+ for(float yi=-1;yi<=1;yi++) {
+ vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
+ shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
+ }
+
+ }
+
+ shadow /= 3.0 * 3.0;
+
+*/
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
+
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+ }
+
+ total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
+ }
+
+ //compute lights from cluster
+
+ { //omni lights
+
+ uint cluster_omni_offset = cluster_offset;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint light_index = 32 * i + bit;
+
+ //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
+
+ vec3 light_pos = omni_lights.data[light_index].position;
+ float d = distance(omni_lights.data[light_index].position, view_pos);
+ float shadow_attenuation = 1.0;
+
+ if (d * omni_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
+
+ vec3 light = omni_lights.data[light_index].color / M_PI;
+
+ if (omni_lights.data[light_index].shadow_enabled) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (omni_lights.data[light_index].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = omni_lights.data[light_index].atlas_rect;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * omni_lights.data[light_index].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
+ }
+ }
+
+ { //spot lights
+
+ uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+
+ //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
+
+ uint light_index = 32 * i + bit;
+
+ vec3 light_pos = spot_lights.data[light_index].position;
+ vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
+ float d = length(light_rel_vec);
+ float shadow_attenuation = 1.0;
+
+ if (d * spot_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
+
+ vec3 spot_dir = spot_lights.data[light_index].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
+ attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
+
+ vec3 light = spot_lights.data[light_index].color / M_PI;
+
+ if (spot_lights.data[light_index].shadow_enabled) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
+ splane /= splane.w;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
+ }
+ }
+
+ vec3 world_pos = mat3(params.cam_rotation) * view_pos;
+
+ for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
+ vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
+ position /= voxel_gi_instances.data[i].bounds;
+
+ vec4 light = vec4(0.0);
+ for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
+ vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
+ float a = (1.0 - light.a);
+ light += a * slight;
+ }
+
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
+
+ total_light += light.rgb;
+ }
+ }
+
+ //sdfgi
+#ifdef ENABLE_SDFGI
+
+ {
+ float blend = -1.0;
+ vec3 ambient_total = vec3(0.0);
+
+ for (uint i = 0; i < sdfgi.max_cascades; i++) {
+ vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
+
+ if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
+ continue; //skip cascade
+ }
+
+ vec3 base_pos = floor(cascade_pos);
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 ambient_accum = vec4(0.0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z;
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(i);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute ambient texture position
+
+ ivec3 uvw = tex_pos;
+ uvw.xy += offset.xy;
+ uvw.x += offset.z * sdfgi.probe_axis_size;
+
+ vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
+
+ ambient_accum.rgb += ambient * weight;
+ ambient_accum.a += weight;
+ }
+
+ if (ambient_accum.a > 0) {
+ ambient_accum.rgb /= ambient_accum.a;
+ }
+ ambient_total = ambient_accum.rgb;
+ break;
+ }
+
+ total_light += ambient_total * params.gi_inject;
+ }
+
+#endif
+
+ vec4 final_density = vec4(total_light, total_density);
+
+ final_density = mix(final_density, reprojected_density, reproject_amount);
+
+ imageStore(density_map, pos, final_density);
+#endif
+
+#ifdef MODE_FOG
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
+
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec4 fog_accum = vec4(0.0);
+ float prev_z = 0.0;
+
+ float t = 1.0;
+
+ for (int i = 0; i < params.fog_volume_size.z; i++) {
+ //compute fog position
+ ivec3 fog_pos = pos + ivec3(0, 0, i);
+ //get fog value
+ vec4 fog = imageLoad(density_map, fog_pos);
+
+ //get depth at cell pos
+ float z = get_depth_at_pos(fog_cell_size.z, i);
+ //get distance from previous pos
+ float d = abs(prev_z - z);
+ //compute exinction based on beer's
+ float extinction = t * exp(-d * fog.a);
+ //compute alpha based on different of extinctions
+ float alpha = t - extinction;
+ //update extinction
+ t = extinction;
+
+ fog_accum += vec4(fog.rgb * alpha, alpha);
+ prev_z = z;
+
+ vec4 fog_value;
+
+ if (fog_accum.a > 0.0) {
+ fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
+ } else {
+ fog_value = vec4(0.0);
+ }
+
+ imageStore(fog_map, fog_pos, fog_value);
+ }
+
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
+
+ const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
+ ivec3 offset = filter_dir[params.filter_axis];
+
+ vec4 accum = vec4(0.0);
+ for (int i = -3; i <= 3; i++) {
+ accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
+ }
+
+ imageStore(dest_map, pos, accum);
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
index ea4237a45e..779f04ed35 100644
--- a/servers/rendering/rasterizer_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;
@@ -51,10 +51,10 @@ struct Light {
float attenuation;
vec3 color;
- float spot_angle_radians;
+ float cos_spot_angle;
vec3 position;
- float spot_attenuation;
+ float inv_spot_attenuation;
vec3 direction;
bool has_shadow;
@@ -71,11 +71,6 @@ lights;
layout(set = 0, binding = 5) uniform texture3D color_texture;
-#ifdef MODE_ANISOTROPIC
-layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture;
-layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture;
-#endif // MODE ANISOTROPIC
-
#endif // MODE_SECOND_BOUNCE
#ifndef MODE_DYNAMIC
@@ -110,13 +105,6 @@ layout(set = 0, binding = 10) uniform sampler texture_sampler;
layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex;
-#ifdef MODE_ANISOTROPIC
-
-layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex;
-layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex;
-
-#endif
-
#endif
#ifdef MODE_DYNAMIC
@@ -170,13 +158,6 @@ layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth;
layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture;
-#ifdef MODE_ANISOTROPIC
-
-layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture;
-layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture;
-
-#endif // MODE ANISOTROPIC
-
#endif //MODE_DYNAMIC_SHRINK_PLOT
#endif // MODE_DYNAMIC_SHRINK
@@ -208,6 +189,15 @@ float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
return occlusion; //max(0.0,distance);
}
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
@@ -220,17 +210,19 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
return false;
}
- attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
+ attenuation = get_omni_attenuation(distance, 1.0 / lights.data[light].radius, lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
vec3 rel = normalize(pos - light_pos);
- float angle = acos(dot(rel, lights.data[light].direction));
- if (angle > lights.data[light].spot_angle_radians) {
+ float cos_spot_angle = lights.data[light].cos_spot_angle;
+ float cos_angle = dot(rel, lights.data[light].direction);
+ if (cos_angle < cos_spot_angle) {
return false;
}
- float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
- attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
+ float scos = max(cos_angle, cos_spot_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cos_spot_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[light].inv_spot_attenuation);
}
}
@@ -363,12 +355,7 @@ void main() {
vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz;
-#ifdef MODE_ANISOTROPIC
- vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
- const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
-#else
vec3 accum = vec3(0.0);
-#endif
for (uint i = 0; i < params.light_count; i++) {
vec3 light;
@@ -379,38 +366,16 @@ void main() {
light *= albedo.rgb;
-#ifdef MODE_ANISOTROPIC
- for (uint j = 0; j < 6; j++) {
- accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
- }
-#else
if (length(normal) > 0.2) {
accum += max(0.0, dot(normal, -light_dir)) * light;
} else {
//all directions
accum += light;
}
-#endif
- }
-
-#ifdef MODE_ANISOTROPIC
-
- for (uint i = 0; i < 6; i++) {
- vec3 light = accum[i];
- if (length(normal) > 0.2) {
- light += max(0.0, dot(accum_dirs[i], -normal)) * emission;
- } else {
- light += emission;
- }
-
- outputs.data[cell_index * 6 + i] = vec4(light, 0.0);
}
-#else
outputs.data[cell_index] = vec4(accum + emission, 0.0);
-#endif
-
#endif //MODE_COMPUTE_LIGHT
/////////////////SECOND BOUNCE///////////////////////////////
@@ -420,32 +385,8 @@ void main() {
ivec3 ipos = ivec3(posu);
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
-#ifdef MODE_ANISOTROPIC
- vec3 accum[6];
- const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
-
- /*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range;
- vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb;
- vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb;
- accum[0]=src_col * src_aniso_pos.x;
- accum[1]=src_col * src_aniso_neg.x;
- accum[2]=src_col * src_aniso_pos.y;
- accum[3]=src_col * src_aniso_neg.y;
- accum[4]=src_col * src_aniso_pos.z;
- accum[5]=src_col * src_aniso_neg.z;*/
-
- accum[0] = outputs.data[cell_index * 6 + 0].rgb;
- accum[1] = outputs.data[cell_index * 6 + 1].rgb;
- accum[2] = outputs.data[cell_index * 6 + 2].rgb;
- accum[3] = outputs.data[cell_index * 6 + 3].rgb;
- accum[4] = outputs.data[cell_index * 6 + 4].rgb;
- accum[5] = outputs.data[cell_index * 6 + 5].rgb;
-
-#else
vec3 accum = outputs.data[cell_index].rgb;
-#endif
-
if (length(normal.xyz) > 0.2) {
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.xyz));
@@ -473,9 +414,6 @@ void main() {
float max_distance = length(vec3(params.limits));
vec3 cell_size = 1.0 / vec3(params.limits);
-#ifdef MODE_ANISOTROPIC
- vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength);
-#endif
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;
@@ -487,42 +425,18 @@ void main() {
float log2_diameter = log2(diameter);
vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
-#ifdef MODE_ANISOTROPIC
-
- vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
- vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
-
- scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0));
-#endif
float a = (1.0 - color.a);
color += a * scolor;
dist += half_diameter;
}
}
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
-#ifdef MODE_ANISOTROPIC
- for (uint j = 0; j < 6; j++) {
- accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
- }
-#else
accum += color.rgb;
-#endif
}
}
-#ifdef MODE_ANISOTROPIC
-
- outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
- outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
- outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
- outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
- outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
- outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
-#else
outputs.data[cell_index] = vec4(accum, 0.0);
-#endif
-
#endif // MODE_SECOND_BOUNCE
/////////////////UPDATE MIPMAPS///////////////////////////////
@@ -530,45 +444,20 @@ void main() {
#ifdef MODE_UPDATE_MIPMAPS
{
-#ifdef MODE_ANISOTROPIC
- vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
-#else
vec3 light_accum = vec3(0.0);
-#endif
float count = 0.0;
for (uint i = 0; i < 8; i++) {
uint child_index = cell_children.data[cell_index].children[i];
if (child_index == NO_CHILDREN) {
continue;
}
-#ifdef MODE_ANISOTROPIC
- light_accum[0] += outputs.data[child_index * 6 + 0].rgb;
- light_accum[1] += outputs.data[child_index * 6 + 1].rgb;
- light_accum[2] += outputs.data[child_index * 6 + 2].rgb;
- light_accum[3] += outputs.data[child_index * 6 + 3].rgb;
- light_accum[4] += outputs.data[child_index * 6 + 4].rgb;
- light_accum[5] += outputs.data[child_index * 6 + 5].rgb;
-
-#else
light_accum += outputs.data[child_index].rgb;
-#endif
-
count += 1.0;
}
float divisor = mix(8.0, count, params.propagation);
-#ifdef MODE_ANISOTROPIC
- outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
- outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
- outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
- outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
- outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
- outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
-
-#else
outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
-#endif
}
#endif
@@ -576,40 +465,7 @@ void main() {
#ifdef MODE_WRITE_TEXTURE
{
-#ifdef MODE_ANISOTROPIC
- vec3 accum_total = vec3(0.0);
- accum_total += outputs.data[cell_index * 6 + 0].rgb;
- accum_total += outputs.data[cell_index * 6 + 1].rgb;
- accum_total += outputs.data[cell_index * 6 + 2].rgb;
- accum_total += outputs.data[cell_index * 6 + 3].rgb;
- accum_total += outputs.data[cell_index * 6 + 4].rgb;
- accum_total += outputs.data[cell_index * 6 + 5].rgb;
-
- float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001);
- vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy);
- vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy);
-
- {
- uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0));
- aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5;
- aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11;
- imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos));
- }
-
- {
- uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0));
- aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5;
- aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11;
- imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg));
- }
-
- imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a));
-
-#else
-
imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
-
-#endif
}
#endif
@@ -752,13 +608,6 @@ void main() {
color.rgb /= params.dynamic_range;
imageStore(color_texture, pos3d, color);
//imageStore(color_texture,pos3d,vec4(1,1,1,1));
-
-#ifdef MODE_ANISOTROPIC
- //do not care about anisotropy for dynamic objects, just store full lit in all directions
- imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF));
- imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF));
-
-#endif // ANISOTROPIC
}
#endif // MODE_DYNAMIC_SHRINK_PLOT
}
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
index 515cc35507..281c496df3 100644
--- a/servers/rendering/rasterizer_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
@@ -20,11 +20,6 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
-#ifdef USE_ANISOTROPY
-layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex;
-layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
-#endif
-
layout(push_constant, binding = 0, std430) uniform Params {
mat4 projection;
uint cell_offset;
@@ -172,7 +167,7 @@ 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/rasterizer_rd/shaders/giprobe_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
index 5b3dec0ee7..e20b3f680d 100644
--- a/servers/rendering/rasterizer_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.cpp b/servers/rendering/renderer_scene.cpp
new file mode 100644
index 0000000000..dd544d4f3f
--- /dev/null
+++ b/servers/rendering/renderer_scene.cpp
@@ -0,0 +1,37 @@
+/*************************************************************************/
+/* renderer_scene.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.h"
+
+RendererScene::RendererScene() {
+}
+
+RendererScene::~RendererScene() {
+}
diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h
new file mode 100644
index 0000000000..972637d183
--- /dev/null
+++ b/servers/rendering/renderer_scene.h
@@ -0,0 +1,224 @@
+/*************************************************************************/
+/* renderer_scene.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 RENDERINGSERVERSCENE_H
+#define RENDERINGSERVERSCENE_H
+
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/xr/xr_interface.h"
+
+class RendererScene {
+public:
+ virtual RID camera_allocate() = 0;
+ virtual void camera_initialize(RID p_rid) = 0;
+
+ 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 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;
+
+ virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
+ virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx) = 0;
+ virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
+ virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) = 0;
+ virtual bool is_scenario(RID p_scenario) const = 0;
+ virtual RID scenario_get_environment(RID p_scenario) = 0;
+ virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
+ virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) = 0;
+
+ virtual RID instance_allocate() = 0;
+ virtual void instance_initialize(RID p_rid) = 0;
+
+ 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 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_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;
+
+ virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
+
+ virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
+ virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
+
+ // don't use these in a game!
+ virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
+ virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0;
+ virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0;
+
+ virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0;
+ virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0;
+ virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
+
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
+ virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0;
+ virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
+
+ virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0;
+ virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0;
+ virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0;
+ virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const = 0;
+
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
+
+ /* SKY API */
+
+ virtual RID sky_allocate() = 0;
+ virtual void sky_initialize(RID p_rid) = 0;
+
+ virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
+ virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
+ virtual void sky_set_material(RID p_sky, RID p_material) = 0;
+ virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
+
+ /* ENVIRONMENT API */
+
+ virtual RID environment_allocate() = 0;
+ virtual void environment_initialize(RID p_rid) = 0;
+
+ virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
+ virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
+ virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
+ virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
+ virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
+ virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
+ virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
+ virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
+
+ virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
+ virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
+ virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
+
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
+
+ virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
+ virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
+
+ virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
+ virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
+
+ virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
+
+ virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
+
+ virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
+
+ virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
+ virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
+ virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
+
+ virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
+
+ virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
+
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
+
+ virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
+
+ virtual RS::EnvironmentBG environment_get_background(RID p_Env) const = 0;
+ virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
+
+ virtual bool is_environment(RID p_environment) const = 0;
+
+ virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
+ virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
+ virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
+
+ /* Camera Effects */
+
+ virtual RID camera_effects_allocate() = 0;
+ virtual void camera_effects_initialize(RID p_rid) = 0;
+
+ virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
+ virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;
+
+ virtual 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) = 0;
+ virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
+
+ virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
+ virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) = 0;
+
+ virtual RID shadow_atlas_create() = 0;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_use_16_bits = false) = 0;
+ virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
+
+ /* Render Buffers */
+
+ virtual RID render_buffers_create() = 0;
+
+ virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) = 0;
+
+ virtual void gi_set_use_half_resolution(bool p_enable) = 0;
+
+ 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 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;
+
+ struct RenderInfo {
+ int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {};
+ };
+
+ 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, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0;
+
+ virtual void update() = 0;
+ virtual void render_probes() = 0;
+ virtual void update_visibility_notifiers() = 0;
+
+ virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
+
+ virtual bool free(RID p_rid) = 0;
+
+ RendererScene();
+ virtual ~RendererScene();
+};
+
+#endif // RENDERINGSERVERSCENE_H
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
new file mode 100644
index 0000000000..558516ac7c
--- /dev/null
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -0,0 +1,3882 @@
+/*************************************************************************/
+/* renderer_scene_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_cull.h"
+
+#include "core/config/project_settings.h"
+#include "core/os/os.h"
+#include "rendering_server_default.h"
+#include "rendering_server_globals.h"
+
+#include <new>
+
+/* CAMERA API */
+
+RID RendererSceneCull::camera_allocate() {
+ return camera_owner.allocate_rid();
+}
+void RendererSceneCull::camera_initialize(RID p_rid) {
+ camera_owner.initialize_rid(p_rid);
+}
+
+void RendererSceneCull::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->type = Camera::PERSPECTIVE;
+ camera->fov = p_fovy_degrees;
+ camera->znear = p_z_near;
+ camera->zfar = p_z_far;
+}
+
+void RendererSceneCull::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->type = Camera::ORTHOGONAL;
+ camera->size = p_size;
+ camera->znear = p_z_near;
+ camera->zfar = p_z_far;
+}
+
+void RendererSceneCull::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->type = Camera::FRUSTUM;
+ camera->size = p_size;
+ camera->offset = p_offset;
+ camera->znear = p_z_near;
+ camera->zfar = p_z_far;
+}
+
+void RendererSceneCull::camera_set_transform(RID p_camera, const Transform3D &p_transform) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->transform = p_transform.orthonormalized();
+}
+
+void RendererSceneCull::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+
+ camera->visible_layers = p_layers;
+}
+
+void RendererSceneCull::camera_set_environment(RID p_camera, RID p_env) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->env = p_env;
+}
+
+void RendererSceneCull::camera_set_camera_effects(RID p_camera, RID p_fx) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->effects = p_fx;
+}
+
+void RendererSceneCull::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+ camera->vaspect = p_enable;
+}
+
+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) {
+ RendererSceneCull *self = (RendererSceneCull *)singleton;
+ Instance *A = p_A;
+ Instance *B = p_B;
+
+ //instance indices are designed so greater always contains lesser
+ if (A->base_type > B->base_type) {
+ SWAP(A, B); //lesser always first
+ }
+
+ if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ geom->lights.insert(B);
+ light->geometries.insert(A);
+
+ if (geom->can_cast_shadows) {
+ light->shadow_dirty = true;
+ }
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
+ }
+
+ if (light->uses_projector) {
+ geom->projector_count++;
+ if (geom->projector_count == 1) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
+ }
+ }
+
+ if (light->uses_softshadow) {
+ geom->softshadow_count++;
+ if (geom->softshadow_count == 1) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
+ }
+ }
+
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ geom->reflection_probes.insert(B);
+ reflection_probe->geometries.insert(A);
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
+ }
+
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ geom->decals.insert(B);
+ decal->geometries.insert(A);
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
+ }
+
+ } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ if (A->dynamic_gi) {
+ geom->lightmap_captures.insert(A);
+ lightmap_data->geometries.insert(B);
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_LIGHTMAP_CAPTURE;
+ }
+ ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
+ }
+
+ } 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->voxel_gi_instances.insert(B);
+
+ if (A->dynamic_gi) {
+ voxel_gi->dynamic_geometries.insert(A);
+ } else {
+ 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_VOXEL_GI_DIRTY;
+ }
+
+ } 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);
+ }
+}
+
+void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
+ RendererSceneCull *self = (RendererSceneCull *)singleton;
+ Instance *A = p_A;
+ Instance *B = p_B;
+
+ //instance indices are designed so greater always contains lesser
+ if (A->base_type > B->base_type) {
+ SWAP(A, B); //lesser always first
+ }
+
+ if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ geom->lights.erase(B);
+ light->geometries.erase(A);
+
+ if (geom->can_cast_shadows) {
+ light->shadow_dirty = true;
+ }
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_LIGHTING_DIRTY;
+ }
+
+ if (light->uses_projector) {
+#ifdef DEBUG_ENABLED
+ if (geom->projector_count == 0) {
+ ERR_PRINT("geom->projector_count==0 - BUG!");
+ }
+#endif
+ geom->projector_count--;
+ if (geom->projector_count == 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
+ }
+ }
+
+ if (light->uses_softshadow) {
+#ifdef DEBUG_ENABLED
+ if (geom->softshadow_count == 0) {
+ ERR_PRINT("geom->softshadow_count==0 - BUG!");
+ }
+#endif
+ geom->softshadow_count--;
+ if (geom->softshadow_count == 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY;
+ }
+ }
+
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ geom->reflection_probes.erase(B);
+ reflection_probe->geometries.erase(A);
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_REFLECTION_DIRTY;
+ }
+
+ } else if (self->geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ geom->decals.erase(B);
+ decal->geometries.erase(A);
+
+ if (A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags |= InstanceData::FLAG_GEOM_DECAL_DIRTY;
+ }
+
+ } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+ if (A->dynamic_gi) {
+ geom->lightmap_captures.erase(B);
+
+ if (geom->lightmap_captures.is_empty() && A->scenario && A->array_index >= 0) {
+ InstanceData &idata = A->scenario->instance_data[A->array_index];
+ idata.flags &= ~uint32_t(InstanceData::FLAG_LIGHTMAP_CAPTURE);
+ }
+
+ lightmap_data->geometries.erase(A);
+ ((RendererSceneCull *)self)->_instance_queue_update(A, false, false); //need to update capture
+ }
+
+ } 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->voxel_gi_instances.erase(B);
+ if (A->dynamic_gi) {
+ voxel_gi->dynamic_geometries.erase(A);
+ } else {
+ 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_VOXEL_GI_DIRTY;
+ }
+
+ } 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);
+ }
+}
+
+RID RendererSceneCull::scenario_allocate() {
+ return scenario_owner.allocate_rid();
+}
+void RendererSceneCull::scenario_initialize(RID p_rid) {
+ scenario_owner.initialize_rid(p_rid);
+
+ Scenario *scenario = scenario_owner.get_or_null(p_rid);
+ scenario->self = p_rid;
+
+ scenario->reflection_probe_shadow_atlas = scene_render->shadow_atlas_create();
+ scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
+ scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
+ scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
+ scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
+ scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
+ scenario->reflection_atlas = scene_render->reflection_atlas_create();
+
+ scenario->instance_aabbs.set_page_pool(&instance_aabb_page_pool);
+ scenario->instance_data.set_page_pool(&instance_data_page_pool);
+ scenario->instance_visibility.set_page_pool(&instance_visibility_data_page_pool);
+
+ RendererSceneOcclusionCull::get_singleton()->add_scenario(p_rid);
+}
+
+void RendererSceneCull::scenario_set_environment(RID p_scenario, RID p_environment) {
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scenario->environment = p_environment;
+}
+
+void RendererSceneCull::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scenario->camera_effects = p_camera_effects;
+}
+
+void RendererSceneCull::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scenario->fallback_environment = p_environment;
+}
+
+void RendererSceneCull::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
+}
+
+bool RendererSceneCull::is_scenario(RID p_scenario) const {
+ return scenario_owner.owns(p_scenario);
+}
+
+RID RendererSceneCull::scenario_get_environment(RID p_scenario) {
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND_V(!scenario, RID());
+ return scenario->environment;
+}
+
+void RendererSceneCull::scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ if (!scenario->viewport_visibility_masks.has(p_viewport)) {
+ return;
+ }
+
+ uint64_t mask = scenario->viewport_visibility_masks[p_viewport];
+ scenario->used_viewport_visibility_bits &= ~mask;
+ scenario->viewport_visibility_masks.erase(p_viewport);
+}
+
+void RendererSceneCull::scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport) {
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND(!scenario);
+ ERR_FAIL_COND(scenario->viewport_visibility_masks.has(p_viewport));
+
+ uint64_t new_mask = 1;
+ while (new_mask & scenario->used_viewport_visibility_bits) {
+ new_mask <<= 1;
+ }
+
+ if (new_mask == 0) {
+ ERR_PRINT("Only 64 viewports per scenario allowed when using visibility ranges.");
+ new_mask = ((uint64_t)1) << 63;
+ }
+
+ scenario->viewport_visibility_masks[p_viewport] = new_mask;
+ scenario->used_viewport_visibility_bits |= new_mask;
+}
+
+/* INSTANCING API */
+
+void RendererSceneCull::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
+ if (p_update_aabb) {
+ p_instance->update_aabb = true;
+ }
+ if (p_update_dependencies) {
+ p_instance->update_dependencies = true;
+ }
+
+ if (p_instance->update_item.in_list()) {
+ return;
+ }
+
+ _instance_update_list.add(&p_instance->update_item);
+}
+
+RID RendererSceneCull::instance_allocate() {
+ return instance_owner.allocate_rid();
+}
+void RendererSceneCull::instance_initialize(RID p_rid) {
+ instance_owner.initialize_rid(p_rid);
+ Instance *instance = instance_owner.get_or_null(p_rid);
+ instance->self = p_rid;
+}
+
+void RendererSceneCull::_instance_update_mesh_instance(Instance *p_instance) {
+ bool needs_instance = RSG::storage->mesh_needs_instance(p_instance->base, p_instance->skeleton.is_valid());
+ if (needs_instance != p_instance->mesh_instance.is_valid()) {
+ if (needs_instance) {
+ p_instance->mesh_instance = RSG::storage->mesh_instance_create(p_instance->base);
+
+ } else {
+ RSG::storage->free(p_instance->mesh_instance);
+ p_instance->mesh_instance = RID();
+ }
+
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ scene_render->geometry_instance_set_mesh_instance(geom->geometry_instance, p_instance->mesh_instance);
+
+ if (p_instance->scenario && p_instance->array_index >= 0) {
+ InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
+ if (p_instance->mesh_instance.is_valid()) {
+ idata.flags |= InstanceData::FLAG_USES_MESH_INSTANCE;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_USES_MESH_INSTANCE);
+ }
+ }
+ }
+
+ if (p_instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_set_skeleton(p_instance->mesh_instance, p_instance->skeleton);
+ }
+}
+
+void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ Scenario *scenario = instance->scenario;
+
+ if (instance->base_type != RS::INSTANCE_NONE) {
+ //free anything related to that base
+
+ if (scenario && instance->indexer_id.is_valid()) {
+ _unpair_instance(instance);
+ }
+
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->free(instance->mesh_instance);
+ instance->mesh_instance = RID();
+ // no need to set instance data flag here, as it was freed above
+ }
+
+ switch (instance->base_type) {
+ case RS::INSTANCE_MESH:
+ case RS::INSTANCE_MULTIMESH:
+ case RS::INSTANCE_PARTICLES: {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_free(geom->geometry_instance);
+ } break;
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
+
+ if (scenario && instance->visible && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ scenario->dynamic_lights.erase(light->instance);
+ }
+
+#ifdef DEBUG_ENABLED
+ if (light->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from light.");
+ }
+#endif
+ if (scenario && light->D) {
+ scenario->directional_lights.erase(light->D);
+ light->D = nullptr;
+ }
+ scene_render->free(light->instance);
+ } break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
+ RSG::storage->free(collision->instance);
+ } break;
+ case RS::INSTANCE_VISIBLITY_NOTIFIER: {
+ //none
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
+ scene_render->free(reflection_probe->instance);
+ if (reflection_probe->update_list.in_list()) {
+ reflection_probe_render_list.remove(&reflection_probe->update_list);
+ }
+ } break;
+ case RS::INSTANCE_DECAL: {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
+ scene_render->free(decal->instance);
+
+ } break;
+ case RS::INSTANCE_LIGHTMAP: {
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
+ //erase dependencies, since no longer a lightmap
+ while (lightmap_data->users.front()) {
+ instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
+ }
+ scene_render->free(lightmap_data->instance);
+ } break;
+ case RS::INSTANCE_VOXEL_GI: {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
+#ifdef DEBUG_ENABLED
+ if (voxel_gi->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
+ }
+#endif
+#ifdef DEBUG_ENABLED
+ if (voxel_gi->lights.size()) {
+ ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
+ }
+#endif
+ if (voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.remove(&voxel_gi->update_element);
+ }
+
+ 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: {
+ }
+ }
+
+ if (instance->base_data) {
+ memdelete(instance->base_data);
+ instance->base_data = nullptr;
+ }
+
+ instance->materials.clear();
+ }
+
+ instance->base_type = RS::INSTANCE_NONE;
+ instance->base = RID();
+
+ 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) {
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light = memnew(InstanceLightData);
+
+ if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
+ light->D = scenario->directional_lights.push_back(instance);
+ }
+
+ light->instance = scene_render->light_instance_create(p_base);
+
+ instance->base_data = light;
+ } break;
+ case RS::INSTANCE_MESH:
+ case RS::INSTANCE_MULTIMESH:
+ case RS::INSTANCE_PARTICLES: {
+ InstanceGeometryData *geom = memnew(InstanceGeometryData);
+ instance->base_data = geom;
+ geom->geometry_instance = scene_render->geometry_instance_create(p_base);
+
+ scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton);
+ scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override);
+ scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials);
+ scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb);
+ scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask);
+ scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, instance->lod_bias);
+ scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, instance->baked_light);
+ scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi);
+ scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
+ scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index);
+ if (instance->lightmap_sh.size() == 9) {
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr());
+ }
+
+ } break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
+ collision->instance = RSG::storage->particles_collision_instance_create(p_base);
+ RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
+ instance->base_data = collision;
+ } break;
+ case RS::INSTANCE_VISIBLITY_NOTIFIER: {
+ InstanceVisibilityNotifierData *vnd = memnew(InstanceVisibilityNotifierData);
+ vnd->base = p_base;
+ instance->base_data = vnd;
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
+ reflection_probe->owner = instance;
+ instance->base_data = reflection_probe;
+
+ reflection_probe->instance = scene_render->reflection_probe_instance_create(p_base);
+ } break;
+ case RS::INSTANCE_DECAL: {
+ InstanceDecalData *decal = memnew(InstanceDecalData);
+ decal->owner = instance;
+ instance->base_data = decal;
+
+ decal->instance = scene_render->decal_instance_create(p_base);
+ } break;
+ case RS::INSTANCE_LIGHTMAP: {
+ InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
+ instance->base_data = lightmap_data;
+ lightmap_data->instance = scene_render->lightmap_instance_create(p_base);
+ } break;
+ case RS::INSTANCE_VOXEL_GI: {
+ InstanceVoxelGIData *voxel_gi = memnew(InstanceVoxelGIData);
+ instance->base_data = voxel_gi;
+ voxel_gi->owner = instance;
+
+ if (scenario && !voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.add(&voxel_gi->update_element);
+ }
+
+ 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: {
+ }
+ }
+
+ instance->base = p_base;
+
+ if (instance->base_type == RS::INSTANCE_MESH) {
+ _instance_update_mesh_instance(instance);
+ }
+
+ //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
+ RSG::storage->base_update_dependency(p_base, &instance->dependency_tracker);
+ }
+
+ _instance_queue_update(instance, true, true);
+}
+
+void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->scenario) {
+ instance->scenario->instances.remove(&instance->scenario_item);
+
+ if (instance->indexer_id.is_valid()) {
+ _unpair_instance(instance);
+ }
+
+ switch (instance->base_type) {
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
+#ifdef DEBUG_ENABLED
+ if (light->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from light.");
+ }
+#endif
+ if (light->D) {
+ instance->scenario->directional_lights.erase(light->D);
+ light->D = nullptr;
+ }
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
+ scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
+
+ } break;
+ case RS::INSTANCE_PARTICLES_COLLISION: {
+ heightfield_particle_colliders_update_list.erase(instance);
+ } break;
+ case RS::INSTANCE_VOXEL_GI: {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(instance->base_data);
+
+#ifdef DEBUG_ENABLED
+ if (voxel_gi->geometries.size()) {
+ ERR_PRINT("BUG, indexing did not unpair geometries from VoxelGI.");
+ }
+#endif
+#ifdef DEBUG_ENABLED
+ if (voxel_gi->lights.size()) {
+ ERR_PRINT("BUG, indexing did not unpair lights from VoxelGI.");
+ }
+#endif
+
+ 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: {
+ }
+ }
+
+ instance->scenario = nullptr;
+ }
+
+ if (p_scenario.is_valid()) {
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND(!scenario);
+
+ instance->scenario = scenario;
+
+ scenario->instances.add(&instance->scenario_item);
+
+ switch (instance->base_type) {
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
+
+ if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
+ light->D = scenario->directional_lights.push_back(instance);
+ }
+ } break;
+ 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: {
+ }
+ }
+
+ _instance_queue_update(instance, true, true);
+ }
+}
+
+void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->layer_mask = p_mask;
+ if (instance->scenario && instance->array_index >= 0) {
+ instance->scenario->instance_data[instance->array_index].layer_mask = p_mask;
+ }
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, p_mask);
+ }
+}
+
+void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->transform == p_transform) {
+ return; //must be checked to avoid worst evil
+ }
+
+#ifdef DEBUG_ENABLED
+
+ for (int i = 0; i < 4; i++) {
+ const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
+ ERR_FAIL_COND(Math::is_inf(v.x));
+ ERR_FAIL_COND(Math::is_nan(v.x));
+ ERR_FAIL_COND(Math::is_inf(v.y));
+ ERR_FAIL_COND(Math::is_nan(v.y));
+ ERR_FAIL_COND(Math::is_inf(v.z));
+ ERR_FAIL_COND(Math::is_nan(v.z));
+ }
+
+#endif
+ instance->transform = p_transform;
+ _instance_queue_update(instance, true);
+}
+
+void RendererSceneCull::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->object_id = p_id;
+}
+
+void RendererSceneCull::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->update_item.in_list()) {
+ _update_dirty_instance(instance);
+ }
+
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_set_blend_shape_weight(instance->mesh_instance, p_shape, p_weight);
+ }
+}
+
+void RendererSceneCull::instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->base_type == RS::INSTANCE_MESH) {
+ //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
+ instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
+ }
+
+ ERR_FAIL_INDEX(p_surface, instance->materials.size());
+
+ instance->materials.write[p_surface] = p_material;
+
+ _instance_queue_update(instance, false, true);
+}
+
+void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->visible == p_visible) {
+ return;
+ }
+
+ instance->visible = p_visible;
+
+ if (p_visible) {
+ if (instance->scenario != nullptr) {
+ _instance_queue_update(instance, true, false);
+ }
+ } else if (instance->indexer_id.is_valid()) {
+ _unpair_instance(instance);
+ }
+
+ if (instance->base_type == RS::INSTANCE_LIGHT) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
+ if (instance->scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ if (p_visible) {
+ instance->scenario->dynamic_lights.push_back(light->instance);
+ } else {
+ instance->scenario->dynamic_lights.erase(light->instance);
+ }
+ }
+ }
+
+ if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
+ 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) {
+ return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES;
+}
+
+void RendererSceneCull::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+ ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
+
+ if (p_aabb != AABB()) {
+ // Set custom AABB
+ if (instance->custom_aabb == nullptr) {
+ instance->custom_aabb = memnew(AABB);
+ }
+ *instance->custom_aabb = p_aabb;
+
+ } else {
+ // Clear custom AABB
+ if (instance->custom_aabb != nullptr) {
+ memdelete(instance->custom_aabb);
+ instance->custom_aabb = nullptr;
+ }
+ }
+
+ if (instance->scenario) {
+ _instance_queue_update(instance, true, false);
+ }
+}
+
+void RendererSceneCull::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->skeleton == p_skeleton) {
+ return;
+ }
+
+ instance->skeleton = p_skeleton;
+
+ if (p_skeleton.is_valid()) {
+ //update the dependency now, so if cleared, we remove it
+ RSG::storage->skeleton_update_dependency(p_skeleton, &instance->dependency_tracker);
+ }
+
+ _instance_queue_update(instance, true, true);
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ _instance_update_mesh_instance(instance);
+
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_skeleton(geom->geometry_instance, p_skeleton);
+ }
+}
+
+void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->extra_margin = p_margin;
+ _instance_queue_update(instance, true, false);
+}
+
+Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
+ Vector<ObjectID> instances;
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND_V(!scenario, instances);
+
+ const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
+
+ struct CullAABB {
+ Vector<ObjectID> instances;
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ Instance *p_instance = (Instance *)p_data;
+ if (!p_instance->object_id.is_null()) {
+ instances.push_back(p_instance->object_id);
+ }
+ return false;
+ }
+ };
+
+ CullAABB cull_aabb;
+ scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(p_aabb, cull_aabb);
+ scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(p_aabb, cull_aabb);
+ return cull_aabb.instances;
+}
+
+Vector<ObjectID> RendererSceneCull::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
+ Vector<ObjectID> instances;
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND_V(!scenario, instances);
+ const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
+
+ struct CullRay {
+ Vector<ObjectID> instances;
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ Instance *p_instance = (Instance *)p_data;
+ if (!p_instance->object_id.is_null()) {
+ instances.push_back(p_instance->object_id);
+ }
+ return false;
+ }
+ };
+
+ CullRay cull_ray;
+ scenario->indexers[Scenario::INDEXER_GEOMETRY].ray_query(p_from, p_to, cull_ray);
+ scenario->indexers[Scenario::INDEXER_VOLUMES].ray_query(p_from, p_to, cull_ray);
+ return cull_ray.instances;
+}
+
+Vector<ObjectID> RendererSceneCull::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
+ Vector<ObjectID> instances;
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ ERR_FAIL_COND_V(!scenario, instances);
+ const_cast<RendererSceneCull *>(this)->update_dirty_instances(); // check dirty instances before culling
+
+ Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
+
+ struct CullConvex {
+ Vector<ObjectID> instances;
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ Instance *p_instance = (Instance *)p_data;
+ if (!p_instance->object_id.is_null()) {
+ instances.push_back(p_instance->object_id);
+ }
+ return false;
+ }
+ };
+
+ CullConvex cull_convex;
+ scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
+ scenario->indexers[Scenario::INDEXER_VOLUMES].convex_query(p_convex.ptr(), p_convex.size(), points.ptr(), points.size(), cull_convex);
+ return cull_convex.instances;
+}
+
+void RendererSceneCull::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
+
+ switch (p_flags) {
+ case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
+ instance->baked_light = p_enabled;
+
+ if (instance->scenario && instance->array_index >= 0) {
+ InstanceData &idata = instance->scenario->instance_data[instance->array_index];
+ if (instance->baked_light) {
+ idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_USES_BAKED_LIGHT);
+ }
+ }
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_use_baked_light(geom->geometry_instance, p_enabled);
+ }
+
+ } break;
+ case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
+ if (p_enabled == instance->dynamic_gi) {
+ //bye, redundant
+ return;
+ }
+
+ if (instance->indexer_id.is_valid()) {
+ _unpair_instance(instance);
+ _instance_queue_update(instance, true, true);
+ }
+
+ //once out of octree, can be changed
+ instance->dynamic_gi = p_enabled;
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, p_enabled);
+ }
+
+ } break;
+ case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
+ instance->redraw_if_visible = p_enabled;
+
+ if (instance->scenario && instance->array_index >= 0) {
+ InstanceData &idata = instance->scenario->instance_data[instance->array_index];
+ if (instance->redraw_if_visible) {
+ idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_REDRAW_IF_VISIBLE);
+ }
+ }
+
+ } 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: {
+ }
+ }
+}
+
+void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->cast_shadows = p_shadow_casting_setting;
+
+ if (instance->scenario && instance->array_index >= 0) {
+ InstanceData &idata = instance->scenario->instance_data[instance->array_index];
+
+ if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS);
+ }
+
+ if (instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
+ } else {
+ idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS_ONLY);
+ }
+ }
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED);
+ }
+
+ _instance_queue_update(instance, false, true);
+}
+
+void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, RID p_material) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->material_override = p_material;
+ _instance_queue_update(instance, false, true);
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_material_override(geom->geometry_instance, p_material);
+ }
+}
+
+void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->visibility_range_begin = p_min;
+ instance->visibility_range_end = p_max;
+ instance->visibility_range_begin_margin = p_min_margin;
+ instance->visibility_range_end_margin = p_max_margin;
+
+ _update_instance_visibility_dependencies(instance);
+
+ if (instance->scenario && instance->visibility_index != -1) {
+ InstanceVisibilityData &vd = instance->scenario->instance_visibility[instance->visibility_index];
+ vd.range_begin = instance->visibility_range_begin;
+ vd.range_end = instance->visibility_range_end;
+ vd.range_begin_margin = instance->visibility_range_begin_margin;
+ vd.range_end_margin = instance->visibility_range_end_margin;
+ }
+}
+
+void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_parent_instance) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ Instance *old_parent = instance->visibility_parent;
+ if (old_parent) {
+ if ((1 << old_parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && old_parent->base_data) {
+ InstanceGeometryData *old_parent_geom = static_cast<InstanceGeometryData *>(old_parent->base_data);
+ old_parent_geom->visibility_dependencies.erase(instance);
+ _update_instance_visibility_depth(old_parent);
+ }
+ instance->visibility_parent = nullptr;
+ }
+
+ Instance *parent = instance_owner.get_or_null(p_parent_instance);
+ ERR_FAIL_COND(p_parent_instance.is_valid() && !parent);
+
+ if (parent) {
+ if ((1 << parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && parent->base_data) {
+ InstanceGeometryData *parent_geom = static_cast<InstanceGeometryData *>(parent->base_data);
+ parent_geom->visibility_dependencies.insert(instance);
+ _update_instance_visibility_depth(parent);
+ }
+ instance->visibility_parent = parent;
+ }
+
+ _update_instance_visibility_dependencies(instance);
+}
+
+void RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) {
+ bool cycle_detected = false;
+ Set<Instance *> traversed_nodes;
+
+ {
+ Instance *instance = p_instance;
+ while (instance && ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ if (!geom->visibility_dependencies.is_empty()) {
+ uint32_t depth = 0;
+ for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
+ if (((1 << E->get()->base_type) & RS::INSTANCE_GEOMETRY_MASK) == 0 || !E->get()->base_data) {
+ continue;
+ }
+ InstanceGeometryData *child_geom = static_cast<InstanceGeometryData *>(E->get()->base_data);
+ depth = MAX(depth, child_geom->visibility_dependencies_depth);
+ }
+ geom->visibility_dependencies_depth = depth + 1;
+ } else {
+ geom->visibility_dependencies_depth = 0;
+ }
+
+ if (instance->scenario && instance->visibility_index != -1) {
+ instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth);
+ }
+
+ traversed_nodes.insert(instance);
+
+ instance = instance->visibility_parent;
+ if (traversed_nodes.has(instance)) {
+ cycle_detected = true;
+ break;
+ }
+ }
+ }
+
+ if (cycle_detected) {
+ ERR_PRINT("Cycle detected in the visibility dependencies tree.");
+ for (Set<Instance *>::Element *E = traversed_nodes.front(); E; E = E->next()) {
+ Instance *instance = E->get();
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ geom->visibility_dependencies_depth = 0;
+ if (instance->scenario && instance->visibility_index != -1) {
+ instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth);
+ }
+ }
+ }
+}
+
+void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) {
+ bool is_geometry_instance = ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && p_instance->base_data;
+ bool has_visibility_range = p_instance->visibility_range_begin > 0.0 || p_instance->visibility_range_end > 0.0;
+ bool needs_visibility_cull = has_visibility_range && is_geometry_instance && p_instance->array_index != -1;
+
+ if (!needs_visibility_cull && p_instance->visibility_index != -1) {
+ p_instance->scenario->instance_visibility.remove(p_instance->visibility_index);
+ p_instance->visibility_index = -1;
+ } else if (needs_visibility_cull && p_instance->visibility_index == -1) {
+ InstanceVisibilityData vd;
+ vd.instance = p_instance;
+ vd.range_begin = p_instance->visibility_range_begin;
+ vd.range_end = p_instance->visibility_range_end;
+ vd.range_begin_margin = p_instance->visibility_range_begin_margin;
+ vd.range_end_margin = p_instance->visibility_range_end_margin;
+ vd.position = p_instance->transformed_aabb.get_center();
+ vd.array_index = p_instance->array_index;
+
+ InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ p_instance->scenario->instance_visibility.insert(vd, geom_data->visibility_dependencies_depth);
+ }
+
+ if (p_instance->scenario && p_instance->array_index != -1) {
+ p_instance->scenario->instance_data[p_instance->array_index].visibility_index = p_instance->visibility_index;
+
+ InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || (geom_data && geom_data->visibility_dependencies_depth == 0))) {
+ p_instance->scenario->instance_data[p_instance->array_index].flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
+ } else {
+ p_instance->scenario->instance_data[p_instance->array_index].flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK;
+ }
+
+ if (p_instance->visibility_parent) {
+ p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = p_instance->visibility_parent->array_index;
+ } else {
+ p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = -1;
+ }
+ }
+}
+
+void RendererSceneCull::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ if (instance->lightmap) {
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
+ lightmap_data->users.erase(instance);
+ instance->lightmap = nullptr;
+ }
+
+ Instance *lightmap_instance = instance_owner.get_or_null(p_lightmap);
+
+ instance->lightmap = lightmap_instance;
+ instance->lightmap_uv_scale = p_lightmap_uv_scale;
+ instance->lightmap_slice_index = p_slice_index;
+
+ RID lightmap_instance_rid;
+
+ if (lightmap_instance) {
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
+ lightmap_data->users.insert(instance);
+ lightmap_instance_rid = lightmap_data->instance;
+ }
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, lightmap_instance_rid, p_lightmap_uv_scale, p_slice_index);
+ }
+}
+
+void RendererSceneCull::instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ instance->lod_bias = p_lod_bias;
+
+ if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_render->geometry_instance_set_lod_bias(geom->geometry_instance, p_lod_bias);
+ }
+}
+
+void RendererSceneCull::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
+ Instance *instance = instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ ERR_FAIL_COND(p_value.get_type() == Variant::OBJECT);
+
+ Map<StringName, Instance::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
+
+ if (!E) {
+ Instance::InstanceShaderParameter isp;
+ isp.index = -1;
+ isp.info = PropertyInfo();
+ isp.value = p_value;
+ instance->instance_shader_parameters[p_parameter] = isp;
+ } else {
+ E->get().value = p_value;
+ if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
+ //update directly
+ RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
+ }
+ }
+}
+
+Variant RendererSceneCull::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
+ const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!instance, Variant());
+
+ if (instance->instance_shader_parameters.has(p_parameter)) {
+ return instance->instance_shader_parameters[p_parameter].value;
+ }
+ return Variant();
+}
+
+Variant RendererSceneCull::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
+ const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND_V(!instance, Variant());
+
+ if (instance->instance_shader_parameters.has(p_parameter)) {
+ return instance->instance_shader_parameters[p_parameter].default_value;
+ }
+ return Variant();
+}
+
+void RendererSceneCull::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
+ const Instance *instance = const_cast<RendererSceneCull *>(this)->instance_owner.get_or_null(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ const_cast<RendererSceneCull *>(this)->update_dirty_instances();
+
+ Vector<StringName> names;
+ for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : instance->instance_shader_parameters) {
+ names.push_back(E.key);
+ }
+ names.sort_custom<StringName::AlphCompare>();
+ for (int i = 0; i < names.size(); i++) {
+ PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
+ p_parameters->push_back(pinfo);
+ }
+}
+
+void RendererSceneCull::_update_instance(Instance *p_instance) {
+ p_instance->version++;
+
+ if (p_instance->base_type == RS::INSTANCE_LIGHT) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
+
+ scene_render->light_instance_set_transform(light->instance, p_instance->transform);
+ scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
+ light->shadow_dirty = true;
+
+ RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
+ if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
+ if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ p_instance->scenario->dynamic_lights.erase(light->instance);
+ }
+
+ light->bake_mode = bake_mode;
+
+ if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
+ p_instance->scenario->dynamic_lights.push_back(light->instance);
+ }
+ }
+
+ uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
+ if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
+ light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
+ }
+ } else if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
+
+ scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
+
+ if (p_instance->scenario && p_instance->array_index >= 0) {
+ InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index];
+ idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
+ }
+ } else if (p_instance->base_type == RS::INSTANCE_DECAL) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
+
+ scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
+ } else if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
+ 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_VOXEL_GI) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(p_instance->base_data);
+
+ 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) {
+ InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
+
+ //remove materials no longer used and un-own them
+ if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
+ 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()) {
+ return;
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
+ //if this moved, update the captured objects
+ InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
+ //erase dependencies, since no longer a lightmap
+
+ for (Set<Instance *>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
+ Instance *geom = E->get();
+ _instance_queue_update(geom, true, false);
+ }
+ }
+
+ AABB new_aabb;
+ new_aabb = p_instance->transform.xform(p_instance->aabb);
+ p_instance->transformed_aabb = new_aabb;
+
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ //make sure lights are updated if it casts shadow
+
+ if (geom->can_cast_shadows) {
+ for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ light->shadow_dirty = true;
+ }
+ }
+
+ if (!p_instance->lightmap && geom->lightmap_captures.size()) {
+ //affected by lightmap captures, must update capture info!
+ _update_instance_lightmap_captures(p_instance);
+ } else {
+ if (!p_instance->lightmap_sh.is_empty()) {
+ p_instance->lightmap_sh.clear(); //don't need SH
+ p_instance->lightmap_target_sh.clear(); //don't need SH
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, nullptr);
+ }
+ }
+
+ scene_render->geometry_instance_set_transform(geom->geometry_instance, p_instance->transform, p_instance->aabb, p_instance->transformed_aabb);
+ }
+
+ // note: we had to remove is equal approx check here, it meant that det == 0.000004 won't work, which is the case for some of our scenes.
+ if (p_instance->scenario == nullptr || !p_instance->visible || p_instance->transform.basis.determinant() == 0) {
+ p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
+ return;
+ }
+
+ //quantize to improve moving object performance
+ AABB bvh_aabb = p_instance->transformed_aabb;
+
+ if (p_instance->indexer_id.is_valid() && bvh_aabb != p_instance->prev_transformed_aabb) {
+ //assume motion, see if bounds need to be quantized
+ AABB motion_aabb = bvh_aabb.merge(p_instance->prev_transformed_aabb);
+ float motion_longest_axis = motion_aabb.get_longest_axis_size();
+ float longest_axis = p_instance->transformed_aabb.get_longest_axis_size();
+
+ if (motion_longest_axis < longest_axis * 2) {
+ //moved but not a lot, use motion aabb quantizing
+ float quantize_size = Math::pow(2.0, Math::ceil(Math::log(motion_longest_axis) / Math::log(2.0))) * 0.5; //one fifth
+ bvh_aabb.quantize(quantize_size);
+ }
+ }
+
+ if (!p_instance->indexer_id.is_valid()) {
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].insert(bvh_aabb, p_instance);
+ } else {
+ p_instance->indexer_id = p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].insert(bvh_aabb, p_instance);
+ }
+
+ p_instance->array_index = p_instance->scenario->instance_data.size();
+ InstanceData idata;
+ idata.instance = p_instance;
+ idata.layer_mask = p_instance->layer_mask;
+ idata.flags = p_instance->base_type; //changing it means de-indexing, so this never needs to be changed later
+ idata.base_rid = p_instance->base;
+ idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1;
+ idata.visibility_index = p_instance->visibility_index;
+
+ switch (p_instance->base_type) {
+ case RS::INSTANCE_MESH:
+ case RS::INSTANCE_MULTIMESH:
+ case RS::INSTANCE_PARTICLES: {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ idata.instance_geometry = geom->geometry_instance;
+
+ for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index;
+ }
+ }
+ } break;
+ case RS::INSTANCE_LIGHT: {
+ InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
+ idata.instance_data_rid = light_data->instance.get_id();
+ light_data->uses_projector = RSG::storage->light_has_projector(p_instance->base);
+ light_data->uses_softshadow = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
+
+ } break;
+ case RS::INSTANCE_REFLECTION_PROBE: {
+ idata.instance_data_rid = static_cast<InstanceReflectionProbeData *>(p_instance->base_data)->instance.get_id();
+ } break;
+ case RS::INSTANCE_DECAL: {
+ idata.instance_data_rid = static_cast<InstanceDecalData *>(p_instance->base_data)->instance.get_id();
+ } break;
+ case RS::INSTANCE_LIGHTMAP: {
+ idata.instance_data_rid = static_cast<InstanceLightmapData *>(p_instance->base_data)->instance.get_id();
+ } break;
+ case RS::INSTANCE_VOXEL_GI: {
+ idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id();
+ } break;
+ case RS::INSTANCE_VISIBLITY_NOTIFIER: {
+ idata.visibility_notifier = static_cast<InstanceVisibilityNotifierData *>(p_instance->base_data);
+ } break;
+ default: {
+ }
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ //always dirty when added
+ idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY;
+ }
+ if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ idata.flags |= InstanceData::FLAG_CAST_SHADOWS;
+ }
+ if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
+ idata.flags |= InstanceData::FLAG_CAST_SHADOWS_ONLY;
+ }
+ if (p_instance->redraw_if_visible) {
+ idata.flags |= InstanceData::FLAG_REDRAW_IF_VISIBLE;
+ }
+ // dirty flags should not be set here, since no pairing has happened
+ if (p_instance->baked_light) {
+ idata.flags |= InstanceData::FLAG_USES_BAKED_LIGHT;
+ }
+ 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));
+ _update_instance_visibility_dependencies(p_instance);
+ } else {
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].update(p_instance->indexer_id, bvh_aabb);
+ } else {
+ p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].update(p_instance->indexer_id, bvh_aabb);
+ }
+ p_instance->scenario->instance_aabbs[p_instance->array_index] = InstanceBounds(p_instance->transformed_aabb);
+ }
+
+ if (p_instance->visibility_index != -1) {
+ p_instance->scenario->instance_visibility[p_instance->visibility_index].position = p_instance->transformed_aabb.get_center();
+ }
+
+ //move instance and repair
+ pair_pass++;
+
+ PairInstances pair;
+
+ pair.instance = p_instance;
+ pair.pair_allocator = &pair_allocator;
+ pair.pair_pass = pair_pass;
+ pair.pair_mask = 0;
+
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ pair.pair_mask |= 1 << RS::INSTANCE_LIGHT;
+ 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;
+
+ pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
+ } else if (p_instance->base_type == RS::INSTANCE_LIGHT) {
+ pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
+ 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_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)) {
+ pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
+ pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
+ } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) {
+ pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK;
+ pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
+ } 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_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];
+ pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
+ }
+
+ pair.pair();
+
+ p_instance->prev_transformed_aabb = p_instance->transformed_aabb;
+}
+
+void RendererSceneCull::_unpair_instance(Instance *p_instance) {
+ if (!p_instance->indexer_id.is_valid()) {
+ return; //nothing to do
+ }
+
+ while (p_instance->pairs.first()) {
+ InstancePair *pair = p_instance->pairs.first()->self();
+ Instance *other_instance = p_instance == pair->a ? pair->b : pair->a;
+ _instance_unpair(p_instance, other_instance);
+ pair_allocator.free(pair);
+ }
+
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY].remove(p_instance->indexer_id);
+ } else {
+ p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES].remove(p_instance->indexer_id);
+ }
+
+ p_instance->indexer_id = DynamicBVH::ID();
+
+ //replace this by last
+ int32_t swap_with_index = p_instance->scenario->instance_data.size() - 1;
+ if (swap_with_index != p_instance->array_index) {
+ Instance *swapped_instance = p_instance->scenario->instance_data[swap_with_index].instance;
+ swapped_instance->array_index = p_instance->array_index; //swap
+ p_instance->scenario->instance_data[p_instance->array_index] = p_instance->scenario->instance_data[swap_with_index];
+ p_instance->scenario->instance_aabbs[p_instance->array_index] = p_instance->scenario->instance_aabbs[swap_with_index];
+
+ if (swapped_instance->visibility_index != -1) {
+ swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index;
+ }
+
+ if ((1 << swapped_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(swapped_instance->base_data);
+ for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance != p_instance && dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index;
+ }
+ }
+ }
+ }
+
+ // pop last
+ p_instance->scenario->instance_data.pop_back();
+ p_instance->scenario->instance_aabbs.pop_back();
+
+ //uninitialize
+ p_instance->array_index = -1;
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ // Clear these now because the InstanceData containing the dirty flags is gone
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+
+ 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_voxel_gi_instances(geom->geometry_instance, nullptr, 0);
+
+ for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) {
+ Instance *dep_instance = E->get();
+ if (dep_instance->array_index != -1) {
+ dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1;
+ }
+ }
+ }
+
+ _update_instance_visibility_dependencies(p_instance);
+}
+
+void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
+ AABB new_aabb;
+
+ ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
+
+ switch (p_instance->base_type) {
+ case RenderingServer::INSTANCE_NONE: {
+ // do nothing
+ } break;
+ case RenderingServer::INSTANCE_MESH: {
+ if (p_instance->custom_aabb) {
+ new_aabb = *p_instance->custom_aabb;
+ } else {
+ new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
+ }
+
+ } break;
+
+ case RenderingServer::INSTANCE_MULTIMESH: {
+ if (p_instance->custom_aabb) {
+ new_aabb = *p_instance->custom_aabb;
+ } else {
+ new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
+ }
+
+ } break;
+ case RenderingServer::INSTANCE_PARTICLES: {
+ if (p_instance->custom_aabb) {
+ new_aabb = *p_instance->custom_aabb;
+ } else {
+ new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
+ }
+
+ } break;
+ case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
+ new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_VISIBLITY_NOTIFIER: {
+ new_aabb = RSG::storage->visibility_notifier_get_aabb(p_instance->base);
+ } break;
+ case RenderingServer::INSTANCE_LIGHT: {
+ new_aabb = RSG::storage->light_get_aabb(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_REFLECTION_PROBE: {
+ new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_DECAL: {
+ new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_VOXEL_GI: {
+ new_aabb = RSG::storage->voxel_gi_get_bounds(p_instance->base);
+
+ } break;
+ case RenderingServer::INSTANCE_LIGHTMAP: {
+ new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
+
+ } break;
+ default: {
+ }
+ }
+
+ // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
+ if (p_instance->extra_margin) {
+ new_aabb.grow_by(p_instance->extra_margin);
+ }
+
+ p_instance->aabb = new_aabb;
+}
+
+void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance) {
+ bool first_set = p_instance->lightmap_sh.size() == 0;
+ p_instance->lightmap_sh.resize(9); //using SH
+ p_instance->lightmap_target_sh.resize(9); //using SH
+ Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
+ bool inside = false;
+ Color accum_sh[9];
+ float accum_blend = 0.0;
+
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ for (Set<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
+ Instance *lightmap = E->get();
+
+ bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
+
+ if (inside && !interior) {
+ continue; //we are inside, ignore exteriors
+ }
+
+ Transform3D to_bounds = lightmap->transform.affine_inverse();
+ Vector3 center = p_instance->transform.xform(p_instance->aabb.get_center()); //use aabb center
+
+ Vector3 lm_pos = to_bounds.xform(center);
+
+ AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
+ if (!bounds.has_point(lm_pos)) {
+ continue; //not in this lightmap
+ }
+
+ Color sh[9];
+ RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
+
+ //rotate it
+ Basis rot = lightmap->transform.basis.orthonormalized();
+ for (int i = 0; i < 3; i++) {
+ real_t csh[9];
+ for (int j = 0; j < 9; j++) {
+ csh[j] = sh[j][i];
+ }
+ rot.rotate_sh(csh);
+ for (int j = 0; j < 9; j++) {
+ sh[j][i] = csh[j];
+ }
+ }
+
+ Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
+
+ real_t blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
+ //make blend more rounded
+ blend = Math::lerp(inner_pos.length(), blend, blend);
+ blend *= blend;
+ blend = MAX(0.0, 1.0 - blend);
+
+ if (interior && !inside) {
+ //do not blend, just replace
+ for (int j = 0; j < 9; j++) {
+ accum_sh[j] = sh[j] * blend;
+ }
+ accum_blend = blend;
+ inside = true;
+ } else {
+ for (int j = 0; j < 9; j++) {
+ accum_sh[j] += sh[j] * blend;
+ }
+ accum_blend += blend;
+ }
+ }
+
+ if (accum_blend > 0.0) {
+ for (int j = 0; j < 9; j++) {
+ instance_sh[j] = accum_sh[j] / accum_blend;
+ if (first_set) {
+ p_instance->lightmap_sh.write[j] = instance_sh[j];
+ }
+ }
+ }
+
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, p_instance->lightmap_sh.ptr());
+}
+
+void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
+
+ 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();
+ real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
+ if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
+ max_distance = MIN(shadow_max, max_distance);
+ }
+ max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
+ real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
+
+ real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
+
+ real_t range = max_distance - min_distance;
+
+ int splits = 0;
+ switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
+ case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
+ splits = 1;
+ break;
+ case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
+ splits = 2;
+ break;
+ case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
+ splits = 4;
+ break;
+ }
+
+ real_t distances[5];
+
+ distances[0] = min_distance;
+ for (int i = 0; i < splits; i++) {
+ distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
+ };
+
+ distances[splits] = max_distance;
+
+ real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
+
+ bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
+
+ cull.shadow_count = p_shadow_index + 1;
+ cull.shadows[p_shadow_index].cascade_count = splits;
+ cull.shadows[p_shadow_index].light_instance = light->instance;
+
+ for (int i = 0; i < splits; i++) {
+ RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
+
+ // setup a camera matrix for that range!
+ CameraMatrix camera_matrix;
+
+ real_t aspect = p_cam_projection.get_aspect();
+
+ if (p_cam_orthogonal) {
+ Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
+
+ camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
+ } else {
+ real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
+ camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
+ }
+
+ //obtain the frustum endpoints
+
+ Vector3 endpoints[8]; // frustum plane endpoints
+ bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
+ ERR_CONTINUE(!res);
+
+ // obtain the light frustum ranges (given endpoints)
+
+ 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();
+ Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
+ //z_vec points against the camera, like in default opengl
+
+ real_t x_min = 0.f, x_max = 0.f;
+ real_t y_min = 0.f, y_max = 0.f;
+ real_t z_min = 0.f, z_max = 0.f;
+
+ // FIXME: z_max_cam is defined, computed, but not used below when setting up
+ // ortho_camera. Commented out for now to fix warnings but should be investigated.
+ real_t x_min_cam = 0.f, x_max_cam = 0.f;
+ real_t y_min_cam = 0.f, y_max_cam = 0.f;
+ real_t z_min_cam = 0.f;
+ //real_t z_max_cam = 0.f;
+
+ //real_t bias_scale = 1.0;
+ //real_t aspect_bias_scale = 1.0;
+
+ //used for culling
+
+ for (int j = 0; j < 8; j++) {
+ real_t d_x = x_vec.dot(endpoints[j]);
+ real_t d_y = y_vec.dot(endpoints[j]);
+ real_t d_z = z_vec.dot(endpoints[j]);
+
+ if (j == 0 || d_x < x_min) {
+ x_min = d_x;
+ }
+ if (j == 0 || d_x > x_max) {
+ x_max = d_x;
+ }
+
+ if (j == 0 || d_y < y_min) {
+ y_min = d_y;
+ }
+ if (j == 0 || d_y > y_max) {
+ y_max = d_y;
+ }
+
+ if (j == 0 || d_z < z_min) {
+ z_min = d_z;
+ }
+ if (j == 0 || d_z > z_max) {
+ z_max = d_z;
+ }
+ }
+
+ real_t radius = 0;
+ real_t soft_shadow_expand = 0;
+ Vector3 center;
+
+ {
+ //camera viewport stuff
+
+ for (int j = 0; j < 8; j++) {
+ center += endpoints[j];
+ }
+ center /= 8.0;
+
+ //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
+
+ for (int j = 0; j < 8; j++) {
+ real_t d = center.distance_to(endpoints[j]);
+ if (d > radius) {
+ radius = d;
+ }
+ }
+
+ radius *= texture_size / (texture_size - 2.0); //add a texel by each side
+
+ z_min_cam = z_vec.dot(center) - radius;
+
+ {
+ float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
+
+ if (soft_shadow_angle > 0.0) {
+ float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
+ soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
+
+ x_max += soft_shadow_expand;
+ y_max += soft_shadow_expand;
+
+ x_min -= soft_shadow_expand;
+ y_min -= soft_shadow_expand;
+ }
+ }
+
+ // This trick here is what stabilizes the shadow (make potential jaggies to not move)
+ // at the cost of some wasted resolution. Still, the quality increase is very well worth it.
+ const real_t unit = radius * 2.0 / texture_size;
+ x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit);
+ x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit);
+ y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit);
+ y_min_cam = Math::snapped(y_vec.dot(center) - radius - soft_shadow_expand, unit);
+ }
+
+ //now that we know all ranges, we can proceed to make the light frustum planes, for culling octree
+
+ Vector<Plane> light_frustum_planes;
+ light_frustum_planes.resize(6);
+
+ //right/left
+ light_frustum_planes.write[0] = Plane(x_vec, x_max);
+ light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
+ //top/bottom
+ light_frustum_planes.write[2] = Plane(y_vec, y_max);
+ light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
+ //near/far
+ light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
+ light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
+
+ // a pre pass will need to be needed to determine the actual z-near to be used
+
+ z_max = z_vec.dot(center) + radius + pancake_size;
+
+ {
+ CameraMatrix ortho_camera;
+ real_t half_x = (x_max_cam - x_min_cam) * 0.5;
+ real_t half_y = (y_max_cam - y_min_cam) * 0.5;
+
+ ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
+
+ Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
+
+ 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;
+
+ cull.shadows[p_shadow_index].cascades[i].frustum = Frustum(light_frustum_planes);
+ cull.shadows[p_shadow_index].cascades[i].projection = ortho_camera;
+ cull.shadows[p_shadow_index].cascades[i].transform = ortho_transform;
+ cull.shadows[p_shadow_index].cascades[i].zfar = z_max - z_min_cam;
+ cull.shadows[p_shadow_index].cascades[i].split = distances[i + 1];
+ cull.shadows[p_shadow_index].cascades[i].shadow_texel_size = radius * 2.0 / texture_size;
+ cull.shadows[p_shadow_index].cascades[i].bias_scale = (z_max - z_min_cam);
+ cull.shadows[p_shadow_index].cascades[i].range_begin = z_max;
+ cull.shadows[p_shadow_index].cascades[i].uv_scale = uv_scale;
+ }
+ }
+}
+
+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);
+
+ Transform3D light_transform = p_instance->transform;
+ light_transform.orthonormalize(); //scale does not count on lights
+
+ bool animated_material_found = false;
+
+ switch (RSG::storage->light_get_type(p_instance->base)) {
+ case RS::LIGHT_DIRECTIONAL: {
+ } break;
+ case RS::LIGHT_OMNI: {
+ RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
+
+ if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !scene_render->light_instances_can_render_shadow_cube()) {
+ if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
+ return true;
+ }
+ for (int i = 0; i < 2; i++) {
+ //using this one ensures that raster deferred will have it
+ RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
+
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+
+ real_t z = i == 0 ? -1 : 1;
+ Vector<Plane> planes;
+ planes.resize(6);
+ planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
+ planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
+ planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
+ planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
+ planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
+ planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
+
+ instance_shadow_cull_result.clear();
+
+ Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
+
+ struct CullConvex {
+ PagedArray<Instance *> *result;
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ Instance *p_instance = (Instance *)p_data;
+ result->push_back(p_instance);
+ return false;
+ }
+ };
+
+ CullConvex cull_convex;
+ cull_convex.result = &instance_shadow_cull_result;
+
+ p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
+
+ RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
+
+ for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ continue;
+ } else {
+ if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
+ animated_material_found = true;
+ }
+
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ }
+ }
+
+ shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
+ }
+
+ RSG::storage->update_mesh_instances();
+
+ scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
+ shadow_data.light = light->instance;
+ shadow_data.pass = i;
+ }
+ } else { //shadow cube
+
+ if (max_shadows_used + 6 > MAX_UPDATE_SHADOWS) {
+ return true;
+ }
+
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ CameraMatrix cm;
+ cm.set_perspective(90, 1, radius * 0.005f, radius);
+
+ for (int i = 0; i < 6; i++) {
+ RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
+ //using this one ensures that raster deferred will have it
+
+ static const Vector3 view_normals[6] = {
+ Vector3(+1, 0, 0),
+ Vector3(-1, 0, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, +1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1)
+ };
+ static const Vector3 view_up[6] = {
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, -1),
+ Vector3(0, 0, +1),
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0)
+ };
+
+ Transform3D xform = light_transform * Transform3D().looking_at(view_normals[i], view_up[i]);
+
+ Vector<Plane> planes = cm.get_projection_planes(xform);
+
+ instance_shadow_cull_result.clear();
+
+ Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
+
+ struct CullConvex {
+ PagedArray<Instance *> *result;
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ Instance *p_instance = (Instance *)p_data;
+ result->push_back(p_instance);
+ return false;
+ }
+ };
+
+ CullConvex cull_convex;
+ cull_convex.result = &instance_shadow_cull_result;
+
+ p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
+
+ RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
+
+ for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ continue;
+ } else {
+ if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
+ animated_material_found = true;
+ }
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ }
+ }
+
+ shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
+ }
+
+ RSG::storage->update_mesh_instances();
+ scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
+
+ shadow_data.light = light->instance;
+ shadow_data.pass = i;
+ }
+
+ //restore the regular DP matrix
+ //scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
+ }
+
+ } break;
+ case RS::LIGHT_SPOT: {
+ RENDER_TIMESTAMP("Culling Spot Light");
+
+ if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
+ return true;
+ }
+
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+
+ CameraMatrix cm;
+ cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
+
+ Vector<Plane> planes = cm.get_projection_planes(light_transform);
+
+ instance_shadow_cull_result.clear();
+
+ Vector<Vector3> points = Geometry3D::compute_convex_mesh_points(&planes[0], planes.size());
+
+ struct CullConvex {
+ PagedArray<Instance *> *result;
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ Instance *p_instance = (Instance *)p_data;
+ result->push_back(p_instance);
+ return false;
+ }
+ };
+
+ CullConvex cull_convex;
+ cull_convex.result = &instance_shadow_cull_result;
+
+ p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
+
+ RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
+
+ for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
+ Instance *instance = instance_shadow_cull_result[j];
+ if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
+ continue;
+ } else {
+ if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
+ animated_material_found = true;
+ }
+
+ if (instance->mesh_instance.is_valid()) {
+ RSG::storage->mesh_instance_check_for_update(instance->mesh_instance);
+ }
+ }
+ shadow_data.instances.push_back(static_cast<InstanceGeometryData *>(instance->base_data)->geometry_instance);
+ }
+
+ RSG::storage->update_mesh_instances();
+
+ scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
+ shadow_data.light = light->instance;
+ shadow_data.pass = 0;
+
+ } break;
+ }
+
+ return animated_material_found;
+}
+
+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, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) {
+#ifndef _3D_DISABLED
+
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ ERR_FAIL_COND(!camera);
+
+ RendererSceneRender::CameraData camera_data;
+
+ // Setup Camera(s)
+ if (p_xr_interface.is_null()) {
+ // Normal camera
+ Transform3D transform = camera->transform;
+ CameraMatrix projection;
+ bool vaspect = camera->vaspect;
+ bool is_ortogonal = false;
+
+ switch (camera->type) {
+ case Camera::ORTHOGONAL: {
+ projection.set_orthogonal(
+ camera->size,
+ p_viewport_size.width / (float)p_viewport_size.height,
+ camera->znear,
+ camera->zfar,
+ camera->vaspect);
+ is_ortogonal = true;
+ } break;
+ case Camera::PERSPECTIVE: {
+ projection.set_perspective(
+ camera->fov,
+ p_viewport_size.width / (float)p_viewport_size.height,
+ camera->znear,
+ camera->zfar,
+ camera->vaspect);
+
+ } break;
+ case Camera::FRUSTUM: {
+ projection.set_frustum(
+ camera->size,
+ p_viewport_size.width / (float)p_viewport_size.height,
+ camera->offset,
+ camera->znear,
+ camera->zfar,
+ camera->vaspect);
+ } break;
+ }
+
+ camera_data.set_camera(transform, projection, is_ortogonal, vaspect);
+ } else {
+ // Setup our camera for our XR interface.
+ // We can support multiple views here each with their own camera
+ Transform3D transforms[RendererSceneRender::MAX_RENDER_VIEWS];
+ CameraMatrix projections[RendererSceneRender::MAX_RENDER_VIEWS];
+
+ uint32_t view_count = p_xr_interface->get_view_count();
+ ERR_FAIL_COND_MSG(view_count > RendererSceneRender::MAX_RENDER_VIEWS, "Requested view count is not supported");
+
+ float aspect = p_viewport_size.width / (float)p_viewport_size.height;
+
+ Transform3D world_origin = XRServer::get_singleton()->get_world_origin();
+
+ // We ignore our camera position, it will have been positioned with a slightly old tracking position.
+ // Instead we take our origin point and have our XR interface add fresh tracking data! Whoohoo!
+ for (uint32_t v = 0; v < view_count; v++) {
+ transforms[v] = p_xr_interface->get_transform_for_view(v, world_origin);
+ projections[v] = p_xr_interface->get_projection_for_view(v, aspect, camera->znear, camera->zfar);
+ }
+
+ if (view_count == 1) {
+ camera_data.set_camera(transforms[0], projections[0], false, camera->vaspect);
+ } else if (view_count == 2) {
+ camera_data.set_multiview_camera(view_count, transforms, projections, false, camera->vaspect);
+ } else {
+ // this won't be called (see fail check above) but keeping this comment to indicate we may support more then 2 views in the future...
+ }
+ }
+
+ RID environment = _render_get_environment(p_camera, p_scenario);
+
+ RENDER_TIMESTAMP("Update occlusion buffer")
+ // For now just cull on the first camera
+ RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
+
+ _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold, true, r_render_info);
+#endif
+}
+
+void RendererSceneCull::_visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data) {
+ uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t bin_from = p_thread * cull_data->cull_count / total_threads;
+ uint32_t bin_to = (p_thread + 1 == total_threads) ? cull_data->cull_count : ((p_thread + 1) * cull_data->cull_count / total_threads);
+
+ _visibility_cull(*cull_data, cull_data->cull_offset + bin_from, cull_data->cull_offset + bin_to);
+}
+
+void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to) {
+ Scenario *scenario = cull_data.scenario;
+ for (unsigned int i = p_from; i < p_to; i++) {
+ InstanceVisibilityData &vd = scenario->instance_visibility[i];
+ InstanceData &idata = scenario->instance_data[vd.array_index];
+
+ if (idata.parent_array_index >= 0) {
+ uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags;
+ if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) == 0) {
+ idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ continue;
+ }
+ }
+
+ int range_check = _visibility_range_check(vd, cull_data.camera_position, cull_data.viewport_mask);
+
+ if (range_check == -1) {
+ idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ } else if (range_check == 1) {
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
+ idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ } else {
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN;
+ idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE;
+ }
+ }
+}
+
+int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) {
+ float dist = p_camera_pos.distance_to(r_vis_data.position);
+
+ bool in_range_last_frame = p_viewport_mask & r_vis_data.viewport_state;
+ float begin_offset = in_range_last_frame ? -r_vis_data.range_begin_margin : r_vis_data.range_begin_margin;
+ float end_offset = in_range_last_frame ? r_vis_data.range_end_margin : -r_vis_data.range_end_margin;
+
+ if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) {
+ r_vis_data.viewport_state &= ~p_viewport_mask;
+ return -1;
+ } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin + begin_offset) {
+ r_vis_data.viewport_state &= ~p_viewport_mask;
+ return 1;
+ } else {
+ r_vis_data.viewport_state |= p_viewport_mask;
+ return 0;
+ }
+}
+
+void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) {
+ uint32_t cull_total = cull_data->scenario->instance_data.size();
+ uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t cull_from = p_thread * cull_total / total_threads;
+ uint32_t cull_to = (p_thread + 1 == total_threads) ? cull_total : ((p_thread + 1) * cull_total / total_threads);
+
+ _scene_cull(*cull_data, scene_cull_result_threads[p_thread], cull_from, cull_to);
+}
+
+void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &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();
+
+ uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
+ uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
+
+ 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;
+
+ InstanceData &idata = cull_data.scenario->instance_data[i];
+ uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN);
+ int32_t visibility_check = -1;
+
+#define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN)
+#define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask)
+#define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f))
+#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0)
+#define VIS_PARENT_CHECK ((idata.parent_array_index == -1) || ((cull_data.scenario->instance_data[idata.parent_array_index].flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE))
+#define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check)
+#define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && 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))
+
+ if (!HIDDEN_BY_VISIBILITY_CHECKS) {
+ if (LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) {
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+ if (base_type == RS::INSTANCE_LIGHT) {
+ cull_result.lights.push_back(idata.instance);
+ cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
+ if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
+ scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
+ }
+
+ } else if (base_type == RS::INSTANCE_REFLECTION_PROBE) {
+ if (cull_data.render_reflection_probe != idata.instance) {
+ //avoid entering The Matrix
+
+ if ((idata.flags & InstanceData::FLAG_REFLECTION_PROBE_DIRTY) || scene_render->reflection_probe_instance_needs_redraw(RID::from_uint64(idata.instance_data_rid))) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(idata.instance->base_data);
+ cull_data.cull->lock.lock();
+ if (!reflection_probe->update_list.in_list()) {
+ reflection_probe->render_step = 0;
+ reflection_probe_render_list.add_last(&reflection_probe->update_list);
+ }
+ cull_data.cull->lock.unlock();
+
+ idata.flags &= ~uint32_t(InstanceData::FLAG_REFLECTION_PROBE_DIRTY);
+ }
+
+ if (scene_render->reflection_probe_instance_has_reflection(RID::from_uint64(idata.instance_data_rid))) {
+ cull_result.reflections.push_back(RID::from_uint64(idata.instance_data_rid));
+ }
+ }
+ } 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_VOXEL_GI) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(idata.instance->base_data);
+ cull_data.cull->lock.lock();
+ if (!voxel_gi->update_element.in_list()) {
+ voxel_gi_update_list.add(&voxel_gi->update_element);
+ }
+ cull_data.cull->lock.unlock();
+ cull_result.voxel_gi_instances.push_back(RID::from_uint64(idata.instance_data_rid));
+
+ } else if (base_type == RS::INSTANCE_LIGHTMAP) {
+ cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
+ } else if (base_type == RS::INSTANCE_VISIBLITY_NOTIFIER) {
+ InstanceVisibilityNotifierData *vnd = idata.visibility_notifier;
+ if (!vnd->list_element.in_list()) {
+ visible_notifier_list_lock.lock();
+ visible_notifier_list.add(&vnd->list_element);
+ visible_notifier_list_lock.unlock();
+ vnd->just_visible = true;
+ }
+ vnd->visible_in_frame = RSG::rasterizer->get_frame_number();
+ } else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
+ bool keep = true;
+
+ if (idata.flags & InstanceData::FLAG_REDRAW_IF_VISIBLE) {
+ RenderingServerDefault::redraw_request();
+ }
+
+ if (base_type == RS::INSTANCE_MESH) {
+ mesh_visible = true;
+ } else if (base_type == RS::INSTANCE_PARTICLES) {
+ //particles visible? process them
+ if (RSG::storage->particles_is_inactive(idata.base_rid)) {
+ //but if nothing is going on, don't do it.
+ keep = false;
+ } else {
+ 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(), cull_data.cam_transform.basis.get_axis(1).normalized());
+ //particles visible? request redraw
+ RenderingServerDefault::redraw_request();
+ }
+ }
+
+ if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
+
+ for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ instance_pair_buffer[idx++] = light->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }
+
+ scene_render->geometry_instance_pair_light_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_LIGHTING_DIRTY);
+ }
+
+ if (idata.flags & InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+
+ scene_render->geometry_instance_set_softshadow_projector_pairing(geom->geometry_instance, geom->softshadow_count > 0, geom->projector_count > 0);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY);
+ }
+
+ if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (idata.flags & InstanceData::FLAG_GEOM_REFLECTION_DIRTY)) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
+
+ for (Set<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
+
+ instance_pair_buffer[idx++] = reflection_probe->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }
+
+ scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_REFLECTION_DIRTY);
+ }
+
+ 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);
+ uint32_t idx = 0;
+
+ 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, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_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->voxel_gi_instances.front(); E; E = E->next()) {
+ InstanceVoxelGIData *voxel_gi = static_cast<InstanceVoxelGIData *>(E->get()->base_data);
+
+ instance_pair_buffer[idx++] = voxel_gi->probe_instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }
+
+ 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()) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ Color *sh = idata.instance->lightmap_sh.ptrw();
+ const Color *target_sh = idata.instance->lightmap_target_sh.ptr();
+ for (uint32_t j = 0; j < 9; j++) {
+ sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
+ }
+ scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, sh);
+ idata.instance->last_frame_pass = frame_number;
+ }
+
+ if (keep) {
+ cull_result.geometry_instances.push_back(idata.instance_geometry);
+ }
+ }
+ }
+
+ for (uint32_t j = 0; j < cull_data.cull->shadow_count; j++) {
+ for (uint32_t k = 0; k < cull_data.cull->shadows[j].cascade_count; k++) {
+ if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) {
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+
+ if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) {
+ cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry);
+ mesh_visible = true;
+ }
+ }
+ }
+ }
+ }
+
+#undef HIDDEN_BY_VISIBILITY_CHECKS
+#undef LAYER_CHECK
+#undef IN_FRUSTUM
+#undef VIS_RANGE_CHECK
+#undef VIS_PARENT_CHECK
+#undef VIS_CHECK
+#undef OCCLUSION_CULLED
+
+ for (uint32_t j = 0; j < cull_data.cull->sdfgi.region_count; j++) {
+ if (cull_data.scenario->instance_aabbs[i].in_aabb(cull_data.cull->sdfgi.region_aabb[j])) {
+ uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK;
+
+ if (base_type == RS::INSTANCE_LIGHT) {
+ InstanceLightData *instance_light = (InstanceLightData *)idata.instance->base_data;
+ if (instance_light->bake_mode == RS::LIGHT_BAKE_STATIC && cull_data.cull->sdfgi.region_cascade[j] <= instance_light->max_sdfgi_cascade) {
+ if (sdfgi_last_light_index != i || sdfgi_last_light_cascade != cull_data.cull->sdfgi.region_cascade[j]) {
+ sdfgi_last_light_index = i;
+ sdfgi_last_light_cascade = cull_data.cull->sdfgi.region_cascade[j];
+ cull_result.sdfgi_cascade_lights[sdfgi_last_light_cascade].push_back(instance_light->instance);
+ }
+ }
+ } else if ((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ if (idata.flags & InstanceData::FLAG_USES_BAKED_LIGHT) {
+ cull_result.sdfgi_region_geometry_instances[j].push_back(idata.instance_geometry);
+ mesh_visible = true;
+ }
+ }
+ }
+ }
+
+ if (mesh_visible && cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_USES_MESH_INSTANCE) {
+ cull_result.mesh_instances.push_back(cull_data.scenario->instance_data[i].instance->mesh_instance);
+ }
+ }
+}
+
+void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, 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, RendererScene::RenderInfo *r_render_info) {
+ Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it
+
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+
+ render_pass++;
+
+ scene_render->set_scene_pass(render_pass);
+
+ if (p_render_buffers.is_valid()) {
+ //no rendering code here, this is only to set up what needs to be done, request regions, etc.
+ scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
+ }
+
+ RENDER_TIMESTAMP("Visibility Dependencies");
+
+ if (scenario->instance_visibility.get_bin_count() > 0) {
+ if (!scenario->viewport_visibility_masks.has(p_viewport)) {
+ scenario_add_viewport_visibility_mask(scenario->self, p_viewport);
+ }
+
+ VisibilityCullData visibility_cull_data;
+ visibility_cull_data.scenario = scenario;
+ visibility_cull_data.viewport_mask = scenario->viewport_visibility_masks[p_viewport];
+ visibility_cull_data.camera_position = p_camera_data->main_transform.origin;
+
+ for (int i = scenario->instance_visibility.get_bin_count() - 1; i > 0; i--) { // We skip bin 0
+ visibility_cull_data.cull_offset = scenario->instance_visibility.get_bin_start(i);
+ visibility_cull_data.cull_count = scenario->instance_visibility.get_bin_size(i);
+
+ if (visibility_cull_data.cull_count == 0) {
+ continue;
+ }
+
+ if (visibility_cull_data.cull_count > thread_cull_threshold) {
+ RendererThreadPool::singleton->thread_work_pool.do_work(RendererThreadPool::singleton->thread_work_pool.get_thread_count(), this, &RendererSceneCull::_visibility_cull_threaded, &visibility_cull_data);
+ } else {
+ _visibility_cull(visibility_cull_data, visibility_cull_data.cull_offset, visibility_cull_data.cull_offset + visibility_cull_data.cull_count);
+ }
+ }
+ }
+
+ RENDER_TIMESTAMP("Culling");
+
+ //rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
+
+ /* STEP 2 - CULL */
+
+ Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
+ cull.frustum = Frustum(planes);
+
+ Vector<RID> directional_lights;
+ // directional lights
+ {
+ cull.shadow_count = 0;
+
+ Vector<Instance *> lights_with_shadow;
+
+ for (Instance *E : scenario->directional_lights) {
+ if (!E->visible) {
+ continue;
+ }
+
+ if (directional_lights.size() > RendererSceneRender::MAX_DIRECTIONAL_LIGHTS) {
+ break;
+ }
+
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->base_data);
+
+ //check shadow..
+
+ if (light) {
+ if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_is_sky_only(E->base))) {
+ lights_with_shadow.push_back(E);
+ }
+ //add to list
+ directional_lights.push_back(light->instance);
+ }
+ }
+
+ scene_render->set_directional_shadow_count(lights_with_shadow.size());
+
+ for (int i = 0; i < lights_with_shadow.size(); i++) {
+ _light_instance_setup_directional_shadow(i, lights_with_shadow[i], p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect);
+ }
+ }
+
+ { //sdfgi
+ cull.sdfgi.region_count = 0;
+
+ if (p_render_buffers.is_valid()) {
+ cull.sdfgi.cascade_light_count = 0;
+
+ uint32_t prev_cascade = 0xFFFFFFFF;
+ uint32_t pending_region_count = scene_render->sdfgi_get_pending_region_count(p_render_buffers);
+
+ for (uint32_t i = 0; i < pending_region_count; i++) {
+ cull.sdfgi.region_aabb[i] = scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
+ uint32_t region_cascade = scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
+ cull.sdfgi.region_cascade[i] = region_cascade;
+
+ if (region_cascade != prev_cascade) {
+ cull.sdfgi.cascade_light_index[cull.sdfgi.cascade_light_count] = region_cascade;
+ cull.sdfgi.cascade_light_count++;
+ prev_cascade = region_cascade;
+ }
+ }
+
+ cull.sdfgi.region_count = pending_region_count;
+ }
+ }
+
+ scene_cull_result.clear();
+
+ {
+ uint64_t cull_from = 0;
+ uint64_t cull_to = scenario->instance_data.size();
+
+ CullData cull_data;
+
+ //prepare for eventual thread usage
+ cull_data.cull = &cull;
+ cull_data.scenario = scenario;
+ cull_data.shadow_atlas = p_shadow_atlas;
+ cull_data.cam_transform = p_camera_data->main_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_camera_data->main_projection;
+ cull_data.visibility_viewport_mask = scenario->viewport_visibility_masks.has(p_viewport) ? scenario->viewport_visibility_masks[p_viewport] : 0;
+//#define DEBUG_CULL_TIME
+#ifdef DEBUG_CULL_TIME
+ uint64_t time_from = OS::get_singleton()->get_ticks_usec();
+#endif
+ if (cull_to > thread_cull_threshold) {
+ //multiple threads
+ for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
+ scene_cull_result_threads[i].clear();
+ }
+
+ RendererThreadPool::singleton->thread_work_pool.do_work(scene_cull_result_threads.size(), this, &RendererSceneCull::_scene_cull_threaded, &cull_data);
+
+ for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
+ scene_cull_result.append_from(scene_cull_result_threads[i]);
+ }
+
+ } else {
+ //single threaded
+ _scene_cull(cull_data, scene_cull_result, cull_from, cull_to);
+ }
+
+#ifdef DEBUG_CULL_TIME
+ static float time_avg = 0;
+ static uint32_t time_count = 0;
+ time_avg += double(OS::get_singleton()->get_ticks_usec() - time_from) / 1000.0;
+ time_count++;
+ print_line("time taken: " + rtos(time_avg / time_count));
+#endif
+
+ if (scene_cull_result.mesh_instances.size()) {
+ for (uint64_t i = 0; i < scene_cull_result.mesh_instances.size(); i++) {
+ RSG::storage->mesh_instance_check_for_update(scene_cull_result.mesh_instances[i]);
+ }
+ RSG::storage->update_mesh_instances();
+ }
+ }
+
+ //render shadows
+
+ max_shadows_used = 0;
+
+ if (p_using_shadows) { //setup shadow maps
+
+ // Directional Shadows
+
+ for (uint32_t i = 0; i < cull.shadow_count; i++) {
+ for (uint32_t j = 0; j < cull.shadows[i].cascade_count; j++) {
+ const Cull::Shadow::Cascade &c = cull.shadows[i].cascades[j];
+ // print_line("shadow " + itos(i) + " cascade " + itos(j) + " elements: " + itos(c.cull_result.size()));
+ scene_render->light_instance_set_shadow_transform(cull.shadows[i].light_instance, c.projection, c.transform, c.zfar, c.split, j, c.shadow_texel_size, c.bias_scale, c.range_begin, c.uv_scale);
+ if (max_shadows_used == MAX_UPDATE_SHADOWS) {
+ continue;
+ }
+ render_shadow_data[max_shadows_used].light = cull.shadows[i].light_instance;
+ render_shadow_data[max_shadows_used].pass = j;
+ render_shadow_data[max_shadows_used].instances.merge_unordered(scene_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
+ max_shadows_used++;
+ }
+ }
+
+ // Positional Shadowss
+ for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
+ Instance *ins = scene_cull_result.lights[i];
+
+ if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
+ continue;
+ }
+
+ InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
+
+ float coverage = 0.f;
+
+ { //compute coverage
+
+ Transform3D cam_xf = p_camera_data->main_transform;
+ float zn = p_camera_data->main_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
+
+ // near plane half width and height
+ Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
+
+ switch (RSG::storage->light_get_type(ins->base)) {
+ case RS::LIGHT_OMNI: {
+ float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
+
+ //get two points parallel to near plane
+ Vector3 points[2] = {
+ ins->transform.origin,
+ ins->transform.origin + cam_xf.basis.get_axis(0) * radius
+ };
+
+ if (!p_camera_data->is_ortogonal) {
+ //if using perspetive, map them to near plane
+ for (int j = 0; j < 2; j++) {
+ if (p.distance_to(points[j]) < 0) {
+ points[j].z = -zn; //small hack to keep size constant when hitting the screen
+ }
+
+ p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
+ }
+ }
+
+ float screen_diameter = points[0].distance_to(points[1]) * 2;
+ coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
+ } break;
+ case RS::LIGHT_SPOT: {
+ float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
+ float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+
+ float w = radius * Math::sin(Math::deg2rad(angle));
+ float d = radius * Math::cos(Math::deg2rad(angle));
+
+ Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
+
+ Vector3 points[2] = {
+ base,
+ base + cam_xf.basis.get_axis(0) * w
+ };
+
+ if (!p_camera_data->is_ortogonal) {
+ //if using perspetive, map them to near plane
+ for (int j = 0; j < 2; j++) {
+ if (p.distance_to(points[j]) < 0) {
+ points[j].z = -zn; //small hack to keep size constant when hitting the screen
+ }
+
+ p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
+ }
+ }
+
+ float screen_diameter = points[0].distance_to(points[1]) * 2;
+ coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
+
+ } break;
+ default: {
+ ERR_PRINT("Invalid Light Type");
+ }
+ }
+ }
+
+ if (light->shadow_dirty) {
+ light->last_version++;
+ light->shadow_dirty = false;
+ }
+
+ bool redraw = scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
+
+ if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
+ //must redraw!
+ RENDER_TIMESTAMP(">Rendering Light " + itos(i));
+ light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold);
+ RENDER_TIMESTAMP("<Rendering Light " + itos(i));
+ } else {
+ light->shadow_dirty = redraw;
+ }
+ }
+ }
+
+ //render SDFGI
+
+ {
+ sdfgi_update_data.update_static = false;
+
+ if (cull.sdfgi.region_count > 0) {
+ //update regions
+ for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
+ render_sdfgi_data[i].instances.merge_unordered(scene_cull_result.sdfgi_region_geometry_instances[i]);
+ render_sdfgi_data[i].region = i;
+ }
+ //check if static lights were culled
+ bool static_lights_culled = false;
+ for (uint32_t i = 0; i < cull.sdfgi.cascade_light_count; i++) {
+ if (scene_cull_result.sdfgi_cascade_lights[i].size()) {
+ static_lights_culled = true;
+ break;
+ }
+ }
+
+ if (static_lights_culled) {
+ sdfgi_update_data.static_cascade_count = cull.sdfgi.cascade_light_count;
+ sdfgi_update_data.static_cascade_indices = cull.sdfgi.cascade_light_index;
+ sdfgi_update_data.static_positional_lights = scene_cull_result.sdfgi_cascade_lights;
+ sdfgi_update_data.update_static = true;
+ }
+ }
+
+ if (p_render_buffers.is_valid()) {
+ sdfgi_update_data.directional_lights = &directional_lights;
+ sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr();
+ sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size();
+ }
+ }
+
+ //append the directional lights to the lights culled
+ for (int i = 0; i < directional_lights.size(); i++) {
+ scene_cull_result.light_instances.push_back(directional_lights[i]);
+ }
+
+ RID camera_effects;
+ if (p_force_camera_effects.is_valid()) {
+ camera_effects = p_force_camera_effects;
+ } else {
+ camera_effects = scenario->camera_effects;
+ }
+ /* 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_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_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, r_render_info);
+
+ for (uint32_t i = 0; i < max_shadows_used; i++) {
+ render_shadow_data[i].instances.clear();
+ }
+ max_shadows_used = 0;
+
+ for (uint32_t i = 0; i < cull.sdfgi.region_count; i++) {
+ render_sdfgi_data[i].instances.clear();
+ }
+
+ // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_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) {
+ Camera *camera = camera_owner.get_or_null(p_camera);
+ if (camera && scene_render->is_environment(camera->env)) {
+ return camera->env;
+ }
+
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+ if (!scenario) {
+ return RID();
+ }
+ if (scene_render->is_environment(scenario->environment)) {
+ return scenario->environment;
+ }
+
+ if (scene_render->is_environment(scenario->fallback_environment)) {
+ return scenario->fallback_environment;
+ }
+
+ return RID();
+}
+
+void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
+#ifndef _3D_DISABLED
+ Scenario *scenario = scenario_owner.get_or_null(p_scenario);
+
+ RID environment;
+ if (scenario->environment.is_valid()) {
+ environment = scenario->environment;
+ } else {
+ environment = scenario->fallback_environment;
+ }
+ RENDER_TIMESTAMP("Render Empty Scene ");
+
+ RendererSceneRender::CameraData camera_data;
+ camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
+
+ scene_render->render_scene(p_render_buffers, &camera_data, 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
+}
+
+bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int p_step) {
+ InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
+ Scenario *scenario = p_instance->scenario;
+ ERR_FAIL_COND_V(!scenario, true);
+
+ RenderingServerDefault::redraw_request(); //update, so it updates in editor
+
+ if (p_step == 0) {
+ if (!scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
+ return true; //all full
+ }
+ }
+
+ if (p_step >= 0 && p_step < 6) {
+ static const Vector3 view_normals[6] = {
+ Vector3(+1, 0, 0),
+ Vector3(-1, 0, 0),
+ Vector3(0, +1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1)
+ };
+ static const Vector3 view_up[6] = {
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0),
+ Vector3(0, 0, +1),
+ Vector3(0, 0, -1),
+ Vector3(0, -1, 0),
+ Vector3(0, -1, 0)
+ };
+
+ Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
+ Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
+ float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
+ float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
+ float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size;
+
+ Vector3 edge = view_normals[p_step] * extents;
+ float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
+
+ max_distance = MAX(max_distance, distance);
+
+ //render cubemap side
+ CameraMatrix cm;
+ cm.set_perspective(90, 1, 0.01, max_distance);
+
+ Transform3D local_view;
+ local_view.set_look_at(origin_offset, origin_offset + view_normals[p_step], view_up[p_step]);
+
+ Transform3D xform = p_instance->transform * local_view;
+
+ RID shadow_atlas;
+
+ bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
+ if (use_shadows) {
+ 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));
+ RendererSceneRender::CameraData camera_data;
+ camera_data.set_camera(xform, cm, false, false);
+
+ _render_scene(&camera_data, 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
+ RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
+ return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
+ }
+
+ return false;
+}
+
+void RendererSceneCull::render_probes() {
+ /* REFLECTION PROBES */
+
+ SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
+
+ bool busy = false;
+
+ while (ref_probe) {
+ SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
+ RID base = ref_probe->self()->owner->base;
+
+ switch (RSG::storage->reflection_probe_get_update_mode(base)) {
+ case RS::REFLECTION_PROBE_UPDATE_ONCE: {
+ if (busy) { //already rendering something
+ break;
+ }
+
+ bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
+ if (done) {
+ reflection_probe_render_list.remove(ref_probe);
+ } else {
+ ref_probe->self()->render_step++;
+ }
+
+ busy = true; //do not render another one of this kind
+ } break;
+ case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
+ int step = 0;
+ bool done = false;
+ while (!done) {
+ done = _render_reflection_probe_step(ref_probe->self()->owner, step);
+ step++;
+ }
+
+ reflection_probe_render_list.remove(ref_probe);
+ } break;
+ }
+
+ ref_probe = next;
+ }
+
+ /* VOXEL GIS */
+
+ SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
+
+ if (voxel_gi) {
+ RENDER_TIMESTAMP("Render GI Probes");
+ }
+
+ while (voxel_gi) {
+ SelfList<InstanceVoxelGIData> *next = voxel_gi->next();
+
+ 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
+
+ bool cache_dirty = false;
+ int cache_count = 0;
+ {
+ int light_cache_size = probe->light_cache.size();
+ const InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptr();
+ const RID *instance_caches = probe->light_instances.ptr();
+
+ int idx = 0; //must count visible lights
+ for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
+ Instance *instance = E->get();
+ InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
+ if (!instance->visible) {
+ continue;
+ }
+ if (cache_dirty) {
+ //do nothing, since idx must count all visible lights anyway
+ } else if (idx >= light_cache_size) {
+ cache_dirty = true;
+ } else {
+ const InstanceVoxelGIData::LightCache *cache = &caches[idx];
+
+ if (
+ instance_caches[idx] != instance_light->instance ||
+ cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
+ cache->type != RSG::storage->light_get_type(instance->base) ||
+ cache->transform != instance->transform ||
+ cache->color != RSG::storage->light_get_color(instance->base) ||
+ cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
+ cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
+ cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
+ cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
+ cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
+ cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
+ cache_dirty = true;
+ }
+ }
+
+ idx++;
+ }
+
+ for (const Instance *instance : probe->owner->scenario->directional_lights) {
+ InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
+ if (!instance->visible) {
+ continue;
+ }
+ if (cache_dirty) {
+ //do nothing, since idx must count all visible lights anyway
+ } else if (idx >= light_cache_size) {
+ cache_dirty = true;
+ } else {
+ const InstanceVoxelGIData::LightCache *cache = &caches[idx];
+
+ if (
+ instance_caches[idx] != instance_light->instance ||
+ cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
+ cache->type != RSG::storage->light_get_type(instance->base) ||
+ cache->transform != instance->transform ||
+ cache->color != RSG::storage->light_get_color(instance->base) ||
+ cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
+ cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
+ cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
+ cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
+ cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
+ cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
+ cache->sky_only != RSG::storage->light_directional_is_sky_only(instance->base)) {
+ cache_dirty = true;
+ }
+ }
+
+ idx++;
+ }
+
+ if (idx != light_cache_size) {
+ cache_dirty = true;
+ }
+
+ cache_count = idx;
+ }
+
+ 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) {
+ InstanceVoxelGIData::LightCache *caches = probe->light_cache.ptrw();
+ RID *instance_caches = probe->light_instances.ptrw();
+
+ int idx = 0; //must count visible lights
+ for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
+ Instance *instance = E->get();
+ InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
+ if (!instance->visible) {
+ continue;
+ }
+
+ InstanceVoxelGIData::LightCache *cache = &caches[idx];
+
+ instance_caches[idx] = instance_light->instance;
+ cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
+ cache->type = RSG::storage->light_get_type(instance->base);
+ cache->transform = instance->transform;
+ cache->color = RSG::storage->light_get_color(instance->base);
+ cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
+ cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
+ cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
+ cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ idx++;
+ }
+ for (const Instance *instance : probe->owner->scenario->directional_lights) {
+ InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
+ if (!instance->visible) {
+ continue;
+ }
+
+ InstanceVoxelGIData::LightCache *cache = &caches[idx];
+
+ instance_caches[idx] = instance_light->instance;
+ cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
+ cache->type = RSG::storage->light_get_type(instance->base);
+ cache->transform = instance->transform;
+ cache->color = RSG::storage->light_get_color(instance->base);
+ cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
+ cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
+ cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
+ cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
+ cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+ cache->sky_only = RSG::storage->light_directional_is_sky_only(instance->base);
+
+ idx++;
+ }
+ }
+
+ update_lights = true;
+ }
+
+ scene_cull_result.geometry_instances.clear();
+
+ RID instance_pair_buffer[MAX_INSTANCE_PAIRS];
+
+ for (Set<Instance *>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
+ Instance *ins = E->get();
+ if (!ins->visible) {
+ continue;
+ }
+ InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
+
+ 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->voxel_gi_instances.front(); F; F = F->next()) {
+ InstanceVoxelGIData *voxel_gi2 = static_cast<InstanceVoxelGIData *>(F->get()->base_data);
+
+ instance_pair_buffer[idx++] = voxel_gi2->probe_instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
+ }
+
+ 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_VOXEL_GI_DIRTY);
+ }
+
+ scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
+ }
+
+ scene_render->voxel_gi_update(probe->probe_instance, update_lights, probe->light_instances, scene_cull_result.geometry_instances);
+
+ voxel_gi_update_list.remove(voxel_gi);
+
+ voxel_gi = next;
+ }
+}
+
+void RendererSceneCull::render_particle_colliders() {
+ while (heightfield_particle_colliders_update_list.front()) {
+ Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
+
+ if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
+ //update heightfield
+ instance_cull_result.clear();
+ scene_cull_result.geometry_instances.clear();
+
+ struct CullAABB {
+ PagedArray<Instance *> *result;
+ _FORCE_INLINE_ bool operator()(void *p_data) {
+ Instance *p_instance = (Instance *)p_data;
+ result->push_back(p_instance);
+ return false;
+ }
+ };
+
+ CullAABB cull_aabb;
+ cull_aabb.result = &instance_cull_result;
+ hfpc->scenario->indexers[Scenario::INDEXER_GEOMETRY].aabb_query(hfpc->transformed_aabb, cull_aabb);
+ hfpc->scenario->indexers[Scenario::INDEXER_VOLUMES].aabb_query(hfpc->transformed_aabb, cull_aabb);
+
+ for (int i = 0; i < (int)instance_cull_result.size(); i++) {
+ Instance *instance = instance_cull_result[i];
+ if (!instance || !((1 << instance->base_type) & (RS::INSTANCE_GEOMETRY_MASK & (~(1 << RS::INSTANCE_PARTICLES))))) { //all but particles to avoid self collision
+ continue;
+ }
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data);
+ scene_cull_result.geometry_instances.push_back(geom->geometry_instance);
+ }
+
+ scene_render->render_particle_collider_heightfield(hfpc->base, hfpc->transform, scene_cull_result.geometry_instances);
+ }
+ heightfield_particle_colliders_update_list.erase(heightfield_particle_colliders_update_list.front());
+ }
+}
+
+void RendererSceneCull::_update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material) {
+ List<RendererStorage::InstanceShaderParam> plist;
+ RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
+ for (const RendererStorage::InstanceShaderParam &E : plist) {
+ StringName name = E.info.name;
+ if (isparams.has(name)) {
+ if (isparams[name].info.type != E.info.type) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
+ }
+ if (isparams[name].index != E.index) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E.info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
+ }
+ continue; //first one found always has priority
+ }
+
+ Instance::InstanceShaderParameter isp;
+ isp.index = E.index;
+ isp.info = E.info;
+ isp.default_value = E.default_value;
+ if (existing_isparams.has(name)) {
+ isp.value = existing_isparams[name].value;
+ } else {
+ isp.value = E.default_value;
+ }
+ isparams[name] = isp;
+ }
+}
+
+void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
+ if (p_instance->update_aabb) {
+ _update_instance_aabb(p_instance);
+ }
+
+ if (p_instance->update_dependencies) {
+ p_instance->dependency_tracker.update_begin();
+
+ if (p_instance->base.is_valid()) {
+ RSG::storage->base_update_dependency(p_instance->base, &p_instance->dependency_tracker);
+ }
+
+ if (p_instance->material_override.is_valid()) {
+ RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker);
+ }
+
+ if (p_instance->base_type == RS::INSTANCE_MESH) {
+ //remove materials no longer used and un-own them
+
+ int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
+ p_instance->materials.resize(new_mat_count);
+
+ _instance_update_mesh_instance(p_instance);
+ }
+
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+
+ bool can_cast_shadows = true;
+ bool is_animated = false;
+ Map<StringName, Instance::InstanceShaderParameter> isparams;
+
+ if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
+ can_cast_shadows = false;
+ }
+
+ if (p_instance->material_override.is_valid()) {
+ if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
+ can_cast_shadows = false;
+ }
+ is_animated = RSG::storage->material_is_animated(p_instance->material_override);
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
+ } else {
+ if (p_instance->base_type == RS::INSTANCE_MESH) {
+ RID mesh = p_instance->base;
+
+ if (mesh.is_valid()) {
+ bool cast_shadows = false;
+
+ for (int i = 0; i < p_instance->materials.size(); i++) {
+ RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::storage->mesh_surface_get_material(mesh, i);
+
+ if (!mat.is_valid()) {
+ cast_shadows = true;
+ } else {
+ if (RSG::storage->material_casts_shadows(mat)) {
+ cast_shadows = true;
+ }
+
+ if (RSG::storage->material_is_animated(mat)) {
+ is_animated = true;
+ }
+
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
+ RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
+ }
+ }
+
+ if (!cast_shadows) {
+ can_cast_shadows = false;
+ }
+ }
+
+ } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
+ RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
+ if (mesh.is_valid()) {
+ bool cast_shadows = false;
+
+ int sc = RSG::storage->mesh_get_surface_count(mesh);
+ for (int i = 0; i < sc; i++) {
+ RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
+
+ if (!mat.is_valid()) {
+ cast_shadows = true;
+
+ } else {
+ if (RSG::storage->material_casts_shadows(mat)) {
+ cast_shadows = true;
+ }
+ if (RSG::storage->material_is_animated(mat)) {
+ is_animated = true;
+ }
+
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
+ RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
+ }
+ }
+
+ if (!cast_shadows) {
+ can_cast_shadows = false;
+ }
+
+ RSG::storage->base_update_dependency(mesh, &p_instance->dependency_tracker);
+ }
+ } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
+ bool cast_shadows = false;
+
+ int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
+
+ for (int i = 0; i < dp; i++) {
+ RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
+ if (!mesh.is_valid()) {
+ continue;
+ }
+
+ int sc = RSG::storage->mesh_get_surface_count(mesh);
+ for (int j = 0; j < sc; j++) {
+ RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
+
+ if (!mat.is_valid()) {
+ cast_shadows = true;
+ } else {
+ if (RSG::storage->material_casts_shadows(mat)) {
+ cast_shadows = true;
+ }
+
+ if (RSG::storage->material_is_animated(mat)) {
+ is_animated = true;
+ }
+
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
+ RSG::storage->material_update_dependency(mat, &p_instance->dependency_tracker);
+ }
+ }
+ }
+
+ if (!cast_shadows) {
+ can_cast_shadows = false;
+ }
+ }
+ }
+
+ if (can_cast_shadows != geom->can_cast_shadows) {
+ //ability to cast shadows change, let lights now
+ for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) {
+ InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
+ light->shadow_dirty = true;
+ }
+
+ geom->can_cast_shadows = can_cast_shadows;
+ }
+
+ geom->material_is_animated = is_animated;
+ p_instance->instance_shader_parameters = isparams;
+
+ if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
+ p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
+ if (p_instance->instance_allocated_shader_parameters) {
+ p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
+ scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, p_instance->instance_allocated_shader_parameters_offset);
+
+ for (const KeyValue<StringName, Instance::InstanceShaderParameter> &E : p_instance->instance_shader_parameters) {
+ if (E.value.value.get_type() != Variant::NIL) {
+ RSG::storage->global_variables_instance_update(p_instance->self, E.value.index, E.value.value);
+ }
+ }
+ } else {
+ RSG::storage->global_variables_instance_free(p_instance->self);
+ p_instance->instance_allocated_shader_parameters_offset = -1;
+ scene_render->geometry_instance_set_instance_shader_parameters_offset(geom->geometry_instance, -1);
+ }
+ }
+ }
+
+ if (p_instance->skeleton.is_valid()) {
+ RSG::storage->skeleton_update_dependency(p_instance->skeleton, &p_instance->dependency_tracker);
+ }
+
+ p_instance->dependency_tracker.update_end();
+
+ if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
+ scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, p_instance->materials);
+ }
+ }
+
+ _instance_update_list.remove(&p_instance->update_item);
+
+ _update_instance(p_instance);
+
+ p_instance->update_aabb = false;
+ p_instance->update_dependencies = false;
+}
+
+void RendererSceneCull::update_dirty_instances() {
+ RSG::storage->update_dirty_resources();
+
+ while (_instance_update_list.first()) {
+ _update_dirty_instance(_instance_update_list.first()->self());
+ }
+}
+
+void RendererSceneCull::update() {
+ //optimize bvhs
+ for (uint32_t i = 0; i < scenario_owner.get_rid_count(); i++) {
+ Scenario *s = scenario_owner.get_ptr_by_index(i);
+ s->indexers[Scenario::INDEXER_GEOMETRY].optimize_incremental(indexer_update_iterations);
+ s->indexers[Scenario::INDEXER_VOLUMES].optimize_incremental(indexer_update_iterations);
+ }
+ scene_render->update();
+ update_dirty_instances();
+ render_particle_colliders();
+}
+
+bool RendererSceneCull::free(RID p_rid) {
+ if (scene_render->free(p_rid)) {
+ return true;
+ }
+
+ if (camera_owner.owns(p_rid)) {
+ camera_owner.free(p_rid);
+
+ } else if (scenario_owner.owns(p_rid)) {
+ Scenario *scenario = scenario_owner.get_or_null(p_rid);
+
+ while (scenario->instances.first()) {
+ instance_set_scenario(scenario->instances.first()->self()->self, RID());
+ }
+ scenario->instance_aabbs.reset();
+ scenario->instance_data.reset();
+ scenario->instance_visibility.reset();
+
+ 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);
+
+ } 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
+
+ update_dirty_instances();
+
+ Instance *instance = instance_owner.get_or_null(p_rid);
+
+ instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
+ instance_set_scenario(p_rid, RID());
+ instance_set_base(p_rid, RID());
+ instance_geometry_set_material_override(p_rid, RID());
+ instance_attach_skeleton(p_rid, RID());
+
+ if (instance->instance_allocated_shader_parameters) {
+ //free the used shader parameters
+ RSG::storage->global_variables_instance_free(instance->self);
+ }
+ update_dirty_instances(); //in case something changed this
+
+ instance_owner.free(p_rid);
+ } else {
+ return false;
+ }
+
+ return true;
+}
+
+TypedArray<Image> RendererSceneCull::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
+ return scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
+}
+
+void RendererSceneCull::update_visibility_notifiers() {
+ SelfList<InstanceVisibilityNotifierData> *E = visible_notifier_list.first();
+ while (E) {
+ SelfList<InstanceVisibilityNotifierData> *N = E->next();
+
+ InstanceVisibilityNotifierData *visibility_notifier = E->self();
+ if (visibility_notifier->just_visible) {
+ visibility_notifier->just_visible = false;
+
+ RSG::storage->visibility_notifier_call(visibility_notifier->base, true, RSG::threaded);
+ } else {
+ if (visibility_notifier->visible_in_frame != RSG::rasterizer->get_frame_number()) {
+ visible_notifier_list.remove(E);
+
+ RSG::storage->visibility_notifier_call(visibility_notifier->base, false, RSG::threaded);
+ }
+ }
+
+ E = N;
+ }
+}
+
+/*******************************/
+/* Passthrough to Scene Render */
+/*******************************/
+
+/* ENVIRONMENT API */
+
+RendererSceneCull *RendererSceneCull::singleton = nullptr;
+
+void RendererSceneCull::set_scene_render(RendererSceneRender *p_scene_render) {
+ scene_render = p_scene_render;
+ geometry_instance_pair_mask = scene_render->geometry_instance_get_pair_mask();
+}
+
+RendererSceneCull::RendererSceneCull() {
+ render_pass = 1;
+ singleton = this;
+
+ instance_cull_result.set_page_pool(&instance_cull_page_pool);
+ instance_shadow_cull_result.set_page_pool(&instance_cull_page_pool);
+
+ for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
+ render_shadow_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
+ }
+ for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ render_sdfgi_data[i].instances.set_page_pool(&geometry_instance_cull_page_pool);
+ }
+
+ scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
+ scene_cull_result_threads.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
+ scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool);
+ }
+
+ indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame");
+ thread_cull_threshold = GLOBAL_GET("rendering/limits/spatial_indexer/threaded_cull_minimum_instances");
+ thread_cull_threshold = MAX(thread_cull_threshold, (uint32_t)RendererThreadPool::singleton->thread_work_pool.get_thread_count()); //make sure there is at least one thread per CPU
+
+ dummy_occlusion_culling = memnew(RendererSceneOcclusionCull);
+}
+
+RendererSceneCull::~RendererSceneCull() {
+ instance_cull_result.reset();
+ instance_shadow_cull_result.reset();
+
+ for (uint32_t i = 0; i < MAX_UPDATE_SHADOWS; i++) {
+ render_shadow_data[i].instances.reset();
+ }
+ for (uint32_t i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ render_sdfgi_data[i].instances.reset();
+ }
+
+ scene_cull_result.reset();
+ for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) {
+ scene_cull_result_threads[i].reset();
+ }
+ scene_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
new file mode 100644
index 0000000000..96fe6ce25c
--- /dev/null
+++ b/servers/rendering/renderer_scene_cull.h
@@ -0,0 +1,1161 @@
+/*************************************************************************/
+/* renderer_scene_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 RENDERING_SERVER_SCENE_CULL_H
+#define RENDERING_SERVER_SCENE_CULL_H
+
+#include "core/templates/bin_sorted_array.h"
+#include "core/templates/pass_func.h"
+#include "servers/rendering/renderer_compositor.h"
+
+#include "core/math/dynamic_bvh.h"
+#include "core/math/geometry_3d.h"
+#include "core/math/octree.h"
+#include "core/os/semaphore.h"
+#include "core/os/thread.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/paged_allocator.h"
+#include "core/templates/paged_array.h"
+#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;
+
+ enum {
+ SDFGI_MAX_CASCADES = 8,
+ SDFGI_MAX_REGIONS_PER_CASCADE = 3,
+ MAX_INSTANCE_PAIRS = 32,
+ MAX_UPDATE_SHADOWS = 512
+ };
+
+ uint64_t render_pass;
+
+ static RendererSceneCull *singleton;
+
+ /* CAMERA API */
+
+ struct Camera {
+ enum Type {
+ PERSPECTIVE,
+ ORTHOGONAL,
+ FRUSTUM
+ };
+ Type type;
+ float fov;
+ float znear, zfar;
+ float size;
+ Vector2 offset;
+ uint32_t visible_layers;
+ bool vaspect;
+ RID env;
+ RID effects;
+
+ Transform3D transform;
+
+ Camera() {
+ visible_layers = 0xFFFFFFFF;
+ fov = 75;
+ type = PERSPECTIVE;
+ znear = 0.05;
+ zfar = 4000;
+ size = 1.0;
+ offset = Vector2();
+ vaspect = false;
+ }
+ };
+
+ mutable RID_Owner<Camera, true> camera_owner;
+
+ virtual RID camera_allocate();
+ virtual void camera_initialize(RID p_rid);
+
+ 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 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);
+
+ /* VISIBILITY NOTIFIER API */
+
+ RendererSceneOcclusionCull *dummy_occlusion_culling;
+
+ /* SCENARIO API */
+
+ struct Instance;
+
+ struct PlaneSign {
+ _ALWAYS_INLINE_ PlaneSign() {}
+ _ALWAYS_INLINE_ PlaneSign(const Plane &p_plane) {
+ if (p_plane.normal.x > 0) {
+ signs[0] = 0;
+ } else {
+ signs[0] = 3;
+ }
+ if (p_plane.normal.y > 0) {
+ signs[1] = 1;
+ } else {
+ signs[1] = 4;
+ }
+ if (p_plane.normal.z > 0) {
+ signs[2] = 2;
+ } else {
+ signs[2] = 5;
+ }
+ }
+
+ uint32_t signs[3];
+ };
+
+ struct Frustum {
+ Vector<Plane> planes;
+ Vector<PlaneSign> plane_signs;
+ const Plane *planes_ptr;
+ const PlaneSign *plane_signs_ptr;
+ uint32_t plane_count;
+
+ _ALWAYS_INLINE_ Frustum() {}
+ _ALWAYS_INLINE_ Frustum(const Frustum &p_frustum) {
+ planes = p_frustum.planes;
+ plane_signs = p_frustum.plane_signs;
+
+ planes_ptr = planes.ptr();
+ plane_signs_ptr = plane_signs.ptr();
+ plane_count = p_frustum.plane_count;
+ }
+ _ALWAYS_INLINE_ void operator=(const Frustum &p_frustum) {
+ planes = p_frustum.planes;
+ plane_signs = p_frustum.plane_signs;
+
+ planes_ptr = planes.ptr();
+ plane_signs_ptr = plane_signs.ptr();
+ plane_count = p_frustum.plane_count;
+ }
+ _ALWAYS_INLINE_ Frustum(const Vector<Plane> &p_planes) {
+ planes = p_planes;
+ planes_ptr = planes.ptrw();
+ plane_count = planes.size();
+ for (int i = 0; i < planes.size(); i++) {
+ PlaneSign ps(p_planes[i]);
+ plane_signs.push_back(ps);
+ }
+
+ plane_signs_ptr = plane_signs.ptr();
+ }
+ };
+
+ struct InstanceBounds {
+ // Efficiently store instance bounds.
+ // Because bounds checking is performed first,
+ // keep it separated from data.
+
+ real_t bounds[6];
+ _ALWAYS_INLINE_ InstanceBounds() {}
+
+ _ALWAYS_INLINE_ InstanceBounds(const AABB &p_aabb) {
+ bounds[0] = p_aabb.position.x;
+ bounds[1] = p_aabb.position.y;
+ bounds[2] = p_aabb.position.z;
+ bounds[3] = p_aabb.position.x + p_aabb.size.x;
+ bounds[4] = p_aabb.position.y + p_aabb.size.y;
+ bounds[5] = p_aabb.position.z + p_aabb.size.z;
+ }
+ _ALWAYS_INLINE_ bool in_frustum(const Frustum &p_frustum) const {
+ // This is not a full SAT check and the possibility of false positives exist,
+ // but the tradeoff vs performance is still very good.
+
+ for (uint32_t i = 0; i < p_frustum.plane_count; i++) {
+ Vector3 min(
+ bounds[p_frustum.plane_signs_ptr[i].signs[0]],
+ bounds[p_frustum.plane_signs_ptr[i].signs[1]],
+ bounds[p_frustum.plane_signs_ptr[i].signs[2]]);
+
+ if (p_frustum.planes_ptr[i].distance_to(min) >= 0.0) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+ _ALWAYS_INLINE_ bool in_aabb(const AABB &p_aabb) const {
+ Vector3 end = p_aabb.position + p_aabb.size;
+
+ if (bounds[0] >= end.x) {
+ return false;
+ }
+ if (bounds[3] <= p_aabb.position.x) {
+ return false;
+ }
+ if (bounds[1] >= end.y) {
+ return false;
+ }
+ if (bounds[4] <= p_aabb.position.y) {
+ return false;
+ }
+ if (bounds[2] >= end.z) {
+ return false;
+ }
+ if (bounds[5] <= p_aabb.position.z) {
+ return false;
+ }
+
+ return true;
+ }
+ };
+
+ struct InstanceVisibilityNotifierData;
+
+ struct InstanceData {
+ // Store instance pointer as well as common instance processing information,
+ // to make processing more cache friendly.
+ enum Flags {
+ FLAG_BASE_TYPE_MASK = 0xFF,
+ FLAG_CAST_SHADOWS = (1 << 8),
+ FLAG_CAST_SHADOWS_ONLY = (1 << 9),
+ FLAG_REDRAW_IF_VISIBLE = (1 << 10),
+ FLAG_GEOM_LIGHTING_DIRTY = (1 << 11),
+ FLAG_GEOM_REFLECTION_DIRTY = (1 << 12),
+ FLAG_GEOM_DECAL_DIRTY = (1 << 13),
+ 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),
+ FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags
+ FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20),
+ FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21),
+ FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 22),
+ };
+
+ uint32_t flags = 0;
+ uint32_t layer_mask = 0; //for fast layer-mask discard
+ RID base_rid;
+ union {
+ uint64_t instance_data_rid;
+ RendererSceneRender::GeometryInstance *instance_geometry;
+ InstanceVisibilityNotifierData *visibility_notifier;
+ };
+ Instance *instance = nullptr;
+ int32_t parent_array_index = -1;
+ int32_t visibility_index = -1;
+ };
+
+ struct InstanceVisibilityData {
+ uint64_t viewport_state = 0;
+ int32_t array_index = -1;
+ Vector3 position;
+ Instance *instance = nullptr;
+ float range_begin = 0.0f;
+ float range_end = 0.0f;
+ float range_begin_margin = 0.0f;
+ float range_end_margin = 0.0f;
+ };
+
+ class VisibilityArray : public BinSortedArray<InstanceVisibilityData> {
+ _FORCE_INLINE_ virtual void _update_idx(InstanceVisibilityData &r_element, uint64_t p_idx) {
+ r_element.instance->visibility_index = p_idx;
+ if (r_element.instance->scenario && r_element.instance->array_index != -1) {
+ r_element.instance->scenario->instance_data[r_element.instance->array_index].visibility_index = p_idx;
+ }
+ }
+ };
+
+ PagedArrayPool<InstanceBounds> instance_aabb_page_pool;
+ PagedArrayPool<InstanceData> instance_data_page_pool;
+ PagedArrayPool<InstanceVisibilityData> instance_visibility_data_page_pool;
+
+ struct Scenario {
+ enum IndexerType {
+ INDEXER_GEOMETRY, //for geometry
+ INDEXER_VOLUMES, //for everything else
+ INDEXER_MAX
+ };
+
+ DynamicBVH indexers[INDEXER_MAX];
+
+ RID self;
+
+ List<Instance *> directional_lights;
+ RID environment;
+ RID fallback_environment;
+ RID camera_effects;
+ RID reflection_probe_shadow_atlas;
+ RID reflection_atlas;
+ uint64_t used_viewport_visibility_bits;
+ Map<RID, uint64_t> viewport_visibility_masks;
+
+ SelfList<Instance>::List instances;
+
+ LocalVector<RID> dynamic_lights;
+
+ PagedArray<InstanceBounds> instance_aabbs;
+ PagedArray<InstanceData> instance_data;
+ VisibilityArray instance_visibility;
+
+ Scenario() {
+ indexers[INDEXER_GEOMETRY].set_index(INDEXER_GEOMETRY);
+ indexers[INDEXER_VOLUMES].set_index(INDEXER_VOLUMES);
+ used_viewport_visibility_bits = 0;
+ }
+ };
+
+ int indexer_update_iterations = 0;
+
+ mutable RID_Owner<Scenario, true> scenario_owner;
+
+ static void _instance_pair(Instance *p_A, Instance *p_B);
+ static void _instance_unpair(Instance *p_A, Instance *p_B);
+
+ void _instance_update_mesh_instance(Instance *p_instance);
+
+ virtual RID scenario_allocate();
+ virtual void scenario_initialize(RID p_rid);
+
+ virtual void scenario_set_environment(RID p_scenario, RID p_environment);
+ virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
+ virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
+ virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
+ virtual bool is_scenario(RID p_scenario) const;
+ virtual RID scenario_get_environment(RID p_scenario);
+ virtual void scenario_add_viewport_visibility_mask(RID p_scenario, RID p_viewport);
+ virtual void scenario_remove_viewport_visibility_mask(RID p_scenario, RID p_viewport);
+
+ /* INSTANCING API */
+
+ struct InstancePair {
+ Instance *a;
+ Instance *b;
+ SelfList<InstancePair> list_a;
+ SelfList<InstancePair> list_b;
+ InstancePair() :
+ list_a(this), list_b(this) {}
+ };
+
+ PagedAllocator<InstancePair> pair_allocator;
+
+ struct InstanceBaseData {
+ virtual ~InstanceBaseData() {}
+ };
+
+ struct Instance {
+ RS::InstanceType base_type;
+ RID base;
+
+ RID skeleton;
+ RID material_override;
+
+ RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist
+
+ Transform3D transform;
+
+ float lod_bias;
+
+ bool ignore_occlusion_culling;
+
+ Vector<RID> materials;
+
+ RS::ShadowCastingSetting cast_shadows;
+
+ uint32_t layer_mask;
+ //fit in 32 bits
+ bool mirror : 8;
+ bool receive_shadows : 8;
+ bool visible : 8;
+ bool baked_light : 2; //this flag is only to know if it actually did use baked light
+ bool dynamic_gi : 2; //same above for dynamic objects
+ bool redraw_if_visible : 4;
+
+ Instance *lightmap;
+ Rect2 lightmap_uv_scale;
+ int lightmap_slice_index;
+ uint32_t lightmap_cull_index;
+ Vector<Color> lightmap_sh; //spherical harmonic
+
+ AABB aabb;
+ AABB transformed_aabb;
+ AABB prev_transformed_aabb;
+
+ struct InstanceShaderParameter {
+ int32_t index = -1;
+ Variant value;
+ Variant default_value;
+ PropertyInfo info;
+ };
+
+ Map<StringName, InstanceShaderParameter> instance_shader_parameters;
+ bool instance_allocated_shader_parameters = false;
+ int32_t instance_allocated_shader_parameters_offset = -1;
+
+ //
+
+ RID self;
+ //scenario stuff
+ DynamicBVH::ID indexer_id;
+ int32_t array_index;
+ int32_t visibility_index = -1;
+ float visibility_range_begin;
+ float visibility_range_end;
+ float visibility_range_begin_margin;
+ float visibility_range_end_margin;
+ Instance *visibility_parent = nullptr;
+ Scenario *scenario;
+ SelfList<Instance> scenario_item;
+
+ //aabb stuff
+ bool update_aabb;
+ bool update_dependencies;
+
+ SelfList<Instance> update_item;
+
+ AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
+ float extra_margin;
+ ObjectID object_id;
+
+ Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
+
+ uint64_t last_frame_pass;
+
+ uint64_t version; // changes to this, and changes to base increase version
+
+ InstanceBaseData *base_data;
+
+ SelfList<InstancePair>::List pairs;
+ uint64_t pair_check;
+
+ RendererStorage::DependencyTracker dependency_tracker;
+
+ static void dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *tracker) {
+ Instance *instance = (Instance *)tracker->userdata;
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA:
+ case RendererStorage::DEPENDENCY_CHANGED_AABB: {
+ singleton->_instance_queue_update(instance, true, false);
+
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL: {
+ 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:
+ case RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE: {
+ singleton->_instance_queue_update(instance, true, true);
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_BONES: {
+ //ignored
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: {
+ //requires repairing
+ if (instance->indexer_id.is_valid()) {
+ singleton->_unpair_instance(instance);
+ singleton->_instance_queue_update(instance, true, true);
+ }
+
+ } break;
+ }
+ }
+
+ static void dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *tracker) {
+ Instance *instance = (Instance *)tracker->userdata;
+
+ if (p_dependency == instance->base) {
+ singleton->instance_set_base(instance->self, RID());
+ } else if (p_dependency == instance->skeleton) {
+ singleton->instance_attach_skeleton(instance->self, RID());
+ } else {
+ singleton->_instance_queue_update(instance, false, true);
+ }
+ }
+
+ Instance() :
+ scenario_item(this),
+ update_item(this) {
+ base_type = RS::INSTANCE_NONE;
+ cast_shadows = RS::SHADOW_CASTING_SETTING_ON;
+ receive_shadows = true;
+ visible = true;
+ layer_mask = 1;
+ baked_light = false;
+ dynamic_gi = false;
+ redraw_if_visible = false;
+ lightmap_slice_index = 0;
+ lightmap = nullptr;
+ lightmap_cull_index = 0;
+ lod_bias = 1.0;
+ ignore_occlusion_culling = false;
+
+ scenario = nullptr;
+
+ update_aabb = false;
+ update_dependencies = false;
+
+ extra_margin = 0;
+
+ visible = true;
+
+ visibility_range_begin = 0;
+ visibility_range_end = 0;
+ visibility_range_begin_margin = 0;
+ visibility_range_end_margin = 0;
+
+ last_frame_pass = 0;
+ version = 1;
+ base_data = nullptr;
+
+ custom_aabb = nullptr;
+
+ pair_check = 0;
+ array_index = -1;
+
+ dependency_tracker.userdata = this;
+ dependency_tracker.changed_callback = dependency_changed;
+ dependency_tracker.deleted_callback = dependency_deleted;
+ }
+
+ ~Instance() {
+ if (base_data) {
+ memdelete(base_data);
+ }
+ if (custom_aabb) {
+ memdelete(custom_aabb);
+ }
+ }
+ };
+
+ SelfList<Instance>::List _instance_update_list;
+ void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
+
+ struct InstanceGeometryData : public InstanceBaseData {
+ RendererSceneRender::GeometryInstance *geometry_instance = nullptr;
+ Set<Instance *> lights;
+ bool can_cast_shadows;
+ bool material_is_animated;
+ uint32_t projector_count = 0;
+ uint32_t softshadow_count = 0;
+
+ Set<Instance *> decals;
+ Set<Instance *> reflection_probes;
+ Set<Instance *> voxel_gi_instances;
+ Set<Instance *> lightmap_captures;
+ Set<Instance *> visibility_dependencies;
+ uint32_t visibility_dependencies_depth = 0;
+
+ InstanceGeometryData() {
+ can_cast_shadows = true;
+ material_is_animated = true;
+ }
+ };
+
+ struct InstanceReflectionProbeData : public InstanceBaseData {
+ Instance *owner;
+
+ Set<Instance *> geometries;
+
+ RID instance;
+ SelfList<InstanceReflectionProbeData> update_list;
+
+ int render_step;
+
+ InstanceReflectionProbeData() :
+ update_list(this) {
+ render_step = -1;
+ }
+ };
+
+ struct InstanceDecalData : public InstanceBaseData {
+ Instance *owner;
+ RID instance;
+
+ Set<Instance *> geometries;
+
+ InstanceDecalData() {
+ }
+ };
+
+ SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
+
+ struct InstanceParticlesCollisionData : public InstanceBaseData {
+ RID instance;
+ };
+
+ struct InstanceVisibilityNotifierData : public InstanceBaseData {
+ bool just_visible = false;
+ uint64_t visible_in_frame = 0;
+ RID base;
+ SelfList<InstanceVisibilityNotifierData> list_element;
+ InstanceVisibilityNotifierData() :
+ list_element(this) {}
+ };
+
+ SpinLock visible_notifier_list_lock;
+ SelfList<InstanceVisibilityNotifierData>::List visible_notifier_list;
+
+ struct InstanceLightData : public InstanceBaseData {
+ RID instance;
+ uint64_t last_version;
+ List<Instance *>::Element *D; // directional light in scenario
+
+ bool shadow_dirty;
+ bool uses_projector = false;
+ bool uses_softshadow = false;
+
+ Set<Instance *> geometries;
+
+ Instance *baked_light;
+
+ RS::LightBakeMode bake_mode;
+ uint32_t max_sdfgi_cascade = 2;
+
+ InstanceLightData() {
+ bake_mode = RS::LIGHT_BAKE_DISABLED;
+ shadow_dirty = true;
+ D = nullptr;
+ last_version = 0;
+ baked_light = nullptr;
+ }
+ };
+
+ struct InstanceVoxelGIData : public InstanceBaseData {
+ Instance *owner;
+
+ Set<Instance *> geometries;
+ Set<Instance *> dynamic_geometries;
+
+ Set<Instance *> lights;
+
+ struct LightCache {
+ RS::LightType type;
+ Transform3D transform;
+ Color color;
+ float energy;
+ float bake_energy;
+ float radius;
+ float attenuation;
+ float spot_angle;
+ float spot_attenuation;
+ bool has_shadow;
+ bool sky_only;
+ };
+
+ Vector<LightCache> light_cache;
+ Vector<RID> light_instances;
+
+ RID probe_instance;
+
+ bool invalid;
+ uint32_t base_version;
+
+ SelfList<InstanceVoxelGIData> update_element;
+
+ InstanceVoxelGIData() :
+ update_element(this) {
+ invalid = true;
+ base_version = 0;
+ }
+ };
+
+ SelfList<InstanceVoxelGIData>::List voxel_gi_update_list;
+
+ struct InstanceLightmapData : public InstanceBaseData {
+ RID instance;
+ Set<Instance *> geometries;
+ Set<Instance *> users;
+
+ InstanceLightmapData() {
+ }
+ };
+
+ uint64_t pair_pass = 1;
+
+ struct PairInstances {
+ Instance *instance = nullptr;
+ PagedAllocator<InstancePair> *pair_allocator = nullptr;
+ SelfList<InstancePair>::List pairs_found;
+ DynamicBVH *bvh = nullptr;
+ DynamicBVH *bvh2 = nullptr; //some may need to cull in two
+ uint32_t pair_mask;
+ uint64_t pair_pass;
+
+ _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;
+ InstancePair *pair = pair_allocator->alloc();
+ pair->a = instance;
+ pair->b = p_instance;
+ pairs_found.add(&pair->list_a);
+ }
+ return false;
+ }
+
+ void pair() {
+ if (bvh) {
+ bvh->aabb_query(instance->transformed_aabb, *this);
+ }
+ if (bvh2) {
+ bvh2->aabb_query(instance->transformed_aabb, *this);
+ }
+ while (instance->pairs.first()) {
+ InstancePair *pair = instance->pairs.first()->self();
+ Instance *other_instance = instance == pair->a ? pair->b : pair->a;
+ if (other_instance->pair_check != pair_pass) {
+ //unpaired
+ _instance_unpair(instance, other_instance);
+ } else {
+ //kept
+ other_instance->pair_check = 0; // if kept, then put pair check to zero, so we can distinguish with the newly added ones
+ }
+
+ pair_allocator->free(pair);
+ }
+ while (pairs_found.first()) {
+ InstancePair *pair = pairs_found.first()->self();
+ pairs_found.remove(pairs_found.first());
+
+ if (pair->b->pair_check == pair_pass) {
+ //paired
+ _instance_pair(instance, pair->b);
+ }
+ pair->a->pairs.add(&pair->list_a);
+ pair->b->pairs.add(&pair->list_b);
+ }
+ }
+ };
+
+ Set<Instance *> heightfield_particle_colliders_update_list;
+
+ PagedArrayPool<Instance *> instance_cull_page_pool;
+ PagedArrayPool<RendererSceneRender::GeometryInstance *> geometry_instance_cull_page_pool;
+ PagedArrayPool<RID> rid_cull_page_pool;
+
+ PagedArray<Instance *> instance_cull_result;
+ PagedArray<Instance *> instance_shadow_cull_result;
+
+ struct InstanceCullResult {
+ PagedArray<RendererSceneRender::GeometryInstance *> geometry_instances;
+ PagedArray<Instance *> lights;
+ PagedArray<RID> light_instances;
+ PagedArray<RID> lightmaps;
+ PagedArray<RID> reflections;
+ PagedArray<RID> decals;
+ PagedArray<RID> voxel_gi_instances;
+ PagedArray<RID> mesh_instances;
+
+ struct DirectionalShadow {
+ PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES];
+ } directional_shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
+
+ PagedArray<RendererSceneRender::GeometryInstance *> sdfgi_region_geometry_instances[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
+ PagedArray<RID> sdfgi_cascade_lights[SDFGI_MAX_CASCADES];
+
+ void clear() {
+ geometry_instances.clear();
+ lights.clear();
+ light_instances.clear();
+ lightmaps.clear();
+ reflections.clear();
+ decals.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++) {
+ directional_shadows[i].cascade_geometry_instances[j].clear();
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].clear();
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].clear();
+ }
+ }
+
+ void reset() {
+ geometry_instances.reset();
+ lights.reset();
+ light_instances.reset();
+ lightmaps.reset();
+ reflections.reset();
+ decals.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++) {
+ directional_shadows[i].cascade_geometry_instances[j].reset();
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].reset();
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].reset();
+ }
+ }
+
+ void append_from(InstanceCullResult &p_cull_result) {
+ geometry_instances.merge_unordered(p_cull_result.geometry_instances);
+ lights.merge_unordered(p_cull_result.lights);
+ light_instances.merge_unordered(p_cull_result.light_instances);
+ lightmaps.merge_unordered(p_cull_result.lightmaps);
+ reflections.merge_unordered(p_cull_result.reflections);
+ decals.merge_unordered(p_cull_result.decals);
+ 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++) {
+ for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) {
+ directional_shadows[i].cascade_geometry_instances[j].merge_unordered(p_cull_result.directional_shadows[i].cascade_geometry_instances[j]);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].merge_unordered(p_cull_result.sdfgi_region_geometry_instances[i]);
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].merge_unordered(p_cull_result.sdfgi_cascade_lights[i]);
+ }
+ }
+
+ void init(PagedArrayPool<RID> *p_rid_pool, PagedArrayPool<RendererSceneRender::GeometryInstance *> *p_geometry_instance_pool, PagedArrayPool<Instance *> *p_instance_pool) {
+ geometry_instances.set_page_pool(p_geometry_instance_pool);
+ light_instances.set_page_pool(p_rid_pool);
+ lights.set_page_pool(p_instance_pool);
+ lightmaps.set_page_pool(p_rid_pool);
+ reflections.set_page_pool(p_rid_pool);
+ decals.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++) {
+ directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool);
+ }
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE; i++) {
+ sdfgi_region_geometry_instances[i].set_page_pool(p_geometry_instance_pool);
+ }
+
+ for (int i = 0; i < SDFGI_MAX_CASCADES; i++) {
+ sdfgi_cascade_lights[i].set_page_pool(p_rid_pool);
+ }
+ }
+ };
+
+ InstanceCullResult scene_cull_result;
+ LocalVector<InstanceCullResult> scene_cull_result_threads;
+
+ RendererSceneRender::RenderShadowData render_shadow_data[MAX_UPDATE_SHADOWS];
+ uint32_t max_shadows_used = 0;
+
+ RendererSceneRender::RenderSDFGIData render_sdfgi_data[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE];
+ RendererSceneRender::RenderSDFGIUpdateData sdfgi_update_data;
+
+ uint32_t thread_cull_threshold = 200;
+
+ RID_Owner<Instance, true> instance_owner;
+
+ uint32_t geometry_instance_pair_mask; // used in traditional forward, unnecessary on clustered
+
+ virtual RID instance_allocate();
+ virtual void instance_initialize(RID p_rid);
+
+ 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 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_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);
+
+ virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
+
+ virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
+
+ virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance);
+
+ void _update_instance_visibility_depth(Instance *p_instance);
+ void _update_instance_visibility_dependencies(Instance *p_instance);
+
+ // don't use these in a game!
+ virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
+ virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
+ virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
+
+ virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
+ virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
+ virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
+
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
+
+ virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
+ virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias);
+
+ void _update_instance_shader_parameters_from_material(Map<StringName, Instance::InstanceShaderParameter> &isparams, const Map<StringName, Instance::InstanceShaderParameter> &existing_isparams, RID p_material);
+
+ virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
+ virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
+ virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
+ virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
+
+ _FORCE_INLINE_ void _update_instance(Instance *p_instance);
+ _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
+ _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
+ _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
+ void _unpair_instance(Instance *p_instance);
+
+ void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect);
+
+ _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);
+
+ struct Cull {
+ struct Shadow {
+ RID light_instance;
+ struct Cascade {
+ Frustum frustum;
+
+ CameraMatrix projection;
+ Transform3D transform;
+ real_t zfar;
+ real_t split;
+ real_t shadow_texel_size;
+ real_t bias_scale;
+ real_t range_begin;
+ Vector2 uv_scale;
+
+ } cascades[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; //max 4 cascades
+ uint32_t cascade_count;
+
+ } shadows[RendererSceneRender::MAX_DIRECTIONAL_LIGHTS];
+
+ uint32_t shadow_count;
+
+ struct SDFGI {
+ //have arrays here because SDFGI functions expects this, plus regions can have areas
+ AABB region_aabb[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
+ uint32_t region_cascade[SDFGI_MAX_CASCADES * SDFGI_MAX_REGIONS_PER_CASCADE]; //max 3 regions per cascade
+ uint32_t region_count = 0;
+
+ uint32_t cascade_light_index[SDFGI_MAX_CASCADES];
+ uint32_t cascade_light_count = 0;
+
+ } sdfgi;
+
+ SpinLock lock;
+
+ Frustum frustum;
+ } cull;
+
+ struct VisibilityCullData {
+ uint64_t viewport_mask;
+ Scenario *scenario;
+ Vector3 camera_position;
+ uint32_t cull_offset;
+ uint32_t cull_count;
+ };
+
+ void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data);
+ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to);
+ _FORCE_INLINE_ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_idx);
+ _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask);
+
+ struct CullData {
+ Cull *cull;
+ Scenario *scenario;
+ RID shadow_atlas;
+ Transform3D cam_transform;
+ uint32_t visible_layers;
+ Instance *render_reflection_probe;
+ const RendererSceneOcclusionCull::HZBuffer *occlusion_buffer;
+ const CameraMatrix *camera_matrix;
+ uint64_t visibility_viewport_mask;
+ };
+
+ void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data);
+ void _scene_cull(CullData &cull_data, InstanceCullResult &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 RendererSceneRender::CameraData *p_camera_data, 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, RenderInfo *r_render_info = nullptr);
+ 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, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr);
+ void update_dirty_instances();
+
+ void render_particle_colliders();
+ virtual void render_probes();
+
+ TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
+
+ //pass to scene render
+
+ /* ENVIRONMENT API */
+
+#ifdef PASSBASE
+#undef PASSBASE
+#endif
+
+#define PASSBASE scene_render
+
+ PASS2(directional_shadow_atlas_set_size, int, bool)
+ PASS1(voxel_gi_set_quality, RS::VoxelGIQuality)
+
+ /* SKY API */
+
+ PASS0R(RID, sky_allocate)
+ PASS1(sky_initialize, RID)
+
+ PASS2(sky_set_radiance_size, RID, int)
+ PASS2(sky_set_mode, RID, RS::SkyMode)
+ PASS2(sky_set_material, RID, RID)
+ PASS4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
+
+ PASS0R(RID, environment_allocate)
+ PASS1(environment_initialize, RID)
+
+ PASS1RC(bool, is_environment, RID)
+
+ PASS2(environment_set_background, RID, RS::EnvironmentBG)
+ PASS2(environment_set_sky, RID, RID)
+ PASS2(environment_set_sky_custom_fov, RID, float)
+ PASS2(environment_set_sky_orientation, RID, const Basis &)
+ PASS2(environment_set_bg_color, RID, const Color &)
+ PASS2(environment_set_bg_energy, RID, float)
+ PASS2(environment_set_canvas_max_layer, RID, int)
+ PASS7(environment_set_ambient_light, RID, const Color &, RS::EnvironmentAmbientSource, float, float, RS::EnvironmentReflectionSource, const Color &)
+
+ PASS6(environment_set_ssr, RID, bool, int, float, float, float)
+ PASS1(environment_set_ssr_roughness_quality, RS::EnvironmentSSRRoughnessQuality)
+
+ PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
+ PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float)
+
+ PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float)
+ PASS1(environment_glow_set_use_bicubic_upscale, bool)
+ PASS1(environment_glow_set_use_high_quality, bool)
+
+ PASS9(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float, bool, float, float, float, float)
+
+ PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
+
+ PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
+ PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
+
+ PASS2(environment_set_volumetric_fog_volume_size, int, int)
+ PASS1(environment_set_volumetric_fog_filter_active, bool)
+
+ PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
+ PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount)
+ PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge)
+ PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight)
+
+ PASS1RC(RS::EnvironmentBG, environment_get_background, RID)
+ PASS1RC(int, environment_get_canvas_max_layer, RID)
+
+ PASS3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
+
+ PASS3(screen_space_roughness_limiter_set_active, bool, float, float)
+ PASS1(sub_surface_scattering_set_quality, RS::SubSurfaceScatteringQuality)
+ PASS2(sub_surface_scattering_set_scale, float, float)
+
+ /* CAMERA EFFECTS */
+
+ PASS0R(RID, camera_effects_allocate)
+ PASS1(camera_effects_initialize, RID)
+
+ PASS2(camera_effects_set_dof_blur_quality, RS::DOFBlurQuality, bool)
+ PASS1(camera_effects_set_dof_blur_bokeh_shape, RS::DOFBokehShape)
+
+ PASS8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
+ PASS3(camera_effects_set_custom_exposure, RID, bool, float)
+
+ PASS1(shadows_quality_set, RS::ShadowQuality)
+ PASS1(directional_shadow_quality_set, RS::ShadowQuality)
+
+ PASS2(sdfgi_set_debug_probe_select, const Vector3 &, const Vector3 &)
+
+ /* Render Buffers */
+
+ PASS0R(RID, render_buffers_create)
+ PASS8(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, uint32_t)
+ PASS1(gi_set_use_half_resolution, bool)
+
+ /* Shadow Atlas */
+ PASS0R(RID, shadow_atlas_create)
+ PASS3(shadow_atlas_set_size, RID, int, bool)
+ PASS3(shadow_atlas_set_quadrant_subdivision, RID, int, int)
+
+ PASS1(set_debug_draw_mode, RS::ViewportDebugDraw)
+
+ PASS1(decals_set_filter, RS::DecalFilter)
+ PASS1(light_projectors_set_filter, RS::LightProjectorFilter)
+
+ virtual void update();
+
+ bool free(RID p_rid);
+
+ void set_scene_render(RendererSceneRender *p_scene_render);
+
+ virtual void update_visibility_notifiers();
+
+ RendererSceneCull();
+ virtual ~RendererSceneCull();
+};
+
+#endif // VISUALSERVERSCENE_H
diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp
new file mode 100644
index 0000000000..1b8aea36d7
--- /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.instantiate();
+ }
+
+ 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(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..4e4b1b94db
--- /dev/null
+++ b/servers/rendering/renderer_scene_occlusion_cull.h
@@ -0,0 +1,203 @@
+/*************************************************************************/
+/* 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 real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const CameraMatrix &p_cam_projection, real_t p_near) const {
+ 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 = -closest_point_view.z * 0.95f;
+
+ Vector2 rect_min = Vector2(FLT_MAX, FLT_MAX);
+ Vector2 rect_max = Vector2(FLT_MIN, FLT_MIN);
+
+ for (int j = 0; j < 8; j++) {
+ const 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);
+
+ Plane vp = Plane(view, 1.0);
+ Plane projected = p_cam_projection.xform4(vp);
+
+ float w = projected.d;
+ if (w < 1.0) {
+ rect_min = Vector2(0.0f, 0.0f);
+ rect_max = Vector2(1.0f, 1.0f);
+ break;
+ }
+
+ Vector2 normalized = Vector2(projected.normal.x / w * 0.5f + 0.5f, projected.normal.y / w * 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.cpp b/servers/rendering/renderer_scene_render.cpp
new file mode 100644
index 0000000000..3a230ac89d
--- /dev/null
+++ b/servers/rendering/renderer_scene_render.cpp
@@ -0,0 +1,181 @@
+/*************************************************************************/
+/* renderer_scene_render.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_render.h"
+
+void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const CameraMatrix p_projection, bool p_is_ortogonal, bool p_vaspect) {
+ view_count = 1;
+ is_ortogonal = p_is_ortogonal;
+ vaspect = p_vaspect;
+
+ main_transform = p_transform;
+ main_projection = p_projection;
+
+ view_offset[0] = Transform3D();
+ view_projection[0] = p_projection;
+}
+
+void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_ortogonal, bool p_vaspect) {
+ ERR_FAIL_COND_MSG(p_view_count != 2, "Incorrect view count for stereoscopic view");
+
+ view_count = p_view_count;
+ is_ortogonal = p_is_ortogonal;
+ vaspect = p_vaspect;
+ Vector<Plane> planes[2];
+
+ /////////////////////////////////////////////////////////////////////////////
+ // Figure out our center transform
+
+ // 1. obtain our planes
+ for (uint32_t v = 0; v < view_count; v++) {
+ planes[v] = p_projections[v].get_projection_planes(p_transforms[v]);
+ }
+
+ // 2. average and normalize plane normals to obtain z vector, cross them to obtain y vector, and from there the x vector for combined camera basis.
+ Vector3 n0 = planes[0][CameraMatrix::PLANE_LEFT].normal;
+ Vector3 n1 = planes[1][CameraMatrix::PLANE_RIGHT].normal;
+ Vector3 z = (n0 + n1).normalized();
+ Vector3 y = n0.cross(n1).normalized();
+ Vector3 x = y.cross(z).normalized();
+ y = z.cross(x).normalized();
+ main_transform.basis.set(x, y, z);
+
+ // 3. create a horizon plane with one of the eyes and the up vector as normal.
+ Plane horizon(p_transforms[0].origin, y);
+
+ // 4. Intersect horizon, left and right to obtain the combined camera origin.
+ ERR_FAIL_COND_MSG(
+ !horizon.intersect_3(planes[0][CameraMatrix::PLANE_LEFT], planes[1][CameraMatrix::PLANE_RIGHT], &main_transform.origin), "Can't determine camera origin");
+
+ // handy to have the inverse of the transform we just build
+ Transform3D main_transform_inv = main_transform.inverse();
+
+ // 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters
+ Vector3 far_center = (planes[0][CameraMatrix::PLANE_FAR].center() + planes[1][CameraMatrix::PLANE_FAR].center()) * 0.5;
+ Plane far(far_center, -z);
+
+ /////////////////////////////////////////////////////////////////////////////
+ // Figure out our top/bottom planes
+
+ // 6. Intersect far and left planes with top planes from both eyes, save the point with highest y as top_left.
+ Vector3 top_left, other;
+ ERR_FAIL_COND_MSG(
+ !far.intersect_3(planes[0][CameraMatrix::PLANE_LEFT], planes[0][CameraMatrix::PLANE_TOP], &top_left), "Can't determine left camera far/left/top vector");
+ ERR_FAIL_COND_MSG(
+ !far.intersect_3(planes[1][CameraMatrix::PLANE_LEFT], planes[1][CameraMatrix::PLANE_TOP], &other), "Can't determine right camera far/left/top vector");
+ if (y.dot(top_left) < y.dot(other)) {
+ top_left = other;
+ }
+
+ // 7. Intersect far and left planes with bottom planes from both eyes, save the point with lowest y as bottom_left.
+ Vector3 bottom_left;
+ ERR_FAIL_COND_MSG(
+ !far.intersect_3(planes[0][CameraMatrix::PLANE_LEFT], planes[0][CameraMatrix::PLANE_BOTTOM], &bottom_left), "Can't determine left camera far/left/bottom vector");
+ ERR_FAIL_COND_MSG(
+ !far.intersect_3(planes[1][CameraMatrix::PLANE_LEFT], planes[1][CameraMatrix::PLANE_BOTTOM], &other), "Can't determine right camera far/left/bottom vector");
+ if (y.dot(other) < y.dot(bottom_left)) {
+ bottom_left = other;
+ }
+
+ // 8. Intersect far and right planes with top planes from both eyes, save the point with highest y as top_right.
+ Vector3 top_right;
+ ERR_FAIL_COND_MSG(
+ !far.intersect_3(planes[0][CameraMatrix::PLANE_RIGHT], planes[0][CameraMatrix::PLANE_TOP], &top_right), "Can't determine left camera far/right/top vector");
+ ERR_FAIL_COND_MSG(
+ !far.intersect_3(planes[1][CameraMatrix::PLANE_RIGHT], planes[1][CameraMatrix::PLANE_TOP], &other), "Can't determine right camera far/right/top vector");
+ if (y.dot(top_right) < y.dot(other)) {
+ top_right = other;
+ }
+
+ // 9. Intersect far and right planes with bottom planes from both eyes, save the point with lowest y as bottom_right.
+ Vector3 bottom_right;
+ ERR_FAIL_COND_MSG(
+ !far.intersect_3(planes[0][CameraMatrix::PLANE_RIGHT], planes[0][CameraMatrix::PLANE_BOTTOM], &bottom_right), "Can't determine left camera far/right/bottom vector");
+ ERR_FAIL_COND_MSG(
+ !far.intersect_3(planes[1][CameraMatrix::PLANE_RIGHT], planes[1][CameraMatrix::PLANE_BOTTOM], &other), "Can't determine right camera far/right/bottom vector");
+ if (y.dot(other) < y.dot(bottom_right)) {
+ bottom_right = other;
+ }
+
+ // 10. Create top plane with these points: camera origin, top_left, top_right
+ Plane top(main_transform.origin, top_left, top_right);
+
+ // 11. Create bottom plane with these points: camera origin, bottom_left, bottom_right
+ Plane bottom(main_transform.origin, bottom_left, bottom_right);
+
+ /////////////////////////////////////////////////////////////////////////////
+ // Figure out our near plane points
+
+ // 12. Create a near plane using -camera z and the eye further along in that axis.
+ Plane near;
+ Vector3 neg_z = -z;
+ if (neg_z.dot(p_transforms[1].origin) < neg_z.dot(p_transforms[0].origin)) {
+ near = Plane(p_transforms[0].origin, neg_z);
+ } else {
+ near = Plane(p_transforms[1].origin, neg_z);
+ }
+
+ // 13. Intersect near plane with bottm/left planes, to obtain min_vec then top/right to obtain max_vec
+ Vector3 min_vec;
+ ERR_FAIL_COND_MSG(
+ !near.intersect_3(bottom, planes[0][CameraMatrix::PLANE_LEFT], &min_vec), "Can't determine left camera near/left/bottom vector");
+ ERR_FAIL_COND_MSG(
+ !near.intersect_3(bottom, planes[1][CameraMatrix::PLANE_LEFT], &other), "Can't determine right camera near/left/bottom vector");
+ if (x.dot(other) < x.dot(min_vec)) {
+ min_vec = other;
+ }
+
+ Vector3 max_vec;
+ ERR_FAIL_COND_MSG(
+ !near.intersect_3(top, planes[0][CameraMatrix::PLANE_RIGHT], &max_vec), "Can't determine left camera near/right/top vector");
+ ERR_FAIL_COND_MSG(
+ !near.intersect_3(top, planes[1][CameraMatrix::PLANE_RIGHT], &other), "Can't determine right camera near/right/top vector");
+ if (x.dot(max_vec) < x.dot(other)) {
+ max_vec = other;
+ }
+
+ // 14. transform these points by the inverse camera to obtain local_min_vec and local_max_vec
+ Vector3 local_min_vec = main_transform_inv.xform(min_vec);
+ Vector3 local_max_vec = main_transform_inv.xform(max_vec);
+
+ // 15. get x and y from these to obtain left, top, right bottom for the frustum. Get the distance from near plane to camera origin to obtain near, and the distance from the far plane to the camer origin to obtain far.
+ float z_near = -near.distance_to(main_transform.origin);
+ float z_far = -far.distance_to(main_transform.origin);
+
+ // 16. Use this to build the combined camera matrix.
+ main_projection.set_frustum(local_min_vec.x, local_max_vec.x, local_min_vec.y, local_max_vec.y, z_near, z_far);
+
+ /////////////////////////////////////////////////////////////////////////////
+ // 3. Copy our view data
+ for (uint32_t v = 0; v < view_count; v++) {
+ view_offset[v] = main_transform_inv * p_transforms[v];
+ view_projection[v] = p_projections[v] * CameraMatrix(view_offset[v].inverse());
+ }
+}
diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h
new file mode 100644
index 0000000000..2000afa0d3
--- /dev/null
+++ b/servers/rendering/renderer_scene_render.h
@@ -0,0 +1,272 @@
+/*************************************************************************/
+/* renderer_scene_render.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 RENDERINGSERVERSCENERENDER_H
+#define RENDERINGSERVERSCENERENDER_H
+
+#include "core/math/camera_matrix.h"
+#include "core/templates/paged_array.h"
+#include "servers/rendering/renderer_scene.h"
+#include "servers/rendering/renderer_storage.h"
+
+class RendererSceneRender {
+public:
+ enum {
+ MAX_DIRECTIONAL_LIGHTS = 8,
+ MAX_DIRECTIONAL_LIGHT_CASCADES = 4,
+ MAX_RENDER_VIEWS = 2
+ };
+
+ struct GeometryInstance {
+ virtual ~GeometryInstance() {}
+ };
+
+ virtual GeometryInstance *geometry_instance_create(RID p_base) = 0;
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) = 0;
+ 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 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;
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) = 0;
+ 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) = 0;
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) = 0;
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) = 0;
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) = 0;
+
+ virtual uint32_t geometry_instance_get_pair_mask() = 0;
+ 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_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_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) = 0;
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance) = 0;
+
+ /* SHADOW ATLAS API */
+
+ virtual RID shadow_atlas_create() = 0;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) = 0;
+ virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) = 0;
+ virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) = 0;
+
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
+ virtual int get_directional_light_shadow_size(RID p_light_intance) = 0;
+ virtual void set_directional_shadow_count(int p_count) = 0;
+
+ /* SDFGI UPDATE */
+
+ virtual void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) = 0;
+ virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const = 0;
+ virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const = 0;
+ virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const = 0;
+
+ /* SKY API */
+
+ virtual RID sky_allocate() = 0;
+ virtual void sky_initialize(RID p_rid) = 0;
+
+ virtual void sky_set_radiance_size(RID p_sky, int p_radiance_size) = 0;
+ virtual void sky_set_mode(RID p_sky, RS::SkyMode p_samples) = 0;
+ virtual void sky_set_material(RID p_sky, RID p_material) = 0;
+ virtual Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) = 0;
+
+ /* ENVIRONMENT API */
+
+ virtual RID environment_allocate() = 0;
+ virtual void environment_initialize(RID p_rid) = 0;
+
+ virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) = 0;
+ virtual void environment_set_sky(RID p_env, RID p_sky) = 0;
+ virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0;
+ virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) = 0;
+ virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0;
+ virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
+ virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
+ virtual void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
+// FIXME: Disabled during Vulkan refactoring, should be ported.
+#if 0
+ virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
+#endif
+
+ virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
+ virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
+ virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
+
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
+ virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
+ virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
+
+ virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) = 0;
+ virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0;
+
+ virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
+
+ virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
+
+ virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
+
+ virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0;
+ virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0;
+ virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
+
+ virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0;
+
+ virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
+
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
+
+ virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
+
+ virtual bool is_environment(RID p_env) const = 0;
+ virtual RS::EnvironmentBG environment_get_background(RID p_env) const = 0;
+ virtual int environment_get_canvas_max_layer(RID p_env) const = 0;
+
+ virtual RID camera_effects_allocate() = 0;
+ virtual void camera_effects_initialize(RID p_rid) = 0;
+
+ virtual void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) = 0;
+ virtual void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) = 0;
+
+ virtual 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) = 0;
+ virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
+
+ virtual void shadows_quality_set(RS::ShadowQuality p_quality) = 0;
+ 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 Transform3D &p_transform) = 0;
+ virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) = 0;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) = 0;
+ virtual void light_instance_mark_visible(RID p_light_instance) = 0;
+ virtual bool light_instances_can_render_shadow_cube() const {
+ return true;
+ }
+
+ virtual RID reflection_atlas_create() = 0;
+ virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 0;
+ 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 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;
+ virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) = 0;
+ 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 Transform3D &p_transform) = 0;
+
+ virtual RID lightmap_instance_create(RID p_lightmap) = 0;
+ virtual void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) = 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 voxel_gi_set_quality(RS::VoxelGIQuality) = 0;
+
+ struct RenderShadowData {
+ RID light;
+ int pass = 0;
+ PagedArray<GeometryInstance *> instances;
+ };
+
+ struct RenderSDFGIData {
+ int region = 0;
+ PagedArray<GeometryInstance *> instances;
+ };
+
+ struct RenderSDFGIUpdateData {
+ bool update_static = false;
+ uint32_t static_cascade_count;
+ uint32_t *static_cascade_indices;
+ PagedArray<RID> *static_positional_lights;
+
+ const Vector<RID> *directional_lights;
+ const RID *positional_light_instances;
+ uint32_t positional_light_count;
+ };
+
+ struct CameraData {
+ // flags
+ uint32_t view_count;
+ bool is_ortogonal;
+ bool vaspect;
+
+ // Main/center projection
+ Transform3D main_transform;
+ CameraMatrix main_projection;
+
+ Transform3D view_offset[RendererSceneRender::MAX_RENDER_VIEWS];
+ CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
+
+ void set_camera(const Transform3D p_transform, const CameraMatrix p_projection, bool p_is_ortogonal, bool p_vaspect);
+ void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_ortogonal, bool p_vaspect);
+ };
+
+ virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 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;
+ virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0;
+
+ virtual RID render_buffers_create() = 0;
+ virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) = 0;
+ virtual void gi_set_use_half_resolution(bool p_enable) = 0;
+
+ virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0;
+ virtual bool screen_space_roughness_limiter_is_active() const = 0;
+
+ virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
+ virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
+
+ virtual TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) = 0;
+
+ virtual bool free(RID p_rid) = 0;
+
+ virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
+
+ virtual void decals_set_filter(RS::DecalFilter p_filter) = 0;
+ virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0;
+
+ virtual void update() = 0;
+ virtual ~RendererSceneRender() {}
+};
+
+#endif // RENDERINGSERVERSCENERENDER_H
diff --git a/servers/rendering/rasterizer.cpp b/servers/rendering/renderer_storage.cpp
index 566a14b655..aa005fac0a 100644
--- a/servers/rendering/rasterizer.cpp
+++ b/servers/rendering/renderer_storage.cpp
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rasterizer.cpp */
+/* renderer_storage.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,49 +28,41 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "rasterizer.h"
+#include "renderer_storage.h"
-#include "core/os/os.h"
-#include "core/print_string.h"
+RendererStorage *RendererStorage::base_singleton = nullptr;
-Rasterizer *(*Rasterizer::_create_func)() = nullptr;
-
-void RasterizerScene::InstanceDependency::instance_notify_changed(bool p_aabb, bool p_dependencies) {
- for (Map<InstanceBase *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
- E->key()->dependency_changed(p_aabb, p_dependencies);
+void RendererStorage::Dependency::changed_notify(DependencyChangedNotification p_notification) {
+ for (const KeyValue<DependencyTracker *, uint32_t> &E : instances) {
+ if (E.key->changed_callback) {
+ E.key->changed_callback(p_notification, E.key);
+ }
}
}
-void RasterizerScene::InstanceDependency::instance_notify_deleted(RID p_deleted) {
- for (Map<InstanceBase *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
- E->key()->dependency_deleted(p_deleted);
+void RendererStorage::Dependency::deleted_notify(const RID &p_rid) {
+ for (const KeyValue<DependencyTracker *, uint32_t> &E : instances) {
+ if (E.key->deleted_callback) {
+ E.key->deleted_callback(p_rid, E.key);
+ }
}
- for (Map<InstanceBase *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
- E->key()->dependencies.erase(this);
+ for (const KeyValue<DependencyTracker *, uint32_t> &E : instances) {
+ E.key->dependencies.erase(this);
}
-
instances.clear();
}
-RasterizerScene::InstanceDependency::~InstanceDependency() {
+RendererStorage::Dependency::~Dependency() {
#ifdef DEBUG_ENABLED
if (instances.size()) {
WARN_PRINT("Leaked instance dependency: Bug - did not call instance_notify_deleted when freeing.");
- for (Map<InstanceBase *, uint32_t>::Element *E = instances.front(); E; E = E->next()) {
- E->key()->dependencies.erase(this);
+ for (const KeyValue<DependencyTracker *, uint32_t> &E : instances) {
+ E.key->dependencies.erase(this);
}
}
#endif
}
-Rasterizer *Rasterizer::create() {
- return _create_func();
-}
-
-RasterizerCanvas *RasterizerCanvas::singleton = nullptr;
-
-RasterizerStorage *RasterizerStorage::base_singleton = nullptr;
-
-RasterizerStorage::RasterizerStorage() {
+RendererStorage::RendererStorage() {
base_singleton = this;
}
diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h
new file mode 100644
index 0000000000..2304394501
--- /dev/null
+++ b/servers/rendering/renderer_storage.h
@@ -0,0 +1,646 @@
+/*************************************************************************/
+/* renderer_storage.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 RENDERINGSERVERSTORAGE_H
+#define RENDERINGSERVERSTORAGE_H
+
+#include "servers/rendering_server.h"
+
+class RendererStorage {
+ Color default_clear_color;
+
+public:
+ enum DependencyChangedNotification {
+ DEPENDENCY_CHANGED_AABB,
+ DEPENDENCY_CHANGED_MATERIAL,
+ 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,
+ DEPENDENCY_CHANGED_LIGHT,
+ DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR,
+ DEPENDENCY_CHANGED_REFLECTION_PROBE,
+ };
+
+ struct DependencyTracker;
+
+protected:
+ struct Dependency {
+ void changed_notify(DependencyChangedNotification p_notification);
+ void deleted_notify(const RID &p_rid);
+
+ ~Dependency();
+
+ private:
+ friend struct DependencyTracker;
+ Map<DependencyTracker *, uint32_t> instances;
+ };
+
+public:
+ struct DependencyTracker {
+ void *userdata = nullptr;
+ typedef void (*ChangedCallback)(DependencyChangedNotification, DependencyTracker *);
+ typedef void (*DeletedCallback)(const RID &, DependencyTracker *);
+
+ ChangedCallback changed_callback = nullptr;
+ DeletedCallback deleted_callback = nullptr;
+
+ void update_begin() { // call before updating dependencies
+ instance_version++;
+ }
+
+ void update_dependency(Dependency *p_dependency) { //called internally, can't be used directly, use update functions in Storage
+ dependencies.insert(p_dependency);
+ p_dependency->instances[this] = instance_version;
+ }
+
+ void update_end() { //call after updating dependencies
+ List<Pair<Dependency *, Map<DependencyTracker *, uint32_t>::Element *>> to_clean_up;
+ for (Set<Dependency *>::Element *E = dependencies.front(); E; E = E->next()) {
+ Dependency *dep = E->get();
+ Map<DependencyTracker *, uint32_t>::Element *F = dep->instances.find(this);
+ ERR_CONTINUE(!F);
+ if (F->get() != instance_version) {
+ Pair<Dependency *, Map<DependencyTracker *, uint32_t>::Element *> p;
+ p.first = dep;
+ p.second = F;
+ to_clean_up.push_back(p);
+ }
+ }
+
+ while (to_clean_up.size()) {
+ to_clean_up.front()->get().first->instances.erase(to_clean_up.front()->get().second);
+ dependencies.erase(to_clean_up.front()->get().first);
+ to_clean_up.pop_front();
+ }
+ }
+
+ void clear() { // clear all dependencies
+ for (Set<Dependency *>::Element *E = dependencies.front(); E; E = E->next()) {
+ Dependency *dep = E->get();
+ dep->instances.erase(this);
+ }
+ dependencies.clear();
+ }
+
+ ~DependencyTracker() { clear(); }
+
+ private:
+ friend struct Dependency;
+ uint32_t instance_version = 0;
+ Set<Dependency *> dependencies;
+ };
+
+ virtual bool can_create_resources_async() const = 0;
+ /* TEXTURE API */
+
+ virtual RID texture_allocate() = 0;
+
+ virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) = 0;
+ virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) = 0;
+ virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0;
+ virtual void texture_proxy_initialize(RID p_texture, RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
+
+ virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
+ virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
+ virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
+
+ //these two APIs can be used together or in combination with the others.
+ virtual void texture_2d_placeholder_initialize(RID p_texture) = 0;
+ virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) = 0;
+ virtual void texture_3d_placeholder_initialize(RID p_texture) = 0;
+
+ virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
+ virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
+ virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
+
+ virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
+ virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
+
+ virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
+ virtual String texture_get_path(RID p_texture) const = 0;
+
+ virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
+ virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
+ virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0;
+
+ virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) = 0;
+
+ virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
+
+ virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
+
+ virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
+ virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
+
+ /* CANVAS TEXTURE API */
+
+ virtual RID canvas_texture_allocate() = 0;
+ virtual void canvas_texture_initialize(RID p_rid) = 0;
+
+ virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0;
+ virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
+
+ virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0;
+ virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0;
+
+ /* SHADER API */
+
+ virtual RID shader_allocate() = 0;
+ virtual void shader_initialize(RID p_rid) = 0;
+
+ virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
+ virtual String shader_get_code(RID p_shader) const = 0;
+ virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
+
+ virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
+ virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
+ virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0;
+
+ virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
+
+ /* COMMON MATERIAL API */
+
+ virtual RID material_allocate() = 0;
+ virtual void material_initialize(RID p_rid) = 0;
+
+ virtual void material_set_render_priority(RID p_material, int priority) = 0;
+ virtual void material_set_shader(RID p_shader_material, RID p_shader) = 0;
+
+ virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) = 0;
+ virtual Variant material_get_param(RID p_material, const StringName &p_param) const = 0;
+
+ virtual void material_set_next_pass(RID p_material, RID p_next_material) = 0;
+
+ virtual bool material_is_animated(RID p_material) = 0;
+ virtual bool material_casts_shadows(RID p_material) = 0;
+
+ struct InstanceShaderParam {
+ PropertyInfo info;
+ int index;
+ Variant default_value;
+ };
+
+ virtual void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) = 0;
+
+ virtual void material_update_dependency(RID p_material, DependencyTracker *p_instance) = 0;
+
+ /* MESH API */
+
+ virtual RID mesh_allocate() = 0;
+ virtual void mesh_initialize(RID p_rid) = 0;
+
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0;
+
+ /// Returns stride
+ virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) = 0;
+
+ virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
+
+ virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) = 0;
+ virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
+
+ virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+ virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+ virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+
+ virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
+ virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
+
+ virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const = 0;
+
+ virtual int mesh_get_surface_count(RID p_mesh) const = 0;
+
+ virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
+ virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
+
+ virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) = 0;
+
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;
+
+ virtual void mesh_clear(RID p_mesh) = 0;
+
+ virtual bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) = 0;
+
+ /* MESH INSTANCE */
+
+ virtual RID mesh_instance_create(RID p_base) = 0;
+ virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) = 0;
+ virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) = 0;
+ virtual void mesh_instance_check_for_update(RID p_mesh_instance) = 0;
+ virtual void update_mesh_instances() = 0;
+
+ /* MULTIMESH API */
+
+ virtual RID multimesh_allocate() = 0;
+ virtual void multimesh_initialize(RID p_rid) = 0;
+
+ virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) = 0;
+
+ 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 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 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;
+
+ virtual void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) = 0;
+ virtual Vector<float> multimesh_get_buffer(RID p_multimesh) const = 0;
+
+ virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
+ virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
+
+ virtual AABB multimesh_get_aabb(RID p_multimesh) const = 0;
+
+ /* SKELETON API */
+
+ virtual RID skeleton_allocate() = 0;
+ virtual void skeleton_initialize(RID p_rid) = 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 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;
+
+ /* Light API */
+
+ virtual RID directional_light_allocate() = 0;
+ virtual void directional_light_initialize(RID p_rid) = 0;
+
+ virtual RID omni_light_allocate() = 0;
+ virtual void omni_light_initialize(RID p_rid) = 0;
+
+ virtual RID spot_light_allocate() = 0;
+ virtual void spot_light_initialize(RID p_rid) = 0;
+
+ virtual void light_set_color(RID p_light, const Color &p_color) = 0;
+ virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) = 0;
+ virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
+ virtual void light_set_shadow_color(RID p_light, const Color &p_color) = 0;
+ virtual void light_set_projector(RID p_light, RID p_texture) = 0;
+ virtual void light_set_negative(RID p_light, bool p_enable) = 0;
+ virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
+ virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
+ virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) = 0;
+ virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) = 0;
+
+ virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) = 0;
+
+ virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) = 0;
+ virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
+ virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
+ virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
+ virtual bool light_directional_is_sky_only(RID p_light) const = 0;
+
+ virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
+ virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
+
+ virtual bool light_has_shadow(RID p_light) const = 0;
+
+ virtual bool light_has_projector(RID p_light) const = 0;
+
+ virtual RS::LightType light_get_type(RID p_light) const = 0;
+ virtual AABB light_get_aabb(RID p_light) const = 0;
+ virtual float light_get_param(RID p_light, RS::LightParam p_param) = 0;
+ virtual Color light_get_color(RID p_light) = 0;
+ virtual RS::LightBakeMode light_get_bake_mode(RID p_light) = 0;
+ virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) = 0;
+ virtual uint64_t light_get_version(RID p_light) const = 0;
+
+ /* PROBE API */
+
+ virtual RID reflection_probe_allocate() = 0;
+ virtual void reflection_probe_initialize(RID p_rid) = 0;
+
+ virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) = 0;
+ virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
+ virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
+ virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) = 0;
+ virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) = 0;
+ virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) = 0;
+ virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
+ virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
+ virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
+ virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
+ virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
+ virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
+ virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
+ virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) = 0;
+
+ virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0;
+ virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0;
+ virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0;
+ virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0;
+ virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0;
+ virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0;
+ virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;
+ virtual float reflection_probe_get_lod_threshold(RID p_probe) const = 0;
+
+ virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
+ virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
+
+ /* DECAL API */
+
+ virtual RID decal_allocate() = 0;
+ virtual void decal_initialize(RID p_rid) = 0;
+
+ virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0;
+ virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) = 0;
+ virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0;
+ virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0;
+ virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) = 0;
+ virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) = 0;
+ virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) = 0;
+ 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;
+
+ virtual AABB decal_get_aabb(RID p_decal) const = 0;
+
+ /* VOXEL GI API */
+
+ virtual RID voxel_gi_allocate() = 0;
+ virtual void voxel_gi_initialize(RID p_rid) = 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 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 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 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 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 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 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 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 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 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 voxel_gi_get_version(RID p_probe) = 0;
+
+ /* LIGHTMAP */
+
+ virtual RID lightmap_allocate() = 0;
+ virtual void lightmap_initialize(RID p_rid) = 0;
+
+ virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) = 0;
+ virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) = 0;
+ virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) = 0;
+ virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) = 0;
+ virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const = 0;
+ virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const = 0;
+ virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const = 0;
+ virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const = 0;
+ virtual AABB lightmap_get_aabb(RID p_lightmap) const = 0;
+ virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) = 0;
+ virtual bool lightmap_is_interior(RID p_lightmap) const = 0;
+ virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0;
+ virtual float lightmap_get_probe_capture_update_speed() const = 0;
+
+ /* PARTICLES */
+
+ 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;
+
+ virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
+ virtual void particles_set_lifetime(RID p_particles, double p_lifetime) = 0;
+ virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
+ virtual void particles_set_pre_process_time(RID p_particles, double p_time) = 0;
+ virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) = 0;
+ virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) = 0;
+ virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
+ virtual void particles_set_speed_scale(RID p_particles, double p_scale) = 0;
+ 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, real_t 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, double 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 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;
+
+ virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) = 0;
+
+ virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
+ virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
+
+ virtual void particles_request_process(RID p_particles) = 0;
+ 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 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, 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 */
+
+ virtual RID particles_collision_allocate() = 0;
+ virtual void particles_collision_initialize(RID p_rid) = 0;
+
+ virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) = 0;
+ virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres
+ virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
+ virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
+ virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
+ virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
+ virtual AABB particles_collision_get_aabb(RID p_particles_collision) const = 0;
+ virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
+ virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0;
+
+ virtual RID visibility_notifier_allocate() = 0;
+ virtual void visibility_notifier_initialize(RID p_notifier) = 0;
+ virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) = 0;
+ virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) = 0;
+
+ virtual AABB visibility_notifier_get_aabb(RID p_notifier) const = 0;
+ virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) = 0;
+
+ //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 Transform3D &p_transform) = 0;
+ virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) = 0;
+
+ /* GLOBAL VARIABLES */
+
+ virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) = 0;
+ virtual void global_variable_remove(const StringName &p_name) = 0;
+ virtual Vector<StringName> global_variable_get_list() const = 0;
+
+ virtual void global_variable_set(const StringName &p_name, const Variant &p_value) = 0;
+ virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value) = 0;
+ virtual Variant global_variable_get(const StringName &p_name) const = 0;
+ virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const = 0;
+
+ virtual void global_variables_load_settings(bool p_load_textures = true) = 0;
+ virtual void global_variables_clear() = 0;
+
+ virtual int32_t global_variables_instance_allocate(RID p_instance) = 0;
+ virtual void global_variables_instance_free(RID p_instance) = 0;
+ virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) = 0;
+
+ /* RENDER TARGET */
+
+ enum RenderTargetFlags {
+ RENDER_TARGET_TRANSPARENT,
+ RENDER_TARGET_DIRECT_TO_SCREEN,
+ RENDER_TARGET_FLAG_MAX
+ };
+
+ virtual RID render_target_create() = 0;
+ virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0;
+ virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) = 0;
+ virtual RID render_target_get_texture(RID p_render_target) = 0;
+ virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0;
+ virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
+ virtual bool render_target_was_used(RID p_render_target) = 0;
+ virtual void render_target_set_as_unused(RID p_render_target) = 0;
+
+ virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) = 0;
+ virtual bool render_target_is_clear_requested(RID p_render_target) = 0;
+ virtual Color render_target_get_clear_request_color(RID p_render_target) = 0;
+ virtual void render_target_disable_clear_request(RID p_render_target) = 0;
+ virtual void render_target_do_clear_request(RID p_render_target) = 0;
+
+ 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;
+
+ virtual bool has_os_feature(const String &p_feature) const = 0;
+
+ virtual void update_dirty_resources() = 0;
+
+ virtual void set_debug_generate_wireframes(bool p_generate) = 0;
+
+ virtual void update_memory_info() = 0;
+
+ virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) = 0;
+ virtual String get_video_adapter_name() const = 0;
+ virtual String get_video_adapter_vendor() const = 0;
+
+ static RendererStorage *base_singleton;
+
+ void set_default_clear_color(const Color &p_color) {
+ default_clear_color = p_color;
+ }
+
+ Color get_default_clear_color() const {
+ return default_clear_color;
+ }
+#define TIMESTAMP_BEGIN() \
+ { \
+ if (RSG::storage->capturing_timestamps) \
+ RSG::storage->capture_timestamps_begin(); \
+ }
+
+#define RENDER_TIMESTAMP(m_text) \
+ { \
+ if (RSG::storage->capturing_timestamps) \
+ RSG::storage->capture_timestamp(m_text); \
+ }
+
+ bool capturing_timestamps = false;
+
+ virtual void capture_timestamps_begin() = 0;
+ virtual void capture_timestamp(const String &p_name) = 0;
+ virtual uint32_t get_captured_timestamps_count() const = 0;
+ virtual uint64_t get_captured_timestamps_frame() const = 0;
+ virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const = 0;
+ virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const = 0;
+ virtual String get_captured_timestamp_name(uint32_t p_index) const = 0;
+
+ RendererStorage();
+ virtual ~RendererStorage() {}
+};
+
+#endif // RENDERINGSERVERSTORAGE_H
diff --git a/servers/rendering/renderer_thread_pool.cpp b/servers/rendering/renderer_thread_pool.cpp
new file mode 100644
index 0000000000..98050dd508
--- /dev/null
+++ b/servers/rendering/renderer_thread_pool.cpp
@@ -0,0 +1,42 @@
+/*************************************************************************/
+/* renderer_thread_pool.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_thread_pool.h"
+
+RendererThreadPool *RendererThreadPool::singleton = nullptr;
+
+RendererThreadPool::RendererThreadPool() {
+ singleton = this;
+ thread_work_pool.init();
+}
+
+RendererThreadPool::~RendererThreadPool() {
+ thread_work_pool.finish();
+}
diff --git a/servers/rendering/renderer_thread_pool.h b/servers/rendering/renderer_thread_pool.h
new file mode 100644
index 0000000000..ae25415a0d
--- /dev/null
+++ b/servers/rendering/renderer_thread_pool.h
@@ -0,0 +1,45 @@
+/*************************************************************************/
+/* renderer_thread_pool.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 RENDERERTHREADPOOL_H
+#define RENDERERTHREADPOOL_H
+
+#include "core/templates/thread_work_pool.h"
+
+class RendererThreadPool {
+public:
+ ThreadWorkPool thread_work_pool;
+
+ static RendererThreadPool *singleton;
+ RendererThreadPool();
+ ~RendererThreadPool();
+};
+
+#endif // RENDERERTHREADPOOL_H
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
new file mode 100644
index 0000000000..74f18b1da5
--- /dev/null
+++ b/servers/rendering/renderer_viewport.cpp
@@ -0,0 +1,1172 @@
+/*************************************************************************/
+/* renderer_viewport.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_viewport.h"
+
+#include "core/config/project_settings.h"
+#include "renderer_canvas_cull.h"
+#include "renderer_scene_cull.h"
+#include "rendering_server_globals.h"
+
+static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
+ Transform2D xf = p_viewport->global_transform;
+
+ float scale = 1.0;
+ if (p_viewport->canvas_map.has(p_canvas->parent)) {
+ Transform2D c_xform = p_viewport->canvas_map[p_canvas->parent].transform;
+ if (p_viewport->snap_2d_transforms_to_pixel) {
+ c_xform.elements[2] = c_xform.elements[2].floor();
+ }
+ xf = xf * c_xform;
+ scale = p_canvas->parent_scale;
+ }
+
+ Transform2D c_xform = p_canvas_data->transform;
+
+ if (p_viewport->snap_2d_transforms_to_pixel) {
+ c_xform.elements[2] = c_xform.elements[2].floor();
+ }
+
+ xf = xf * c_xform;
+
+ if (scale != 1.0 && !RSG::canvas->disable_scale) {
+ Vector2 pivot = p_vp_size * 0.5;
+ Transform2D xfpivot;
+ xfpivot.set_origin(pivot);
+ Transform2D xfscale;
+ xfscale.scale(Vector2(scale, scale));
+
+ xf = xfpivot.affine_inverse() * xf;
+ xf = xfscale * xf;
+ xf = xfpivot * xf;
+ }
+
+ return xf;
+}
+
+void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
+ if (p_viewport->render_buffers.is_valid()) {
+ if (p_viewport->size.width == 0 || p_viewport->size.height == 0) {
+ RSG::scene->free(p_viewport->render_buffers);
+ p_viewport->render_buffers = RID();
+ } else {
+ RS::ViewportScale3D scale_3d = p_viewport->scale_3d;
+ if (Engine::get_singleton()->is_editor_hint()) { // ignore this inside of the editor
+ scale_3d = RS::VIEWPORT_SCALE_3D_DISABLED;
+ }
+
+ int width = p_viewport->size.width;
+ int height = p_viewport->size.height;
+ switch (scale_3d) {
+ case RS::VIEWPORT_SCALE_3D_75_PERCENT: {
+ width = (width * 3) / 4;
+ height = (height * 3) / 4;
+ }; break;
+ case RS::VIEWPORT_SCALE_3D_50_PERCENT: {
+ width = width >> 1;
+ height = height >> 1;
+ }; break;
+ case RS::VIEWPORT_SCALE_3D_33_PERCENT: {
+ width = width / 3;
+ height = height / 3;
+ }; break;
+ case RS::VIEWPORT_SCALE_3D_25_PERCENT: {
+ width = width >> 2;
+ height = height >> 2;
+ }; break;
+ default:
+ break;
+ }
+ RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, width, height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding, p_viewport->get_view_count());
+ }
+ }
+}
+
+void RendererViewport::_draw_3d(Viewport *p_viewport) {
+ RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
+
+ Ref<XRInterface> xr_interface;
+ if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
+ 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);
+ 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, xr_interface, &p_viewport->render_info);
+
+ RENDER_TIMESTAMP("<End Rendering 3D Scene");
+}
+
+void RendererViewport::_draw_viewport(Viewport *p_viewport) {
+ if (p_viewport->measure_render_time) {
+ String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
+ RSG::storage->capture_timestamp(rt_id);
+ timestamp_vp_map[rt_id] = p_viewport->self;
+ }
+
+ /* Camera should always be BEFORE any other 3D */
+
+ bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
+ int scenario_canvas_max_layer = 0;
+
+ for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
+ for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
+ p_viewport->render_info.info[i][j] = 0;
+ }
+ }
+
+ Color bgcolor = RSG::storage->get_default_clear_color();
+
+ if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) {
+ RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
+ if (RSG::scene->is_environment(environment)) {
+ scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
+ scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
+ }
+ }
+
+ bool can_draw_3d = RSG::scene->is_camera(p_viewport->camera) && !p_viewport->disable_3d;
+
+ if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
+ if (p_viewport->transparent_bg) {
+ bgcolor = Color(0, 0, 0, 0);
+ }
+ if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
+ p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
+ }
+ }
+
+ if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
+ //wants to draw 3D but there is no render buffer, create
+ p_viewport->render_buffers = RSG::scene->render_buffers_create();
+
+ _configure_3d_render_buffers(p_viewport);
+ }
+
+ RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
+
+ if (!scenario_draw_canvas_bg && can_draw_3d) {
+ _draw_3d(p_viewport);
+ }
+
+ if (!p_viewport->disable_2d) {
+ int i = 0;
+
+ Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
+
+ Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
+ RendererCanvasRender::Light *lights = nullptr;
+ RendererCanvasRender::Light *lights_with_shadow = nullptr;
+
+ RendererCanvasRender::Light *directional_lights = nullptr;
+ RendererCanvasRender::Light *directional_lights_with_shadow = nullptr;
+
+ if (p_viewport->sdf_active) {
+ //process SDF
+
+ Rect2 sdf_rect = RSG::storage->render_target_get_sdf_rect(p_viewport->render_target);
+
+ RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
+
+ //make list of occluders
+ for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
+ RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
+ Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
+
+ for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
+ if (!F->get()->enabled) {
+ continue;
+ }
+ F->get()->xform_cache = xf * F->get()->xform;
+
+ if (sdf_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
+ F->get()->next = occluders;
+ occluders = F->get();
+ }
+ }
+ }
+
+ 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;
+
+ int light_count = 0;
+ int shadow_count = 0;
+ int directional_light_count = 0;
+
+ RENDER_TIMESTAMP("Cull Canvas Lights");
+ for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
+ RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
+
+ Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
+
+ //find lights in canvas
+
+ for (Set<RendererCanvasRender::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
+ RendererCanvasRender::Light *cl = F->get();
+ if (cl->enabled && cl->texture.is_valid()) {
+ //not super efficient..
+ Size2 tsize = RSG::storage->texture_size_with_proxy(cl->texture);
+ tsize *= cl->scale;
+
+ Vector2 offset = tsize / 2.0;
+ cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
+ cl->xform_cache = xf * cl->xform;
+
+ if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
+ cl->filter_next_ptr = lights;
+ lights = cl;
+ // cl->texture_cache = nullptr;
+ Transform2D scale;
+ scale.scale(cl->rect_cache.size);
+ scale.elements[2] = cl->rect_cache.position;
+ cl->light_shader_xform = cl->xform * scale;
+ //cl->light_shader_pos = cl->xform_cache[2];
+ if (cl->use_shadow) {
+ cl->shadows_next_ptr = lights_with_shadow;
+ if (lights_with_shadow == nullptr) {
+ shadow_rect = cl->xform_cache.xform(cl->rect_cache);
+ } else {
+ shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
+ }
+ lights_with_shadow = cl;
+ cl->radius_cache = cl->rect_cache.size.length();
+ }
+
+ light_count++;
+ }
+
+ //guess this is not needed, but keeping because it may be
+ }
+ }
+
+ for (Set<RendererCanvasRender::Light *>::Element *F = canvas->directional_lights.front(); F; F = F->next()) {
+ RendererCanvasRender::Light *cl = F->get();
+ if (cl->enabled) {
+ cl->filter_next_ptr = directional_lights;
+ directional_lights = cl;
+ cl->xform_cache = xf * cl->xform;
+ cl->xform_cache.elements[2] = Vector2(); //translation is pointless
+ if (cl->use_shadow) {
+ cl->shadows_next_ptr = directional_lights_with_shadow;
+ directional_lights_with_shadow = cl;
+ }
+
+ directional_light_count++;
+
+ if (directional_light_count == RS::MAX_2D_DIRECTIONAL_LIGHTS) {
+ break;
+ }
+ }
+ }
+
+ canvas_map[Viewport::CanvasKey(E.key, E.value.layer, E.value.sublayer)] = &E.value;
+ }
+
+ if (lights_with_shadow) {
+ //update shadows if any
+
+ RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
+
+ RENDER_TIMESTAMP(">Render 2D Shadows");
+ RENDER_TIMESTAMP("Cull Occluders");
+
+ //make list of occluders
+ for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
+ RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
+ Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
+
+ for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
+ if (!F->get()->enabled) {
+ continue;
+ }
+ F->get()->xform_cache = xf * F->get()->xform;
+ if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
+ F->get()->next = occluders;
+ occluders = F->get();
+ }
+ }
+ }
+ //update the light shadowmaps with them
+
+ RendererCanvasRender::Light *light = lights_with_shadow;
+ while (light) {
+ RENDER_TIMESTAMP("Render Shadow");
+
+ RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
+ light = light->shadows_next_ptr;
+ }
+
+ RENDER_TIMESTAMP("<End rendering 2D Shadows");
+ }
+
+ if (directional_lights_with_shadow) {
+ //update shadows if any
+ RendererCanvasRender::Light *light = directional_lights_with_shadow;
+ while (light) {
+ Vector2 light_dir = -light->xform_cache.elements[1].normalized(); // Y is light direction
+ float cull_distance = light->directional_distance;
+
+ Vector2 light_dir_sign;
+ light_dir_sign.x = (ABS(light_dir.x) < CMP_EPSILON) ? 0.0 : ((light_dir.x > 0.0) ? 1.0 : -1.0);
+ light_dir_sign.y = (ABS(light_dir.y) < CMP_EPSILON) ? 0.0 : ((light_dir.y > 0.0) ? 1.0 : -1.0);
+
+ Vector2 points[6];
+ int point_count = 0;
+
+ for (int j = 0; j < 4; j++) {
+ static const Vector2 signs[4] = { Vector2(1, 1), Vector2(1, 0), Vector2(0, 0), Vector2(0, 1) };
+ Vector2 sign_cmp = signs[j] * 2.0 - Vector2(1.0, 1.0);
+ Vector2 point = clip_rect.position + clip_rect.size * signs[j];
+
+ if (sign_cmp == light_dir_sign) {
+ //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;
+ Vector2 next_sign_cmp = signs[next_j] * 2.0 - Vector2(1.0, 1.0);
+
+ //one point in the same direction, plot segment
+
+ if (next_sign_cmp.x == light_dir_sign.x || next_sign_cmp.y == light_dir_sign.y) {
+ if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
+ points[point_count++] = point;
+ }
+ points[point_count++] = point + light_dir * cull_distance;
+ } else {
+ points[point_count++] = point + light_dir * cull_distance;
+ if (light_dir_sign.x != 0.0 || light_dir_sign.y != 0.0) {
+ points[point_count++] = point;
+ }
+ }
+ } else {
+ //plot normally
+ points[point_count++] = point;
+ }
+ }
+
+ Vector2 xf_points[6];
+
+ RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
+
+ RENDER_TIMESTAMP(">Render Directional 2D Shadows");
+
+ //make list of occluders
+ int occ_cullded = 0;
+ for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
+ RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
+ Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E.value, clip_rect.size);
+
+ for (Set<RendererCanvasRender::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
+ if (!F->get()->enabled) {
+ continue;
+ }
+ F->get()->xform_cache = xf * F->get()->xform;
+ Transform2D localizer = F->get()->xform_cache.affine_inverse();
+
+ for (int j = 0; j < point_count; j++) {
+ xf_points[j] = localizer.xform(points[j]);
+ }
+ if (F->get()->aabb_cache.intersects_filled_polygon(xf_points, point_count)) {
+ F->get()->next = occluders;
+ occluders = F->get();
+ occ_cullded++;
+ }
+ }
+ }
+
+ RSG::canvas_render->light_update_directional_shadow(light->light_internal, shadow_count++, light->xform_cache, light->item_shadow_mask, cull_distance, clip_rect, occluders);
+
+ light = light->shadows_next_ptr;
+ }
+
+ RENDER_TIMESTAMP("<Render Directional 2D Shadows");
+ }
+
+ if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
+ if (!can_draw_3d) {
+ RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
+ } else {
+ _draw_3d(p_viewport);
+ }
+ scenario_draw_canvas_bg = false;
+ }
+
+ for (const KeyValue<Viewport::CanvasKey, Viewport::CanvasData *> &E : canvas_map) {
+ RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value->canvas);
+
+ Transform2D xform = _canvas_get_transform(p_viewport, canvas, E.value, clip_rect.size);
+
+ RendererCanvasRender::Light *canvas_lights = nullptr;
+ RendererCanvasRender::Light *canvas_directional_lights = nullptr;
+
+ RendererCanvasRender::Light *ptr = lights;
+ while (ptr) {
+ if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
+ ptr->next_ptr = canvas_lights;
+ canvas_lights = ptr;
+ }
+ ptr = ptr->filter_next_ptr;
+ }
+
+ ptr = directional_lights;
+ while (ptr) {
+ if (E.value->layer >= ptr->layer_min && E.value->layer <= ptr->layer_max) {
+ ptr->next_ptr = canvas_directional_lights;
+ canvas_directional_lights = ptr;
+ }
+ ptr = ptr->filter_next_ptr;
+ }
+
+ RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, canvas_directional_lights, clip_rect, p_viewport->texture_filter, p_viewport->texture_repeat, p_viewport->snap_2d_transforms_to_pixel, p_viewport->snap_2d_vertices_to_pixel);
+ if (RSG::canvas->was_sdf_used()) {
+ p_viewport->sdf_active = true;
+ }
+ i++;
+
+ if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) {
+ if (!can_draw_3d) {
+ RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
+ } else {
+ _draw_3d(p_viewport);
+ }
+
+ scenario_draw_canvas_bg = false;
+ }
+ }
+
+ if (scenario_draw_canvas_bg) {
+ if (!can_draw_3d) {
+ RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
+ } else {
+ _draw_3d(p_viewport);
+ }
+ }
+ }
+
+ if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
+ //was never cleared in the end, force clear it
+ RSG::storage->render_target_do_clear_request(p_viewport->render_target);
+ }
+
+ if (p_viewport->measure_render_time) {
+ String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
+ RSG::storage->capture_timestamp(rt_id);
+ timestamp_vp_map[rt_id] = p_viewport->self;
+ }
+}
+
+void RendererViewport::draw_viewports() {
+ timestamp_vp_map.clear();
+
+ // get our xr interface in case we need it
+ Ref<XRInterface> xr_interface;
+
+ if (XRServer::get_singleton() != nullptr) {
+ xr_interface = XRServer::get_singleton()->get_primary_interface();
+
+ // process all our active interfaces
+ XRServer::get_singleton()->_process();
+ }
+
+ if (Engine::get_singleton()->is_editor_hint()) {
+ set_default_clear_color(GLOBAL_GET("rendering/environment/defaults/default_clear_color"));
+ }
+
+ //sort viewports
+ active_viewports.sort_custom<ViewportSort>();
+
+ Map<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
+ //draw viewports
+ RENDER_TIMESTAMP(">Render Viewports");
+
+ //determine what is visible
+ draw_viewports_pass++;
+
+ for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
+
+ Viewport *vp = active_viewports[i];
+
+ if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
+ continue;
+ }
+
+ if (!vp->render_target.is_valid()) {
+ continue;
+ }
+ //ERR_CONTINUE(!vp->render_target.is_valid());
+
+ bool visible = vp->viewport_to_screen_rect != Rect2();
+
+ if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
+ visible = true;
+ }
+
+ if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
+ visible = true;
+ }
+
+ if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
+ Viewport *parent = viewport_owner.get_or_null(vp->parent);
+ if (parent && parent->last_pass == draw_viewports_pass) {
+ visible = true;
+ }
+ }
+
+ visible = visible && vp->size.x > 1 && vp->size.y > 1;
+
+ if (visible) {
+ vp->last_pass = draw_viewports_pass;
+ }
+ }
+
+ int vertices_drawn = 0;
+ int objects_drawn = 0;
+ int draw_calls_used = 0;
+
+ for (int i = 0; i < active_viewports.size(); i++) {
+ Viewport *vp = active_viewports[i];
+
+ if (vp->last_pass != draw_viewports_pass) {
+ continue; //should not draw
+ }
+
+ RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
+
+ RSG::storage->render_target_set_as_unused(vp->render_target);
+ if (vp->use_xr && xr_interface.is_valid()) {
+ // override our size, make sure it matches our required size and is created as a stereo target
+ vp->size = xr_interface->get_render_target_size();
+ uint32_t view_count = xr_interface->get_view_count();
+ RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count);
+
+ // check for an external texture destination (disabled for now, not yet supported)
+ // RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
+ RSG::storage->render_target_set_external_texture(vp->render_target, 0);
+
+ // render...
+ RSG::scene->set_debug_draw_mode(vp->debug_draw);
+
+ // and draw viewport
+ _draw_viewport(vp);
+
+ // measure
+
+ // commit our eyes
+ Vector<BlitToScreen> blits = xr_interface->commit_views(vp->render_target, vp->viewport_to_screen_rect);
+ if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && blits.size() > 0) {
+ if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
+ blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
+ }
+
+ for (int b = 0; b < blits.size(); b++) {
+ blit_to_screen_list[vp->viewport_to_screen].push_back(blits[b]);
+ }
+ }
+
+ // and for our frame timing, mark when we've finished committing our eyes
+ XRServer::get_singleton()->_mark_commit();
+ } else {
+ RSG::storage->render_target_set_external_texture(vp->render_target, 0);
+
+ RSG::scene->set_debug_draw_mode(vp->debug_draw);
+
+ // render standard mono camera
+ _draw_viewport(vp);
+
+ if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
+ //copy to screen if set as such
+ BlitToScreen blit;
+ blit.render_target = vp->render_target;
+ if (vp->viewport_to_screen_rect != Rect2()) {
+ blit.dst_rect = vp->viewport_to_screen_rect;
+ } else {
+ blit.dst_rect.position = Vector2();
+ blit.dst_rect.size = vp->size;
+ }
+
+ if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
+ blit_to_screen_list[vp->viewport_to_screen] = Vector<BlitToScreen>();
+ }
+
+ blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
+ }
+ }
+
+ if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
+ vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
+ }
+
+ RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
+
+ objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
+ vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
+ draw_calls_used += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME];
+ }
+ RSG::scene->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
+
+ total_objects_drawn = objects_drawn;
+ total_vertices_drawn = vertices_drawn;
+ total_draw_calls_used = draw_calls_used;
+
+ RENDER_TIMESTAMP("<Render Viewports");
+ //this needs to be called to make screen swapping more efficient
+ RSG::rasterizer->prepare_for_blitting_render_targets();
+
+ for (const KeyValue<int, Vector<BlitToScreen>> &E : blit_to_screen_list) {
+ RSG::rasterizer->blit_render_targets_to_screen(E.key, E.value.ptr(), E.value.size());
+ }
+}
+
+RID RendererViewport::viewport_allocate() {
+ return viewport_owner.allocate_rid();
+}
+
+void RendererViewport::viewport_initialize(RID p_rid) {
+ viewport_owner.initialize_rid(p_rid);
+ Viewport *viewport = viewport_owner.get_or_null(p_rid);
+ viewport->self = p_rid;
+ viewport->render_target = RSG::storage->render_target_create();
+ viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
+ viewport->viewport_render_direct_to_screen = false;
+}
+
+void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->use_xr == p_use_xr) {
+ return;
+ }
+
+ viewport->use_xr = p_use_xr;
+ _configure_3d_render_buffers(viewport);
+}
+
+void RendererViewport::viewport_set_scale_3d(RID p_viewport, RenderingServer::ViewportScale3D p_scale_3d) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->scale_3d == p_scale_3d) {
+ return;
+ }
+
+ viewport->scale_3d = p_scale_3d;
+ _configure_3d_render_buffers(viewport);
+}
+
+uint32_t RendererViewport::Viewport::get_view_count() {
+ uint32_t view_count = 1;
+
+ if (use_xr && XRServer::get_singleton() != nullptr) {
+ Ref<XRInterface> xr_interface;
+
+ xr_interface = XRServer::get_singleton()->get_primary_interface();
+ if (xr_interface.is_valid()) {
+ view_count = xr_interface->get_view_count();
+ }
+ }
+
+ return view_count;
+}
+
+void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
+ ERR_FAIL_COND(p_width < 0 && p_height < 0);
+
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->size = Size2(p_width, p_height);
+ uint32_t view_count = viewport->get_view_count();
+ RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
+ _configure_3d_render_buffers(viewport);
+
+ viewport->occlusion_buffer_dirty = true;
+}
+
+void RendererViewport::viewport_set_active(RID p_viewport, bool p_active) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (p_active) {
+ ERR_FAIL_COND_MSG(active_viewports.find(viewport) != -1, "Can't make active a Viewport that is already active.");
+ viewport->occlusion_buffer_dirty = true;
+ active_viewports.push_back(viewport);
+ } else {
+ active_viewports.erase(viewport);
+ }
+}
+
+void RendererViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->parent = p_parent_viewport;
+}
+
+void RendererViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->clear_mode = p_clear_mode;
+}
+
+void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
+ // If using GLES2 we can optimize this operation by rendering directly to system_fbo
+ // instead of rendering to fbo and copying to system_fbo after
+ if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
+ RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
+ RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
+ }
+
+ viewport->viewport_to_screen_rect = p_rect;
+ viewport->viewport_to_screen = p_screen;
+ } else {
+ // if render_direct_to_screen was used, reset size and position
+ if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
+ RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
+ RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
+ }
+
+ viewport->viewport_to_screen_rect = Rect2();
+ viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
+ }
+}
+
+void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (p_enable == viewport->viewport_render_direct_to_screen) {
+ return;
+ }
+
+ // if disabled, reset render_target size and position
+ if (!p_enable) {
+ RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
+ RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
+ }
+
+ RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
+ viewport->viewport_render_direct_to_screen = p_enable;
+
+ // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
+ if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
+ RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->get_view_count());
+ RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
+ }
+}
+
+void RendererViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->update_mode = p_mode;
+}
+
+RID RendererViewport::viewport_get_texture(RID p_viewport) const {
+ const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND_V(!viewport, RID());
+
+ 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.get_or_null(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_disable_2d(RID p_viewport, bool p_disable) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->disable_2d = p_disable;
+}
+
+void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->disable_environment = p_disable;
+}
+
+void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->disable_3d = p_disable;
+}
+
+void RendererViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->camera = p_camera;
+}
+
+void RendererViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->scenario.is_valid()) {
+ RSG::scene->scenario_remove_viewport_visibility_mask(viewport->scenario, p_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) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
+ RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
+ ERR_FAIL_COND(!canvas);
+
+ canvas->viewports.insert(p_viewport);
+ viewport->canvas_map[p_canvas] = Viewport::CanvasData();
+ viewport->canvas_map[p_canvas].layer = 0;
+ viewport->canvas_map[p_canvas].sublayer = 0;
+ viewport->canvas_map[p_canvas].canvas = canvas;
+}
+
+void RendererViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ RendererCanvasCull::Canvas *canvas = RSG::canvas->canvas_owner.get_or_null(p_canvas);
+ ERR_FAIL_COND(!canvas);
+
+ viewport->canvas_map.erase(p_canvas);
+ canvas->viewports.erase(p_viewport);
+}
+
+void RendererViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
+ viewport->canvas_map[p_canvas].transform = p_offset;
+}
+
+void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
+ viewport->transparent_bg = p_enabled;
+}
+
+void RendererViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->global_transform = p_transform;
+}
+
+void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
+ viewport->canvas_map[p_canvas].layer = p_layer;
+ viewport->canvas_map[p_canvas].sublayer = p_sublayer;
+}
+
+void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->shadow_atlas_size = p_size;
+ viewport->shadow_atlas_16_bits = p_16_bits;
+
+ RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
+}
+
+void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ RSG::scene->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
+}
+
+void RendererViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->msaa == p_msaa) {
+ return;
+ }
+ viewport->msaa = p_msaa;
+ _configure_3d_render_buffers(viewport);
+}
+
+void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->screen_space_aa == p_mode) {
+ return;
+ }
+ viewport->screen_space_aa = p_mode;
+ _configure_3d_render_buffers(viewport);
+}
+
+void RendererViewport::viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ if (viewport->use_debanding == p_use_debanding) {
+ return;
+ }
+ viewport->use_debanding = p_use_debanding;
+ _configure_3d_render_buffers(viewport);
+}
+
+void RendererViewport::viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling) {
+ Viewport *viewport = viewport_owner.get_or_null(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.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->lod_threshold = p_pixels;
+}
+
+int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) {
+ ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
+
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ if (!viewport) {
+ return 0; //there should be a lock here..
+ }
+
+ return viewport->render_info.info[p_type][p_info];
+}
+
+void RendererViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->debug_draw = p_draw;
+}
+
+void RendererViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->measure_render_time = p_enable;
+}
+
+float RendererViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND_V(!viewport, 0);
+
+ return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
+}
+
+float RendererViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND_V(!viewport, 0);
+
+ return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
+}
+
+void RendererViewport::viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+ viewport->snap_2d_transforms_to_pixel = p_enabled;
+}
+
+void RendererViewport::viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+ viewport->snap_2d_vertices_to_pixel = p_enabled;
+}
+
+void RendererViewport::viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter) {
+ ERR_FAIL_COND_MSG(p_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, "Viewport does not accept DEFAULT as texture filter (it's the topmost choice already).)");
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->texture_filter = p_filter;
+}
+void RendererViewport::viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat) {
+ ERR_FAIL_COND_MSG(p_repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, "Viewport does not accept DEFAULT as texture repeat (it's the topmost choice already).)");
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->texture_repeat = p_repeat;
+}
+
+void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
+ Viewport *viewport = viewport_owner.get_or_null(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ RSG::storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
+}
+
+bool RendererViewport::free(RID p_rid) {
+ if (viewport_owner.owns(p_rid)) {
+ Viewport *viewport = viewport_owner.get_or_null(p_rid);
+
+ RSG::storage->free(viewport->render_target);
+ RSG::scene->free(viewport->shadow_atlas);
+ if (viewport->render_buffers.is_valid()) {
+ RSG::scene->free(viewport->render_buffers);
+ }
+
+ while (viewport->canvas_map.front()) {
+ viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
+ }
+
+ 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);
+
+ return true;
+ }
+
+ return false;
+}
+
+void RendererViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
+ RID *vp = timestamp_vp_map.getptr(p_timestamp);
+ if (!vp) {
+ return;
+ }
+
+ Viewport *viewport = viewport_owner.get_or_null(*vp);
+ if (!viewport) {
+ return;
+ }
+
+ if (p_timestamp.begins_with("vp_begin")) {
+ viewport->time_cpu_begin = p_cpu_time;
+ viewport->time_gpu_begin = p_gpu_time;
+ }
+
+ if (p_timestamp.begins_with("vp_end")) {
+ viewport->time_cpu_end = p_cpu_time;
+ viewport->time_gpu_end = p_gpu_time;
+ }
+}
+
+void RendererViewport::set_default_clear_color(const Color &p_color) {
+ RSG::storage->set_default_clear_color(p_color);
+}
+
+// Workaround for setting this on thread.
+void RendererViewport::call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) {
+ DisplayServer::get_singleton()->window_set_vsync_mode(p_mode, p_window);
+}
+
+int RendererViewport::get_total_objects_drawn() const {
+ return total_objects_drawn;
+}
+int RendererViewport::get_total_vertices_drawn() const {
+ return total_vertices_drawn;
+}
+int RendererViewport::get_total_draw_calls_used() const {
+ return total_draw_calls_used;
+}
+
+RendererViewport::RendererViewport() {
+ occlusion_rays_per_thread = GLOBAL_GET("rendering/occlusion_culling/occlusion_rays_per_thread");
+}
diff --git a/servers/rendering/rendering_server_viewport.h b/servers/rendering/renderer_viewport.h
index 0b90646e4f..f6095e18d7 100644
--- a/servers/rendering/rendering_server_viewport.h
+++ b/servers/rendering/renderer_viewport.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* rendering_server_viewport.h */
+/* renderer_viewport.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,13 +31,14 @@
#ifndef VISUALSERVERVIEWPORT_H
#define VISUALSERVERVIEWPORT_H
-#include "core/rid_owner.h"
-#include "core/self_list.h"
-#include "rasterizer.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/rid_owner.h"
+#include "core/templates/self_list.h"
+#include "servers/rendering/renderer_scene.h"
#include "servers/rendering_server.h"
#include "servers/xr/xr_interface.h"
-class RenderingServerViewport {
+class RendererViewport {
public:
struct CanvasBase {
};
@@ -48,6 +49,8 @@ public:
bool use_xr; /* use xr interface to override camera positioning and projection matrices and control output */
+ RS::ViewportScale3D scale_3d = RenderingServer::VIEWPORT_SCALE_3D_DISABLED;
+
Size2i size;
RID camera;
RID scenario;
@@ -59,16 +62,23 @@ public:
RS::ViewportMSAA msaa;
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;
- bool hide_scenario;
- bool hide_canvas;
- bool disable_environment;
+ bool disable_2d = false;
+ bool disable_environment = false;
+ bool disable_3d = false;
bool measure_render_time;
+ bool snap_2d_transforms_to_pixel;
+ bool snap_2d_vertices_to_pixel;
+
uint64_t time_cpu_begin;
uint64_t time_cpu_end;
@@ -77,14 +87,21 @@ public:
RID shadow_atlas;
int shadow_atlas_size;
+ bool shadow_atlas_16_bits = false;
+
+ bool sdf_active;
+
+ float lod_threshold = 1.0;
uint64_t last_pass = 0;
- int render_info[RS::VIEWPORT_RENDER_INFO_MAX];
RS::ViewportDebugDraw debug_draw;
RS::ViewportClearMode clear_mode;
+ RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+
bool transparent_bg;
struct CanvasKey {
@@ -118,11 +135,13 @@ public:
Map<RID, CanvasData> canvas_map;
+ RendererScene::RenderInfo render_info;
+
Viewport() {
update_mode = RS::VIEWPORT_UPDATE_WHEN_VISIBLE;
clear_mode = RS::VIEWPORT_CLEAR_ALWAYS;
transparent_bg = false;
- disable_environment = false;
+
viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
shadow_atlas_size = 0;
measure_render_time = false;
@@ -130,11 +149,15 @@ public:
debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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;
- for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_MAX; i++) {
- render_info[i] = 0;
- }
use_xr = false;
+ sdf_active = false;
time_cpu_begin = 0;
time_cpu_end = 0;
@@ -142,13 +165,15 @@ public:
time_gpu_begin = 0;
time_gpu_end = 0;
}
+
+ uint32_t get_view_count();
};
HashMap<String, RID> timestamp_vp_map;
uint64_t draw_viewports_pass = 0;
- mutable RID_PtrOwner<Viewport> viewport_owner;
+ mutable RID_Owner<Viewport, true> viewport_owner;
struct ViewportSort {
_FORCE_INLINE_ bool operator()(const Viewport *p_left, const Viewport *p_right) const {
@@ -164,14 +189,25 @@ public:
Vector<Viewport *> active_viewports;
+ int total_objects_drawn = 0;
+ int total_vertices_drawn = 0;
+ int total_draw_calls_used = 0;
+
private:
- void _draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye);
- void _draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye = XRInterface::EYE_MONO);
+ void _configure_3d_render_buffers(Viewport *p_viewport);
+ void _draw_3d(Viewport *p_viewport);
+ void _draw_viewport(Viewport *p_viewport);
+
+ int occlusion_rays_per_thread = 512;
+
+ void _resize_occlusion_culling_buffer(const Size2i &p_size);
public:
- RID viewport_create();
+ RID viewport_allocate();
+ void viewport_initialize(RID p_rid);
void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
+ void viewport_set_scale_3d(RID p_viewport, RenderingServer::ViewportScale3D p_scale_3d);
void viewport_set_size(RID p_viewport, int p_width, int p_height);
@@ -186,10 +222,11 @@ 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);
+ void viewport_set_disable_2d(RID p_viewport, bool p_disable);
void viewport_set_disable_environment(RID p_viewport, bool p_disable);
+ void viewport_set_disable_3d(RID p_viewport, bool p_disable);
void viewport_attach_camera(RID p_viewport, RID p_camera);
void viewport_set_scenario(RID p_viewport, RID p_scenario);
@@ -201,19 +238,32 @@ public:
void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform);
void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer);
- void viewport_set_shadow_atlas_size(RID p_viewport, int p_size);
+ void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false);
void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv);
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);
+ virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info);
virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
float viewport_get_measured_render_time_cpu(RID p_viewport) const;
float viewport_get_measured_render_time_gpu(RID p_viewport) const;
+ void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled);
+ void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled);
+
+ void viewport_set_default_canvas_item_texture_filter(RID p_viewport, RS::CanvasItemTextureFilter p_filter);
+ void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, RS::CanvasItemTextureRepeat p_repeat);
+
+ void viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::ViewportSDFOversize p_over_size, RS::ViewportSDFScale p_scale);
+
void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time);
void set_default_clear_color(const Color &p_color);
@@ -221,8 +271,15 @@ public:
bool free(RID p_rid);
- RenderingServerViewport();
- virtual ~RenderingServerViewport() {}
+ int get_total_objects_drawn() const;
+ int get_total_vertices_drawn() const;
+ int get_total_draw_calls_used() const;
+
+ // Workaround for setting this on thread.
+ void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window);
+
+ RendererViewport();
+ virtual ~RendererViewport() {}
};
#endif // VISUALSERVERVIEWPORT_H
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 83cbfb85bd..70f676e5ac 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "rendering_device.h"
-#include "core/method_bind_ext.gen.inc"
+
#include "rendering_device_binds.h"
RenderingDevice *RenderingDevice::singleton = nullptr;
@@ -38,18 +38,23 @@ RenderingDevice *RenderingDevice::get_singleton() {
return singleton;
}
-RenderingDevice::ShaderCompileFunction RenderingDevice::compile_function = nullptr;
+RenderingDevice::ShaderCompileToSPIRVFunction RenderingDevice::compile_to_spirv_function = nullptr;
RenderingDevice::ShaderCacheFunction RenderingDevice::cache_function = nullptr;
+RenderingDevice::ShaderSPIRVGetCacheKeyFunction RenderingDevice::get_spirv_cache_key_function = nullptr;
-void RenderingDevice::shader_set_compile_function(ShaderCompileFunction p_function) {
- compile_function = p_function;
+void RenderingDevice::shader_set_compile_to_spirv_function(ShaderCompileToSPIRVFunction p_function) {
+ compile_to_spirv_function = p_function;
}
-void RenderingDevice::shader_set_cache_function(ShaderCacheFunction p_function) {
+void RenderingDevice::shader_set_spirv_cache_function(ShaderCacheFunction p_function) {
cache_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) {
+void RenderingDevice::shader_set_get_cache_key_function(ShaderSPIRVGetCacheKeyFunction p_function) {
+ get_spirv_cache_key_function = p_function;
+}
+
+Vector<uint8_t> RenderingDevice::shader_compile_spirv_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);
if (cache.size()) {
@@ -57,9 +62,22 @@ Vector<uint8_t> RenderingDevice::shader_compile_from_source(ShaderStage p_stage,
}
}
- ERR_FAIL_COND_V(!compile_function, Vector<uint8_t>());
+ ERR_FAIL_COND_V(!compile_to_spirv_function, Vector<uint8_t>());
- return compile_function(p_stage, p_source_code, p_language, r_error);
+ return compile_to_spirv_function(p_stage, p_source_code, p_language, r_error, &device_capabilities);
+}
+
+String RenderingDevice::shader_get_spirv_cache_key() const {
+ if (get_spirv_cache_key_function) {
+ return get_spirv_cache_key_function(&device_capabilities);
+ }
+ return String();
+}
+
+RID RenderingDevice::shader_create_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name) {
+ Vector<uint8_t> bytecode = shader_compile_binary_from_spirv(p_spirv, p_shader_name);
+ ERR_FAIL_COND_V(bytecode.size() == 0, RID());
+ return shader_create_from_bytecode(bytecode);
}
RID RenderingDevice::_texture_create(const Ref<RDTextureFormat> &p_format, const Ref<RDTextureView> &p_view, const TypedArray<PackedByteArray> &p_data) {
@@ -68,7 +86,7 @@ RID RenderingDevice::_texture_create(const Ref<RDTextureFormat> &p_format, const
Vector<Vector<uint8_t>> data;
for (int i = 0; i < p_data.size(); i++) {
Vector<uint8_t> byte_slice = p_data[i];
- ERR_FAIL_COND_V(byte_slice.empty(), RID());
+ ERR_FAIL_COND_V(byte_slice.is_empty(), RID());
data.push_back(byte_slice);
}
return texture_create(p_format->base, p_view->base, data);
@@ -86,7 +104,19 @@ RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView>
return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_slice_type);
}
-RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments) {
+RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count) {
+ Vector<AttachmentFormat> attachments;
+ attachments.resize(p_attachments.size());
+
+ for (int i = 0; i < p_attachments.size(); i++) {
+ Ref<RDAttachmentFormat> af = p_attachments[i];
+ ERR_FAIL_COND_V(af.is_null(), INVALID_FORMAT_ID);
+ attachments.write[i] = af->base;
+ }
+ return framebuffer_format_create(attachments, p_view_count);
+}
+
+RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count) {
Vector<AttachmentFormat> attachments;
attachments.resize(p_attachments.size());
@@ -95,12 +125,31 @@ RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create
ERR_FAIL_COND_V(af.is_null(), INVALID_FORMAT_ID);
attachments.write[i] = af->base;
}
- return framebuffer_format_create(attachments);
+
+ Vector<FramebufferPass> passes;
+ for (int i = 0; i < p_passes.size(); i++) {
+ Ref<RDFramebufferPass> pass = p_passes[i];
+ ERR_CONTINUE(pass.is_null());
+ passes.push_back(pass->base);
+ }
+
+ return framebuffer_format_create_multipass(attachments, passes, p_view_count);
}
-RID RenderingDevice::_framebuffer_create(const Array &p_textures, FramebufferFormatID p_format_check) {
+RID RenderingDevice::_framebuffer_create(const TypedArray<RID> &p_textures, FramebufferFormatID p_format_check, uint32_t p_view_count) {
Vector<RID> textures = Variant(p_textures);
- return framebuffer_create(textures, p_format_check);
+ return framebuffer_create(textures, p_format_check, p_view_count);
+}
+
+RID RenderingDevice::_framebuffer_create_multipass(const TypedArray<RID> &p_textures, const TypedArray<RDFramebufferPass> &p_passes, FramebufferFormatID p_format_check, uint32_t p_view_count) {
+ Vector<RID> textures = Variant(p_textures);
+ Vector<FramebufferPass> passes;
+ for (int i = 0; i < p_passes.size(); i++) {
+ Ref<RDFramebufferPass> pass = p_passes[i];
+ ERR_CONTINUE(pass.is_null());
+ passes.push_back(pass->base);
+ }
+ return framebuffer_create_multipass(textures, passes, p_format_check, p_view_count);
}
RID RenderingDevice::_sampler_create(const Ref<RDSamplerState> &p_state) {
@@ -127,40 +176,59 @@ RID RenderingDevice::_vertex_array_create(uint32_t p_vertex_count, VertexFormatI
return vertex_array_create(p_vertex_count, p_vertex_format, buffers);
}
-Ref<RDShaderBytecode> RenderingDevice::_shader_compile_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache) {
- ERR_FAIL_COND_V(p_source.is_null(), Ref<RDShaderBytecode>());
+Ref<RDShaderSPIRV> RenderingDevice::_shader_compile_spirv_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache) {
+ ERR_FAIL_COND_V(p_source.is_null(), Ref<RDShaderSPIRV>());
- Ref<RDShaderBytecode> bytecode;
- bytecode.instance();
+ Ref<RDShaderSPIRV> bytecode;
+ bytecode.instantiate();
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
String error;
ShaderStage stage = ShaderStage(i);
- Vector<uint8_t> spirv = shader_compile_from_source(stage, p_source->get_stage_source(stage), p_source->get_language(), &error, p_allow_cache);
+ Vector<uint8_t> spirv = shader_compile_spirv_from_source(stage, p_source->get_stage_source(stage), p_source->get_language(), &error, p_allow_cache);
bytecode->set_stage_bytecode(stage, spirv);
bytecode->set_stage_compile_error(stage, error);
}
return bytecode;
}
-RID RenderingDevice::shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode) {
- ERR_FAIL_COND_V(p_bytecode.is_null(), RID());
+Vector<uint8_t> RenderingDevice::_shader_compile_binary_from_spirv(const Ref<RDShaderSPIRV> &p_spirv, const String &p_shader_name) {
+ ERR_FAIL_COND_V(p_spirv.is_null(), Vector<uint8_t>());
- Vector<ShaderStageData> stage_data;
+ Vector<ShaderStageSPIRVData> stage_data;
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
ShaderStage stage = ShaderStage(i);
- ShaderStageData sd;
+ ShaderStageSPIRVData sd;
sd.shader_stage = stage;
- String error = p_bytecode->get_stage_compile_error(stage);
- ERR_FAIL_COND_V_MSG(error != String(), RID(), "Can't create a shader from an errored bytecode. Check errors in source bytecode.");
- sd.spir_v = p_bytecode->get_stage_bytecode(stage);
- if (sd.spir_v.empty()) {
+ String error = p_spirv->get_stage_compile_error(stage);
+ ERR_FAIL_COND_V_MSG(error != String(), Vector<uint8_t>(), "Can't create a shader from an errored bytecode. Check errors in source bytecode.");
+ sd.spir_v = p_spirv->get_stage_bytecode(stage);
+ if (sd.spir_v.is_empty()) {
continue;
}
stage_data.push_back(sd);
}
- return shader_create(stage_data);
+ return shader_compile_binary_from_spirv(stage_data, p_shader_name);
+}
+
+RID RenderingDevice::_shader_create_from_spirv(const Ref<RDShaderSPIRV> &p_spirv, const String &p_shader_name) {
+ ERR_FAIL_COND_V(p_spirv.is_null(), RID());
+
+ Vector<ShaderStageSPIRVData> stage_data;
+ for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
+ ShaderStage stage = ShaderStage(i);
+ ShaderStageSPIRVData sd;
+ sd.shader_stage = stage;
+ String error = p_spirv->get_stage_compile_error(stage);
+ ERR_FAIL_COND_V_MSG(error != String(), RID(), "Can't create a shader from an errored bytecode. Check errors in source bytecode.");
+ sd.spir_v = p_spirv->get_stage_bytecode(stage);
+ if (sd.spir_v.is_empty()) {
+ continue;
+ }
+ stage_data.push_back(sd);
+ }
+ return shader_create_from_spirv(stage_data);
}
RID RenderingDevice::_uniform_set_create(const Array &p_uniforms, RID p_shader, uint32_t p_shader_set) {
@@ -174,11 +242,40 @@ RID RenderingDevice::_uniform_set_create(const Array &p_uniforms, RID p_shader,
return uniform_set_create(uniforms, p_shader, p_shader_set);
}
-Error RenderingDevice::_buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, bool p_sync_with_draw) {
- return buffer_update(p_buffer, p_offset, p_size, p_data.ptr(), p_sync_with_draw);
+Error RenderingDevice::_buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, uint32_t p_post_barrier) {
+ return buffer_update(p_buffer, p_offset, p_size, p_data.ptr(), p_post_barrier);
}
-RID RenderingDevice::_render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags) {
+static Vector<RenderingDevice::PipelineSpecializationConstant> _get_spec_constants(const TypedArray<RDPipelineSpecializationConstant> &p_constants) {
+ Vector<RenderingDevice::PipelineSpecializationConstant> ret;
+ ret.resize(p_constants.size());
+ for (int i = 0; i < p_constants.size(); i++) {
+ Ref<RDPipelineSpecializationConstant> c = p_constants[i];
+ ERR_CONTINUE(c.is_null());
+ RenderingDevice::PipelineSpecializationConstant &sc = ret.write[i];
+ Variant value = c->get_value();
+ switch (value.get_type()) {
+ case Variant::BOOL: {
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ sc.bool_value = value;
+ } break;
+ case Variant::INT: {
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT;
+ sc.int_value = value;
+ } break;
+ case Variant::FLOAT: {
+ sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT;
+ sc.float_value = value;
+ } break;
+ default: {
+ }
+ }
+
+ sc.constant_id = c->get_constant_id();
+ }
+ return ret;
+}
+RID RenderingDevice::_render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags, uint32_t p_for_render_pass, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants) {
PipelineRasterizationState rasterization_state;
if (p_rasterization_state.is_valid()) {
rasterization_state = p_rasterization_state->base;
@@ -209,7 +306,11 @@ RID RenderingDevice::_render_pipeline_create(RID p_shader, FramebufferFormatID p
}
}
- return render_pipeline_create(p_shader, p_framebuffer_format, p_vertex_format, p_render_primitive, rasterization_state, multisample_state, depth_stencil_state, color_blend_state, p_dynamic_state_flags);
+ return render_pipeline_create(p_shader, p_framebuffer_format, p_vertex_format, p_render_primitive, rasterization_state, multisample_state, depth_stencil_state, color_blend_state, p_dynamic_state_flags, p_for_render_pass, _get_spec_constants(p_specialization_constants));
+}
+
+RID RenderingDevice::_compute_pipeline_create(RID p_shader, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants = TypedArray<RDPipelineSpecializationConstant>()) {
+ return compute_pipeline_create(p_shader, _get_spec_constants(p_specialization_constants));
}
Vector<int64_t> RenderingDevice::_draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, 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 TypedArray<RID> &p_storage_textures) {
@@ -230,6 +331,22 @@ Vector<int64_t> RenderingDevice::_draw_list_begin_split(RID p_framebuffer, uint3
return split_ids;
}
+Vector<int64_t> RenderingDevice::_draw_list_switch_to_next_pass_split(uint32_t p_splits) {
+ Vector<DrawListID> splits;
+ splits.resize(p_splits);
+
+ Error err = draw_list_switch_to_next_pass_split(p_splits, splits.ptrw());
+ ERR_FAIL_COND_V(err != OK, Vector<int64_t>());
+
+ Vector<int64_t> split_ids;
+ split_ids.resize(splits.size());
+ for (int i = 0; i < splits.size(); i++) {
+ split_ids.write[i] = splits[i];
+ }
+
+ return split_ids;
+}
+
void RenderingDevice::_draw_list_set_push_constant(DrawListID p_list, const Vector<uint8_t> &p_data, uint32_t p_data_size) {
ERR_FAIL_COND((uint32_t)p_data.size() > p_data_size);
draw_list_set_push_constant(p_list, p_data.ptr(), p_data_size);
@@ -240,16 +357,12 @@ void RenderingDevice::_compute_list_set_push_constant(ComputeListID p_list, cons
compute_list_set_push_constant(p_list, p_data.ptr(), p_data_size);
}
-void RenderingDevice::compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads, uint32_t p_x_local_group, uint32_t p_y_local_group, uint32_t p_z_local_group) {
- compute_list_dispatch(p_list, (p_x_threads - 1) / p_x_local_group + 1, (p_y_threads - 1) / p_y_local_group + 1, (p_z_threads - 1) / p_z_local_group + 1);
-}
-
void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_create", "format", "view", "data"), &RenderingDevice::_texture_create, DEFVAL(Array()));
ClassDB::bind_method(D_METHOD("texture_create_shared", "view", "with_texture"), &RenderingDevice::_texture_create_shared);
ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(TEXTURE_SLICE_2D));
- ClassDB::bind_method(D_METHOD("texture_update", "texture", "layer", "data", "sync_with_draw"), &RenderingDevice::texture_update, DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("texture_update", "texture", "layer", "data", "post_barrier"), &RenderingDevice::texture_update, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "layer"), &RenderingDevice::texture_get_data);
ClassDB::bind_method(D_METHOD("texture_is_format_supported_for_usage", "format", "usage_flags"), &RenderingDevice::texture_is_format_supported_for_usage);
@@ -257,27 +370,31 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("texture_is_shared", "texture"), &RenderingDevice::texture_is_shared);
ClassDB::bind_method(D_METHOD("texture_is_valid", "texture"), &RenderingDevice::texture_is_valid);
- ClassDB::bind_method(D_METHOD("texture_copy", "from_texture", "to_texture", "from_pos", "to_pos", "size", "src_mipmap", "dst_mipmap", "src_layer", "dst_layer", "sync_with_draw"), &RenderingDevice::texture_copy, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("texture_clear", "texture", "color", "base_mipmap", "mipmap_count", "base_layer", "layer_count", "sync_with_draw"), &RenderingDevice::texture_clear, DEFVAL(false));
- ClassDB::bind_method(D_METHOD("texture_resolve_multisample", "from_texture", "to_texture", "sync_with_draw"), &RenderingDevice::texture_resolve_multisample, DEFVAL(false));
-
- ClassDB::bind_method(D_METHOD("framebuffer_format_create", "attachments"), &RenderingDevice::_framebuffer_format_create);
- ClassDB::bind_method(D_METHOD("framebuffer_format_create_empty", "size"), &RenderingDevice::framebuffer_format_create_empty);
- ClassDB::bind_method(D_METHOD("framebuffer_format_get_texture_samples", "format"), &RenderingDevice::framebuffer_format_get_texture_samples);
- ClassDB::bind_method(D_METHOD("framebuffer_create", "textures", "validate_with_format"), &RenderingDevice::_framebuffer_create, DEFVAL(INVALID_FORMAT_ID));
- ClassDB::bind_method(D_METHOD("framebuffer_create_empty", "size", "validate_with_format"), &RenderingDevice::framebuffer_create_empty, DEFVAL(INVALID_FORMAT_ID));
+ ClassDB::bind_method(D_METHOD("texture_copy", "from_texture", "to_texture", "from_pos", "to_pos", "size", "src_mipmap", "dst_mipmap", "src_layer", "dst_layer", "post_barrier"), &RenderingDevice::texture_copy, DEFVAL(BARRIER_MASK_ALL));
+ ClassDB::bind_method(D_METHOD("texture_clear", "texture", "color", "base_mipmap", "mipmap_count", "base_layer", "layer_count", "post_barrier"), &RenderingDevice::texture_clear, DEFVAL(BARRIER_MASK_ALL));
+ ClassDB::bind_method(D_METHOD("texture_resolve_multisample", "from_texture", "to_texture", "post_barrier"), &RenderingDevice::texture_resolve_multisample, DEFVAL(BARRIER_MASK_ALL));
+
+ ClassDB::bind_method(D_METHOD("framebuffer_format_create", "attachments", "view_count"), &RenderingDevice::_framebuffer_format_create, DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("framebuffer_format_create_multipass", "attachments", "passes", "view_count"), &RenderingDevice::_framebuffer_format_create_multipass, DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("framebuffer_format_create_empty", "samples"), &RenderingDevice::framebuffer_format_create_empty, DEFVAL(TEXTURE_SAMPLES_1));
+ ClassDB::bind_method(D_METHOD("framebuffer_format_get_texture_samples", "format", "render_pass"), &RenderingDevice::framebuffer_format_get_texture_samples, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("framebuffer_create", "textures", "validate_with_format", "view_count"), &RenderingDevice::_framebuffer_create, DEFVAL(INVALID_FORMAT_ID), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("framebuffer_create_multipass", "textures", "passes", "validate_with_format", "view_count"), &RenderingDevice::_framebuffer_create_multipass, DEFVAL(INVALID_FORMAT_ID), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("framebuffer_create_empty", "size", "samples", "validate_with_format"), &RenderingDevice::framebuffer_create_empty, DEFVAL(TEXTURE_SAMPLES_1), DEFVAL(INVALID_FORMAT_ID));
ClassDB::bind_method(D_METHOD("framebuffer_get_format", "framebuffer"), &RenderingDevice::framebuffer_get_format);
ClassDB::bind_method(D_METHOD("sampler_create", "state"), &RenderingDevice::_sampler_create);
- ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()));
+ ClassDB::bind_method(D_METHOD("vertex_buffer_create", "size_bytes", "data", "use_as_storage"), &RenderingDevice::vertex_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("vertex_format_create", "vertex_descriptions"), &RenderingDevice::_vertex_format_create);
- ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("index_buffer_create", "size_indices", "format", "data", "use_restart_indices"), &RenderingDevice::index_buffer_create, DEFVAL(Vector<uint8_t>()), DEFVAL(false));
ClassDB::bind_method(D_METHOD("index_array_create", "index_buffer", "index_offset", "index_count"), &RenderingDevice::index_array_create);
- ClassDB::bind_method(D_METHOD("shader_compile_from_source", "shader_source", "allow_cache"), &RenderingDevice::_shader_compile_from_source, DEFVAL(true));
- ClassDB::bind_method(D_METHOD("shader_create", "shader_data"), &RenderingDevice::shader_create_from_bytecode);
+ ClassDB::bind_method(D_METHOD("shader_compile_spirv_from_source", "shader_source", "allow_cache"), &RenderingDevice::_shader_compile_spirv_from_source, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("shader_compile_binary_from_spirv", "spirv_data", "name"), &RenderingDevice::_shader_compile_binary_from_spirv, DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("shader_create_from_spirv", "spirv_data", "name"), &RenderingDevice::_shader_create_from_spirv, DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("shader_create_from_bytecode", "binary_data"), &RenderingDevice::shader_create_from_bytecode);
ClassDB::bind_method(D_METHOD("shader_get_vertex_input_attribute_mask", "shader"), &RenderingDevice::shader_get_vertex_input_attribute_mask);
ClassDB::bind_method(D_METHOD("uniform_buffer_create", "size_bytes", "data"), &RenderingDevice::uniform_buffer_create, DEFVAL(Vector<uint8_t>()));
@@ -287,13 +404,14 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("uniform_set_create", "uniforms", "shader", "shader_set"), &RenderingDevice::_uniform_set_create);
ClassDB::bind_method(D_METHOD("uniform_set_is_valid", "uniform_set"), &RenderingDevice::uniform_set_is_valid);
- ClassDB::bind_method(D_METHOD("buffer_update", "buffer", "offset", "size_bytes", "data", "sync_with_draw"), &RenderingDevice::_buffer_update, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("buffer_update", "buffer", "offset", "size_bytes", "data", "post_barrier"), &RenderingDevice::_buffer_update, DEFVAL(BARRIER_MASK_ALL));
+ ClassDB::bind_method(D_METHOD("buffer_clear", "buffer", "offset", "size_bytes", "post_barrier"), &RenderingDevice::buffer_clear, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("buffer_get_data", "buffer"), &RenderingDevice::buffer_get_data);
- ClassDB::bind_method(D_METHOD("render_pipeline_create", "shader", "framebuffer_format", "vertex_format", "primitive", "rasterization_state", "multisample_state", "stencil_state", "color_blend_state", "dynamic_state_flags"), &RenderingDevice::_render_pipeline_create, DEFVAL(0));
+ ClassDB::bind_method(D_METHOD("render_pipeline_create", "shader", "framebuffer_format", "vertex_format", "primitive", "rasterization_state", "multisample_state", "stencil_state", "color_blend_state", "dynamic_state_flags", "for_render_pass", "specialization_constants"), &RenderingDevice::_render_pipeline_create, DEFVAL(0), DEFVAL(0), DEFVAL(TypedArray<RDPipelineSpecializationConstant>()));
ClassDB::bind_method(D_METHOD("render_pipeline_is_valid", "render_pipeline"), &RenderingDevice::render_pipeline_is_valid);
- ClassDB::bind_method(D_METHOD("compute_pipeline_create", "shader"), &RenderingDevice::compute_pipeline_create);
+ ClassDB::bind_method(D_METHOD("compute_pipeline_create", "shader", "specialization_constants"), &RenderingDevice::_compute_pipeline_create, DEFVAL(TypedArray<RDPipelineSpecializationConstant>()));
ClassDB::bind_method(D_METHOD("compute_pipeline_is_valid", "compute_pieline"), &RenderingDevice::compute_pipeline_is_valid);
ClassDB::bind_method(D_METHOD("screen_get_width", "screen"), &RenderingDevice::screen_get_width, DEFVAL(DisplayServer::MAIN_WINDOW_ID));
@@ -302,8 +420,8 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("draw_list_begin_for_screen", "screen", "clear_color"), &RenderingDevice::draw_list_begin_for_screen, DEFVAL(DisplayServer::MAIN_WINDOW_ID), DEFVAL(Color()));
- ClassDB::bind_method(D_METHOD("draw_list_begin", "framebuffer", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::draw_list_begin, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2i()), DEFVAL(TypedArray<RID>()));
- ClassDB::bind_method(D_METHOD("draw_list_begin_split", "framebuffer", "splits", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::_draw_list_begin_split, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2i()), DEFVAL(TypedArray<RID>()));
+ ClassDB::bind_method(D_METHOD("draw_list_begin", "framebuffer", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::draw_list_begin, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2()), DEFVAL(TypedArray<RID>()));
+ ClassDB::bind_method(D_METHOD("draw_list_begin_split", "framebuffer", "splits", "initial_color_action", "final_color_action", "initial_depth_action", "final_depth_action", "clear_color_values", "clear_depth", "clear_stencil", "region", "storage_textures"), &RenderingDevice::_draw_list_begin_split, DEFVAL(Vector<Color>()), DEFVAL(1.0), DEFVAL(0), DEFVAL(Rect2()), DEFVAL(TypedArray<RID>()));
ClassDB::bind_method(D_METHOD("draw_list_bind_render_pipeline", "draw_list", "render_pipeline"), &RenderingDevice::draw_list_bind_render_pipeline);
ClassDB::bind_method(D_METHOD("draw_list_bind_uniform_set", "draw_list", "uniform_set", "set_index"), &RenderingDevice::draw_list_bind_uniform_set);
@@ -313,22 +431,25 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("draw_list_draw", "draw_list", "use_indices", "instances", "procedural_vertex_count"), &RenderingDevice::draw_list_draw, DEFVAL(0));
- ClassDB::bind_method(D_METHOD("draw_list_enable_scissor", "draw_list", "rect"), &RenderingDevice::draw_list_enable_scissor, DEFVAL(Rect2i()));
+ ClassDB::bind_method(D_METHOD("draw_list_enable_scissor", "draw_list", "rect"), &RenderingDevice::draw_list_enable_scissor, DEFVAL(Rect2()));
ClassDB::bind_method(D_METHOD("draw_list_disable_scissor", "draw_list"), &RenderingDevice::draw_list_disable_scissor);
- ClassDB::bind_method(D_METHOD("draw_list_end"), &RenderingDevice::draw_list_end);
+ ClassDB::bind_method(D_METHOD("draw_list_switch_to_next_pass"), &RenderingDevice::draw_list_switch_to_next_pass);
+ ClassDB::bind_method(D_METHOD("draw_list_switch_to_next_pass_split", "splits"), &RenderingDevice::_draw_list_switch_to_next_pass_split);
+
+ ClassDB::bind_method(D_METHOD("draw_list_end", "post_barrier"), &RenderingDevice::draw_list_end, DEFVAL(BARRIER_MASK_ALL));
- ClassDB::bind_method(D_METHOD("compute_list_begin"), &RenderingDevice::compute_list_begin);
+ ClassDB::bind_method(D_METHOD("compute_list_begin", "allow_draw_overlap"), &RenderingDevice::compute_list_begin, DEFVAL(false));
ClassDB::bind_method(D_METHOD("compute_list_bind_compute_pipeline", "compute_list", "compute_pipeline"), &RenderingDevice::compute_list_bind_compute_pipeline);
ClassDB::bind_method(D_METHOD("compute_list_set_push_constant", "compute_list", "buffer", "size_bytes"), &RenderingDevice::_compute_list_set_push_constant);
ClassDB::bind_method(D_METHOD("compute_list_bind_uniform_set", "compute_list", "uniform_set", "set_index"), &RenderingDevice::compute_list_bind_uniform_set);
ClassDB::bind_method(D_METHOD("compute_list_dispatch", "compute_list", "x_groups", "y_groups", "z_groups"), &RenderingDevice::compute_list_dispatch);
ClassDB::bind_method(D_METHOD("compute_list_add_barrier", "compute_list"), &RenderingDevice::compute_list_add_barrier);
- ClassDB::bind_method(D_METHOD("compute_list_end"), &RenderingDevice::compute_list_end);
+ ClassDB::bind_method(D_METHOD("compute_list_end", "post_barrier"), &RenderingDevice::compute_list_end, DEFVAL(BARRIER_MASK_ALL));
ClassDB::bind_method(D_METHOD("free", "rid"), &RenderingDevice::free);
- ClassDB::bind_method(D_METHOD("capture_timestamp", "name", "sync_to_draw"), &RenderingDevice::capture_timestamp);
+ ClassDB::bind_method(D_METHOD("capture_timestamp", "name"), &RenderingDevice::capture_timestamp);
ClassDB::bind_method(D_METHOD("get_captured_timestamps_count"), &RenderingDevice::get_captured_timestamps_count);
ClassDB::bind_method(D_METHOD("get_captured_timestamps_frame"), &RenderingDevice::get_captured_timestamps_frame);
ClassDB::bind_method(D_METHOD("get_captured_timestamp_gpu_time", "index"), &RenderingDevice::get_captured_timestamp_gpu_time);
@@ -340,8 +461,45 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("submit"), &RenderingDevice::submit);
ClassDB::bind_method(D_METHOD("sync"), &RenderingDevice::sync);
+ ClassDB::bind_method(D_METHOD("barrier", "from", "to"), &RenderingDevice::barrier, DEFVAL(BARRIER_MASK_ALL), DEFVAL(BARRIER_MASK_ALL));
+ ClassDB::bind_method(D_METHOD("full_barrier"), &RenderingDevice::full_barrier);
+
ClassDB::bind_method(D_METHOD("create_local_device"), &RenderingDevice::create_local_device);
+ ClassDB::bind_method(D_METHOD("set_resource_name", "id", "name"), &RenderingDevice::set_resource_name);
+
+ ClassDB::bind_method(D_METHOD("draw_command_begin_label", "name", "color"), &RenderingDevice::draw_command_begin_label);
+ ClassDB::bind_method(D_METHOD("draw_command_insert_label", "name", "color"), &RenderingDevice::draw_command_insert_label);
+ ClassDB::bind_method(D_METHOD("draw_command_end_label"), &RenderingDevice::draw_command_end_label);
+
+ ClassDB::bind_method(D_METHOD("get_device_vendor_name"), &RenderingDevice::get_device_vendor_name);
+ ClassDB::bind_method(D_METHOD("get_device_name"), &RenderingDevice::get_device_name);
+ ClassDB::bind_method(D_METHOD("get_device_pipeline_cache_uuid"), &RenderingDevice::get_device_pipeline_cache_uuid);
+
+ ClassDB::bind_method(D_METHOD("get_memory_usage"), &RenderingDevice::get_memory_usage);
+
+ ClassDB::bind_method(D_METHOD("get_driver_resource", "resource", "rid", "index"), &RenderingDevice::get_driver_resource);
+
+ BIND_CONSTANT(BARRIER_MASK_RASTER);
+ BIND_CONSTANT(BARRIER_MASK_COMPUTE);
+ BIND_CONSTANT(BARRIER_MASK_TRANSFER);
+ BIND_CONSTANT(BARRIER_MASK_ALL);
+ BIND_CONSTANT(BARRIER_MASK_NO_BARRIER);
+
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_DEVICE);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_INSTANCE);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_QUEUE);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_IMAGE);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_IMAGE_VIEW);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_SAMPLER);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_BUFFER);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE);
+ BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE);
+
BIND_ENUM_CONSTANT(DATA_FORMAT_R4G4_UNORM_PACK8);
BIND_ENUM_CONSTANT(DATA_FORMAT_R4G4B4A4_UNORM_PACK16);
BIND_ENUM_CONSTANT(DATA_FORMAT_B4G4R4A4_UNORM_PACK16);
@@ -597,7 +755,7 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(TEXTURE_USAGE_CAN_UPDATE_BIT);
BIND_ENUM_CONSTANT(TEXTURE_USAGE_CAN_COPY_FROM_BIT);
BIND_ENUM_CONSTANT(TEXTURE_USAGE_CAN_COPY_TO_BIT);
- BIND_ENUM_CONSTANT(TEXTURE_USAGE_RESOLVE_ATTACHMENT_BIT);
+ BIND_ENUM_CONSTANT(TEXTURE_USAGE_INPUT_ATTACHMENT_BIT);
BIND_ENUM_CONSTANT(TEXTURE_SWIZZLE_IDENTITY);
BIND_ENUM_CONSTANT(TEXTURE_SWIZZLE_ZERO);
@@ -744,6 +902,8 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(DYNAMIC_STATE_STENCIL_REFERENCE);
BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR); //start rendering and clear the framebuffer (supply params)
+ BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR_REGION); //start rendering and clear the framebuffer (supply params)
+ BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR_REGION_CONTINUE); //continue rendering and clear the framebuffer (supply params)
BIND_ENUM_CONSTANT(INITIAL_ACTION_KEEP); //start rendering); but keep attached color texture contents (depth will be cleared)
BIND_ENUM_CONSTANT(INITIAL_ACTION_DROP); //start rendering); ignore what is there); just write above it
BIND_ENUM_CONSTANT(INITIAL_ACTION_CONTINUE); //continue rendering (framebuffer must have been left in "continue" state as final action previously)
@@ -769,6 +929,10 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(SHADER_LANGUAGE_GLSL);
BIND_ENUM_CONSTANT(SHADER_LANGUAGE_HLSL);
+ BIND_ENUM_CONSTANT(PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL);
+ BIND_ENUM_CONSTANT(PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT);
+ BIND_ENUM_CONSTANT(PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT);
+
BIND_ENUM_CONSTANT(LIMIT_MAX_BOUND_UNIFORM_SETS);
BIND_ENUM_CONSTANT(LIMIT_MAX_FRAMEBUFFER_COLOR_ATTACHMENTS);
BIND_ENUM_CONSTANT(LIMIT_MAX_TEXTURES_PER_UNIFORM_SET);
@@ -805,6 +969,10 @@ void RenderingDevice::_bind_methods() {
BIND_ENUM_CONSTANT(LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Y);
BIND_ENUM_CONSTANT(LIMIT_MAX_COMPUTE_WORKGROUP_SIZE_Z);
+ BIND_ENUM_CONSTANT(MEMORY_TEXTURES);
+ BIND_ENUM_CONSTANT(MEMORY_BUFFERS);
+ BIND_ENUM_CONSTANT(MEMORY_TOTAL);
+
BIND_CONSTANT(INVALID_ID);
BIND_CONSTANT(INVALID_FORMAT_ID);
}
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index 72afc7c621..5eb8f1cead 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,8 +31,8 @@
#ifndef RENDERING_DEVICE_H
#define RENDERING_DEVICE_H
-#include "core/object.h"
-#include "core/typed_array.h"
+#include "core/object/class_db.h"
+#include "core/variant/typed_array.h"
#include "servers/display_server.h"
class RDTextureFormat;
@@ -41,16 +41,42 @@ class RDAttachmentFormat;
class RDSamplerState;
class RDVertexAttribute;
class RDShaderSource;
-class RDShaderBytecode;
+class RDShaderSPIRV;
class RDUniforms;
class RDPipelineRasterizationState;
class RDPipelineMultisampleState;
class RDPipelineDepthStencilState;
class RDPipelineColorBlendState;
+class RDFramebufferPass;
+class RDPipelineSpecializationConstant;
class RenderingDevice : public Object {
GDCLASS(RenderingDevice, Object)
public:
+ enum DeviceFamily {
+ DEVICE_UNKNOWN,
+ DEVICE_OPENGL,
+ DEVICE_VULKAN,
+ DEVICE_DIRECTX
+ };
+
+ enum DriverResource {
+ DRIVER_RESOURCE_VULKAN_DEVICE = 0,
+ DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE,
+ DRIVER_RESOURCE_VULKAN_INSTANCE,
+ DRIVER_RESOURCE_VULKAN_QUEUE,
+ DRIVER_RESOURCE_VULKAN_QUEUE_FAMILY_INDEX,
+ DRIVER_RESOURCE_VULKAN_IMAGE,
+ DRIVER_RESOURCE_VULKAN_IMAGE_VIEW,
+ DRIVER_RESOURCE_VULKAN_IMAGE_NATIVE_TEXTURE_FORMAT,
+ DRIVER_RESOURCE_VULKAN_SAMPLER,
+ DRIVER_RESOURCE_VULKAN_DESCRIPTOR_SET,
+ DRIVER_RESOURCE_VULKAN_BUFFER,
+ DRIVER_RESOURCE_VULKAN_COMPUTE_PIPELINE,
+ DRIVER_RESOURCE_VULKAN_RENDER_PIPELINE,
+ //next driver continue enum from 1000 to keep order
+ };
+
enum ShaderStage {
SHADER_STAGE_VERTEX,
SHADER_STAGE_FRAGMENT,
@@ -70,18 +96,48 @@ 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 (*ShaderSPIRVGetCacheKeyFunction)(const Capabilities *p_capabilities);
+ typedef Vector<uint8_t> (*ShaderCompileToSPIRVFunction)(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 ShaderCompileToSPIRVFunction compile_to_spirv_function;
static ShaderCacheFunction cache_function;
+ static ShaderSPIRVGetCacheKeyFunction get_spirv_cache_key_function;
static RenderingDevice *singleton;
protected:
static void _bind_methods();
+ Capabilities device_capabilities;
+
public:
//base numeric ID for all types
enum {
@@ -336,6 +392,18 @@ public:
};
/*****************/
+ /**** BARRIER ****/
+ /*****************/
+
+ enum BarrierMask {
+ BARRIER_MASK_RASTER = 1,
+ BARRIER_MASK_COMPUTE = 2,
+ BARRIER_MASK_TRANSFER = 4,
+ BARRIER_MASK_NO_BARRIER = 8,
+ BARRIER_MASK_ALL = BARRIER_MASK_RASTER | BARRIER_MASK_COMPUTE | BARRIER_MASK_TRANSFER
+ };
+
+ /*****************/
/**** TEXTURE ****/
/*****************/
@@ -371,7 +439,7 @@ public:
TEXTURE_USAGE_CAN_UPDATE_BIT = (1 << 6),
TEXTURE_USAGE_CAN_COPY_FROM_BIT = (1 << 7),
TEXTURE_USAGE_CAN_COPY_TO_BIT = (1 << 8),
- TEXTURE_USAGE_RESOLVE_ATTACHMENT_BIT = (1 << 9),
+ TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = (1 << 9),
};
enum TextureSwizzle {
@@ -392,7 +460,7 @@ public:
uint32_t depth;
uint32_t array_layers;
uint32_t mipmaps;
- TextureType type;
+ TextureType texture_type;
TextureSamples samples;
uint32_t usage_bits;
Vector<DataFormat> shareable_formats;
@@ -404,7 +472,7 @@ public:
depth = 1;
array_layers = 1;
mipmaps = 1;
- type = TEXTURE_TYPE_2D;
+ texture_type = TEXTURE_TYPE_2D;
samples = TEXTURE_SAMPLES_1;
usage_bits = 0;
}
@@ -433,20 +501,22 @@ public:
TEXTURE_SLICE_2D,
TEXTURE_SLICE_CUBEMAP,
TEXTURE_SLICE_3D,
+ TEXTURE_SLICE_2D_ARRAY,
};
virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0;
- virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_sync_with_draw = false) = 0; //this function can be used from any thread and it takes effect at the beginning of the frame, unless sync with draw is used, which is used to mix updates with draw calls
+ virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer) = 0; // CPU textures will return immediately, while GPU textures will most likely force a flush
virtual bool texture_is_format_supported_for_usage(DataFormat p_format, uint32_t p_usage) const = 0;
virtual bool texture_is_shared(RID p_texture) = 0;
virtual bool texture_is_valid(RID p_texture) = 0;
+ virtual Size2i texture_size(RID p_texture) = 0;
- virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, bool p_sync_with_draw = false) = 0;
- virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, bool p_sync_with_draw = false) = 0;
- virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, bool p_sync_with_draw = false) = 0;
+ virtual Error texture_copy(RID p_from_texture, RID p_to_texture, const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_size, uint32_t p_src_mipmap, uint32_t p_dst_mipmap, uint32_t p_src_layer, uint32_t p_dst_layer, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
+ virtual Error texture_clear(RID p_texture, const Color &p_color, uint32_t p_base_mipmap, uint32_t p_mipmaps, uint32_t p_base_layer, uint32_t p_layers, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
+ virtual Error texture_resolve_multisample(RID p_from_texture, RID p_to_texture, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
/*********************/
/**** FRAMEBUFFER ****/
@@ -466,12 +536,25 @@ public:
typedef int64_t FramebufferFormatID;
// This ID is warranted to be unique for the same formats, does not need to be freed
- virtual FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format) = 0;
- virtual FramebufferFormatID framebuffer_format_create_empty(const Size2i &p_size) = 0;
- virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format) = 0;
+ virtual FramebufferFormatID framebuffer_format_create(const Vector<AttachmentFormat> &p_format, uint32_t p_view_count = 1) = 0;
+ struct FramebufferPass {
+ enum {
+ ATTACHMENT_UNUSED = -1
+ };
+ Vector<int32_t> color_attachments;
+ Vector<int32_t> input_attachments;
+ Vector<int32_t> resolve_attachments;
+ Vector<int32_t> preserve_attachments;
+ int32_t depth_attachment = ATTACHMENT_UNUSED;
+ };
+
+ virtual FramebufferFormatID framebuffer_format_create_multipass(const Vector<AttachmentFormat> &p_attachments, Vector<FramebufferPass> &p_passes, uint32_t p_view_count = 1) = 0;
+ virtual FramebufferFormatID framebuffer_format_create_empty(TextureSamples p_samples = TEXTURE_SAMPLES_1) = 0;
+ virtual TextureSamples framebuffer_format_get_texture_samples(FramebufferFormatID p_format, uint32_t p_pass = 0) = 0;
- virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID) = 0;
- virtual RID framebuffer_create_empty(const Size2i &p_size, FramebufferFormatID p_format_check = INVALID_ID) = 0;
+ virtual RID framebuffer_create(const Vector<RID> &p_texture_attachments, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
+ virtual RID framebuffer_create_multipass(const Vector<RID> &p_texture_attachments, Vector<FramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1) = 0;
+ virtual RID framebuffer_create_empty(const Size2i &p_size, TextureSamples p_samples = TEXTURE_SAMPLES_1, FramebufferFormatID p_format_check = INVALID_ID) = 0;
virtual FramebufferFormatID framebuffer_get_format(RID p_framebuffer) = 0;
@@ -564,7 +647,7 @@ public:
frequency = VERTEX_FREQUENCY_VERTEX;
}
};
- virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>()) = 0;
+ virtual RID vertex_buffer_create(uint32_t p_size_bytes, const Vector<uint8_t> &p_data = Vector<uint8_t>(), bool p_use_as_storage = false) = 0;
typedef int64_t VertexFormatID;
@@ -584,22 +667,30 @@ public:
/**** SHADER ****/
/****************/
- 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);
+ const Capabilities *get_device_capabilities() const { return &device_capabilities; };
- static void shader_set_compile_function(ShaderCompileFunction p_function);
- static void shader_set_cache_function(ShaderCacheFunction p_function);
+ virtual Vector<uint8_t> shader_compile_spirv_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_spirv_cache_key() const;
- struct ShaderStageData {
+ static void shader_set_compile_to_spirv_function(ShaderCompileToSPIRVFunction p_function);
+ static void shader_set_spirv_cache_function(ShaderCacheFunction p_function);
+ static void shader_set_get_cache_key_function(ShaderSPIRVGetCacheKeyFunction p_function);
+
+ struct ShaderStageSPIRVData {
ShaderStage shader_stage;
Vector<uint8_t> spir_v;
- ShaderStageData() {
+ ShaderStageSPIRVData() {
shader_stage = SHADER_STAGE_VERTEX;
}
};
- RID shader_create_from_bytecode(const Ref<RDShaderBytecode> &p_bytecode);
- virtual RID shader_create(const Vector<ShaderStageData> &p_stages) = 0;
+ virtual String shader_get_binary_cache_key() const = 0;
+ virtual Vector<uint8_t> shader_compile_binary_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "") = 0;
+
+ virtual RID shader_create_from_spirv(const Vector<ShaderStageSPIRVData> &p_spirv, const String &p_shader_name = "");
+ virtual RID shader_create_from_bytecode(const Vector<uint8_t> &p_shader_binary) = 0;
+
virtual uint32_t shader_get_vertex_input_attribute_mask(RID p_shader) = 0;
/******************/
@@ -629,7 +720,7 @@ public:
virtual RID texture_buffer_create(uint32_t p_size_elements, DataFormat p_format, const Vector<uint8_t> &p_data = Vector<uint8_t>()) = 0;
struct Uniform {
- UniformType type;
+ UniformType uniform_type;
int binding; //binding index as specified in shader
//for single items, provide one ID, for
@@ -640,17 +731,46 @@ public:
Vector<RID> ids;
Uniform() {
- type = UNIFORM_TYPE_IMAGE;
+ uniform_type = UNIFORM_TYPE_IMAGE;
binding = 0;
}
};
virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0;
virtual bool uniform_set_is_valid(RID p_uniform_set) = 0;
+ typedef void (*UniformSetInvalidatedCallback)(const RID &, void *);
+ virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0;
- virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, bool p_sync_with_draw = false) = 0; //this function can be used from any thread and it takes effect at the beginning of the frame, unless sync with draw is used, which is used to mix updates with draw calls
+ virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
+ virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
virtual Vector<uint8_t> buffer_get_data(RID p_buffer) = 0; //this causes stall, only use to retrieve large buffers for saving
+ /******************************************/
+ /**** PIPELINE SPECIALIZATION CONSTANT ****/
+ /******************************************/
+
+ enum PipelineSpecializationConstantType {
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL,
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT,
+ PIPELINE_SPECIALIZATION_CONSTANT_TYPE_FLOAT,
+ };
+
+ struct PipelineSpecializationConstant {
+ PipelineSpecializationConstantType type;
+ uint32_t constant_id;
+ union {
+ uint32_t int_value;
+ float float_value;
+ bool bool_value;
+ };
+
+ PipelineSpecializationConstant() {
+ type = PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL;
+ constant_id = 0;
+ int_value = 0;
+ }
+ };
+
/*************************/
/**** RENDER PIPELINE ****/
/*************************/
@@ -907,13 +1027,13 @@ public:
};
virtual bool render_pipeline_is_valid(RID p_pipeline) = 0;
- virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0) = 0;
+ virtual RID render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const PipelineRasterizationState &p_rasterization_state, const PipelineMultisampleState &p_multisample_state, const PipelineDepthStencilState &p_depth_stencil_state, const PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, uint32_t p_for_render_pass = 0, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>()) = 0;
/**************************/
/**** COMPUTE PIPELINE ****/
/**************************/
- virtual RID compute_pipeline_create(RID p_shader) = 0;
+ virtual RID compute_pipeline_create(RID p_shader, const Vector<PipelineSpecializationConstant> &p_specialization_constants = Vector<PipelineSpecializationConstant>()) = 0;
virtual bool compute_pipeline_is_valid(RID p_pipeline) = 0;
/****************/
@@ -929,7 +1049,9 @@ public:
/********************/
enum InitialAction {
- INITIAL_ACTION_CLEAR, //start rendering and clear the framebuffer (supply params)
+ 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, //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)
@@ -961,7 +1083,11 @@ public:
virtual void draw_list_enable_scissor(DrawListID p_list, const Rect2 &p_rect) = 0;
virtual void draw_list_disable_scissor(DrawListID p_list) = 0;
- virtual void draw_list_end() = 0;
+ virtual uint32_t draw_list_get_current_pass() = 0;
+ virtual DrawListID draw_list_switch_to_next_pass() = 0;
+ virtual Error draw_list_switch_to_next_pass_split(uint32_t p_splits, DrawListID *r_split_ids) = 0;
+
+ virtual void draw_list_end(uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
/***********************/
/**** COMPUTE LISTS ****/
@@ -969,17 +1095,18 @@ public:
typedef int64_t ComputeListID;
- virtual ComputeListID compute_list_begin() = 0;
+ virtual ComputeListID compute_list_begin(bool p_allow_draw_overlap = false) = 0;
virtual void compute_list_bind_compute_pipeline(ComputeListID p_list, RID p_compute_pipeline) = 0;
virtual void compute_list_bind_uniform_set(ComputeListID p_list, RID p_uniform_set, uint32_t p_index) = 0;
virtual void compute_list_set_push_constant(ComputeListID p_list, const void *p_data, uint32_t p_data_size) = 0;
virtual void compute_list_dispatch(ComputeListID p_list, uint32_t p_x_groups, uint32_t p_y_groups, uint32_t p_z_groups) = 0;
- virtual void compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads, uint32_t p_x_local_group, uint32_t p_y_local_group, uint32_t p_z_local_group);
+ virtual void compute_list_dispatch_threads(ComputeListID p_list, uint32_t p_x_threads, uint32_t p_y_threads, uint32_t p_z_threads) = 0;
virtual void compute_list_dispatch_indirect(ComputeListID p_list, RID p_buffer, uint32_t p_offset) = 0;
virtual void compute_list_add_barrier(ComputeListID p_list) = 0;
- virtual void compute_list_end() = 0;
+ virtual void compute_list_end(uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0;
+ virtual void barrier(uint32_t p_from = BARRIER_MASK_ALL, uint32_t p_to = BARRIER_MASK_ALL) = 0;
virtual void full_barrier() = 0;
/***************/
@@ -992,7 +1119,7 @@ public:
/**** Timing ****/
/****************/
- virtual void capture_timestamp(const String &p_name, bool p_sync_to_draw) = 0;
+ virtual void capture_timestamp(const String &p_name) = 0;
virtual uint32_t get_captured_timestamps_count() const = 0;
virtual uint64_t get_captured_timestamps_frame() const = 0;
virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const = 0;
@@ -1053,10 +1180,28 @@ public:
virtual void submit() = 0;
virtual void sync() = 0;
- virtual uint64_t get_memory_usage() const = 0;
+ enum MemoryType {
+ MEMORY_TEXTURES,
+ MEMORY_BUFFERS,
+ MEMORY_TOTAL
+ };
+
+ virtual uint64_t get_memory_usage(MemoryType p_type) const = 0;
virtual RenderingDevice *create_local_device() = 0;
+ virtual void set_resource_name(RID p_id, const String p_name) = 0;
+
+ virtual void draw_command_begin_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1)) = 0;
+ virtual void draw_command_insert_label(String p_label_name, const Color p_color = Color(1, 1, 1, 1)) = 0;
+ virtual void draw_command_end_label() = 0;
+
+ virtual String get_device_vendor_name() const = 0;
+ virtual String get_device_name() const = 0;
+ virtual String get_device_pipeline_cache_uuid() const = 0;
+
+ virtual uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0) = 0;
+
static RenderingDevice *get_singleton();
RenderingDevice();
@@ -1066,25 +1211,32 @@ protected:
RID _texture_create_shared(const Ref<RDTextureView> &p_view, RID p_with_texture);
RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D);
- FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments);
- RID _framebuffer_create(const Array &p_textures, FramebufferFormatID p_format_check = INVALID_ID);
+ FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count);
+ FramebufferFormatID _framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count);
+ RID _framebuffer_create(const TypedArray<RID> &p_textures, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
+ RID _framebuffer_create_multipass(const TypedArray<RID> &p_textures, const TypedArray<RDFramebufferPass> &p_passes, FramebufferFormatID p_format_check = INVALID_ID, uint32_t p_view_count = 1);
RID _sampler_create(const Ref<RDSamplerState> &p_state);
VertexFormatID _vertex_format_create(const TypedArray<RDVertexAttribute> &p_vertex_formats);
RID _vertex_array_create(uint32_t p_vertex_count, VertexFormatID p_vertex_format, const TypedArray<RID> &p_src_buffers);
- Ref<RDShaderBytecode> _shader_compile_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache = true);
+ Ref<RDShaderSPIRV> _shader_compile_spirv_from_source(const Ref<RDShaderSource> &p_source, bool p_allow_cache = true);
+ Vector<uint8_t> _shader_compile_binary_from_spirv(const Ref<RDShaderSPIRV> &p_bytecode, const String &p_shader_name = "");
+ RID _shader_create_from_spirv(const Ref<RDShaderSPIRV> &p_spirv, const String &p_shader_name = "");
RID _uniform_set_create(const Array &p_uniforms, RID p_shader, uint32_t p_shader_set);
- Error _buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, bool p_sync_with_draw = false);
+ Error _buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL);
- RID _render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags = 0);
+ RID _render_pipeline_create(RID p_shader, FramebufferFormatID p_framebuffer_format, VertexFormatID p_vertex_format, RenderPrimitive p_render_primitive, const Ref<RDPipelineRasterizationState> &p_rasterization_state, const Ref<RDPipelineMultisampleState> &p_multisample_state, const Ref<RDPipelineDepthStencilState> &p_depth_stencil_state, const Ref<RDPipelineColorBlendState> &p_blend_state, int p_dynamic_state_flags, uint32_t p_for_render_pass, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants);
+ RID _compute_pipeline_create(RID p_shader, const TypedArray<RDPipelineSpecializationConstant> &p_specialization_constants);
Vector<int64_t> _draw_list_begin_split(RID p_framebuffer, uint32_t p_splits, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, 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 TypedArray<RID> &p_storage_textures = TypedArray<RID>());
void _draw_list_set_push_constant(DrawListID p_list, const Vector<uint8_t> &p_data, uint32_t p_data_size);
void _compute_list_set_push_constant(ComputeListID p_list, const Vector<uint8_t> &p_data, uint32_t p_data_size);
+ Vector<int64_t> _draw_list_switch_to_next_pass_split(uint32_t p_splits);
};
+VARIANT_ENUM_CAST(RenderingDevice::DriverResource)
VARIANT_ENUM_CAST(RenderingDevice::ShaderStage)
VARIANT_ENUM_CAST(RenderingDevice::ShaderLanguage)
VARIANT_ENUM_CAST(RenderingDevice::CompareOperator)
@@ -1109,9 +1261,11 @@ VARIANT_ENUM_CAST(RenderingDevice::LogicOperation)
VARIANT_ENUM_CAST(RenderingDevice::BlendFactor)
VARIANT_ENUM_CAST(RenderingDevice::BlendOperation)
VARIANT_ENUM_CAST(RenderingDevice::PipelineDynamicStateFlags)
+VARIANT_ENUM_CAST(RenderingDevice::PipelineSpecializationConstantType)
VARIANT_ENUM_CAST(RenderingDevice::InitialAction)
VARIANT_ENUM_CAST(RenderingDevice::FinalAction)
VARIANT_ENUM_CAST(RenderingDevice::Limit)
+VARIANT_ENUM_CAST(RenderingDevice::MemoryType)
typedef RenderingDevice RD;
diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp
index af9ecef0dd..a21f28989b 100644
--- a/servers/rendering/rendering_device_binds.cpp
+++ b/servers/rendering/rendering_device_binds.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -156,14 +156,14 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
}
Ref<RDShaderFile> shader_file;
- shader_file.instance();
+ shader_file.instantiate();
if (base_error == "") {
if (stage_found[RD::SHADER_STAGE_COMPUTE] && stages_found > 1) {
ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "When writing compute shaders, [compute] mustbe the only stage present.");
}
- if (version_texts.empty()) {
+ if (version_texts.is_empty()) {
version_texts[""] = ""; //make sure a default version exists
}
@@ -171,18 +171,18 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
/* STEP 2, Compile the versions, add to shader file */
- for (Map<StringName, String>::Element *E = version_texts.front(); E; E = E->next()) {
- Ref<RDShaderBytecode> bytecode;
- bytecode.instance();
+ for (const KeyValue<StringName, String> &E : version_texts) {
+ Ref<RDShaderSPIRV> bytecode;
+ bytecode.instantiate();
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
String code = stage_code[i];
if (code == String()) {
continue;
}
- code = code.replace("VERSION_DEFINES", E->get());
+ code = code.replace("VERSION_DEFINES", E.value);
String error;
- Vector<uint8_t> spirv = RenderingDevice::get_singleton()->shader_compile_from_source(RD::ShaderStage(i), code, RD::SHADER_LANGUAGE_GLSL, &error, false);
+ Vector<uint8_t> spirv = RenderingDevice::get_singleton()->shader_compile_spirv_from_source(RD::ShaderStage(i), code, RD::SHADER_LANGUAGE_GLSL, &error, false);
bytecode->set_stage_bytecode(RD::ShaderStage(i), spirv);
if (error != "") {
error += String() + "\n\nStage '" + stage_str[i] + "' source code: \n\n";
@@ -195,7 +195,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String
bytecode->set_stage_compile_error(RD::ShaderStage(i), error);
}
- set_bytecode(bytecode, E->key());
+ set_bytecode(bytecode, E.key);
}
return errors_found ? ERR_PARSE_ERROR : OK;
diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h
index 66c6a1c3a9..da614877c4 100644
--- a/servers/rendering/rendering_device_binds.h
+++ b/servers/rendering/rendering_device_binds.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -51,8 +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;
@@ -64,7 +64,7 @@ public:
RD_SETGET(uint32_t, depth)
RD_SETGET(uint32_t, array_layers)
RD_SETGET(uint32_t, mipmaps)
- RD_SETGET(RD::TextureType, type)
+ RD_SETGET(RD::TextureType, texture_type)
RD_SETGET(RD::TextureSamples, samples)
RD_SETGET(uint32_t, usage_bits)
@@ -79,7 +79,7 @@ protected:
RD_BIND(Variant::INT, RDTextureFormat, depth);
RD_BIND(Variant::INT, RDTextureFormat, array_layers);
RD_BIND(Variant::INT, RDTextureFormat, mipmaps);
- RD_BIND(Variant::INT, RDTextureFormat, type);
+ RD_BIND(Variant::INT, RDTextureFormat, texture_type);
RD_BIND(Variant::INT, RDTextureFormat, samples);
RD_BIND(Variant::INT, RDTextureFormat, usage_bits);
ClassDB::bind_method(D_METHOD("add_shareable_format", "format"), &RDTextureFormat::add_shareable_format);
@@ -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 +128,36 @@ protected:
}
};
-class RDSamplerState : public Reference {
- GDCLASS(RDSamplerState, Reference)
+class RDFramebufferPass : public RefCounted {
+ GDCLASS(RDFramebufferPass, RefCounted)
+ friend class RenderingDevice;
+
+ RD::FramebufferPass base;
+
+public:
+ RD_SETGET(PackedInt32Array, color_attachments)
+ RD_SETGET(PackedInt32Array, input_attachments)
+ RD_SETGET(PackedInt32Array, resolve_attachments)
+ RD_SETGET(PackedInt32Array, preserve_attachments)
+ RD_SETGET(int32_t, depth_attachment)
+protected:
+ enum {
+ ATTACHMENT_UNUSED = -1
+ };
+
+ static void _bind_methods() {
+ RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, color_attachments);
+ RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, input_attachments);
+ RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, resolve_attachments);
+ RD_BIND(Variant::PACKED_INT32_ARRAY, RDFramebufferPass, preserve_attachments);
+ RD_BIND(Variant::INT, RDFramebufferPass, depth_attachment);
+
+ BIND_CONSTANT(ATTACHMENT_UNUSED);
+ }
+};
+
+class RDSamplerState : public RefCounted {
+ GDCLASS(RDSamplerState, RefCounted)
friend class RenderingDevice;
RD::SamplerState base;
@@ -171,8 +199,8 @@ protected:
}
};
-class RDVertexAttribute : public Reference {
- GDCLASS(RDVertexAttribute, Reference)
+class RDVertexAttribute : public RefCounted {
+ GDCLASS(RDVertexAttribute, RefCounted)
friend class RenderingDevice;
RD::VertexAttribute base;
@@ -192,8 +220,8 @@ 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;
@@ -235,8 +263,8 @@ protected:
}
};
-class RDShaderBytecode : public Resource {
- GDCLASS(RDShaderBytecode, Resource)
+class RDShaderSPIRV : public Resource {
+ GDCLASS(RDShaderSPIRV, Resource)
Vector<uint8_t> bytecode[RD::SHADER_STAGE_MAX];
String compile_error[RD::SHADER_STAGE_MAX];
@@ -252,6 +280,19 @@ public:
return bytecode[p_stage];
}
+ Vector<RD::ShaderStageSPIRVData> get_stages() const {
+ Vector<RD::ShaderStageSPIRVData> stages;
+ for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
+ if (bytecode[i].size()) {
+ RD::ShaderStageSPIRVData stage;
+ stage.shader_stage = RD::ShaderStage(i);
+ stage.spir_v = bytecode[i];
+ stages.push_back(stage);
+ }
+ }
+ return stages;
+ }
+
void set_stage_compile_error(RD::ShaderStage p_stage, const String &p_compile_error) {
ERR_FAIL_INDEX(p_stage, RD::SHADER_STAGE_MAX);
compile_error[p_stage] = p_compile_error;
@@ -264,11 +305,11 @@ public:
protected:
static void _bind_methods() {
- ClassDB::bind_method(D_METHOD("set_stage_bytecode", "stage", "bytecode"), &RDShaderBytecode::set_stage_bytecode);
- ClassDB::bind_method(D_METHOD("get_stage_bytecode", "stage"), &RDShaderBytecode::get_stage_bytecode);
+ ClassDB::bind_method(D_METHOD("set_stage_bytecode", "stage", "bytecode"), &RDShaderSPIRV::set_stage_bytecode);
+ ClassDB::bind_method(D_METHOD("get_stage_bytecode", "stage"), &RDShaderSPIRV::get_stage_bytecode);
- ClassDB::bind_method(D_METHOD("set_stage_compile_error", "stage", "compile_error"), &RDShaderBytecode::set_stage_compile_error);
- ClassDB::bind_method(D_METHOD("get_stage_compile_error", "stage"), &RDShaderBytecode::get_stage_compile_error);
+ ClassDB::bind_method(D_METHOD("set_stage_compile_error", "stage", "compile_error"), &RDShaderSPIRV::set_stage_compile_error);
+ ClassDB::bind_method(D_METHOD("get_stage_compile_error", "stage"), &RDShaderSPIRV::get_stage_compile_error);
ADD_GROUP("Bytecode", "bytecode_");
ADD_PROPERTYI(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "bytecode_vertex"), "set_stage_bytecode", "get_stage_bytecode", RD::SHADER_STAGE_VERTEX);
@@ -288,25 +329,30 @@ protected:
class RDShaderFile : public Resource {
GDCLASS(RDShaderFile, Resource)
- Map<StringName, Ref<RDShaderBytecode>> versions;
+ Map<StringName, Ref<RDShaderSPIRV>> versions;
String base_error;
public:
- void set_bytecode(const Ref<RDShaderBytecode> &p_bytecode, const StringName &p_version = StringName()) {
+ void set_bytecode(const Ref<RDShaderSPIRV> &p_bytecode, const StringName &p_version = StringName()) {
ERR_FAIL_COND(p_bytecode.is_null());
versions[p_version] = p_bytecode;
emit_changed();
}
- Ref<RDShaderBytecode> get_bytecode(const StringName &p_version = StringName()) const {
- ERR_FAIL_COND_V(!versions.has(p_version), Ref<RDShaderBytecode>());
+ Ref<RDShaderSPIRV> get_spirv(const StringName &p_version = StringName()) const {
+ ERR_FAIL_COND_V(!versions.has(p_version), Ref<RDShaderSPIRV>());
return versions[p_version];
}
+ Vector<RD::ShaderStageSPIRVData> get_spirv_stages(const StringName &p_version = StringName()) const {
+ ERR_FAIL_COND_V(!versions.has(p_version), Vector<RD::ShaderStageSPIRVData>());
+ return versions[p_version]->get_stages();
+ }
+
Vector<StringName> get_version_list() const {
Vector<StringName> vnames;
- for (Map<StringName, Ref<RDShaderBytecode>>::Element *E = versions.front(); E; E = E->next()) {
- vnames.push_back(E->key());
+ for (const KeyValue<StringName, Ref<RDShaderSPIRV>> &E : versions) {
+ vnames.push_back(E.key);
}
vnames.sort_custom<StringName::AlphCompare>();
return vnames;
@@ -325,9 +371,9 @@ public:
if (base_error != "") {
ERR_PRINT("Error parsing shader '" + p_file + "':\n\n" + base_error);
} else {
- for (Map<StringName, Ref<RDShaderBytecode>>::Element *E = versions.front(); E; E = E->next()) {
+ for (KeyValue<StringName, Ref<RDShaderSPIRV>> &E : versions) {
for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) {
- String error = E->get()->get_stage_compile_error(RD::ShaderStage(i));
+ String error = E.value->get_stage_compile_error(RD::ShaderStage(i));
if (error != String()) {
static const char *stage_str[RD::SHADER_STAGE_MAX] = {
"vertex",
@@ -337,7 +383,7 @@ public:
"compute"
};
- ERR_PRINT("Error parsing shader '" + p_file + "', version '" + String(E->key()) + "', stage '" + stage_str[i] + "':\n\n" + error);
+ ERR_PRINT("Error parsing shader '" + p_file + "', version '" + String(E.key) + "', stage '" + stage_str[i] + "':\n\n" + error);
}
}
}
@@ -360,9 +406,9 @@ protected:
versions.clear();
List<Variant> keys;
p_versions.get_key_list(&keys);
- for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
- StringName name = E->get();
- Ref<RDShaderBytecode> bc = p_versions[E->get()];
+ for (const Variant &E : keys) {
+ StringName name = E;
+ Ref<RDShaderSPIRV> bc = p_versions[E];
ERR_CONTINUE(bc.is_null());
versions[name] = bc;
}
@@ -372,7 +418,7 @@ protected:
static void _bind_methods() {
ClassDB::bind_method(D_METHOD("set_bytecode", "bytecode", "version"), &RDShaderFile::set_bytecode, DEFVAL(StringName()));
- ClassDB::bind_method(D_METHOD("get_bytecode", "version"), &RDShaderFile::get_bytecode, DEFVAL(StringName()));
+ ClassDB::bind_method(D_METHOD("get_spirv", "version"), &RDShaderFile::get_spirv, DEFVAL(StringName()));
ClassDB::bind_method(D_METHOD("get_version_list"), &RDShaderFile::get_version_list);
ClassDB::bind_method(D_METHOD("set_base_error", "error"), &RDShaderFile::set_base_error);
@@ -386,13 +432,13 @@ protected:
}
};
-class RDUniform : public Reference {
- GDCLASS(RDUniform, Reference)
+class RDUniform : public RefCounted {
+ GDCLASS(RDUniform, RefCounted)
friend class RenderingDevice;
RD::Uniform base;
public:
- RD_SETGET(RD::UniformType, type)
+ RD_SETGET(RD::UniformType, uniform_type)
RD_SETGET(int32_t, binding)
void add_id(const RID &p_id) { base.ids.push_back(p_id); }
@@ -415,7 +461,7 @@ protected:
}
}
static void _bind_methods() {
- RD_BIND(Variant::INT, RDUniform, type);
+ RD_BIND(Variant::INT, RDUniform, uniform_type);
RD_BIND(Variant::INT, RDUniform, binding);
ClassDB::bind_method(D_METHOD("add_id", "id"), &RDUniform::add_id);
ClassDB::bind_method(D_METHOD("clear_ids"), &RDUniform::clear_ids);
@@ -424,8 +470,43 @@ 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 RDPipelineSpecializationConstant : public RefCounted {
+ GDCLASS(RDPipelineSpecializationConstant, RefCounted)
+ friend class RenderingDevice;
+
+ Variant value = false;
+ uint32_t constant_id = 0;
+
+public:
+ void set_value(const Variant &p_value) {
+ ERR_FAIL_COND(p_value.get_type() != Variant::BOOL && p_value.get_type() != Variant::INT && p_value.get_type() != Variant::FLOAT);
+ value = p_value;
+ }
+ Variant get_value() const { return value; }
+
+ void set_constant_id(uint32_t p_id) {
+ constant_id = p_id;
+ }
+ uint32_t get_constant_id() const {
+ return constant_id;
+ }
+
+protected:
+ static void _bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_value", "value"), &RDPipelineSpecializationConstant::set_value);
+ ClassDB::bind_method(D_METHOD("get_value"), &RDPipelineSpecializationConstant::get_value);
+
+ ClassDB::bind_method(D_METHOD("set_constant_id", "constant_id"), &RDPipelineSpecializationConstant::set_constant_id);
+ ClassDB::bind_method(D_METHOD("get_constant_id"), &RDPipelineSpecializationConstant::get_constant_id);
+
+ ADD_PROPERTY(PropertyInfo(Variant::NIL, "value", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NIL_IS_VARIANT), "set_value", "get_value");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "constant_id", PROPERTY_HINT_RANGE, "0,65535,0"), "set_constant_id", "get_constant_id");
+ }
+};
+
+class RDPipelineRasterizationState : public RefCounted {
+ GDCLASS(RDPipelineRasterizationState, RefCounted)
friend class RenderingDevice;
RD::PipelineRasterizationState base;
@@ -459,8 +540,8 @@ protected:
}
};
-class RDPipelineMultisampleState : public Reference {
- GDCLASS(RDPipelineMultisampleState, Reference)
+class RDPipelineMultisampleState : public RefCounted {
+ GDCLASS(RDPipelineMultisampleState, RefCounted)
friend class RenderingDevice;
RD::PipelineMultisampleState base;
@@ -490,8 +571,8 @@ protected:
}
};
-class RDPipelineDepthStencilState : public Reference {
- GDCLASS(RDPipelineDepthStencilState, Reference)
+class RDPipelineDepthStencilState : public RefCounted {
+ GDCLASS(RDPipelineDepthStencilState, RefCounted)
friend class RenderingDevice;
RD::PipelineDepthStencilState base;
@@ -549,8 +630,8 @@ protected:
}
};
-class RDPipelineColorBlendStateAttachment : public Reference {
- GDCLASS(RDPipelineColorBlendStateAttachment, Reference)
+class RDPipelineColorBlendStateAttachment : public RefCounted {
+ GDCLASS(RDPipelineColorBlendStateAttachment, RefCounted)
friend class RenderingDevice;
RD::PipelineColorBlendState::Attachment base;
@@ -594,8 +675,8 @@ 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_canvas.cpp b/servers/rendering/rendering_server_canvas.cpp
deleted file mode 100644
index 07eabfd430..0000000000
--- a/servers/rendering/rendering_server_canvas.cpp
+++ /dev/null
@@ -1,1401 +0,0 @@
-/*************************************************************************/
-/* rendering_server_canvas.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rendering_server_canvas.h"
-
-#include "core/math/geometry_2d.h"
-#include "rendering_server_globals.h"
-#include "rendering_server_raster.h"
-#include "rendering_server_viewport.h"
-
-static const int z_range = RS::CANVAS_ITEM_Z_MAX - RS::CANVAS_ITEM_Z_MIN + 1;
-
-void RenderingServerCanvas::_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, RasterizerCanvas::Light *p_lights) {
- RENDER_TIMESTAMP("Cull CanvasItem Tree");
-
- memset(z_list, 0, z_range * sizeof(RasterizerCanvas::Item *));
- memset(z_last_list, 0, z_range * sizeof(RasterizerCanvas::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);
- }
- 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);
- }
-
- RasterizerCanvas::Item *list = nullptr;
- RasterizerCanvas::Item *list_end = nullptr;
-
- for (int i = 0; i < z_range; i++) {
- if (!z_list[i]) {
- continue;
- }
- if (!list) {
- list = z_list[i];
- list_end = z_last_list[i];
- } else {
- list_end->next = z_list[i];
- list_end = z_last_list[i];
- }
- }
-
- RENDER_TIMESTAMP("Render Canvas Items");
-
- RSG::canvas_render->canvas_render_items(p_to_render_target, list, p_modulate, p_lights, p_transform);
-}
-
-void _collect_ysort_children(RenderingServerCanvas::Item *p_canvas_item, Transform2D p_transform, RenderingServerCanvas::Item *p_material_owner, RenderingServerCanvas::Item **r_items, int &r_index) {
- int child_item_count = p_canvas_item->child_items.size();
- RenderingServerCanvas::Item **child_items = p_canvas_item->child_items.ptrw();
- for (int i = 0; i < child_item_count; i++) {
- if (child_items[i]->visible) {
- if (r_items) {
- r_items[r_index] = child_items[i];
- child_items[i]->ysort_xform = p_transform;
- child_items[i]->ysort_pos = p_transform.xform(child_items[i]->xform.elements[2]);
- child_items[i]->material_owner = child_items[i]->use_parent_material ? p_material_owner : nullptr;
- }
-
- r_index++;
-
- if (child_items[i]->sort_y) {
- _collect_ysort_children(child_items[i], p_transform * child_items[i]->xform, child_items[i]->use_parent_material ? p_material_owner : child_items[i], r_items, r_index);
- }
- }
- }
-}
-
-void _mark_ysort_dirty(RenderingServerCanvas::Item *ysort_owner, RID_PtrOwner<RenderingServerCanvas::Item> &canvas_item_owner) {
- do {
- ysort_owner->ysort_children_count = -1;
- ysort_owner = canvas_item_owner.owns(ysort_owner->parent) ? canvas_item_owner.getornull(ysort_owner->parent) : nullptr;
- } while (ysort_owner && ysort_owner->sort_y);
-}
-
-void RenderingServerCanvas::_cull_canvas_item(Item *p_canvas_item, const Transform2D &p_transform, const Rect2 &p_clip_rect, const Color &p_modulate, int p_z, RasterizerCanvas::Item **z_list, RasterizerCanvas::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 = p_transform * ci->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.clip(global_rect);
- } else {
- ci->final_clip_rect = global_rect;
- }
- 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;
- }
-
- for (int i = 0; i < child_item_count; i++) {
- if (!child_items[i]->behind || (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);
- }
- }
-
- if (ci->copy_back_buffer) {
- ci->copy_back_buffer->screen_rect = xform.xform(ci->copy_back_buffer->rect).clip(p_clip_rect);
- }
-
- if (ci->update_when_visible) {
- RenderingServerRaster::redraw_request();
- }
-
- if ((ci->commands != nullptr && p_clip_rect.intersects(global_rect, true)) || ci->vp_render || ci->copy_back_buffer) {
- //something to draw?
- ci->final_transform = xform;
- ci->final_modulate = Color(modulate.r * ci->self_modulate.r, modulate.g * ci->self_modulate.g, modulate.b * ci->self_modulate.b, modulate.a * ci->self_modulate.a);
- ci->global_rect_cache = global_rect;
- ci->global_rect_cache.position -= p_clip_rect.position;
- ci->light_masked = false;
-
- int zidx = p_z - RS::CANVAS_ITEM_Z_MIN;
-
- if (z_last_list[zidx]) {
- z_last_list[zidx]->next = ci;
- z_last_list[zidx] = ci;
-
- } else {
- z_list[zidx] = ci;
- z_last_list[zidx] = ci;
- }
-
- ci->z_final = p_z;
-
- ci->next = nullptr;
- }
-
- for (int i = 0; i < child_item_count; i++) {
- if (child_items[i]->behind || (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 RenderingServerCanvas::_light_mask_canvas_items(int p_z, RasterizerCanvas::Item *p_canvas_item, RasterizerCanvas::Light *p_masked_lights) {
- if (!p_masked_lights) {
- return;
- }
-
- RasterizerCanvas::Item *ci = p_canvas_item;
-
- while (ci) {
- RasterizerCanvas::Light *light = p_masked_lights;
- while (light) {
- if (ci->light_mask & light->item_mask && p_z >= light->z_min && p_z <= light->z_max && ci->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
- ci->light_masked = true;
- }
-
- light = light->mask_next_ptr;
- }
-
- ci = ci->next;
- }
-}
-
-void RenderingServerCanvas::render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RasterizerCanvas::Light *p_lights, RasterizerCanvas::Light *p_masked_lights, const Rect2 &p_clip_rect) {
- RENDER_TIMESTAMP(">Render Canvas");
-
- if (p_canvas->children_order_dirty) {
- p_canvas->child_items.sort();
- p_canvas->children_order_dirty = false;
- }
-
- int l = p_canvas->child_items.size();
- Canvas::ChildItem *ci = p_canvas->child_items.ptrw();
-
- bool has_mirror = false;
- for (int i = 0; i < l; i++) {
- if (ci[i].mirror.x || ci[i].mirror.y) {
- has_mirror = true;
- break;
- }
- }
-
- if (!has_mirror) {
- _render_canvas_item_tree(p_render_target, ci, l, nullptr, p_transform, p_clip_rect, p_canvas->modulate, p_lights);
-
- } else {
- //used for parallaxlayer mirroring
- for (int i = 0; i < l; i++) {
- const Canvas::ChildItem &ci2 = p_canvas->child_items[i];
- _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, p_transform, p_clip_rect, p_canvas->modulate, p_lights);
-
- //mirroring (useful for scrolling backgrounds)
- if (ci2.mirror.x != 0) {
- Transform2D xform2 = p_transform * Transform2D(0, Vector2(ci2.mirror.x, 0));
- _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
- }
- if (ci2.mirror.y != 0) {
- Transform2D xform2 = p_transform * Transform2D(0, Vector2(0, ci2.mirror.y));
- _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
- }
- if (ci2.mirror.y != 0 && ci2.mirror.x != 0) {
- Transform2D xform2 = p_transform * Transform2D(0, ci2.mirror);
- _render_canvas_item_tree(p_render_target, nullptr, 0, ci2.item, xform2, p_clip_rect, p_canvas->modulate, p_lights);
- }
- }
- }
-
- RENDER_TIMESTAMP("<End Render Canvas");
-}
-
-RID RenderingServerCanvas::canvas_create() {
- Canvas *canvas = memnew(Canvas);
- ERR_FAIL_COND_V(!canvas, RID());
- RID rid = canvas_owner.make_rid(canvas);
-
- return rid;
-}
-
-void RenderingServerCanvas::canvas_set_item_mirroring(RID p_canvas, RID p_item, const Point2 &p_mirroring) {
- Canvas *canvas = canvas_owner.getornull(p_canvas);
- ERR_FAIL_COND(!canvas);
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- int idx = canvas->find_item(canvas_item);
- ERR_FAIL_COND(idx == -1);
- canvas->child_items.write[idx].mirror = p_mirroring;
-}
-
-void RenderingServerCanvas::canvas_set_modulate(RID p_canvas, const Color &p_color) {
- Canvas *canvas = canvas_owner.getornull(p_canvas);
- ERR_FAIL_COND(!canvas);
- canvas->modulate = p_color;
-}
-
-void RenderingServerCanvas::canvas_set_disable_scale(bool p_disable) {
- disable_scale = p_disable;
-}
-
-void RenderingServerCanvas::canvas_set_parent(RID p_canvas, RID p_parent, float p_scale) {
- Canvas *canvas = canvas_owner.getornull(p_canvas);
- ERR_FAIL_COND(!canvas);
-
- canvas->parent = p_parent;
- canvas->parent_scale = p_scale;
-}
-
-RID RenderingServerCanvas::canvas_item_create() {
- Item *canvas_item = memnew(Item);
- ERR_FAIL_COND_V(!canvas_item, RID());
-
- return canvas_item_owner.make_rid(canvas_item);
-}
-
-void RenderingServerCanvas::canvas_item_set_parent(RID p_item, RID p_parent) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- if (canvas_item->parent.is_valid()) {
- if (canvas_owner.owns(canvas_item->parent)) {
- Canvas *canvas = canvas_owner.getornull(canvas_item->parent);
- canvas->erase_item(canvas_item);
- } else if (canvas_item_owner.owns(canvas_item->parent)) {
- Item *item_owner = canvas_item_owner.getornull(canvas_item->parent);
- item_owner->child_items.erase(canvas_item);
-
- if (item_owner->sort_y) {
- _mark_ysort_dirty(item_owner, canvas_item_owner);
- }
- }
-
- canvas_item->parent = RID();
- }
-
- if (p_parent.is_valid()) {
- if (canvas_owner.owns(p_parent)) {
- Canvas *canvas = canvas_owner.getornull(p_parent);
- Canvas::ChildItem ci;
- ci.item = canvas_item;
- canvas->child_items.push_back(ci);
- canvas->children_order_dirty = true;
- } else if (canvas_item_owner.owns(p_parent)) {
- Item *item_owner = canvas_item_owner.getornull(p_parent);
- item_owner->child_items.push_back(canvas_item);
- item_owner->children_order_dirty = true;
-
- if (item_owner->sort_y) {
- _mark_ysort_dirty(item_owner, canvas_item_owner);
- }
-
- } else {
- ERR_FAIL_MSG("Invalid parent.");
- }
- }
-
- canvas_item->parent = p_parent;
-}
-
-void RenderingServerCanvas::canvas_item_set_visible(RID p_item, bool p_visible) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->visible = p_visible;
-
- _mark_ysort_dirty(canvas_item, canvas_item_owner);
-}
-
-void RenderingServerCanvas::canvas_item_set_light_mask(RID p_item, int p_mask) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->light_mask = p_mask;
-}
-
-void RenderingServerCanvas::canvas_item_set_transform(RID p_item, const Transform2D &p_transform) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->xform = p_transform;
-}
-
-void RenderingServerCanvas::canvas_item_set_clip(RID p_item, bool p_clip) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->clip = p_clip;
-}
-
-void RenderingServerCanvas::canvas_item_set_distance_field_mode(RID p_item, bool p_enable) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->distance_field = p_enable;
-}
-
-void RenderingServerCanvas::canvas_item_set_custom_rect(RID p_item, bool p_custom_rect, const Rect2 &p_rect) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->custom_rect = p_custom_rect;
- canvas_item->rect = p_rect;
-}
-
-void RenderingServerCanvas::canvas_item_set_modulate(RID p_item, const Color &p_color) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->modulate = p_color;
-}
-
-void RenderingServerCanvas::canvas_item_set_self_modulate(RID p_item, const Color &p_color) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->self_modulate = p_color;
-}
-
-void RenderingServerCanvas::canvas_item_set_draw_behind_parent(RID p_item, bool p_enable) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->behind = p_enable;
-}
-
-void RenderingServerCanvas::canvas_item_set_update_when_visible(RID p_item, bool p_update) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->update_when_visible = p_update;
-}
-
-void RenderingServerCanvas::canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
- canvas_item->texture_filter = p_filter;
-}
-
-void RenderingServerCanvas::canvas_item_set_default_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
- canvas_item->texture_repeat = p_repeat;
-}
-
-void RenderingServerCanvas::canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandPrimitive *line = canvas_item->alloc_command<Item::CommandPrimitive>();
- ERR_FAIL_COND(!line);
- if (p_width > 1.001) {
- Vector2 t = (p_from - p_to).tangent().normalized();
- line->points[0] = p_from + t * p_width;
- line->points[1] = p_from - t * p_width;
- line->points[2] = p_to - t * p_width;
- line->points[3] = p_to + t * p_width;
- line->point_count = 4;
- } else {
- line->point_count = 2;
- line->points[0] = p_from;
- line->points[1] = p_to;
- }
- for (uint32_t i = 0; i < line->point_count; i++) {
- line->colors[i] = p_color;
- }
- line->specular_shininess = Color(1, 1, 1, 1);
-}
-
-void RenderingServerCanvas::canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width) {
- ERR_FAIL_COND(p_points.size() < 2);
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandPolygon *pline = canvas_item->alloc_command<Item::CommandPolygon>();
- ERR_FAIL_COND(!pline);
-
- pline->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
-
- if (true || p_width <= 1) {
-#define TODO make thick lines possible
- Vector<int> indices;
- int pc = p_points.size();
- indices.resize((pc - 1) * 2);
- {
- int *iptr = indices.ptrw();
- for (int i = 0; i < (pc - 1); i++) {
- iptr[i * 2 + 0] = i;
- iptr[i * 2 + 1] = i + 1;
- }
- }
-
- pline->primitive = RS::PRIMITIVE_LINES;
- pline->specular_shininess = Color(1, 1, 1, 1);
- pline->polygon.create(indices, p_points, p_colors);
- } else {
-#if 0
- //make a trianglestrip for drawing the line...
- Vector2 prev_t;
- pline->triangles.resize(p_points.size() * 2);
- if (p_antialiased) {
- pline->lines.resize(p_points.size() * 2);
- }
-
- if (p_colors.size() == 0) {
- pline->triangle_colors.push_back(Color(1, 1, 1, 1));
- if (p_antialiased) {
- pline->line_colors.push_back(Color(1, 1, 1, 1));
- }
- } else if (p_colors.size() == 1) {
- pline->triangle_colors = p_colors;
- pline->line_colors = p_colors;
- } else {
- if (p_colors.size() != p_points.size()) {
- pline->triangle_colors.push_back(p_colors[0]);
- pline->line_colors.push_back(p_colors[0]);
- } else {
- pline->triangle_colors.resize(pline->triangles.size());
- pline->line_colors.resize(pline->lines.size());
- }
- }
-
- for (int i = 0; i < p_points.size(); i++) {
-
- Vector2 t;
- if (i == p_points.size() - 1) {
- t = prev_t;
- } else {
- t = (p_points[i + 1] - p_points[i]).normalized().tangent();
- if (i == 0) {
- prev_t = t;
- }
- }
-
- Vector2 tangent = ((t + prev_t).normalized()) * p_width * 0.5;
-
- if (p_antialiased) {
- pline->lines.write[i] = p_points[i] + tangent;
- pline->lines.write[p_points.size() * 2 - i - 1] = p_points[i] - tangent;
- if (pline->line_colors.size() > 1) {
- pline->line_colors.write[i] = p_colors[i];
- pline->line_colors.write[p_points.size() * 2 - i - 1] = p_colors[i];
- }
- }
-
- pline->triangles.write[i * 2 + 0] = p_points[i] + tangent;
- pline->triangles.write[i * 2 + 1] = p_points[i] - tangent;
-
- if (pline->triangle_colors.size() > 1) {
-
- pline->triangle_colors.write[i * 2 + 0] = p_colors[i];
- pline->triangle_colors.write[i * 2 + 1] = p_colors[i];
- }
-
- prev_t = t;
- }
-#endif
- }
-}
-
-void RenderingServerCanvas::canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width) {
- ERR_FAIL_COND(p_points.size() < 2);
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandPolygon *pline = canvas_item->alloc_command<Item::CommandPolygon>();
- ERR_FAIL_COND(!pline);
-
- pline->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
-
- if (true || p_width <= 1) {
-#define TODO make thick lines possible
-
- pline->primitive = RS::PRIMITIVE_LINES;
- pline->specular_shininess = Color(1, 1, 1, 1);
- pline->polygon.create(Vector<int>(), p_points, p_colors);
- } else {
- }
-}
-
-void RenderingServerCanvas::canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandRect *rect = canvas_item->alloc_command<Item::CommandRect>();
- ERR_FAIL_COND(!rect);
- rect->modulate = p_color;
- rect->rect = p_rect;
-}
-
-void RenderingServerCanvas::canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandPolygon *circle = canvas_item->alloc_command<Item::CommandPolygon>();
- ERR_FAIL_COND(!circle);
-
- circle->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, RID(), RID(), RID(), RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, RID());
-
- circle->primitive = RS::PRIMITIVE_TRIANGLES;
- circle->specular_shininess = Color(1, 1, 1, 1);
-
- Vector<int> indices;
- Vector<Vector2> points;
-
- static const int circle_points = 64;
-
- points.resize(circle_points);
- for (int i = 0; i < circle_points; i++) {
- float angle = (i / float(circle_points)) * 2 * Math_PI;
- points.write[i].x = Math::cos(angle) * p_radius;
- points.write[i].y = Math::sin(angle) * p_radius;
- points.write[i] += p_pos;
- }
- indices.resize((circle_points - 2) * 3);
-
- for (int i = 0; i < circle_points - 2; i++) {
- indices.write[i * 3 + 0] = 0;
- indices.write[i * 3 + 1] = i + 1;
- indices.write[i * 3 + 2] = i + 2;
- }
-
- Vector<Color> color;
- color.push_back(p_color);
- circle->polygon.create(indices, points, color);
-}
-
-void RenderingServerCanvas::canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile, const Color &p_modulate, bool p_transpose, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandRect *rect = canvas_item->alloc_command<Item::CommandRect>();
- ERR_FAIL_COND(!rect);
- rect->modulate = p_modulate;
- rect->rect = p_rect;
- rect->flags = 0;
- if (p_tile) {
- rect->flags |= RasterizerCanvas::CANVAS_RECT_TILE;
- rect->flags |= RasterizerCanvas::CANVAS_RECT_REGION;
- rect->source = Rect2(0, 0, fabsf(p_rect.size.width), fabsf(p_rect.size.height));
- }
-
- if (p_rect.size.x < 0) {
- rect->flags |= RasterizerCanvas::CANVAS_RECT_FLIP_H;
- rect->rect.size.x = -rect->rect.size.x;
- }
- if (p_rect.size.y < 0) {
- rect->flags |= RasterizerCanvas::CANVAS_RECT_FLIP_V;
- rect->rect.size.y = -rect->rect.size.y;
- }
- if (p_transpose) {
- rect->flags |= RasterizerCanvas::CANVAS_RECT_TRANSPOSE;
- SWAP(rect->rect.size.x, rect->rect.size.y);
- }
- rect->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- rect->specular_shininess = p_specular_color_shininess;
-}
-
-void RenderingServerCanvas::canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, bool p_clip_uv, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandRect *rect = canvas_item->alloc_command<Item::CommandRect>();
- ERR_FAIL_COND(!rect);
- rect->modulate = p_modulate;
- rect->rect = p_rect;
- rect->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- rect->specular_shininess = p_specular_color_shininess;
- rect->source = p_src_rect;
- rect->flags = RasterizerCanvas::CANVAS_RECT_REGION;
-
- if (p_rect.size.x < 0) {
- rect->flags |= RasterizerCanvas::CANVAS_RECT_FLIP_H;
- rect->rect.size.x = -rect->rect.size.x;
- }
- if (p_src_rect.size.x < 0) {
- rect->flags ^= RasterizerCanvas::CANVAS_RECT_FLIP_H;
- rect->source.size.x = -rect->source.size.x;
- }
- if (p_rect.size.y < 0) {
- rect->flags |= RasterizerCanvas::CANVAS_RECT_FLIP_V;
- rect->rect.size.y = -rect->rect.size.y;
- }
- if (p_src_rect.size.y < 0) {
- rect->flags ^= RasterizerCanvas::CANVAS_RECT_FLIP_V;
- rect->source.size.y = -rect->source.size.y;
- }
-
- if (p_transpose) {
- rect->flags |= RasterizerCanvas::CANVAS_RECT_TRANSPOSE;
- SWAP(rect->rect.size.x, rect->rect.size.y);
- }
-
- if (p_clip_uv) {
- rect->flags |= RasterizerCanvas::CANVAS_RECT_CLIP_UV;
- }
-}
-
-void RenderingServerCanvas::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode, RS::NinePatchAxisMode p_y_axis_mode, bool p_draw_center, const Color &p_modulate, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandNinePatch *style = canvas_item->alloc_command<Item::CommandNinePatch>();
- ERR_FAIL_COND(!style);
- style->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- style->specular_shininess = p_specular_color_shininess;
- style->rect = p_rect;
- style->source = p_source;
- style->draw_center = p_draw_center;
- style->color = p_modulate;
- style->margin[MARGIN_LEFT] = p_topleft.x;
- style->margin[MARGIN_TOP] = p_topleft.y;
- style->margin[MARGIN_RIGHT] = p_bottomright.x;
- style->margin[MARGIN_BOTTOM] = p_bottomright.y;
- style->axis_x = p_x_axis_mode;
- style->axis_y = p_y_axis_mode;
-}
-
-void RenderingServerCanvas::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- uint32_t pc = p_points.size();
- ERR_FAIL_COND(pc == 0 || pc > 4);
-
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandPrimitive *prim = canvas_item->alloc_command<Item::CommandPrimitive>();
- ERR_FAIL_COND(!prim);
-
- for (int i = 0; i < p_points.size(); i++) {
- prim->points[i] = p_points[i];
- if (i < p_uvs.size()) {
- prim->uvs[i] = p_uvs[i];
- }
- if (i < p_colors.size()) {
- prim->colors[i] = p_colors[i];
- } else if (p_colors.size()) {
- prim->colors[i] = p_colors[0];
- } else {
- prim->colors[i] = Color(1, 1, 1, 1);
- }
- }
-
- prim->point_count = p_points.size();
-
- prim->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- prim->specular_shininess = p_specular_color_shininess;
-}
-
-void RenderingServerCanvas::canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-#ifdef DEBUG_ENABLED
- int pointcount = p_points.size();
- ERR_FAIL_COND(pointcount < 3);
- int color_size = p_colors.size();
- int uv_size = p_uvs.size();
- ERR_FAIL_COND(color_size != 0 && color_size != 1 && color_size != pointcount);
- ERR_FAIL_COND(uv_size != 0 && (uv_size != pointcount));
-#endif
- Vector<int> indices = Geometry2D::triangulate_polygon(p_points);
- ERR_FAIL_COND_MSG(indices.empty(), "Invalid polygon data, triangulation failed.");
-
- Item::CommandPolygon *polygon = canvas_item->alloc_command<Item::CommandPolygon>();
- ERR_FAIL_COND(!polygon);
- polygon->primitive = RS::PRIMITIVE_TRIANGLES;
- polygon->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- polygon->specular_shininess = p_specular_color_shininess;
- polygon->polygon.create(indices, p_points, p_colors, p_uvs);
-}
-
-void RenderingServerCanvas::canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, const Vector<int> &p_bones, const Vector<float> &p_weights, RID p_texture, int p_count, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- int vertex_count = p_points.size();
- ERR_FAIL_COND(vertex_count == 0);
- ERR_FAIL_COND(!p_colors.empty() && p_colors.size() != vertex_count && p_colors.size() != 1);
- ERR_FAIL_COND(!p_uvs.empty() && p_uvs.size() != vertex_count);
- ERR_FAIL_COND(!p_bones.empty() && p_bones.size() != vertex_count * 4);
- ERR_FAIL_COND(!p_weights.empty() && p_weights.size() != vertex_count * 4);
-
- Vector<int> indices = p_indices;
-
- Item::CommandPolygon *polygon = canvas_item->alloc_command<Item::CommandPolygon>();
- ERR_FAIL_COND(!polygon);
- polygon->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- polygon->specular_shininess = p_specular_color_shininess;
- polygon->polygon.create(indices, p_points, p_colors, p_uvs, p_bones, p_weights);
-
- polygon->primitive = RS::PRIMITIVE_TRIANGLES;
-}
-
-void RenderingServerCanvas::canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandTransform *tr = canvas_item->alloc_command<Item::CommandTransform>();
- ERR_FAIL_COND(!tr);
- tr->xform = p_transform;
-}
-
-void RenderingServerCanvas::canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform, const Color &p_modulate, RID p_texture, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandMesh *m = canvas_item->alloc_command<Item::CommandMesh>();
- ERR_FAIL_COND(!m);
- m->mesh = p_mesh;
- m->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- m->specular_shininess = p_specular_color_shininess;
- m->transform = p_transform;
- m->modulate = p_modulate;
-}
-
-void RenderingServerCanvas::canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandParticles *part = canvas_item->alloc_command<Item::CommandParticles>();
- ERR_FAIL_COND(!part);
- part->particles = p_particles;
- part->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, RID());
- part->specular_shininess = p_specular_color_shininess;
-
- //take the chance and request processing for them, at least once until they become visible again
- RSG::storage->particles_request_process(p_particles);
-}
-
-void RenderingServerCanvas::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture, RID p_normal_map, RID p_specular_map, const Color &p_specular_color_shininess, RenderingServer::CanvasItemTextureFilter p_filter, RenderingServer::CanvasItemTextureRepeat p_repeat) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandMultiMesh *mm = canvas_item->alloc_command<Item::CommandMultiMesh>();
- ERR_FAIL_COND(!mm);
- mm->multimesh = p_mesh;
- mm->texture_binding.create(canvas_item->texture_filter, canvas_item->texture_repeat, p_texture, p_normal_map, p_specular_map, p_filter, p_repeat, mm->multimesh);
- mm->specular_shininess = p_specular_color_shininess;
-}
-
-void RenderingServerCanvas::canvas_item_add_clip_ignore(RID p_item, bool p_ignore) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- Item::CommandClipIgnore *ci = canvas_item->alloc_command<Item::CommandClipIgnore>();
- ERR_FAIL_COND(!ci);
- ci->ignore = p_ignore;
-}
-
-void RenderingServerCanvas::canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->sort_y = p_enable;
-
- _mark_ysort_dirty(canvas_item, canvas_item_owner);
-}
-
-void RenderingServerCanvas::canvas_item_set_z_index(RID p_item, int p_z) {
- ERR_FAIL_COND(p_z < RS::CANVAS_ITEM_Z_MIN || p_z > RS::CANVAS_ITEM_Z_MAX);
-
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->z_index = p_z;
-}
-
-void RenderingServerCanvas::canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->z_relative = p_enable;
-}
-
-void RenderingServerCanvas::canvas_item_attach_skeleton(RID p_item, RID p_skeleton) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->skeleton = p_skeleton;
-}
-
-void RenderingServerCanvas::canvas_item_set_copy_to_backbuffer(RID p_item, bool p_enable, const Rect2 &p_rect) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
- if (p_enable && (canvas_item->copy_back_buffer == nullptr)) {
- canvas_item->copy_back_buffer = memnew(RasterizerCanvas::Item::CopyBackBuffer);
- }
- if (!p_enable && (canvas_item->copy_back_buffer != nullptr)) {
- memdelete(canvas_item->copy_back_buffer);
- canvas_item->copy_back_buffer = nullptr;
- }
-
- if (p_enable) {
- canvas_item->copy_back_buffer->rect = p_rect;
- canvas_item->copy_back_buffer->full = p_rect == Rect2();
- }
-}
-
-void RenderingServerCanvas::canvas_item_clear(RID p_item) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->clear();
-}
-
-void RenderingServerCanvas::canvas_item_set_draw_index(RID p_item, int p_index) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->index = p_index;
-
- if (canvas_item_owner.owns(canvas_item->parent)) {
- Item *canvas_item_parent = canvas_item_owner.getornull(canvas_item->parent);
- canvas_item_parent->children_order_dirty = true;
- return;
- }
-
- Canvas *canvas = canvas_owner.getornull(canvas_item->parent);
- if (canvas) {
- canvas->children_order_dirty = true;
- return;
- }
-}
-
-void RenderingServerCanvas::canvas_item_set_material(RID p_item, RID p_material) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->material = p_material;
-}
-
-void RenderingServerCanvas::canvas_item_set_use_parent_material(RID p_item, bool p_enable) {
- Item *canvas_item = canvas_item_owner.getornull(p_item);
- ERR_FAIL_COND(!canvas_item);
-
- canvas_item->use_parent_material = p_enable;
-}
-
-RID RenderingServerCanvas::canvas_light_create() {
- RasterizerCanvas::Light *clight = memnew(RasterizerCanvas::Light);
- clight->light_internal = RSG::canvas_render->light_create();
- return canvas_light_owner.make_rid(clight);
-}
-
-void RenderingServerCanvas::canvas_light_attach_to_canvas(RID p_light, RID p_canvas) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- if (clight->canvas.is_valid()) {
- Canvas *canvas = canvas_owner.getornull(clight->canvas);
- canvas->lights.erase(clight);
- }
-
- if (!canvas_owner.owns(p_canvas)) {
- p_canvas = RID();
- }
-
- clight->canvas = p_canvas;
-
- if (clight->canvas.is_valid()) {
- Canvas *canvas = canvas_owner.getornull(clight->canvas);
- canvas->lights.insert(clight);
- }
-}
-
-void RenderingServerCanvas::canvas_light_set_enabled(RID p_light, bool p_enabled) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->enabled = p_enabled;
-}
-
-void RenderingServerCanvas::canvas_light_set_scale(RID p_light, float p_scale) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->scale = p_scale;
-}
-
-void RenderingServerCanvas::canvas_light_set_transform(RID p_light, const Transform2D &p_transform) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->xform = p_transform;
-}
-
-void RenderingServerCanvas::canvas_light_set_texture(RID p_light, RID p_texture) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->texture = p_texture;
- clight->version++;
- RSG::canvas_render->light_set_texture(clight->light_internal, p_texture);
-}
-
-void RenderingServerCanvas::canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->texture_offset = p_offset;
-}
-
-void RenderingServerCanvas::canvas_light_set_color(RID p_light, const Color &p_color) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->color = p_color;
-}
-
-void RenderingServerCanvas::canvas_light_set_height(RID p_light, float p_height) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->height = p_height;
-}
-
-void RenderingServerCanvas::canvas_light_set_energy(RID p_light, float p_energy) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->energy = p_energy;
-}
-
-void RenderingServerCanvas::canvas_light_set_z_range(RID p_light, int p_min_z, int p_max_z) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->z_min = p_min_z;
- clight->z_max = p_max_z;
-}
-
-void RenderingServerCanvas::canvas_light_set_layer_range(RID p_light, int p_min_layer, int p_max_layer) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->layer_max = p_max_layer;
- clight->layer_min = p_min_layer;
-}
-
-void RenderingServerCanvas::canvas_light_set_item_cull_mask(RID p_light, int p_mask) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->item_mask = p_mask;
-}
-
-void RenderingServerCanvas::canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->item_shadow_mask = p_mask;
-}
-
-void RenderingServerCanvas::canvas_light_set_mode(RID p_light, RS::CanvasLightMode p_mode) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->mode = p_mode;
-}
-
-void RenderingServerCanvas::canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- if (clight->use_shadow == p_enabled) {
- return;
- }
- clight->use_shadow = p_enabled;
- clight->version++;
- RSG::canvas_render->light_set_use_shadow(clight->light_internal, clight->use_shadow, clight->shadow_buffer_size);
-}
-
-void RenderingServerCanvas::canvas_light_set_shadow_buffer_size(RID p_light, int p_size) {
- ERR_FAIL_COND(p_size < 32 || p_size > 16384);
-
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- int new_size = next_power_of_2(p_size);
- if (new_size == clight->shadow_buffer_size) {
- return;
- }
-
- clight->shadow_buffer_size = next_power_of_2(p_size);
- clight->version++;
-
- RSG::canvas_render->light_set_use_shadow(clight->light_internal, clight->use_shadow, clight->shadow_buffer_size);
-}
-
-void RenderingServerCanvas::canvas_light_set_shadow_filter(RID p_light, RS::CanvasLightShadowFilter p_filter) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->shadow_filter = p_filter;
-}
-
-void RenderingServerCanvas::canvas_light_set_shadow_color(RID p_light, const Color &p_color) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
-
- clight->shadow_color = p_color;
-}
-
-void RenderingServerCanvas::canvas_light_set_shadow_smooth(RID p_light, float p_smooth) {
- RasterizerCanvas::Light *clight = canvas_light_owner.getornull(p_light);
- ERR_FAIL_COND(!clight);
- clight->shadow_smooth = p_smooth;
-}
-
-RID RenderingServerCanvas::canvas_light_occluder_create() {
- RasterizerCanvas::LightOccluderInstance *occluder = memnew(RasterizerCanvas::LightOccluderInstance);
-
- return canvas_light_occluder_owner.make_rid(occluder);
-}
-
-void RenderingServerCanvas::canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) {
- RasterizerCanvas::LightOccluderInstance *occluder = canvas_light_occluder_owner.getornull(p_occluder);
- ERR_FAIL_COND(!occluder);
-
- if (occluder->canvas.is_valid()) {
- Canvas *canvas = canvas_owner.getornull(occluder->canvas);
- canvas->occluders.erase(occluder);
- }
-
- if (!canvas_owner.owns(p_canvas)) {
- p_canvas = RID();
- }
-
- occluder->canvas = p_canvas;
-
- if (occluder->canvas.is_valid()) {
- Canvas *canvas = canvas_owner.getornull(occluder->canvas);
- canvas->occluders.insert(occluder);
- }
-}
-
-void RenderingServerCanvas::canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled) {
- RasterizerCanvas::LightOccluderInstance *occluder = canvas_light_occluder_owner.getornull(p_occluder);
- ERR_FAIL_COND(!occluder);
-
- occluder->enabled = p_enabled;
-}
-
-void RenderingServerCanvas::canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon) {
- RasterizerCanvas::LightOccluderInstance *occluder = canvas_light_occluder_owner.getornull(p_occluder);
- ERR_FAIL_COND(!occluder);
-
- if (occluder->polygon.is_valid()) {
- LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.getornull(p_polygon);
- if (occluder_poly) {
- occluder_poly->owners.erase(occluder);
- }
- }
-
- occluder->polygon = p_polygon;
- occluder->occluder = RID();
-
- if (occluder->polygon.is_valid()) {
- LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.getornull(p_polygon);
- if (!occluder_poly) {
- occluder->polygon = RID();
- ERR_FAIL_COND(!occluder_poly);
- } else {
- occluder_poly->owners.insert(occluder);
- occluder->occluder = occluder_poly->occluder;
- occluder->aabb_cache = occluder_poly->aabb;
- occluder->cull_cache = occluder_poly->cull_mode;
- }
- }
-}
-
-void RenderingServerCanvas::canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform) {
- RasterizerCanvas::LightOccluderInstance *occluder = canvas_light_occluder_owner.getornull(p_occluder);
- ERR_FAIL_COND(!occluder);
-
- occluder->xform = p_xform;
-}
-
-void RenderingServerCanvas::canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) {
- RasterizerCanvas::LightOccluderInstance *occluder = canvas_light_occluder_owner.getornull(p_occluder);
- ERR_FAIL_COND(!occluder);
-
- occluder->light_mask = p_mask;
-}
-
-RID RenderingServerCanvas::canvas_occluder_polygon_create() {
- LightOccluderPolygon *occluder_poly = memnew(LightOccluderPolygon);
- occluder_poly->occluder = RSG::canvas_render->occluder_polygon_create();
- return canvas_light_occluder_polygon_owner.make_rid(occluder_poly);
-}
-
-void RenderingServerCanvas::canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector<Vector2> &p_shape, bool p_closed) {
- if (p_shape.size() < 3) {
- canvas_occluder_polygon_set_shape_as_lines(p_occluder_polygon, p_shape);
- return;
- }
-
- Vector<Vector2> lines;
- int lc = p_shape.size() * 2;
-
- lines.resize(lc - (p_closed ? 0 : 2));
- {
- Vector2 *w = lines.ptrw();
- const Vector2 *r = p_shape.ptr();
-
- int max = lc / 2;
- if (!p_closed) {
- max--;
- }
- for (int i = 0; i < max; i++) {
- Vector2 a = r[i];
- Vector2 b = r[(i + 1) % (lc / 2)];
- w[i * 2 + 0] = a;
- w[i * 2 + 1] = b;
- }
- }
-
- canvas_occluder_polygon_set_shape_as_lines(p_occluder_polygon, lines);
-}
-
-void RenderingServerCanvas::canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const Vector<Vector2> &p_shape) {
- LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.getornull(p_occluder_polygon);
- ERR_FAIL_COND(!occluder_poly);
- ERR_FAIL_COND(p_shape.size() & 1);
-
- int lc = p_shape.size();
- occluder_poly->aabb = Rect2();
- {
- const Vector2 *r = p_shape.ptr();
- for (int i = 0; i < lc; i++) {
- if (i == 0) {
- occluder_poly->aabb.position = r[i];
- } else {
- occluder_poly->aabb.expand_to(r[i]);
- }
- }
- }
-
- RSG::canvas_render->occluder_polygon_set_shape_as_lines(occluder_poly->occluder, p_shape);
- for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *E = occluder_poly->owners.front(); E; E = E->next()) {
- E->get()->aabb_cache = occluder_poly->aabb;
- }
-}
-
-void RenderingServerCanvas::canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, RS::CanvasOccluderPolygonCullMode p_mode) {
- LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.getornull(p_occluder_polygon);
- ERR_FAIL_COND(!occluder_poly);
- occluder_poly->cull_mode = p_mode;
- RSG::canvas_render->occluder_polygon_set_cull_mode(occluder_poly->occluder, p_mode);
- for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *E = occluder_poly->owners.front(); E; E = E->next()) {
- E->get()->cull_cache = p_mode;
- }
-}
-
-bool RenderingServerCanvas::free(RID p_rid) {
- if (canvas_owner.owns(p_rid)) {
- Canvas *canvas = canvas_owner.getornull(p_rid);
- ERR_FAIL_COND_V(!canvas, false);
-
- while (canvas->viewports.size()) {
- RenderingServerViewport::Viewport *vp = RSG::viewport->viewport_owner.getornull(canvas->viewports.front()->get());
- ERR_FAIL_COND_V(!vp, true);
-
- Map<RID, RenderingServerViewport::Viewport::CanvasData>::Element *E = vp->canvas_map.find(p_rid);
- ERR_FAIL_COND_V(!E, true);
- vp->canvas_map.erase(p_rid);
-
- canvas->viewports.erase(canvas->viewports.front());
- }
-
- for (int i = 0; i < canvas->child_items.size(); i++) {
- canvas->child_items[i].item->parent = RID();
- }
-
- for (Set<RasterizerCanvas::Light *>::Element *E = canvas->lights.front(); E; E = E->next()) {
- E->get()->canvas = RID();
- }
-
- for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *E = canvas->occluders.front(); E; E = E->next()) {
- E->get()->canvas = RID();
- }
-
- canvas_owner.free(p_rid);
-
- memdelete(canvas);
-
- } else if (canvas_item_owner.owns(p_rid)) {
- Item *canvas_item = canvas_item_owner.getornull(p_rid);
- ERR_FAIL_COND_V(!canvas_item, true);
-
- if (canvas_item->parent.is_valid()) {
- if (canvas_owner.owns(canvas_item->parent)) {
- Canvas *canvas = canvas_owner.getornull(canvas_item->parent);
- canvas->erase_item(canvas_item);
- } else if (canvas_item_owner.owns(canvas_item->parent)) {
- Item *item_owner = canvas_item_owner.getornull(canvas_item->parent);
- item_owner->child_items.erase(canvas_item);
-
- if (item_owner->sort_y) {
- _mark_ysort_dirty(item_owner, canvas_item_owner);
- }
- }
- }
-
- for (int i = 0; i < canvas_item->child_items.size(); i++) {
- canvas_item->child_items[i]->parent = RID();
- }
-
- /*
- if (canvas_item->material) {
- canvas_item->material->owners.erase(canvas_item);
- }
- */
-
- canvas_item_owner.free(p_rid);
-
- memdelete(canvas_item);
-
- } else if (canvas_light_owner.owns(p_rid)) {
- RasterizerCanvas::Light *canvas_light = canvas_light_owner.getornull(p_rid);
- ERR_FAIL_COND_V(!canvas_light, true);
-
- if (canvas_light->canvas.is_valid()) {
- Canvas *canvas = canvas_owner.getornull(canvas_light->canvas);
- if (canvas) {
- canvas->lights.erase(canvas_light);
- }
- }
-
- RSG::canvas_render->free(canvas_light->light_internal);
-
- canvas_light_owner.free(p_rid);
- memdelete(canvas_light);
-
- } else if (canvas_light_occluder_owner.owns(p_rid)) {
- RasterizerCanvas::LightOccluderInstance *occluder = canvas_light_occluder_owner.getornull(p_rid);
- ERR_FAIL_COND_V(!occluder, true);
-
- if (occluder->polygon.is_valid()) {
- LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.getornull(occluder->polygon);
- if (occluder_poly) {
- occluder_poly->owners.erase(occluder);
- }
- }
-
- if (occluder->canvas.is_valid() && canvas_owner.owns(occluder->canvas)) {
- Canvas *canvas = canvas_owner.getornull(occluder->canvas);
- canvas->occluders.erase(occluder);
- }
-
- canvas_light_occluder_owner.free(p_rid);
- memdelete(occluder);
-
- } else if (canvas_light_occluder_polygon_owner.owns(p_rid)) {
- LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.getornull(p_rid);
- ERR_FAIL_COND_V(!occluder_poly, true);
- RSG::canvas_render->free(occluder_poly->occluder);
-
- while (occluder_poly->owners.size()) {
- occluder_poly->owners.front()->get()->polygon = RID();
- occluder_poly->owners.erase(occluder_poly->owners.front());
- }
-
- canvas_light_occluder_polygon_owner.free(p_rid);
- memdelete(occluder_poly);
- } else {
- return false;
- }
-
- return true;
-}
-
-RenderingServerCanvas::RenderingServerCanvas() {
- z_list = (RasterizerCanvas::Item **)memalloc(z_range * sizeof(RasterizerCanvas::Item *));
- z_last_list = (RasterizerCanvas::Item **)memalloc(z_range * sizeof(RasterizerCanvas::Item *));
-
- disable_scale = false;
-}
-
-RenderingServerCanvas::~RenderingServerCanvas() {
- memfree(z_list);
- memfree(z_last_list);
-}
diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp
new file mode 100644
index 0000000000..62390f9d4d
--- /dev/null
+++ b/servers/rendering/rendering_server_default.cpp
@@ -0,0 +1,411 @@
+/*************************************************************************/
+/* rendering_server_default.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 "rendering_server_default.h"
+
+#include "core/config/project_settings.h"
+#include "core/io/marshalls.h"
+#include "core/os/os.h"
+#include "core/templates/sort_array.h"
+#include "renderer_canvas_cull.h"
+#include "renderer_scene_cull.h"
+#include "rendering_server_globals.h"
+
+// careful, these may run in different threads than the visual server
+
+int RenderingServerDefault::changes = 0;
+
+/* FREE */
+
+void RenderingServerDefault::_free(RID p_rid) {
+ if (unlikely(p_rid.is_null())) {
+ return;
+ }
+ if (RSG::storage->free(p_rid)) {
+ return;
+ }
+ if (RSG::canvas->free(p_rid)) {
+ return;
+ }
+ if (RSG::viewport->free(p_rid)) {
+ return;
+ }
+ if (RSG::scene->free(p_rid)) {
+ return;
+ }
+}
+
+/* EVENT QUEUING */
+
+void RenderingServerDefault::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
+ ERR_FAIL_NULL(p_where);
+ FrameDrawnCallbacks fdc;
+ fdc.object = p_where->get_instance_id();
+ fdc.method = p_method;
+ fdc.param = p_userdata;
+
+ frame_drawn_callbacks.push_back(fdc);
+}
+
+void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
+ //needs to be done before changes is reset to 0, to not force the editor to redraw
+ RS::get_singleton()->emit_signal(SNAME("frame_pre_draw"));
+
+ changes = 0;
+
+ RSG::rasterizer->begin_frame(frame_step);
+
+ TIMESTAMP_BEGIN()
+
+ uint64_t time_usec = OS::get_singleton()->get_ticks_usec();
+
+ RSG::scene->update(); //update scenes stuff before updating instances
+
+ frame_setup_time = double(OS::get_singleton()->get_ticks_usec() - time_usec) / 1000.0;
+
+ RSG::storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered
+
+ RSG::scene->render_probes();
+
+ RSG::viewport->draw_viewports();
+ RSG::canvas_render->update();
+
+ RSG::rasterizer->end_frame(p_swap_buffers);
+
+ RSG::canvas->update_visibility_notifiers();
+ RSG::scene->update_visibility_notifiers();
+
+ while (frame_drawn_callbacks.front()) {
+ Object *obj = ObjectDB::get_instance(frame_drawn_callbacks.front()->get().object);
+ if (obj) {
+ Callable::CallError ce;
+ const Variant *v = &frame_drawn_callbacks.front()->get().param;
+ obj->call(frame_drawn_callbacks.front()->get().method, &v, 1, ce);
+ if (ce.error != Callable::CallError::CALL_OK) {
+ String err = Variant::get_call_error_text(obj, frame_drawn_callbacks.front()->get().method, &v, 1, ce);
+ ERR_PRINT("Error calling frame drawn function: " + err);
+ }
+ }
+
+ frame_drawn_callbacks.pop_front();
+ }
+ RS::get_singleton()->emit_signal(SNAME("frame_post_draw"));
+
+ if (RSG::storage->get_captured_timestamps_count()) {
+ Vector<FrameProfileArea> new_profile;
+ if (RSG::storage->capturing_timestamps) {
+ new_profile.resize(RSG::storage->get_captured_timestamps_count());
+ }
+
+ uint64_t base_cpu = RSG::storage->get_captured_timestamp_cpu_time(0);
+ uint64_t base_gpu = RSG::storage->get_captured_timestamp_gpu_time(0);
+ for (uint32_t i = 0; i < RSG::storage->get_captured_timestamps_count(); i++) {
+ uint64_t time_cpu = RSG::storage->get_captured_timestamp_cpu_time(i);
+ uint64_t time_gpu = RSG::storage->get_captured_timestamp_gpu_time(i);
+
+ String name = RSG::storage->get_captured_timestamp_name(i);
+
+ if (name.begins_with("vp_")) {
+ RSG::viewport->handle_timestamp(name, time_cpu, time_gpu);
+ }
+
+ if (RSG::storage->capturing_timestamps) {
+ new_profile.write[i].gpu_msec = double((time_gpu - base_gpu) / 1000) / 1000.0;
+ new_profile.write[i].cpu_msec = double(time_cpu - base_cpu) / 1000.0;
+ new_profile.write[i].name = RSG::storage->get_captured_timestamp_name(i);
+ }
+ }
+
+ frame_profile = new_profile;
+ }
+
+ frame_profile_frame = RSG::storage->get_captured_timestamps_frame();
+
+ if (print_gpu_profile) {
+ if (print_frame_profile_ticks_from == 0) {
+ print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
+ }
+ double total_time = 0.0;
+
+ for (int i = 0; i < frame_profile.size() - 1; i++) {
+ String name = frame_profile[i].name;
+ if (name[0] == '<' || name[0] == '>') {
+ continue;
+ }
+
+ double time = frame_profile[i + 1].gpu_msec - frame_profile[i].gpu_msec;
+
+ if (name[0] != '<' && name[0] != '>') {
+ if (print_gpu_profile_task_time.has(name)) {
+ print_gpu_profile_task_time[name] += time;
+ } else {
+ print_gpu_profile_task_time[name] = time;
+ }
+ }
+ }
+
+ if (frame_profile.size()) {
+ total_time = frame_profile[frame_profile.size() - 1].gpu_msec;
+ }
+
+ uint64_t ticks_elapsed = OS::get_singleton()->get_ticks_usec() - print_frame_profile_ticks_from;
+ print_frame_profile_frame_count++;
+ if (ticks_elapsed > 1000000) {
+ print_line("GPU PROFILE (total " + rtos(total_time) + "ms): ");
+
+ float print_threshold = 0.01;
+ for (OrderedHashMap<String, float>::Element E = print_gpu_profile_task_time.front(); E; E = E.next()) {
+ double time = E.value() / double(print_frame_profile_frame_count);
+ if (time > print_threshold) {
+ print_line("\t-" + E.key() + ": " + rtos(time) + "ms");
+ }
+ }
+ print_gpu_profile_task_time.clear();
+ print_frame_profile_ticks_from = OS::get_singleton()->get_ticks_usec();
+ print_frame_profile_frame_count = 0;
+ }
+ }
+
+ RSG::storage->update_memory_info();
+}
+
+double RenderingServerDefault::get_frame_setup_time_cpu() const {
+ return frame_setup_time;
+}
+
+bool RenderingServerDefault::has_changed() const {
+ return changes > 0;
+}
+
+void RenderingServerDefault::_init() {
+ RSG::rasterizer->initialize();
+}
+
+void RenderingServerDefault::_finish() {
+ if (test_cube.is_valid()) {
+ free(test_cube);
+ }
+
+ RSG::rasterizer->finalize();
+}
+
+void RenderingServerDefault::init() {
+ if (create_thread) {
+ print_verbose("RenderingServerWrapMT: Creating render thread");
+ DisplayServer::get_singleton()->release_rendering_thread();
+ if (create_thread) {
+ thread.start(_thread_callback, this);
+ print_verbose("RenderingServerWrapMT: Starting render thread");
+ }
+ while (!draw_thread_up.is_set()) {
+ OS::get_singleton()->delay_usec(1000);
+ }
+ print_verbose("RenderingServerWrapMT: Finished render thread");
+ } else {
+ _init();
+ }
+}
+
+void RenderingServerDefault::finish() {
+ if (create_thread) {
+ command_queue.push(this, &RenderingServerDefault::_thread_exit);
+ thread.wait_to_finish();
+ } else {
+ _finish();
+ }
+}
+
+/* STATUS INFORMATION */
+
+uint64_t RenderingServerDefault::get_rendering_info(RenderingInfo p_info) {
+ if (p_info == RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME) {
+ return RSG::viewport->get_total_objects_drawn();
+ } else if (p_info == RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME) {
+ return RSG::viewport->get_total_vertices_drawn();
+ } else if (p_info == RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME) {
+ return RSG::viewport->get_total_draw_calls_used();
+ }
+ return RSG::storage->get_rendering_info(p_info);
+}
+
+String RenderingServerDefault::get_video_adapter_name() const {
+ return RSG::storage->get_video_adapter_name();
+}
+
+String RenderingServerDefault::get_video_adapter_vendor() const {
+ return RSG::storage->get_video_adapter_vendor();
+}
+
+void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) {
+ RSG::storage->capturing_timestamps = p_enable;
+}
+
+uint64_t RenderingServerDefault::get_frame_profile_frame() {
+ return frame_profile_frame;
+}
+
+Vector<RenderingServer::FrameProfileArea> RenderingServerDefault::get_frame_profile() {
+ return frame_profile;
+}
+
+/* TESTING */
+
+void RenderingServerDefault::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
+ redraw_request();
+ RSG::rasterizer->set_boot_image(p_image, p_color, p_scale, p_use_filter);
+}
+
+void RenderingServerDefault::set_default_clear_color(const Color &p_color) {
+ RSG::viewport->set_default_clear_color(p_color);
+}
+
+bool RenderingServerDefault::has_feature(Features p_feature) const {
+ return false;
+}
+
+void RenderingServerDefault::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
+ RSG::scene->sdfgi_set_debug_probe_select(p_position, p_dir);
+}
+
+void RenderingServerDefault::set_print_gpu_profile(bool p_enable) {
+ RSG::storage->capturing_timestamps = p_enable;
+ print_gpu_profile = p_enable;
+}
+
+RID RenderingServerDefault::get_test_cube() {
+ if (!test_cube.is_valid()) {
+ test_cube = _make_test_cube();
+ }
+ return test_cube;
+}
+
+bool RenderingServerDefault::has_os_feature(const String &p_feature) const {
+ return RSG::storage->has_os_feature(p_feature);
+}
+
+void RenderingServerDefault::set_debug_generate_wireframes(bool p_generate) {
+ RSG::storage->set_debug_generate_wireframes(p_generate);
+}
+
+bool RenderingServerDefault::is_low_end() const {
+ // FIXME: Commented out when rebasing vulkan branch on master,
+ // causes a crash, it seems rasterizer is not initialized yet the
+ // first time it's called.
+ //return RSG::rasterizer->is_low_end();
+ return false;
+}
+
+void RenderingServerDefault::_thread_exit() {
+ exit.set();
+}
+
+void RenderingServerDefault::_thread_draw(bool p_swap_buffers, double frame_step) {
+ if (!draw_pending.decrement()) {
+ _draw(p_swap_buffers, frame_step);
+ }
+}
+
+void RenderingServerDefault::_thread_flush() {
+ draw_pending.decrement();
+}
+
+void RenderingServerDefault::_thread_callback(void *_instance) {
+ RenderingServerDefault *vsmt = reinterpret_cast<RenderingServerDefault *>(_instance);
+
+ vsmt->_thread_loop();
+}
+
+void RenderingServerDefault::_thread_loop() {
+ server_thread = Thread::get_caller_id();
+
+ DisplayServer::get_singleton()->make_rendering_thread();
+
+ _init();
+
+ draw_thread_up.set();
+ while (!exit.is_set()) {
+ // flush commands one by one, until exit is requested
+ command_queue.wait_and_flush();
+ }
+
+ command_queue.flush_all(); // flush all
+
+ _finish();
+}
+
+/* EVENT QUEUING */
+
+void RenderingServerDefault::sync() {
+ if (create_thread) {
+ draw_pending.increment();
+ command_queue.push_and_sync(this, &RenderingServerDefault::_thread_flush);
+ } else {
+ command_queue.flush_all(); //flush all pending from other threads
+ }
+}
+
+void RenderingServerDefault::draw(bool p_swap_buffers, double frame_step) {
+ if (create_thread) {
+ draw_pending.increment();
+ command_queue.push(this, &RenderingServerDefault::_thread_draw, p_swap_buffers, frame_step);
+ } else {
+ _draw(p_swap_buffers, frame_step);
+ }
+}
+
+RenderingServerDefault::RenderingServerDefault(bool p_create_thread) :
+ command_queue(p_create_thread) {
+ create_thread = p_create_thread;
+
+ if (!p_create_thread) {
+ server_thread = Thread::get_caller_id();
+ } else {
+ server_thread = 0;
+ }
+
+ RSG::threaded = p_create_thread;
+ RSG::canvas = memnew(RendererCanvasCull);
+ RSG::viewport = memnew(RendererViewport);
+ RendererSceneCull *sr = memnew(RendererSceneCull);
+ RSG::scene = sr;
+ RSG::rasterizer = RendererCompositor::create();
+ RSG::storage = RSG::rasterizer->get_storage();
+ RSG::canvas_render = RSG::rasterizer->get_canvas();
+ sr->set_scene_render(RSG::rasterizer->get_scene());
+
+ frame_profile_frame = 0;
+}
+
+RenderingServerDefault::~RenderingServerDefault() {
+ memdelete(RSG::canvas);
+ memdelete(RSG::viewport);
+ memdelete(RSG::rasterizer);
+ memdelete(RSG::scene);
+}
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
new file mode 100644
index 0000000000..56e79b62f2
--- /dev/null
+++ b/servers/rendering/rendering_server_default.h
@@ -0,0 +1,915 @@
+/*************************************************************************/
+/* rendering_server_default.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_DEFAULT_H
+#define RENDERING_SERVER_DEFAULT_H
+
+#include "core/math/octree.h"
+#include "core/templates/command_queue_mt.h"
+#include "core/templates/ordered_hash_map.h"
+#include "renderer_canvas_cull.h"
+#include "renderer_scene_cull.h"
+#include "renderer_viewport.h"
+#include "rendering_server_globals.h"
+#include "servers/rendering/renderer_compositor.h"
+#include "servers/rendering_server.h"
+#include "servers/server_wrap_mt_common.h"
+
+class RenderingServerDefault : public RenderingServer {
+ enum {
+ MAX_INSTANCE_CULL = 8192,
+ MAX_INSTANCE_LIGHTS = 4,
+ LIGHT_CACHE_DIRTY = -1,
+ MAX_LIGHTS_CULLED = 256,
+ MAX_ROOM_CULL = 32,
+ MAX_EXTERIOR_PORTALS = 128,
+ MAX_LIGHT_SAMPLERS = 256,
+ INSTANCE_ROOMLESS_MASK = (1 << 20)
+
+ };
+
+ static int changes;
+ RID test_cube;
+
+ struct FrameDrawnCallbacks {
+ ObjectID object;
+ StringName method;
+ Variant param;
+ };
+
+ List<FrameDrawnCallbacks> frame_drawn_callbacks;
+
+ static void _changes_changed() {}
+
+ uint64_t frame_profile_frame;
+ Vector<FrameProfileArea> frame_profile;
+
+ double frame_setup_time = 0;
+
+ //for printing
+ bool print_gpu_profile = false;
+ OrderedHashMap<String, float> print_gpu_profile_task_time;
+ uint64_t print_frame_profile_ticks_from = 0;
+ uint32_t print_frame_profile_frame_count = 0;
+
+ mutable CommandQueueMT command_queue;
+
+ static void _thread_callback(void *_instance);
+ void _thread_loop();
+
+ Thread::ID server_thread;
+ SafeFlag exit;
+ Thread thread;
+ SafeFlag draw_thread_up;
+ bool create_thread;
+
+ SafeNumeric<uint64_t> draw_pending;
+ void _thread_draw(bool p_swap_buffers, double frame_step);
+ void _thread_flush();
+
+ void _thread_exit();
+
+ Mutex alloc_mutex;
+
+ void _draw(bool p_swap_buffers, double frame_step);
+ void _init();
+ void _finish();
+
+ void _free(RID p_rid);
+
+public:
+ //if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
+ //#define DEBUG_CHANGES
+
+#ifdef DEBUG_CHANGES
+ _FORCE_INLINE_ static void redraw_request() {
+ changes++;
+ _changes_changed();
+ }
+
+#define DISPLAY_CHANGED \
+ changes++; \
+ _changes_changed();
+
+#else
+ _FORCE_INLINE_ static void redraw_request() { changes++; }
+#endif
+
+#define WRITE_ACTION redraw_request();
+
+#ifdef DEBUG_SYNC
+#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
+#else
+#define SYNC_DEBUG
+#endif
+
+#include "servers/server_wrap_mt_common.h"
+
+//from now on, calls forwarded to this singleton
+#define ServerName RendererStorage
+#define server_name RSG::storage
+
+ /* TEXTURE API */
+
+#define FUNCRIDTEX0(m_type) \
+ virtual RID m_type##_create() override { \
+ RID ret = RSG::storage->texture_allocate(); \
+ if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
+ RSG::storage->m_type##_initialize(ret); \
+ } else { \
+ command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret); \
+ } \
+ return ret; \
+ }
+
+#define FUNCRIDTEX1(m_type, m_type1) \
+ virtual RID m_type##_create(m_type1 p1) override { \
+ RID ret = RSG::storage->texture_allocate(); \
+ if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
+ RSG::storage->m_type##_initialize(ret, p1); \
+ } else { \
+ command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1); \
+ } \
+ return ret; \
+ }
+
+#define FUNCRIDTEX2(m_type, m_type1, m_type2) \
+ virtual RID m_type##_create(m_type1 p1, m_type2 p2) override { \
+ RID ret = RSG::storage->texture_allocate(); \
+ if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
+ RSG::storage->m_type##_initialize(ret, p1, p2); \
+ } else { \
+ command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1, p2); \
+ } \
+ return ret; \
+ }
+
+#define FUNCRIDTEX6(m_type, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
+ virtual RID m_type##_create(m_type1 p1, m_type2 p2, m_type3 p3, m_type4 p4, m_type5 p5, m_type6 p6) override { \
+ RID ret = RSG::storage->texture_allocate(); \
+ if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) { \
+ RSG::storage->m_type##_initialize(ret, p1, p2, p3, p4, p5, p6); \
+ } else { \
+ command_queue.push(RSG::storage, &RendererStorage::m_type##_initialize, ret, p1, p2, p3, p4, p5, p6); \
+ } \
+ return ret; \
+ }
+
+ //these go pass-through, as they can be called from any thread
+ FUNCRIDTEX1(texture_2d, const Ref<Image> &)
+ FUNCRIDTEX2(texture_2d_layered, const Vector<Ref<Image>> &, TextureLayeredType)
+ FUNCRIDTEX6(texture_3d, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
+ FUNCRIDTEX1(texture_proxy, RID)
+
+ //these go through command queue if they are in another thread
+ FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
+ FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
+ FUNC2(texture_proxy_update, RID, RID)
+
+ //these also go pass-through
+ FUNCRIDTEX0(texture_2d_placeholder)
+ FUNCRIDTEX1(texture_2d_layered_placeholder, TextureLayeredType)
+ FUNCRIDTEX0(texture_3d_placeholder)
+
+ FUNC1RC(Ref<Image>, texture_2d_get, RID)
+ FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
+ FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
+
+ FUNC2(texture_replace, RID, RID)
+
+ FUNC3(texture_set_size_override, RID, int, int)
+// FIXME: Disabled during Vulkan refactoring, should be ported.
+#if 0
+ FUNC2(texture_bind, RID, uint32_t)
+#endif
+
+ FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
+ FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
+ FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
+
+ FUNC2(texture_set_path, RID, const String &)
+ FUNC1RC(String, texture_get_path, RID)
+ FUNC1(texture_debug_usage, List<TextureInfo> *)
+
+ FUNC2(texture_set_force_redraw_if_visible, RID, bool)
+
+ /* SHADER API */
+
+ FUNCRIDSPLIT(shader)
+
+ FUNC2(shader_set_code, RID, const String &)
+ FUNC1RC(String, shader_get_code, RID)
+
+ FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
+
+ FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
+ FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
+ FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
+
+ FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID)
+
+ /* COMMON MATERIAL API */
+
+ FUNCRIDSPLIT(material)
+
+ FUNC2(material_set_shader, RID, RID)
+
+ FUNC3(material_set_param, RID, const StringName &, const Variant &)
+ FUNC2RC(Variant, material_get_param, RID, const StringName &)
+
+ FUNC2(material_set_render_priority, RID, int)
+ FUNC2(material_set_next_pass, RID, RID)
+
+ /* MESH API */
+
+ virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) override {
+ RID mesh = RSG::storage->mesh_allocate();
+
+ if (Thread::get_caller_id() == server_thread || RSG::storage->can_create_resources_async()) {
+ if (Thread::get_caller_id() == server_thread) {
+ command_queue.flush_if_pending();
+ }
+ RSG::storage->mesh_initialize(mesh);
+ RSG::storage->mesh_set_blend_shape_count(mesh, p_blend_shape_count);
+ for (int i = 0; i < p_surfaces.size(); i++) {
+ RSG::storage->mesh_add_surface(mesh, p_surfaces[i]);
+ }
+ } else {
+ command_queue.push(RSG::storage, &RendererStorage::mesh_initialize, mesh);
+ command_queue.push(RSG::storage, &RendererStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count);
+ for (int i = 0; i < p_surfaces.size(); i++) {
+ RSG::storage->mesh_add_surface(mesh, p_surfaces[i]);
+ command_queue.push(RSG::storage, &RendererStorage::mesh_add_surface, mesh, p_surfaces[i]);
+ }
+ }
+
+ return mesh;
+ }
+
+ FUNC2(mesh_set_blend_shape_count, RID, int)
+
+ FUNCRIDSPLIT(mesh)
+
+ FUNC2(mesh_add_surface, RID, const SurfaceData &)
+
+ FUNC1RC(int, mesh_get_blend_shape_count, RID)
+
+ FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
+ FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
+
+ FUNC4(mesh_surface_update_vertex_region, RID, int, int, const Vector<uint8_t> &)
+ FUNC4(mesh_surface_update_attribute_region, RID, int, int, const Vector<uint8_t> &)
+ FUNC4(mesh_surface_update_skin_region, RID, int, int, const Vector<uint8_t> &)
+
+ FUNC3(mesh_surface_set_material, RID, int, RID)
+ FUNC2RC(RID, mesh_surface_get_material, RID, int)
+
+ FUNC2RC(SurfaceData, mesh_get_surface, RID, int)
+
+ FUNC1RC(int, mesh_get_surface_count, RID)
+
+ FUNC2(mesh_set_custom_aabb, RID, const AABB &)
+ FUNC1RC(AABB, mesh_get_custom_aabb, RID)
+
+ FUNC2(mesh_set_shadow_mesh, RID, RID)
+
+ FUNC1(mesh_clear, RID)
+
+ /* MULTIMESH API */
+
+ FUNCRIDSPLIT(multimesh)
+
+ FUNC5(multimesh_allocate_data, RID, int, MultimeshTransformFormat, bool, bool)
+ FUNC1RC(int, multimesh_get_instance_count, RID)
+
+ FUNC2(multimesh_set_mesh, RID, RID)
+ 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 &)
+
+ FUNC1RC(RID, multimesh_get_mesh, RID)
+ FUNC1RC(AABB, multimesh_get_aabb, RID)
+
+ 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)
+
+ FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
+ FUNC1RC(Vector<float>, multimesh_get_buffer, RID)
+
+ FUNC2(multimesh_set_visible_instances, RID, int)
+ FUNC1RC(int, multimesh_get_visible_instances, RID)
+
+ /* SKELETON API */
+
+ FUNCRIDSPLIT(skeleton)
+ FUNC3(skeleton_allocate_data, RID, int, bool)
+ FUNC1RC(int, skeleton_get_bone_count, RID)
+ 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 &)
+
+ /* Light API */
+
+ FUNCRIDSPLIT(directional_light)
+ FUNCRIDSPLIT(omni_light)
+ FUNCRIDSPLIT(spot_light)
+
+ FUNC2(light_set_color, RID, const Color &)
+ FUNC3(light_set_param, RID, LightParam, float)
+ FUNC2(light_set_shadow, RID, bool)
+ FUNC2(light_set_shadow_color, RID, const Color &)
+ FUNC2(light_set_projector, RID, RID)
+ FUNC2(light_set_negative, RID, bool)
+ FUNC2(light_set_cull_mask, RID, uint32_t)
+ FUNC2(light_set_reverse_cull_face_mode, RID, bool)
+ FUNC2(light_set_bake_mode, RID, LightBakeMode)
+ FUNC2(light_set_max_sdfgi_cascade, RID, uint32_t)
+
+ FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
+
+ FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
+ FUNC2(light_directional_set_blend_splits, RID, bool)
+ FUNC2(light_directional_set_sky_only, RID, bool)
+
+ /* PROBE API */
+
+ FUNCRIDSPLIT(reflection_probe)
+
+ FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
+ FUNC2(reflection_probe_set_intensity, RID, float)
+ FUNC2(reflection_probe_set_ambient_color, RID, const Color &)
+ FUNC2(reflection_probe_set_ambient_energy, RID, float)
+ FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
+ FUNC2(reflection_probe_set_max_distance, RID, float)
+ FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
+ FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
+ FUNC2(reflection_probe_set_as_interior, RID, bool)
+ FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
+ FUNC2(reflection_probe_set_enable_shadows, RID, bool)
+ FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
+ FUNC2(reflection_probe_set_resolution, RID, int)
+ FUNC2(reflection_probe_set_lod_threshold, RID, float)
+
+ /* DECAL API */
+
+ FUNCRIDSPLIT(decal)
+
+ FUNC2(decal_set_extents, RID, const Vector3 &)
+ FUNC3(decal_set_texture, RID, DecalTexture, RID)
+ FUNC2(decal_set_emission_energy, RID, float)
+ FUNC2(decal_set_albedo_mix, RID, float)
+ FUNC2(decal_set_modulate, RID, const Color &)
+ FUNC2(decal_set_cull_mask, RID, uint32_t)
+ FUNC4(decal_set_distance_fade, RID, bool, float, float)
+ FUNC3(decal_set_fade, RID, float, float)
+ FUNC2(decal_set_normal_fade, RID, float)
+
+ /* BAKED LIGHT API */
+
+ FUNCRIDSPLIT(voxel_gi)
+
+ 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, 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(voxel_gi_set_dynamic_range, RID, float)
+ FUNC2(voxel_gi_set_propagation, RID, float)
+ FUNC2(voxel_gi_set_energy, RID, float)
+ FUNC2(voxel_gi_set_bias, RID, float)
+ FUNC2(voxel_gi_set_normal_bias, RID, float)
+ FUNC2(voxel_gi_set_interior, RID, bool)
+ FUNC2(voxel_gi_set_use_two_bounces, RID, bool)
+
+ /* LIGHTMAP */
+
+ FUNCRIDSPLIT(lightmap)
+
+ FUNC3(lightmap_set_textures, RID, RID, bool)
+ FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
+ FUNC2(lightmap_set_probe_interior, RID, bool)
+ FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
+ FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
+ FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
+ FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
+ FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
+ FUNC1(lightmap_set_probe_capture_update_speed, float)
+
+ /* PARTICLES */
+
+ 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)
+ FUNC2(particles_set_lifetime, RID, double)
+ FUNC2(particles_set_one_shot, RID, bool)
+ FUNC2(particles_set_pre_process_time, RID, double)
+ FUNC2(particles_set_explosiveness_ratio, RID, float)
+ FUNC2(particles_set_randomness_ratio, RID, float)
+ FUNC2(particles_set_custom_aabb, RID, const AABB &)
+ FUNC2(particles_set_speed_scale, RID, double)
+ 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 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 Transform3D &)
+
+ /* PARTICLES COLLISION */
+
+ FUNCRIDSPLIT(particles_collision)
+
+ FUNC2(particles_collision_set_collision_type, RID, ParticlesCollisionType)
+ FUNC2(particles_collision_set_cull_mask, RID, uint32_t)
+ FUNC2(particles_collision_set_sphere_radius, RID, real_t)
+ FUNC2(particles_collision_set_box_extents, RID, const Vector3 &)
+ FUNC2(particles_collision_set_attractor_strength, RID, real_t)
+ FUNC2(particles_collision_set_attractor_directionality, RID, real_t)
+ FUNC2(particles_collision_set_attractor_attenuation, RID, real_t)
+ FUNC2(particles_collision_set_field_texture, RID, RID)
+ FUNC1(particles_collision_height_field_update, RID)
+ FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution)
+
+ /* VISIBILITY_NOTIFIER */
+
+ FUNCRIDSPLIT(visibility_notifier)
+ FUNC2(visibility_notifier_set_aabb, RID, const AABB &)
+ FUNC3(visibility_notifier_set_callbacks, RID, const Callable &, const Callable &)
+
+#undef server_name
+#undef ServerName
+//from now on, calls forwarded to this singleton
+#define ServerName RendererScene
+#define server_name RSG::scene
+
+ /* CAMERA API */
+
+ FUNCRIDSPLIT(camera)
+ 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 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
+#define ServerName RendererViewport
+#define server_name RSG::viewport
+
+ /* VIEWPORT TARGET API */
+
+ FUNCRIDSPLIT(viewport)
+
+ FUNC2(viewport_set_use_xr, RID, bool)
+ FUNC2(viewport_set_scale_3d, RID, ViewportScale3D)
+ FUNC3(viewport_set_size, RID, int, int)
+
+ FUNC2(viewport_set_active, RID, bool)
+ FUNC2(viewport_set_parent_viewport, RID, RID)
+
+ FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
+
+ FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int)
+ FUNC2(viewport_set_render_direct_to_screen, RID, bool)
+
+ FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
+
+ FUNC1RC(RID, viewport_get_texture, RID)
+
+ FUNC2(viewport_set_disable_2d, RID, bool)
+ FUNC2(viewport_set_disable_environment, RID, bool)
+ FUNC2(viewport_set_disable_3d, RID, bool)
+
+ FUNC2(viewport_attach_camera, RID, RID)
+ FUNC2(viewport_set_scenario, RID, RID)
+ FUNC2(viewport_attach_canvas, RID, RID)
+
+ FUNC2(viewport_remove_canvas, RID, RID)
+ FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
+ FUNC2(viewport_set_transparent_background, RID, bool)
+ FUNC2(viewport_set_snap_2d_transforms_to_pixel, RID, bool)
+ FUNC2(viewport_set_snap_2d_vertices_to_pixel, RID, bool)
+
+ FUNC2(viewport_set_default_canvas_item_texture_filter, RID, CanvasItemTextureFilter)
+ FUNC2(viewport_set_default_canvas_item_texture_repeat, RID, CanvasItemTextureRepeat)
+
+ FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
+ FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
+ FUNC3(viewport_set_shadow_atlas_size, RID, int, bool)
+ FUNC3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
+ FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
+ 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)
+
+ FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo)
+ FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
+
+ FUNC2(viewport_set_measure_render_time, RID, bool)
+ FUNC1RC(double, viewport_get_measured_render_time_cpu, RID)
+ FUNC1RC(double, viewport_get_measured_render_time_gpu, RID)
+
+ FUNC2(call_set_vsync_mode, DisplayServer::VSyncMode, DisplayServer::WindowID)
+
+ /* ENVIRONMENT API */
+
+#undef server_name
+#undef ServerName
+//from now on, calls forwarded to this singleton
+#define ServerName RendererScene
+#define server_name RSG::scene
+
+ FUNC2(directional_shadow_atlas_set_size, int, bool)
+ FUNC1(voxel_gi_set_quality, VoxelGIQuality)
+
+ /* SKY API */
+
+ FUNCRIDSPLIT(sky)
+ FUNC2(sky_set_radiance_size, RID, int)
+ FUNC2(sky_set_mode, RID, SkyMode)
+ FUNC2(sky_set_material, RID, RID)
+ FUNC4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
+
+ FUNCRIDSPLIT(environment)
+
+ FUNC2(environment_set_background, RID, EnvironmentBG)
+ FUNC2(environment_set_sky, RID, RID)
+ FUNC2(environment_set_sky_custom_fov, RID, float)
+ FUNC2(environment_set_sky_orientation, RID, const Basis &)
+ FUNC2(environment_set_bg_color, RID, const Color &)
+ FUNC2(environment_set_bg_energy, RID, float)
+ FUNC2(environment_set_canvas_max_layer, RID, int)
+ FUNC7(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource, const Color &)
+
+// FIXME: Disabled during Vulkan refactoring, should be ported.
+#if 0
+ FUNC2(environment_set_camera_feed_id, RID, int)
+#endif
+ FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
+ FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
+
+ FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float)
+ FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float)
+
+ FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
+ FUNC1(environment_glow_set_use_bicubic_upscale, bool)
+ FUNC1(environment_glow_set_use_high_quality, bool)
+
+ FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
+
+ FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
+
+ FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
+ FUNC10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float)
+
+ FUNC2(environment_set_volumetric_fog_volume_size, int, int)
+ FUNC1(environment_set_volumetric_fog_filter_active, bool)
+
+ FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float)
+ FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
+ FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
+ FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight)
+
+ FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
+
+ FUNC3(screen_space_roughness_limiter_set_active, bool, float, float)
+ FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
+ FUNC2(sub_surface_scattering_set_scale, float, float)
+
+ /* CAMERA EFFECTS */
+
+ FUNCRIDSPLIT(camera_effects)
+
+ FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
+ FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
+
+ FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
+ FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
+
+ FUNC1(shadows_quality_set, ShadowQuality);
+ FUNC1(directional_shadow_quality_set, ShadowQuality);
+ FUNC1(decals_set_filter, RS::DecalFilter);
+ FUNC1(light_projectors_set_filter, RS::LightProjectorFilter);
+
+ /* SCENARIO API */
+
+#undef server_name
+#undef ServerName
+
+#define ServerName RendererScene
+#define server_name RSG::scene
+
+ FUNCRIDSPLIT(scenario)
+
+ FUNC2(scenario_set_environment, RID, RID)
+ FUNC2(scenario_set_camera_effects, RID, RID)
+ FUNC2(scenario_set_fallback_environment, RID, RID)
+
+ /* INSTANCING API */
+ FUNCRIDSPLIT(instance)
+
+ 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 Transform3D &)
+ FUNC2(instance_attach_object_instance_id, RID, ObjectID)
+ FUNC3(instance_set_blend_shape_weight, RID, int, float)
+ FUNC3(instance_set_surface_override_material, RID, int, RID)
+ FUNC2(instance_set_visible, RID, bool)
+
+ FUNC2(instance_set_custom_aabb, RID, AABB)
+
+ FUNC2(instance_attach_skeleton, RID, RID)
+
+ FUNC2(instance_set_extra_visibility_margin, RID, real_t)
+ FUNC2(instance_set_visibility_parent, RID, RID)
+
+ // don't use these in a game!
+ FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
+ FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
+ FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
+
+ FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
+ FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
+ FUNC2(instance_geometry_set_material_override, RID, RID)
+
+ FUNC5(instance_geometry_set_visibility_range, RID, float, float, float, float)
+ FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
+ FUNC2(instance_geometry_set_lod_bias, RID, float)
+
+ FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
+ FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
+ FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
+ FUNC2C(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
+
+ FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)
+
+ FUNC1(gi_set_use_half_resolution, bool)
+
+#undef server_name
+#undef ServerName
+//from now on, calls forwarded to this singleton
+#define ServerName RendererCanvasCull
+#define server_name RSG::canvas
+
+ /* CANVAS (2D) */
+
+ FUNCRIDSPLIT(canvas)
+ FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
+ FUNC2(canvas_set_modulate, RID, const Color &)
+ FUNC3(canvas_set_parent, RID, RID, float)
+ FUNC1(canvas_set_disable_scale, bool)
+
+ FUNCRIDSPLIT(canvas_texture)
+ FUNC3(canvas_texture_set_channel, RID, CanvasTextureChannel, RID)
+ FUNC3(canvas_texture_set_shading_parameters, RID, const Color &, float)
+
+ FUNC2(canvas_texture_set_texture_filter, RID, CanvasItemTextureFilter)
+ FUNC2(canvas_texture_set_texture_repeat, RID, CanvasItemTextureRepeat)
+
+ FUNCRIDSPLIT(canvas_item)
+ FUNC2(canvas_item_set_parent, RID, RID)
+
+ FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
+ FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
+
+ FUNC2(canvas_item_set_visible, RID, bool)
+ FUNC2(canvas_item_set_light_mask, RID, int)
+
+ FUNC2(canvas_item_set_update_when_visible, RID, bool)
+
+ FUNC2(canvas_item_set_transform, RID, const Transform2D &)
+ FUNC2(canvas_item_set_clip, RID, bool)
+ FUNC2(canvas_item_set_distance_field_mode, RID, bool)
+ FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
+ FUNC2(canvas_item_set_modulate, RID, const Color &)
+ FUNC2(canvas_item_set_self_modulate, RID, const Color &)
+
+ FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
+
+ FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
+ FUNC5(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float, bool)
+ FUNC4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
+ FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
+ FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
+ FUNC6(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool)
+ FUNC7(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, bool)
+ FUNC7(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float)
+ FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &)
+ FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float)
+ FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID)
+ FUNC9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int)
+ FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID)
+ FUNC3(canvas_item_add_multimesh, RID, RID, RID)
+ FUNC3(canvas_item_add_particles, RID, RID, RID)
+ FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
+ FUNC2(canvas_item_add_clip_ignore, RID, bool)
+ FUNC5(canvas_item_add_animation_slice, RID, double, double, double, double)
+
+ FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
+ FUNC2(canvas_item_set_z_index, RID, int)
+ FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
+ FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
+ FUNC2(canvas_item_attach_skeleton, RID, RID)
+
+ FUNC1(canvas_item_clear, RID)
+ FUNC2(canvas_item_set_draw_index, RID, int)
+
+ FUNC2(canvas_item_set_material, RID, RID)
+
+ FUNC2(canvas_item_set_use_parent_material, RID, bool)
+
+ FUNC5(canvas_item_set_visibility_notifier, RID, bool, const Rect2 &, const Callable &, const Callable &)
+
+ FUNC6(canvas_item_set_canvas_group_mode, RID, CanvasGroupMode, float, bool, float, bool)
+
+ FUNCRIDSPLIT(canvas_light)
+
+ FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
+
+ FUNC2(canvas_light_attach_to_canvas, RID, RID)
+ FUNC2(canvas_light_set_enabled, RID, bool)
+ FUNC2(canvas_light_set_texture_scale, RID, float)
+ FUNC2(canvas_light_set_transform, RID, const Transform2D &)
+ FUNC2(canvas_light_set_texture, RID, RID)
+ FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
+ FUNC2(canvas_light_set_color, RID, const Color &)
+ FUNC2(canvas_light_set_height, RID, float)
+ FUNC2(canvas_light_set_energy, RID, float)
+ FUNC3(canvas_light_set_z_range, RID, int, int)
+ FUNC3(canvas_light_set_layer_range, RID, int, int)
+ FUNC2(canvas_light_set_item_cull_mask, RID, int)
+ FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
+ FUNC2(canvas_light_set_directional_distance, RID, float)
+
+ FUNC2(canvas_light_set_blend_mode, RID, CanvasLightBlendMode)
+
+ FUNC2(canvas_light_set_shadow_enabled, RID, bool)
+ FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
+ FUNC2(canvas_light_set_shadow_color, RID, const Color &)
+ FUNC2(canvas_light_set_shadow_smooth, RID, float)
+
+ FUNCRIDSPLIT(canvas_light_occluder)
+ FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
+ FUNC2(canvas_light_occluder_set_enabled, RID, bool)
+ FUNC2(canvas_light_occluder_set_polygon, RID, RID)
+ FUNC2(canvas_light_occluder_set_as_sdf_collision, RID, bool)
+ FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
+ FUNC2(canvas_light_occluder_set_light_mask, RID, int)
+
+ FUNCRIDSPLIT(canvas_occluder_polygon)
+ FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
+
+ FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
+
+ FUNC1(canvas_set_shadow_texture_size, int)
+
+ /* GLOBAL VARIABLES */
+
+#undef server_name
+#undef ServerName
+//from now on, calls forwarded to this singleton
+#define ServerName RendererStorage
+#define server_name RSG::storage
+
+ FUNC3(global_variable_add, const StringName &, GlobalVariableType, const Variant &)
+ FUNC1(global_variable_remove, const StringName &)
+ FUNC0RC(Vector<StringName>, global_variable_get_list)
+ FUNC2(global_variable_set, const StringName &, const Variant &)
+ FUNC2(global_variable_set_override, const StringName &, const Variant &)
+ FUNC1RC(GlobalVariableType, global_variable_get_type, const StringName &)
+ FUNC1RC(Variant, global_variable_get, const StringName &)
+
+ FUNC1(global_variables_load_settings, bool)
+ FUNC0(global_variables_clear)
+
+#undef server_name
+#undef ServerName
+#undef WRITE_ACTION
+#undef SYNC_DEBUG
+
+ /* FREE */
+
+ virtual void free(RID p_rid) override {
+ if (Thread::get_caller_id() == server_thread) {
+ command_queue.flush_if_pending();
+ _free(p_rid);
+ } else {
+ command_queue.push(this, &RenderingServerDefault::_free, p_rid);
+ }
+ }
+
+ /* EVENT QUEUING */
+
+ virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) override;
+
+ virtual void draw(bool p_swap_buffers, double frame_step) override;
+ virtual void sync() override;
+ virtual bool has_changed() const override;
+ virtual void init() override;
+ virtual void finish() override;
+
+ /* STATUS INFORMATION */
+
+ virtual uint64_t get_rendering_info(RenderingInfo p_info) override;
+ virtual String get_video_adapter_name() const override;
+ virtual String get_video_adapter_vendor() const override;
+
+ virtual void set_frame_profiling_enabled(bool p_enable) override;
+ virtual Vector<FrameProfileArea> get_frame_profile() override;
+ virtual uint64_t get_frame_profile_frame() override;
+
+ virtual RID get_test_cube() override;
+
+ /* TESTING */
+
+ virtual double get_frame_setup_time_cpu() const override;
+
+ virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override;
+ virtual void set_default_clear_color(const Color &p_color) override;
+
+ virtual bool has_feature(Features p_feature) const override;
+
+ virtual bool has_os_feature(const String &p_feature) const override;
+ virtual void set_debug_generate_wireframes(bool p_generate) override;
+
+ virtual bool is_low_end() const override;
+
+ virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
+
+ virtual void set_print_gpu_profile(bool p_enable) override;
+
+ RenderingServerDefault(bool p_create_thread = false);
+ ~RenderingServerDefault();
+};
+
+#endif
diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp
index 5a270520a9..2dda506bac 100644
--- a/servers/rendering/rendering_server_globals.cpp
+++ b/servers/rendering/rendering_server_globals.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,11 +30,12 @@
#include "rendering_server_globals.h"
-RasterizerStorage *RenderingServerGlobals::storage = nullptr;
-RasterizerCanvas *RenderingServerGlobals::canvas_render = nullptr;
-RasterizerScene *RenderingServerGlobals::scene_render = nullptr;
-Rasterizer *RenderingServerGlobals::rasterizer = nullptr;
+bool RenderingServerGlobals::threaded = false;
-RenderingServerCanvas *RenderingServerGlobals::canvas = nullptr;
-RenderingServerViewport *RenderingServerGlobals::viewport = nullptr;
-RenderingServerScene *RenderingServerGlobals::scene = nullptr;
+RendererStorage *RenderingServerGlobals::storage = nullptr;
+RendererCanvasRender *RenderingServerGlobals::canvas_render = nullptr;
+RendererCompositor *RenderingServerGlobals::rasterizer = nullptr;
+
+RendererCanvasCull *RenderingServerGlobals::canvas = nullptr;
+RendererViewport *RenderingServerGlobals::viewport = nullptr;
+RendererScene *RenderingServerGlobals::scene = nullptr;
diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h
index b33f328b69..63755e6125 100644
--- a/servers/rendering/rendering_server_globals.h
+++ b/servers/rendering/rendering_server_globals.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,22 +31,25 @@
#ifndef RENDERING_SERVER_GLOBALS_H
#define RENDERING_SERVER_GLOBALS_H
-#include "rasterizer.h"
+#include "servers/rendering/renderer_canvas_cull.h"
+#include "servers/rendering/renderer_canvas_render.h"
+#include "servers/rendering/renderer_scene.h"
-class RenderingServerCanvas;
-class RenderingServerViewport;
-class RenderingServerScene;
+class RendererCanvasCull;
+class RendererViewport;
+class RendererScene;
class RenderingServerGlobals {
public:
- static RasterizerStorage *storage;
- static RasterizerCanvas *canvas_render;
- static RasterizerScene *scene_render;
- static Rasterizer *rasterizer;
-
- static RenderingServerCanvas *canvas;
- static RenderingServerViewport *viewport;
- static RenderingServerScene *scene;
+ static bool threaded;
+
+ static RendererStorage *storage;
+ static RendererCanvasRender *canvas_render;
+ static RendererCompositor *rasterizer;
+
+ static RendererCanvasCull *canvas;
+ static RendererViewport *viewport;
+ static RendererScene *scene;
};
#define RSG RenderingServerGlobals
diff --git a/servers/rendering/rendering_server_raster.cpp b/servers/rendering/rendering_server_raster.cpp
deleted file mode 100644
index b12e2ff3c1..0000000000
--- a/servers/rendering/rendering_server_raster.cpp
+++ /dev/null
@@ -1,278 +0,0 @@
-/*************************************************************************/
-/* rendering_server_raster.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rendering_server_raster.h"
-
-#include "core/io/marshalls.h"
-#include "core/os/os.h"
-#include "core/project_settings.h"
-#include "core/sort_array.h"
-#include "rendering_server_canvas.h"
-#include "rendering_server_globals.h"
-#include "rendering_server_scene.h"
-
-// careful, these may run in different threads than the visual server
-
-int RenderingServerRaster::changes = 0;
-
-/* BLACK BARS */
-
-void RenderingServerRaster::black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) {
- black_margin[MARGIN_LEFT] = p_left;
- black_margin[MARGIN_TOP] = p_top;
- black_margin[MARGIN_RIGHT] = p_right;
- black_margin[MARGIN_BOTTOM] = p_bottom;
-}
-
-void RenderingServerRaster::black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) {
- black_image[MARGIN_LEFT] = p_left;
- black_image[MARGIN_TOP] = p_top;
- black_image[MARGIN_RIGHT] = p_right;
- black_image[MARGIN_BOTTOM] = p_bottom;
-}
-
-void RenderingServerRaster::_draw_margins() {
- RSG::canvas_render->draw_window_margins(black_margin, black_image);
-};
-
-/* FREE */
-
-void RenderingServerRaster::free(RID p_rid) {
- if (RSG::storage->free(p_rid)) {
- return;
- }
- if (RSG::canvas->free(p_rid)) {
- return;
- }
- if (RSG::viewport->free(p_rid)) {
- return;
- }
- if (RSG::scene->free(p_rid)) {
- return;
- }
- if (RSG::scene_render->free(p_rid)) {
- return;
- }
-}
-
-/* EVENT QUEUING */
-
-void RenderingServerRaster::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) {
- ERR_FAIL_NULL(p_where);
- FrameDrawnCallbacks fdc;
- fdc.object = p_where->get_instance_id();
- fdc.method = p_method;
- fdc.param = p_userdata;
-
- frame_drawn_callbacks.push_back(fdc);
-}
-
-void RenderingServerRaster::draw(bool p_swap_buffers, double frame_step) {
- //needs to be done before changes is reset to 0, to not force the editor to redraw
- RS::get_singleton()->emit_signal("frame_pre_draw");
-
- changes = 0;
-
- RSG::rasterizer->begin_frame(frame_step);
-
- TIMESTAMP_BEGIN()
-
- RSG::scene_render->update(); //update scenes stuff before updating instances
-
- RSG::scene->update_dirty_instances(); //update scene stuff
-
- RSG::scene->render_probes();
- RSG::viewport->draw_viewports();
- RSG::canvas_render->update();
-
- _draw_margins();
- RSG::rasterizer->end_frame(p_swap_buffers);
-
- while (frame_drawn_callbacks.front()) {
- Object *obj = ObjectDB::get_instance(frame_drawn_callbacks.front()->get().object);
- if (obj) {
- Callable::CallError ce;
- const Variant *v = &frame_drawn_callbacks.front()->get().param;
- obj->call(frame_drawn_callbacks.front()->get().method, &v, 1, ce);
- if (ce.error != Callable::CallError::CALL_OK) {
- String err = Variant::get_call_error_text(obj, frame_drawn_callbacks.front()->get().method, &v, 1, ce);
- ERR_PRINT("Error calling frame drawn function: " + err);
- }
- }
-
- frame_drawn_callbacks.pop_front();
- }
- RS::get_singleton()->emit_signal("frame_post_draw");
-
- if (RSG::storage->get_captured_timestamps_count()) {
- Vector<FrameProfileArea> new_profile;
- if (RSG::storage->capturing_timestamps) {
- new_profile.resize(RSG::storage->get_captured_timestamps_count());
- }
-
- uint64_t base_cpu = RSG::storage->get_captured_timestamp_cpu_time(0);
- uint64_t base_gpu = RSG::storage->get_captured_timestamp_gpu_time(0);
- for (uint32_t i = 0; i < RSG::storage->get_captured_timestamps_count(); i++) {
- uint64_t time_cpu = RSG::storage->get_captured_timestamp_cpu_time(i);
- uint64_t time_gpu = RSG::storage->get_captured_timestamp_gpu_time(i);
-
- String name = RSG::storage->get_captured_timestamp_name(i);
-
- if (name.begins_with("vp_")) {
- RSG::viewport->handle_timestamp(name, time_cpu, time_gpu);
- }
-
- if (RSG::storage->capturing_timestamps) {
- new_profile.write[i].gpu_msec = float((time_gpu - base_gpu) / 1000) / 1000.0;
- new_profile.write[i].cpu_msec = float(time_cpu - base_cpu) / 1000.0;
- new_profile.write[i].name = RSG::storage->get_captured_timestamp_name(i);
- }
- }
-
- frame_profile = new_profile;
- }
-
- frame_profile_frame = RSG::storage->get_captured_timestamps_frame();
-}
-
-void RenderingServerRaster::sync() {
-}
-
-bool RenderingServerRaster::has_changed() const {
- return changes > 0;
-}
-
-void RenderingServerRaster::init() {
- RSG::rasterizer->initialize();
-}
-
-void RenderingServerRaster::finish() {
- if (test_cube.is_valid()) {
- free(test_cube);
- }
-
- RSG::rasterizer->finalize();
-}
-
-/* STATUS INFORMATION */
-
-int RenderingServerRaster::get_render_info(RenderInfo p_info) {
- return RSG::storage->get_render_info(p_info);
-}
-
-String RenderingServerRaster::get_video_adapter_name() const {
- return RSG::storage->get_video_adapter_name();
-}
-
-String RenderingServerRaster::get_video_adapter_vendor() const {
- return RSG::storage->get_video_adapter_vendor();
-}
-
-void RenderingServerRaster::set_frame_profiling_enabled(bool p_enable) {
- RSG::storage->capturing_timestamps = p_enable;
-}
-
-uint64_t RenderingServerRaster::get_frame_profile_frame() {
- return frame_profile_frame;
-}
-
-Vector<RenderingServer::FrameProfileArea> RenderingServerRaster::get_frame_profile() {
- return frame_profile;
-}
-
-/* TESTING */
-
-void RenderingServerRaster::set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter) {
- redraw_request();
- RSG::rasterizer->set_boot_image(p_image, p_color, p_scale, p_use_filter);
-}
-
-void RenderingServerRaster::set_default_clear_color(const Color &p_color) {
- RSG::viewport->set_default_clear_color(p_color);
-}
-
-bool RenderingServerRaster::has_feature(Features p_feature) const {
- return false;
-}
-
-void RenderingServerRaster::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
- RSG::scene_render->sdfgi_set_debug_probe_select(p_position, p_dir);
-}
-
-RID RenderingServerRaster::get_test_cube() {
- if (!test_cube.is_valid()) {
- test_cube = _make_test_cube();
- }
- return test_cube;
-}
-
-bool RenderingServerRaster::has_os_feature(const String &p_feature) const {
- return RSG::storage->has_os_feature(p_feature);
-}
-
-void RenderingServerRaster::set_debug_generate_wireframes(bool p_generate) {
- RSG::storage->set_debug_generate_wireframes(p_generate);
-}
-
-void RenderingServerRaster::call_set_use_vsync(bool p_enable) {
- DisplayServer::get_singleton()->_set_use_vsync(p_enable);
-}
-
-bool RenderingServerRaster::is_low_end() const {
- // FIXME: Commented out when rebasing vulkan branch on master,
- // causes a crash, it seems rasterizer is not initialized yet the
- // first time it's called.
- //return RSG::rasterizer->is_low_end();
- return false;
-}
-
-RenderingServerRaster::RenderingServerRaster() {
- RSG::canvas = memnew(RenderingServerCanvas);
- RSG::viewport = memnew(RenderingServerViewport);
- RSG::scene = memnew(RenderingServerScene);
- RSG::rasterizer = Rasterizer::create();
- RSG::storage = RSG::rasterizer->get_storage();
- RSG::canvas_render = RSG::rasterizer->get_canvas();
- RSG::scene_render = RSG::rasterizer->get_scene();
-
- frame_profile_frame = 0;
-
- for (int i = 0; i < 4; i++) {
- black_margin[i] = 0;
- black_image[i] = RID();
- }
-}
-
-RenderingServerRaster::~RenderingServerRaster() {
- memdelete(RSG::canvas);
- memdelete(RSG::viewport);
- memdelete(RSG::rasterizer);
- memdelete(RSG::scene);
-}
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h
deleted file mode 100644
index b554425bef..0000000000
--- a/servers/rendering/rendering_server_raster.h
+++ /dev/null
@@ -1,842 +0,0 @@
-/*************************************************************************/
-/* rendering_server_raster.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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_RASTER_H
-#define RENDERING_SERVER_RASTER_H
-
-#include "core/math/octree.h"
-#include "rendering_server_canvas.h"
-#include "rendering_server_globals.h"
-#include "rendering_server_scene.h"
-#include "rendering_server_viewport.h"
-#include "servers/rendering/rasterizer.h"
-#include "servers/rendering_server.h"
-
-class RenderingServerRaster : public RenderingServer {
- enum {
-
- MAX_INSTANCE_CULL = 8192,
- MAX_INSTANCE_LIGHTS = 4,
- LIGHT_CACHE_DIRTY = -1,
- MAX_LIGHTS_CULLED = 256,
- MAX_ROOM_CULL = 32,
- MAX_EXTERIOR_PORTALS = 128,
- MAX_LIGHT_SAMPLERS = 256,
- INSTANCE_ROOMLESS_MASK = (1 << 20)
-
- };
-
- static int changes;
- RID test_cube;
-
- int black_margin[4];
- RID black_image[4];
-
- struct FrameDrawnCallbacks {
- ObjectID object;
- StringName method;
- Variant param;
- };
-
- List<FrameDrawnCallbacks> frame_drawn_callbacks;
-
- void _draw_margins();
- static void _changes_changed() {}
-
- uint64_t frame_profile_frame;
- Vector<FrameProfileArea> frame_profile;
-
-public:
- //if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed()
- //#define DEBUG_CHANGES
-
-#ifdef DEBUG_CHANGES
- _FORCE_INLINE_ static void redraw_request() {
- changes++;
- _changes_changed();
- }
-
-#define DISPLAY_CHANGED \
- changes++; \
- _changes_changed();
-
-#else
- _FORCE_INLINE_ static void redraw_request() { changes++; }
-
-#define DISPLAY_CHANGED \
- changes++;
-#endif
-
-#define BIND0R(m_r, m_name) \
- m_r m_name() { return BINDBASE->m_name(); }
-#define BIND0RC(m_r, m_name) \
- m_r m_name() const { return BINDBASE->m_name(); }
-#define BIND1R(m_r, m_name, m_type1) \
- m_r m_name(m_type1 arg1) { return BINDBASE->m_name(arg1); }
-#define BIND1RC(m_r, m_name, m_type1) \
- m_r m_name(m_type1 arg1) const { return BINDBASE->m_name(arg1); }
-#define BIND2R(m_r, m_name, m_type1, m_type2) \
- m_r m_name(m_type1 arg1, m_type2 arg2) { return BINDBASE->m_name(arg1, arg2); }
-#define BIND2RC(m_r, m_name, m_type1, m_type2) \
- m_r m_name(m_type1 arg1, m_type2 arg2) const { return BINDBASE->m_name(arg1, arg2); }
-#define BIND3R(m_r, m_name, m_type1, m_type2, m_type3) \
- m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { return BINDBASE->m_name(arg1, arg2, arg3); }
-#define BIND3RC(m_r, m_name, m_type1, m_type2, m_type3) \
- m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) const { return BINDBASE->m_name(arg1, arg2, arg3); }
-#define BIND4R(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
- m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
-#define BIND4RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4) \
- m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4); }
-#define BIND5R(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
- m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
-#define BIND5RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
- m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
-#define BIND6R(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
- m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
-#define BIND6RC(m_r, m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
- m_r m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) const { return BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
-
-#define BIND0(m_name) \
- void m_name() { DISPLAY_CHANGED BINDBASE->m_name(); }
-#define BIND1(m_name, m_type1) \
- void m_name(m_type1 arg1) { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
-#define BIND1C(m_name, m_type1) \
- void m_name(m_type1 arg1) const { DISPLAY_CHANGED BINDBASE->m_name(arg1); }
-#define BIND2(m_name, m_type1, m_type2) \
- void m_name(m_type1 arg1, m_type2 arg2) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2); }
-#define BIND2C(m_name, m_type1, m_type2) \
- void m_name(m_type1 arg1, m_type2 arg2) const { BINDBASE->m_name(arg1, arg2); }
-#define BIND3(m_name, m_type1, m_type2, m_type3) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3); }
-#define BIND4(m_name, m_type1, m_type2, m_type3, m_type4) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4); }
-#define BIND5(m_name, m_type1, m_type2, m_type3, m_type4, m_type5) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5); }
-#define BIND6(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6); }
-#define BIND7(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7); }
-#define BIND8(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8); }
-#define BIND9(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9); }
-#define BIND10(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); }
-#define BIND11(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); }
-#define BIND12(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); }
-#define BIND13(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12, m_type13 arg13) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13); }
-#define BIND14(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13, m_type14) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12, m_type13 arg13, m_type14 arg14) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14); }
-#define BIND15(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12, m_type13, m_type14, m_type15) \
- void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12, m_type13 arg13, m_type14 arg14, m_type15 arg15) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12, arg13, arg14, arg15); }
-
-//from now on, calls forwarded to this singleton
-#define BINDBASE RSG::storage
-
- /* TEXTURE API */
-
- //these go pass-through, as they can be called from any thread
- BIND1R(RID, texture_2d_create, const Ref<Image> &)
- BIND2R(RID, texture_2d_layered_create, const Vector<Ref<Image>> &, TextureLayeredType)
- BIND6R(RID, texture_3d_create, Image::Format, int, int, int, bool, const Vector<Ref<Image>> &)
- BIND1R(RID, texture_proxy_create, RID)
-
- //goes pass-through
- BIND3(texture_2d_update_immediate, RID, const Ref<Image> &, int)
- //these go through command queue if they are in another thread
- BIND3(texture_2d_update, RID, const Ref<Image> &, int)
- BIND2(texture_3d_update, RID, const Vector<Ref<Image>> &)
- BIND2(texture_proxy_update, RID, RID)
-
- //these also go pass-through
- BIND0R(RID, texture_2d_placeholder_create)
- BIND1R(RID, texture_2d_layered_placeholder_create, TextureLayeredType)
- BIND0R(RID, texture_3d_placeholder_create)
-
- BIND1RC(Ref<Image>, texture_2d_get, RID)
- BIND2RC(Ref<Image>, texture_2d_layer_get, RID, int)
- BIND1RC(Vector<Ref<Image>>, texture_3d_get, RID)
-
- BIND2(texture_replace, RID, RID)
-
- BIND3(texture_set_size_override, RID, int, int)
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- BIND2(texture_bind, RID, uint32_t)
-#endif
-
- BIND3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
- BIND3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
- BIND3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
-
- BIND2(texture_set_path, RID, const String &)
- BIND1RC(String, texture_get_path, RID)
- BIND1(texture_debug_usage, List<TextureInfo> *)
-
- BIND2(texture_set_force_redraw_if_visible, RID, bool)
-
- /* SHADER API */
-
- BIND0R(RID, shader_create)
-
- BIND2(shader_set_code, RID, const String &)
- BIND1RC(String, shader_get_code, RID)
-
- BIND2C(shader_get_param_list, RID, List<PropertyInfo> *)
-
- BIND3(shader_set_default_texture_param, RID, const StringName &, RID)
- BIND2RC(RID, shader_get_default_texture_param, RID, const StringName &)
- BIND2RC(Variant, shader_get_param_default, RID, const StringName &)
-
- /* COMMON MATERIAL API */
-
- BIND0R(RID, material_create)
-
- BIND2(material_set_shader, RID, RID)
-
- BIND3(material_set_param, RID, const StringName &, const Variant &)
- BIND2RC(Variant, material_get_param, RID, const StringName &)
-
- BIND2(material_set_render_priority, RID, int)
- BIND2(material_set_next_pass, RID, RID)
-
- /* MESH API */
-
- virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) {
- RID mesh = mesh_create();
- for (int i = 0; i < p_surfaces.size(); i++) {
- mesh_add_surface(mesh, p_surfaces[i]);
- }
- return mesh;
- }
-
- BIND0R(RID, mesh_create)
-
- BIND2(mesh_add_surface, RID, const SurfaceData &)
-
- BIND1RC(int, mesh_get_blend_shape_count, RID)
-
- BIND2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
- BIND1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
-
- BIND4(mesh_surface_update_region, RID, int, int, const Vector<uint8_t> &)
-
- BIND3(mesh_surface_set_material, RID, int, RID)
- BIND2RC(RID, mesh_surface_get_material, RID, int)
-
- BIND2RC(SurfaceData, mesh_get_surface, RID, int)
-
- BIND1RC(int, mesh_get_surface_count, RID)
-
- BIND2(mesh_set_custom_aabb, RID, const AABB &)
- BIND1RC(AABB, mesh_get_custom_aabb, RID)
-
- BIND1(mesh_clear, RID)
-
- /* MULTIMESH API */
-
- BIND0R(RID, multimesh_create)
-
- BIND5(multimesh_allocate, RID, int, MultimeshTransformFormat, bool, bool)
- BIND1RC(int, multimesh_get_instance_count, RID)
-
- BIND2(multimesh_set_mesh, RID, RID)
- BIND3(multimesh_instance_set_transform, RID, int, const Transform &)
- BIND3(multimesh_instance_set_transform_2d, RID, int, const Transform2D &)
- BIND3(multimesh_instance_set_color, RID, int, const Color &)
- BIND3(multimesh_instance_set_custom_data, RID, int, const Color &)
-
- BIND1RC(RID, multimesh_get_mesh, RID)
- BIND1RC(AABB, multimesh_get_aabb, RID)
-
- BIND2RC(Transform, multimesh_instance_get_transform, RID, int)
- BIND2RC(Transform2D, multimesh_instance_get_transform_2d, RID, int)
- BIND2RC(Color, multimesh_instance_get_color, RID, int)
- BIND2RC(Color, multimesh_instance_get_custom_data, RID, int)
-
- BIND2(multimesh_set_buffer, RID, const Vector<float> &)
- BIND1RC(Vector<float>, multimesh_get_buffer, RID)
-
- BIND2(multimesh_set_visible_instances, RID, int)
- BIND1RC(int, multimesh_get_visible_instances, RID)
-
- /* IMMEDIATE API */
-
- BIND0R(RID, immediate_create)
- BIND3(immediate_begin, RID, PrimitiveType, RID)
- BIND2(immediate_vertex, RID, const Vector3 &)
- BIND2(immediate_normal, RID, const Vector3 &)
- BIND2(immediate_tangent, RID, const Plane &)
- BIND2(immediate_color, RID, const Color &)
- BIND2(immediate_uv, RID, const Vector2 &)
- BIND2(immediate_uv2, RID, const Vector2 &)
- BIND1(immediate_end, RID)
- BIND1(immediate_clear, RID)
- BIND2(immediate_set_material, RID, RID)
- BIND1RC(RID, immediate_get_material, RID)
-
- /* SKELETON API */
-
- BIND0R(RID, skeleton_create)
- BIND3(skeleton_allocate, RID, int, bool)
- BIND1RC(int, skeleton_get_bone_count, RID)
- BIND3(skeleton_bone_set_transform, RID, int, const Transform &)
- BIND2RC(Transform, skeleton_bone_get_transform, RID, int)
- BIND3(skeleton_bone_set_transform_2d, RID, int, const Transform2D &)
- BIND2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
- BIND2(skeleton_set_base_transform_2d, RID, const Transform2D &)
-
- /* Light API */
-
- BIND0R(RID, directional_light_create)
- BIND0R(RID, omni_light_create)
- BIND0R(RID, spot_light_create)
-
- BIND2(light_set_color, RID, const Color &)
- BIND3(light_set_param, RID, LightParam, float)
- BIND2(light_set_shadow, RID, bool)
- BIND2(light_set_shadow_color, RID, const Color &)
- BIND2(light_set_projector, RID, RID)
- BIND2(light_set_negative, RID, bool)
- BIND2(light_set_cull_mask, RID, uint32_t)
- BIND2(light_set_reverse_cull_face_mode, RID, bool)
- BIND2(light_set_bake_mode, RID, LightBakeMode)
- BIND2(light_set_max_sdfgi_cascade, RID, uint32_t)
-
- BIND2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
-
- BIND2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
- BIND2(light_directional_set_blend_splits, RID, bool)
- BIND2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
-
- /* PROBE API */
-
- BIND0R(RID, reflection_probe_create)
-
- BIND2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
- BIND2(reflection_probe_set_intensity, RID, float)
- BIND2(reflection_probe_set_ambient_color, RID, const Color &)
- BIND2(reflection_probe_set_ambient_energy, RID, float)
- BIND2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
- BIND2(reflection_probe_set_max_distance, RID, float)
- BIND2(reflection_probe_set_extents, RID, const Vector3 &)
- BIND2(reflection_probe_set_origin_offset, RID, const Vector3 &)
- BIND2(reflection_probe_set_as_interior, RID, bool)
- BIND2(reflection_probe_set_enable_box_projection, RID, bool)
- BIND2(reflection_probe_set_enable_shadows, RID, bool)
- BIND2(reflection_probe_set_cull_mask, RID, uint32_t)
- BIND2(reflection_probe_set_resolution, RID, int)
-
- /* DECAL API */
-
- BIND0R(RID, decal_create)
-
- BIND2(decal_set_extents, RID, const Vector3 &)
- BIND3(decal_set_texture, RID, DecalTexture, RID)
- BIND2(decal_set_emission_energy, RID, float)
- BIND2(decal_set_albedo_mix, RID, float)
- BIND2(decal_set_modulate, RID, const Color &)
- BIND2(decal_set_cull_mask, RID, uint32_t)
- BIND4(decal_set_distance_fade, RID, bool, float, float)
- BIND3(decal_set_fade, RID, float, float)
- BIND2(decal_set_normal_fade, RID, float)
-
- /* BAKED LIGHT API */
-
- BIND0R(RID, gi_probe_create)
-
- BIND8(gi_probe_allocate, RID, const Transform &, const AABB &, const Vector3i &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<uint8_t> &, const Vector<int> &)
-
- BIND1RC(AABB, gi_probe_get_bounds, RID)
- BIND1RC(Vector3i, gi_probe_get_octree_size, RID)
- BIND1RC(Vector<uint8_t>, gi_probe_get_octree_cells, RID)
- BIND1RC(Vector<uint8_t>, gi_probe_get_data_cells, RID)
- BIND1RC(Vector<uint8_t>, gi_probe_get_distance_field, RID)
- BIND1RC(Vector<int>, gi_probe_get_level_counts, RID)
- BIND1RC(Transform, gi_probe_get_to_cell_xform, RID)
-
- BIND2(gi_probe_set_dynamic_range, RID, float)
- BIND1RC(float, gi_probe_get_dynamic_range, RID)
-
- BIND2(gi_probe_set_propagation, RID, float)
- BIND1RC(float, gi_probe_get_propagation, RID)
-
- BIND2(gi_probe_set_energy, RID, float)
- BIND1RC(float, gi_probe_get_energy, RID)
-
- BIND2(gi_probe_set_ao, RID, float)
- BIND1RC(float, gi_probe_get_ao, RID)
-
- BIND2(gi_probe_set_ao_size, RID, float)
- BIND1RC(float, gi_probe_get_ao_size, RID)
-
- BIND2(gi_probe_set_bias, RID, float)
- BIND1RC(float, gi_probe_get_bias, RID)
-
- BIND2(gi_probe_set_normal_bias, RID, float)
- BIND1RC(float, gi_probe_get_normal_bias, RID)
-
- BIND2(gi_probe_set_interior, RID, bool)
- BIND1RC(bool, gi_probe_is_interior, RID)
-
- BIND2(gi_probe_set_use_two_bounces, RID, bool)
- BIND1RC(bool, gi_probe_is_using_two_bounces, RID)
-
- BIND2(gi_probe_set_anisotropy_strength, RID, float)
- BIND1RC(float, gi_probe_get_anisotropy_strength, RID)
-
- /* LIGHTMAP */
-
- BIND0R(RID, lightmap_create)
-
- BIND3(lightmap_set_textures, RID, RID, bool)
- BIND2(lightmap_set_probe_bounds, RID, const AABB &)
- BIND2(lightmap_set_probe_interior, RID, bool)
- BIND5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
- BIND1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
- BIND1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
- BIND1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
- BIND1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
- BIND1(lightmap_set_probe_capture_update_speed, float)
-
- /* PARTICLES */
-
- BIND0R(RID, particles_create)
-
- BIND2(particles_set_emitting, RID, bool)
- BIND1R(bool, particles_get_emitting, RID)
- BIND2(particles_set_amount, RID, int)
- BIND2(particles_set_lifetime, RID, float)
- BIND2(particles_set_one_shot, RID, bool)
- BIND2(particles_set_pre_process_time, RID, float)
- BIND2(particles_set_explosiveness_ratio, RID, float)
- BIND2(particles_set_randomness_ratio, RID, float)
- BIND2(particles_set_custom_aabb, RID, const AABB &)
- BIND2(particles_set_speed_scale, RID, float)
- BIND2(particles_set_use_local_coordinates, RID, bool)
- BIND2(particles_set_process_material, RID, RID)
- BIND2(particles_set_fixed_fps, RID, int)
- BIND2(particles_set_fractional_delta, RID, bool)
- BIND1R(bool, particles_is_inactive, RID)
- BIND1(particles_request_process, RID)
- BIND1(particles_restart, RID)
- BIND6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
- BIND2(particles_set_subemitter, RID, RID)
-
- BIND2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
-
- BIND2(particles_set_draw_passes, RID, int)
- BIND3(particles_set_draw_pass_mesh, RID, int, RID)
-
- BIND1R(AABB, particles_get_current_aabb, RID)
- BIND2(particles_set_emission_transform, RID, const Transform &)
-
-#undef BINDBASE
-//from now on, calls forwarded to this singleton
-#define BINDBASE RSG::scene
-
- /* CAMERA API */
-
- BIND0R(RID, camera_create)
- BIND4(camera_set_perspective, RID, float, float, float)
- BIND4(camera_set_orthogonal, RID, float, float, float)
- BIND5(camera_set_frustum, RID, float, Vector2, float, float)
- BIND2(camera_set_transform, RID, const Transform &)
- BIND2(camera_set_cull_mask, RID, uint32_t)
- BIND2(camera_set_environment, RID, RID)
- BIND2(camera_set_camera_effects, RID, RID)
- BIND2(camera_set_use_vertical_aspect, RID, bool)
-
-#undef BINDBASE
-//from now on, calls forwarded to this singleton
-#define BINDBASE RSG::viewport
-
- /* VIEWPORT TARGET API */
-
- BIND0R(RID, viewport_create)
-
- BIND2(viewport_set_use_xr, RID, bool)
- BIND3(viewport_set_size, RID, int, int)
-
- BIND2(viewport_set_active, RID, bool)
- BIND2(viewport_set_parent_viewport, RID, RID)
-
- BIND2(viewport_set_clear_mode, RID, ViewportClearMode)
-
- BIND3(viewport_attach_to_screen, RID, const Rect2 &, int)
- BIND2(viewport_set_render_direct_to_screen, RID, bool)
-
- BIND2(viewport_set_update_mode, RID, ViewportUpdateMode)
- BIND2(viewport_set_vflip, RID, bool)
-
- BIND1RC(RID, viewport_get_texture, RID)
-
- BIND2(viewport_set_hide_scenario, RID, bool)
- BIND2(viewport_set_hide_canvas, RID, bool)
- BIND2(viewport_set_disable_environment, RID, bool)
-
- BIND2(viewport_attach_camera, RID, RID)
- BIND2(viewport_set_scenario, RID, RID)
- BIND2(viewport_attach_canvas, RID, RID)
-
- BIND2(viewport_remove_canvas, RID, RID)
- BIND3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
- BIND2(viewport_set_transparent_background, RID, bool)
-
- BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
- BIND4(viewport_set_canvas_stacking, RID, RID, int, int)
- BIND2(viewport_set_shadow_atlas_size, RID, int)
- BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
- BIND2(viewport_set_msaa, RID, ViewportMSAA)
- BIND2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
-
- BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
- BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
-
- BIND2(viewport_set_measure_render_time, RID, bool)
- BIND1RC(float, viewport_get_measured_render_time_cpu, RID)
- BIND1RC(float, viewport_get_measured_render_time_gpu, RID)
-
- /* ENVIRONMENT API */
-
-#undef BINDBASE
-//from now on, calls forwarded to this singleton
-#define BINDBASE RSG::scene_render
-
- BIND1(directional_shadow_atlas_set_size, int)
- BIND1(gi_probe_set_quality, GIProbeQuality)
-
- /* SKY API */
-
- BIND0R(RID, sky_create)
- BIND2(sky_set_radiance_size, RID, int)
- BIND2(sky_set_mode, RID, SkyMode)
- BIND2(sky_set_material, RID, RID)
- BIND4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
-
- BIND0R(RID, environment_create)
-
- BIND2(environment_set_background, RID, EnvironmentBG)
- BIND2(environment_set_sky, RID, RID)
- BIND2(environment_set_sky_custom_fov, RID, float)
- BIND2(environment_set_sky_orientation, RID, const Basis &)
- BIND2(environment_set_bg_color, RID, const Color &)
- BIND2(environment_set_bg_energy, RID, float)
- BIND2(environment_set_canvas_max_layer, RID, int)
- BIND7(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource, const Color &)
-
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- BIND2(environment_set_camera_feed_id, RID, int)
-#endif
- BIND6(environment_set_ssr, RID, bool, int, float, float, float)
- BIND1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
-
- BIND9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
- BIND2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
-
- BIND11(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
- BIND1(environment_glow_set_use_bicubic_upscale, bool)
- BIND1(environment_glow_set_use_high_quality, bool)
-
- BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
-
- BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
-
- BIND8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
- BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
-
- BIND2(environment_set_volumetric_fog_volume_size, int, int)
- BIND1(environment_set_volumetric_fog_filter_active, bool)
- BIND1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
- BIND1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
-
- BIND11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
- BIND1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
- BIND1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
-
- BIND3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
-
- BIND3(screen_space_roughness_limiter_set_active, bool, float, float)
- BIND1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
- BIND2(sub_surface_scattering_set_scale, float, float)
-
- /* CAMERA EFFECTS */
-
- BIND0R(RID, camera_effects_create)
-
- BIND2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
- BIND1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
-
- BIND8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
- BIND3(camera_effects_set_custom_exposure, RID, bool, float)
-
- BIND1(shadows_quality_set, ShadowQuality);
- BIND1(directional_shadow_quality_set, ShadowQuality);
-
- /* SCENARIO API */
-
-#undef BINDBASE
-#define BINDBASE RSG::scene
-
- BIND0R(RID, scenario_create)
-
- BIND2(scenario_set_debug, RID, ScenarioDebugMode)
- BIND2(scenario_set_environment, RID, RID)
- BIND2(scenario_set_camera_effects, RID, RID)
- BIND2(scenario_set_fallback_environment, RID, RID)
-
- /* INSTANCING API */
- BIND0R(RID, instance_create)
-
- BIND2(instance_set_base, RID, RID)
- BIND2(instance_set_scenario, RID, RID)
- BIND2(instance_set_layer_mask, RID, uint32_t)
- BIND2(instance_set_transform, RID, const Transform &)
- BIND2(instance_attach_object_instance_id, RID, ObjectID)
- BIND3(instance_set_blend_shape_weight, RID, int, float)
- BIND3(instance_set_surface_material, RID, int, RID)
- BIND2(instance_set_visible, RID, bool)
-
- BIND2(instance_set_custom_aabb, RID, AABB)
-
- BIND2(instance_attach_skeleton, RID, RID)
- BIND2(instance_set_exterior, RID, bool)
-
- BIND2(instance_set_extra_visibility_margin, RID, real_t)
-
- // don't use these in a game!
- BIND2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
- BIND3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
- BIND2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
-
- BIND3(instance_geometry_set_flag, RID, InstanceFlags, bool)
- BIND2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
- BIND2(instance_geometry_set_material_override, RID, RID)
-
- BIND5(instance_geometry_set_draw_range, RID, float, float, float, float)
- BIND2(instance_geometry_set_as_instance_lod, RID, RID)
- BIND4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
-
- BIND3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
- BIND2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
- BIND2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
- BIND2C(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
-
- BIND3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)
-
-#undef BINDBASE
-//from now on, calls forwarded to this singleton
-#define BINDBASE RSG::canvas
-
- /* CANVAS (2D) */
-
- BIND0R(RID, canvas_create)
- BIND3(canvas_set_item_mirroring, RID, RID, const Point2 &)
- BIND2(canvas_set_modulate, RID, const Color &)
- BIND3(canvas_set_parent, RID, RID, float)
- BIND1(canvas_set_disable_scale, bool)
-
- BIND0R(RID, canvas_item_create)
- BIND2(canvas_item_set_parent, RID, RID)
-
- BIND2(canvas_item_set_visible, RID, bool)
- BIND2(canvas_item_set_light_mask, RID, int)
-
- BIND2(canvas_item_set_update_when_visible, RID, bool)
-
- BIND2(canvas_item_set_transform, RID, const Transform2D &)
- BIND2(canvas_item_set_clip, RID, bool)
- BIND2(canvas_item_set_distance_field_mode, RID, bool)
- BIND3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
- BIND2(canvas_item_set_modulate, RID, const Color &)
- BIND2(canvas_item_set_self_modulate, RID, const Color &)
-
- BIND2(canvas_item_set_draw_behind_parent, RID, bool)
-
- BIND2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
- BIND2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
-
- BIND5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
- BIND4(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float)
- BIND4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
- BIND3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
- BIND4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
- BIND11(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND12(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, RID, const Color &, bool, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND15(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND11(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND10(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND14(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND10(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND8(canvas_item_add_multimesh, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND8(canvas_item_add_particles, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- BIND2(canvas_item_add_set_transform, RID, const Transform2D &)
- BIND2(canvas_item_add_clip_ignore, RID, bool)
- BIND2(canvas_item_set_sort_children_by_y, RID, bool)
- BIND2(canvas_item_set_z_index, RID, int)
- BIND2(canvas_item_set_z_as_relative_to_parent, RID, bool)
- BIND3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
- BIND2(canvas_item_attach_skeleton, RID, RID)
-
- BIND1(canvas_item_clear, RID)
- BIND2(canvas_item_set_draw_index, RID, int)
-
- BIND2(canvas_item_set_material, RID, RID)
-
- BIND2(canvas_item_set_use_parent_material, RID, bool)
-
- BIND0R(RID, canvas_light_create)
- BIND2(canvas_light_attach_to_canvas, RID, RID)
- BIND2(canvas_light_set_enabled, RID, bool)
- BIND2(canvas_light_set_scale, RID, float)
- BIND2(canvas_light_set_transform, RID, const Transform2D &)
- BIND2(canvas_light_set_texture, RID, RID)
- BIND2(canvas_light_set_texture_offset, RID, const Vector2 &)
- BIND2(canvas_light_set_color, RID, const Color &)
- BIND2(canvas_light_set_height, RID, float)
- BIND2(canvas_light_set_energy, RID, float)
- BIND3(canvas_light_set_z_range, RID, int, int)
- BIND3(canvas_light_set_layer_range, RID, int, int)
- BIND2(canvas_light_set_item_cull_mask, RID, int)
- BIND2(canvas_light_set_item_shadow_cull_mask, RID, int)
-
- BIND2(canvas_light_set_mode, RID, CanvasLightMode)
-
- BIND2(canvas_light_set_shadow_enabled, RID, bool)
- BIND2(canvas_light_set_shadow_buffer_size, RID, int)
- BIND2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
- BIND2(canvas_light_set_shadow_color, RID, const Color &)
- BIND2(canvas_light_set_shadow_smooth, RID, float)
-
- BIND0R(RID, canvas_light_occluder_create)
- BIND2(canvas_light_occluder_attach_to_canvas, RID, RID)
- BIND2(canvas_light_occluder_set_enabled, RID, bool)
- BIND2(canvas_light_occluder_set_polygon, RID, RID)
- BIND2(canvas_light_occluder_set_transform, RID, const Transform2D &)
- BIND2(canvas_light_occluder_set_light_mask, RID, int)
-
- BIND0R(RID, canvas_occluder_polygon_create)
- BIND3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
- BIND2(canvas_occluder_polygon_set_shape_as_lines, RID, const Vector<Vector2> &)
-
- BIND2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
-
- /* GLOBAL VARIABLES */
-
-#undef BINDBASE
-//from now on, calls forwarded to this singleton
-#define BINDBASE RSG::storage
-
- BIND3(global_variable_add, const StringName &, GlobalVariableType, const Variant &)
- BIND1(global_variable_remove, const StringName &)
- BIND0RC(Vector<StringName>, global_variable_get_list)
- BIND2(global_variable_set, const StringName &, const Variant &)
- BIND2(global_variable_set_override, const StringName &, const Variant &)
- BIND1RC(GlobalVariableType, global_variable_get_type, const StringName &)
- BIND1RC(Variant, global_variable_get, const StringName &)
-
- BIND1(global_variables_load_settings, bool)
- BIND0(global_variables_clear)
-
- /* BLACK BARS */
-
- virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom);
- virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom);
-
- /* FREE */
-
- virtual void free(RID p_rid); ///< free RIDs associated with the visual server
-
- /* EVENT QUEUING */
-
- virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata);
-
- virtual void draw(bool p_swap_buffers, double frame_step);
- virtual void sync();
- virtual bool has_changed() const;
- virtual void init();
- virtual void finish();
-
- /* STATUS INFORMATION */
-
- virtual int get_render_info(RenderInfo p_info);
- virtual String get_video_adapter_name() const;
- virtual String get_video_adapter_vendor() const;
-
- virtual void set_frame_profiling_enabled(bool p_enable);
- virtual Vector<FrameProfileArea> get_frame_profile();
- virtual uint64_t get_frame_profile_frame();
-
- virtual RID get_test_cube();
-
- /* TESTING */
-
- virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
- virtual void set_default_clear_color(const Color &p_color);
-
- virtual bool has_feature(Features p_feature) const;
-
- virtual bool has_os_feature(const String &p_feature) const;
- virtual void set_debug_generate_wireframes(bool p_generate);
-
- virtual void call_set_use_vsync(bool p_enable);
-
- virtual bool is_low_end() const;
-
- virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
-
- RenderingServerRaster();
- ~RenderingServerRaster();
-
-#undef DISPLAY_CHANGED
-
-#undef BIND0R
-#undef BIND1RC
-#undef BIND2RC
-#undef BIND3RC
-#undef BIND4RC
-
-#undef BIND1
-#undef BIND2
-#undef BIND3
-#undef BIND4
-#undef BIND5
-#undef BIND6
-#undef BIND7
-#undef BIND8
-#undef BIND9
-#undef BIND10
-};
-
-#endif
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
deleted file mode 100644
index d8e52a5aae..0000000000
--- a/servers/rendering/rendering_server_scene.cpp
+++ /dev/null
@@ -1,2990 +0,0 @@
-/*************************************************************************/
-/* rendering_server_scene.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rendering_server_scene.h"
-
-#include "core/os/os.h"
-#include "rendering_server_globals.h"
-#include "rendering_server_raster.h"
-
-#include <new>
-
-/* CAMERA API */
-
-RID RenderingServerScene::camera_create() {
- Camera *camera = memnew(Camera);
- return camera_owner.make_rid(camera);
-}
-
-void RenderingServerScene::camera_set_perspective(RID p_camera, float p_fovy_degrees, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::PERSPECTIVE;
- camera->fov = p_fovy_degrees;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
-}
-
-void RenderingServerScene::camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::ORTHOGONAL;
- camera->size = p_size;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
-}
-
-void RenderingServerScene::camera_set_frustum(RID p_camera, float p_size, Vector2 p_offset, float p_z_near, float p_z_far) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->type = Camera::FRUSTUM;
- camera->size = p_size;
- camera->offset = p_offset;
- camera->znear = p_z_near;
- camera->zfar = p_z_far;
-}
-
-void RenderingServerScene::camera_set_transform(RID p_camera, const Transform &p_transform) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->transform = p_transform.orthonormalized();
-}
-
-void RenderingServerScene::camera_set_cull_mask(RID p_camera, uint32_t p_layers) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
-
- camera->visible_layers = p_layers;
-}
-
-void RenderingServerScene::camera_set_environment(RID p_camera, RID p_env) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->env = p_env;
-}
-
-void RenderingServerScene::camera_set_camera_effects(RID p_camera, RID p_fx) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->effects = p_fx;
-}
-
-void RenderingServerScene::camera_set_use_vertical_aspect(RID p_camera, bool p_enable) {
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
- camera->vaspect = p_enable;
-}
-
-/* SCENARIO API */
-
-void *RenderingServerScene::_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int) {
- //RenderingServerScene *self = (RenderingServerScene*)p_self;
- Instance *A = p_A;
- Instance *B = p_B;
-
- //instance indices are designed so greater always contains lesser
- if (A->base_type > B->base_type) {
- SWAP(A, B); //lesser always first
- }
-
- if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- InstanceLightData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->lighting.push_back(B);
-
- List<InstanceLightData::PairInfo>::Element *E = light->geometries.push_back(pinfo);
-
- if (geom->can_cast_shadows) {
- light->shadow_dirty = true;
- }
- geom->lighting_dirty = true;
-
- return E; //this element should make freeing faster
- } else if (B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- InstanceReflectionProbeData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->reflection_probes.push_back(B);
-
- List<InstanceReflectionProbeData::PairInfo>::Element *E = reflection_probe->geometries.push_back(pinfo);
-
- geom->reflection_dirty = true;
-
- return E; //this element should make freeing faster
- } else if (B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- InstanceDecalData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->decals.push_back(B);
-
- List<InstanceDecalData::PairInfo>::Element *E = decal->geometries.push_back(pinfo);
-
- geom->decal_dirty = true;
-
- return E; //this element should make freeing faster
- } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- if (A->dynamic_gi) {
- InstanceLightmapData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->lightmap_captures.push_back(B);
- List<InstanceLightmapData::PairInfo>::Element *E = lightmap_data->geometries.push_back(pinfo);
- ((RenderingServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture
- return E; //this element should make freeing faster
- } else {
- return nullptr;
- }
-
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- InstanceGIProbeData::PairInfo pinfo;
- pinfo.geometry = A;
- pinfo.L = geom->gi_probes.push_back(B);
-
- List<InstanceGIProbeData::PairInfo>::Element *E;
- if (A->dynamic_gi) {
- E = gi_probe->dynamic_geometries.push_back(pinfo);
- } else {
- E = gi_probe->geometries.push_back(pinfo);
- }
-
- geom->gi_probes_dirty = true;
-
- return E; //this element should make freeing faster
-
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- return gi_probe->lights.insert(A);
- }
-
- return nullptr;
-}
-
-void RenderingServerScene::_instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *udata) {
- //RenderingServerScene *self = (RenderingServerScene*)p_self;
- Instance *A = p_A;
- Instance *B = p_B;
-
- //instance indices are designed so greater always contains lesser
- if (A->base_type > B->base_type) {
- SWAP(A, B); //lesser always first
- }
-
- if (B->base_type == RS::INSTANCE_LIGHT && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceLightData *light = static_cast<InstanceLightData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceLightData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightData::PairInfo>::Element *>(udata);
-
- geom->lighting.erase(E->get().L);
- light->geometries.erase(E);
-
- if (geom->can_cast_shadows) {
- light->shadow_dirty = true;
- }
- geom->lighting_dirty = true;
-
- } else if (B->base_type == RS::INSTANCE_REFLECTION_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceReflectionProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceReflectionProbeData::PairInfo>::Element *>(udata);
-
- geom->reflection_probes.erase(E->get().L);
- reflection_probe->geometries.erase(E);
-
- geom->reflection_dirty = true;
- } else if (B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceDecalData::PairInfo>::Element *E = reinterpret_cast<List<InstanceDecalData::PairInfo>::Element *>(udata);
-
- geom->decals.erase(E->get().L);
- decal->geometries.erase(E);
-
- geom->decal_dirty = true;
- } else if (B->base_type == RS::INSTANCE_LIGHTMAP && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- if (udata) { //only for dynamic geometries
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceLightmapData::PairInfo>::Element *E = reinterpret_cast<List<InstanceLightmapData::PairInfo>::Element *>(udata);
-
- geom->lightmap_captures.erase(E->get().L);
- lightmap_data->geometries.erase(E);
- ((RenderingServerScene *)p_self)->_instance_queue_update(A, false, false); //need to update capture
- }
-
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
-
- List<InstanceGIProbeData::PairInfo>::Element *E = reinterpret_cast<List<InstanceGIProbeData::PairInfo>::Element *>(udata);
-
- geom->gi_probes.erase(E->get().L);
- if (A->dynamic_gi) {
- gi_probe->dynamic_geometries.erase(E);
- } else {
- gi_probe->geometries.erase(E);
- }
-
- geom->gi_probes_dirty = true;
-
- } else if (B->base_type == RS::INSTANCE_GI_PROBE && A->base_type == RS::INSTANCE_LIGHT) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(B->base_data);
- Set<Instance *>::Element *E = reinterpret_cast<Set<Instance *>::Element *>(udata);
-
- gi_probe->lights.erase(E);
- }
-}
-
-RID RenderingServerScene::scenario_create() {
- Scenario *scenario = memnew(Scenario);
- ERR_FAIL_COND_V(!scenario, RID());
- RID scenario_rid = scenario_owner.make_rid(scenario);
- scenario->self = scenario_rid;
-
- scenario->octree.set_pair_callback(_instance_pair, this);
- scenario->octree.set_unpair_callback(_instance_unpair, this);
- scenario->reflection_probe_shadow_atlas = RSG::scene_render->shadow_atlas_create();
- RSG::scene_render->shadow_atlas_set_size(scenario->reflection_probe_shadow_atlas, 1024); //make enough shadows for close distance, don't bother with rest
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 0, 4);
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 1, 4);
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 2, 4);
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(scenario->reflection_probe_shadow_atlas, 3, 8);
- scenario->reflection_atlas = RSG::scene_render->reflection_atlas_create();
- return scenario_rid;
-}
-
-void RenderingServerScene::scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->debug = p_debug_mode;
-}
-
-void RenderingServerScene::scenario_set_environment(RID p_scenario, RID p_environment) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->environment = p_environment;
-}
-
-void RenderingServerScene::scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->camera_effects = p_camera_effects;
-}
-
-void RenderingServerScene::scenario_set_fallback_environment(RID p_scenario, RID p_environment) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- scenario->fallback_environment = p_environment;
-}
-
-void RenderingServerScene::scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
- RSG::scene_render->reflection_atlas_set_size(scenario->reflection_atlas, p_reflection_size, p_reflection_count);
-}
-
-/* INSTANCING API */
-
-void RenderingServerScene::_instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies) {
- if (p_update_aabb) {
- p_instance->update_aabb = true;
- }
- if (p_update_dependencies) {
- p_instance->update_dependencies = true;
- }
-
- if (p_instance->update_item.in_list()) {
- return;
- }
-
- _instance_update_list.add(&p_instance->update_item);
-}
-
-RID RenderingServerScene::instance_create() {
- Instance *instance = memnew(Instance);
- ERR_FAIL_COND_V(!instance, RID());
-
- RID instance_rid = instance_owner.make_rid(instance);
- instance->self = instance_rid;
-
- return instance_rid;
-}
-
-void RenderingServerScene::instance_set_base(RID p_instance, RID p_base) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- Scenario *scenario = instance->scenario;
-
- if (instance->base_type != RS::INSTANCE_NONE) {
- //free anything related to that base
-
- if (scenario && instance->octree_id) {
- scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
- instance->octree_id = 0;
- }
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
-
- if (scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
- scenario->dynamic_lights.erase(light->instance);
- }
-
-#ifdef DEBUG_ENABLED
- if (light->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from light.");
- }
-#endif
- if (scenario && light->D) {
- scenario->directional_lights.erase(light->D);
- light->D = nullptr;
- }
- RSG::scene_render->free(light->instance);
- } break;
- case RS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
- RSG::scene_render->free(reflection_probe->instance);
- if (reflection_probe->update_list.in_list()) {
- reflection_probe_render_list.remove(&reflection_probe->update_list);
- }
- } break;
- case RS::INSTANCE_DECAL: {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
- RSG::scene_render->free(decal->instance);
-
- } break;
- case RS::INSTANCE_LIGHTMAP: {
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(instance->base_data);
- //erase dependencies, since no longer a lightmap
- while (lightmap_data->users.front()) {
- instance_geometry_set_lightmap(lightmap_data->users.front()->get()->self, RID(), Rect2(), 0);
- }
- } break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
-#ifdef DEBUG_ENABLED
- if (gi_probe->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
- }
-#endif
-#ifdef DEBUG_ENABLED
- if (gi_probe->lights.size()) {
- ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
- }
-#endif
- if (gi_probe->update_element.in_list()) {
- gi_probe_update_list.remove(&gi_probe->update_element);
- }
-
- RSG::scene_render->free(gi_probe->probe_instance);
-
- } break;
- default: {
- }
- }
-
- if (instance->base_data) {
- memdelete(instance->base_data);
- instance->base_data = nullptr;
- }
-
- instance->blend_values.clear();
- instance->materials.clear();
- }
-
- instance->base_type = RS::INSTANCE_NONE;
- instance->base = RID();
-
- if (p_base.is_valid()) {
- instance->base_type = RSG::storage->get_base_type(p_base);
- ERR_FAIL_COND(instance->base_type == RS::INSTANCE_NONE);
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- InstanceLightData *light = memnew(InstanceLightData);
-
- if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
- light->D = scenario->directional_lights.push_back(instance);
- }
-
- light->instance = RSG::scene_render->light_instance_create(p_base);
-
- instance->base_data = light;
- } break;
- case RS::INSTANCE_MESH:
- case RS::INSTANCE_MULTIMESH:
- case RS::INSTANCE_IMMEDIATE:
- case RS::INSTANCE_PARTICLES: {
- InstanceGeometryData *geom = memnew(InstanceGeometryData);
- instance->base_data = geom;
- if (instance->base_type == RS::INSTANCE_MESH) {
- instance->blend_values.resize(RSG::storage->mesh_get_blend_shape_count(p_base));
- }
- } break;
- case RS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = memnew(InstanceReflectionProbeData);
- reflection_probe->owner = instance;
- instance->base_data = reflection_probe;
-
- reflection_probe->instance = RSG::scene_render->reflection_probe_instance_create(p_base);
- } break;
- case RS::INSTANCE_DECAL: {
- InstanceDecalData *decal = memnew(InstanceDecalData);
- decal->owner = instance;
- instance->base_data = decal;
-
- decal->instance = RSG::scene_render->decal_instance_create(p_base);
- } break;
- case RS::INSTANCE_LIGHTMAP: {
- InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData);
- instance->base_data = lightmap_data;
- //lightmap_data->instance = RSG::scene_render->lightmap_data_instance_create(p_base);
- } break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = memnew(InstanceGIProbeData);
- instance->base_data = gi_probe;
- gi_probe->owner = instance;
-
- if (scenario && !gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
- }
-
- gi_probe->probe_instance = RSG::scene_render->gi_probe_instance_create(p_base);
-
- } break;
- default: {
- }
- }
-
- instance->base = p_base;
-
- //forcefully update the dependency now, so if for some reason it gets removed, we can immediately clear it
- RSG::storage->base_update_dependency(p_base, instance);
- }
-
- _instance_queue_update(instance, true, true);
-}
-
-void RenderingServerScene::instance_set_scenario(RID p_instance, RID p_scenario) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->scenario) {
- instance->scenario->instances.remove(&instance->scenario_item);
-
- if (instance->octree_id) {
- instance->scenario->octree.erase(instance->octree_id); //make dependencies generated by the octree go away
- instance->octree_id = 0;
- }
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
-#ifdef DEBUG_ENABLED
- if (light->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from light.");
- }
-#endif
- if (light->D) {
- instance->scenario->directional_lights.erase(light->D);
- light->D = nullptr;
- }
- } break;
- case RS::INSTANCE_REFLECTION_PROBE: {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(instance->base_data);
- RSG::scene_render->reflection_probe_release_atlas_index(reflection_probe->instance);
-
- } break;
- case RS::INSTANCE_GI_PROBE: {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(instance->base_data);
-
-#ifdef DEBUG_ENABLED
- if (gi_probe->geometries.size()) {
- ERR_PRINT("BUG, indexing did not unpair geometries from GIProbe.");
- }
-#endif
-#ifdef DEBUG_ENABLED
- if (gi_probe->lights.size()) {
- ERR_PRINT("BUG, indexing did not unpair lights from GIProbe.");
- }
-#endif
-
- if (gi_probe->update_element.in_list()) {
- gi_probe_update_list.remove(&gi_probe->update_element);
- }
- } break;
- default: {
- }
- }
-
- instance->scenario = nullptr;
- }
-
- if (p_scenario.is_valid()) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND(!scenario);
-
- instance->scenario = scenario;
-
- scenario->instances.add(&instance->scenario_item);
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
-
- if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
- 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);
- }
- } break;
- default: {
- }
- }
-
- _instance_queue_update(instance, true, true);
- }
-}
-
-void RenderingServerScene::instance_set_layer_mask(RID p_instance, uint32_t p_mask) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->layer_mask = p_mask;
-}
-
-void RenderingServerScene::instance_set_transform(RID p_instance, const Transform &p_transform) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->transform == p_transform) {
- return; //must be checked to avoid worst evil
- }
-
-#ifdef DEBUG_ENABLED
-
- for (int i = 0; i < 4; i++) {
- const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin;
- ERR_FAIL_COND(Math::is_inf(v.x));
- ERR_FAIL_COND(Math::is_nan(v.x));
- ERR_FAIL_COND(Math::is_inf(v.y));
- ERR_FAIL_COND(Math::is_nan(v.y));
- ERR_FAIL_COND(Math::is_inf(v.z));
- ERR_FAIL_COND(Math::is_nan(v.z));
- }
-
-#endif
- instance->transform = p_transform;
- _instance_queue_update(instance, true);
-}
-
-void RenderingServerScene::instance_attach_object_instance_id(RID p_instance, ObjectID p_id) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->object_id = p_id;
-}
-
-void RenderingServerScene::instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->update_item.in_list()) {
- _update_dirty_instance(instance);
- }
-
- ERR_FAIL_INDEX(p_shape, instance->blend_values.size());
- instance->blend_values.write[p_shape] = p_weight;
-}
-
-void RenderingServerScene::instance_set_surface_material(RID p_instance, int p_surface, RID p_material) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->base_type == RS::INSTANCE_MESH) {
- //may not have been updated yet, may also have not been set yet. When updated will be correcte, worst case
- instance->materials.resize(MAX(p_surface + 1, RSG::storage->mesh_get_surface_count(instance->base)));
- }
-
- ERR_FAIL_INDEX(p_surface, instance->materials.size());
-
- instance->materials.write[p_surface] = p_material;
-
- _instance_queue_update(instance, false, true);
-}
-
-void RenderingServerScene::instance_set_visible(RID p_instance, bool p_visible) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->visible == p_visible) {
- return;
- }
-
- instance->visible = p_visible;
-
- switch (instance->base_type) {
- case RS::INSTANCE_LIGHT: {
- if (RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_LIGHT, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
- }
-
- } break;
- case RS::INSTANCE_REFLECTION_PROBE: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_REFLECTION_PROBE, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
- }
-
- } break;
- case RS::INSTANCE_DECAL: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_DECAL, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
- }
-
- } break;
- case RS::INSTANCE_LIGHTMAP: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_LIGHTMAP, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
- }
-
- } break;
- case RS::INSTANCE_GI_PROBE: {
- if (instance->octree_id && instance->scenario) {
- instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_GI_PROBE, p_visible ? (RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT)) : 0);
- }
-
- } break;
- default: {
- }
- }
-}
-
-inline bool is_geometry_instance(RenderingServer::InstanceType p_type) {
- return p_type == RS::INSTANCE_MESH || p_type == RS::INSTANCE_MULTIMESH || p_type == RS::INSTANCE_PARTICLES || p_type == RS::INSTANCE_IMMEDIATE;
-}
-
-void RenderingServerScene::instance_set_custom_aabb(RID p_instance, AABB p_aabb) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
- ERR_FAIL_COND(!is_geometry_instance(instance->base_type));
-
- if (p_aabb != AABB()) {
- // Set custom AABB
- if (instance->custom_aabb == nullptr) {
- instance->custom_aabb = memnew(AABB);
- }
- *instance->custom_aabb = p_aabb;
-
- } else {
- // Clear custom AABB
- if (instance->custom_aabb != nullptr) {
- memdelete(instance->custom_aabb);
- instance->custom_aabb = nullptr;
- }
- }
-
- if (instance->scenario) {
- _instance_queue_update(instance, true, false);
- }
-}
-
-void RenderingServerScene::instance_attach_skeleton(RID p_instance, RID p_skeleton) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->skeleton == p_skeleton) {
- return;
- }
-
- instance->skeleton = p_skeleton;
-
- if (p_skeleton.is_valid()) {
- //update the dependency now, so if cleared, we remove it
- RSG::storage->skeleton_update_dependency(p_skeleton, instance);
- }
- _instance_queue_update(instance, true, true);
-}
-
-void RenderingServerScene::instance_set_exterior(RID p_instance, bool p_enabled) {
-}
-
-void RenderingServerScene::instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->extra_margin = p_margin;
- _instance_queue_update(instance, true, false);
-}
-
-Vector<ObjectID> RenderingServerScene::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
-
- const_cast<RenderingServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
-
- int culled = 0;
- Instance *cull[1024];
- culled = scenario->octree.cull_aabb(p_aabb, cull, 1024);
-
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id.is_null()) {
- continue;
- }
-
- instances.push_back(instance->object_id);
- }
-
- return instances;
-}
-
-Vector<ObjectID> RenderingServerScene::instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
- const_cast<RenderingServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
-
- int culled = 0;
- Instance *cull[1024];
- culled = scenario->octree.cull_segment(p_from, p_from + p_to * 10000, cull, 1024);
-
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id.is_null()) {
- continue;
- }
-
- instances.push_back(instance->object_id);
- }
-
- return instances;
-}
-
-Vector<ObjectID> RenderingServerScene::instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario) const {
- Vector<ObjectID> instances;
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- ERR_FAIL_COND_V(!scenario, instances);
- const_cast<RenderingServerScene *>(this)->update_dirty_instances(); // check dirty instances before culling
-
- int culled = 0;
- Instance *cull[1024];
-
- culled = scenario->octree.cull_convex(p_convex, cull, 1024);
-
- for (int i = 0; i < culled; i++) {
- Instance *instance = cull[i];
- ERR_CONTINUE(!instance);
- if (instance->object_id.is_null()) {
- continue;
- }
-
- instances.push_back(instance->object_id);
- }
-
- return instances;
-}
-
-void RenderingServerScene::instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- //ERR_FAIL_COND(((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK));
-
- switch (p_flags) {
- case RS::INSTANCE_FLAG_USE_BAKED_LIGHT: {
- instance->baked_light = p_enabled;
-
- } break;
- case RS::INSTANCE_FLAG_USE_DYNAMIC_GI: {
- if (p_enabled == instance->dynamic_gi) {
- //bye, redundant
- return;
- }
-
- if (instance->octree_id != 0) {
- //remove from octree, it needs to be re-paired
- instance->scenario->octree.erase(instance->octree_id);
- instance->octree_id = 0;
- _instance_queue_update(instance, true, true);
- }
-
- //once out of octree, can be changed
- instance->dynamic_gi = p_enabled;
-
- } break;
- case RS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
- instance->redraw_if_visible = p_enabled;
-
- } break;
- default: {
- }
- }
-}
-
-void RenderingServerScene::instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->cast_shadows = p_shadow_casting_setting;
- _instance_queue_update(instance, false, true);
-}
-
-void RenderingServerScene::instance_geometry_set_material_override(RID p_instance, RID p_material) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- instance->material_override = p_material;
- _instance_queue_update(instance, false, true);
-}
-
-void RenderingServerScene::instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) {
-}
-
-void RenderingServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
-}
-
-void RenderingServerScene::instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- if (instance->lightmap) {
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(((Instance *)instance->lightmap)->base_data);
- lightmap_data->users.erase(instance);
- instance->lightmap = nullptr;
- }
-
- Instance *lightmap_instance = instance_owner.getornull(p_lightmap);
-
- instance->lightmap = lightmap_instance;
- instance->lightmap_uv_scale = p_lightmap_uv_scale;
- instance->lightmap_slice_index = p_slice_index;
-
- if (lightmap_instance) {
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(lightmap_instance->base_data);
- lightmap_data->users.insert(instance);
- }
-}
-
-void RenderingServerScene::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
- Instance *instance = instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
-
- if (!E) {
- RasterizerScene::InstanceBase::InstanceShaderParameter isp;
- isp.index = -1;
- isp.info = PropertyInfo();
- isp.value = p_value;
- instance->instance_shader_parameters[p_parameter] = isp;
- } else {
- E->get().value = p_value;
- if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
- //update directly
- RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
- }
- }
-}
-
-Variant RenderingServerScene::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
- const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!instance, Variant());
-
- if (instance->instance_shader_parameters.has(p_parameter)) {
- return instance->instance_shader_parameters[p_parameter].value;
- }
- return Variant();
-}
-
-Variant RenderingServerScene::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
- const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
- ERR_FAIL_COND_V(!instance, Variant());
-
- if (instance->instance_shader_parameters.has(p_parameter)) {
- return instance->instance_shader_parameters[p_parameter].default_value;
- }
- return Variant();
-}
-
-void RenderingServerScene::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
- const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
- ERR_FAIL_COND(!instance);
-
- const_cast<RenderingServerScene *>(this)->update_dirty_instances();
-
- Vector<StringName> names;
- for (Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
- names.push_back(E->key());
- }
- names.sort_custom<StringName::AlphCompare>();
- for (int i = 0; i < names.size(); i++) {
- PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
- p_parameters->push_back(pinfo);
- }
-}
-
-void RenderingServerScene::_update_instance(Instance *p_instance) {
- p_instance->version++;
-
- if (p_instance->base_type == RS::INSTANCE_LIGHT) {
- InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
-
- RSG::scene_render->light_instance_set_transform(light->instance, p_instance->transform);
- RSG::scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
- light->shadow_dirty = true;
-
- RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
- if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
- if (p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
- p_instance->scenario->dynamic_lights.erase(light->instance);
- }
-
- light->bake_mode = bake_mode;
-
- if (p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
- p_instance->scenario->dynamic_lights.push_back(light->instance);
- }
- }
-
- uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
- if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
- light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
- }
- }
-
- if (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
-
- RSG::scene_render->reflection_probe_instance_set_transform(reflection_probe->instance, p_instance->transform);
- reflection_probe->reflection_dirty = true;
- }
-
- if (p_instance->base_type == RS::INSTANCE_DECAL) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
-
- RSG::scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
- }
-
- if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
-
- RSG::scene_render->gi_probe_instance_set_transform_to_data(gi_probe->probe_instance, p_instance->transform);
- }
-
- if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
- RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
- }
-
- if (p_instance->aabb.has_no_surface()) {
- return;
- }
-
- if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
- //make sure lights are updated if it casts shadow
-
- if (geom->can_cast_shadows) {
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- light->shadow_dirty = true;
- }
- }
-
- if (!p_instance->lightmap && geom->lightmap_captures.size()) {
- //affected by lightmap captures, must update capture info!
- _update_instance_lightmap_captures(p_instance);
- } else {
- if (!p_instance->lightmap_sh.empty()) {
- p_instance->lightmap_sh.clear(); //don't need SH
- p_instance->lightmap_target_sh.clear(); //don't need SH
- }
- }
- }
-
- if (p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
- //if this moved, update the captured objects
- InstanceLightmapData *lightmap_data = static_cast<InstanceLightmapData *>(p_instance->base_data);
- //erase dependencies, since no longer a lightmap
-
- for (List<InstanceLightmapData::PairInfo>::Element *E = lightmap_data->geometries.front(); E; E = E->next()) {
- Instance *geom = E->get().geometry;
- _instance_queue_update(geom, true, false);
- }
- }
-
- p_instance->mirror = p_instance->transform.basis.determinant() < 0.0;
-
- AABB new_aabb;
-
- new_aabb = p_instance->transform.xform(p_instance->aabb);
-
- p_instance->transformed_aabb = new_aabb;
-
- if (!p_instance->scenario) {
- return;
- }
-
- if (p_instance->octree_id == 0) {
- uint32_t base_type = 1 << p_instance->base_type;
- uint32_t pairable_mask = 0;
- bool pairable = false;
-
- if (p_instance->base_type == RS::INSTANCE_LIGHT || p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == RS::INSTANCE_DECAL || p_instance->base_type == RS::INSTANCE_LIGHTMAP) {
- pairable_mask = p_instance->visible ? RS::INSTANCE_GEOMETRY_MASK : 0;
- pairable = true;
- }
-
- if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
- //lights and geometries
- pairable_mask = p_instance->visible ? RS::INSTANCE_GEOMETRY_MASK | (1 << RS::INSTANCE_LIGHT) : 0;
- pairable = true;
- }
-
- // not inside octree
- p_instance->octree_id = p_instance->scenario->octree.create(p_instance, new_aabb, 0, pairable, base_type, pairable_mask);
-
- } else {
- /*
- if (new_aabb==p_instance->data.transformed_aabb)
- return;
- */
-
- p_instance->scenario->octree.move(p_instance->octree_id, new_aabb);
- }
-}
-
-void RenderingServerScene::_update_instance_aabb(Instance *p_instance) {
- AABB new_aabb;
-
- ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_NONE && !p_instance->base.is_valid());
-
- switch (p_instance->base_type) {
- case RenderingServer::INSTANCE_NONE: {
- // do nothing
- } break;
- case RenderingServer::INSTANCE_MESH: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->mesh_get_aabb(p_instance->base, p_instance->skeleton);
- }
-
- } break;
-
- case RenderingServer::INSTANCE_MULTIMESH: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->multimesh_get_aabb(p_instance->base);
- }
-
- } break;
- case RenderingServer::INSTANCE_IMMEDIATE: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->immediate_get_aabb(p_instance->base);
- }
-
- } break;
- case RenderingServer::INSTANCE_PARTICLES: {
- if (p_instance->custom_aabb) {
- new_aabb = *p_instance->custom_aabb;
- } else {
- new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
- }
-
- } break;
- case RenderingServer::INSTANCE_LIGHT: {
- new_aabb = RSG::storage->light_get_aabb(p_instance->base);
-
- } break;
- case RenderingServer::INSTANCE_REFLECTION_PROBE: {
- new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
-
- } break;
- case RenderingServer::INSTANCE_DECAL: {
- 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);
-
- } break;
- case RenderingServer::INSTANCE_LIGHTMAP: {
- new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
-
- } break;
- default: {
- }
- }
-
- // <Zylann> This is why I didn't re-use Instance::aabb to implement custom AABBs
- if (p_instance->extra_margin) {
- new_aabb.grow_by(p_instance->extra_margin);
- }
-
- p_instance->aabb = new_aabb;
-}
-
-void RenderingServerScene::_update_instance_lightmap_captures(Instance *p_instance) {
- bool first_set = p_instance->lightmap_sh.size() == 0;
- p_instance->lightmap_sh.resize(9); //using SH
- p_instance->lightmap_target_sh.resize(9); //using SH
- Color *instance_sh = p_instance->lightmap_target_sh.ptrw();
- bool inside = false;
- Color accum_sh[9];
- float accum_blend = 0.0;
-
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
- for (List<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
- Instance *lightmap = E->get();
-
- bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
-
- if (inside && !interior) {
- continue; //we are inside, ignore exteriors
- }
-
- Transform 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);
-
- AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
- if (!bounds.has_point(lm_pos)) {
- continue; //not in this lightmap
- }
-
- Color sh[9];
- RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
-
- //rotate it
- Basis rot = lightmap->transform.basis.orthonormalized();
- for (int i = 0; i < 3; i++) {
- float csh[9];
- for (int j = 0; j < 9; j++) {
- csh[j] = sh[j][i];
- }
- rot.rotate_sh(csh);
- for (int j = 0; j < 9; j++) {
- sh[j][i] = csh[j];
- }
- }
-
- Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
-
- float blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
- //make blend more rounded
- blend = Math::lerp(inner_pos.length(), blend, blend);
- blend *= blend;
- blend = MAX(0.0, 1.0 - blend);
-
- if (interior && !inside) {
- //do not blend, just replace
- for (int j = 0; j < 9; j++) {
- accum_sh[j] = sh[j] * blend;
- }
- accum_blend = blend;
- inside = true;
- } else {
- for (int j = 0; j < 9; j++) {
- accum_sh[j] += sh[j] * blend;
- }
- accum_blend += blend;
- }
- }
-
- if (accum_blend > 0.0) {
- for (int j = 0; j < 9; j++) {
- instance_sh[j] = accum_sh[j] / accum_blend;
- if (first_set) {
- p_instance->lightmap_sh.write[j] = instance_sh[j];
- }
- }
- }
-}
-
-bool RenderingServerScene::_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) {
- InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
-
- Transform light_transform = p_instance->transform;
- light_transform.orthonormalize(); //scale does not count on lights
-
- bool animated_material_found = false;
-
- switch (RSG::storage->light_get_type(p_instance->base)) {
- case RS::LIGHT_DIRECTIONAL: {
- real_t max_distance = p_cam_projection.get_z_far();
- real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
- if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
- max_distance = MIN(shadow_max, max_distance);
- }
- max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
- real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
-
- RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
-
- real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
-
- if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
- //optimize min/max
- Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
- Plane base(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2));
- //check distance max and min
-
- bool found_items = false;
- real_t z_max = -1e20;
- real_t z_min = 1e20;
-
- for (int i = 0; i < cull_count; i++) {
- Instance *instance = instance_shadow_cull_result[i];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- continue;
- }
-
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
-
- real_t max, min;
- instance->transformed_aabb.project_range_in_plane(base, min, max);
-
- if (max > z_max) {
- z_max = max;
- }
-
- if (min < z_min) {
- z_min = min;
- }
-
- found_items = true;
- }
-
- if (found_items) {
- min_distance = MAX(min_distance, z_min);
- max_distance = MIN(max_distance, z_max);
- }
- }
-
- real_t range = max_distance - min_distance;
-
- int splits = 0;
- switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
- case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
- splits = 1;
- break;
- case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
- splits = 2;
- break;
- case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
- splits = 4;
- break;
- }
-
- real_t distances[5];
-
- distances[0] = min_distance;
- for (int i = 0; i < splits; i++) {
- distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
- };
-
- distances[splits] = max_distance;
-
- real_t texture_size = RSG::scene_render->get_directional_light_shadow_size(light->instance);
-
- bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
-
- real_t first_radius = 0.0;
-
- real_t min_distance_bias_scale = pancake_size > 0 ? distances[1] / 10.0 : 0;
-
- for (int i = 0; i < splits; i++) {
- RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
-
- // setup a camera matrix for that range!
- CameraMatrix camera_matrix;
-
- real_t aspect = p_cam_projection.get_aspect();
-
- if (p_cam_orthogonal) {
- Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
-
- camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- } else {
- real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
- camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
- }
-
- //obtain the frustum endpoints
-
- Vector3 endpoints[8]; // frustum plane endpoints
- bool res = camera_matrix.get_endpoints(p_cam_transform, endpoints);
- ERR_CONTINUE(!res);
-
- // obtain the light frustm ranges (given endpoints)
-
- Transform 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();
- Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
- //z_vec points agsint the camera, like in default opengl
-
- real_t x_min = 0.f, x_max = 0.f;
- real_t y_min = 0.f, y_max = 0.f;
- real_t z_min = 0.f, z_max = 0.f;
-
- // FIXME: z_max_cam is defined, computed, but not used below when setting up
- // ortho_camera. Commented out for now to fix warnings but should be investigated.
- real_t x_min_cam = 0.f, x_max_cam = 0.f;
- real_t y_min_cam = 0.f, y_max_cam = 0.f;
- real_t z_min_cam = 0.f;
- //real_t z_max_cam = 0.f;
-
- real_t bias_scale = 1.0;
- real_t aspect_bias_scale = 1.0;
-
- //used for culling
-
- for (int j = 0; j < 8; j++) {
- real_t d_x = x_vec.dot(endpoints[j]);
- real_t d_y = y_vec.dot(endpoints[j]);
- real_t d_z = z_vec.dot(endpoints[j]);
-
- if (j == 0 || d_x < x_min) {
- x_min = d_x;
- }
- if (j == 0 || d_x > x_max) {
- x_max = d_x;
- }
-
- if (j == 0 || d_y < y_min) {
- y_min = d_y;
- }
- if (j == 0 || d_y > y_max) {
- y_max = d_y;
- }
-
- if (j == 0 || d_z < z_min) {
- z_min = d_z;
- }
- if (j == 0 || d_z > z_max) {
- z_max = d_z;
- }
- }
-
- real_t radius = 0;
- real_t soft_shadow_expand = 0;
- Vector3 center;
-
- {
- //camera viewport stuff
-
- for (int j = 0; j < 8; j++) {
- center += endpoints[j];
- }
- center /= 8.0;
-
- //center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
-
- for (int j = 0; j < 8; j++) {
- real_t d = center.distance_to(endpoints[j]);
- if (d > radius) {
- radius = d;
- }
- }
-
- radius *= texture_size / (texture_size - 2.0); //add a texel by each side
-
- if (i == 0) {
- first_radius = radius;
- } else {
- bias_scale = radius / first_radius;
- }
-
- z_min_cam = z_vec.dot(center) - radius;
-
- {
- float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
-
- if (soft_shadow_angle > 0.0 && pancake_size > 0.0) {
- float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
- soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
-
- x_max += soft_shadow_expand;
- y_max += soft_shadow_expand;
-
- x_min -= soft_shadow_expand;
- y_min -= soft_shadow_expand;
- }
- }
-
- x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
- x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
- y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
- y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
-
- if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
- //this trick here is what stabilizes the shadow (make potential jaggies to not move)
- //at the cost of some wasted resolution. Still the quality increase is very well worth it
-
- real_t unit = radius * 2.0 / texture_size;
-
- x_max_cam = Math::stepify(x_max_cam, unit);
- x_min_cam = Math::stepify(x_min_cam, unit);
- y_max_cam = Math::stepify(y_max_cam, unit);
- y_min_cam = Math::stepify(y_min_cam, unit);
- }
- }
-
- //now that we now all ranges, we can proceed to make the light frustum planes, for culling octree
-
- Vector<Plane> light_frustum_planes;
- light_frustum_planes.resize(6);
-
- //right/left
- light_frustum_planes.write[0] = Plane(x_vec, x_max);
- light_frustum_planes.write[1] = Plane(-x_vec, -x_min);
- //top/bottom
- light_frustum_planes.write[2] = Plane(y_vec, y_max);
- light_frustum_planes.write[3] = Plane(-y_vec, -y_min);
- //near/far
- light_frustum_planes.write[4] = Plane(z_vec, z_max + 1e6);
- light_frustum_planes.write[5] = Plane(-z_vec, -z_min); // z_min is ok, since casters further than far-light plane are not needed
-
- int cull_count = p_scenario->octree.cull_convex(light_frustum_planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
-
- // a pre pass will need to be needed to determine the actual z-near to be used
-
- Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
-
- real_t cull_max = 0;
- for (int j = 0; j < cull_count; j++) {
- real_t min, max;
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- continue;
- }
-
- instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max);
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- if (j == 0 || max > cull_max) {
- cull_max = max;
- }
- }
-
- if (cull_max > z_max) {
- z_max = cull_max;
- }
-
- if (pancake_size > 0) {
- z_max = z_vec.dot(center) + radius + pancake_size;
- }
-
- if (aspect != 1.0) {
- // if the aspect is different, then the radius will become larger.
- // if this happens, then bias needs to be adjusted too, as depth will increase
- // to do this, compare the depth of one that would have resulted from a square frustum
-
- CameraMatrix camera_matrix_square;
- if (p_cam_orthogonal) {
- Vector2 vp_he = camera_matrix.get_viewport_half_extents();
- if (p_cam_vaspect) {
- camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
- } else {
- camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- }
- } else {
- Vector2 vp_he = camera_matrix.get_viewport_half_extents();
- if (p_cam_vaspect) {
- camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
- } else {
- camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
- }
- }
-
- Vector3 endpoints_square[8]; // frustum plane endpoints
- res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
- ERR_CONTINUE(!res);
- Vector3 center_square;
- real_t z_max_square = 0;
-
- for (int j = 0; j < 8; j++) {
- center_square += endpoints_square[j];
-
- real_t d_z = z_vec.dot(endpoints_square[j]);
-
- if (j == 0 || d_z > z_max_square) {
- z_max_square = d_z;
- }
- }
-
- if (cull_max > z_max_square) {
- z_max_square = cull_max;
- }
-
- center_square /= 8.0;
-
- real_t radius_square = 0;
-
- for (int j = 0; j < 8; j++) {
- real_t d = center_square.distance_to(endpoints_square[j]);
- if (d > radius_square) {
- radius_square = d;
- }
- }
-
- radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
-
- if (pancake_size > 0) {
- z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
- }
-
- real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
-
- aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
-
- // this is not entirely perfect, because the cull-adjusted z-max may be different
- // but at least it's warranted that it results in a greater bias, so no acne should be present either way.
- // pancaking also helps with this.
- }
-
- {
- CameraMatrix ortho_camera;
- real_t half_x = (x_max_cam - x_min_cam) * 0.5;
- real_t half_y = (y_max_cam - y_min_cam) * 0.5;
-
- ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
-
- Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
-
- Transform 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;
-
- {
- Vector3 max_in_view = p_cam_transform.affine_inverse().xform(z_vec * cull_max);
- Vector3 dir_in_view = p_cam_transform.xform_inv(z_vec).normalized();
- cull_max = dir_in_view.dot(max_in_view);
- }
-
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale, z_max, uv_scale);
- }
-
- RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
-
- } break;
- case RS::LIGHT_OMNI: {
- RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
-
- if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !RSG::scene_render->light_instances_can_render_shadow_cube()) {
- for (int i = 0; i < 2; i++) {
- //using this one ensures that raster deferred will have it
- RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
-
- real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
-
- real_t z = i == 0 ? -1 : 1;
- Vector<Plane> planes;
- planes.resize(6);
- planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
- planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
- planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
- planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
- planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
- planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
-
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
- Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
-
- for (int j = 0; j < cull_count; j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
-
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- }
- }
-
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
- RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
- } else { //shadow cube
-
- real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, radius);
-
- for (int i = 0; i < 6; i++) {
- RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
- //using this one ensures that raster deferred will have it
-
- static const Vector3 view_normals[6] = {
- Vector3(+1, 0, 0),
- Vector3(-1, 0, 0),
- Vector3(0, -1, 0),
- Vector3(0, +1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, -1),
- Vector3(0, 0, +1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
-
- Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]);
-
- Vector<Plane> planes = cm.get_projection_planes(xform);
-
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
-
- Plane near_plane(xform.origin, -xform.basis.get_axis(2));
- for (int j = 0; j < cull_count; j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- }
- }
-
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
- RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
- }
-
- //restore the regular DP matrix
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
- }
-
- } break;
- case RS::LIGHT_SPOT: {
- RENDER_TIMESTAMP("Culling Spot Light");
-
- real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
-
- CameraMatrix cm;
- cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
-
- Vector<Plane> planes = cm.get_projection_planes(light_transform);
- int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
-
- Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
- for (int j = 0; j < cull_count; j++) {
- Instance *instance = instance_shadow_cull_result[j];
- if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
- cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]);
- j--;
- } else {
- if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) {
- animated_material_found = true;
- }
- instance->depth = near_plane.distance_to(instance->transform.origin);
- instance->depth_layer = 0;
- }
- }
-
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
- RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
-
- } break;
- }
-
- return animated_material_found;
-}
-
-void RenderingServerScene::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
-// render to mono camera
-#ifndef _3D_DISABLED
-
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
-
- /* STEP 1 - SETUP CAMERA */
- CameraMatrix camera_matrix;
- bool ortho = false;
-
- switch (camera->type) {
- case Camera::ORTHOGONAL: {
- camera_matrix.set_orthogonal(
- camera->size,
- p_viewport_size.width / (float)p_viewport_size.height,
- camera->znear,
- camera->zfar,
- camera->vaspect);
- ortho = true;
- } break;
- case Camera::PERSPECTIVE: {
- camera_matrix.set_perspective(
- camera->fov,
- p_viewport_size.width / (float)p_viewport_size.height,
- camera->znear,
- camera->zfar,
- camera->vaspect);
- ortho = false;
-
- } break;
- case Camera::FRUSTUM: {
- camera_matrix.set_frustum(
- camera->size,
- p_viewport_size.width / (float)p_viewport_size.height,
- camera->offset,
- camera->znear,
- camera->zfar,
- camera->vaspect);
- ortho = false;
- } break;
- }
-
- RID environment = _render_get_environment(p_camera, p_scenario);
-
- _prepare_scene(camera->transform, camera_matrix, ortho, camera->vaspect, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
- _render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
-#endif
-}
-
-void RenderingServerScene::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
- // render for AR/VR interface
-
- Camera *camera = camera_owner.getornull(p_camera);
- ERR_FAIL_COND(!camera);
-
- /* SETUP CAMERA, we are ignoring type and FOV here */
- float aspect = p_viewport_size.width / (float)p_viewport_size.height;
- CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar);
-
- // 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);
-
- 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);
- mono_transform.origin += right_transform.origin;
- mono_transform.origin *= 0.5;
-
- // We need to combine our projection frustums for culling.
- // Ideally we should use our clipping planes for this and combine them,
- // however our shadow map logic uses our projection matrix.
- // Note: as our left and right frustums should be mirrored, we don't need our right projection matrix.
-
- // - get some base values we need
- float eye_dist = (mono_transform.origin - cam_transform.origin).length();
- float z_near = camera_matrix.get_z_near(); // get our near plane
- float z_far = camera_matrix.get_z_far(); // get our far plane
- float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
- float x_shift = width * camera_matrix.matrix[2][0];
- float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
- float y_shift = height * camera_matrix.matrix[2][1];
-
- // printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
-
- // - calculate our near plane size (horizontal only, right_near is mirrored)
- float left_near = -eye_dist - ((width - x_shift) * 0.5);
-
- // - calculate our far plane size (horizontal only, right_far is mirrored)
- float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near);
- float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near);
- if (left_far > left_far_right_eye) {
- // on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes.
- left_far = left_far_right_eye;
- }
-
- // - figure out required z-shift
- float slope = (left_far - left_near) / (z_far - z_near);
- float z_shift = (left_near / slope) - z_near;
-
- // - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
- float top_near = (height - y_shift) * 0.5;
- top_near += (top_near / z_near) * z_shift;
- float bottom_near = -(height + y_shift) * 0.5;
- bottom_near += (bottom_near / z_near) * z_shift;
-
- // printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);
-
- // - generate our frustum
- CameraMatrix combined_matrix;
- 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;
- 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;
-
- // now prepare our scene with our adjusted transform projection matrix
- _prepare_scene(mono_transform, combined_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
- } else if (p_eye == XRInterface::EYE_MONO) {
- // For mono render, prepare as per usual
- _prepare_scene(cam_transform, camera_matrix, false, false, p_render_buffers, environment, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
- }
-
- // And render our scene...
- _render_scene(p_render_buffers, cam_transform, camera_matrix, false, environment, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
-};
-
-void RenderingServerScene::_prepare_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, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, 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
-
- Scenario *scenario = scenario_owner.getornull(p_scenario);
-
- render_pass++;
- uint32_t camera_layer_mask = p_visible_layers;
-
- RSG::scene_render->set_scene_pass(render_pass);
-
- if (p_render_buffers.is_valid()) {
- RSG::scene_render->sdfgi_update(p_render_buffers, p_environment, p_cam_transform.origin); //update conditions for SDFGI (whether its used or not)
- }
-
- RENDER_TIMESTAMP("Frustum Culling");
-
- //rasterizer->set_camera(camera->transform, camera_matrix,ortho);
-
- Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
-
- Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(2).normalized());
- float z_far = p_cam_projection.get_z_far();
-
- /* STEP 2 - CULL */
- instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
- light_cull_count = 0;
-
- reflection_probe_cull_count = 0;
- decal_cull_count = 0;
- gi_probe_cull_count = 0;
- lightmap_cull_count = 0;
-
- //light_samplers_culled=0;
-
- /*
- print_line("OT: "+rtos( (OS::get_singleton()->get_ticks_usec()-t)/1000.0));
- print_line("OTO: "+itos(p_scenario->octree.get_octant_count()));
- print_line("OTE: "+itos(p_scenario->octree.get_elem_count()));
- print_line("OTP: "+itos(p_scenario->octree.get_pair_count()));
- */
-
- /* STEP 3 - PROCESS PORTALS, VALIDATE ROOMS */
- //removed, will replace with culling
-
- /* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
- 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();
-
- for (int i = 0; i < instance_cull_count; i++) {
- Instance *ins = instance_cull_result[i];
-
- bool keep = false;
-
- if ((camera_layer_mask & ins->layer_mask) == 0) {
- //failure
- } else if (ins->base_type == RS::INSTANCE_LIGHT && ins->visible) {
- if (light_cull_count < MAX_LIGHTS_CULLED) {
- InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
-
- if (!light->geometries.empty()) {
- //do not add this light if no geometry is affected by it..
- light_cull_result[light_cull_count] = ins;
- light_instance_cull_result[light_cull_count] = light->instance;
- if (p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(ins->base)) {
- RSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
- }
-
- light_cull_count++;
- }
- }
- } else if (ins->base_type == RS::INSTANCE_REFLECTION_PROBE && ins->visible) {
- if (reflection_probe_cull_count < MAX_REFLECTION_PROBES_CULLED) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(ins->base_data);
-
- if (p_reflection_probe != reflection_probe->instance) {
- //avoid entering The Matrix
-
- if (!reflection_probe->geometries.empty()) {
- //do not add this light if no geometry is affected by it..
-
- if (reflection_probe->reflection_dirty || RSG::scene_render->reflection_probe_instance_needs_redraw(reflection_probe->instance)) {
- if (!reflection_probe->update_list.in_list()) {
- reflection_probe->render_step = 0;
- reflection_probe_render_list.add_last(&reflection_probe->update_list);
- }
-
- reflection_probe->reflection_dirty = false;
- }
-
- if (RSG::scene_render->reflection_probe_instance_has_reflection(reflection_probe->instance)) {
- reflection_probe_instance_cull_result[reflection_probe_cull_count] = reflection_probe->instance;
- reflection_probe_cull_count++;
- }
- }
- }
- }
- } else if (ins->base_type == RS::INSTANCE_DECAL && ins->visible) {
- if (decal_cull_count < MAX_DECALS_CULLED) {
- InstanceDecalData *decal = static_cast<InstanceDecalData *>(ins->base_data);
-
- if (!decal->geometries.empty()) {
- //do not add this decal if no geometry is affected by it..
- decal_instance_cull_result[decal_cull_count] = decal->instance;
- decal_cull_count++;
- }
- }
-
- } else if (ins->base_type == RS::INSTANCE_GI_PROBE && ins->visible) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(ins->base_data);
- if (!gi_probe->update_element.in_list()) {
- gi_probe_update_list.add(&gi_probe->update_element);
- }
-
- if (gi_probe_cull_count < MAX_GI_PROBES_CULLED) {
- gi_probe_instance_cull_result[gi_probe_cull_count] = gi_probe->probe_instance;
- gi_probe_cull_count++;
- }
- } else if (ins->base_type == RS::INSTANCE_LIGHTMAP && ins->visible) {
- if (lightmap_cull_count < MAX_LIGHTMAPS_CULLED) {
- lightmap_cull_result[lightmap_cull_count] = ins;
- lightmap_cull_count++;
- }
-
- } else if (((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) && ins->visible && ins->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) {
- keep = true;
-
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(ins->base_data);
-
- if (ins->redraw_if_visible) {
- RenderingServerRaster::redraw_request();
- }
-
- if (ins->base_type == RS::INSTANCE_PARTICLES) {
- //particles visible? process them
- if (RSG::storage->particles_is_inactive(ins->base)) {
- //but if nothing is going on, don't do it.
- keep = false;
- } else {
- RSG::storage->particles_request_process(ins->base);
- RSG::storage->particles_set_view_axis(ins->base, -p_cam_transform.basis.get_axis(2).normalized());
- //particles visible? request redraw
- RenderingServerRaster::redraw_request();
- }
- }
-
- if (geom->lighting_dirty) {
- int l = 0;
- //only called when lights AABB enter/exit this geometry
- ins->light_instances.resize(geom->lighting.size());
-
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
-
- ins->light_instances.write[l++] = light->instance;
- }
-
- geom->lighting_dirty = false;
- }
-
- if (geom->reflection_dirty) {
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->reflection_probe_instances.resize(geom->reflection_probes.size());
-
- for (List<Instance *>::Element *E = geom->reflection_probes.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
-
- ins->reflection_probe_instances.write[l++] = reflection_probe->instance;
- }
-
- geom->reflection_dirty = false;
- }
-
- if (geom->gi_probes_dirty) {
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->gi_probe_instances.resize(geom->gi_probes.size());
-
- for (List<Instance *>::Element *E = geom->gi_probes.front(); E; E = E->next()) {
- InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(E->get()->base_data);
-
- ins->gi_probe_instances.write[l++] = gi_probe->probe_instance;
- }
-
- geom->gi_probes_dirty = false;
- }
-
- if (ins->last_frame_pass != frame_number && !ins->lightmap_target_sh.empty() && !ins->lightmap_sh.empty()) {
- Color *sh = ins->lightmap_sh.ptrw();
- const Color *target_sh = ins->lightmap_target_sh.ptr();
- for (uint32_t j = 0; j < 9; j++) {
- sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed));
- }
- }
-
- ins->depth = near_plane.distance_to(ins->transform.origin);
- ins->depth_layer = CLAMP(int(ins->depth * 16 / z_far), 0, 15);
- }
-
- if (!keep) {
- // remove, no reason to keep
- instance_cull_count--;
- SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]);
- i--;
- ins->last_render_pass = 0; // make invalid
- } else {
- ins->last_render_pass = render_pass;
- }
- ins->last_frame_pass = frame_number;
- }
-
- /* STEP 5 - PROCESS LIGHTS */
-
- RID *directional_light_ptr = &light_instance_cull_result[light_cull_count];
- directional_light_count = 0;
-
- // directional lights
- {
- Instance **lights_with_shadow = (Instance **)alloca(sizeof(Instance *) * scenario->directional_lights.size());
- int directional_shadow_count = 0;
-
- for (List<Instance *>::Element *E = scenario->directional_lights.front(); E; E = E->next()) {
- if (light_cull_count + directional_light_count >= MAX_LIGHTS_CULLED) {
- break;
- }
-
- if (!E->get()->visible) {
- continue;
- }
-
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
-
- //check shadow..
-
- if (light) {
- if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->get()->base)) {
- lights_with_shadow[directional_shadow_count++] = E->get();
- }
- //add to list
- directional_light_ptr[directional_light_count++] = light->instance;
- }
- }
-
- RSG::scene_render->set_directional_shadow_count(directional_shadow_count);
-
- for (int i = 0; i < directional_shadow_count; i++) {
- RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i));
-
- _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
-
- RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i));
- }
- }
-
- if (p_using_shadows) { //setup shadow maps
-
- //SortArray<Instance*,_InstanceLightsort> sorter;
- //sorter.sort(light_cull_result,light_cull_count);
- for (int i = 0; i < light_cull_count; i++) {
- Instance *ins = light_cull_result[i];
-
- if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
- continue;
- }
-
- InstanceLightData *light = static_cast<InstanceLightData *>(ins->base_data);
-
- float coverage = 0.f;
-
- { //compute coverage
-
- Transform 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
-
- // near plane half width and height
- Vector2 vp_half_extents = p_cam_projection.get_viewport_half_extents();
-
- switch (RSG::storage->light_get_type(ins->base)) {
- case RS::LIGHT_OMNI: {
- float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
-
- //get two points parallel to near plane
- Vector3 points[2] = {
- ins->transform.origin,
- ins->transform.origin + cam_xf.basis.get_axis(0) * radius
- };
-
- if (!p_cam_orthogonal) {
- //if using perspetive, map them to near plane
- for (int j = 0; j < 2; j++) {
- if (p.distance_to(points[j]) < 0) {
- points[j].z = -zn; //small hack to keep size constant when hitting the screen
- }
-
- p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
- }
- }
-
- float screen_diameter = points[0].distance_to(points[1]) * 2;
- coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
- } break;
- case RS::LIGHT_SPOT: {
- float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
- float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
-
- float w = radius * Math::sin(Math::deg2rad(angle));
- float d = radius * Math::cos(Math::deg2rad(angle));
-
- Vector3 base = ins->transform.origin - ins->transform.basis.get_axis(2).normalized() * d;
-
- Vector3 points[2] = {
- base,
- base + cam_xf.basis.get_axis(0) * w
- };
-
- if (!p_cam_orthogonal) {
- //if using perspetive, map them to near plane
- for (int j = 0; j < 2; j++) {
- if (p.distance_to(points[j]) < 0) {
- points[j].z = -zn; //small hack to keep size constant when hitting the screen
- }
-
- p.intersects_segment(cam_xf.origin, points[j], &points[j]); //map to plane
- }
- }
-
- float screen_diameter = points[0].distance_to(points[1]) * 2;
- coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
-
- } break;
- default: {
- ERR_PRINT("Invalid Light Type");
- }
- }
- }
-
- if (light->shadow_dirty) {
- light->last_version++;
- light->shadow_dirty = false;
- }
-
- bool redraw = RSG::scene_render->shadow_atlas_update_light(p_shadow_atlas, light->instance, coverage, light->last_version);
-
- if (redraw) {
- //must redraw!
- RENDER_TIMESTAMP(">Rendering Light " + itos(i));
- light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
- RENDER_TIMESTAMP("<Rendering Light " + itos(i));
- }
- }
- }
-
- /* UPDATE SDFGI */
-
- if (p_render_buffers.is_valid()) {
- uint32_t cascade_index[8];
- uint32_t cascade_sizes[8];
- const RID *cascade_ptrs[8];
- uint32_t cascade_count = 0;
- uint32_t sdfgi_light_cull_count = 0;
-
- uint32_t prev_cascade = 0xFFFFFFFF;
- for (int i = 0; i < RSG::scene_render->sdfgi_get_pending_region_count(p_render_buffers); i++) {
- AABB region = RSG::scene_render->sdfgi_get_pending_region_bounds(p_render_buffers, i);
- uint32_t region_cascade = RSG::scene_render->sdfgi_get_pending_region_cascade(p_render_buffers, i);
-
- if (region_cascade != prev_cascade) {
- cascade_sizes[cascade_count] = 0;
- cascade_index[cascade_count] = region_cascade;
- cascade_ptrs[cascade_count] = &sdfgi_light_cull_result[sdfgi_light_cull_count];
- cascade_count++;
- sdfgi_light_cull_pass++;
- prev_cascade = region_cascade;
- }
- uint32_t sdfgi_cull_count = scenario->octree.cull_aabb(region, instance_shadow_cull_result, MAX_INSTANCE_CULL);
-
- for (uint32_t j = 0; j < sdfgi_cull_count; j++) {
- Instance *ins = instance_shadow_cull_result[j];
-
- bool keep = false;
-
- if (ins->base_type == RS::INSTANCE_LIGHT && ins->visible) {
- InstanceLightData *instance_light = (InstanceLightData *)ins->base_data;
- if (instance_light->bake_mode != RS::LIGHT_BAKE_STATIC || region_cascade > instance_light->max_sdfgi_cascade) {
- continue;
- }
-
- if (sdfgi_light_cull_pass != instance_light->sdfgi_cascade_light_pass && sdfgi_light_cull_count < MAX_LIGHTS_CULLED) {
- instance_light->sdfgi_cascade_light_pass = sdfgi_light_cull_pass;
- sdfgi_light_cull_result[sdfgi_light_cull_count++] = instance_light->instance;
- cascade_sizes[cascade_count - 1]++;
- }
- } else if ((1 << ins->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- if (ins->baked_light) {
- keep = true;
- }
- }
-
- if (!keep) {
- // remove, no reason to keep
- sdfgi_cull_count--;
- SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[sdfgi_cull_count]);
- j--;
- }
- }
-
- RSG::scene_render->render_sdfgi(p_render_buffers, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, sdfgi_cull_count);
- //have to save updated cascades, then update static lights.
- }
-
- if (sdfgi_light_cull_count) {
- RSG::scene_render->render_sdfgi_static_lights(p_render_buffers, cascade_count, cascade_index, cascade_ptrs, cascade_sizes);
- }
-
- RSG::scene_render->sdfgi_update_probes(p_render_buffers, p_environment, directional_light_ptr, directional_light_count, scenario->dynamic_lights.ptr(), scenario->dynamic_lights.size());
- }
-}
-
-RID RenderingServerScene::_render_get_environment(RID p_camera, RID p_scenario) {
- Camera *camera = camera_owner.getornull(p_camera);
- if (camera && RSG::scene_render->is_environment(camera->env)) {
- return camera->env;
- }
-
- Scenario *scenario = scenario_owner.getornull(p_scenario);
- if (!scenario) {
- return RID();
- }
- if (RSG::scene_render->is_environment(scenario->environment)) {
- return scenario->environment;
- }
-
- if (RSG::scene_render->is_environment(scenario->fallback_environment)) {
- return scenario->fallback_environment;
- }
-
- return RID();
-}
-
-void RenderingServerScene::_render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
- Scenario *scenario = scenario_owner.getornull(p_scenario);
-
- RID camera_effects;
- if (p_force_camera_effects.is_valid()) {
- camera_effects = p_force_camera_effects;
- } else {
- camera_effects = scenario->camera_effects;
- }
- /* PROCESS GEOMETRY AND DRAW SCENE */
-
- RENDER_TIMESTAMP("Render Scene ");
- RSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, decal_instance_cull_result, decal_cull_count, (RasterizerScene::InstanceBase **)lightmap_cull_result, lightmap_cull_count, p_environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
-}
-
-void RenderingServerScene::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
-#ifndef _3D_DISABLED
-
- Scenario *scenario = scenario_owner.getornull(p_scenario);
-
- RID environment;
- if (scenario->environment.is_valid()) {
- environment = scenario->environment;
- } else {
- environment = scenario->fallback_environment;
- }
- RENDER_TIMESTAMP("Render Empty Scene ");
- RSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
-#endif
-}
-
-bool RenderingServerScene::_render_reflection_probe_step(Instance *p_instance, int p_step) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(p_instance->base_data);
- Scenario *scenario = p_instance->scenario;
- ERR_FAIL_COND_V(!scenario, true);
-
- RenderingServerRaster::redraw_request(); //update, so it updates in editor
-
- if (p_step == 0) {
- if (!RSG::scene_render->reflection_probe_instance_begin_render(reflection_probe->instance, scenario->reflection_atlas)) {
- return true; //all full
- }
- }
-
- if (p_step >= 0 && p_step < 6) {
- static const Vector3 view_normals[6] = {
- Vector3(+1, 0, 0),
- Vector3(-1, 0, 0),
- Vector3(0, +1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1)
- };
- static const Vector3 view_up[6] = {
- Vector3(0, -1, 0),
- Vector3(0, -1, 0),
- Vector3(0, 0, +1),
- Vector3(0, 0, -1),
- Vector3(0, -1, 0),
- Vector3(0, -1, 0)
- };
-
- Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
- Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
- float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
-
- Vector3 edge = view_normals[p_step] * extents;
- float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
-
- max_distance = MAX(max_distance, distance);
-
- //render cubemap side
- CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, max_distance);
-
- Transform 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;
-
- RID shadow_atlas;
-
- bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
- if (use_shadows) {
- shadow_atlas = scenario->reflection_probe_shadow_atlas;
- }
-
- RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
- _prepare_scene(xform, cm, false, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
- _render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
-
- } else {
- //do roughness postprocess step until it believes it's done
- RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
- return RSG::scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
- }
-
- return false;
-}
-
-void RenderingServerScene::render_probes() {
- /* REFLECTION PROBES */
-
- SelfList<InstanceReflectionProbeData> *ref_probe = reflection_probe_render_list.first();
-
- bool busy = false;
-
- while (ref_probe) {
- SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
- RID base = ref_probe->self()->owner->base;
-
- switch (RSG::storage->reflection_probe_get_update_mode(base)) {
- case RS::REFLECTION_PROBE_UPDATE_ONCE: {
- if (busy) { //already rendering something
- break;
- }
-
- bool done = _render_reflection_probe_step(ref_probe->self()->owner, ref_probe->self()->render_step);
- if (done) {
- reflection_probe_render_list.remove(ref_probe);
- } else {
- ref_probe->self()->render_step++;
- }
-
- busy = true; //do not render another one of this kind
- } break;
- case RS::REFLECTION_PROBE_UPDATE_ALWAYS: {
- int step = 0;
- bool done = false;
- while (!done) {
- done = _render_reflection_probe_step(ref_probe->self()->owner, step);
- step++;
- }
-
- reflection_probe_render_list.remove(ref_probe);
- } break;
- }
-
- ref_probe = next;
- }
-
- /* GI PROBES */
-
- SelfList<InstanceGIProbeData> *gi_probe = gi_probe_update_list.first();
-
- if (gi_probe) {
- RENDER_TIMESTAMP("Render GI Probes");
- }
-
- while (gi_probe) {
- SelfList<InstanceGIProbeData> *next = gi_probe->next();
-
- InstanceGIProbeData *probe = gi_probe->self();
- //Instance *instance_probe = probe->owner;
-
- //check if probe must be setup, but don't do if on the lighting thread
-
- bool cache_dirty = false;
- int cache_count = 0;
- {
- int light_cache_size = probe->light_cache.size();
- const InstanceGIProbeData::LightCache *caches = probe->light_cache.ptr();
- const RID *instance_caches = probe->light_instances.ptr();
-
- int idx = 0; //must count visible lights
- for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
- if (!instance->visible) {
- continue;
- }
- if (cache_dirty) {
- //do nothing, since idx must count all visible lights anyway
- } else if (idx >= light_cache_size) {
- cache_dirty = true;
- } else {
- const InstanceGIProbeData::LightCache *cache = &caches[idx];
-
- if (
- instance_caches[idx] != instance_light->instance ||
- cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
- cache->type != RSG::storage->light_get_type(instance->base) ||
- cache->transform != instance->transform ||
- cache->color != RSG::storage->light_get_color(instance->base) ||
- cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
- cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
- cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
- cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
- cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
- cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
- cache_dirty = true;
- }
- }
-
- idx++;
- }
-
- for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
- if (!instance->visible) {
- continue;
- }
- if (cache_dirty) {
- //do nothing, since idx must count all visible lights anyway
- } else if (idx >= light_cache_size) {
- cache_dirty = true;
- } else {
- const InstanceGIProbeData::LightCache *cache = &caches[idx];
-
- if (
- instance_caches[idx] != instance_light->instance ||
- cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
- cache->type != RSG::storage->light_get_type(instance->base) ||
- cache->transform != instance->transform ||
- cache->color != RSG::storage->light_get_color(instance->base) ||
- cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
- cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
- cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
- cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
- cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
- cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
- cache_dirty = true;
- }
- }
-
- idx++;
- }
-
- if (idx != light_cache_size) {
- cache_dirty = true;
- }
-
- cache_count = idx;
- }
-
- bool update_lights = RSG::scene_render->gi_probe_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();
- RID *instance_caches = probe->light_instances.ptrw();
-
- int idx = 0; //must count visible lights
- for (Set<Instance *>::Element *E = probe->lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
- if (!instance->visible) {
- continue;
- }
-
- InstanceGIProbeData::LightCache *cache = &caches[idx];
-
- instance_caches[idx] = instance_light->instance;
- cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
- cache->type = RSG::storage->light_get_type(instance->base);
- cache->transform = instance->transform;
- cache->color = RSG::storage->light_get_color(instance->base);
- cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
- cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
- cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
- cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
- cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
- cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
- for (List<Instance *>::Element *E = probe->owner->scenario->directional_lights.front(); E; E = E->next()) {
- Instance *instance = E->get();
- InstanceLightData *instance_light = (InstanceLightData *)instance->base_data;
- if (!instance->visible) {
- continue;
- }
-
- InstanceGIProbeData::LightCache *cache = &caches[idx];
-
- instance_caches[idx] = instance_light->instance;
- cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
- cache->type = RSG::storage->light_get_type(instance->base);
- cache->transform = instance->transform;
- cache->color = RSG::storage->light_get_color(instance->base);
- cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
- cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
- cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
- cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
- cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
- cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
- }
-
- update_lights = true;
- }
-
- instance_cull_count = 0;
- for (List<InstanceGIProbeData::PairInfo>::Element *E = probe->dynamic_geometries.front(); E; E = E->next()) {
- if (instance_cull_count < MAX_INSTANCE_CULL) {
- Instance *ins = E->get().geometry;
- if (!ins->visible) {
- continue;
- }
- InstanceGeometryData *geom = (InstanceGeometryData *)ins->base_data;
-
- if (geom->gi_probes_dirty) {
- //giprobes may be dirty, so update
- int l = 0;
- //only called when reflection probe AABB enter/exit this geometry
- ins->gi_probe_instances.resize(geom->gi_probes.size());
-
- for (List<Instance *>::Element *F = geom->gi_probes.front(); F; F = F->next()) {
- InstanceGIProbeData *gi_probe2 = static_cast<InstanceGIProbeData *>(F->get()->base_data);
-
- ins->gi_probe_instances.write[l++] = gi_probe2->probe_instance;
- }
-
- geom->gi_probes_dirty = false;
- }
-
- instance_cull_result[instance_cull_count++] = E->get().geometry;
- }
- }
-
- RSG::scene_render->gi_probe_update(probe->probe_instance, update_lights, probe->light_instances, instance_cull_count, (RasterizerScene::InstanceBase **)instance_cull_result);
-
- gi_probe_update_list.remove(gi_probe);
-
- gi_probe = next;
- }
-}
-
-void RenderingServerScene::_update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material) {
- List<RasterizerStorage::InstanceShaderParam> plist;
- RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
- for (List<RasterizerStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
- StringName name = E->get().info.name;
- if (isparams.has(name)) {
- if (isparams[name].info.type != E->get().info.type) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
- }
- if (isparams[name].index != E->get().index) {
- WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
- }
- continue; //first one found always has priority
- }
-
- RasterizerScene::InstanceBase::InstanceShaderParameter isp;
- isp.index = E->get().index;
- isp.info = E->get().info;
- isp.default_value = E->get().default_value;
- if (existing_isparams.has(name)) {
- isp.value = existing_isparams[name].value;
- } else {
- isp.value = E->get().default_value;
- }
- isparams[name] = isp;
- }
-}
-
-void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
- if (p_instance->update_aabb) {
- _update_instance_aabb(p_instance);
- }
-
- if (p_instance->update_dependencies) {
- p_instance->instance_increase_version();
-
- if (p_instance->base.is_valid()) {
- RSG::storage->base_update_dependency(p_instance->base, p_instance);
- }
-
- if (p_instance->material_override.is_valid()) {
- RSG::storage->material_update_dependency(p_instance->material_override, p_instance);
- }
-
- if (p_instance->base_type == RS::INSTANCE_MESH) {
- //remove materials no longer used and un-own them
-
- int new_mat_count = RSG::storage->mesh_get_surface_count(p_instance->base);
- p_instance->materials.resize(new_mat_count);
-
- int new_blend_shape_count = RSG::storage->mesh_get_blend_shape_count(p_instance->base);
- if (new_blend_shape_count != p_instance->blend_values.size()) {
- p_instance->blend_values.resize(new_blend_shape_count);
- for (int i = 0; i < new_blend_shape_count; i++) {
- p_instance->blend_values.write[i] = 0;
- }
- }
- }
-
- if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) {
- InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data);
-
- bool can_cast_shadows = true;
- bool is_animated = false;
- Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> isparams;
-
- if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
- can_cast_shadows = false;
- }
-
- if (p_instance->material_override.is_valid()) {
- if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
- can_cast_shadows = false;
- }
- is_animated = RSG::storage->material_is_animated(p_instance->material_override);
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
- } else {
- if (p_instance->base_type == RS::INSTANCE_MESH) {
- RID mesh = p_instance->base;
-
- if (mesh.is_valid()) {
- bool cast_shadows = false;
-
- for (int i = 0; i < p_instance->materials.size(); i++) {
- RID mat = p_instance->materials[i].is_valid() ? p_instance->materials[i] : RSG::storage->mesh_surface_get_material(mesh, i);
-
- if (!mat.is_valid()) {
- cast_shadows = true;
- } else {
- if (RSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
-
- if (RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
-
- RSG::storage->material_update_dependency(mat, p_instance);
- }
- }
-
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
- }
-
- } else if (p_instance->base_type == RS::INSTANCE_MULTIMESH) {
- RID mesh = RSG::storage->multimesh_get_mesh(p_instance->base);
- if (mesh.is_valid()) {
- bool cast_shadows = false;
-
- int sc = RSG::storage->mesh_get_surface_count(mesh);
- for (int i = 0; i < sc; i++) {
- RID mat = RSG::storage->mesh_surface_get_material(mesh, i);
-
- if (!mat.is_valid()) {
- cast_shadows = true;
-
- } else {
- if (RSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
- if (RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
-
- RSG::storage->material_update_dependency(mat, p_instance);
- }
- }
-
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
-
- RSG::storage->base_update_dependency(mesh, p_instance);
- }
- } else if (p_instance->base_type == RS::INSTANCE_IMMEDIATE) {
- RID mat = RSG::storage->immediate_get_material(p_instance->base);
-
- if (!(!mat.is_valid() || RSG::storage->material_casts_shadows(mat))) {
- can_cast_shadows = false;
- }
-
- if (mat.is_valid() && RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- if (mat.is_valid()) {
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
- }
-
- if (mat.is_valid()) {
- RSG::storage->material_update_dependency(mat, p_instance);
- }
-
- } else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
- bool cast_shadows = false;
-
- int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
-
- for (int i = 0; i < dp; i++) {
- RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
- if (!mesh.is_valid()) {
- continue;
- }
-
- int sc = RSG::storage->mesh_get_surface_count(mesh);
- for (int j = 0; j < sc; j++) {
- RID mat = RSG::storage->mesh_surface_get_material(mesh, j);
-
- if (!mat.is_valid()) {
- cast_shadows = true;
- } else {
- if (RSG::storage->material_casts_shadows(mat)) {
- cast_shadows = true;
- }
-
- if (RSG::storage->material_is_animated(mat)) {
- is_animated = true;
- }
-
- _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
-
- RSG::storage->material_update_dependency(mat, p_instance);
- }
- }
- }
-
- if (!cast_shadows) {
- can_cast_shadows = false;
- }
- }
- }
-
- if (can_cast_shadows != geom->can_cast_shadows) {
- //ability to cast shadows change, let lights now
- for (List<Instance *>::Element *E = geom->lighting.front(); E; E = E->next()) {
- InstanceLightData *light = static_cast<InstanceLightData *>(E->get()->base_data);
- light->shadow_dirty = true;
- }
-
- geom->can_cast_shadows = can_cast_shadows;
- }
-
- geom->material_is_animated = is_animated;
- p_instance->instance_shader_parameters = isparams;
-
- if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
- p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
- if (p_instance->instance_allocated_shader_parameters) {
- p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
- for (Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
- if (E->get().value.get_type() != Variant::NIL) {
- RSG::storage->global_variables_instance_update(p_instance->self, E->get().index, E->get().value);
- }
- }
- } else {
- RSG::storage->global_variables_instance_free(p_instance->self);
- p_instance->instance_allocated_shader_parameters_offset = -1;
- }
- }
- }
-
- if (p_instance->skeleton.is_valid()) {
- RSG::storage->skeleton_update_dependency(p_instance->skeleton, p_instance);
- }
-
- p_instance->clean_up_dependencies();
- }
-
- _instance_update_list.remove(&p_instance->update_item);
-
- _update_instance(p_instance);
-
- p_instance->update_aabb = false;
- p_instance->update_dependencies = false;
-}
-
-void RenderingServerScene::update_dirty_instances() {
- RSG::storage->update_dirty_resources();
-
- while (_instance_update_list.first()) {
- _update_dirty_instance(_instance_update_list.first()->self());
- }
-}
-
-bool RenderingServerScene::free(RID p_rid) {
- if (camera_owner.owns(p_rid)) {
- Camera *camera = camera_owner.getornull(p_rid);
-
- camera_owner.free(p_rid);
- memdelete(camera);
-
- } else if (scenario_owner.owns(p_rid)) {
- Scenario *scenario = scenario_owner.getornull(p_rid);
-
- while (scenario->instances.first()) {
- instance_set_scenario(scenario->instances.first()->self()->self, RID());
- }
- RSG::scene_render->free(scenario->reflection_probe_shadow_atlas);
- RSG::scene_render->free(scenario->reflection_atlas);
- scenario_owner.free(p_rid);
- memdelete(scenario);
-
- } else if (instance_owner.owns(p_rid)) {
- // delete the instance
-
- update_dirty_instances();
-
- Instance *instance = instance_owner.getornull(p_rid);
-
- instance_geometry_set_lightmap(p_rid, RID(), Rect2(), 0);
- instance_set_scenario(p_rid, RID());
- instance_set_base(p_rid, RID());
- instance_geometry_set_material_override(p_rid, RID());
- instance_attach_skeleton(p_rid, RID());
-
- if (instance->instance_allocated_shader_parameters) {
- //free the used shader parameters
- RSG::storage->global_variables_instance_free(instance->self);
- }
- update_dirty_instances(); //in case something changed this
-
- instance_owner.free(p_rid);
- memdelete(instance);
- } else {
- return false;
- }
-
- return true;
-}
-
-TypedArray<Image> RenderingServerScene::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
- return RSG::scene_render->bake_render_uv2(p_base, p_material_overrides, p_image_size);
-}
-
-RenderingServerScene *RenderingServerScene::singleton = nullptr;
-
-RenderingServerScene::RenderingServerScene() {
- render_pass = 1;
- singleton = this;
-}
-
-RenderingServerScene::~RenderingServerScene() {
-}
diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h
deleted file mode 100644
index 165c3784c1..0000000000
--- a/servers/rendering/rendering_server_scene.h
+++ /dev/null
@@ -1,474 +0,0 @@
-/*************************************************************************/
-/* rendering_server_scene.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 VISUALSERVERSCENE_H
-#define VISUALSERVERSCENE_H
-
-#include "servers/rendering/rasterizer.h"
-
-#include "core/local_vector.h"
-#include "core/math/geometry_3d.h"
-#include "core/math/octree.h"
-#include "core/os/semaphore.h"
-#include "core/os/thread.h"
-#include "core/rid_owner.h"
-#include "core/self_list.h"
-#include "servers/xr/xr_interface.h"
-
-class RenderingServerScene {
-public:
- enum {
-
- MAX_INSTANCE_CULL = 65536,
- MAX_LIGHTS_CULLED = 4096,
- MAX_REFLECTION_PROBES_CULLED = 4096,
- MAX_DECALS_CULLED = 4096,
- MAX_GI_PROBES_CULLED = 4096,
- MAX_ROOM_CULL = 32,
- MAX_LIGHTMAPS_CULLED = 4096,
- MAX_EXTERIOR_PORTALS = 128,
- };
-
- uint64_t render_pass;
-
- static RenderingServerScene *singleton;
-
- /* CAMERA API */
-
- struct Camera {
- enum Type {
- PERSPECTIVE,
- ORTHOGONAL,
- FRUSTUM
- };
- Type type;
- float fov;
- float znear, zfar;
- float size;
- Vector2 offset;
- uint32_t visible_layers;
- bool vaspect;
- RID env;
- RID effects;
-
- Transform transform;
-
- Camera() {
- visible_layers = 0xFFFFFFFF;
- fov = 75;
- type = PERSPECTIVE;
- znear = 0.05;
- zfar = 100;
- size = 1.0;
- offset = Vector2();
- vaspect = false;
- }
- };
-
- mutable RID_PtrOwner<Camera> camera_owner;
-
- virtual RID camera_create();
- 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_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);
-
- /* SCENARIO API */
-
- struct Instance;
-
- struct Scenario {
- RS::ScenarioDebugMode debug;
- RID self;
-
- Octree<Instance, true> octree;
-
- List<Instance *> directional_lights;
- RID environment;
- RID fallback_environment;
- RID camera_effects;
- RID reflection_probe_shadow_atlas;
- RID reflection_atlas;
-
- SelfList<Instance>::List instances;
-
- LocalVector<RID> dynamic_lights;
-
- Scenario() { debug = RS::SCENARIO_DEBUG_DISABLED; }
- };
-
- mutable RID_PtrOwner<Scenario> scenario_owner;
-
- static void *_instance_pair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int);
- static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A, int, OctreeElementID, Instance *p_B, int, void *);
-
- virtual RID scenario_create();
-
- virtual void scenario_set_debug(RID p_scenario, RS::ScenarioDebugMode p_debug_mode);
- virtual void scenario_set_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_camera_effects(RID p_scenario, RID p_fx);
- virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
- virtual void scenario_set_reflection_atlas_size(RID p_scenario, int p_reflection_size, int p_reflection_count);
-
- /* INSTANCING API */
-
- struct InstanceBaseData {
- virtual ~InstanceBaseData() {}
- };
-
- struct Instance : RasterizerScene::InstanceBase {
- RID self;
- //scenario stuff
- OctreeElementID octree_id;
- Scenario *scenario;
- SelfList<Instance> scenario_item;
-
- //aabb stuff
- bool update_aabb;
- bool update_dependencies;
-
- SelfList<Instance> update_item;
-
- AABB *custom_aabb; // <Zylann> would using aabb directly with a bool be better?
- float extra_margin;
- ObjectID object_id;
-
- float lod_begin;
- float lod_end;
- float lod_begin_hysteresis;
- float lod_end_hysteresis;
- RID lod_instance;
-
- Vector<Color> lightmap_target_sh; //target is used for incrementally changing the SH over time, this avoids pops in some corner cases and when going interior <-> exterior
-
- uint64_t last_render_pass;
- uint64_t last_frame_pass;
-
- uint64_t version; // changes to this, and changes to base increase version
-
- InstanceBaseData *base_data;
-
- virtual void dependency_deleted(RID p_dependency) {
- if (p_dependency == base) {
- singleton->instance_set_base(self, RID());
- } else if (p_dependency == skeleton) {
- singleton->instance_attach_skeleton(self, RID());
- } else {
- singleton->_instance_queue_update(this, false, true);
- }
- }
-
- virtual void dependency_changed(bool p_aabb, bool p_dependencies) {
- singleton->_instance_queue_update(this, p_aabb, p_dependencies);
- }
-
- Instance() :
- scenario_item(this),
- update_item(this) {
- octree_id = 0;
- scenario = nullptr;
-
- update_aabb = false;
- update_dependencies = false;
-
- extra_margin = 0;
-
- visible = true;
-
- lod_begin = 0;
- lod_end = 0;
- lod_begin_hysteresis = 0;
- lod_end_hysteresis = 0;
-
- last_render_pass = 0;
- last_frame_pass = 0;
- version = 1;
- base_data = nullptr;
-
- custom_aabb = nullptr;
- }
-
- ~Instance() {
- if (base_data) {
- memdelete(base_data);
- }
- if (custom_aabb) {
- memdelete(custom_aabb);
- }
- }
- };
-
- SelfList<Instance>::List _instance_update_list;
- void _instance_queue_update(Instance *p_instance, bool p_update_aabb, bool p_update_dependencies = false);
-
- struct InstanceGeometryData : public InstanceBaseData {
- List<Instance *> lighting;
- bool lighting_dirty;
- bool can_cast_shadows;
- bool material_is_animated;
-
- List<Instance *> decals;
- bool decal_dirty;
-
- List<Instance *> reflection_probes;
- bool reflection_dirty;
-
- List<Instance *> gi_probes;
- bool gi_probes_dirty;
-
- List<Instance *> lightmap_captures;
-
- InstanceGeometryData() {
- lighting_dirty = false;
- reflection_dirty = true;
- can_cast_shadows = true;
- material_is_animated = true;
- gi_probes_dirty = true;
- decal_dirty = true;
- }
- };
-
- struct InstanceReflectionProbeData : public InstanceBaseData {
- Instance *owner;
-
- struct PairInfo {
- List<Instance *>::Element *L; //reflection iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
-
- RID instance;
- bool reflection_dirty;
- SelfList<InstanceReflectionProbeData> update_list;
-
- int render_step;
-
- InstanceReflectionProbeData() :
- update_list(this) {
- reflection_dirty = true;
- render_step = -1;
- }
- };
-
- struct InstanceDecalData : public InstanceBaseData {
- Instance *owner;
- RID instance;
-
- struct PairInfo {
- List<Instance *>::Element *L; //reflection iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
-
- InstanceDecalData() {
- }
- };
-
- SelfList<InstanceReflectionProbeData>::List reflection_probe_render_list;
-
- struct InstanceLightData : public InstanceBaseData {
- struct PairInfo {
- List<Instance *>::Element *L; //light iterator in geometry
- Instance *geometry;
- };
-
- RID instance;
- uint64_t last_version;
- List<Instance *>::Element *D; // directional light in scenario
-
- bool shadow_dirty;
-
- List<PairInfo> geometries;
-
- Instance *baked_light;
-
- RS::LightBakeMode bake_mode;
- uint32_t max_sdfgi_cascade = 2;
-
- uint64_t sdfgi_cascade_light_pass = 0;
-
- InstanceLightData() {
- bake_mode = RS::LIGHT_BAKE_DISABLED;
- shadow_dirty = true;
- D = nullptr;
- last_version = 0;
- baked_light = nullptr;
- }
- };
-
- struct InstanceGIProbeData : public InstanceBaseData {
- Instance *owner;
-
- struct PairInfo {
- List<Instance *>::Element *L; //gi probe iterator in geometry
- Instance *geometry;
- };
-
- List<PairInfo> geometries;
- List<PairInfo> dynamic_geometries;
-
- Set<Instance *> lights;
-
- struct LightCache {
- RS::LightType type;
- Transform transform;
- Color color;
- float energy;
- float bake_energy;
- float radius;
- float attenuation;
- float spot_angle;
- float spot_attenuation;
- bool has_shadow;
- };
-
- Vector<LightCache> light_cache;
- Vector<RID> light_instances;
-
- RID probe_instance;
-
- bool invalid;
- uint32_t base_version;
-
- SelfList<InstanceGIProbeData> update_element;
-
- InstanceGIProbeData() :
- update_element(this) {
- invalid = true;
- base_version = 0;
- }
- };
-
- SelfList<InstanceGIProbeData>::List gi_probe_update_list;
-
- struct InstanceLightmapData : public InstanceBaseData {
- struct PairInfo {
- List<Instance *>::Element *L; //iterator in geometry
- Instance *geometry;
- };
- List<PairInfo> geometries;
-
- Set<Instance *> users;
-
- InstanceLightmapData() {
- }
- };
-
- int instance_cull_count;
- Instance *instance_cull_result[MAX_INSTANCE_CULL];
- Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
- Instance *light_cull_result[MAX_LIGHTS_CULLED];
- RID sdfgi_light_cull_result[MAX_LIGHTS_CULLED];
- RID light_instance_cull_result[MAX_LIGHTS_CULLED];
- uint64_t sdfgi_light_cull_pass = 0;
- int light_cull_count;
- int directional_light_count;
- RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
- RID decal_instance_cull_result[MAX_DECALS_CULLED];
- int reflection_probe_cull_count;
- int decal_cull_count;
- RID gi_probe_instance_cull_result[MAX_GI_PROBES_CULLED];
- int gi_probe_cull_count;
- Instance *lightmap_cull_result[MAX_LIGHTS_CULLED];
- int lightmap_cull_count;
-
- RID_PtrOwner<Instance> instance_owner;
-
- virtual RID instance_create();
-
- 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_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_visible(RID p_instance, bool p_visible);
-
- virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb);
-
- virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton);
- virtual void instance_set_exterior(RID p_instance, bool p_enabled);
-
- virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin);
-
- // don't use these in a game!
- virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const;
- virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const;
- virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const;
-
- virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled);
- virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting);
- virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
-
- virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin);
- virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance);
- virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index);
-
- void _update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material);
-
- virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value);
- virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const;
- virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const;
- virtual Variant instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const;
-
- _FORCE_INLINE_ void _update_instance(Instance *p_instance);
- _FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
- _FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
- _FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
-
- _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);
-
- RID _render_get_environment(RID p_camera, RID p_scenario);
-
- bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _prepare_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, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows = true);
- void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
- 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, 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, RID p_shadow_atlas);
- void update_dirty_instances();
-
- void render_probes();
-
- TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size);
-
- bool free(RID p_rid);
-
- RenderingServerScene();
- virtual ~RenderingServerScene();
-};
-
-#endif // VISUALSERVERSCENE_H
diff --git a/servers/rendering/rendering_server_viewport.cpp b/servers/rendering/rendering_server_viewport.cpp
deleted file mode 100644
index 48be6ca13b..0000000000
--- a/servers/rendering/rendering_server_viewport.cpp
+++ /dev/null
@@ -1,816 +0,0 @@
-/*************************************************************************/
-/* rendering_server_viewport.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rendering_server_viewport.h"
-
-#include "core/project_settings.h"
-#include "rendering_server_canvas.h"
-#include "rendering_server_globals.h"
-#include "rendering_server_scene.h"
-
-static Transform2D _canvas_get_transform(RenderingServerViewport::Viewport *p_viewport, RenderingServerCanvas::Canvas *p_canvas, RenderingServerViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
- Transform2D xf = p_viewport->global_transform;
-
- float scale = 1.0;
- if (p_viewport->canvas_map.has(p_canvas->parent)) {
- xf = xf * p_viewport->canvas_map[p_canvas->parent].transform;
- scale = p_canvas->parent_scale;
- }
-
- xf = xf * p_canvas_data->transform;
-
- if (scale != 1.0 && !RSG::canvas->disable_scale) {
- Vector2 pivot = p_vp_size * 0.5;
- Transform2D xfpivot;
- xfpivot.set_origin(pivot);
- Transform2D xfscale;
- xfscale.scale(Vector2(scale, scale));
-
- xf = xfpivot.affine_inverse() * xf;
- xf = xfscale * xf;
- xf = xfpivot * xf;
- }
-
- return xf;
-}
-
-void RenderingServerViewport::_draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye) {
- RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
-
- Ref<XRInterface> xr_interface;
- if (XRServer::get_singleton() != nullptr) {
- xr_interface = XRServer::get_singleton()->get_primary_interface();
- }
-
- 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, p_viewport->shadow_atlas);
- } else {
- RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
- }
- RENDER_TIMESTAMP("<End Rendering 3D Scene");
-}
-
-void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye) {
- if (p_viewport->measure_render_time) {
- String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
- RSG::storage->capture_timestamp(rt_id);
- timestamp_vp_map[rt_id] = p_viewport->self;
- }
-
- /* Camera should always be BEFORE any other 3D */
-
- bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
- int scenario_canvas_max_layer = 0;
-
- Color bgcolor = RSG::storage->get_default_clear_color();
-
- if (!p_viewport->hide_canvas && !p_viewport->disable_environment && RSG::scene->scenario_owner.owns(p_viewport->scenario)) {
- RenderingServerScene::Scenario *scenario = RSG::scene->scenario_owner.getornull(p_viewport->scenario);
- ERR_FAIL_COND(!scenario);
- if (RSG::scene_render->is_environment(scenario->environment)) {
- scenario_draw_canvas_bg = RSG::scene_render->environment_get_background(scenario->environment) == RS::ENV_BG_CANVAS;
-
- scenario_canvas_max_layer = RSG::scene_render->environment_get_canvas_max_layer(scenario->environment);
- }
- }
-
- bool can_draw_3d = RSG::scene->camera_owner.owns(p_viewport->camera);
-
- if (p_viewport->clear_mode != RS::VIEWPORT_CLEAR_NEVER) {
- if (p_viewport->transparent_bg) {
- bgcolor = Color(0, 0, 0, 0);
- }
- if (p_viewport->clear_mode == RS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) {
- p_viewport->clear_mode = RS::VIEWPORT_CLEAR_NEVER;
- }
- }
-
- if ((scenario_draw_canvas_bg || can_draw_3d) && !p_viewport->render_buffers.is_valid()) {
- //wants to draw 3D but there is no render buffer, create
- p_viewport->render_buffers = RSG::scene_render->render_buffers_create();
- RSG::scene_render->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, p_viewport->size.width, p_viewport->size.height, p_viewport->msaa, p_viewport->screen_space_aa);
- }
-
- RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
-
- if (!scenario_draw_canvas_bg && can_draw_3d) {
- _draw_3d(p_viewport, p_eye);
- }
-
- if (!p_viewport->hide_canvas) {
- int i = 0;
-
- Map<Viewport::CanvasKey, Viewport::CanvasData *> canvas_map;
-
- Rect2 clip_rect(0, 0, p_viewport->size.x, p_viewport->size.y);
- RasterizerCanvas::Light *lights = nullptr;
- RasterizerCanvas::Light *lights_with_shadow = nullptr;
- RasterizerCanvas::Light *lights_with_mask = nullptr;
- Rect2 shadow_rect;
-
- int light_count = 0;
-
- RENDER_TIMESTAMP("Cull Canvas Lights");
- for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
- RenderingServerCanvas::Canvas *canvas = static_cast<RenderingServerCanvas::Canvas *>(E->get().canvas);
-
- Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
-
- //find lights in canvas
-
- for (Set<RasterizerCanvas::Light *>::Element *F = canvas->lights.front(); F; F = F->next()) {
- RasterizerCanvas::Light *cl = F->get();
- if (cl->enabled && cl->texture.is_valid()) {
- //not super efficient..
- Size2 tsize = RSG::storage->texture_size_with_proxy(cl->texture);
- tsize *= cl->scale;
-
- Vector2 offset = tsize / 2.0;
- cl->rect_cache = Rect2(-offset + cl->texture_offset, tsize);
- cl->xform_cache = xf * cl->xform;
-
- if (clip_rect.intersects_transformed(cl->xform_cache, cl->rect_cache)) {
- cl->filter_next_ptr = lights;
- lights = cl;
- // cl->texture_cache = nullptr;
- Transform2D scale;
- scale.scale(cl->rect_cache.size);
- scale.elements[2] = cl->rect_cache.position;
- cl->light_shader_xform = cl->xform * scale;
- //cl->light_shader_pos = cl->xform_cache[2];
- if (cl->use_shadow) {
- cl->shadows_next_ptr = lights_with_shadow;
- if (lights_with_shadow == nullptr) {
- shadow_rect = cl->xform_cache.xform(cl->rect_cache);
- } else {
- shadow_rect = shadow_rect.merge(cl->xform_cache.xform(cl->rect_cache));
- }
- lights_with_shadow = cl;
- cl->radius_cache = cl->rect_cache.size.length();
- }
- if (cl->mode == RS::CANVAS_LIGHT_MODE_MASK) {
- cl->mask_next_ptr = lights_with_mask;
- lights_with_mask = cl;
- }
-
- light_count++;
- }
-
- //guess this is not needed, but keeping because it may be
- //RSG::canvas_render->light_internal_update(cl->light_internal, cl);
- }
- }
-
- canvas_map[Viewport::CanvasKey(E->key(), E->get().layer, E->get().sublayer)] = &E->get();
- }
-
- if (lights_with_shadow) {
- //update shadows if any
-
- RasterizerCanvas::LightOccluderInstance *occluders = nullptr;
-
- RENDER_TIMESTAMP(">Render 2D Shadows");
- RENDER_TIMESTAMP("Cull Occluders");
-
- //make list of occluders
- for (Map<RID, Viewport::CanvasData>::Element *E = p_viewport->canvas_map.front(); E; E = E->next()) {
- RenderingServerCanvas::Canvas *canvas = static_cast<RenderingServerCanvas::Canvas *>(E->get().canvas);
- Transform2D xf = _canvas_get_transform(p_viewport, canvas, &E->get(), clip_rect.size);
-
- for (Set<RasterizerCanvas::LightOccluderInstance *>::Element *F = canvas->occluders.front(); F; F = F->next()) {
- if (!F->get()->enabled) {
- continue;
- }
- F->get()->xform_cache = xf * F->get()->xform;
- if (shadow_rect.intersects_transformed(F->get()->xform_cache, F->get()->aabb_cache)) {
- F->get()->next = occluders;
- occluders = F->get();
- }
- }
- }
- //update the light shadowmaps with them
-
- RasterizerCanvas::Light *light = lights_with_shadow;
- while (light) {
- RENDER_TIMESTAMP("Render Shadow");
-
- RSG::canvas_render->light_update_shadow(light->light_internal, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
- light = light->shadows_next_ptr;
- }
-
- //RSG::canvas_render->reset_canvas();
- RENDER_TIMESTAMP("<End rendering 2D Shadows");
- }
-
- if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
- if (!can_draw_3d) {
- RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
- } else {
- _draw_3d(p_viewport, p_eye);
- }
- scenario_draw_canvas_bg = false;
- }
-
- for (Map<Viewport::CanvasKey, Viewport::CanvasData *>::Element *E = canvas_map.front(); E; E = E->next()) {
- RenderingServerCanvas::Canvas *canvas = static_cast<RenderingServerCanvas::Canvas *>(E->get()->canvas);
-
- Transform2D xform = _canvas_get_transform(p_viewport, canvas, E->get(), clip_rect.size);
-
- RasterizerCanvas::Light *canvas_lights = nullptr;
-
- RasterizerCanvas::Light *ptr = lights;
- while (ptr) {
- if (E->get()->layer >= ptr->layer_min && E->get()->layer <= ptr->layer_max) {
- ptr->next_ptr = canvas_lights;
- canvas_lights = ptr;
- }
- ptr = ptr->filter_next_ptr;
- }
-
- RSG::canvas->render_canvas(p_viewport->render_target, canvas, xform, canvas_lights, lights_with_mask, clip_rect);
- i++;
-
- if (scenario_draw_canvas_bg && E->key().get_layer() >= scenario_canvas_max_layer) {
- if (!can_draw_3d) {
- RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
- } else {
- _draw_3d(p_viewport, p_eye);
- }
-
- scenario_draw_canvas_bg = false;
- }
- }
-
- if (scenario_draw_canvas_bg) {
- if (!can_draw_3d) {
- RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas);
- } else {
- _draw_3d(p_viewport, p_eye);
- }
- }
-
- //RSG::canvas_render->canvas_debug_viewport_shadows(lights_with_shadow);
- }
-
- if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
- //was never cleared in the end, force clear it
- RSG::storage->render_target_do_clear_request(p_viewport->render_target);
- }
-
- if (p_viewport->measure_render_time) {
- String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
- RSG::storage->capture_timestamp(rt_id);
- timestamp_vp_map[rt_id] = p_viewport->self;
- }
-}
-
-void RenderingServerViewport::draw_viewports() {
- timestamp_vp_map.clear();
-
- // get our xr interface in case we need it
- Ref<XRInterface> xr_interface;
-
- if (XRServer::get_singleton() != nullptr) {
- xr_interface = XRServer::get_singleton()->get_primary_interface();
-
- // process all our active interfaces
- XRServer::get_singleton()->_process();
- }
-
- if (Engine::get_singleton()->is_editor_hint()) {
- set_default_clear_color(GLOBAL_GET("rendering/environment/default_clear_color"));
- }
-
- //sort viewports
- active_viewports.sort_custom<ViewportSort>();
-
- Map<DisplayServer::WindowID, Vector<Rasterizer::BlitToScreen>> blit_to_screen_list;
- //draw viewports
- RENDER_TIMESTAMP(">Render Viewports");
-
- //determine what is visible
- draw_viewports_pass++;
-
- for (int i = active_viewports.size() - 1; i >= 0; i--) { //to compute parent dependency, must go in reverse draw order
-
- Viewport *vp = active_viewports[i];
-
- if (vp->update_mode == RS::VIEWPORT_UPDATE_DISABLED) {
- continue;
- }
-
- if (!vp->render_target.is_valid()) {
- continue;
- }
- //ERR_CONTINUE(!vp->render_target.is_valid());
-
- bool visible = vp->viewport_to_screen_rect != Rect2();
-
- if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
- visible = true;
- }
-
- if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
- visible = true;
- }
-
- if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE) {
- Viewport *parent = viewport_owner.getornull(vp->parent);
- if (parent && parent->last_pass == draw_viewports_pass) {
- visible = true;
- }
- }
-
- visible = visible && vp->size.x > 1 && vp->size.y > 1;
-
- if (visible) {
- vp->last_pass = draw_viewports_pass;
- }
- }
-
- for (int i = 0; i < active_viewports.size(); i++) {
- Viewport *vp = active_viewports[i];
-
- if (vp->last_pass != draw_viewports_pass) {
- continue; //should not draw
- }
-
- RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
-
- RSG::storage->render_target_set_as_unused(vp->render_target);
-#if 0
- // TODO fix up this code after we change our commit_for_eye to accept our new render targets
-
- if (vp->use_xr && xr_interface.is_valid()) {
- // override our size, make sure it matches our required size
- vp->size = xr_interface->get_render_targetsize();
- RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
-
- // render mono or left eye first
- XRInterface::Eyes leftOrMono = xr_interface->is_stereo() ? XRInterface::EYE_LEFT : XRInterface::EYE_MONO;
-
- // check for an external texture destination for our left eye/mono
- // TODO investigate how we're going to make external textures work
- RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
-
- // set our render target as current
- RSG::rasterizer->set_current_render_target(vp->render_target);
-
- // and draw left eye/mono
- _draw_viewport(vp, leftOrMono);
- xr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
-
- // render right eye
- if (leftOrMono == XRInterface::EYE_LEFT) {
- // check for an external texture destination for our right eye
- RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(XRInterface::EYE_RIGHT));
-
- // commit for eye may have changed the render target
- RSG::rasterizer->set_current_render_target(vp->render_target);
-
- _draw_viewport(vp, XRInterface::EYE_RIGHT);
- xr_interface->commit_for_eye(XRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
- }
-
- // and for our frame timing, mark when we've finished committing our eyes
- XRServer::get_singleton()->_mark_commit();
- } else {
-#endif
- {
- RSG::storage->render_target_set_external_texture(vp->render_target, 0);
-
- RSG::scene_render->set_debug_draw_mode(vp->debug_draw);
- RSG::storage->render_info_begin_capture();
-
- // render standard mono camera
- _draw_viewport(vp);
-
- RSG::storage->render_info_end_capture();
- vp->render_info[RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_OBJECTS_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_VERTICES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_MATERIAL_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SHADER_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_SURFACE_CHANGES_IN_FRAME);
- vp->render_info[RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = RSG::storage->get_captured_render_info(RS::INFO_DRAW_CALLS_IN_FRAME);
-
- if (vp->viewport_to_screen != DisplayServer::INVALID_WINDOW_ID && (!vp->viewport_render_direct_to_screen || !RSG::rasterizer->is_low_end())) {
- //copy to screen if set as such
- Rasterizer::BlitToScreen blit;
- blit.render_target = vp->render_target;
- if (vp->viewport_to_screen_rect != Rect2()) {
- blit.rect = vp->viewport_to_screen_rect;
- } else {
- blit.rect.position = Vector2();
- blit.rect.size = vp->size;
- }
-
- if (!blit_to_screen_list.has(vp->viewport_to_screen)) {
- blit_to_screen_list[vp->viewport_to_screen] = Vector<Rasterizer::BlitToScreen>();
- }
-
- blit_to_screen_list[vp->viewport_to_screen].push_back(blit);
- }
- }
-
- if (vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) {
- vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
- }
-
- RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
- }
- RSG::scene_render->set_debug_draw_mode(RS::VIEWPORT_DEBUG_DRAW_DISABLED);
-
- RENDER_TIMESTAMP("<Render Viewports");
- //this needs to be called to make screen swapping more efficient
- RSG::rasterizer->prepare_for_blitting_render_targets();
-
- for (Map<int, Vector<Rasterizer::BlitToScreen>>::Element *E = blit_to_screen_list.front(); E; E = E->next()) {
- RSG::rasterizer->blit_render_targets_to_screen(E->key(), E->get().ptr(), E->get().size());
- }
-}
-
-RID RenderingServerViewport::viewport_create() {
- Viewport *viewport = memnew(Viewport);
-
- RID rid = viewport_owner.make_rid(viewport);
-
- viewport->self = rid;
- viewport->hide_scenario = false;
- viewport->hide_canvas = false;
- viewport->render_target = RSG::storage->render_target_create();
- viewport->shadow_atlas = RSG::scene_render->shadow_atlas_create();
- viewport->viewport_render_direct_to_screen = false;
-
- return rid;
-}
-
-void RenderingServerViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->use_xr = p_use_xr;
-}
-
-void RenderingServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
- ERR_FAIL_COND(p_width < 0 && p_height < 0);
-
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->size = Size2(p_width, p_height);
- RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height);
- if (viewport->render_buffers.is_valid()) {
- if (p_width == 0 || p_height == 0) {
- RSG::scene_render->free(viewport->render_buffers);
- viewport->render_buffers = RID();
- } else {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, viewport->screen_space_aa);
- }
- }
-}
-
-void RenderingServerViewport::viewport_set_active(RID p_viewport, bool p_active) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- if (p_active) {
- ERR_FAIL_COND(active_viewports.find(viewport) != -1); //already active
- active_viewports.push_back(viewport);
- } else {
- active_viewports.erase(viewport);
- }
-}
-
-void RenderingServerViewport::viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->parent = p_parent_viewport;
-}
-
-void RenderingServerViewport::viewport_set_clear_mode(RID p_viewport, RS::ViewportClearMode p_clear_mode) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->clear_mode = p_clear_mode;
-}
-
-void RenderingServerViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect, DisplayServer::WindowID p_screen) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- if (p_screen != DisplayServer::INVALID_WINDOW_ID) {
- // If using GLES2 we can optimize this operation by rendering directly to system_fbo
- // instead of rendering to fbo and copying to system_fbo after
- if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
- RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y);
- RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
- }
-
- viewport->viewport_to_screen_rect = p_rect;
- viewport->viewport_to_screen = p_screen;
- } else {
- // if render_direct_to_screen was used, reset size and position
- if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
- RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
- RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
- }
-
- viewport->viewport_to_screen_rect = Rect2();
- viewport->viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
- }
-}
-
-void RenderingServerViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- if (p_enable == viewport->viewport_render_direct_to_screen) {
- return;
- }
-
- // if disabled, reset render_target size and position
- if (!p_enable) {
- RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
- RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y);
- }
-
- RSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
- viewport->viewport_render_direct_to_screen = p_enable;
-
- // if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
- if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
- RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y);
- RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
- }
-}
-
-void RenderingServerViewport::viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->update_mode = p_mode;
-}
-
-RID RenderingServerViewport::viewport_get_texture(RID p_viewport) const {
- const Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND_V(!viewport, RID());
-
- return RSG::storage->render_target_get_texture(viewport->render_target);
-}
-
-void RenderingServerViewport::viewport_set_hide_scenario(RID p_viewport, bool p_hide) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->hide_scenario = p_hide;
-}
-
-void RenderingServerViewport::viewport_set_hide_canvas(RID p_viewport, bool p_hide) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->hide_canvas = p_hide;
-}
-
-void RenderingServerViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->disable_environment = p_disable;
-}
-
-void RenderingServerViewport::viewport_attach_camera(RID p_viewport, RID p_camera) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->camera = p_camera;
-}
-
-void RenderingServerViewport::viewport_set_scenario(RID p_viewport, RID p_scenario) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->scenario = p_scenario;
-}
-
-void RenderingServerViewport::viewport_attach_canvas(RID p_viewport, RID p_canvas) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- ERR_FAIL_COND(viewport->canvas_map.has(p_canvas));
- RenderingServerCanvas::Canvas *canvas = RSG::canvas->canvas_owner.getornull(p_canvas);
- ERR_FAIL_COND(!canvas);
-
- canvas->viewports.insert(p_viewport);
- viewport->canvas_map[p_canvas] = Viewport::CanvasData();
- viewport->canvas_map[p_canvas].layer = 0;
- viewport->canvas_map[p_canvas].sublayer = 0;
- viewport->canvas_map[p_canvas].canvas = canvas;
-}
-
-void RenderingServerViewport::viewport_remove_canvas(RID p_viewport, RID p_canvas) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- RenderingServerCanvas::Canvas *canvas = RSG::canvas->canvas_owner.getornull(p_canvas);
- ERR_FAIL_COND(!canvas);
-
- viewport->canvas_map.erase(p_canvas);
- canvas->viewports.erase(p_viewport);
-}
-
-void RenderingServerViewport::viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
- viewport->canvas_map[p_canvas].transform = p_offset;
-}
-
-void RenderingServerViewport::viewport_set_transparent_background(RID p_viewport, bool p_enabled) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- RSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
- viewport->transparent_bg = p_enabled;
-}
-
-void RenderingServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->global_transform = p_transform;
-}
-
-void RenderingServerViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- ERR_FAIL_COND(!viewport->canvas_map.has(p_canvas));
- viewport->canvas_map[p_canvas].layer = p_layer;
- viewport->canvas_map[p_canvas].sublayer = p_sublayer;
-}
-
-void RenderingServerViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->shadow_atlas_size = p_size;
-
- RSG::scene_render->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
-}
-
-void RenderingServerViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- RSG::scene_render->shadow_atlas_set_quadrant_subdivision(viewport->shadow_atlas, p_quadrant, p_subdiv);
-}
-
-void RenderingServerViewport::viewport_set_msaa(RID p_viewport, RS::ViewportMSAA p_msaa) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- if (viewport->msaa == p_msaa) {
- return;
- }
- viewport->msaa = p_msaa;
- if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, p_msaa, viewport->screen_space_aa);
- }
-}
-
-void RenderingServerViewport::viewport_set_screen_space_aa(RID p_viewport, RS::ViewportScreenSpaceAA p_mode) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- if (viewport->screen_space_aa == p_mode) {
- return;
- }
- viewport->screen_space_aa = p_mode;
- if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->render_buffers_configure(viewport->render_buffers, viewport->render_target, viewport->size.width, viewport->size.height, viewport->msaa, p_mode);
- }
-}
-
-int RenderingServerViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info) {
- ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1);
-
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- if (!viewport) {
- return 0; //there should be a lock here..
- }
-
- return viewport->render_info[p_info];
-}
-
-void RenderingServerViewport::viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->debug_draw = p_draw;
-}
-
-void RenderingServerViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND(!viewport);
-
- viewport->measure_render_time = p_enable;
-}
-
-float RenderingServerViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND_V(!viewport, 0);
-
- return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
-}
-
-float RenderingServerViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
- Viewport *viewport = viewport_owner.getornull(p_viewport);
- ERR_FAIL_COND_V(!viewport, 0);
-
- return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
-}
-
-bool RenderingServerViewport::free(RID p_rid) {
- if (viewport_owner.owns(p_rid)) {
- Viewport *viewport = viewport_owner.getornull(p_rid);
-
- RSG::storage->free(viewport->render_target);
- RSG::scene_render->free(viewport->shadow_atlas);
- if (viewport->render_buffers.is_valid()) {
- RSG::scene_render->free(viewport->render_buffers);
- }
-
- while (viewport->canvas_map.front()) {
- viewport_remove_canvas(p_rid, viewport->canvas_map.front()->key());
- }
-
- viewport_set_scenario(p_rid, RID());
- active_viewports.erase(viewport);
-
- viewport_owner.free(p_rid);
- memdelete(viewport);
-
- return true;
- }
-
- return false;
-}
-
-void RenderingServerViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
- RID *vp = timestamp_vp_map.getptr(p_timestamp);
- if (!vp) {
- return;
- }
-
- Viewport *viewport = viewport_owner.getornull(*vp);
- if (!viewport) {
- return;
- }
-
- if (p_timestamp.begins_with("vp_begin")) {
- viewport->time_cpu_begin = p_cpu_time;
- viewport->time_gpu_begin = p_gpu_time;
- }
-
- if (p_timestamp.begins_with("vp_end")) {
- viewport->time_cpu_end = p_cpu_time;
- viewport->time_gpu_end = p_gpu_time;
- }
-}
-
-void RenderingServerViewport::set_default_clear_color(const Color &p_color) {
- RSG::storage->set_default_clear_color(p_color);
-}
-
-RenderingServerViewport::RenderingServerViewport() {
-}
diff --git a/servers/rendering/rendering_server_wrap_mt.cpp b/servers/rendering/rendering_server_wrap_mt.cpp
deleted file mode 100644
index 9aa6593cbe..0000000000
--- a/servers/rendering/rendering_server_wrap_mt.cpp
+++ /dev/null
@@ -1,177 +0,0 @@
-/*************************************************************************/
-/* rendering_server_wrap_mt.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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 "rendering_server_wrap_mt.h"
-#include "core/os/os.h"
-#include "core/project_settings.h"
-#include "servers/display_server.h"
-
-void RenderingServerWrapMT::thread_exit() {
- exit = true;
-}
-
-void RenderingServerWrapMT::thread_draw(bool p_swap_buffers, double frame_step) {
- if (!atomic_decrement(&draw_pending)) {
- rendering_server->draw(p_swap_buffers, frame_step);
- }
-}
-
-void RenderingServerWrapMT::thread_flush() {
- atomic_decrement(&draw_pending);
-}
-
-void RenderingServerWrapMT::_thread_callback(void *_instance) {
- RenderingServerWrapMT *vsmt = reinterpret_cast<RenderingServerWrapMT *>(_instance);
-
- vsmt->thread_loop();
-}
-
-void RenderingServerWrapMT::thread_loop() {
- server_thread = Thread::get_caller_id();
-
- DisplayServer::get_singleton()->make_rendering_thread();
-
- rendering_server->init();
-
- exit = false;
- draw_thread_up = true;
- while (!exit) {
- // flush commands one by one, until exit is requested
- command_queue.wait_and_flush_one();
- }
-
- command_queue.flush_all(); // flush all
-
- rendering_server->finish();
-}
-
-/* EVENT QUEUING */
-
-void RenderingServerWrapMT::sync() {
- if (create_thread) {
- atomic_increment(&draw_pending);
- command_queue.push_and_sync(this, &RenderingServerWrapMT::thread_flush);
- } else {
- command_queue.flush_all(); //flush all pending from other threads
- }
-}
-
-void RenderingServerWrapMT::draw(bool p_swap_buffers, double frame_step) {
- if (create_thread) {
- atomic_increment(&draw_pending);
- command_queue.push(this, &RenderingServerWrapMT::thread_draw, p_swap_buffers, frame_step);
- } else {
- rendering_server->draw(p_swap_buffers, frame_step);
- }
-}
-
-void RenderingServerWrapMT::init() {
- if (create_thread) {
- print_verbose("RenderingServerWrapMT: Creating render thread");
- DisplayServer::get_singleton()->release_rendering_thread();
- if (create_thread) {
- thread = Thread::create(_thread_callback, this);
- print_verbose("RenderingServerWrapMT: Starting render thread");
- }
- while (!draw_thread_up) {
- OS::get_singleton()->delay_usec(1000);
- }
- print_verbose("RenderingServerWrapMT: Finished render thread");
- } else {
- rendering_server->init();
- }
-}
-
-void RenderingServerWrapMT::finish() {
- sky_free_cached_ids();
- shader_free_cached_ids();
- material_free_cached_ids();
- mesh_free_cached_ids();
- multimesh_free_cached_ids();
- immediate_free_cached_ids();
- skeleton_free_cached_ids();
- directional_light_free_cached_ids();
- omni_light_free_cached_ids();
- spot_light_free_cached_ids();
- reflection_probe_free_cached_ids();
- gi_probe_free_cached_ids();
- lightmap_free_cached_ids();
- particles_free_cached_ids();
- camera_free_cached_ids();
- viewport_free_cached_ids();
- environment_free_cached_ids();
- camera_effects_free_cached_ids();
- scenario_free_cached_ids();
- instance_free_cached_ids();
- canvas_free_cached_ids();
- canvas_item_free_cached_ids();
- canvas_light_occluder_free_cached_ids();
- canvas_occluder_polygon_free_cached_ids();
-
- if (thread) {
- command_queue.push(this, &RenderingServerWrapMT::thread_exit);
- Thread::wait_to_finish(thread);
- memdelete(thread);
-
- thread = nullptr;
- } else {
- rendering_server->finish();
- }
-}
-
-void RenderingServerWrapMT::set_use_vsync_callback(bool p_enable) {
- singleton_mt->call_set_use_vsync(p_enable);
-}
-
-RenderingServerWrapMT *RenderingServerWrapMT::singleton_mt = nullptr;
-
-RenderingServerWrapMT::RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread) :
- command_queue(p_create_thread) {
- singleton_mt = this;
- DisplayServer::switch_vsync_function = set_use_vsync_callback; //as this goes to another thread, make sure it goes properly
-
- rendering_server = p_contained;
- create_thread = p_create_thread;
- thread = nullptr;
- draw_pending = 0;
- draw_thread_up = false;
- pool_max_size = GLOBAL_GET("memory/limits/multithreaded_server/rid_pool_prealloc");
-
- if (!p_create_thread) {
- server_thread = Thread::get_caller_id();
- } else {
- server_thread = 0;
- }
-}
-
-RenderingServerWrapMT::~RenderingServerWrapMT() {
- memdelete(rendering_server);
- //finish();
-}
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
deleted file mode 100644
index 372a7269dc..0000000000
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ /dev/null
@@ -1,750 +0,0 @@
-/*************************************************************************/
-/* rendering_server_wrap_mt.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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_WRAP_MT_H
-#define RENDERING_SERVER_WRAP_MT_H
-
-#include "core/command_queue_mt.h"
-#include "core/os/thread.h"
-#include "servers/rendering_server.h"
-
-class RenderingServerWrapMT : public RenderingServer {
- // the real visual server
- mutable RenderingServer *rendering_server;
-
- mutable CommandQueueMT command_queue;
-
- static void _thread_callback(void *_instance);
- void thread_loop();
-
- Thread::ID server_thread;
- volatile bool exit;
- Thread *thread;
- volatile bool draw_thread_up;
- bool create_thread;
-
- uint64_t draw_pending;
- void thread_draw(bool p_swap_buffers, double frame_step);
- void thread_flush();
-
- void thread_exit();
-
- Mutex alloc_mutex;
-
- int pool_max_size;
-
- //#define DEBUG_SYNC
-
- static RenderingServerWrapMT *singleton_mt;
-
-#ifdef DEBUG_SYNC
-#define SYNC_DEBUG print_line("sync on: " + String(__FUNCTION__));
-#else
-#define SYNC_DEBUG
-#endif
-
-public:
-#define ServerName RenderingServer
-#define ServerNameWrapMT RenderingServerWrapMT
-#define server_name rendering_server
-#include "servers/server_wrap_mt_common.h"
-
- //these go pass-through, as they can be called from any thread
- virtual RID texture_2d_create(const Ref<Image> &p_image) { return rendering_server->texture_2d_create(p_image); }
- virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, TextureLayeredType p_layered_type) { return rendering_server->texture_2d_layered_create(p_layers, p_layered_type); }
- virtual RID texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) { return rendering_server->texture_3d_create(p_format, p_width, p_height, p_depth, p_mipmaps, p_data); }
- virtual RID texture_proxy_create(RID p_base) { return rendering_server->texture_proxy_create(p_base); }
-
- //goes pass-through
- virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) { rendering_server->texture_2d_update_immediate(p_texture, p_image, p_layer); }
- //these go through command queue if they are in another thread
- FUNC3(texture_2d_update, RID, const Ref<Image> &, int)
- FUNC2(texture_3d_update, RID, const Vector<Ref<Image>> &)
- FUNC2(texture_proxy_update, RID, RID)
-
- //these also go pass-through
- virtual RID texture_2d_placeholder_create() { return rendering_server->texture_2d_placeholder_create(); }
- virtual RID texture_2d_layered_placeholder_create(TextureLayeredType p_type) { return rendering_server->texture_2d_layered_placeholder_create(p_type); }
- virtual RID texture_3d_placeholder_create() { return rendering_server->texture_3d_placeholder_create(); }
-
- FUNC1RC(Ref<Image>, texture_2d_get, RID)
- FUNC2RC(Ref<Image>, texture_2d_layer_get, RID, int)
- FUNC1RC(Vector<Ref<Image>>, texture_3d_get, RID)
-
- FUNC2(texture_replace, RID, RID)
-
- FUNC3(texture_set_size_override, RID, int, int)
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- FUNC2(texture_bind, RID, uint32_t)
-#endif
-
- FUNC3(texture_set_detect_3d_callback, RID, TextureDetectCallback, void *)
- FUNC3(texture_set_detect_normal_callback, RID, TextureDetectCallback, void *)
- FUNC3(texture_set_detect_roughness_callback, RID, TextureDetectRoughnessCallback, void *)
-
- FUNC2(texture_set_path, RID, const String &)
- FUNC1RC(String, texture_get_path, RID)
- FUNC1S(texture_debug_usage, List<TextureInfo> *)
-
- FUNC2(texture_set_force_redraw_if_visible, RID, bool)
-
- /* SHADER API */
-
- FUNCRID(shader)
-
- FUNC2(shader_set_code, RID, const String &)
- FUNC1RC(String, shader_get_code, RID)
-
- FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *)
-
- FUNC3(shader_set_default_texture_param, RID, const StringName &, RID)
- FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &)
- FUNC2RC(Variant, shader_get_param_default, RID, const StringName &)
-
- /* COMMON MATERIAL API */
-
- FUNCRID(material)
-
- FUNC2(material_set_shader, RID, RID)
-
- FUNC3(material_set_param, RID, const StringName &, const Variant &)
- FUNC2RC(Variant, material_get_param, RID, const StringName &)
-
- FUNC2(material_set_render_priority, RID, int)
- FUNC2(material_set_next_pass, RID, RID)
-
- /* MESH API */
-
- virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) {
- return rendering_server->mesh_create_from_surfaces(p_surfaces);
- }
-
- FUNCRID(mesh)
-
- FUNC2(mesh_add_surface, RID, const SurfaceData &)
-
- FUNC1RC(int, mesh_get_blend_shape_count, RID)
-
- FUNC2(mesh_set_blend_shape_mode, RID, BlendShapeMode)
- FUNC1RC(BlendShapeMode, mesh_get_blend_shape_mode, RID)
-
- FUNC4(mesh_surface_update_region, RID, int, int, const Vector<uint8_t> &)
-
- FUNC3(mesh_surface_set_material, RID, int, RID)
- FUNC2RC(RID, mesh_surface_get_material, RID, int)
-
- FUNC2RC(SurfaceData, mesh_get_surface, RID, int)
-
- FUNC1RC(int, mesh_get_surface_count, RID)
-
- FUNC2(mesh_set_custom_aabb, RID, const AABB &)
- FUNC1RC(AABB, mesh_get_custom_aabb, RID)
-
- FUNC1(mesh_clear, RID)
-
- /* MULTIMESH API */
-
- FUNCRID(multimesh)
-
- FUNC5(multimesh_allocate, RID, int, MultimeshTransformFormat, bool, bool)
- 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_2d, RID, int, const Transform2D &)
- FUNC3(multimesh_instance_set_color, RID, int, const Color &)
- FUNC3(multimesh_instance_set_custom_data, RID, int, const Color &)
-
- FUNC1RC(RID, multimesh_get_mesh, RID)
- FUNC1RC(AABB, multimesh_get_aabb, RID)
-
- FUNC2RC(Transform, 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)
-
- FUNC2(multimesh_set_buffer, RID, const Vector<float> &)
- FUNC1RC(Vector<float>, multimesh_get_buffer, RID)
-
- FUNC2(multimesh_set_visible_instances, RID, int)
- FUNC1RC(int, multimesh_get_visible_instances, RID)
-
- /* IMMEDIATE API */
-
- FUNCRID(immediate)
- FUNC3(immediate_begin, RID, PrimitiveType, RID)
- FUNC2(immediate_vertex, RID, const Vector3 &)
- FUNC2(immediate_normal, RID, const Vector3 &)
- FUNC2(immediate_tangent, RID, const Plane &)
- FUNC2(immediate_color, RID, const Color &)
- FUNC2(immediate_uv, RID, const Vector2 &)
- FUNC2(immediate_uv2, RID, const Vector2 &)
- FUNC1(immediate_end, RID)
- FUNC1(immediate_clear, RID)
- FUNC2(immediate_set_material, RID, RID)
- FUNC1RC(RID, immediate_get_material, RID)
-
- /* SKELETON API */
-
- FUNCRID(skeleton)
- FUNC3(skeleton_allocate, 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_2d, RID, int, const Transform2D &)
- FUNC2RC(Transform2D, skeleton_bone_get_transform_2d, RID, int)
- FUNC2(skeleton_set_base_transform_2d, RID, const Transform2D &)
-
- /* Light API */
-
- FUNCRID(directional_light)
- FUNCRID(omni_light)
- FUNCRID(spot_light)
-
- FUNC2(light_set_color, RID, const Color &)
- FUNC3(light_set_param, RID, LightParam, float)
- FUNC2(light_set_shadow, RID, bool)
- FUNC2(light_set_shadow_color, RID, const Color &)
- FUNC2(light_set_projector, RID, RID)
- FUNC2(light_set_negative, RID, bool)
- FUNC2(light_set_cull_mask, RID, uint32_t)
- FUNC2(light_set_reverse_cull_face_mode, RID, bool)
- FUNC2(light_set_bake_mode, RID, LightBakeMode)
- FUNC2(light_set_max_sdfgi_cascade, RID, uint32_t)
-
- FUNC2(light_omni_set_shadow_mode, RID, LightOmniShadowMode)
-
- FUNC2(light_directional_set_shadow_mode, RID, LightDirectionalShadowMode)
- FUNC2(light_directional_set_blend_splits, RID, bool)
- FUNC2(light_directional_set_shadow_depth_range_mode, RID, LightDirectionalShadowDepthRangeMode)
-
- /* PROBE API */
-
- FUNCRID(reflection_probe)
-
- FUNC2(reflection_probe_set_update_mode, RID, ReflectionProbeUpdateMode)
- FUNC2(reflection_probe_set_intensity, RID, float)
- FUNC2(reflection_probe_set_ambient_color, RID, const Color &)
- FUNC2(reflection_probe_set_ambient_energy, RID, float)
- FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode)
- FUNC2(reflection_probe_set_max_distance, RID, float)
- FUNC2(reflection_probe_set_extents, RID, const Vector3 &)
- FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &)
- FUNC2(reflection_probe_set_as_interior, RID, bool)
- FUNC2(reflection_probe_set_enable_box_projection, RID, bool)
- FUNC2(reflection_probe_set_enable_shadows, RID, bool)
- FUNC2(reflection_probe_set_cull_mask, RID, uint32_t)
- FUNC2(reflection_probe_set_resolution, RID, int)
-
- /* DECAL API */
-
- FUNCRID(decal)
-
- FUNC2(decal_set_extents, RID, const Vector3 &)
- FUNC3(decal_set_texture, RID, DecalTexture, RID)
- FUNC2(decal_set_emission_energy, RID, float)
- FUNC2(decal_set_albedo_mix, RID, float)
- FUNC2(decal_set_modulate, RID, const Color &)
- FUNC2(decal_set_cull_mask, RID, uint32_t)
- FUNC4(decal_set_distance_fade, RID, bool, float, float)
- FUNC3(decal_set_fade, RID, float, float)
- FUNC2(decal_set_normal_fade, RID, float)
-
- /* BAKED LIGHT API */
-
- FUNCRID(gi_probe)
-
- FUNC8(gi_probe_allocate, RID, const Transform &, 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)
-
- FUNC2(gi_probe_set_dynamic_range, RID, float)
- FUNC1RC(float, gi_probe_get_dynamic_range, RID)
-
- FUNC2(gi_probe_set_propagation, RID, float)
- FUNC1RC(float, gi_probe_get_propagation, RID)
-
- FUNC2(gi_probe_set_energy, RID, float)
- FUNC1RC(float, gi_probe_get_energy, RID)
-
- FUNC2(gi_probe_set_ao, RID, float)
- FUNC1RC(float, gi_probe_get_ao, RID)
-
- FUNC2(gi_probe_set_ao_size, RID, float)
- FUNC1RC(float, gi_probe_get_ao_size, RID)
-
- FUNC2(gi_probe_set_bias, RID, float)
- FUNC1RC(float, gi_probe_get_bias, RID)
-
- FUNC2(gi_probe_set_normal_bias, RID, float)
- FUNC1RC(float, gi_probe_get_normal_bias, RID)
-
- FUNC2(gi_probe_set_interior, RID, bool)
- FUNC1RC(bool, gi_probe_is_interior, RID)
-
- FUNC2(gi_probe_set_use_two_bounces, RID, bool)
- FUNC1RC(bool, gi_probe_is_using_two_bounces, RID)
-
- FUNC2(gi_probe_set_anisotropy_strength, RID, float)
- FUNC1RC(float, gi_probe_get_anisotropy_strength, RID)
-
- FUNC1(gi_probe_set_quality, GIProbeQuality)
-
- /* LIGHTMAP CAPTURE */
-
- FUNCRID(lightmap)
- FUNC3(lightmap_set_textures, RID, RID, bool)
- FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
- FUNC2(lightmap_set_probe_interior, RID, bool)
- FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
- FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
- FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
- FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
- FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
-
- FUNC1(lightmap_set_probe_capture_update_speed, float)
-
- /* PARTICLES */
-
- FUNCRID(particles)
-
- FUNC2(particles_set_emitting, RID, bool)
- FUNC1R(bool, particles_get_emitting, RID)
- FUNC2(particles_set_amount, RID, int)
- FUNC2(particles_set_lifetime, RID, float)
- FUNC2(particles_set_one_shot, RID, bool)
- FUNC2(particles_set_pre_process_time, RID, float)
- FUNC2(particles_set_explosiveness_ratio, RID, float)
- FUNC2(particles_set_randomness_ratio, RID, float)
- FUNC2(particles_set_custom_aabb, RID, const AABB &)
- FUNC2(particles_set_speed_scale, RID, float)
- 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_fractional_delta, RID, bool)
- FUNC1R(bool, particles_is_inactive, RID)
- FUNC1(particles_request_process, RID)
- FUNC1(particles_restart, RID)
-
- FUNC6(particles_emit, RID, const Transform &, const Vector3 &, const Color &, const Color &, uint32_t)
-
- FUNC2(particles_set_draw_order, RID, RS::ParticlesDrawOrder)
-
- FUNC2(particles_set_draw_passes, RID, int)
- FUNC3(particles_set_draw_pass_mesh, RID, int, RID)
- FUNC2(particles_set_emission_transform, RID, const Transform &)
- FUNC2(particles_set_subemitter, RID, RID)
-
- FUNC1R(AABB, particles_get_current_aabb, RID)
-
- /* CAMERA API */
-
- FUNCRID(camera)
- 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_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)
-
- /* VIEWPORT TARGET API */
-
- FUNCRID(viewport)
-
- FUNC2(viewport_set_use_xr, RID, bool)
-
- FUNC3(viewport_set_size, RID, int, int)
-
- FUNC2(viewport_set_active, RID, bool)
- FUNC2(viewport_set_parent_viewport, RID, RID)
-
- FUNC2(viewport_set_clear_mode, RID, ViewportClearMode)
-
- FUNC3(viewport_attach_to_screen, RID, const Rect2 &, DisplayServer::WindowID)
- FUNC2(viewport_set_render_direct_to_screen, RID, bool)
-
- FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode)
-
- FUNC1RC(RID, viewport_get_texture, RID)
-
- FUNC2(viewport_set_hide_scenario, RID, bool)
- FUNC2(viewport_set_hide_canvas, RID, bool)
- FUNC2(viewport_set_disable_environment, RID, bool)
-
- FUNC2(viewport_attach_camera, RID, RID)
- FUNC2(viewport_set_scenario, RID, RID)
- FUNC2(viewport_attach_canvas, RID, RID)
-
- FUNC2(viewport_remove_canvas, RID, RID)
- FUNC3(viewport_set_canvas_transform, RID, RID, const Transform2D &)
- FUNC2(viewport_set_transparent_background, RID, bool)
-
- FUNC2(viewport_set_global_canvas_transform, RID, const Transform2D &)
- FUNC4(viewport_set_canvas_stacking, RID, RID, int, int)
- FUNC2(viewport_set_shadow_atlas_size, RID, int)
- FUNC3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
- FUNC2(viewport_set_msaa, RID, ViewportMSAA)
- FUNC2(viewport_set_screen_space_aa, RID, ViewportScreenSpaceAA)
-
- //this passes directly to avoid stalling, but it's pretty dangerous, so don't call after freeing a viewport
- virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) {
- return rendering_server->viewport_get_render_info(p_viewport, p_info);
- }
-
- FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
-
- FUNC2(viewport_set_measure_render_time, RID, bool)
- virtual float viewport_get_measured_render_time_cpu(RID p_viewport) const {
- return rendering_server->viewport_get_measured_render_time_cpu(p_viewport);
- }
- virtual float viewport_get_measured_render_time_gpu(RID p_viewport) const {
- return rendering_server->viewport_get_measured_render_time_gpu(p_viewport);
- }
-
- FUNC1(directional_shadow_atlas_set_size, int)
-
- /* SKY API */
-
- FUNCRID(sky)
- FUNC2(sky_set_radiance_size, RID, int)
- FUNC2(sky_set_mode, RID, SkyMode)
- FUNC2(sky_set_material, RID, RID)
- FUNC4R(Ref<Image>, sky_bake_panorama, RID, float, bool, const Size2i &)
-
- /* ENVIRONMENT API */
-
- FUNCRID(environment)
-
- FUNC2(environment_set_background, RID, EnvironmentBG)
- FUNC2(environment_set_sky, RID, RID)
- FUNC2(environment_set_sky_custom_fov, RID, float)
- FUNC2(environment_set_sky_orientation, RID, const Basis &)
- FUNC2(environment_set_bg_color, RID, const Color &)
- FUNC2(environment_set_bg_energy, RID, float)
- FUNC2(environment_set_canvas_max_layer, RID, int)
- FUNC7(environment_set_ambient_light, RID, const Color &, EnvironmentAmbientSource, float, float, EnvironmentReflectionSource, const Color &)
-
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- FUNC2(environment_set_camera_feed_id, RID, int)
-#endif
- FUNC6(environment_set_ssr, RID, bool, int, float, float, float)
- FUNC1(environment_set_ssr_roughness_quality, EnvironmentSSRRoughnessQuality)
-
- FUNC9(environment_set_ssao, RID, bool, float, float, float, float, float, EnvironmentSSAOBlur, float)
-
- FUNC2(environment_set_ssao_quality, EnvironmentSSAOQuality, bool)
-
- FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, bool, bool, float, float, float)
- FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount)
- FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge)
-
- FUNC11(environment_set_glow, RID, bool, int, float, float, float, float, EnvironmentGlowBlendMode, float, float, float)
- FUNC1(environment_glow_set_use_bicubic_upscale, bool)
- FUNC1(environment_glow_set_use_high_quality, bool)
-
- FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
-
- FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
-
- FUNC8(environment_set_fog, RID, bool, const Color &, float, float, float, float, float)
-
- FUNC9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)
-
- FUNC2(environment_set_volumetric_fog_volume_size, int, int)
- FUNC1(environment_set_volumetric_fog_filter_active, bool)
- FUNC1(environment_set_volumetric_fog_directional_shadow_shrink_size, int)
- FUNC1(environment_set_volumetric_fog_positional_shadow_shrink_size, int)
-
- FUNC3R(Ref<Image>, environment_bake_panorama, RID, bool, const Size2i &)
-
- FUNC3(screen_space_roughness_limiter_set_active, bool, float, float)
- FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
- FUNC2(sub_surface_scattering_set_scale, float, float)
-
- FUNCRID(camera_effects)
-
- FUNC2(camera_effects_set_dof_blur_quality, DOFBlurQuality, bool)
- FUNC1(camera_effects_set_dof_blur_bokeh_shape, DOFBokehShape)
-
- FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
- FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
-
- FUNC1(shadows_quality_set, ShadowQuality);
- FUNC1(directional_shadow_quality_set, ShadowQuality);
-
- FUNCRID(scenario)
-
- FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
- FUNC2(scenario_set_environment, RID, RID)
- FUNC2(scenario_set_camera_effects, RID, RID)
- FUNC2(scenario_set_fallback_environment, RID, RID)
-
- /* INSTANCING API */
- FUNCRID(instance)
-
- 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_attach_object_instance_id, RID, ObjectID)
- FUNC3(instance_set_blend_shape_weight, RID, int, float)
- FUNC3(instance_set_surface_material, RID, int, RID)
- FUNC2(instance_set_visible, RID, bool)
-
- FUNC2(instance_set_custom_aabb, RID, AABB)
-
- FUNC2(instance_attach_skeleton, RID, RID)
- FUNC2(instance_set_exterior, RID, bool)
-
- FUNC2(instance_set_extra_visibility_margin, RID, real_t)
-
- // don't use these in a game!
- FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID)
- FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID)
- FUNC2RC(Vector<ObjectID>, instances_cull_convex, const Vector<Plane> &, RID)
-
- FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool)
- FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting)
- FUNC2(instance_geometry_set_material_override, RID, RID)
-
- FUNC5(instance_geometry_set_draw_range, RID, float, float, float, float)
- FUNC2(instance_geometry_set_as_instance_lod, RID, RID)
- FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int)
-
- FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &)
- FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &)
- FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &)
- FUNC2SC(instance_geometry_get_shader_parameter_list, RID, List<PropertyInfo> *)
-
- /* BAKE */
-
- FUNC3R(TypedArray<Image>, bake_render_uv2, RID, const Vector<RID> &, const Size2i &)
-
- /* CANVAS (2D) */
-
- FUNCRID(canvas)
- FUNC3(canvas_set_item_mirroring, RID, RID, const Point2 &)
- FUNC2(canvas_set_modulate, RID, const Color &)
- FUNC3(canvas_set_parent, RID, RID, float)
- FUNC1(canvas_set_disable_scale, bool)
-
- FUNCRID(canvas_item)
- FUNC2(canvas_item_set_parent, RID, RID)
-
- FUNC2(canvas_item_set_visible, RID, bool)
- FUNC2(canvas_item_set_light_mask, RID, int)
-
- FUNC2(canvas_item_set_update_when_visible, RID, bool)
-
- FUNC2(canvas_item_set_transform, RID, const Transform2D &)
- FUNC2(canvas_item_set_clip, RID, bool)
- FUNC2(canvas_item_set_distance_field_mode, RID, bool)
- FUNC3(canvas_item_set_custom_rect, RID, bool, const Rect2 &)
- FUNC2(canvas_item_set_modulate, RID, const Color &)
- FUNC2(canvas_item_set_self_modulate, RID, const Color &)
-
- FUNC2(canvas_item_set_draw_behind_parent, RID, bool)
-
- FUNC2(canvas_item_set_default_texture_filter, RID, CanvasItemTextureFilter)
- FUNC2(canvas_item_set_default_texture_repeat, RID, CanvasItemTextureRepeat)
-
- FUNC5(canvas_item_add_line, RID, const Point2 &, const Point2 &, const Color &, float)
- FUNC4(canvas_item_add_polyline, RID, const Vector<Point2> &, const Vector<Color> &, float)
- FUNC4(canvas_item_add_multiline, RID, const Vector<Point2> &, const Vector<Color> &, float)
- FUNC3(canvas_item_add_rect, RID, const Rect2 &, const Color &)
- FUNC4(canvas_item_add_circle, RID, const Point2 &, float, const Color &)
- FUNC11(canvas_item_add_texture_rect, RID, const Rect2 &, RID, bool, const Color &, bool, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC12(canvas_item_add_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, bool, RID, RID, const Color &, bool, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC15(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC11(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC10(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC14(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC10(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC8(canvas_item_add_multimesh, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC8(canvas_item_add_particles, RID, RID, RID, RID, RID, const Color &, CanvasItemTextureFilter, CanvasItemTextureRepeat)
- FUNC2(canvas_item_add_set_transform, RID, const Transform2D &)
- FUNC2(canvas_item_add_clip_ignore, RID, bool)
- FUNC2(canvas_item_set_sort_children_by_y, RID, bool)
- FUNC2(canvas_item_set_z_index, RID, int)
- FUNC2(canvas_item_set_z_as_relative_to_parent, RID, bool)
- FUNC3(canvas_item_set_copy_to_backbuffer, RID, bool, const Rect2 &)
- FUNC2(canvas_item_attach_skeleton, RID, RID)
-
- FUNC1(canvas_item_clear, RID)
- FUNC2(canvas_item_set_draw_index, RID, int)
-
- FUNC2(canvas_item_set_material, RID, RID)
-
- FUNC2(canvas_item_set_use_parent_material, RID, bool)
-
- FUNC0R(RID, canvas_light_create)
- FUNC2(canvas_light_attach_to_canvas, RID, RID)
- FUNC2(canvas_light_set_enabled, RID, bool)
- FUNC2(canvas_light_set_scale, RID, float)
- FUNC2(canvas_light_set_transform, RID, const Transform2D &)
- FUNC2(canvas_light_set_texture, RID, RID)
- FUNC2(canvas_light_set_texture_offset, RID, const Vector2 &)
- FUNC2(canvas_light_set_color, RID, const Color &)
- FUNC2(canvas_light_set_height, RID, float)
- FUNC2(canvas_light_set_energy, RID, float)
- FUNC3(canvas_light_set_z_range, RID, int, int)
- FUNC3(canvas_light_set_layer_range, RID, int, int)
- FUNC2(canvas_light_set_item_cull_mask, RID, int)
- FUNC2(canvas_light_set_item_shadow_cull_mask, RID, int)
-
- FUNC2(canvas_light_set_mode, RID, CanvasLightMode)
-
- FUNC2(canvas_light_set_shadow_enabled, RID, bool)
- FUNC2(canvas_light_set_shadow_buffer_size, RID, int)
- FUNC2(canvas_light_set_shadow_filter, RID, CanvasLightShadowFilter)
- FUNC2(canvas_light_set_shadow_color, RID, const Color &)
- FUNC2(canvas_light_set_shadow_smooth, RID, float)
-
- FUNCRID(canvas_light_occluder)
- FUNC2(canvas_light_occluder_attach_to_canvas, RID, RID)
- FUNC2(canvas_light_occluder_set_enabled, RID, bool)
- FUNC2(canvas_light_occluder_set_polygon, RID, RID)
- FUNC2(canvas_light_occluder_set_transform, RID, const Transform2D &)
- FUNC2(canvas_light_occluder_set_light_mask, RID, int)
-
- FUNCRID(canvas_occluder_polygon)
- FUNC3(canvas_occluder_polygon_set_shape, RID, const Vector<Vector2> &, bool)
- FUNC2(canvas_occluder_polygon_set_shape_as_lines, RID, const Vector<Vector2> &)
-
- FUNC2(canvas_occluder_polygon_set_cull_mode, RID, CanvasOccluderPolygonCullMode)
-
- /* GLOBAL VARIABLES */
-
- FUNC3(global_variable_add, const StringName &, GlobalVariableType, const Variant &)
- FUNC1(global_variable_remove, const StringName &)
- FUNC0RC(Vector<StringName>, global_variable_get_list)
- FUNC2(global_variable_set, const StringName &, const Variant &)
- FUNC2(global_variable_set_override, const StringName &, const Variant &)
- FUNC1RC(GlobalVariableType, global_variable_get_type, const StringName &)
- FUNC1RC(Variant, global_variable_get, const StringName &)
- FUNC1(global_variables_load_settings, bool)
- FUNC0(global_variables_clear)
-
- /* BLACK BARS */
-
- FUNC4(black_bars_set_margins, int, int, int, int)
- FUNC4(black_bars_set_images, RID, RID, RID, RID)
-
- /* FREE */
-
- FUNC1(free, RID)
-
- /* EVENT QUEUING */
-
- FUNC3(request_frame_drawn_callback, Object *, const StringName &, const Variant &)
-
- virtual void init();
- virtual void finish();
- virtual void draw(bool p_swap_buffers, double frame_step);
- virtual void sync();
- FUNC0RC(bool, has_changed)
-
- /* RENDER INFO */
-
- //this passes directly to avoid stalling
- virtual int get_render_info(RenderInfo p_info) {
- return rendering_server->get_render_info(p_info);
- }
-
- virtual String get_video_adapter_name() const {
- return rendering_server->get_video_adapter_name();
- }
-
- virtual String get_video_adapter_vendor() const {
- return rendering_server->get_video_adapter_vendor();
- }
-
- FUNC4(set_boot_image, const Ref<Image> &, const Color &, bool, bool)
- FUNC1(set_default_clear_color, const Color &)
-
- FUNC0R(RID, get_test_cube)
-
- FUNC1(set_debug_generate_wireframes, bool)
-
- virtual bool has_feature(Features p_feature) const {
- return rendering_server->has_feature(p_feature);
- }
- virtual bool has_os_feature(const String &p_feature) const {
- return rendering_server->has_os_feature(p_feature);
- }
-
- FUNC1(call_set_use_vsync, bool)
-
- static void set_use_vsync_callback(bool p_enable);
-
- virtual bool is_low_end() const {
- return rendering_server->is_low_end();
- }
-
- virtual uint64_t get_frame_profile_frame() {
- return rendering_server->get_frame_profile_frame();
- }
-
- virtual void set_frame_profiling_enabled(bool p_enabled) {
- rendering_server->set_frame_profiling_enabled(p_enabled);
- }
-
- virtual Vector<FrameProfileArea> get_frame_profile() {
- return rendering_server->get_frame_profile();
- }
-
- virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
- rendering_server->sdfgi_set_debug_probe_select(p_position, p_dir);
- }
-
- RenderingServerWrapMT(RenderingServer *p_contained, bool p_create_thread);
- ~RenderingServerWrapMT();
-
-#undef ServerName
-#undef ServerNameWrapMT
-#undef server_name
-};
-
-#ifdef DEBUG_SYNC
-#undef DEBUG_SYNC
-#endif
-#undef SYNC_DEBUG
-
-#endif
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 6c835fcadf..f960d4af5f 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,9 +30,11 @@
#include "shader_language.h"
#include "core/os/os.h"
-#include "core/print_string.h"
+#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 == '_';
}
@@ -223,7 +225,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = {
String ShaderLanguage::get_token_text(Token p_token) {
String name = token_names[p_token.type];
- if (p_token.type == TK_INT_CONSTANT || p_token.type == TK_REAL_CONSTANT) {
+ if (p_token.type == TK_INT_CONSTANT || p_token.type == TK_FLOAT_CONSTANT) {
name += "(" + rtos(p_token.constant) + ")";
} else if (p_token.type == TK_IDENTIFIER) {
name += "(" + String(p_token.text) + ")";
@@ -558,13 +560,13 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
return _make_token(TK_ERROR, "Invalid numeric constant");
}
hexa_found = true;
- } else if (GETCHAR(i) == 'e') {
- if (hexa_found || exponent_found || float_suffix_found) {
+ } else if (GETCHAR(i) == 'e' && !hexa_found) {
+ if (exponent_found || float_suffix_found) {
return _make_token(TK_ERROR, "Invalid numeric constant");
}
exponent_found = true;
- } else if (GETCHAR(i) == 'f') {
- if (hexa_found || exponent_found) {
+ } else if (GETCHAR(i) == 'f' && !hexa_found) {
+ if (exponent_found) {
return _make_token(TK_ERROR, "Invalid numeric constant");
}
float_suffix_found = true;
@@ -629,7 +631,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
if (!_is_number(last_char)) {
return _make_token(TK_ERROR, "Invalid (integer) numeric constant");
}
- if (!str.is_valid_integer()) {
+ if (!str.is_valid_int()) {
return _make_token(TK_ERROR, "Invalid numeric constant");
}
}
@@ -637,13 +639,13 @@ ShaderLanguage::Token ShaderLanguage::_get_token() {
char_idx += str.length();
Token tk;
if (period_found || exponent_found || float_suffix_found) {
- tk.type = TK_REAL_CONSTANT;
+ tk.type = TK_FLOAT_CONSTANT;
} else {
tk.type = TK_INT_CONSTANT;
}
if (hexa_found) {
- tk.constant = (double)str.hex_to_int(true);
+ tk.constant = (double)str.hex_to_int();
} else {
tk.constant = str.to_float();
}
@@ -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;
@@ -908,11 +912,25 @@ void ShaderLanguage::clear() {
completion_class = SubClassTag::TAG_GLOBAL;
completion_struct = StringName();
+ unknown_varying_usages.clear();
+
+#ifdef DEBUG_ENABLED
+ used_constants.clear();
+ used_varyings.clear();
+ used_uniforms.clear();
+ used_functions.clear();
+ used_structs.clear();
+ used_local_vars.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;
@@ -920,7 +938,43 @@ void ShaderLanguage::clear() {
}
}
-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) {
+#ifdef DEBUG_ENABLED
+void ShaderLanguage::_parse_used_identifier(const StringName &p_identifier, IdentifierType p_type, const StringName &p_function) {
+ 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)) {
+ if (shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_VERTEX && shader->varyings[p_identifier].stage != ShaderNode::Varying::STAGE_FRAGMENT) {
+ 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;
+ case IdentifierType::IDENTIFIER_LOCAL_VAR:
+ if (HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG) && used_local_vars.has(p_function) && used_local_vars[p_function].has(p_identifier)) {
+ used_local_vars[p_function][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) {
*r_data_type = p_function_info.built_ins[p_identifier].type;
@@ -931,7 +985,6 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_type) {
*r_type = IDENTIFIER_BUILTIN_VAR;
}
-
return true;
}
@@ -945,7 +998,6 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
if (r_type) {
*r_type = IDENTIFIER_FUNCTION;
}
-
return true;
}
@@ -962,13 +1014,15 @@ 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;
}
@@ -990,15 +1044,18 @@ 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;
}
}
@@ -1028,18 +1085,26 @@ bool ShaderLanguage::_find_identifier(const BlockNode *p_block, bool p_allow_rea
}
if (shader->constants.has(p_identifier)) {
+ if (r_is_const) {
+ *r_is_const = true;
+ }
if (r_data_type) {
*r_data_type = shader->constants[p_identifier].type;
}
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;
}
+ if (r_constant_value) {
+ if (shader->constants[p_identifier].initializer && shader->constants[p_identifier].initializer->values.size() == 1) {
+ *r_constant_value = shader->constants[p_identifier].initializer->values[0];
+ }
+ }
+ if (r_type) {
+ *r_type = IDENTIFIER_CONSTANT;
+ }
return true;
}
@@ -1052,6 +1117,9 @@ 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;
}
@@ -1062,13 +1130,18 @@ 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;
@@ -1078,6 +1151,10 @@ 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();
@@ -1087,6 +1164,10 @@ 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();
@@ -1095,6 +1176,10 @@ 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;
@@ -1105,6 +1190,10 @@ 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;
@@ -1113,6 +1202,10 @@ 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();
@@ -1181,6 +1274,10 @@ 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();
@@ -1233,6 +1330,10 @@ 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();
@@ -1281,6 +1382,18 @@ 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) {
@@ -1289,16 +1402,29 @@ 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();
if (na == nb) {
- valid = (na > TYPE_BOOL && na < TYPE_MAT2) || (p_op->op == OP_ASSIGN_MUL && na >= TYPE_MAT2 && na <= TYPE_MAT4);
+ valid = (na > TYPE_BOOL && na <= TYPE_MAT4);
ret_type = na;
} else if (na == TYPE_IVEC2 && nb == TYPE_INT) {
valid = true;
@@ -1361,6 +1487,18 @@ 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();
@@ -1415,17 +1553,34 @@ 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);
@@ -1435,729 +1590,731 @@ 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;
}
const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
//constructors
- { "bool", TYPE_BOOL, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec2", TYPE_BVEC2, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec2", TYPE_BVEC2, { TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_BVEC2, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BVEC2, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BVEC2, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BOOL, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BVEC3, TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "float", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec2", TYPE_VEC2, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec2", TYPE_VEC2, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_VEC2, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "int", TYPE_INT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_IVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_INT, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "uint", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UVEC2, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UINT, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "mat2", TYPE_MAT2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat3", TYPE_MAT3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat4", TYPE_MAT4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "mat2", TYPE_MAT2, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat3", TYPE_MAT3, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat4", TYPE_MAT4, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+ { "bool", TYPE_BOOL, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec2", TYPE_BVEC2, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec2", TYPE_BVEC2, { TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_BVEC2, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_BOOL, TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BVEC2, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BVEC2, TYPE_BOOL, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BOOL, TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BOOL, TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BVEC3, TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "float", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec2", TYPE_VEC2, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec2", TYPE_VEC2, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_VEC2, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "int", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_INT, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_INT, TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_IVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_INT, TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_INT, TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "uint", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UINT, TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UVEC2, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UINT, TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UINT, TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+
+ { "mat2", TYPE_MAT2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat3", TYPE_MAT3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat4", TYPE_MAT4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "mat2", TYPE_MAT2, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat3", TYPE_MAT3, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat4", TYPE_MAT4, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
//conversion scalars
- { "int", TYPE_INT, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "int", TYPE_INT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "int", TYPE_INT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "int", TYPE_INT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+ { "int", TYPE_INT, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "int", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "int", TYPE_INT, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "int", TYPE_INT, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
- { "float", TYPE_FLOAT, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "float", TYPE_FLOAT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "float", TYPE_FLOAT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "float", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+ { "float", TYPE_FLOAT, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "float", TYPE_FLOAT, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "float", TYPE_FLOAT, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "float", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
- { "uint", TYPE_UINT, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, true },
- { "uint", TYPE_UINT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uint", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
+ { "uint", TYPE_UINT, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uint", TYPE_UINT, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uint", TYPE_UINT, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
- { "bool", TYPE_BOOL, { TYPE_BOOL, TYPE_VOID }, TAG_GLOBAL, false },
- { "bool", TYPE_BOOL, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "bool", TYPE_BOOL, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "bool", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
+ { "bool", TYPE_BOOL, { TYPE_BOOL, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bool", TYPE_BOOL, { TYPE_INT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bool", TYPE_BOOL, { TYPE_UINT, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "bool", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
//conversion vectors
- { "ivec2", TYPE_IVEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec2", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "vec2", TYPE_VEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec2", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec2", TYPE_VEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "vec2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "uvec2", TYPE_UVEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec2", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "bvec2", TYPE_BVEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec2", TYPE_BVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec2", TYPE_BVEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "bvec2", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "ivec3", TYPE_IVEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec3", TYPE_IVEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "ivec3", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "vec3", TYPE_VEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec3", TYPE_VEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "vec3", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "uvec3", TYPE_UVEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec3", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "bvec3", TYPE_BVEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec3", TYPE_BVEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "bvec3", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "ivec4", TYPE_IVEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "ivec4", TYPE_IVEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "ivec4", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "vec4", TYPE_VEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "vec4", TYPE_VEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "vec4", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "uvec4", TYPE_UVEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "uvec4", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "bvec4", TYPE_BVEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "bvec4", TYPE_BVEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "bvec4", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec2", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "vec2", TYPE_VEC2, { TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec2", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec2", TYPE_VEC2, { TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "vec2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "uvec2", TYPE_UVEC2, { TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec2", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+
+ { "bvec2", TYPE_BVEC2, { TYPE_BVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec2", TYPE_BVEC2, { TYPE_IVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec2", TYPE_BVEC2, { TYPE_UVEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "bvec2", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "ivec3", TYPE_IVEC3, { TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec3", TYPE_IVEC3, { TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "ivec3", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "vec3", TYPE_VEC3, { TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec3", TYPE_VEC3, { TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "vec3", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "uvec3", TYPE_UVEC3, { TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec3", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+
+ { "bvec3", TYPE_BVEC3, { TYPE_BVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_IVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec3", TYPE_BVEC3, { TYPE_UVEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "bvec3", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "ivec4", TYPE_IVEC4, { TYPE_BVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "ivec4", TYPE_IVEC4, { TYPE_UVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "ivec4", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "vec4", TYPE_VEC4, { TYPE_BVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_IVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "vec4", TYPE_VEC4, { TYPE_UVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "vec4", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+
+ { "uvec4", TYPE_UVEC4, { TYPE_BVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_IVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_UVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "uvec4", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+
+ { "bvec4", TYPE_BVEC4, { TYPE_BVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_IVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "bvec4", TYPE_BVEC4, { TYPE_UVEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, true },
+ { "bvec4", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
//conversion between matrixes
- { "mat2", TYPE_MAT2, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat2", TYPE_MAT2, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat3", TYPE_MAT3, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat3", TYPE_MAT3, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat4", TYPE_MAT4, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mat4", TYPE_MAT4, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
+ { "mat2", TYPE_MAT2, { TYPE_MAT3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat2", TYPE_MAT2, { TYPE_MAT4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat3", TYPE_MAT3, { TYPE_MAT2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat3", TYPE_MAT3, { TYPE_MAT4, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat4", TYPE_MAT4, { TYPE_MAT2, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
+ { "mat4", TYPE_MAT4, { TYPE_MAT3, TYPE_VOID }, { "" }, TAG_GLOBAL, false },
//builtins - trigonometry
- { "radians", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "radians", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "radians", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "radians", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "degrees", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "degrees", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "degrees", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "degrees", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "sin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sin", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "cos", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "cos", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "cos", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "cos", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "tan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "tan", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "tan", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "tan", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "asin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "asin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "asin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "asin", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "acos", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "acos", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "acos", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "acos", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "atan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "atan", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "sinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "cosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "cosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "cosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "cosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "tanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "tanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "tanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "tanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "asinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "asinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "asinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "asinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "acosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "acosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "acosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "acosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "atanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "atanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "atanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "atanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "radians", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "degrees" }, TAG_GLOBAL, false },
+ { "radians", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "degrees" }, TAG_GLOBAL, false },
+ { "radians", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "degrees" }, TAG_GLOBAL, false },
+ { "radians", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "degrees" }, TAG_GLOBAL, false },
+
+ { "degrees", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "radians" }, TAG_GLOBAL, false },
+ { "degrees", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "radians" }, TAG_GLOBAL, false },
+ { "degrees", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "radians" }, TAG_GLOBAL, false },
+ { "degrees", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "radians" }, TAG_GLOBAL, false },
+
+ { "sin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "sin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "sin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "sin", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+
+ { "cos", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "cos", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "cos", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "cos", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+
+ { "tan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "tan", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "tan", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+ { "tan", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "angle" }, TAG_GLOBAL, false },
+
+ { "asin", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asin", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asin", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asin", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "acos", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acos", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acos", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acos", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "atan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "y_over_x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "y_over_x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "y_over_x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "y_over_x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "y", "x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "y", "x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "y", "x" }, TAG_GLOBAL, false },
+ { "atan", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "y", "x" }, TAG_GLOBAL, false },
+
+ { "sinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "cosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "cosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "cosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "cosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "tanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "tanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "tanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "tanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "asinh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asinh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asinh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "asinh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "acosh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acosh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acosh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "acosh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "atanh", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "atanh", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "atanh", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "atanh", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
//builtins - exponential
- { "pow", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "pow", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "pow", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "log", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "log", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "log", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "log", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "exp2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "log2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "log2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "log2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "log2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "sqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "inversesqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "inversesqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "inversesqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "inversesqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "pow", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "pow", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "pow", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "pow", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "exp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "exp2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log2", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log2", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log2", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "log2", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "inversesqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "inversesqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "inversesqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "inversesqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
//builtins - common
- { "abs", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "abs", TYPE_INT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "abs", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "sign", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "sign", TYPE_INT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "sign", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "floor", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "floor", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "floor", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "floor", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "trunc", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "trunc", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "trunc", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "trunc", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "round", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "round", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "round", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "round", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "roundEven", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "roundEven", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "roundEven", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "roundEven", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "ceil", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "ceil", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "ceil", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "ceil", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "fract", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "fract", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "fract", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "fract", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "mod", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "mod", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "modf", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "modf", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "modf", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "modf", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "min", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "min", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "min", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "min", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "min", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "max", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "max", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "max", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "max", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "max", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "clamp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "clamp", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
- { "clamp", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "clamp", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "clamp", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "mix", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "step", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC2, { TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC3, { TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "step", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC2, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC3, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "smoothstep", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "isnan", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "isnan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "isnan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "isnan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "isinf", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "isinf", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "isinf", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "isinf", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "floatBitsToInt", TYPE_INT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToInt", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToInt", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToInt", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "floatBitsToUint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToUint", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToUint", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "floatBitsToUint", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "intBitsToFloat", TYPE_FLOAT, { TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "intBitsToFloat", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "intBitsToFloat", TYPE_VEC3, { TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "intBitsToFloat", TYPE_VEC4, { TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "uintBitsToFloat", TYPE_FLOAT, { TYPE_UINT, TYPE_VOID }, TAG_GLOBAL, true },
- { "uintBitsToFloat", TYPE_VEC2, { TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "uintBitsToFloat", TYPE_VEC3, { TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "uintBitsToFloat", TYPE_VEC4, { TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
+ { "abs", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "abs", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "abs", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "sign", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "sign", TYPE_INT, { TYPE_INT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_IVEC2, { TYPE_IVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_IVEC3, { TYPE_IVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "sign", TYPE_IVEC4, { TYPE_IVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "floor", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "floor", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "floor", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "floor", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "trunc", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "trunc", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "trunc", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "trunc", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "round", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "round", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "round", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "round", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "roundEven", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "roundEven", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "roundEven", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "roundEven", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "ceil", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "ceil", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "ceil", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "ceil", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "fract", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "fract", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "fract", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "fract", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "mod", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+ { "mod", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "x", "y" }, TAG_GLOBAL, false },
+
+ { "modf", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "i" }, TAG_GLOBAL, true },
+ { "modf", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "x", "i" }, TAG_GLOBAL, true },
+ { "modf", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "x", "i" }, TAG_GLOBAL, true },
+ { "modf", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "x", "i" }, TAG_GLOBAL, true },
+
+ { "min", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "min", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "min", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "min", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "min", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "max", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "max", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "max", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "max", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "max", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "clamp", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC2, { TYPE_VEC2, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC3, { TYPE_VEC3, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_VEC4, { TYPE_VEC4, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+
+ { "clamp", TYPE_INT, { TYPE_INT, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC2, { TYPE_IVEC2, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC3, { TYPE_IVEC3, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+ { "clamp", TYPE_IVEC4, { TYPE_IVEC4, TYPE_INT, TYPE_INT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, false },
+
+ { "clamp", TYPE_UINT, { TYPE_UINT, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC2, { TYPE_UVEC2, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC3, { TYPE_UVEC3, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+ { "clamp", TYPE_UVEC4, { TYPE_UVEC4, TYPE_UINT, TYPE_UINT, TYPE_VOID }, { "x", "minVal", "maxVal" }, TAG_GLOBAL, true },
+
+ { "mix", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_BVEC2, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_BVEC3, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_BVEC4, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+ { "mix", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b", "value" }, TAG_GLOBAL, false },
+
+ { "step", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC2, { TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC3, { TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "step", TYPE_VEC4, { TYPE_FLOAT, TYPE_VEC4, TYPE_VOID }, { "edge", "x" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC2, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC2, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC3, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC3, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+ { "smoothstep", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC4, TYPE_VOID }, { "edge0", "edge1", "value" }, TAG_GLOBAL, false },
+
+ { "isnan", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isnan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isnan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isnan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "isinf", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isinf", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isinf", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "isinf", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+
+ { "floatBitsToInt", TYPE_INT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToInt", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToInt", TYPE_IVEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToInt", TYPE_IVEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+
+ { "floatBitsToUint", TYPE_UINT, { TYPE_FLOAT, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToUint", TYPE_UVEC2, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToUint", TYPE_UVEC3, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "floatBitsToUint", TYPE_UVEC4, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+
+ { "intBitsToFloat", TYPE_FLOAT, { TYPE_INT, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "intBitsToFloat", TYPE_VEC2, { TYPE_IVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "intBitsToFloat", TYPE_VEC3, { TYPE_IVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "intBitsToFloat", TYPE_VEC4, { TYPE_IVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+
+ { "uintBitsToFloat", TYPE_FLOAT, { TYPE_UINT, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "uintBitsToFloat", TYPE_VEC2, { TYPE_UVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "uintBitsToFloat", TYPE_VEC3, { TYPE_UVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
+ { "uintBitsToFloat", TYPE_VEC4, { TYPE_UVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, true },
//builtins - geometric
- { "length", TYPE_FLOAT, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "length", TYPE_FLOAT, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "length", TYPE_FLOAT, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "distance", TYPE_FLOAT, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "distance", TYPE_FLOAT, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "distance", TYPE_FLOAT, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "dot", TYPE_FLOAT, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "dot", TYPE_FLOAT, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "dot", TYPE_FLOAT, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "cross", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "normalize", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "normalize", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "normalize", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "reflect", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "refract", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "faceforward", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "faceforward", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "faceforward", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "matrixCompMult", TYPE_MAT2, { TYPE_MAT2, TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "matrixCompMult", TYPE_MAT3, { TYPE_MAT3, TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "matrixCompMult", TYPE_MAT4, { TYPE_MAT4, TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "outerProduct", TYPE_MAT2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "outerProduct", TYPE_MAT3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "outerProduct", TYPE_MAT4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "transpose", TYPE_MAT2, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "transpose", TYPE_MAT3, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "transpose", TYPE_MAT4, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "determinant", TYPE_FLOAT, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "determinant", TYPE_FLOAT, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "determinant", TYPE_FLOAT, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "inverse", TYPE_MAT2, { TYPE_MAT2, TYPE_VOID }, TAG_GLOBAL, false },
- { "inverse", TYPE_MAT3, { TYPE_MAT3, TYPE_VOID }, TAG_GLOBAL, false },
- { "inverse", TYPE_MAT4, { TYPE_MAT4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThan", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThan", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThan", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThan", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "lessThan", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "lessThan", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "greaterThan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "greaterThan", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThan", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThan", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "greaterThan", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "greaterThan", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "greaterThan", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "lessThanEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThanEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThanEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThanEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThanEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "lessThanEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "lessThanEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "lessThanEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "lessThanEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "greaterThanEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThanEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThanEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "greaterThanEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThanEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "greaterThanEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "greaterThanEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "greaterThanEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "greaterThanEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "equal", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "equal", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "equal", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "equal", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "equal", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "equal", TYPE_BVEC2, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC3, { TYPE_BVEC3, TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "equal", TYPE_BVEC4, { TYPE_BVEC4, TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "notEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "notEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "length", TYPE_FLOAT, { TYPE_VEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "length", TYPE_FLOAT, { TYPE_VEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "length", TYPE_FLOAT, { TYPE_VEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "distance", TYPE_FLOAT, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "distance", TYPE_FLOAT, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "distance", TYPE_FLOAT, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "dot", TYPE_FLOAT, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "dot", TYPE_FLOAT, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "dot", TYPE_FLOAT, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "cross", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "normalize", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "v" }, TAG_GLOBAL, false },
+ { "normalize", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "v" }, TAG_GLOBAL, false },
+ { "normalize", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "v" }, TAG_GLOBAL, false },
+ { "reflect", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
+ { "refract", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
+
+ { "faceforward", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "N", "I", "Nref" }, TAG_GLOBAL, false },
+ { "faceforward", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "N", "I", "Nref" }, TAG_GLOBAL, false },
+ { "faceforward", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "N", "I", "Nref" }, TAG_GLOBAL, false },
+
+ { "matrixCompMult", TYPE_MAT2, { TYPE_MAT2, TYPE_MAT2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "matrixCompMult", TYPE_MAT3, { TYPE_MAT3, TYPE_MAT3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "matrixCompMult", TYPE_MAT4, { TYPE_MAT4, TYPE_MAT4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "outerProduct", TYPE_MAT2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "c", "r" }, TAG_GLOBAL, false },
+ { "outerProduct", TYPE_MAT3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "c", "r" }, TAG_GLOBAL, false },
+ { "outerProduct", TYPE_MAT4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "c", "r" }, TAG_GLOBAL, false },
+
+ { "transpose", TYPE_MAT2, { TYPE_MAT2, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "transpose", TYPE_MAT3, { TYPE_MAT3, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "transpose", TYPE_MAT4, { TYPE_MAT4, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+
+ { "determinant", TYPE_FLOAT, { TYPE_MAT2, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "determinant", TYPE_FLOAT, { TYPE_MAT3, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "determinant", TYPE_FLOAT, { TYPE_MAT4, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+
+ { "inverse", TYPE_MAT2, { TYPE_MAT2, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "inverse", TYPE_MAT3, { TYPE_MAT3, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+ { "inverse", TYPE_MAT4, { TYPE_MAT4, TYPE_VOID }, { "m" }, TAG_GLOBAL, false },
+
+ { "lessThan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "lessThan", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThan", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThan", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "lessThan", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "lessThan", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "lessThan", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "greaterThan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "greaterThan", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThan", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThan", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "greaterThan", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "greaterThan", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "greaterThan", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "lessThanEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThanEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThanEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "lessThanEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThanEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "lessThanEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "lessThanEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "lessThanEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "lessThanEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "greaterThanEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThanEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThanEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "greaterThanEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThanEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "greaterThanEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "greaterThanEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "greaterThanEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "greaterThanEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "equal", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "equal", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "equal", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "equal", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "equal", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+
+ { "equal", TYPE_BVEC2, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC3, { TYPE_BVEC3, TYPE_BVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "equal", TYPE_BVEC4, { TYPE_BVEC4, TYPE_BVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "notEqual", TYPE_BVEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+
+ { "notEqual", TYPE_BVEC2, { TYPE_IVEC2, TYPE_IVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC3, { TYPE_IVEC3, TYPE_IVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC4, { TYPE_IVEC4, TYPE_IVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "notEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "notEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, TAG_GLOBAL, true },
+ { "notEqual", TYPE_BVEC2, { TYPE_UVEC2, TYPE_UVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "notEqual", TYPE_BVEC3, { TYPE_UVEC3, TYPE_UVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
+ { "notEqual", TYPE_BVEC4, { TYPE_UVEC4, TYPE_UVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, true },
- { "notEqual", TYPE_BVEC2, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC3, { TYPE_BVEC3, TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "notEqual", TYPE_BVEC4, { TYPE_BVEC4, TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC2, { TYPE_BVEC2, TYPE_BVEC2, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC3, { TYPE_BVEC3, TYPE_BVEC3, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
+ { "notEqual", TYPE_BVEC4, { TYPE_BVEC4, TYPE_BVEC4, TYPE_VOID }, { "a", "b" }, TAG_GLOBAL, false },
- { "any", TYPE_BOOL, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "any", TYPE_BOOL, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "any", TYPE_BOOL, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "any", TYPE_BOOL, { TYPE_BVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "any", TYPE_BOOL, { TYPE_BVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "any", TYPE_BOOL, { TYPE_BVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
- { "all", TYPE_BOOL, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "all", TYPE_BOOL, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "all", TYPE_BOOL, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "all", TYPE_BOOL, { TYPE_BVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "all", TYPE_BOOL, { TYPE_BVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "all", TYPE_BOOL, { TYPE_BVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
- { "not", TYPE_BVEC2, { TYPE_BVEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "not", TYPE_BVEC3, { TYPE_BVEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "not", TYPE_BVEC4, { TYPE_BVEC4, TYPE_VOID }, TAG_GLOBAL, false },
+ { "not", TYPE_BVEC2, { TYPE_BVEC2, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "not", TYPE_BVEC3, { TYPE_BVEC3, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
+ { "not", TYPE_BVEC4, { TYPE_BVEC4, TYPE_VOID }, { "x" }, TAG_GLOBAL, false },
//builtins - texture
- { "textureSize", TYPE_IVEC2, { TYPE_SAMPLER2D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC2, { TYPE_ISAMPLER2D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC2, { TYPE_USAMPLER2D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_SAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_USAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_SAMPLER3D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER3D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC3, { TYPE_USAMPLER3D, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBE, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBEARRAY, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
- { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
-
- { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
- { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdx", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdx", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdx", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "dFdy", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdy", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdy", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "dFdy", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
-
- { "fwidth", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, true },
- { "fwidth", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, true },
- { "fwidth", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, true },
- { "fwidth", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_SAMPLER2D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_ISAMPLER2D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_USAMPLER2D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_SAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_USAMPLER2DARRAY, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_SAMPLER3D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_ISAMPLER3D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC3, { TYPE_USAMPLER3D, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBE, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+ { "textureSize", TYPE_IVEC2, { TYPE_SAMPLERCUBEARRAY, TYPE_INT, TYPE_VOID }, { "sampler", "lod" }, TAG_GLOBAL, true },
+
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "texture", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, false },
+ { "texture", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, false },
+
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_VOID }, { "sampler", "coords" }, TAG_GLOBAL, true },
+ { "textureProj", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "bias" }, TAG_GLOBAL, true },
+
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+ { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+ { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+ { "textureLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+ { "textureLod", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, false },
+
+ { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_IVEC2, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "texelFetch", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_IVEC3, TYPE_INT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+
+ { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+ { "textureProjLod", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "sampler", "coords", "lod" }, TAG_GLOBAL, true },
+
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2DARRAY, TYPE_VEC3, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_IVEC4, { TYPE_ISAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER3D, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+ { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBEARRAY, TYPE_VEC4, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "sampler", "coords", "dPdx", "dPdy" }, TAG_GLOBAL, true },
+
+ { "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdx", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdx", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdx", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
+ { "dFdy", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdy", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdy", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "dFdy", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+
+ { "fwidth", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidth", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidth", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
+ { "fwidth", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true },
//sub-functions
//array
- { "length", TYPE_INT, { TYPE_VOID }, TAG_ARRAY, true },
+ { "length", TYPE_INT, { TYPE_VOID }, { "" }, TAG_ARRAY, true },
// modern functions
- { "fma", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, TAG_GLOBAL, false },
- { "fma", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, TAG_GLOBAL, false },
- { "fma", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, TAG_GLOBAL, false },
- { "fma", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, TAG_GLOBAL, false },
-
- { nullptr, TYPE_VOID, { TYPE_VOID }, TAG_GLOBAL, false }
+ { "fma", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false },
+ { "fma", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false },
+ { "fma", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false },
+ { "fma", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false },
+ { nullptr, TYPE_VOID, { TYPE_VOID }, { "" }, TAG_GLOBAL, false }
};
const ShaderLanguage::BuiltinFuncOutArgs ShaderLanguage::builtin_func_out_args[] = {
@@ -2171,6 +2328,7 @@ 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);
@@ -2179,6 +2337,7 @@ 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();
@@ -2225,6 +2384,10 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
failed_builtin = true;
bool fail = false;
for (int i = 0; i < argcount; i++) {
+ if (p_func->arguments[i + 1]->type == Node::TYPE_ARRAY && !static_cast<const ArrayNode *>(p_func->arguments[i + 1])->is_indexed()) {
+ fail = true;
+ break;
+ }
if (get_scalar_type(args[i]) == args[i] && p_func->arguments[i + 1]->type == Node::TYPE_CONSTANT && convert_constant(static_cast<ConstantNode *>(p_func->arguments[i + 1]), builtin_func_defs[idx].args[i])) {
//all good, but needs implicit conversion later
} else if (args[i] != builtin_func_defs[idx].args[i]) {
@@ -2279,6 +2442,10 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
if (shader->uniforms.has(varname)) {
fail = true;
} else {
+ if (shader->varyings.has(varname)) {
+ _set_error(vformat("Varyings cannot be passed for '%s' parameter!", "out"));
+ return false;
+ }
if (p_function_info.built_ins.has(varname)) {
BuiltInInfo info = p_function_info.built_ins[varname];
if (info.constant) {
@@ -2397,6 +2564,11 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI
} else {
arg_name = get_datatype_name(args[i]);
}
+ if (args3[i] > 0) {
+ arg_name += "[";
+ arg_name += itos(args3[i]);
+ arg_name += "]";
+ }
err += arg_name;
}
err += ")";
@@ -2446,6 +2618,11 @@ 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;
}
}
@@ -2458,21 +2635,32 @@ 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;
@@ -2518,16 +2706,45 @@ 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) {
@@ -2612,6 +2829,20 @@ bool ShaderLanguage::is_token_operator(TokenType p_type) {
p_type == TK_COLON);
}
+bool ShaderLanguage::is_token_operator_assign(TokenType p_type) {
+ return (p_type == TK_OP_ASSIGN ||
+ p_type == TK_OP_ASSIGN_ADD ||
+ p_type == TK_OP_ASSIGN_SUB ||
+ p_type == TK_OP_ASSIGN_MUL ||
+ p_type == TK_OP_ASSIGN_DIV ||
+ p_type == TK_OP_ASSIGN_MOD ||
+ p_type == TK_OP_ASSIGN_SHIFT_LEFT ||
+ p_type == TK_OP_ASSIGN_SHIFT_RIGHT ||
+ p_type == TK_OP_ASSIGN_BIT_AND ||
+ p_type == TK_OP_ASSIGN_BIT_OR ||
+ p_type == TK_OP_ASSIGN_BIT_XOR);
+}
+
bool ShaderLanguage::convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value) {
if (p_constant->datatype == p_to_type) {
if (p_value) {
@@ -2655,6 +2886,27 @@ bool ShaderLanguage::is_scalar_type(DataType p_type) {
return p_type == TYPE_BOOL || p_type == TYPE_INT || p_type == TYPE_UINT || p_type == TYPE_FLOAT;
}
+bool ShaderLanguage::is_float_type(DataType p_type) {
+ switch (p_type) {
+ case TYPE_FLOAT:
+ case TYPE_VEC2:
+ case TYPE_VEC3:
+ case TYPE_VEC4:
+ case TYPE_MAT2:
+ case TYPE_MAT3:
+ case TYPE_MAT4:
+ case TYPE_SAMPLER2D:
+ case TYPE_SAMPLER2DARRAY:
+ case TYPE_SAMPLER3D:
+ case TYPE_SAMPLERCUBE:
+ case TYPE_SAMPLERCUBEARRAY: {
+ return true;
+ }
+ default: {
+ return false;
+ }
+ }
+}
bool ShaderLanguage::is_sampler_type(DataType p_type) {
return p_type == TYPE_SAMPLER2D ||
p_type == TYPE_ISAMPLER2D ||
@@ -2747,7 +2999,7 @@ 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;
}
@@ -2846,7 +3098,7 @@ 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:
@@ -2958,6 +3210,20 @@ 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;
@@ -3091,6 +3357,106 @@ bool ShaderLanguage::_is_operator_assign(Operator p_op) const {
return false;
}
+bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message) {
+ if (current_function != String("vertex") && current_function != String("fragment")) {
+ *r_message = vformat(RTR("Varying may not be assigned in the '%s' function."), current_function);
+ return false;
+ }
+ switch (p_varying.stage) {
+ case ShaderNode::Varying::STAGE_UNKNOWN: // first assign
+ if (current_function == varying_function_names.vertex) {
+ p_varying.stage = ShaderNode::Varying::STAGE_VERTEX;
+ } else if (current_function == varying_function_names.fragment) {
+ p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT;
+ }
+ break;
+ case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT:
+ case ShaderNode::Varying::STAGE_VERTEX:
+ 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_TO_LIGHT:
+ case ShaderNode::Varying::STAGE_FRAGMENT:
+ 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;
+ }
+ break;
+ default:
+ break;
+ }
+ return true;
+}
+
+bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, String *r_message) {
+ switch (p_varying.stage) {
+ case ShaderNode::Varying::STAGE_UNKNOWN:
+ VaryingUsage usage;
+ usage.var = &p_varying;
+ usage.line = tk_line;
+ unknown_varying_usages.push_back(usage);
+ break;
+ case ShaderNode::Varying::STAGE_VERTEX:
+ if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) {
+ p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT;
+ }
+ break;
+ case ShaderNode::Varying::STAGE_FRAGMENT:
+ if (current_function == varying_function_names.light) {
+ p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT;
+ }
+ break;
+ default:
+ break;
+ }
+ return true;
+}
+
+bool ShaderLanguage::_check_varying_usages(int *r_error_line, String *r_error_message) const {
+ for (const List<ShaderLanguage::VaryingUsage>::Element *E = unknown_varying_usages.front(); E; E = E->next()) {
+ ShaderNode::Varying::Stage stage = E->get().var->stage;
+ if (stage != ShaderNode::Varying::STAGE_UNKNOWN && stage != ShaderNode::Varying::STAGE_VERTEX && stage != ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT) {
+ *r_error_line = E->get().line;
+ *r_error_message = RTR("Fragment-stage varying could not been accessed in custom function!");
+ return false;
+ }
+ }
+
+ 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);
@@ -3131,13 +3497,6 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_functi
return false;
}
- if (shader->varyings.has(var->name) && current_function != String("vertex")) {
- if (r_message) {
- *r_message = RTR("Varyings can only be assigned in vertex function.");
- }
- return false;
- }
-
if (shader->constants.has(var->name) || var->is_const) {
if (r_message) {
*r_message = RTR("Constants cannot be modified.");
@@ -3158,13 +3517,6 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_functi
return false;
}
- if (shader->varyings.has(arr->name) && current_function != String("vertex")) {
- if (r_message) {
- *r_message = RTR("Varyings can only be assigned in vertex function.");
- }
- return false;
- }
-
return true;
}
@@ -3175,7 +3527,7 @@ bool ShaderLanguage::_validate_assign(Node *p_node, const FunctionInfo &p_functi
}
bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(StringName p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat) {
- for (int i = 0; shader->functions.size(); i++) {
+ for (int i = 0; i < shader->functions.size(); i++) {
if (shader->functions[i].name == p_name) {
ERR_FAIL_INDEX_V(p_argument, shader->functions[i].function->arguments.size(), false);
FunctionNode::Argument *arg = &shader->functions[i].function->arguments.write[p_argument];
@@ -3194,9 +3546,9 @@ bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(StringNam
arg->tex_argument_check = true;
arg->tex_argument_filter = p_filter;
arg->tex_argument_repeat = p_repeat;
- for (Map<StringName, Set<int>>::Element *E = arg->tex_argument_connect.front(); E; E = E->next()) {
- for (Set<int>::Element *F = E->get().front(); F; F = F->next()) {
- if (!_propagate_function_call_sampler_uniform_settings(E->key(), F->get(), p_filter, p_repeat)) {
+ for (KeyValue<StringName, Set<int>> &E : arg->tex_argument_connect) {
+ for (Set<int>::Element *F = E.value.front(); F; F = F->next()) {
+ if (!_propagate_function_call_sampler_uniform_settings(E.key, F->get(), p_filter, p_repeat)) {
return false;
}
}
@@ -3209,7 +3561,7 @@ bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(StringNam
}
bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringName p_name, int p_argument, const StringName &p_builtin) {
- for (int i = 0; shader->functions.size(); i++) {
+ for (int i = 0; i < shader->functions.size(); i++) {
if (shader->functions[i].name == p_name) {
ERR_FAIL_INDEX_V(p_argument, shader->functions[i].function->arguments.size(), false);
FunctionNode::Argument *arg = &shader->functions[i].function->arguments.write[p_argument];
@@ -3228,9 +3580,9 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa
arg->tex_builtin_check = true;
arg->tex_builtin = p_builtin;
- for (Map<StringName, Set<int>>::Element *E = arg->tex_argument_connect.front(); E; E = E->next()) {
- for (Set<int>::Element *F = E->get().front(); F; F = F->next()) {
- if (!_propagate_function_call_sampler_builtin_reference(E->key(), F->get(), p_builtin)) {
+ for (KeyValue<StringName, Set<int>> &E : arg->tex_argument_connect) {
+ for (Set<int>::Element *F = E.value.front(); F; F = F->next()) {
+ if (!_propagate_function_call_sampler_builtin_reference(E.key, F->get(), p_builtin)) {
return false;
}
}
@@ -3242,6 +3594,268 @@ 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 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) {
+ 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_error("Invalid data type for array");
+ return nullptr;
+ }
+ 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) {
+ 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 {
+ _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;
+ }
+
+ if (type != p_type || struct_name != p_struct_name || array_size != p_array_size) {
+ String error_str = "Cannot convert from '";
+ if (type == TYPE_STRUCT) {
+ error_str += struct_name;
+ } else {
+ error_str += get_datatype_name(type);
+ }
+ error_str += "[";
+ error_str += itos(array_size);
+ error_str += "]'";
+ error_str += " to '";
+ if (type == TYPE_STRUCT) {
+ error_str += p_struct_name;
+ } else {
+ error_str += get_datatype_name(p_type);
+ }
+ error_str += "[";
+ error_str += itos(p_array_size);
+ error_str += "]'";
+ _set_error(error_str);
+ return nullptr;
+ }
+ }
+
+ ArrayConstructNode *an = alloc_node<ArrayConstructNode>();
+ an->datatype = p_type;
+ an->struct_name = p_struct_name;
+
+ if (tk.type == TK_PARENTHESIS_OPEN || auto_size) { // initialization
+ while (true) {
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
+ if (!n) {
+ return nullptr;
+ }
+
+ if (!_compare_datatypes(p_type, p_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;
+ }
+ }
+ if (an->initializer.size() != p_array_size) {
+ _set_error("Array size mismatch");
+ return nullptr;
+ }
+ } else {
+ _set_error("Expected array initialization!");
+ return nullptr;
+ }
+
+ return an;
+}
+
ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info) {
Vector<Expression> expression;
@@ -3270,7 +3884,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
return nullptr;
}
- } else if (tk.type == TK_REAL_CONSTANT) {
+ } else if (tk.type == TK_FLOAT_CONSTANT) {
ConstantNode *constant = alloc_node<ConstantNode>();
ConstantNode::Value v;
v.real = tk.constant;
@@ -3308,50 +3922,73 @@ 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);
@@ -3364,6 +4001,11 @@ 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;
}
@@ -3385,152 +4027,16 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
Node *nexpr;
if (pstruct->members[i]->array_size != 0) {
- DataType type = pstruct->members[i]->get_datatype();
- String struct_name = pstruct->members[i]->struct_name;
- int array_size = pstruct->members[i]->array_size;
-
- DataType type2;
- String struct_name2 = "";
- int array_size2 = 0;
-
- bool auto_size = false;
-
- tk = _get_token();
-
- if (tk.type == TK_CURLY_BRACKET_OPEN) {
- auto_size = true;
- } else {
- 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 nullptr;
- }
- type2 = get_token_datatype(tk.type);
- }
-
- tk = _get_token();
- if (tk.type == TK_BRACKET_OPEN) {
- TkPos pos2 = _get_tkpos();
- tk = _get_token();
- if (tk.type == TK_BRACKET_CLOSE) {
- array_size2 = 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 nullptr;
- }
-
- 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 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;
- }
-
- if (type != type2 || struct_name != struct_name2 || array_size != array_size2) {
- String error_str = "Cannot convert from '";
- 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 (type == TYPE_STRUCT) {
- error_str += struct_name;
- } else {
- error_str += get_datatype_name(type);
- }
- error_str += "[";
- error_str += itos(array_size);
- error_str += "]'";
- _set_error(error_str);
- return nullptr;
- }
- }
-
- ArrayConstructNode *an = alloc_node<ArrayConstructNode>();
- an->datatype = type;
- an->struct_name = struct_name;
-
- if (tk.type == TK_PARENTHESIS_OPEN || auto_size) { // initialization
- while (true) {
- Node *n = _parse_and_reduce_expression(p_block, p_function_info);
- if (!n) {
- return nullptr;
- }
-
- if (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 '" + (type == TYPE_STRUCT ? struct_name : get_datatype_name(type)) + "'");
- return nullptr;
- }
-
- tk = _get_token();
- if (tk.type == TK_COMMA) {
- an->initializer.push_back(n);
- continue;
- } 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;
- }
- }
- if (an->initializer.size() != array_size) {
- _set_error("Array size mismatch");
- return nullptr;
- }
- } else {
- _set_error("Expected array initialization!");
+ nexpr = _parse_array_constructor(p_block, p_function_info, pstruct->members[i]->get_datatype(), pstruct->members[i]->struct_name, pstruct->members[i]->array_size);
+ if (!nexpr) {
return nullptr;
}
-
- nexpr = an;
} else {
nexpr = _parse_and_reduce_expression(p_block, p_function_info);
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;
}
}
@@ -3552,7 +4058,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
expr = func;
- } else { //a function
+ } else { //a function call
const StringName &name = identifier;
@@ -3564,7 +4070,9 @@ 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;
@@ -3617,6 +4125,10 @@ 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;
{
@@ -3658,6 +4170,10 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
} else if (shader->uniforms.has(varname)) {
error = true;
} else {
+ if (shader->varyings.has(varname)) {
+ _set_error(vformat("Varyings cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier)));
+ return nullptr;
+ }
if (p_function_info.built_ins.has(varname)) {
BuiltInInfo info = p_function_info.built_ins[varname];
if (info.constant) {
@@ -3719,16 +4235,30 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
}
}
expr = func;
+#ifdef DEBUG_ENABLED
+ if (check_warnings) {
+ StringName func_name;
+
+ if (p_block && p_block->parent_function) {
+ func_name = p_block->parent_function->name;
+ }
+
+ _parse_used_identifier(name, IdentifierType::IDENTIFIER_FUNCTION, func_name);
+ }
+#endif // DEBUG_ENABLED
}
} else {
//an identifier
+ last_name = identifier;
+ last_type = IDENTIFIER_MAX;
_set_tkpos(pos);
DataType data_type;
IdentifierType ident_type;
int array_size = 0;
StringName struct_name;
+ bool is_local = false;
if (p_block && p_block->block_tag != SubClassTag::TAG_GLOBAL) {
int idx = 0;
@@ -3750,62 +4280,105 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
_set_error("Unknown identifier in expression: " + String(identifier));
return nullptr;
}
+ if (ident_type == IDENTIFIER_VARYING) {
+ TkPos prev_pos = _get_tkpos();
+ Token next_token = _get_token();
+
+ // An array of varyings.
+ if (next_token.type == TK_BRACKET_OPEN) {
+ _get_token(); // Pass constant.
+ _get_token(); // Pass TK_BRACKET_CLOSE.
+ next_token = _get_token();
+ }
+ _set_tkpos(prev_pos);
+
+ String error;
+ if (is_token_operator_assign(next_token.type)) {
+ if (!_validate_varying_assign(shader->varyings[identifier], &error)) {
+ _set_error(error);
+ return nullptr;
+ }
+ } else {
+ if (!_validate_varying_using(shader->varyings[identifier], &error)) {
+ _set_error(error);
+ return nullptr;
+ }
+ }
+ }
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;
+ }
+
+ is_local = ident_type == IDENTIFIER_LOCAL_VAR || ident_type == IDENTIFIER_FUNCTION_ARGUMENT;
}
Node *index_expression = nullptr;
Node *call_expression = nullptr;
+ Node *assign_expression = nullptr;
if (array_size > 0) {
- tk = _get_token();
-
- if (tk.type != TK_BRACKET_OPEN && tk.type != TK_PERIOD) {
- _set_error("Expected '[' or '.'");
- return nullptr;
- }
+ if (!pass_array) {
+ tk = _get_token();
- 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) {
+ if (tk.type != TK_BRACKET_OPEN && tk.type != TK_PERIOD && tk.type != TK_OP_ASSIGN) {
+ _set_error("Expected '[','.' or '='");
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.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;
+ }
}
}
@@ -3815,17 +4388,31 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
arrname->struct_name = struct_name;
arrname->index_expression = index_expression;
arrname->call_expression = call_expression;
+ arrname->assign_expression = assign_expression;
arrname->is_const = is_const;
+ arrname->array_size = array_size;
+ arrname->is_local = is_local;
expr = arrname;
-
} else {
VariableNode *varname = alloc_node<VariableNode>();
varname->name = identifier;
varname->datatype_cache = data_type;
varname->is_const = is_const;
varname->struct_name = struct_name;
+ varname->is_local = is_local;
expr = varname;
}
+#ifdef DEBUG_ENABLED
+ if (check_warnings) {
+ StringName func_name;
+
+ if (p_block && p_block->parent_function) {
+ func_name = p_block->parent_function->name;
+ }
+
+ _parse_used_identifier(identifier, ident_type, func_name);
+ }
+#endif // DEBUG_ENABLED
}
} else if (tk.type == TK_OP_ADD) {
continue; //this one does nothing
@@ -3864,8 +4451,6 @@ 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();
@@ -3878,6 +4463,18 @@ 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) {
@@ -3911,12 +4508,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
String member_name = String(ident.ptr());
if (shader->structs.has(st)) {
StructNode *n = shader->structs[st].shader_struct;
- for (List<MemberNode *>::Element *E = n->members.front(); E; E = E->next()) {
- if (String(E->get()->name) == member_name) {
- member_type = E->get()->datatype;
- array_size = E->get()->array_size;
+ for (const MemberNode *E : n->members) {
+ if (String(E->name) == member_name) {
+ member_type = E->datatype;
+ array_size = E->array_size;
if (member_type == TYPE_STRUCT) {
- member_struct_name = E->get()->struct_name;
+ member_struct_name = E->struct_name;
}
ok = true;
break;
@@ -4154,10 +4751,28 @@ 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_PERIOD) {
- _set_error("Nested array length() is not yet implemented");
- return nullptr;
+ if (tk.type == TK_OP_ASSIGN) {
+ if (last_type == IDENTIFIER_CONSTANT) {
+ _set_error("Constants cannot be modified.");
+ return nullptr;
+ }
+ Node *assign_expression = _parse_array_constructor(p_block, p_function_info, member_type, member_struct_name, array_size);
+ if (!assign_expression) {
+ return nullptr;
+ }
+ mn->assign_expression = assign_expression;
+ } else if (tk.type == TK_PERIOD) {
+ 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) {
@@ -4172,7 +4787,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons
if (index_expression->type == Node::TYPE_CONSTANT) {
ConstantNode *cnode = (ConstantNode *)index_expression;
if (cnode) {
- if (!cnode->values.empty()) {
+ 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));
@@ -4188,13 +4803,14 @@ 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
@@ -4219,117 +4835,132 @@ 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) {
+ if (index->type == Node::TYPE_CONSTANT) {
+ 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;
@@ -4345,7 +4976,7 @@ 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;
}
@@ -4496,9 +5127,10 @@ 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;
@@ -4619,6 +5251,14 @@ 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].is_op && !expression[i + 1].is_op) &&
+ (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
@@ -4632,7 +5272,6 @@ 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) {
@@ -4657,13 +5296,18 @@ 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;
@@ -4690,13 +5334,18 @@ 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;
@@ -4743,7 +5392,7 @@ 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) {
@@ -4754,6 +5403,11 @@ 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;
@@ -4978,6 +5632,20 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
}
}
+#ifdef DEBUG_ENABLED
+ if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG)) {
+ if (p_block && p_block->parent_function) {
+ StringName func_name = p_block->parent_function->name;
+
+ if (!used_local_vars.has(func_name)) {
+ used_local_vars.insert(func_name, Map<StringName, Usage>());
+ }
+
+ used_local_vars[func_name].insert(name, Usage(tk_line));
+ }
+ }
+#endif // DEBUG_ENABLED
+
BlockNode::Variable var;
var.type = type;
var.precision = precision;
@@ -5010,18 +5678,55 @@ 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();
if (tk.type == TK_BRACKET_CLOSE) {
unknown_size = true;
} else {
if (tk.type != TK_INT_CONSTANT || ((int)tk.constant) <= 0) {
+ _set_tkpos(pos);
+ Node *n = _parse_and_reduce_expression(p_block, p_function_info);
+ if (n) {
+ if (n->type == Node::TYPE_VARIABLE) {
+ VariableNode *vn = static_cast<VariableNode *>(n);
+ if (vn) {
+ ConstantNode::Value v;
+ DataType data_type;
+
+ _find_identifier(p_block, false, p_function_info, vn->name, &data_type, nullptr, &is_const, nullptr, nullptr, &v);
+
+ if (is_const) {
+ if (data_type == TYPE_INT) {
+ int32_t value = v.sint;
+ if (value > 0) {
+ node->size_expression = n;
+ decl.size = (uint32_t)value;
+ }
+ } else if (data_type == TYPE_UINT) {
+ uint32_t value = v.uint;
+ if (value > 0U) {
+ node->size_expression = n;
+ decl.size = value;
+ }
+ }
+ }
+ }
+ } else if (n->type == Node::TYPE_OPERATOR) {
+ _set_error("Array size expressions are not yet implemented.");
+ return ERR_PARSE_ERROR;
+ }
+ }
+ } else if (((int)tk.constant) > 0) {
+ decl.size = (uint32_t)tk.constant;
+ }
+
+ if (decl.size == 0U) {
_set_error("Expected integer constant > 0 or ']'");
return ERR_PARSE_ERROR;
}
-
- decl.size = ((uint32_t)tk.constant);
tk = _get_token();
if (tk.type != TK_BRACKET_CLOSE) {
@@ -5040,186 +5745,212 @@ 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;
- }
+ 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;
- full_def = true;
-
- 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) {
_set_error("Expected array initialization");
return ERR_PARSE_ERROR;
}
- if (is_const) {
+ if (node->is_const) {
_set_error("Expected initialization of constant");
return ERR_PARSE_ERROR;
}
@@ -5248,13 +5979,24 @@ 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;
- 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 (n->type == Node::TYPE_CONSTANT) {
+ ConstantNode *const_node = static_cast<ConstantNode *>(n);
+ if (const_node && const_node->values.size() == 1) {
+ var.value = const_node->values[0];
+ }
+ }
+
+ 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();
@@ -5284,7 +6026,6 @@ 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.");
@@ -5421,18 +6162,29 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
ControlFlowNode *flow = (ControlFlowNode *)switch_block->statements[i];
if (flow) {
if (flow->flow_op == FLOW_OP_CASE) {
- ConstantNode *n2 = static_cast<ConstantNode *>(flow->expressions[0]);
- if (!n2) {
- return ERR_PARSE_ERROR;
- }
- if (n2->values.empty()) {
- return ERR_PARSE_ERROR;
- }
- if (constants.has(n2->values[0].sint)) {
- _set_error("Duplicated case label: '" + itos(n2->values[0].sint) + "'");
- return ERR_PARSE_ERROR;
+ if (flow->expressions[0]->type == Node::TYPE_CONSTANT) {
+ ConstantNode *cn = static_cast<ConstantNode *>(flow->expressions[0]);
+ if (!cn || cn->values.is_empty()) {
+ return ERR_PARSE_ERROR;
+ }
+ if (constants.has(cn->values[0].sint)) {
+ _set_error("Duplicated case label: '" + itos(cn->values[0].sint) + "'");
+ return ERR_PARSE_ERROR;
+ }
+ constants.insert(cn->values[0].sint);
+ } else if (flow->expressions[0]->type == Node::TYPE_VARIABLE) {
+ VariableNode *vn = static_cast<VariableNode *>(flow->expressions[0]);
+ if (!vn) {
+ return ERR_PARSE_ERROR;
+ }
+ ConstantNode::Value v;
+ _find_identifier(p_block, false, p_function_info, vn->name, nullptr, nullptr, nullptr, nullptr, nullptr, &v);
+ if (constants.has(v.sint)) {
+ _set_error("Duplicated case label: '" + itos(v.sint) + "'");
+ return ERR_PARSE_ERROR;
+ }
+ constants.insert(v.sint);
}
- constants.insert(n2->values[0].sint);
} else if (flow->flow_op == FLOW_OP_DEFAULT) {
continue;
} else {
@@ -5468,12 +6220,38 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
tk = _get_token();
}
+ Node *n = nullptr;
+
if (tk.type != TK_INT_CONSTANT) {
- _set_error("Expected integer constant");
- return ERR_PARSE_ERROR;
- }
+ bool correct_constant_expression = false;
+ DataType data_type;
+
+ if (tk.type == TK_IDENTIFIER) {
+ bool is_const;
+ _find_identifier(p_block, false, p_function_info, tk.text, &data_type, nullptr, &is_const);
+ if (is_const) {
+ if (data_type == TYPE_INT) {
+ correct_constant_expression = true;
+ }
+ }
+ }
+ if (!correct_constant_expression) {
+ _set_error("Expected integer constant");
+ return ERR_PARSE_ERROR;
+ }
- int constant = (int)tk.constant * sign;
+ VariableNode *vn = alloc_node<VariableNode>();
+ vn->name = tk.text;
+ n = vn;
+ } else {
+ ConstantNode::Value v;
+ v.sint = (int)tk.constant * sign;
+
+ ConstantNode *cn = alloc_node<ConstantNode>();
+ cn->values.push_back(v);
+ cn->datatype = TYPE_INT;
+ n = cn;
+ }
tk = _get_token();
@@ -5485,12 +6263,6 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
ControlFlowNode *cf = alloc_node<ControlFlowNode>();
cf->flow_op = FLOW_OP_CASE;
- ConstantNode *n = alloc_node<ConstantNode>();
- ConstantNode::Value v;
- v.sint = constant;
- n->values.push_back(v);
- n->datatype = TYPE_INT;
-
BlockNode *case_block = alloc_node<BlockNode>();
case_block->block_type = BlockNode::BLOCK_TYPE_CASE;
case_block->parent_block = p_block;
@@ -5670,7 +6442,7 @@ 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;
}
@@ -5684,6 +6456,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
return ERR_BUG;
}
+ 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;
@@ -5692,18 +6471,21 @@ 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 expression of type '" + 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()) {
- _set_error("Expected return expression of type '" + 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;
}
@@ -5747,15 +6529,15 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
pos = _get_tkpos();
tk = _get_token();
if (tk.type != TK_SEMICOLON) {
- //all is good
_set_error("Expected ';' after discard");
+ return ERR_PARSE_ERROR;
}
p_block->statements.push_back(flow);
} else if (tk.type == TK_CF_BREAK) {
if (!p_can_break) {
- //all is good
- _set_error("Breaking is not allowed here");
+ _set_error("'break' is not allowed outside of a loop or 'switch' statement");
+ return ERR_PARSE_ERROR;
}
ControlFlowNode *flow = alloc_node<ControlFlowNode>();
@@ -5764,8 +6546,8 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
pos = _get_tkpos();
tk = _get_token();
if (tk.type != TK_SEMICOLON) {
- //all is good
_set_error("Expected ';' after break");
+ return ERR_PARSE_ERROR;
}
p_block->statements.push_back(flow);
@@ -5780,8 +6562,8 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
} else if (tk.type == TK_CF_CONTINUE) {
if (!p_can_continue) {
- //all is good
- _set_error("Continuing is not allowed here");
+ _set_error("'continue' is not allowed outside of a loop");
+ return ERR_PARSE_ERROR;
}
ControlFlowNode *flow = alloc_node<ControlFlowNode>();
@@ -5792,6 +6574,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
if (tk.type != TK_SEMICOLON) {
//all is good
_set_error("Expected ';' after continue");
+ return ERR_PARSE_ERROR;
}
p_block->statements.push_back(flow);
@@ -5877,6 +6660,7 @@ Error ShaderLanguage::_validate_datatype(DataType p_type) {
Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types) {
Token tk = _get_token();
+ TkPos prev_pos;
if (tk.type != TK_SHADER_TYPE) {
_set_error("Expected 'shader_type' at the beginning of shader. Valid types are: " + _get_shader_type_list(p_shader_types));
@@ -5898,11 +6682,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
_set_error("Invalid shader type. Valid types are: " + _get_shader_type_list(p_shader_types));
return ERR_PARSE_ERROR;
}
-
+ prev_pos = _get_tkpos();
tk = _get_token();
if (tk.type != TK_SEMICOLON) {
+ _set_tkpos(prev_pos);
_set_error("Expected ';' after 'shader_type <type>'.");
+ return ERR_PARSE_ERROR;
}
tk = _get_token();
@@ -5912,6 +6698,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
int instance_index = 0;
ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL;
+ stages = &p_functions;
+
while (tk.type != TK_EOF) {
switch (tk.type) {
case TK_RENDER_MODE: {
@@ -5954,6 +6742,10 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
if (tk.type == TK_IDENTIFIER) {
st.name = tk.text;
+ if (shader->structs.has(st.name)) {
+ _set_error("Redefinition of '" + String(st.name) + "'");
+ return ERR_PARSE_ERROR;
+ }
tk = _get_token();
if (tk.type != TK_CURLY_BRACKET_OPEN) {
_set_error("Expected '{'");
@@ -6074,7 +6866,11 @@ 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();
@@ -6111,6 +6907,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
DataInterpolation interpolation = INTERPOLATION_SMOOTH;
DataType type;
StringName name;
+ int array_size = 0;
tk = _get_token();
if (is_token_interpolation(tk.type)) {
@@ -6141,11 +6938,36 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
tk = _get_token();
+
+ if (tk.type == TK_BRACKET_OPEN) {
+ if (uniform) {
+ _set_error(vformat("Uniform arrays are not yet implemented!"));
+ return ERR_PARSE_ERROR;
+ }
+ tk = _get_token();
+
+ if (tk.type == TK_INT_CONSTANT && tk.constant > 0) {
+ array_size = (int)tk.constant;
+
+ tk = _get_token();
+ if (tk.type == TK_BRACKET_CLOSE) {
+ tk = _get_token();
+ } else {
+ _set_error("Expected ']'");
+ return ERR_PARSE_ERROR;
+ }
+ } else {
+ _set_error("Expected integer constant > 0");
+ return ERR_PARSE_ERROR;
+ }
+ }
+
if (tk.type != TK_IDENTIFIER) {
_set_error("Expected identifier!");
return ERR_PARSE_ERROR;
}
+ prev_pos = _get_tkpos();
name = tk.text;
if (_find_identifier(nullptr, false, FunctionInfo(), name)) {
@@ -6191,7 +7013,9 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
uniform2.texture_order = -1;
- uniform2.order = uniforms++;
+ if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) {
+ uniform2.order = uniforms++;
+ }
}
uniform2.type = type;
uniform2.scope = uniform_scope;
@@ -6259,7 +7083,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
- if (tk.type != TK_REAL_CONSTANT && tk.type != TK_INT_CONSTANT) {
+ if (tk.type != TK_FLOAT_CONSTANT && tk.type != TK_INT_CONSTANT) {
_set_error("Expected integer constant");
return ERR_PARSE_ERROR;
}
@@ -6283,7 +7107,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
- if (tk.type != TK_REAL_CONSTANT && tk.type != TK_INT_CONSTANT) {
+ if (tk.type != TK_FLOAT_CONSTANT && tk.type != TK_INT_CONSTANT) {
_set_error("Expected integer constant after ','");
return ERR_PARSE_ERROR;
}
@@ -6296,7 +7120,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
if (tk.type == TK_COMMA) {
tk = _get_token();
- if (tk.type != TK_REAL_CONSTANT && tk.type != TK_INT_CONSTANT) {
+ if (tk.type != TK_FLOAT_CONSTANT && tk.type != TK_INT_CONSTANT) {
_set_error("Expected integer constant after ','");
return ERR_PARSE_ERROR;
}
@@ -6418,6 +7242,12 @@ 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;
@@ -6425,11 +7255,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
_set_error("Expected ';'");
return ERR_PARSE_ERROR;
}
- } else {
+ } else { // varying
ShaderNode::Varying varying;
varying.type = type;
varying.precision = precision;
varying.interpolation = interpolation;
+ varying.tkpos = prev_pos;
+ varying.array_size = array_size;
tk = _get_token();
if (tk.type != TK_SEMICOLON && tk.type != TK_BRACKET_OPEN) {
@@ -6438,6 +7270,10 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
if (tk.type == TK_BRACKET_OPEN) {
+ if (array_size > 0) {
+ _set_error("Array size is already defined!");
+ return ERR_PARSE_ERROR;
+ }
tk = _get_token();
if (tk.type == TK_INT_CONSTANT && tk.constant > 0) {
varying.array_size = (int)tk.constant;
@@ -6460,6 +7296,11 @@ 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;
@@ -6472,6 +7313,7 @@ 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;
@@ -6507,12 +7349,35 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
} else {
type = get_token_datatype(tk.type);
}
- TkPos prev_pos = _get_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);
@@ -6627,15 +7492,15 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
if (tk.type == TK_BRACKET_OPEN) {
- TkPos pos2 = _get_tkpos();
+ prev_pos = _get_tkpos();
tk = _get_token();
if (tk.type == TK_BRACKET_CLOSE) {
array_size2 = constant.array_size;
tk = _get_token();
} else {
- _set_tkpos(pos2);
+ _set_tkpos(prev_pos);
- 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;
@@ -6716,7 +7581,7 @@ 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;
}
@@ -6726,8 +7591,7 @@ 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;
}
@@ -6742,10 +7606,11 @@ 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;
}
}
@@ -6771,18 +7636,23 @@ 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;
}
}
@@ -6799,6 +7669,11 @@ 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();
@@ -6837,8 +7712,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
}
if (p_functions.has("global")) { // Adds global variables: 'TIME'
- for (Map<StringName, BuiltInInfo>::Element *E = p_functions["global"].built_ins.front(); E; E = E->next()) {
- builtins.built_ins.insert(E->key(), E->value());
+ for (const KeyValue<StringName, BuiltInInfo> &E : p_functions["global"].built_ins) {
+ builtins.built_ins.insert(E.key, E.value);
}
}
@@ -6857,9 +7732,16 @@ 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>();
@@ -6904,6 +7786,7 @@ 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);
@@ -6950,8 +7833,29 @@ 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");
@@ -6985,14 +7889,41 @@ 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
@@ -7042,30 +7973,24 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
tk = _get_token();
}
+ int error_line;
+ String error_message;
+ if (!_check_varying_usages(&error_line, &error_message)) {
+ _set_tkpos({ 0, error_line });
+ _set_error(error_message);
+ return ERR_PARSE_ERROR;
+ }
+
return OK;
}
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 (const KeyValue<StringName, ShaderLanguage::FunctionInfo> &E : p_functions) {
+ if (E.value.built_ins.has(p_name)) {
return true;
}
}
+
return false;
}
@@ -7199,27 +8124,71 @@ 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 (const KeyValue<ShaderWarning::Code, Map<StringName, Map<StringName, Usage>> *> &E : warnings_check_map2) {
+ for (Map<StringName, Map<StringName, Usage>>::Element *T = (*E.value).front(); T; T = T->next()) {
+ for (const KeyValue<StringName, Usage> &U : T->get()) {
+ if (!U.value.used) {
+ _add_warning(E.key, U.value.decl_line, U.key);
+ }
+ }
+ }
+ }
+ for (const KeyValue<ShaderWarning::Code, Map<StringName, Usage> *> &E : warnings_check_map) {
+ for (const Map<StringName, Usage>::Element *U = (*E.value).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;
@@ -7252,8 +8221,8 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
return OK;
} break;
case COMPLETION_MAIN_FUNCTION: {
- for (const Map<StringName, FunctionInfo>::Element *E = p_functions.front(); E; E = E->next()) {
- ScriptCodeCompletionOption option(E->key(), ScriptCodeCompletionOption::KIND_FUNCTION);
+ for (const KeyValue<StringName, FunctionInfo> &E : p_functions) {
+ ScriptCodeCompletionOption option(E.key, ScriptCodeCompletionOption::KIND_FUNCTION);
r_options->push_back(option);
}
@@ -7269,9 +8238,9 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
if (completion_class == TAG_GLOBAL) {
while (block) {
if (comp_ident) {
- for (const Map<StringName, BlockNode::Variable>::Element *E = block->variables.front(); E; E = E->next()) {
- if (E->get().line < completion_line) {
- matches.insert(E->key(), ScriptCodeCompletionOption::KIND_VARIABLE);
+ for (const KeyValue<StringName, BlockNode::Variable> &E : block->variables) {
+ if (E.value.line < completion_line) {
+ matches.insert(E.key, ScriptCodeCompletionOption::KIND_VARIABLE);
}
}
}
@@ -7289,30 +8258,30 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
if (comp_ident) {
if (p_functions.has("global")) {
- for (Map<StringName, BuiltInInfo>::Element *E = p_functions["global"].built_ins.front(); E; E = E->next()) {
+ for (const KeyValue<StringName, BuiltInInfo> &E : p_functions["global"].built_ins) {
ScriptCodeCompletionOption::Kind kind = ScriptCodeCompletionOption::KIND_MEMBER;
- if (E->get().constant) {
+ if (E.value.constant) {
kind = ScriptCodeCompletionOption::KIND_CONSTANT;
}
- matches.insert(E->key(), kind);
+ matches.insert(E.key, kind);
}
}
if (skip_function != StringName() && p_functions.has(skip_function)) {
- for (Map<StringName, BuiltInInfo>::Element *E = p_functions[skip_function].built_ins.front(); E; E = E->next()) {
+ for (const KeyValue<StringName, BuiltInInfo> &E : p_functions[skip_function].built_ins) {
ScriptCodeCompletionOption::Kind kind = ScriptCodeCompletionOption::KIND_MEMBER;
- if (E->get().constant) {
+ if (E.value.constant) {
kind = ScriptCodeCompletionOption::KIND_CONSTANT;
}
- matches.insert(E->key(), kind);
+ matches.insert(E.key, kind);
}
}
- for (const Map<StringName, ShaderNode::Varying>::Element *E = shader->varyings.front(); E; E = E->next()) {
- matches.insert(E->key(), ScriptCodeCompletionOption::KIND_VARIABLE);
+ for (const KeyValue<StringName, ShaderNode::Varying> &E : shader->varyings) {
+ matches.insert(E.key, ScriptCodeCompletionOption::KIND_VARIABLE);
}
- for (const Map<StringName, ShaderNode::Uniform>::Element *E = shader->uniforms.front(); E; E = E->next()) {
- matches.insert(E->key(), ScriptCodeCompletionOption::KIND_MEMBER);
+ for (const KeyValue<StringName, ShaderNode::Uniform> &E : shader->uniforms) {
+ matches.insert(E.key, ScriptCodeCompletionOption::KIND_MEMBER);
}
}
@@ -7326,6 +8295,12 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
int idx = 0;
bool low_end = RenderingServer::get_singleton()->is_low_end();
+ if (stages && stages->has(skip_function)) {
+ for (const KeyValue<StringName, StageFunctionInfo> &E : (*stages)[skip_function].stage_functions) {
+ matches.insert(String(E.key), ScriptCodeCompletionOption::KIND_FUNCTION);
+ }
+ }
+
while (builtin_func_defs[idx].name) {
if (low_end && builtin_func_defs[idx].high_end) {
idx++;
@@ -7351,9 +8326,9 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
}
}
- for (Map<String, ScriptCodeCompletionOption::Kind>::Element *E = matches.front(); E; E = E->next()) {
- ScriptCodeCompletionOption option(E->key(), E->value());
- if (E->value() == ScriptCodeCompletionOption::KIND_FUNCTION) {
+ for (const KeyValue<String, ScriptCodeCompletionOption::Kind> &E : matches) {
+ ScriptCodeCompletionOption option(E.key, E.value);
+ if (E.value == ScriptCodeCompletionOption::KIND_FUNCTION) {
option.insert_text += "(";
}
r_options->push_back(option);
@@ -7362,6 +8337,16 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
return OK;
} break;
case COMPLETION_CALL_ARGUMENTS: {
+ StringName block_function;
+ BlockNode *block = completion_block;
+
+ while (block) {
+ if (block->parent_function) {
+ block_function = block->parent_function->name;
+ }
+ block = block->parent_block;
+ }
+
for (int i = 0; i < shader->functions.size(); i++) {
if (!shader->functions[i].callable) {
continue;
@@ -7370,6 +8355,13 @@ 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 += "(";
@@ -7401,6 +8393,12 @@ 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);
}
@@ -7421,6 +8419,45 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
String calltip;
bool low_end = RenderingServer::get_singleton()->is_low_end();
+ if (stages && stages->has(block_function)) {
+ for (const KeyValue<StringName, StageFunctionInfo> &E : (*stages)[block_function].stage_functions) {
+ if (completion_function == E.key) {
+ calltip += get_datatype_name(E.value.return_type);
+ calltip += " ";
+ calltip += E.key;
+ calltip += "(";
+
+ for (int i = 0; i < E.value.arguments.size(); i++) {
+ if (i > 0) {
+ calltip += ", ";
+ } else {
+ calltip += " ";
+ }
+
+ if (i == completion_argument) {
+ calltip += char32_t(0xFFFF);
+ }
+
+ calltip += get_datatype_name(E.value.arguments[i].type);
+ calltip += " ";
+ calltip += E.value.arguments[i].name;
+
+ if (i == completion_argument) {
+ calltip += char32_t(0xFFFF);
+ }
+ }
+
+ if (E.value.arguments.size()) {
+ calltip += " ";
+ }
+ calltip += ")";
+
+ r_call_hint = calltip;
+ return OK;
+ }
+ }
+ }
+
while (builtin_func_defs[idx].name) {
if (low_end && builtin_func_defs[idx].high_end) {
idx++;
@@ -7453,7 +8490,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += "(";
bool found_arg = false;
- for (int i = 0; i < 4; i++) {
+ for (int i = 0; i < BuiltinFuncDef::MAX_ARGS - 1; i++) {
if (builtin_func_defs[idx].args[i] == TYPE_VOID) {
break;
}
@@ -7474,6 +8511,12 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct
calltip += get_datatype_name(builtin_func_defs[idx].args[i]);
+ String arg_name = (String)builtin_func_defs[idx].args_names[i];
+ if (!arg_name.is_empty()) {
+ calltip += " ";
+ calltip += arg_name;
+ }
+
if (i == completion_argument) {
calltip += char32_t(0xFFFF);
}
@@ -7563,6 +8606,16 @@ 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);
+
+ warnings_check_map2.insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, &used_local_vars);
+#endif // DEBUG_ENABLED
}
ShaderLanguage::~ShaderLanguage() {
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index 0d044a21c7..18525e054e 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,22 +31,31 @@
#ifndef SHADER_LANGUAGE_H
#define SHADER_LANGUAGE_H
-#include "core/list.h"
-#include "core/map.h"
-#include "core/script_language.h"
-#include "core/string_name.h"
+#include "core/object/script_language.h"
+#include "core/string/string_name.h"
+#include "core/string/ustring.h"
+#include "core/templates/list.h"
+#include "core/templates/map.h"
#include "core/typedefs.h"
-#include "core/ustring.h"
-#include "core/variant.h"
+#include "core/variant/variant.h"
+
+#ifdef DEBUG_ENABLED
+#include "shader_warnings.h"
+#endif // DEBUG_ENABLED
class ShaderLanguage {
public:
+ struct TkPos {
+ int char_idx;
+ int tk_line;
+ };
+
enum TokenType {
TK_EMPTY,
TK_IDENTIFIER,
TK_TRUE,
TK_FALSE,
- TK_REAL_CONSTANT,
+ TK_FLOAT_CONSTANT,
TK_INT_CONSTANT,
TK_TYPE_VOID,
TK_TYPE_BOOL,
@@ -326,6 +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;
@@ -349,6 +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) {}
@@ -368,11 +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) {}
@@ -382,9 +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;
+ bool is_local = 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) {}
@@ -400,9 +428,9 @@ 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) {}
@@ -414,10 +442,15 @@ public:
StringName name;
Node *index_expression = nullptr;
Node *call_expression = nullptr;
+ Node *assign_expression = nullptr;
bool is_const = false;
+ int array_size = 0;
+ bool is_local = false;
- 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) {}
@@ -428,6 +461,10 @@ 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) {}
};
@@ -437,15 +474,17 @@ public:
DataType datatype = TYPE_VOID;
String struct_name;
bool is_const = false;
+ Node *size_expression = nullptr;
struct Declaration {
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) {}
@@ -465,8 +504,10 @@ 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) {}
@@ -496,6 +537,7 @@ public:
int line; //for completion
int array_size;
bool is_const;
+ ConstantNode::Value value;
};
Map<StringName, Variable> variables;
@@ -519,17 +561,21 @@ public:
DataType basetype = TYPE_VOID;
bool basetype_const = false;
StringName base_struct_name;
- DataPrecision precision;
+ DataPrecision precision = PRECISION_DEFAULT;
DataType datatype = TYPE_VOID;
int array_size = 0;
StringName struct_name;
StringName name;
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) {}
@@ -555,6 +601,7 @@ public:
bool tex_builtin_check;
StringName tex_builtin;
bool is_const;
+ int array_size;
Map<StringName, Set<int>> tex_argument_connect;
};
@@ -563,10 +610,15 @@ 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) {}
};
@@ -594,10 +646,20 @@ public:
};
struct Varying {
+ enum Stage {
+ STAGE_UNKNOWN,
+ STAGE_VERTEX, // transition stage to STAGE_VERTEX_TO_FRAGMENT_LIGHT, emits warning if it's not used
+ STAGE_FRAGMENT, // transition stage to STAGE_FRAGMENT_TO_LIGHT, emits warning if it's not used
+ STAGE_VERTEX_TO_FRAGMENT_LIGHT,
+ STAGE_FRAGMENT_TO_LIGHT,
+ };
+
+ Stage stage = STAGE_UNKNOWN;
DataType type = TYPE_VOID;
DataInterpolation interpolation = INTERPOLATION_FLAT;
DataPrecision precision = PRECISION_DEFAULT;
int array_size = 0;
+ TkPos tkpos;
Varying() {}
};
@@ -706,17 +768,20 @@ public:
static String get_datatype_name(DataType p_type);
static bool is_token_nonvoid_datatype(TokenType p_type);
static bool is_token_operator(TokenType p_type);
+ static bool is_token_operator_assign(TokenType p_type);
static bool convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value = nullptr);
static DataType get_scalar_type(DataType p_type);
static int get_cardinality(DataType p_type);
static bool is_scalar_type(DataType p_type);
+ static bool is_float_type(DataType p_type);
static bool is_sampler_type(DataType p_type);
static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform);
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 {
@@ -749,7 +814,8 @@ 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);
@@ -769,16 +835,57 @@ 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;
+
+ Map<StringName, Map<StringName, Usage>> used_local_vars;
+ Map<ShaderWarning::Code, Map<StringName, Map<StringName, Usage>> *> warnings_check_map2;
+
+ 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;
- struct TkPos {
- int char_idx;
- int tk_line;
+ VaryingFunctionNames varying_function_names;
+
+ struct VaryingUsage {
+ ShaderNode::Varying *var;
+ int line;
};
+ List<VaryingUsage> unknown_varying_usages;
+
+ bool _check_varying_usages(int *r_error_line, String *r_error_message) const;
TkPos _get_tkpos() {
TkPos tkp;
@@ -817,18 +924,25 @@ private:
IDENTIFIER_LOCAL_VAR,
IDENTIFIER_BUILTIN_VAR,
IDENTIFIER_CONSTANT,
+ 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);
+ 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, const StringName &p_function);
+#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 };
const char *name;
DataType rettype;
const DataType args[MAX_ARGS];
+ const char *args_names[MAX_ARGS];
SubClassTag tag;
bool high_end;
};
@@ -846,20 +960,27 @@ private:
StringName completion_function;
StringName completion_struct;
int completion_argument;
+ const Map<StringName, FunctionInfo> *stages = nullptr;
bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier);
static const BuiltinFuncDef builtin_func_defs[];
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);
bool _propagate_function_call_sampler_uniform_settings(StringName p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat);
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);
Node *_parse_and_reduce_expression(BlockNode *p_block, const FunctionInfo &p_function_info);
@@ -873,13 +994,23 @@ 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 ad5cbc9e51..0bfcccef28 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,19 +29,24 @@
/*************************************************************************/
#include "shader_types.h"
+#include "core/math/math_defs.h"
-const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) {
+const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions(RS::ShaderMode p_mode) const {
return shader_modes[p_mode].functions;
}
-const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) {
+const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const {
return shader_modes[p_mode].modes;
}
-const Set<String> &ShaderTypes::get_types() {
+const Set<String> &ShaderTypes::get_types() const {
return shader_types;
}
+const List<String> &ShaderTypes::get_types_list() const {
+ return shader_types_list;
+}
+
ShaderTypes *ShaderTypes::singleton = nullptr;
static ShaderLanguage::BuiltInInfo constt(ShaderLanguage::DataType p_type) {
@@ -54,6 +59,9 @@ 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;
@@ -67,7 +75,14 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM0"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CUSTOM1"] = ShaderLanguage::TYPE_VEC4;
+ 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;
@@ -81,6 +96,10 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT);
+
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRONT_FACING"] = constt(ShaderLanguage::TYPE_BOOL);
@@ -88,8 +107,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
@@ -107,19 +126,22 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_CURVE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
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["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT);
+
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
@@ -129,7 +151,16 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4; // TODO consider adding to light shader
+ 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;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
@@ -149,6 +180,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SHADOW_ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["METALLIC"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
@@ -156,6 +188,7 @@ 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");
@@ -182,7 +215,6 @@ 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");
@@ -201,10 +233,17 @@ 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");
/************ 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;
@@ -218,14 +257,15 @@ 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;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["LIGHT_VERTEX"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);
@@ -239,6 +279,28 @@ 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;
+ func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("sdf_pos", ShaderLanguage::TYPE_VEC2));
+ func.return_type = ShaderLanguage::TYPE_FLOAT; //whether it could emit
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["texture_sdf"] = func;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].stage_functions["texture_sdf"] = func;
+ func.return_type = ShaderLanguage::TYPE_VEC2; //whether it could emit
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["sdf_to_screen_uv"] = func;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].stage_functions["sdf_to_screen_uv"] = func;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["texture_sdf_normal"] = func;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].stage_functions["texture_sdf_normal"] = func;
+ }
+
+ {
+ ShaderLanguage::StageFunctionInfo func;
+ func.arguments.push_back(ShaderLanguage::StageFunctionInfo::Argument("uv", ShaderLanguage::TYPE_VEC2));
+ func.return_type = ShaderLanguage::TYPE_VEC2; //whether it could emit
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].stage_functions["screen_uv_to_sdf"] = func;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].stage_functions["screen_uv_to_sdf"] = func;
+ }
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["NORMAL"] = constt(ShaderLanguage::TYPE_VEC3);
@@ -255,6 +317,7 @@ 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");
@@ -271,30 +334,52 @@ 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"].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["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;
@@ -304,9 +389,10 @@ 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_particle"] = 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");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_force");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_velocity");
shader_modes[RS::SHADER_PARTICLES].modes.push_back("keep_data");
@@ -314,6 +400,9 @@ 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);
@@ -340,20 +429,26 @@ 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["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");
shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog");
- shader_types.insert("spatial");
- shader_types.insert("canvas_item");
- shader_types.insert("particles");
- shader_types.insert("sky");
+ shader_types_list.push_back("spatial");
+ shader_types_list.push_back("canvas_item");
+ shader_types_list.push_back("particles");
+ shader_types_list.push_back("sky");
+
+ for (int i = 0; i < shader_types_list.size(); i++) {
+ shader_types.insert(shader_types_list[i]);
+ }
}
diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h
index 7d8057a5c6..75a310a1b1 100644
--- a/servers/rendering/shader_types.h
+++ b/servers/rendering/shader_types.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#ifndef SHADERTYPES_H
#define SHADERTYPES_H
-#include "core/ordered_hash_map.h"
+#include "core/templates/ordered_hash_map.h"
#include "servers/rendering_server.h"
#include "shader_language.h"
@@ -46,13 +46,15 @@ class ShaderTypes {
static ShaderTypes *singleton;
Set<String> shader_types;
+ List<String> shader_types_list;
public:
static ShaderTypes *get_singleton() { return singleton; }
- const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode);
- const Vector<StringName> &get_modes(RS::ShaderMode p_mode);
- const Set<String> &get_types();
+ const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode) const;
+ const Vector<StringName> &get_modes(RS::ShaderMode p_mode) const;
+ const Set<String> &get_types() const;
+ const List<String> &get_types_list() const;
ShaderTypes();
};
diff --git a/servers/rendering/shader_warnings.cpp b/servers/rendering/shader_warnings.cpp
new file mode 100644
index 0000000000..0b8476478c
--- /dev/null
+++ b/servers/rendering/shader_warnings.cpp
@@ -0,0 +1,135 @@
+/*************************************************************************/
+/* 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);
+ case UNUSED_LOCAL_VARIABLE:
+ return vformat("The local variable '%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",
+ "UNUSED_LOCAL_VARIABLE",
+ };
+
+ 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);
+ code_to_flags_map->insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, ShaderWarning::UNUSED_LOCAL_VARIABLE_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 (const KeyValue<Code, bool> &E : p_map) {
+ if (E.value) {
+ 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 4b644bf818..db872d8fb1 100644
--- a/servers/physics_3d/broad_phase_3d_basic.h
+++ b/servers/rendering/shader_warnings.h
@@ -1,12 +1,12 @@
/*************************************************************************/
-/* broad_phase_3d_basic.h */
+/* shader_warnings.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,78 +28,58 @@
/* 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"
-#include "core/map.h"
+#ifdef DEBUG_ENABLED
-class BroadPhase3DBasic : public BroadPhase3DSW {
- struct Element {
- CollisionObject3DSW *owner;
- bool _static;
- AABB aabb;
- int subindex;
- };
-
- Map<ID, Element> element_map;
-
- ID current;
+#include "core/string/string_name.h"
+#include "core/templates/list.h"
+#include "core/templates/map.h"
- 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;
- }
- }
+class ShaderWarning {
+public:
+ enum Code {
+ FLOAT_COMPARISON,
+ UNUSED_CONSTANT,
+ UNUSED_FUNCTION,
+ UNUSED_STRUCT,
+ UNUSED_UNIFORM,
+ UNUSED_VARYING,
+ UNUSED_LOCAL_VARIABLE,
+ WARNING_MAX,
};
- Map<PairKey, void *> pair_map;
+ 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,
+ UNUSED_LOCAL_VARIABLE_FLAG = 64U,
+ };
- 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 9ad19e4b38..58e99f0e91 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,9 +30,8 @@
#include "rendering_server.h"
-#include "core/method_bind_ext.gen.inc"
-#include "core/project_settings.h"
-
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_server_globals.h"
RenderingServer *RenderingServer::singleton = nullptr;
RenderingServer *(*RenderingServer::create_func)() = nullptr;
@@ -54,26 +53,20 @@ Array RenderingServer::_texture_debug_usage_bind() {
List<TextureInfo> list;
texture_debug_usage(&list);
Array arr;
- for (const List<TextureInfo>::Element *E = list.front(); E; E = E->next()) {
+ for (const TextureInfo &E : list) {
Dictionary dict;
- dict["texture"] = E->get().texture;
- dict["width"] = E->get().width;
- dict["height"] = E->get().height;
- dict["depth"] = E->get().depth;
- dict["format"] = E->get().format;
- dict["bytes"] = E->get().bytes;
- dict["path"] = E->get().path;
+ dict["texture"] = E.texture;
+ dict["width"] = E.width;
+ dict["height"] = E.height;
+ dict["depth"] = E.depth;
+ dict["format"] = E.format;
+ dict["bytes"] = E.bytes;
+ dict["path"] = E.path;
arr.push_back(dict);
}
return arr;
}
-Array RenderingServer::_shader_get_param_list_bind(RID p_shader) const {
- List<PropertyInfo> l;
- shader_get_param_list(p_shader, &l);
- return convert_property_list(&l);
-}
-
static Array to_array(const Vector<ObjectID> &ids) {
Array a;
a.resize(ids.size());
@@ -84,16 +77,25 @@ static Array to_array(const Vector<ObjectID> &ids) {
}
Array RenderingServer::_instances_cull_aabb_bind(const AABB &p_aabb, RID p_scenario) const {
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Using this function with a threaded renderer hurts performance, as it causes a server stall.");
+ }
Vector<ObjectID> ids = instances_cull_aabb(p_aabb, p_scenario);
return to_array(ids);
}
Array RenderingServer::_instances_cull_ray_bind(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario) const {
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Using this function with a threaded renderer hurts performance, as it causes a server stall.");
+ }
Vector<ObjectID> ids = instances_cull_ray(p_from, p_to, p_scenario);
return to_array(ids);
}
Array RenderingServer::_instances_cull_convex_bind(const Array &p_convex, RID p_scenario) const {
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Using this function with a threaded renderer hurts performance, as it causes a server stall.");
+ }
Vector<Plane> planes;
for (int i = 0; i < p_convex.size(); ++i) {
Variant v = p_convex[i];
@@ -240,25 +242,27 @@ RID RenderingServer::_make_test_cube() {
return test_cube;
}
-RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
+RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, real_t p_radius) {
Vector<Vector3> vertices;
Vector<Vector3> normals;
+ const double lat_step = Math_TAU / p_lats;
+ const double lon_step = Math_TAU / p_lons;
for (int i = 1; i <= p_lats; i++) {
- double lat0 = Math_PI * (-0.5 + (double)(i - 1) / p_lats);
+ double lat0 = lat_step * (i - 1) - Math_TAU / 4;
double z0 = Math::sin(lat0);
double zr0 = Math::cos(lat0);
- double lat1 = Math_PI * (-0.5 + (double)i / p_lats);
+ double lat1 = lat_step * i - Math_TAU / 4;
double z1 = Math::sin(lat1);
double zr1 = Math::cos(lat1);
for (int j = p_lons; j >= 1; j--) {
- double lng0 = 2 * Math_PI * (double)(j - 1) / p_lons;
+ double lng0 = lon_step * (j - 1);
double x0 = Math::cos(lng0);
double y0 = Math::sin(lng0);
- double lng1 = 2 * Math_PI * (double)(j) / p_lons;
+ double lng1 = lon_step * j;
double x1 = Math::cos(lng1);
double y1 = Math::sin(lng1);
@@ -316,8 +320,10 @@ RID RenderingServer::get_white_texture() {
#define SMALL_VEC2 Vector2(0.00001, 0.00001)
#define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001)
-Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, Vector<uint8_t> &r_vertex_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb) {
+Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb) {
uint8_t *vw = r_vertex_array.ptrw();
+ uint8_t *aw = r_attrib_array.ptrw();
+ uint8_t *sw = r_skin_array.ptrw();
uint8_t *iw = nullptr;
if (r_index_array.size()) {
@@ -344,9 +350,9 @@ 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 };
+ float vector[2] = { (float)src[i].x, (float)src[i].y };
- copymem(&vw[p_offsets[ai] + i * p_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
@@ -369,9 +375,9 @@ 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 };
+ float vector[3] = { (float)src[i].x, (float)src[i].y, (float)src[i].z };
- copymem(&vw[p_offsets[ai] + i * p_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);
@@ -392,64 +398,54 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Vector3 *src = array.ptr();
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ Vector3 n = src[i] * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
- // setting vertices means regenerating the AABB
-
- if (p_format & ARRAY_COMPRESS_NORMAL) {
- for (int i = 0; i < p_vertex_array_len; i++) {
- int8_t vector[4] = {
- (int8_t)CLAMP(src[i].x * 127, -128, 127),
- (int8_t)CLAMP(src[i].y * 127, -128, 127),
- (int8_t)CLAMP(src[i].z * 127, -128, 127),
- 0,
- };
-
- copymem(&vw[p_offsets[ai] + i * p_stride], vector, 4);
- }
+ uint32_t value = 0;
+ value |= CLAMP(int(n.x * 1023.0), 0, 1023);
+ value |= CLAMP(int(n.y * 1023.0), 0, 1023) << 10;
+ value |= CLAMP(int(n.z * 1023.0), 0, 1023) << 20;
- } else {
- 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_stride], vector, 3 * 4);
- }
+ memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
} break;
case RS::ARRAY_TANGENT: {
- ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);
+ Variant::Type type = p_arrays[ai].get_type();
+ ERR_FAIL_COND_V(type != Variant::PACKED_FLOAT32_ARRAY && type != Variant::PACKED_FLOAT64_ARRAY, ERR_INVALID_PARAMETER);
+ if (type == Variant::PACKED_FLOAT32_ARRAY) {
+ Vector<float> array = p_arrays[ai];
+ ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
+ const float *src = array.ptr();
- Vector<real_t> array = p_arrays[ai];
-
- ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
-
- const real_t *src = array.ptr();
-
- if (p_format & ARRAY_COMPRESS_TANGENT) {
for (int i = 0; i < p_vertex_array_len; i++) {
- int8_t xyzw[4] = {
- (int8_t)CLAMP(src[i * 4 + 0] * 127, -128, 127),
- (int8_t)CLAMP(src[i * 4 + 1] * 127, -128, 127),
- (int8_t)CLAMP(src[i * 4 + 2] * 127, -128, 127),
- (int8_t)CLAMP(src[i * 4 + 3] * 127, -128, 127)
- };
-
- copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4);
+ uint32_t value = 0;
+ 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;
+ if (src[i * 4 + 3] > 0) {
+ value |= 3 << 30;
+ }
+
+ memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
+ } else { // if (type == Variant::PACKED_FLOAT64_ARRAY)
+ Vector<double> array = p_arrays[ai];
+ ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
+ const double *src = array.ptr();
- } else {
for (int i = 0; i < p_vertex_array_len; i++) {
- float xyzw[4] = {
- src[i * 4 + 0],
- src[i * 4 + 1],
- src[i * 4 + 2],
- src[i * 4 + 3]
- };
-
- copymem(&vw[p_offsets[ai] + i * p_stride], xyzw, 4 * 4);
+ uint32_t value = 0;
+ 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;
+ if (src[i * 4 + 3] > 0) {
+ value |= 3 << 30;
+ }
+ memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
}
-
} break;
case RS::ARRAY_COLOR: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_COLOR_ARRAY, ERR_INVALID_PARAMETER);
@@ -459,23 +455,15 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Color *src = array.ptr();
-
- if (p_format & ARRAY_COMPRESS_COLOR) {
- for (int i = 0; i < p_vertex_array_len; i++) {
- uint8_t colors[4];
-
- for (int j = 0; j < 4; j++) {
- colors[j] = CLAMP(int((src[i][j]) * 255.0), 0, 255);
- }
-
- copymem(&vw[p_offsets[ai] + i * p_stride], colors, 4);
- }
- } else {
- for (int i = 0; i < p_vertex_array_len; i++) {
- copymem(&vw[p_offsets[ai] + i * p_stride], &src[i], 4 * 4);
- }
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ uint8_t color8[4] = {
+ uint8_t(CLAMP(src[i].r * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(src[i].g * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(src[i].b * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(src[i].a * 255.0, 0.0, 255.0))
+ };
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], color8, 4);
}
-
} break;
case RS::ARRAY_TEX_UV: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_VECTOR2_ARRAY, ERR_INVALID_PARAMETER);
@@ -486,18 +474,10 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
const Vector2 *src = array.ptr();
- if (p_format & ARRAY_COMPRESS_TEX_UV) {
- 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(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
- }
-
- } else {
- for (int i = 0; i < p_vertex_array_len; i++) {
- float uv[2] = { src[i].x, src[i].y };
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ float uv[2] = { (float)src[i].x, (float)src[i].y };
- copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4);
- }
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4);
}
} break;
@@ -511,61 +491,129 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
const Vector2 *src = array.ptr();
- if (p_format & ARRAY_COMPRESS_TEX_UV2) {
- 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(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 2);
- }
-
- } else {
- for (int i = 0; i < p_vertex_array_len; i++) {
- float uv[2] = { src[i].x, src[i].y };
-
- copymem(&vw[p_offsets[ai] + i * p_stride], uv, 2 * 4);
- }
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ float uv[2] = { (float)src[i].x, (float)src[i].y };
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4);
}
} break;
- case RS::ARRAY_WEIGHTS: {
- ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ uint32_t type = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * (ai - RS::ARRAY_CUSTOM0))) & ARRAY_FORMAT_CUSTOM_MASK;
+ switch (type) {
+ case ARRAY_CUSTOM_RGBA8_UNORM:
+ case ARRAY_CUSTOM_RGBA8_SNORM:
+ case ARRAY_CUSTOM_RG_HALF: {
+ //size 4
+ ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_BYTE_ARRAY, ERR_INVALID_PARAMETER);
- Vector<real_t> array = p_arrays[ai];
+ Vector<uint8_t> array = p_arrays[ai];
- ERR_FAIL_COND_V(array.size() != p_vertex_array_len * RS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 4, ERR_INVALID_PARAMETER);
- const real_t *src = array.ptr();
+ const uint8_t *src = array.ptr();
- {
- for (int i = 0; i < p_vertex_array_len; i++) {
- uint16_t data[RS::ARRAY_WEIGHTS_SIZE];
- for (int j = 0; j < RS::ARRAY_WEIGHTS_SIZE; j++) {
- data[j] = CLAMP(src[i * RS::ARRAY_WEIGHTS_SIZE + j] * 65535, 0, 65535);
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 4], 4);
+ }
+
+ } break;
+ case ARRAY_CUSTOM_RGBA_HALF: {
+ //size 8
+ ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_BYTE_ARRAY, ERR_INVALID_PARAMETER);
+
+ Vector<uint8_t> array = p_arrays[ai];
+
+ ERR_FAIL_COND_V(array.size() != p_vertex_array_len * 8, ERR_INVALID_PARAMETER);
+
+ const uint8_t *src = array.ptr();
+
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * 8], 8);
}
+ } break;
+ case ARRAY_CUSTOM_R_FLOAT:
+ case ARRAY_CUSTOM_RG_FLOAT:
+ case ARRAY_CUSTOM_RGB_FLOAT:
+ case ARRAY_CUSTOM_RGBA_FLOAT: {
+ //RF
+ ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);
+
+ Vector<float> array = p_arrays[ai];
+ int32_t s = type - ARRAY_CUSTOM_R_FLOAT + 1;
+
+ ERR_FAIL_COND_V(array.size() != p_vertex_array_len * s, ERR_INVALID_PARAMETER);
+
+ const float *src = array.ptr();
- copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4);
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], &src[i * s], sizeof(float) * s);
+ }
+ } break;
+ default: {
}
}
} break;
+ case RS::ARRAY_WEIGHTS: {
+ Variant::Type type = p_arrays[ai].get_type();
+ ERR_FAIL_COND_V(type != Variant::PACKED_FLOAT32_ARRAY && type != Variant::PACKED_FLOAT64_ARRAY, ERR_INVALID_PARAMETER);
+ uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
+ if (type == Variant::PACKED_FLOAT32_ARRAY) {
+ Vector<float> array = p_arrays[ai];
+ ERR_FAIL_COND_V(array.size() != (int32_t)(p_vertex_array_len * bone_count), ERR_INVALID_PARAMETER);
+ const float *src = array.ptr();
+ {
+ uint16_t data[8];
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ for (uint32_t j = 0; j < bone_count; j++) {
+ data[j] = CLAMP(src[i * bone_count + j] * 65535, 0, 65535);
+ }
+
+ memcpy(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
+ }
+ }
+ } else { // if (type == Variant::PACKED_FLOAT64_ARRAY)
+ Vector<double> array = p_arrays[ai];
+ ERR_FAIL_COND_V(array.size() != (int32_t)(p_vertex_array_len * bone_count), ERR_INVALID_PARAMETER);
+ const double *src = array.ptr();
+ {
+ uint16_t data[8];
+ for (int i = 0; i < p_vertex_array_len; i++) {
+ for (uint32_t j = 0; j < bone_count; j++) {
+ data[j] = CLAMP(src[i * bone_count + j] * 65535, 0, 65535);
+ }
+
+ memcpy(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
+ }
+ }
+ }
+ } break;
case RS::ARRAY_BONES: {
ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_INT32_ARRAY && p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER);
Vector<int> array = p_arrays[ai];
- ERR_FAIL_COND_V(array.size() != p_vertex_array_len * RS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER);
+ uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
+
+ ERR_FAIL_COND_V(array.size() != (int32_t)(p_vertex_array_len * bone_count), ERR_INVALID_PARAMETER);
const int *src = array.ptr();
+ uint16_t data[8];
+
for (int i = 0; i < p_vertex_array_len; i++) {
- uint16_t data[RS::ARRAY_WEIGHTS_SIZE];
- for (int j = 0; j < RS::ARRAY_WEIGHTS_SIZE; j++) {
- data[j] = src[i * RS::ARRAY_WEIGHTS_SIZE + j];
+ for (uint32_t j = 0; j < bone_count; j++) {
+ data[j] = src[i * bone_count + j];
max_bone = MAX(data[j], max_bone);
}
- copymem(&vw[p_offsets[ai] + i * p_stride], data, 2 * 4);
+ memcpy(&sw[p_offsets[ai] + i * p_skin_stride], data, 2 * bone_count);
}
} break;
+
case RS::ARRAY_INDEX: {
ERR_FAIL_NULL_V(iw, ERR_INVALID_DATA);
ERR_FAIL_COND_V(p_index_array_len <= 0, ERR_INVALID_DATA);
@@ -583,11 +631,11 @@ 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;
@@ -605,6 +653,8 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
r_bone_aabb.resize(total_bones);
+ int weight_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
+
if (first) {
for (int i = 0; i < total_bones; i++) {
r_bone_aabb.write[i].size = Vector3(-1, -1, -1); //negative means unused
@@ -617,7 +667,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
bool any_valid = false;
- if (vertices.size() && bones.size() == vertices.size() * 4 && weights.size() == bones.size()) {
+ if (vertices.size() && bones.size() == vertices.size() * weight_count && weights.size() == bones.size()) {
int vs = vertices.size();
const Vector3 *rv = vertices.ptr();
const int *rb = bones.ptr();
@@ -627,9 +677,9 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
for (int i = 0; i < vs; i++) {
Vector3 v = rv[i];
- for (int j = 0; j < 4; j++) {
- int idx = rb[i * 4 + j];
- float w = rw[i * 4 + j];
+ for (int j = 0; j < weight_count; j++) {
+ int idx = rb[i * weight_count + j];
+ float w = rw[i * weight_count + j];
if (w == 0) {
continue; //break;
}
@@ -653,23 +703,62 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
return OK;
}
-uint32_t RenderingServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const {
+uint32_t RenderingServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const {
+ p_format &= ~ARRAY_FORMAT_INDEX;
uint32_t offsets[ARRAY_MAX];
- mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
+ uint32_t vstr;
+ uint32_t astr;
+ uint32_t sstr;
+ mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
return offsets[p_array_index];
}
-uint32_t RenderingServer::mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const {
+uint32_t RenderingServer::mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const {
+ p_format &= ~ARRAY_FORMAT_INDEX;
+ uint32_t offsets[ARRAY_MAX];
+ uint32_t vstr;
+ uint32_t astr;
+ uint32_t sstr;
+ mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
+ return vstr;
+}
+uint32_t RenderingServer::mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const {
+ p_format &= ~ARRAY_FORMAT_INDEX;
+ uint32_t offsets[ARRAY_MAX];
+ uint32_t vstr;
+ uint32_t astr;
+ uint32_t sstr;
+ mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
+ return astr;
+}
+uint32_t RenderingServer::mesh_surface_get_format_skin_stride(uint32_t p_format, int p_vertex_len) const {
+ p_format &= ~ARRAY_FORMAT_INDEX;
uint32_t offsets[ARRAY_MAX];
- return mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets);
+ uint32_t vstr;
+ uint32_t astr;
+ uint32_t sstr;
+ mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr);
+ return sstr;
}
-uint32_t RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const {
- int total_elem_size = 0;
+void RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t &r_vertex_element_size, uint32_t &r_attrib_element_size, uint32_t &r_skin_element_size) const {
+ r_vertex_element_size = 0;
+ r_attrib_element_size = 0;
+ r_skin_element_size = 0;
+
+ uint32_t *size_accum;
for (int i = 0; i < RS::ARRAY_MAX; i++) {
r_offsets[i] = 0; //reset
+ if (i == RS::ARRAY_VERTEX) {
+ size_accum = &r_vertex_element_size;
+ } else if (i == RS::ARRAY_COLOR) {
+ size_accum = &r_attrib_element_size;
+ } else if (i == RS::ARRAY_BONES) {
+ size_accum = &r_skin_element_size;
+ }
+
if (!(p_format & (1 << i))) { // no array
continue;
}
@@ -694,53 +783,64 @@ uint32_t RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_forma
} break;
case RS::ARRAY_NORMAL: {
- if (p_format & ARRAY_COMPRESS_NORMAL) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 3;
- }
-
+ elem_size = 4;
} break;
case RS::ARRAY_TANGENT: {
- if (p_format & ARRAY_COMPRESS_TANGENT) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 4;
- }
-
+ elem_size = 4;
} break;
case RS::ARRAY_COLOR: {
- if (p_format & ARRAY_COMPRESS_COLOR) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 4;
- }
+ elem_size = 4;
} break;
case RS::ARRAY_TEX_UV: {
- if (p_format & ARRAY_COMPRESS_TEX_UV) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 2;
- }
+ elem_size = 8;
} break;
case RS::ARRAY_TEX_UV2: {
- if (p_format & ARRAY_COMPRESS_TEX_UV2) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 2;
- }
+ elem_size = 8;
} break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ uint32_t format = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + (ARRAY_FORMAT_CUSTOM_BITS * (i - ARRAY_CUSTOM0)))) & ARRAY_FORMAT_CUSTOM_MASK;
+ switch (format) {
+ case ARRAY_CUSTOM_RGBA8_UNORM: {
+ elem_size = 4;
+ } break;
+ case ARRAY_CUSTOM_RGBA8_SNORM: {
+ elem_size = 4;
+ } break;
+ case ARRAY_CUSTOM_RG_HALF: {
+ elem_size = 4;
+ } break;
+ case ARRAY_CUSTOM_RGBA_HALF: {
+ elem_size = 8;
+ } break;
+ case ARRAY_CUSTOM_R_FLOAT: {
+ elem_size = 4;
+ } break;
+ case ARRAY_CUSTOM_RG_FLOAT: {
+ elem_size = 8;
+ } break;
+ case ARRAY_CUSTOM_RGB_FLOAT: {
+ elem_size = 12;
+ } break;
+ case ARRAY_CUSTOM_RGBA_FLOAT: {
+ elem_size = 16;
+ } break;
+ }
+ } break;
case RS::ARRAY_WEIGHTS: {
- elem_size = sizeof(uint16_t) * 4;
+ uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
+ elem_size = sizeof(uint16_t) * bone_count;
} break;
case RS::ARRAY_BONES: {
- elem_size = sizeof(uint16_t) * 4;
-
+ uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
+ elem_size = sizeof(uint16_t) * bone_count;
} break;
case RS::ARRAY_INDEX: {
if (p_index_len <= 0) {
@@ -758,14 +858,13 @@ uint32_t RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_forma
continue;
}
default: {
- ERR_FAIL_V(0);
+ ERR_FAIL();
}
}
- r_offsets[i] = total_elem_size;
- total_elem_size += elem_size;
+ r_offsets[i] = (*size_accum);
+ (*size_accum) += elem_size;
}
- return total_elem_size;
}
Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) {
@@ -786,21 +885,37 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
format |= (1 << i);
if (i == RS::ARRAY_VERTEX) {
- Variant var = p_arrays[i];
- switch (var.get_type()) {
+ switch (p_arrays[i].get_type()) {
case Variant::PACKED_VECTOR2_ARRAY: {
- Vector<Vector2> v2 = var;
+ Vector<Vector2> v2 = p_arrays[i];
+ array_len = v2.size();
+ format |= ARRAY_FLAG_USE_2D_VERTICES;
} break;
case Variant::PACKED_VECTOR3_ARRAY: {
- Vector<Vector3> v3 = var;
+ 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;
default: {
- Array v = var;
+ ERR_FAIL_V(ERR_INVALID_DATA);
} break;
}
-
- array_len = PackedVector3Array(p_arrays[i]).size();
ERR_FAIL_COND_V(array_len == 0, ERR_INVALID_DATA);
+ } else if (i == RS::ARRAY_BONES) {
+ switch (p_arrays[i].get_type()) {
+ case Variant::PACKED_INT32_ARRAY: {
+ 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 = vertices.size();
+ if (vertex_count == bone_8_group_count) {
+ format |= RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
+ }
+ } break;
+ default: {
+ ERR_FAIL_V(ERR_INVALID_DATA);
+ } break;
+ }
} else if (i == RS::ARRAY_INDEX) {
index_array_len = PackedInt32Array(p_arrays[i]).size();
}
@@ -823,119 +938,37 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
}
}
- uint32_t offsets[RS::ARRAY_MAX];
-
- int total_elem_size = 0;
-
- for (int i = 0; i < RS::ARRAY_MAX; i++) {
- offsets[i] = 0; //reset
-
- if (!(format & (1 << i))) { // no array
- continue;
+ for (uint32_t i = 0; i < RS::ARRAY_CUSTOM_COUNT; ++i) {
+ // include custom array format type.
+ if (format & (1 << (ARRAY_CUSTOM0 + i))) {
+ format |= (RS::ARRAY_FORMAT_CUSTOM_MASK << (RS::ARRAY_FORMAT_CUSTOM_BASE + i * RS::ARRAY_FORMAT_CUSTOM_BITS)) & p_compress_format;
}
+ }
- int elem_size = 0;
-
- switch (i) {
- case RS::ARRAY_VERTEX: {
- Variant arr = p_arrays[0];
- if (arr.get_type() == Variant::PACKED_VECTOR2_ARRAY) {
- elem_size = 2;
- p_compress_format |= ARRAY_FLAG_USE_2D_VERTICES;
- } else if (arr.get_type() == Variant::PACKED_VECTOR3_ARRAY) {
- p_compress_format &= ~ARRAY_FLAG_USE_2D_VERTICES;
- elem_size = 3;
- } else {
- elem_size = (p_compress_format & ARRAY_FLAG_USE_2D_VERTICES) ? 2 : 3;
- }
-
- {
- elem_size *= sizeof(float);
- }
-
- } break;
- case RS::ARRAY_NORMAL: {
- if (p_compress_format & ARRAY_COMPRESS_NORMAL) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 3;
- }
-
- } break;
-
- case RS::ARRAY_TANGENT: {
- if (p_compress_format & ARRAY_COMPRESS_TANGENT) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 4;
- }
-
- } break;
- case RS::ARRAY_COLOR: {
- if (p_compress_format & ARRAY_COMPRESS_COLOR) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 4;
- }
- } break;
- case RS::ARRAY_TEX_UV: {
- if (p_compress_format & ARRAY_COMPRESS_TEX_UV) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 2;
- }
-
- } break;
-
- case RS::ARRAY_TEX_UV2: {
- if (p_compress_format & ARRAY_COMPRESS_TEX_UV2) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 2;
- }
-
- } break;
- case RS::ARRAY_WEIGHTS: {
- elem_size = sizeof(uint16_t) * 4;
-
- } break;
- case RS::ARRAY_BONES: {
- elem_size = sizeof(uint16_t) * 4;
-
- } break;
- case RS::ARRAY_INDEX: {
- if (index_array_len <= 0) {
- ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
- break;
- }
- /* determine whether using 16 or 32 bits indices */
- if (array_len >= (1 << 16)) {
- elem_size = 4;
+ uint32_t offsets[RS::ARRAY_MAX];
- } else {
- elem_size = 2;
- }
- offsets[i] = elem_size;
- continue;
- }
- default: {
- ERR_FAIL_V(ERR_BUG);
- }
- }
+ uint32_t vertex_element_size;
+ uint32_t attrib_element_size;
+ uint32_t skin_element_size;
- offsets[i] = total_elem_size;
- total_elem_size += elem_size;
- }
+ mesh_surface_make_offsets_from_format(format, array_len, index_array_len, offsets, vertex_element_size, attrib_element_size, skin_element_size);
uint32_t mask = (1 << ARRAY_MAX) - 1;
format |= (~mask) & p_compress_format; //make the full format
- int array_size = total_elem_size * array_len;
+ int vertex_array_size = vertex_element_size * array_len;
+ int attrib_array_size = attrib_element_size * array_len;
+ int skin_array_size = skin_element_size * array_len;
+ int index_array_size = offsets[RS::ARRAY_INDEX] * index_array_len;
Vector<uint8_t> vertex_array;
- vertex_array.resize(array_size);
+ vertex_array.resize(vertex_array_size);
- int index_array_size = offsets[RS::ARRAY_INDEX] * index_array_len;
+ Vector<uint8_t> attrib_array;
+ attrib_array.resize(attrib_array_size);
+
+ Vector<uint8_t> skin_array;
+ skin_array.resize(skin_array_size);
Vector<uint8_t> index_array;
index_array.resize(index_array_size);
@@ -943,31 +976,38 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
AABB aabb;
Vector<AABB> bone_aabb;
- Error err = _surface_set_data(p_arrays, format, offsets, total_elem_size, vertex_array, array_len, index_array, index_array_len, aabb, bone_aabb);
+ Error err = _surface_set_data(p_arrays, format, offsets, vertex_element_size, attrib_element_size, skin_element_size, vertex_array, attrib_array, skin_array, array_len, index_array, index_array_len, aabb, bone_aabb);
ERR_FAIL_COND_V_MSG(err != OK, ERR_INVALID_DATA, "Invalid array format for surface.");
- Vector<Vector<uint8_t>> blend_shape_data;
-
- for (int i = 0; i < p_blend_shapes.size(); i++) {
- Vector<uint8_t> vertex_array_shape;
- vertex_array_shape.resize(array_size);
- Vector<uint8_t> noindex;
-
- AABB laabb;
- Error err2 = _surface_set_data(p_blend_shapes[i], format & ~ARRAY_FORMAT_INDEX, offsets, total_elem_size, vertex_array_shape, array_len, noindex, 0, laabb, bone_aabb);
- aabb.merge_with(laabb);
- ERR_FAIL_COND_V_MSG(err2 != OK, ERR_INVALID_DATA, "Invalid blend shape array format for surface.");
+ Vector<uint8_t> blend_shape_data;
+ uint32_t blend_shape_count = 0;
- blend_shape_data.push_back(vertex_array_shape);
+ if (p_blend_shapes.size()) {
+ uint32_t bs_format = format & RS::ARRAY_FORMAT_BLEND_SHAPE_MASK;
+ for (int i = 0; i < p_blend_shapes.size(); i++) {
+ Vector<uint8_t> vertex_array_shape;
+ vertex_array_shape.resize(vertex_array_size);
+ Vector<uint8_t> noindex;
+ Vector<uint8_t> noattrib;
+ Vector<uint8_t> noskin;
+
+ AABB laabb;
+ Error err2 = _surface_set_data(p_blend_shapes[i], bs_format, offsets, vertex_element_size, 0, 0, vertex_array_shape, noattrib, noskin, array_len, noindex, 0, laabb, bone_aabb);
+ aabb.merge_with(laabb);
+ ERR_FAIL_COND_V_MSG(err2 != OK, ERR_INVALID_DATA, "Invalid blend shape array format for surface.");
+
+ blend_shape_data.append_array(vertex_array_shape);
+ blend_shape_count++;
+ }
}
Vector<SurfaceData::LOD> lods;
if (index_array_len) {
List<Variant> keys;
p_lods.get_key_list(&keys);
- for (List<Variant>::Element *E = keys.front(); E; E = E->next()) {
- float distance = E->get();
+ for (const Variant &E : keys) {
+ float distance = E;
ERR_CONTINUE(distance <= 0.0);
- Vector<int> indices = p_lods[E->get()];
+ Vector<int> indices = p_lods[E];
ERR_CONTINUE(indices.size() == 0);
uint32_t index_count = indices.size();
ERR_CONTINUE(index_count >= (uint32_t)index_array_len); //should be smaller..
@@ -1005,10 +1045,12 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa
surface_data.primitive = p_primitive;
surface_data.aabb = aabb;
surface_data.vertex_data = vertex_array;
+ surface_data.attribute_data = attrib_array;
+ surface_data.skin_data = skin_array;
surface_data.vertex_count = array_len;
surface_data.index_data = index_array;
surface_data.index_count = index_array_len;
- surface_data.blend_shapes = blend_shape_data;
+ surface_data.blend_shape_data = blend_shape_data;
surface_data.bone_aabbs = bone_aabb;
surface_data.lods = lods;
@@ -1024,110 +1066,20 @@ void RenderingServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_p
mesh_add_surface(p_mesh, sd);
}
-Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const {
- uint32_t offsets[ARRAY_MAX];
-
- int total_elem_size = 0;
-
- for (int i = 0; i < RS::ARRAY_MAX; i++) {
- offsets[i] = 0; //reset
-
- if (!(p_format & (1 << i))) { // no array
- continue;
- }
-
- int elem_size = 0;
-
- switch (i) {
- case RS::ARRAY_VERTEX: {
- if (p_format & ARRAY_FLAG_USE_2D_VERTICES) {
- elem_size = 2;
- } else {
- elem_size = 3;
- }
-
- {
- elem_size *= sizeof(float);
- }
-
- } break;
- case RS::ARRAY_NORMAL: {
- if (p_format & ARRAY_COMPRESS_NORMAL) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 3;
- }
-
- } break;
-
- case RS::ARRAY_TANGENT: {
- if (p_format & ARRAY_COMPRESS_TANGENT) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 4;
- }
-
- } break;
- case RS::ARRAY_COLOR: {
- if (p_format & ARRAY_COMPRESS_COLOR) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 4;
- }
- } break;
- case RS::ARRAY_TEX_UV: {
- if (p_format & ARRAY_COMPRESS_TEX_UV) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 2;
- }
-
- } break;
-
- case RS::ARRAY_TEX_UV2: {
- if (p_format & ARRAY_COMPRESS_TEX_UV2) {
- elem_size = sizeof(uint32_t);
- } else {
- elem_size = sizeof(float) * 2;
- }
-
- } break;
- case RS::ARRAY_WEIGHTS: {
- elem_size = sizeof(uint16_t) * 4;
-
- } break;
- case RS::ARRAY_BONES: {
- elem_size = sizeof(uint16_t) * 4;
-
- } break;
- case RS::ARRAY_INDEX: {
- if (p_index_len <= 0) {
- ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
- break;
- }
- /* determine whether using 16 or 32 bits indices */
- if (p_vertex_len >= (1 << 16)) {
- elem_size = 4;
-
- } else {
- elem_size = 2;
- }
- offsets[i] = elem_size;
- continue;
- }
- default: {
- ERR_FAIL_V(Array());
- }
- }
+Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, Vector<uint8_t> p_attrib_data, Vector<uint8_t> p_skin_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const {
+ uint32_t offsets[RS::ARRAY_MAX];
- offsets[i] = total_elem_size;
- total_elem_size += elem_size;
- }
+ uint32_t vertex_elem_size;
+ uint32_t attrib_elem_size;
+ uint32_t skin_elem_size;
+ mesh_surface_make_offsets_from_format(p_format, p_vertex_len, p_index_len, offsets, vertex_elem_size, attrib_elem_size, skin_elem_size);
Array ret;
ret.resize(RS::ARRAY_MAX);
const uint8_t *r = p_vertex_data.ptr();
+ const uint8_t *ar = p_attrib_data.ptr();
+ const uint8_t *sr = p_skin_data.ptr();
for (int i = 0; i < RS::ARRAY_MAX; i++) {
if (!(p_format & (1 << i))) {
@@ -1144,7 +1096,7 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
Vector2 *w = arr_2d.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
- const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
+ const float *v = (const float *)&r[j * vertex_elem_size + offsets[i]];
w[j] = Vector2(v[0], v[1]);
}
}
@@ -1158,7 +1110,7 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
Vector3 *w = arr_3d.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
- const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
+ const float *v = (const float *)&r[j * vertex_elem_size + offsets[i]];
w[j] = Vector3(v[0], v[1], v[2]);
}
}
@@ -1171,21 +1123,11 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
Vector<Vector3> arr;
arr.resize(p_vertex_len);
- if (p_format & ARRAY_COMPRESS_NORMAL) {
- Vector3 *w = arr.ptrw();
- const float multiplier = 1.f / 127.f;
-
- for (int j = 0; j < p_vertex_len; j++) {
- const int8_t *v = (const int8_t *)&r[j * total_elem_size + offsets[i]];
- w[j] = Vector3(float(v[0]) * multiplier, float(v[1]) * multiplier, float(v[2]) * multiplier);
- }
- } else {
- Vector3 *w = arr.ptrw();
+ Vector3 *w = arr.ptrw();
- for (int j = 0; j < p_vertex_len; j++) {
- const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
- w[j] = Vector3(v[0], v[1], v[2]);
- }
+ for (int j = 0; j < p_vertex_len; j++) {
+ const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]];
+ w[j] = Vector3((v & 0x3FF) / 1023.0, ((v >> 10) & 0x3FF) / 1023.0, ((v >> 20) & 0x3FF) / 1023.0) * Vector3(2, 2, 2) - Vector3(1, 1, 1);
}
ret[i] = arr;
@@ -1195,24 +1137,16 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
case RS::ARRAY_TANGENT: {
Vector<float> arr;
arr.resize(p_vertex_len * 4);
- if (p_format & ARRAY_COMPRESS_TANGENT) {
- float *w = arr.ptrw();
- for (int j = 0; j < p_vertex_len; j++) {
- const int8_t *v = (const int8_t *)&r[j * total_elem_size + offsets[i]];
- for (int k = 0; k < 4; k++) {
- w[j * 4 + k] = float(v[k] / 127.0);
- }
- }
- } else {
- float *w = arr.ptrw();
+ float *w = arr.ptrw();
- for (int j = 0; j < p_vertex_len; j++) {
- const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
- for (int k = 0; k < 4; k++) {
- w[j * 4 + k] = v[k];
- }
- }
+ for (int j = 0; j < p_vertex_len; j++) {
+ const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]];
+
+ w[j * 4 + 0] = ((v & 0x3FF) / 1023.0) * 2.0 - 1.0;
+ w[j * 4 + 1] = (((v >> 10) & 0x3FF) / 1023.0) * 2.0 - 1.0;
+ w[j * 4 + 2] = (((v >> 20) & 0x3FF) / 1023.0) * 2.0 - 1.0;
+ w[j * 4 + 3] = ((v >> 30) / 3.0) * 2.0 - 1.0;
}
ret[i] = arr;
@@ -1222,20 +1156,12 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
Vector<Color> arr;
arr.resize(p_vertex_len);
- if (p_format & ARRAY_COMPRESS_COLOR) {
- Color *w = arr.ptrw();
+ Color *w = arr.ptrw();
- for (int j = 0; j < p_vertex_len; j++) {
- const uint8_t *v = (const uint8_t *)&r[j * total_elem_size + offsets[i]];
- w[j] = Color(float(v[0] / 255.0), float(v[1] / 255.0), float(v[2] / 255.0), float(v[3] / 255.0));
- }
- } else {
- Color *w = arr.ptrw();
+ for (int32_t j = 0; j < p_vertex_len; j++) {
+ const uint8_t *v = (const uint8_t *)&ar[j * attrib_elem_size + offsets[i]];
- for (int j = 0; j < p_vertex_len; j++) {
- const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
- w[j] = Color(v[0], v[1], v[2], v[3]);
- }
+ w[j] = Color(v[0] / 255.0, v[1] / 255.0, v[2] / 255.0, v[3] / 255.0);
}
ret[i] = arr;
@@ -1244,20 +1170,11 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
Vector<Vector2> arr;
arr.resize(p_vertex_len);
- if (p_format & ARRAY_COMPRESS_TEX_UV) {
- Vector2 *w = arr.ptrw();
-
- for (int j = 0; j < p_vertex_len; j++) {
- const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
- w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
- }
- } else {
- Vector2 *w = arr.ptrw();
+ Vector2 *w = arr.ptrw();
- for (int j = 0; j < p_vertex_len; j++) {
- const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
- w[j] = Vector2(v[0], v[1]);
- }
+ for (int j = 0; j < p_vertex_len; j++) {
+ const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]];
+ w[j] = Vector2(v[0], v[1]);
}
ret[i] = arr;
@@ -1267,35 +1184,76 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
Vector<Vector2> arr;
arr.resize(p_vertex_len);
- if (p_format & ARRAY_COMPRESS_TEX_UV2) {
- Vector2 *w = arr.ptrw();
+ Vector2 *w = arr.ptrw();
- for (int j = 0; j < p_vertex_len; j++) {
- const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
- w[j] = Vector2(Math::halfptr_to_float(&v[0]), Math::halfptr_to_float(&v[1]));
- }
- } else {
- Vector2 *w = arr.ptrw();
-
- for (int j = 0; j < p_vertex_len; j++) {
- const float *v = (const float *)&r[j * total_elem_size + offsets[i]];
- w[j] = Vector2(v[0], v[1]);
- }
+ for (int j = 0; j < p_vertex_len; j++) {
+ const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]];
+ w[j] = Vector2(v[0], v[1]);
}
ret[i] = arr;
} break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ uint32_t type = (p_format >> (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * (i - RS::ARRAY_CUSTOM0))) & ARRAY_FORMAT_CUSTOM_MASK;
+ switch (type) {
+ case ARRAY_CUSTOM_RGBA8_UNORM:
+ case ARRAY_CUSTOM_RGBA8_SNORM:
+ case ARRAY_CUSTOM_RG_HALF:
+ case ARRAY_CUSTOM_RGBA_HALF: {
+ //size 4
+ int s = type == ARRAY_CUSTOM_RGBA_HALF ? 8 : 4;
+ Vector<uint8_t> arr;
+ arr.resize(p_vertex_len * s);
+
+ uint8_t *w = arr.ptrw();
+
+ for (int j = 0; j < p_vertex_len; j++) {
+ const uint8_t *v = (const uint8_t *)&ar[j * attrib_elem_size + offsets[i]];
+ memcpy(&w[j * s], v, s);
+ }
+
+ ret[i] = arr;
+
+ } break;
+ case ARRAY_CUSTOM_R_FLOAT:
+ case ARRAY_CUSTOM_RG_FLOAT:
+ case ARRAY_CUSTOM_RGB_FLOAT:
+ case ARRAY_CUSTOM_RGBA_FLOAT: {
+ uint32_t s = type - ARRAY_CUSTOM_R_FLOAT + 1;
+
+ Vector<float> arr;
+ arr.resize(s * p_vertex_len);
+
+ float *w = arr.ptrw();
+
+ for (int j = 0; j < p_vertex_len; j++) {
+ const float *v = (const float *)&ar[j * attrib_elem_size + offsets[i]];
+ memcpy(&w[j * s], v, s * sizeof(float));
+ }
+ ret[i] = arr;
+
+ } break;
+ default: {
+ }
+ }
+
+ } break;
case RS::ARRAY_WEIGHTS: {
+ uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
+
Vector<float> arr;
- arr.resize(p_vertex_len * 4);
+ arr.resize(p_vertex_len * bone_count);
{
float *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
- const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
- for (int k = 0; k < 4; k++) {
- w[j * 4 + k] = float(v[k] / 65535.0);
+ const uint16_t *v = (const uint16_t *)&sr[j * skin_elem_size + offsets[i]];
+ for (uint32_t k = 0; k < bone_count; k++) {
+ w[j * bone_count + k] = float(v[k] / 65535.0);
}
}
}
@@ -1304,15 +1262,17 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
} break;
case RS::ARRAY_BONES: {
+ uint32_t bone_count = (p_format & ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 8 : 4;
+
Vector<int> arr;
- arr.resize(p_vertex_len * 4);
+ arr.resize(p_vertex_len * bone_count);
int *w = arr.ptrw();
for (int j = 0; j < p_vertex_len; j++) {
- const uint16_t *v = (const uint16_t *)&r[j * total_elem_size + offsets[i]];
- for (int k = 0; k < 4; k++) {
- w[j * 4 + k] = v[k];
+ const uint16_t *v = (const uint16_t *)&sr[j * skin_elem_size + offsets[i]];
+ for (uint32_t k = 0; k < bone_count; k++) {
+ w[j * bone_count + k] = v[k];
}
}
@@ -1395,20 +1355,30 @@ Array RenderingServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_sur
SurfaceData sd = mesh_get_surface(p_mesh, p_surface);
ERR_FAIL_COND_V(sd.vertex_count == 0, Array());
- Vector<Vector<uint8_t>> blend_shape_data = sd.blend_shapes;
+ Vector<uint8_t> blend_shape_data = sd.blend_shape_data;
if (blend_shape_data.size() > 0) {
- int vertex_len = sd.vertex_count;
+ uint32_t bs_offsets[RS::ARRAY_MAX];
+ uint32_t bs_format = (sd.format & RS::ARRAY_FORMAT_BLEND_SHAPE_MASK);
+ uint32_t vertex_elem_size;
+ uint32_t attrib_elem_size;
+ uint32_t skin_elem_size;
+
+ mesh_surface_make_offsets_from_format(bs_format, sd.vertex_count, 0, bs_offsets, vertex_elem_size, attrib_elem_size, skin_elem_size);
+
+ int divisor = vertex_elem_size * sd.vertex_count;
+ ERR_FAIL_COND_V((blend_shape_data.size() % divisor) != 0, Array());
- Vector<uint8_t> index_data = sd.index_data;
- int index_len = sd.index_count;
+ uint32_t blend_shape_count = blend_shape_data.size() / divisor;
- uint32_t format = sd.format;
+ ERR_FAIL_COND_V(blend_shape_count != (uint32_t)mesh_get_blend_shape_count(p_mesh), Array());
Array blend_shape_array;
- blend_shape_array.resize(blend_shape_data.size());
- for (int i = 0; i < blend_shape_data.size(); i++) {
- blend_shape_array.set(i, _get_array_from_surface(format, blend_shape_data[i], vertex_len, index_data, index_len));
+ blend_shape_array.resize(mesh_get_blend_shape_count(p_mesh));
+ for (uint32_t i = 0; i < blend_shape_count; i++) {
+ Vector<uint8_t> bs_data = blend_shape_data.subarray(i * divisor, (i + 1) * divisor - 1);
+ Vector<uint8_t> unused;
+ blend_shape_array.set(i, _get_array_from_surface(bs_format, bs_data, unused, unused, sd.vertex_count, unused, 0));
}
return blend_shape_array;
@@ -1419,6 +1389,8 @@ Array RenderingServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_sur
Array RenderingServer::mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const {
Vector<uint8_t> vertex_data = p_data.vertex_data;
+ Vector<uint8_t> attrib_data = p_data.attribute_data;
+ Vector<uint8_t> skin_data = p_data.skin_data;
ERR_FAIL_COND_V(vertex_data.size() == 0, Array());
int vertex_len = p_data.vertex_count;
@@ -1428,11 +1400,10 @@ Array RenderingServer::mesh_create_arrays_from_surface_data(const SurfaceData &p
uint32_t format = p_data.format;
- return _get_array_from_surface(format, vertex_data, vertex_len, index_data, index_len);
+ return _get_array_from_surface(format, vertex_data, attrib_data, skin_data, vertex_len, index_data, index_len);
}
#if 0
Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_surface) const {
-
Vector<AABB> vec = RS::get_singleton()->mesh_surface_get_skeleton_aabb(p_mesh, p_surface);
Array arr;
for (int i = 0; i < vec.size(); i++) {
@@ -1505,33 +1476,256 @@ ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_dataty
}
}
+RenderingDevice *RenderingServer::get_rendering_device() const {
+ // return the rendering device we're using globally
+ return RenderingDevice::get_singleton();
+}
+
RenderingDevice *RenderingServer::create_local_rendering_device() const {
return RenderingDevice::get_singleton()->create_local_device();
}
+static Vector<Ref<Image>> _get_imgvec(const TypedArray<Image> &p_layers) {
+ Vector<Ref<Image>> images;
+ images.resize(p_layers.size());
+ for (int i = 0; i < p_layers.size(); i++) {
+ images.write[i] = p_layers[i];
+ }
+ return images;
+}
+RID RenderingServer::_texture_2d_layered_create(const TypedArray<Image> &p_layers, TextureLayeredType p_layered_type) {
+ return texture_2d_layered_create(_get_imgvec(p_layers), p_layered_type);
+}
+RID RenderingServer::_texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray<Image> &p_data) {
+ return texture_3d_create(p_format, p_width, p_height, p_depth, p_mipmaps, _get_imgvec(p_data));
+}
+
+void RenderingServer::_texture_3d_update(RID p_texture, const TypedArray<Image> &p_data) {
+ texture_3d_update(p_texture, _get_imgvec(p_data));
+}
+
+TypedArray<Image> RenderingServer::_texture_3d_get(RID p_texture) const {
+ Vector<Ref<Image>> images = texture_3d_get(p_texture);
+ TypedArray<Image> ret;
+ ret.resize(images.size());
+ for (int i = 0; i < images.size(); i++) {
+ ret[i] = images[i];
+ }
+ return ret;
+}
+
+TypedArray<Dictionary> RenderingServer::_shader_get_param_list(RID p_shader) const {
+ List<PropertyInfo> l;
+ shader_get_param_list(p_shader, &l);
+ return convert_property_list(&l);
+}
+
+static RS::SurfaceData _dict_to_surf(const Dictionary &p_dictionary) {
+ ERR_FAIL_COND_V(!p_dictionary.has("primitive"), RS::SurfaceData());
+ ERR_FAIL_COND_V(!p_dictionary.has("format"), RS::SurfaceData());
+ ERR_FAIL_COND_V(!p_dictionary.has("vertex_data"), RS::SurfaceData());
+ ERR_FAIL_COND_V(!p_dictionary.has("vertex_count"), RS::SurfaceData());
+ ERR_FAIL_COND_V(!p_dictionary.has("aabb"), RS::SurfaceData());
+
+ RS::SurfaceData sd;
+
+ sd.primitive = RS::PrimitiveType(int(p_dictionary["primitive"]));
+ sd.format = p_dictionary["format"];
+ sd.vertex_data = p_dictionary["vertex_data"];
+ if (p_dictionary.has("attribute_data")) {
+ sd.attribute_data = p_dictionary["attribute_data"];
+ }
+ if (p_dictionary.has("skin_data")) {
+ sd.skin_data = p_dictionary["skin_data"];
+ }
+
+ sd.vertex_count = p_dictionary["vertex_count"];
+
+ if (p_dictionary.has("index_data")) {
+ sd.index_data = p_dictionary["index_data"];
+ ERR_FAIL_COND_V(!p_dictionary.has("index_count"), RS::SurfaceData());
+ sd.index_count = p_dictionary["index_count"];
+ }
+
+ sd.aabb = p_dictionary["aabb"];
+
+ if (p_dictionary.has("lods")) {
+ Array lods = p_dictionary["lods"];
+ for (int i = 0; i < lods.size(); i++) {
+ Dictionary lod = lods[i];
+ ERR_CONTINUE(!lod.has("edge_length"));
+ ERR_CONTINUE(!lod.has("index_data"));
+ RS::SurfaceData::LOD l;
+ l.edge_length = lod["edge_length"];
+ l.index_data = lod["index_data"];
+ sd.lods.push_back(l);
+ }
+ }
+
+ if (p_dictionary.has("bone_aabbs")) {
+ Array aabbs = p_dictionary["bone_aabbs"];
+ for (int i = 0; i < aabbs.size(); i++) {
+ AABB aabb = aabbs[i];
+ sd.bone_aabbs.push_back(aabb);
+ }
+ }
+
+ if (p_dictionary.has("blend_shape_data")) {
+ sd.blend_shape_data = p_dictionary["blend_shape_data"];
+ }
+
+ if (p_dictionary.has("material")) {
+ sd.material = p_dictionary["material"];
+ }
+
+ return sd;
+}
+RID RenderingServer::_mesh_create_from_surfaces(const TypedArray<Dictionary> &p_surfaces, int p_blend_shape_count) {
+ Vector<RS::SurfaceData> surfaces;
+ for (int i = 0; i < p_surfaces.size(); i++) {
+ surfaces.push_back(_dict_to_surf(p_surfaces[i]));
+ }
+ return mesh_create_from_surfaces(surfaces);
+}
+void RenderingServer::_mesh_add_surface(RID p_mesh, const Dictionary &p_surface) {
+ mesh_add_surface(p_mesh, _dict_to_surf(p_surface));
+}
+Dictionary RenderingServer::_mesh_get_surface(RID p_mesh, int p_idx) {
+ RS::SurfaceData sd = mesh_get_surface(p_mesh, p_idx);
+
+ Dictionary d;
+ d["primitive"] = sd.primitive;
+ d["format"] = sd.format;
+ d["vertex_data"] = sd.vertex_data;
+ if (sd.attribute_data.size()) {
+ d["attribute_data"] = sd.attribute_data;
+ }
+ if (sd.skin_data.size()) {
+ d["skin_data"] = sd.skin_data;
+ }
+ d["vertex_count"] = sd.vertex_count;
+ if (sd.index_count) {
+ d["index_data"] = sd.index_data;
+ d["index_count"] = sd.index_count;
+ }
+ d["aabb"] = sd.aabb;
+
+ if (sd.lods.size()) {
+ Array lods;
+ for (int i = 0; i < sd.lods.size(); i++) {
+ Dictionary ld;
+ ld["edge_length"] = sd.lods[i].edge_length;
+ ld["index_data"] = sd.lods[i].index_data;
+ lods.push_back(lods);
+ }
+ d["lods"] = lods;
+ }
+
+ if (sd.bone_aabbs.size()) {
+ Array aabbs;
+ for (int i = 0; i < sd.bone_aabbs.size(); i++) {
+ aabbs.push_back(sd.bone_aabbs[i]);
+ }
+ d["bone_aabbs"] = aabbs;
+ }
+
+ if (sd.blend_shape_data.size()) {
+ d["blend_shape_data"] = sd.blend_shape_data;
+ }
+
+ if (sd.material.is_valid()) {
+ d["material"] = sd.material;
+ }
+ return d;
+}
+
+Array RenderingServer::_instance_geometry_get_shader_parameter_list(RID p_instance) const {
+ List<PropertyInfo> params;
+ instance_geometry_get_shader_parameter_list(p_instance, &params);
+ return convert_property_list(&params);
+}
+
+TypedArray<Image> RenderingServer::_bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
+ Vector<RID> mat_overrides;
+ for (int i = 0; i < p_material_overrides.size(); i++) {
+ mat_overrides.push_back(p_material_overrides[i]);
+ }
+ return bake_render_uv2(p_base, mat_overrides, p_image_size);
+}
+
+void RenderingServer::_particles_set_trail_bind_poses(RID p_particles, const TypedArray<Transform3D> &p_bind_poses) {
+ Vector<Transform3D> tbposes;
+ tbposes.resize(p_bind_poses.size());
+ for (int i = 0; i < p_bind_poses.size(); i++) {
+ tbposes.write[i] = p_bind_poses[i];
+ }
+ particles_set_trail_bind_poses(p_particles, tbposes);
+}
+
void RenderingServer::_bind_methods() {
- ClassDB::bind_method(D_METHOD("force_sync"), &RenderingServer::sync);
- ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers", "frame_step"), &RenderingServer::draw, DEFVAL(true), DEFVAL(0.0));
- ClassDB::bind_method(D_METHOD("create_local_rendering_device"), &RenderingServer::create_local_rendering_device);
+ BIND_CONSTANT(NO_INDEX_ARRAY);
+ BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
+ BIND_CONSTANT(CANVAS_ITEM_Z_MIN);
+ BIND_CONSTANT(CANVAS_ITEM_Z_MAX);
+ BIND_CONSTANT(MAX_GLOW_LEVELS);
+ BIND_CONSTANT(MAX_CURSORS);
+ BIND_CONSTANT(MAX_2D_DIRECTIONAL_LIGHTS);
-#ifndef _MSC_VER
-#warning TODO all texture methods need re-binding
-#endif
+ /* TEXTURE */
ClassDB::bind_method(D_METHOD("texture_2d_create", "image"), &RenderingServer::texture_2d_create);
+ ClassDB::bind_method(D_METHOD("texture_2d_layered_create", "layers", "layered_type"), &RenderingServer::_texture_2d_layered_create);
+ ClassDB::bind_method(D_METHOD("texture_3d_create", "format", "width", "height", "depth", "mipmaps", "data"), &RenderingServer::_texture_3d_create);
+ ClassDB::bind_method(D_METHOD("texture_proxy_create", "base"), &RenderingServer::texture_proxy_create);
+
+ ClassDB::bind_method(D_METHOD("texture_2d_update", "texture", "image", "layer"), &RenderingServer::texture_2d_update);
+ ClassDB::bind_method(D_METHOD("texture_3d_update", "texture", "data"), &RenderingServer::_texture_3d_update);
+ ClassDB::bind_method(D_METHOD("texture_proxy_update", "texture", "proxy_to"), &RenderingServer::texture_proxy_update);
+
+ ClassDB::bind_method(D_METHOD("texture_2d_placeholder_create"), &RenderingServer::texture_2d_placeholder_create);
+ ClassDB::bind_method(D_METHOD("texture_2d_layered_placeholder_create", "layered_type"), &RenderingServer::texture_2d_layered_placeholder_create);
+ ClassDB::bind_method(D_METHOD("texture_3d_placeholder_create"), &RenderingServer::texture_3d_placeholder_create);
+
ClassDB::bind_method(D_METHOD("texture_2d_get", "texture"), &RenderingServer::texture_2d_get);
+ ClassDB::bind_method(D_METHOD("texture_2d_layer_get", "texture", "layer"), &RenderingServer::texture_2d_layer_get);
+ ClassDB::bind_method(D_METHOD("texture_3d_get", "texture"), &RenderingServer::_texture_3d_get);
+
+ ClassDB::bind_method(D_METHOD("texture_replace", "texture", "by_texture"), &RenderingServer::texture_replace);
+ ClassDB::bind_method(D_METHOD("texture_set_size_override", "texture", "width", "height"), &RenderingServer::texture_set_size_override);
+
+ ClassDB::bind_method(D_METHOD("texture_set_path", "texture", "path"), &RenderingServer::texture_set_path);
+ ClassDB::bind_method(D_METHOD("texture_get_path", "texture"), &RenderingServer::texture_get_path);
+
+ ClassDB::bind_method(D_METHOD("texture_set_force_redraw_if_visible", "texture", "enable"), &RenderingServer::texture_set_force_redraw_if_visible);
+
+ BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
+ BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
+ BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
+
+ BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT);
+ BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT);
+ BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM);
+ BIND_ENUM_CONSTANT(CUBEMAP_LAYER_TOP);
+ BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT);
+ BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK);
+
+ /* SHADER */
-#ifndef _3D_DISABLED
- ClassDB::bind_method(D_METHOD("sky_create"), &RenderingServer::sky_create);
- ClassDB::bind_method(D_METHOD("sky_set_material", "sky", "material"), &RenderingServer::sky_set_material);
-#endif
ClassDB::bind_method(D_METHOD("shader_create"), &RenderingServer::shader_create);
- ClassDB::bind_method(D_METHOD("shader_set_code", "shader", "code"), &RenderingServer::shader_set_code);
ClassDB::bind_method(D_METHOD("shader_get_code", "shader"), &RenderingServer::shader_get_code);
- ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list_bind);
- ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "name", "texture"), &RenderingServer::shader_set_default_texture_param);
- ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "name"), &RenderingServer::shader_get_default_texture_param);
- ClassDB::bind_method(D_METHOD("shader_get_param_default", "material", "parameter"), &RenderingServer::shader_get_param_default);
+ ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list);
+ ClassDB::bind_method(D_METHOD("shader_get_param_default", "shader", "param"), &RenderingServer::shader_get_param_default);
+
+ ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "param", "texture"), &RenderingServer::shader_set_default_texture_param);
+ ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "param"), &RenderingServer::shader_get_default_texture_param);
+
+ BIND_ENUM_CONSTANT(SHADER_SPATIAL);
+ BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
+ BIND_ENUM_CONSTANT(SHADER_PARTICLES);
+ BIND_ENUM_CONSTANT(SHADER_SKY);
+ BIND_ENUM_CONSTANT(SHADER_MAX);
+
+ /* MATERIAL */
ClassDB::bind_method(D_METHOD("material_create"), &RenderingServer::material_create);
ClassDB::bind_method(D_METHOD("material_set_shader", "shader_material", "shader"), &RenderingServer::material_set_shader);
@@ -1541,16 +1735,26 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("material_set_next_pass", "material", "next_material"), &RenderingServer::material_set_next_pass);
+ BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
+ BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);
+
+ /* MESH API */
+
+ ClassDB::bind_method(D_METHOD("mesh_create_from_surfaces", "surfaces", "blend_shape_count"), &RenderingServer::_mesh_create_from_surfaces, DEFVAL(0));
ClassDB::bind_method(D_METHOD("mesh_create"), &RenderingServer::mesh_create);
- ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_len", "index_len", "array_index"), &RenderingServer::mesh_surface_get_format_offset);
- ClassDB::bind_method(D_METHOD("mesh_surface_get_format_stride", "format", "vertex_len", "index_len"), &RenderingServer::mesh_surface_get_format_stride);
- ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "lods", "compress_format"), &RenderingServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(ARRAY_COMPRESS_DEFAULT));
+ ClassDB::bind_method(D_METHOD("mesh_surface_get_format_offset", "format", "vertex_count", "array_index"), &RenderingServer::mesh_surface_get_format_offset);
+ ClassDB::bind_method(D_METHOD("mesh_surface_get_format_vertex_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_vertex_stride);
+ ClassDB::bind_method(D_METHOD("mesh_surface_get_format_attribute_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_attribute_stride);
+ ClassDB::bind_method(D_METHOD("mesh_surface_get_format_skin_stride", "format", "vertex_count"), &RenderingServer::mesh_surface_get_format_skin_stride);
+ ClassDB::bind_method(D_METHOD("mesh_add_surface", "mesh", "surface"), &RenderingServer::_mesh_add_surface);
+ ClassDB::bind_method(D_METHOD("mesh_add_surface_from_arrays", "mesh", "primitive", "arrays", "blend_shapes", "lods", "compress_format"), &RenderingServer::mesh_add_surface_from_arrays, DEFVAL(Array()), DEFVAL(Dictionary()), DEFVAL(0));
ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_count", "mesh"), &RenderingServer::mesh_get_blend_shape_count);
ClassDB::bind_method(D_METHOD("mesh_set_blend_shape_mode", "mesh", "mode"), &RenderingServer::mesh_set_blend_shape_mode);
ClassDB::bind_method(D_METHOD("mesh_get_blend_shape_mode", "mesh"), &RenderingServer::mesh_get_blend_shape_mode);
- ClassDB::bind_method(D_METHOD("mesh_surface_update_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_region);
+
ClassDB::bind_method(D_METHOD("mesh_surface_set_material", "mesh", "surface", "material"), &RenderingServer::mesh_surface_set_material);
ClassDB::bind_method(D_METHOD("mesh_surface_get_material", "mesh", "surface"), &RenderingServer::mesh_surface_get_material);
+ ClassDB::bind_method(D_METHOD("mesh_get_surface", "mesh", "surface"), &RenderingServer::_mesh_get_surface);
ClassDB::bind_method(D_METHOD("mesh_surface_get_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_arrays);
ClassDB::bind_method(D_METHOD("mesh_surface_get_blend_shape_arrays", "mesh", "surface"), &RenderingServer::mesh_surface_get_blend_shape_arrays);
ClassDB::bind_method(D_METHOD("mesh_get_surface_count", "mesh"), &RenderingServer::mesh_get_surface_count);
@@ -1558,8 +1762,83 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("mesh_get_custom_aabb", "mesh"), &RenderingServer::mesh_get_custom_aabb);
ClassDB::bind_method(D_METHOD("mesh_clear", "mesh"), &RenderingServer::mesh_clear);
+ ClassDB::bind_method(D_METHOD("mesh_surface_update_vertex_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_vertex_region);
+ ClassDB::bind_method(D_METHOD("mesh_surface_update_attribute_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_attribute_region);
+ ClassDB::bind_method(D_METHOD("mesh_surface_update_skin_region", "mesh", "surface", "offset", "data"), &RenderingServer::mesh_surface_update_skin_region);
+
+ ClassDB::bind_method(D_METHOD("mesh_set_shadow_mesh", "mesh", "shadow_mesh"), &RenderingServer::mesh_set_shadow_mesh);
+
+ BIND_ENUM_CONSTANT(ARRAY_VERTEX);
+ BIND_ENUM_CONSTANT(ARRAY_NORMAL);
+ BIND_ENUM_CONSTANT(ARRAY_TANGENT);
+ BIND_ENUM_CONSTANT(ARRAY_COLOR);
+ BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
+ BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM0);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM1);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM2);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM3);
+ BIND_ENUM_CONSTANT(ARRAY_BONES);
+ BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
+ BIND_ENUM_CONSTANT(ARRAY_INDEX);
+ BIND_ENUM_CONSTANT(ARRAY_MAX);
+
+ BIND_CONSTANT(ARRAY_CUSTOM_COUNT);
+
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_RGBA8_UNORM);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_RGBA8_SNORM);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_RG_HALF);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_RGBA_HALF);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_R_FLOAT);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_RG_FLOAT);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_RGB_FLOAT);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_RGBA_FLOAT);
+ BIND_ENUM_CONSTANT(ARRAY_CUSTOM_MAX);
+
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM0);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM1);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM2);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM3);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
+
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_BLEND_SHAPE_MASK);
+
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_BASE);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_BITS);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM0_SHIFT);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM1_SHIFT);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM2_SHIFT);
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM3_SHIFT);
+
+ BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_MASK);
+ BIND_ENUM_CONSTANT(ARRAY_COMPRESS_FLAGS_BASE);
+
+ BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
+ BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_DYNAMIC_UPDATE);
+ BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_8_BONE_WEIGHTS);
+
+ BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
+ BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
+ BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
+ BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
+ BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
+ BIND_ENUM_CONSTANT(PRIMITIVE_MAX);
+
+ BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
+ BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
+
+ /* MULTIMESH API */
+
ClassDB::bind_method(D_METHOD("multimesh_create"), &RenderingServer::multimesh_create);
- ClassDB::bind_method(D_METHOD("multimesh_allocate", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &RenderingServer::multimesh_allocate, DEFVAL(false), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("multimesh_allocate_data", "multimesh", "instances", "transform_format", "color_format", "custom_data_format"), &RenderingServer::multimesh_allocate_data, DEFVAL(false), DEFVAL(false));
ClassDB::bind_method(D_METHOD("multimesh_get_instance_count", "multimesh"), &RenderingServer::multimesh_get_instance_count);
ClassDB::bind_method(D_METHOD("multimesh_set_mesh", "multimesh", "mesh"), &RenderingServer::multimesh_set_mesh);
ClassDB::bind_method(D_METHOD("multimesh_instance_set_transform", "multimesh", "index", "transform"), &RenderingServer::multimesh_instance_set_transform);
@@ -1576,31 +1855,23 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("multimesh_get_visible_instances", "multimesh"), &RenderingServer::multimesh_get_visible_instances);
ClassDB::bind_method(D_METHOD("multimesh_set_buffer", "multimesh", "buffer"), &RenderingServer::multimesh_set_buffer);
ClassDB::bind_method(D_METHOD("multimesh_get_buffer", "multimesh"), &RenderingServer::multimesh_get_buffer);
-#ifndef _3D_DISABLED
- ClassDB::bind_method(D_METHOD("immediate_create"), &RenderingServer::immediate_create);
- ClassDB::bind_method(D_METHOD("immediate_begin", "immediate", "primitive", "texture"), &RenderingServer::immediate_begin, DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("immediate_vertex", "immediate", "vertex"), &RenderingServer::immediate_vertex);
- ClassDB::bind_method(D_METHOD("immediate_vertex_2d", "immediate", "vertex"), &RenderingServer::immediate_vertex_2d);
- ClassDB::bind_method(D_METHOD("immediate_normal", "immediate", "normal"), &RenderingServer::immediate_normal);
- ClassDB::bind_method(D_METHOD("immediate_tangent", "immediate", "tangent"), &RenderingServer::immediate_tangent);
- ClassDB::bind_method(D_METHOD("immediate_color", "immediate", "color"), &RenderingServer::immediate_color);
- ClassDB::bind_method(D_METHOD("immediate_uv", "immediate", "tex_uv"), &RenderingServer::immediate_uv);
- ClassDB::bind_method(D_METHOD("immediate_uv2", "immediate", "tex_uv"), &RenderingServer::immediate_uv2);
- ClassDB::bind_method(D_METHOD("immediate_end", "immediate"), &RenderingServer::immediate_end);
- ClassDB::bind_method(D_METHOD("immediate_clear", "immediate"), &RenderingServer::immediate_clear);
- ClassDB::bind_method(D_METHOD("immediate_set_material", "immediate", "material"), &RenderingServer::immediate_set_material);
- ClassDB::bind_method(D_METHOD("immediate_get_material", "immediate"), &RenderingServer::immediate_get_material);
-#endif
+
+ BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
+ BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
+
+ /* SKELETON API */
ClassDB::bind_method(D_METHOD("skeleton_create"), &RenderingServer::skeleton_create);
- ClassDB::bind_method(D_METHOD("skeleton_allocate", "skeleton", "bones", "is_2d_skeleton"), &RenderingServer::skeleton_allocate, DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("skeleton_allocate_data", "skeleton", "bones", "is_2d_skeleton"), &RenderingServer::skeleton_allocate_data, DEFVAL(false));
ClassDB::bind_method(D_METHOD("skeleton_get_bone_count", "skeleton"), &RenderingServer::skeleton_get_bone_count);
ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform);
ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform);
ClassDB::bind_method(D_METHOD("skeleton_bone_set_transform_2d", "skeleton", "bone", "transform"), &RenderingServer::skeleton_bone_set_transform_2d);
ClassDB::bind_method(D_METHOD("skeleton_bone_get_transform_2d", "skeleton", "bone"), &RenderingServer::skeleton_bone_get_transform_2d);
+ ClassDB::bind_method(D_METHOD("skeleton_set_base_transform_2d", "skeleton", "base_transform"), &RenderingServer::skeleton_set_base_transform_2d);
+
+ /* Light API */
-#ifndef _3D_DISABLED
ClassDB::bind_method(D_METHOD("directional_light_create"), &RenderingServer::directional_light_create);
ClassDB::bind_method(D_METHOD("omni_light_create"), &RenderingServer::omni_light_create);
ClassDB::bind_method(D_METHOD("spot_light_create"), &RenderingServer::spot_light_create);
@@ -1614,12 +1885,70 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("light_set_cull_mask", "light", "mask"), &RenderingServer::light_set_cull_mask);
ClassDB::bind_method(D_METHOD("light_set_reverse_cull_face_mode", "light", "enabled"), &RenderingServer::light_set_reverse_cull_face_mode);
ClassDB::bind_method(D_METHOD("light_set_bake_mode", "light", "bake_mode"), &RenderingServer::light_set_bake_mode);
+ ClassDB::bind_method(D_METHOD("light_set_max_sdfgi_cascade", "light", "cascade"), &RenderingServer::light_set_max_sdfgi_cascade);
ClassDB::bind_method(D_METHOD("light_omni_set_shadow_mode", "light", "mode"), &RenderingServer::light_omni_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_directional_set_shadow_mode", "light", "mode"), &RenderingServer::light_directional_set_shadow_mode);
ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits);
- ClassDB::bind_method(D_METHOD("light_directional_set_shadow_depth_range_mode", "light", "range_mode"), &RenderingServer::light_directional_set_shadow_depth_range_mode);
+ ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only);
+
+ ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter);
+
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST);
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS);
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR);
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS);
+ BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC);
+
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
+ BIND_ENUM_CONSTANT(LIGHT_OMNI);
+ BIND_ENUM_CONSTANT(LIGHT_SPOT);
+
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_INDIRECT_ENERGY);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SIZE);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BLUR);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_TRANSMITTANCE_BIAS);
+ BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
+
+ BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
+ BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC);
+ BIND_ENUM_CONSTANT(LIGHT_BAKE_STATIC);
+
+ BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
+ BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
+
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
+ BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
+
+ ClassDB::bind_method(D_METHOD("shadows_quality_set", "quality"), &RenderingServer::shadows_quality_set);
+ ClassDB::bind_method(D_METHOD("directional_shadow_quality_set", "quality"), &RenderingServer::directional_shadow_quality_set);
+ ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size);
+
+ BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
+ BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW);
+ BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM);
+ BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH);
+ BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_ULTRA);
+ BIND_ENUM_CONSTANT(SHADOW_QUALITY_MAX);
+
+ /* REFLECTION PROBE */
ClassDB::bind_method(D_METHOD("reflection_probe_create"), &RenderingServer::reflection_probe_create);
ClassDB::bind_method(D_METHOD("reflection_probe_set_update_mode", "probe", "mode"), &RenderingServer::reflection_probe_set_update_mode);
@@ -1634,50 +1963,85 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_box_projection);
ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_shadows);
ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &RenderingServer::reflection_probe_set_cull_mask);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_resolution", "probe", "resolution"), &RenderingServer::reflection_probe_set_resolution);
+ ClassDB::bind_method(D_METHOD("reflection_probe_set_lod_threshold", "probe", "pixels"), &RenderingServer::reflection_probe_set_lod_threshold);
+
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
+
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_DISABLED);
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_ENVIRONMENT);
+ BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_COLOR);
+
+ /* DECAL */
+
+ ClassDB::bind_method(D_METHOD("decal_create"), &RenderingServer::decal_create);
+ ClassDB::bind_method(D_METHOD("decal_set_extents", "decal", "extents"), &RenderingServer::decal_set_extents);
+ ClassDB::bind_method(D_METHOD("decal_set_texture", "decal", "type", "texture"), &RenderingServer::decal_set_texture);
+ ClassDB::bind_method(D_METHOD("decal_set_emission_energy", "decal", "energy"), &RenderingServer::decal_set_emission_energy);
+ ClassDB::bind_method(D_METHOD("decal_set_albedo_mix", "decal", "albedo_mix"), &RenderingServer::decal_set_albedo_mix);
+ ClassDB::bind_method(D_METHOD("decal_set_modulate", "decal", "color"), &RenderingServer::decal_set_modulate);
+ ClassDB::bind_method(D_METHOD("decal_set_cull_mask", "decal", "mask"), &RenderingServer::decal_set_cull_mask);
+ ClassDB::bind_method(D_METHOD("decal_set_distance_fade", "decal", "enabled", "begin", "length"), &RenderingServer::decal_set_distance_fade);
+ ClassDB::bind_method(D_METHOD("decal_set_fade", "decal", "above", "below"), &RenderingServer::decal_set_fade);
+ ClassDB::bind_method(D_METHOD("decal_set_normal_fade", "decal", "fade"), &RenderingServer::decal_set_normal_fade);
+
+ ClassDB::bind_method(D_METHOD("decals_set_filter", "filter"), &RenderingServer::decals_set_filter);
+
+ BIND_ENUM_CONSTANT(DECAL_TEXTURE_ALBEDO);
+ BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL);
+ BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM);
+ BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION);
+ BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX);
+
+ BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST_MIPMAPS);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS);
+ BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC);
+
+ /* VOXEL GI API */
+
+ ClassDB::bind_method(D_METHOD("voxel_gi_create"), &RenderingServer::voxel_gi_create);
+ ClassDB::bind_method(D_METHOD("voxel_gi_allocate_data", "voxel_gi", "to_cell_xform", "aabb", "octree_size", "octree_cells", "data_cells", "distance_field", "level_counts"), &RenderingServer::voxel_gi_allocate_data);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_octree_size", "voxel_gi"), &RenderingServer::voxel_gi_get_octree_size);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_octree_cells", "voxel_gi"), &RenderingServer::voxel_gi_get_octree_cells);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_data_cells", "voxel_gi"), &RenderingServer::voxel_gi_get_data_cells);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_distance_field", "voxel_gi"), &RenderingServer::voxel_gi_get_distance_field);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_level_counts", "voxel_gi"), &RenderingServer::voxel_gi_get_level_counts);
+ ClassDB::bind_method(D_METHOD("voxel_gi_get_to_cell_xform", "voxel_gi"), &RenderingServer::voxel_gi_get_to_cell_xform);
+
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_dynamic_range", "voxel_gi", "range"), &RenderingServer::voxel_gi_set_dynamic_range);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_propagation", "voxel_gi", "amount"), &RenderingServer::voxel_gi_set_propagation);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_energy", "voxel_gi", "energy"), &RenderingServer::voxel_gi_set_energy);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_bias", "voxel_gi", "bias"), &RenderingServer::voxel_gi_set_bias);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_normal_bias", "voxel_gi", "bias"), &RenderingServer::voxel_gi_set_normal_bias);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_interior", "voxel_gi", "enable"), &RenderingServer::voxel_gi_set_interior);
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_use_two_bounces", "voxel_gi", "enable"), &RenderingServer::voxel_gi_set_use_two_bounces);
+
+ ClassDB::bind_method(D_METHOD("voxel_gi_set_quality", "quality"), &RenderingServer::voxel_gi_set_quality);
+
+ BIND_ENUM_CONSTANT(VOXEL_GI_QUALITY_LOW);
+ BIND_ENUM_CONSTANT(VOXEL_GI_QUALITY_HIGH);
+
+ /* LIGHTMAP */
+
+ ClassDB::bind_method(D_METHOD("lightmap_create"), &RenderingServer::lightmap_create);
+ ClassDB::bind_method(D_METHOD("lightmap_set_textures", "lightmap", "light", "uses_sh"), &RenderingServer::lightmap_set_textures);
+ ClassDB::bind_method(D_METHOD("lightmap_set_probe_bounds", "lightmap", "bounds"), &RenderingServer::lightmap_set_probe_bounds);
+ ClassDB::bind_method(D_METHOD("lightmap_set_probe_interior", "lightmap", "interior"), &RenderingServer::lightmap_set_probe_interior);
+ ClassDB::bind_method(D_METHOD("lightmap_set_probe_capture_data", "lightmap", "points", "point_sh", "tetrahedra", "bsp_tree"), &RenderingServer::lightmap_set_probe_capture_data);
+ ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_points", "lightmap"), &RenderingServer::lightmap_get_probe_capture_points);
+ ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_sh", "lightmap"), &RenderingServer::lightmap_get_probe_capture_sh);
+ ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_tetrahedra", "lightmap"), &RenderingServer::lightmap_get_probe_capture_tetrahedra);
+ ClassDB::bind_method(D_METHOD("lightmap_get_probe_capture_bsp_tree", "lightmap"), &RenderingServer::lightmap_get_probe_capture_bsp_tree);
+
+ ClassDB::bind_method(D_METHOD("lightmap_set_probe_capture_update_speed", "speed"), &RenderingServer::lightmap_set_probe_capture_update_speed);
+
+ /* PARTICLES API */
-#ifndef _MSC_VER
-#warning TODO all giprobe 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);
-#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);
- ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree", "capture", "octree"), &RenderingServer::lightmap_capture_set_octree);
- ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_transform", "capture", "xform"), &RenderingServer::lightmap_capture_set_octree_cell_transform);
- ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_transform", "capture"), &RenderingServer::lightmap_capture_get_octree_cell_transform);
- ClassDB::bind_method(D_METHOD("lightmap_capture_set_octree_cell_subdiv", "capture", "subdiv"), &RenderingServer::lightmap_capture_set_octree_cell_subdiv);
- ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree_cell_subdiv", "capture"), &RenderingServer::lightmap_capture_get_octree_cell_subdiv);
- ClassDB::bind_method(D_METHOD("lightmap_capture_get_octree", "capture"), &RenderingServer::lightmap_capture_get_octree);
- 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);
-*/
-#endif
ClassDB::bind_method(D_METHOD("particles_create"), &RenderingServer::particles_create);
+ ClassDB::bind_method(D_METHOD("particles_set_mode", "particles", "mode"), &RenderingServer::particles_set_mode);
ClassDB::bind_method(D_METHOD("particles_set_emitting", "particles", "emitting"), &RenderingServer::particles_set_emitting);
ClassDB::bind_method(D_METHOD("particles_get_emitting", "particles"), &RenderingServer::particles_get_emitting);
ClassDB::bind_method(D_METHOD("particles_set_amount", "particles", "amount"), &RenderingServer::particles_set_amount);
@@ -1691,16 +2055,89 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("particles_set_use_local_coordinates", "particles", "enable"), &RenderingServer::particles_set_use_local_coordinates);
ClassDB::bind_method(D_METHOD("particles_set_process_material", "particles", "material"), &RenderingServer::particles_set_process_material);
ClassDB::bind_method(D_METHOD("particles_set_fixed_fps", "particles", "fps"), &RenderingServer::particles_set_fixed_fps);
+ ClassDB::bind_method(D_METHOD("particles_set_interpolate", "particles", "enable"), &RenderingServer::particles_set_interpolate);
ClassDB::bind_method(D_METHOD("particles_set_fractional_delta", "particles", "enable"), &RenderingServer::particles_set_fractional_delta);
+ ClassDB::bind_method(D_METHOD("particles_set_collision_base_size", "particles", "size"), &RenderingServer::particles_set_collision_base_size);
+ ClassDB::bind_method(D_METHOD("particles_set_transform_align", "particles", "align"), &RenderingServer::particles_set_transform_align);
+ ClassDB::bind_method(D_METHOD("particles_set_trails", "particles", "enable", "length_sec"), &RenderingServer::particles_set_trails);
+ ClassDB::bind_method(D_METHOD("particles_set_trail_bind_poses", "particles", "bind_poses"), &RenderingServer::_particles_set_trail_bind_poses);
+
ClassDB::bind_method(D_METHOD("particles_is_inactive", "particles"), &RenderingServer::particles_is_inactive);
ClassDB::bind_method(D_METHOD("particles_request_process", "particles"), &RenderingServer::particles_request_process);
ClassDB::bind_method(D_METHOD("particles_restart", "particles"), &RenderingServer::particles_restart);
+
+ ClassDB::bind_method(D_METHOD("particles_set_subemitter", "particles", "subemitter_particles"), &RenderingServer::particles_set_subemitter);
+ ClassDB::bind_method(D_METHOD("particles_emit", "particles", "transform", "velocity", "color", "custom", "emit_flags"), &RenderingServer::particles_emit);
+
ClassDB::bind_method(D_METHOD("particles_set_draw_order", "particles", "order"), &RenderingServer::particles_set_draw_order);
ClassDB::bind_method(D_METHOD("particles_set_draw_passes", "particles", "count"), &RenderingServer::particles_set_draw_passes);
ClassDB::bind_method(D_METHOD("particles_set_draw_pass_mesh", "particles", "pass", "mesh"), &RenderingServer::particles_set_draw_pass_mesh);
ClassDB::bind_method(D_METHOD("particles_get_current_aabb", "particles"), &RenderingServer::particles_get_current_aabb);
ClassDB::bind_method(D_METHOD("particles_set_emission_transform", "particles", "transform"), &RenderingServer::particles_set_emission_transform);
+ BIND_ENUM_CONSTANT(PARTICLES_MODE_2D);
+ BIND_ENUM_CONSTANT(PARTICLES_MODE_3D);
+
+ BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_DISABLED);
+ BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD);
+ BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Y_TO_VELOCITY);
+ BIND_ENUM_CONSTANT(PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY);
+
+ BIND_CONSTANT(PARTICLES_EMIT_FLAG_POSITION);
+ BIND_CONSTANT(PARTICLES_EMIT_FLAG_ROTATION_SCALE);
+ BIND_CONSTANT(PARTICLES_EMIT_FLAG_VELOCITY);
+ BIND_CONSTANT(PARTICLES_EMIT_FLAG_COLOR);
+ BIND_CONSTANT(PARTICLES_EMIT_FLAG_CUSTOM);
+
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_REVERSE_LIFETIME);
+ BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);
+
+ /* PARTICLES COLLISION */
+
+ ClassDB::bind_method(D_METHOD("particles_collision_create"), &RenderingServer::particles_collision_create);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_collision_type", "particles_collision", "type"), &RenderingServer::particles_collision_set_collision_type);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_cull_mask", "particles_collision", "mask"), &RenderingServer::particles_collision_set_cull_mask);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_sphere_radius", "particles_collision", "radius"), &RenderingServer::particles_collision_set_sphere_radius);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_box_extents", "particles_collision", "extents"), &RenderingServer::particles_collision_set_box_extents);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_attractor_strength", "particles_collision", "setrngth"), &RenderingServer::particles_collision_set_attractor_strength);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_attractor_directionality", "particles_collision", "amount"), &RenderingServer::particles_collision_set_attractor_directionality);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_attractor_attenuation", "particles_collision", "curve"), &RenderingServer::particles_collision_set_attractor_attenuation);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_field_texture", "particles_collision", "texture"), &RenderingServer::particles_collision_set_field_texture);
+
+ ClassDB::bind_method(D_METHOD("particles_collision_height_field_update", "particles_collision"), &RenderingServer::particles_collision_height_field_update);
+ ClassDB::bind_method(D_METHOD("particles_collision_set_height_field_resolution", "particles_collision", "resolution"), &RenderingServer::particles_collision_set_height_field_resolution);
+
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_TYPE_BOX_ATTRACT);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_TYPE_BOX_COLLIDE);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_TYPE_SDF_COLLIDE);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE);
+
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_256);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_512);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_2048);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_4096);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192);
+ BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
+
+ /* VISIBILITY NOTIFIER */
+
+ ClassDB::bind_method(D_METHOD("visibility_notifier_create"), &RenderingServer::visibility_notifier_create);
+ ClassDB::bind_method(D_METHOD("visibility_notifier_set_aabb", "notifier", "aabb"), &RenderingServer::visibility_notifier_set_aabb);
+ ClassDB::bind_method(D_METHOD("visibility_notifier_set_callbacks", "notifier", "enter_callable", "exit_callable"), &RenderingServer::visibility_notifier_set_callbacks);
+
+ /* OCCLUDER */
+
+ ClassDB::bind_method(D_METHOD("occluder_create"), &RenderingServer::occluder_create);
+ ClassDB::bind_method(D_METHOD("occluder_set_mesh", "occluder", "vertices", "indices"), &RenderingServer::occluder_set_mesh);
+
+ /* CAMERA */
+
ClassDB::bind_method(D_METHOD("camera_create"), &RenderingServer::camera_create);
ClassDB::bind_method(D_METHOD("camera_set_perspective", "camera", "fovy_degrees", "z_near", "z_far"), &RenderingServer::camera_set_perspective);
ClassDB::bind_method(D_METHOD("camera_set_orthogonal", "camera", "size", "z_near", "z_far"), &RenderingServer::camera_set_orthogonal);
@@ -1708,10 +2145,14 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("camera_set_transform", "camera", "transform"), &RenderingServer::camera_set_transform);
ClassDB::bind_method(D_METHOD("camera_set_cull_mask", "camera", "layers"), &RenderingServer::camera_set_cull_mask);
ClassDB::bind_method(D_METHOD("camera_set_environment", "camera", "env"), &RenderingServer::camera_set_environment);
+ ClassDB::bind_method(D_METHOD("camera_set_camera_effects", "camera", "effects"), &RenderingServer::camera_set_camera_effects);
ClassDB::bind_method(D_METHOD("camera_set_use_vertical_aspect", "camera", "enable"), &RenderingServer::camera_set_use_vertical_aspect);
+ /* VIEWPORT */
+
ClassDB::bind_method(D_METHOD("viewport_create"), &RenderingServer::viewport_create);
ClassDB::bind_method(D_METHOD("viewport_set_use_xr", "viewport", "use_xr"), &RenderingServer::viewport_set_use_xr);
+ ClassDB::bind_method(D_METHOD("viewport_set_scale_3d", "viewport", "scale"), &RenderingServer::viewport_set_scale_3d);
ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &RenderingServer::viewport_set_size);
ClassDB::bind_method(D_METHOD("viewport_set_active", "viewport", "active"), &RenderingServer::viewport_set_active);
ClassDB::bind_method(D_METHOD("viewport_set_parent_viewport", "viewport", "parent_viewport"), &RenderingServer::viewport_set_parent_viewport);
@@ -1721,315 +2162,47 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("viewport_set_update_mode", "viewport", "update_mode"), &RenderingServer::viewport_set_update_mode);
ClassDB::bind_method(D_METHOD("viewport_set_clear_mode", "viewport", "clear_mode"), &RenderingServer::viewport_set_clear_mode);
ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &RenderingServer::viewport_get_texture);
- ClassDB::bind_method(D_METHOD("viewport_set_hide_scenario", "viewport", "hidden"), &RenderingServer::viewport_set_hide_scenario);
- ClassDB::bind_method(D_METHOD("viewport_set_hide_canvas", "viewport", "hidden"), &RenderingServer::viewport_set_hide_canvas);
+ ClassDB::bind_method(D_METHOD("viewport_set_disable_3d", "viewport", "disable"), &RenderingServer::viewport_set_disable_3d);
+ ClassDB::bind_method(D_METHOD("viewport_set_disable_2d", "viewport", "disable"), &RenderingServer::viewport_set_disable_2d);
ClassDB::bind_method(D_METHOD("viewport_set_disable_environment", "viewport", "disabled"), &RenderingServer::viewport_set_disable_environment);
ClassDB::bind_method(D_METHOD("viewport_attach_camera", "viewport", "camera"), &RenderingServer::viewport_attach_camera);
ClassDB::bind_method(D_METHOD("viewport_set_scenario", "viewport", "scenario"), &RenderingServer::viewport_set_scenario);
ClassDB::bind_method(D_METHOD("viewport_attach_canvas", "viewport", "canvas"), &RenderingServer::viewport_attach_canvas);
ClassDB::bind_method(D_METHOD("viewport_remove_canvas", "viewport", "canvas"), &RenderingServer::viewport_remove_canvas);
- ClassDB::bind_method(D_METHOD("viewport_set_canvas_transform", "viewport", "canvas", "offset"), &RenderingServer::viewport_set_canvas_transform);
- ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &RenderingServer::viewport_set_transparent_background);
- ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &RenderingServer::viewport_set_global_canvas_transform);
- ClassDB::bind_method(D_METHOD("viewport_set_canvas_stacking", "viewport", "canvas", "layer", "sublayer"), &RenderingServer::viewport_set_canvas_stacking);
- ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size"), &RenderingServer::viewport_set_shadow_atlas_size);
- 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_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);
-
- ClassDB::bind_method(D_METHOD("environment_create"), &RenderingServer::environment_create);
- ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &RenderingServer::environment_set_background);
- ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &RenderingServer::environment_set_sky);
- ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &RenderingServer::environment_set_sky_custom_fov);
- ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &RenderingServer::environment_set_sky_orientation);
- ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &RenderingServer::environment_set_bg_color);
- ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &RenderingServer::environment_set_bg_energy);
- ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &RenderingServer::environment_set_canvas_max_layer);
- ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source", "ao_color"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG), DEFVAL(Color()));
- ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "level_flags", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap"), &RenderingServer::environment_set_glow);
- ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &RenderingServer::environment_set_tonemap);
- ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
- ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
- ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
- ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density"), &RenderingServer::environment_set_fog);
-
- 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_fallback_environment", "scenario", "environment"), &RenderingServer::scenario_set_fallback_environment);
-
-#ifndef _3D_DISABLED
-
- ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &RenderingServer::instance_create2);
- ClassDB::bind_method(D_METHOD("instance_create"), &RenderingServer::instance_create);
- ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &RenderingServer::instance_set_base);
- ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario);
- ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
- 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_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);
- ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);
- ClassDB::bind_method(D_METHOD("instance_set_exterior", "instance", "enabled"), &RenderingServer::instance_set_exterior);
- ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin);
- ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag);
- ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting);
- ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override);
- ClassDB::bind_method(D_METHOD("instance_geometry_set_draw_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_draw_range);
- ClassDB::bind_method(D_METHOD("instance_geometry_set_as_instance_lod", "instance", "as_lod_of_instance"), &RenderingServer::instance_geometry_set_as_instance_lod);
-
- ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &RenderingServer::_instances_cull_convex_bind, DEFVAL(RID()));
-#endif
- ClassDB::bind_method(D_METHOD("canvas_create"), &RenderingServer::canvas_create);
- ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &RenderingServer::canvas_set_item_mirroring);
- ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &RenderingServer::canvas_set_modulate);
-#ifndef _MSC_VER
-#warning TODO method bindings need to be fixed
-#endif
-#if 0
-
- ClassDB::bind_method(D_METHOD("canvas_item_create"), &RenderingServer::canvas_item_create);
- ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &RenderingServer::canvas_item_set_parent);
- ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &RenderingServer::canvas_item_set_visible);
- ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &RenderingServer::canvas_item_set_light_mask);
- ClassDB::bind_method(D_METHOD("canvas_item_set_transform", "item", "transform"), &RenderingServer::canvas_item_set_transform);
- ClassDB::bind_method(D_METHOD("canvas_item_set_clip", "item", "clip"), &RenderingServer::canvas_item_set_clip);
- ClassDB::bind_method(D_METHOD("canvas_item_set_distance_field_mode", "item", "enabled"), &RenderingServer::canvas_item_set_distance_field_mode);
- ClassDB::bind_method(D_METHOD("canvas_item_set_custom_rect", "item", "use_custom_rect", "rect"), &RenderingServer::canvas_item_set_custom_rect, DEFVAL(Rect2()));
- ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &RenderingServer::canvas_item_set_modulate);
- ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &RenderingServer::canvas_item_set_self_modulate);
- ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &RenderingServer::canvas_item_set_draw_behind_parent);
- ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &RenderingServer::canvas_item_add_line, DEFVAL(1.0), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &RenderingServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &RenderingServer::canvas_item_add_rect);
- ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &RenderingServer::canvas_item_add_circle);
- ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose", "normal_map"), &RenderingServer::canvas_item_add_texture_rect, DEFVAL(false), DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "transpose", "normal_map", "clip_uv"), &RenderingServer::canvas_item_add_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(RID()), DEFVAL(true));
- ClassDB::bind_method(D_METHOD("canvas_item_add_nine_patch", "item", "rect", "source", "texture", "topleft", "bottomright", "x_axis_mode", "y_axis_mode", "draw_center", "modulate", "normal_map"), &RenderingServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width", "normal_map"), &RenderingServer::canvas_item_add_primitive, DEFVAL(1.0), DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture", "normal_map", "antialiased"), &RenderingServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID()), DEFVAL(RID()), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count", "normal_map", "antialiased"), &RenderingServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1), DEFVAL(RID()), DEFVAL(false));
- ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture", "normal_map"), &RenderingServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()), DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture", "normal_map"), &RenderingServer::canvas_item_add_multimesh, DEFVAL(RID()));
- ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture", "normal_map"), &RenderingServer::canvas_item_add_particles);
- ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &RenderingServer::canvas_item_add_set_transform);
- ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &RenderingServer::canvas_item_add_clip_ignore);
- ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &RenderingServer::canvas_item_set_sort_children_by_y);
-#endif
- ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &RenderingServer::canvas_item_set_z_index);
- ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &RenderingServer::canvas_item_set_z_as_relative_to_parent);
- ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &RenderingServer::canvas_item_set_copy_to_backbuffer);
- ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &RenderingServer::canvas_item_clear);
- ClassDB::bind_method(D_METHOD("canvas_item_set_draw_index", "item", "index"), &RenderingServer::canvas_item_set_draw_index);
- ClassDB::bind_method(D_METHOD("canvas_item_set_material", "item", "material"), &RenderingServer::canvas_item_set_material);
- ClassDB::bind_method(D_METHOD("canvas_item_set_use_parent_material", "item", "enabled"), &RenderingServer::canvas_item_set_use_parent_material);
- ClassDB::bind_method(D_METHOD("canvas_light_create"), &RenderingServer::canvas_light_create);
- ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &RenderingServer::canvas_light_attach_to_canvas);
- ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_enabled);
- ClassDB::bind_method(D_METHOD("canvas_light_set_scale", "light", "scale"), &RenderingServer::canvas_light_set_scale);
- ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &RenderingServer::canvas_light_set_transform);
- ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &RenderingServer::canvas_light_set_texture);
- ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &RenderingServer::canvas_light_set_texture_offset);
- ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &RenderingServer::canvas_light_set_color);
- ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &RenderingServer::canvas_light_set_height);
- ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &RenderingServer::canvas_light_set_energy);
- ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &RenderingServer::canvas_light_set_z_range);
- ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &RenderingServer::canvas_light_set_layer_range);
- ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_cull_mask);
- ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_shadow_cull_mask);
- ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &RenderingServer::canvas_light_set_mode);
- ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_shadow_enabled);
- ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_buffer_size", "light", "size"), &RenderingServer::canvas_light_set_shadow_buffer_size);
- ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &RenderingServer::canvas_light_set_shadow_filter);
- ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &RenderingServer::canvas_light_set_shadow_color);
- ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &RenderingServer::canvas_light_set_shadow_smooth);
-
- ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &RenderingServer::canvas_light_occluder_create);
- ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &RenderingServer::canvas_light_occluder_attach_to_canvas);
- ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_enabled", "occluder", "enabled"), &RenderingServer::canvas_light_occluder_set_enabled);
- ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &RenderingServer::canvas_light_occluder_set_polygon);
- ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &RenderingServer::canvas_light_occluder_set_transform);
- ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &RenderingServer::canvas_light_occluder_set_light_mask);
-
- ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &RenderingServer::canvas_occluder_polygon_create);
- ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &RenderingServer::canvas_occluder_polygon_set_shape);
- ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape_as_lines", "occluder_polygon", "shape"), &RenderingServer::canvas_occluder_polygon_set_shape_as_lines);
- ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &RenderingServer::canvas_occluder_polygon_set_cull_mode);
-
- ClassDB::bind_method(D_METHOD("global_variable_add", "name", "type", "default_value"), &RenderingServer::global_variable_add);
- ClassDB::bind_method(D_METHOD("global_variable_remove", "name"), &RenderingServer::global_variable_remove);
- ClassDB::bind_method(D_METHOD("global_variable_get_list"), &RenderingServer::global_variable_get_list);
- ClassDB::bind_method(D_METHOD("global_variable_set", "name", "value"), &RenderingServer::global_variable_set);
- ClassDB::bind_method(D_METHOD("global_variable_get", "name"), &RenderingServer::global_variable_get);
- ClassDB::bind_method(D_METHOD("global_variable_get_type", "name"), &RenderingServer::global_variable_get_type);
-
- ClassDB::bind_method(D_METHOD("black_bars_set_margins", "left", "top", "right", "bottom"), &RenderingServer::black_bars_set_margins);
- ClassDB::bind_method(D_METHOD("black_bars_set_images", "left", "top", "right", "bottom"), &RenderingServer::black_bars_set_images);
-
- ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingServer::free); // shouldn't conflict with Object::free()
-
- ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &RenderingServer::request_frame_drawn_callback);
- ClassDB::bind_method(D_METHOD("has_changed"), &RenderingServer::has_changed);
- ClassDB::bind_method(D_METHOD("init"), &RenderingServer::init);
- ClassDB::bind_method(D_METHOD("finish"), &RenderingServer::finish);
- ClassDB::bind_method(D_METHOD("get_render_info", "info"), &RenderingServer::get_render_info);
- ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name);
- ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &RenderingServer::get_video_adapter_vendor);
-#ifndef _3D_DISABLED
-
- ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh);
- ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube);
-#endif
- ClassDB::bind_method(D_METHOD("get_test_texture"), &RenderingServer::get_test_texture);
- ClassDB::bind_method(D_METHOD("get_white_texture"), &RenderingServer::get_white_texture);
+ ClassDB::bind_method(D_METHOD("viewport_set_snap_2d_transforms_to_pixel", "viewport", "enabled"), &RenderingServer::viewport_set_snap_2d_transforms_to_pixel);
+ ClassDB::bind_method(D_METHOD("viewport_set_snap_2d_vertices_to_pixel", "viewport", "enabled"), &RenderingServer::viewport_set_snap_2d_vertices_to_pixel);
- ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &RenderingServer::set_boot_image, DEFVAL(true));
- ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &RenderingServer::set_default_clear_color);
-
- ClassDB::bind_method(D_METHOD("has_feature", "feature"), &RenderingServer::has_feature);
- ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &RenderingServer::has_os_feature);
- ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &RenderingServer::set_debug_generate_wireframes);
-
- ClassDB::bind_method(D_METHOD("is_render_loop_enabled"), &RenderingServer::is_render_loop_enabled);
- ClassDB::bind_method(D_METHOD("set_render_loop_enabled", "enabled"), &RenderingServer::set_render_loop_enabled);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "render_loop_enabled"), "set_render_loop_enabled", "is_render_loop_enabled");
-
- BIND_CONSTANT(NO_INDEX_ARRAY);
- BIND_CONSTANT(ARRAY_WEIGHTS_SIZE);
- BIND_CONSTANT(CANVAS_ITEM_Z_MIN);
- BIND_CONSTANT(CANVAS_ITEM_Z_MAX);
- BIND_CONSTANT(MAX_GLOW_LEVELS);
- BIND_CONSTANT(MAX_CURSORS);
-
- BIND_ENUM_CONSTANT(TEXTURE_LAYERED_2D_ARRAY);
- BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP);
- BIND_ENUM_CONSTANT(TEXTURE_LAYERED_CUBEMAP_ARRAY);
-
- BIND_ENUM_CONSTANT(CUBEMAP_LAYER_LEFT);
- BIND_ENUM_CONSTANT(CUBEMAP_LAYER_RIGHT);
- BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BOTTOM);
- BIND_ENUM_CONSTANT(CUBEMAP_LAYER_TOP);
- BIND_ENUM_CONSTANT(CUBEMAP_LAYER_FRONT);
- BIND_ENUM_CONSTANT(CUBEMAP_LAYER_BACK);
-
- BIND_ENUM_CONSTANT(SHADER_SPATIAL);
- BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM);
- BIND_ENUM_CONSTANT(SHADER_PARTICLES);
- BIND_ENUM_CONSTANT(SHADER_SKY);
- BIND_ENUM_CONSTANT(SHADER_MAX);
-
- BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MIN);
- BIND_CONSTANT(MATERIAL_RENDER_PRIORITY_MAX);
-
- BIND_ENUM_CONSTANT(ARRAY_VERTEX);
- BIND_ENUM_CONSTANT(ARRAY_NORMAL);
- BIND_ENUM_CONSTANT(ARRAY_TANGENT);
- BIND_ENUM_CONSTANT(ARRAY_COLOR);
- BIND_ENUM_CONSTANT(ARRAY_TEX_UV);
- BIND_ENUM_CONSTANT(ARRAY_TEX_UV2);
- BIND_ENUM_CONSTANT(ARRAY_BONES);
- BIND_ENUM_CONSTANT(ARRAY_WEIGHTS);
- BIND_ENUM_CONSTANT(ARRAY_INDEX);
- BIND_ENUM_CONSTANT(ARRAY_MAX);
+ ClassDB::bind_method(D_METHOD("viewport_set_default_canvas_item_texture_filter", "viewport", "filter"), &RenderingServer::viewport_set_default_canvas_item_texture_filter);
+ ClassDB::bind_method(D_METHOD("viewport_set_default_canvas_item_texture_repeat", "viewport", "repeat"), &RenderingServer::viewport_set_default_canvas_item_texture_repeat);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS);
- BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX);
-
- BIND_ENUM_CONSTANT(ARRAY_COMPRESS_NORMAL);
- BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TANGENT);
- BIND_ENUM_CONSTANT(ARRAY_COMPRESS_COLOR);
- BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV);
- BIND_ENUM_CONSTANT(ARRAY_COMPRESS_TEX_UV2);
- BIND_ENUM_CONSTANT(ARRAY_COMPRESS_INDEX);
- BIND_ENUM_CONSTANT(ARRAY_COMPRESS_DEFAULT);
-
- BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES);
- BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_DYNAMIC_UPDATE);
-
- BIND_ENUM_CONSTANT(PRIMITIVE_POINTS);
- BIND_ENUM_CONSTANT(PRIMITIVE_LINES);
- BIND_ENUM_CONSTANT(PRIMITIVE_LINE_STRIP);
- BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLES);
- BIND_ENUM_CONSTANT(PRIMITIVE_TRIANGLE_STRIP);
- BIND_ENUM_CONSTANT(PRIMITIVE_MAX);
-
- BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_NORMALIZED);
- BIND_ENUM_CONSTANT(BLEND_SHAPE_MODE_RELATIVE);
-
- BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_2D);
- BIND_ENUM_CONSTANT(MULTIMESH_TRANSFORM_3D);
-
- BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL);
- BIND_ENUM_CONSTANT(LIGHT_OMNI);
- BIND_ENUM_CONSTANT(LIGHT_SPOT);
-
- BIND_ENUM_CONSTANT(LIGHT_PARAM_ENERGY);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_INDIRECT_ENERGY);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SPECULAR);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_RANGE);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SIZE);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_ATTENUATION);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ANGLE);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SPOT_ATTENUATION);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_MAX_DISTANCE);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_FADE_START);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_NORMAL_BIAS);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BIAS);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_SHADOW_BLUR);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_TRANSMITTANCE_BIAS);
- BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX);
-
- BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED);
- BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC);
- BIND_ENUM_CONSTANT(LIGHT_BAKE_STATIC);
-
- BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID);
- BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE);
+ ClassDB::bind_method(D_METHOD("viewport_set_canvas_transform", "viewport", "canvas", "offset"), &RenderingServer::viewport_set_canvas_transform);
+ ClassDB::bind_method(D_METHOD("viewport_set_canvas_stacking", "viewport", "canvas", "layer", "sublayer"), &RenderingServer::viewport_set_canvas_stacking);
- BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
- BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS);
- BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS);
+ ClassDB::bind_method(D_METHOD("viewport_set_transparent_background", "viewport", "enabled"), &RenderingServer::viewport_set_transparent_background);
+ ClassDB::bind_method(D_METHOD("viewport_set_global_canvas_transform", "viewport", "transform"), &RenderingServer::viewport_set_global_canvas_transform);
- BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE);
- BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED);
+ ClassDB::bind_method(D_METHOD("viewport_set_sdf_oversize_and_scale", "viewport", "oversize", "scale"), &RenderingServer::viewport_set_sdf_oversize_and_scale);
- BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE);
- BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS);
+ ClassDB::bind_method(D_METHOD("viewport_set_shadow_atlas_size", "viewport", "size", "use_16_bits"), &RenderingServer::viewport_set_shadow_atlas_size, DEFVAL(false));
+ 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_screen_space_aa", "viewport", "mode"), &RenderingServer::viewport_set_screen_space_aa);
+ 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);
- BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_DISABLED);
- BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_ENVIRONMENT);
- BIND_ENUM_CONSTANT(REFLECTION_PROBE_AMBIENT_COLOR);
+ ClassDB::bind_method(D_METHOD("viewport_get_render_info", "viewport", "type", "info"), &RenderingServer::viewport_get_render_info);
+ ClassDB::bind_method(D_METHOD("viewport_set_debug_draw", "viewport", "draw"), &RenderingServer::viewport_set_debug_draw);
- BIND_ENUM_CONSTANT(DECAL_TEXTURE_ALBEDO);
- BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL);
- BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM);
- BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION);
- BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX);
+ ClassDB::bind_method(D_METHOD("viewport_set_measure_render_time", "viewport", "enable"), &RenderingServer::viewport_set_measure_render_time);
+ ClassDB::bind_method(D_METHOD("viewport_get_measured_render_time_cpu", "viewport"), &RenderingServer::viewport_get_measured_render_time_cpu);
- BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_INDEX);
- BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_LIFETIME);
- BIND_ENUM_CONSTANT(PARTICLES_DRAW_ORDER_VIEW_DEPTH);
+ ClassDB::bind_method(D_METHOD("viewport_get_measured_render_time_gpu", "viewport"), &RenderingServer::viewport_get_measured_render_time_gpu);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED);
- BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE);
- BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE);
+ BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE); //then goes to disabled); must be manually updated
+ BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE); // default
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE);
BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ALWAYS);
@@ -2037,34 +2210,49 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_NEVER);
BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ONLY_NEXT_FRAME);
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_100_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_120_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_150_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_200_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_MAX);
+
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_SCALE_100_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_SCALE_50_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_SCALE_25_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SDF_SCALE_MAX);
+
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_2X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_4X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_8X);
- BIND_ENUM_CONSTANT(VIEWPORT_MSAA_16X);
BIND_ENUM_CONSTANT(VIEWPORT_MSAA_MAX);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_FXAA);
BIND_ENUM_CONSTANT(VIEWPORT_SCREEN_SPACE_AA_MAX);
+ 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(VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME);
- BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME);
- BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME);
- BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME);
- BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME);
+ BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME);
BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME);
BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_MAX);
+ BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_TYPE_VISIBLE);
+ BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_TYPE_SHADOW);
+ BIND_ENUM_CONSTANT(VIEWPORT_RENDER_INFO_TYPE_MAX);
+
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DISABLED);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_UNSHADED);
BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_LIGHTING);
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);
@@ -2074,10 +2262,68 @@ 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_DISABLE_LOD);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES);
+ BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_OCCLUDERS);
+
+ BIND_ENUM_CONSTANT(VIEWPORT_SCALE_3D_DISABLED);
+ BIND_ENUM_CONSTANT(VIEWPORT_SCALE_3D_75_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SCALE_3D_50_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SCALE_3D_33_PERCENT);
+ BIND_ENUM_CONSTANT(VIEWPORT_SCALE_3D_25_PERCENT);
+
+ /* SKY API */
+
+ ClassDB::bind_method(D_METHOD("sky_create"), &RenderingServer::sky_create);
+ ClassDB::bind_method(D_METHOD("sky_set_radiance_size", "sky", "radiance_size"), &RenderingServer::sky_set_radiance_size);
+ ClassDB::bind_method(D_METHOD("sky_set_mode", "sky", "mode"), &RenderingServer::sky_set_mode);
+ ClassDB::bind_method(D_METHOD("sky_set_material", "sky", "material"), &RenderingServer::sky_set_material);
+ ClassDB::bind_method(D_METHOD("sky_bake_panorama", "sky", "energy", "bake_irradiance", "size"), &RenderingServer::sky_bake_panorama);
+ BIND_ENUM_CONSTANT(SKY_MODE_AUTOMATIC);
BIND_ENUM_CONSTANT(SKY_MODE_QUALITY);
+ BIND_ENUM_CONSTANT(SKY_MODE_INCREMENTAL);
BIND_ENUM_CONSTANT(SKY_MODE_REALTIME);
+ /* ENVIRONMENT */
+
+ ClassDB::bind_method(D_METHOD("environment_create"), &RenderingServer::environment_create);
+ ClassDB::bind_method(D_METHOD("environment_set_background", "env", "bg"), &RenderingServer::environment_set_background);
+ ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &RenderingServer::environment_set_sky);
+ ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &RenderingServer::environment_set_sky_custom_fov);
+ ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &RenderingServer::environment_set_sky_orientation);
+ ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &RenderingServer::environment_set_bg_color);
+ ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &RenderingServer::environment_set_bg_energy);
+ ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &RenderingServer::environment_set_canvas_max_layer);
+ ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source", "ao_color"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG), DEFVAL(Color()));
+ ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "levels", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap"), &RenderingServer::environment_set_glow);
+ ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &RenderingServer::environment_set_tonemap);
+ ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "use_1d_color_correction", "color_correction"), &RenderingServer::environment_set_adjustment);
+ ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
+ ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "power", "detail", "horizon", "sharpness", "light_affect", "ao_channel_affect"), &RenderingServer::environment_set_ssao);
+ ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &RenderingServer::environment_set_fog);
+ ClassDB::bind_method(D_METHOD("environment_set_sdfgi", "env", "enable", "cascades", "min_cell_size", "y_scale", "use_occlusion", "bounce_feedback", "read_sky", "energy", "normal_bias", "probe_bias"), &RenderingServer::environment_set_sdfgi);
+ ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog", "env", "enable", "density", "light", "light_energy", "length", "p_detail_spread", "gi_inject", "temporal_reprojection", "temporal_reprojection_amount"), &RenderingServer::environment_set_volumetric_fog);
+
+ ClassDB::bind_method(D_METHOD("environment_glow_set_use_bicubic_upscale", "enable"), &RenderingServer::environment_glow_set_use_bicubic_upscale);
+ ClassDB::bind_method(D_METHOD("environment_glow_set_use_high_quality", "enable"), &RenderingServer::environment_glow_set_use_high_quality);
+ ClassDB::bind_method(D_METHOD("environment_set_ssr_roughness_quality", "quality"), &RenderingServer::environment_set_ssr_roughness_quality);
+ ClassDB::bind_method(D_METHOD("environment_set_ssao_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssao_quality);
+ ClassDB::bind_method(D_METHOD("environment_set_sdfgi_ray_count", "ray_count"), &RenderingServer::environment_set_sdfgi_ray_count);
+ ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_converge", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_converge);
+ ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_update_light", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_update_light);
+ ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog_volume_size", "size", "depth"), &RenderingServer::environment_set_volumetric_fog_volume_size);
+ ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog_filter_active", "active"), &RenderingServer::environment_set_volumetric_fog_filter_active);
+
+ ClassDB::bind_method(D_METHOD("environment_bake_panorama", "environment", "bake_irradiance", "size"), &RenderingServer::environment_bake_panorama);
+
+ ClassDB::bind_method(D_METHOD("screen_space_roughness_limiter_set_active", "enable", "amount", "limit"), &RenderingServer::screen_space_roughness_limiter_set_active);
+ ClassDB::bind_method(D_METHOD("sub_surface_scattering_set_quality", "quality"), &RenderingServer::sub_surface_scattering_set_quality);
+ ClassDB::bind_method(D_METHOD("sub_surface_scattering_set_scale", "scale", "depth_scale"), &RenderingServer::sub_surface_scattering_set_scale);
+
BIND_ENUM_CONSTANT(ENV_BG_CLEAR_COLOR);
BIND_ENUM_CONSTANT(ENV_BG_COLOR);
BIND_ENUM_CONSTANT(ENV_BG_SKY);
@@ -2111,58 +2357,130 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(ENV_SSR_ROUGNESS_QUALITY_HIGH);
- BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_DISABLED);
- BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_1x1);
- BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_2x2);
- BIND_ENUM_CONSTANT(ENV_SSAO_BLUR_3x3);
-
+ BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_VERY_LOW);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_LOW);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH);
BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_ULTRA);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_4);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_6);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_8);
+
+ BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_DISABLED);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_75_PERCENT);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_50_PERCENT);
+
+ BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_4);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_8);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_16);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_32);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_64);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_96);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_128);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_RAY_COUNT_MAX);
+
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_5_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_10_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_15_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_20_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_25_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_IN_30_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_CONVERGE_MAX);
+
+ BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES);
+ BIND_ENUM_CONSTANT(ENV_SDFGI_UPDATE_LIGHT_MAX);
+
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_DISABLED);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_LOW);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(SUB_SURFACE_SCATTERING_QUALITY_HIGH);
+ /* CAMERA EFFECTS */
+
+ ClassDB::bind_method(D_METHOD("camera_effects_create"), &RenderingServer::camera_effects_create);
+
+ ClassDB::bind_method(D_METHOD("camera_effects_set_dof_blur_quality", "quality", "use_jitter"), &RenderingServer::camera_effects_set_dof_blur_quality);
+ ClassDB::bind_method(D_METHOD("camera_effects_set_dof_blur_bokeh_shape", "shape"), &RenderingServer::camera_effects_set_dof_blur_bokeh_shape);
+
+ ClassDB::bind_method(D_METHOD("camera_effects_set_dof_blur", "camera_effects", "far_enable", "far_distance", "far_transition", "near_enable", "near_distance", "near_transition", "amount"), &RenderingServer::camera_effects_set_dof_blur);
+ ClassDB::bind_method(D_METHOD("camera_effects_set_custom_exposure", "camera_effects", "enable", "exposure"), &RenderingServer::camera_effects_set_custom_exposure);
+
+ BIND_ENUM_CONSTANT(DOF_BOKEH_BOX);
+ BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON);
+ BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE);
+
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_VERY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_LOW);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_MEDIUM);
BIND_ENUM_CONSTANT(DOF_BLUR_QUALITY_HIGH);
- BIND_ENUM_CONSTANT(DOF_BOKEH_BOX);
- BIND_ENUM_CONSTANT(DOF_BOKEH_HEXAGON);
- BIND_ENUM_CONSTANT(DOF_BOKEH_CIRCLE);
+ /* SCENARIO */
- BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD);
- BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW);
- BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM);
- BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH);
- BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_ULTRA);
- BIND_ENUM_CONSTANT(SHADOW_QUALITY_MAX);
+ ClassDB::bind_method(D_METHOD("scenario_create"), &RenderingServer::scenario_create);
+ ClassDB::bind_method(D_METHOD("scenario_set_environment", "scenario", "environment"), &RenderingServer::scenario_set_environment);
+ ClassDB::bind_method(D_METHOD("scenario_set_fallback_environment", "scenario", "environment"), &RenderingServer::scenario_set_fallback_environment);
+ ClassDB::bind_method(D_METHOD("scenario_set_camera_effects", "scenario", "effects"), &RenderingServer::scenario_set_camera_effects);
+
+ /* INSTANCE */
+
+ ClassDB::bind_method(D_METHOD("instance_create2", "base", "scenario"), &RenderingServer::instance_create2);
+ ClassDB::bind_method(D_METHOD("instance_create"), &RenderingServer::instance_create);
+ ClassDB::bind_method(D_METHOD("instance_set_base", "instance", "base"), &RenderingServer::instance_set_base);
+ ClassDB::bind_method(D_METHOD("instance_set_scenario", "instance", "scenario"), &RenderingServer::instance_set_scenario);
+ ClassDB::bind_method(D_METHOD("instance_set_layer_mask", "instance", "mask"), &RenderingServer::instance_set_layer_mask);
+ 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_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_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb);
+
+ ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton);
+ ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin);
+ ClassDB::bind_method(D_METHOD("instance_set_visibility_parent", "instance", "parent"), &RenderingServer::instance_set_visibility_parent);
+
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_visibility_range);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_lightmap", "instance", "lightmap", "lightmap_uv_scale", "lightmap_slice"), &RenderingServer::instance_geometry_set_lightmap);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_lod_bias", "instance", "lod_bias"), &RenderingServer::instance_geometry_set_lod_bias);
- BIND_ENUM_CONSTANT(SCENARIO_DEBUG_DISABLED);
- BIND_ENUM_CONSTANT(SCENARIO_DEBUG_WIREFRAME);
- BIND_ENUM_CONSTANT(SCENARIO_DEBUG_OVERDRAW);
- BIND_ENUM_CONSTANT(SCENARIO_DEBUG_SHADELESS);
+ ClassDB::bind_method(D_METHOD("instance_geometry_set_shader_parameter", "instance", "parameter", "value"), &RenderingServer::instance_geometry_set_shader_parameter);
+ ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter", "instance", "parameter"), &RenderingServer::instance_geometry_get_shader_parameter);
+ ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter_default_value", "instance", "parameter"), &RenderingServer::instance_geometry_get_shader_parameter_default_value);
+ ClassDB::bind_method(D_METHOD("instance_geometry_get_shader_parameter_list", "instance"), &RenderingServer::_instance_geometry_get_shader_parameter_list);
+
+ ClassDB::bind_method(D_METHOD("instances_cull_aabb", "aabb", "scenario"), &RenderingServer::_instances_cull_aabb_bind, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("instances_cull_ray", "from", "to", "scenario"), &RenderingServer::_instances_cull_ray_bind, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("instances_cull_convex", "convex", "scenario"), &RenderingServer::_instances_cull_convex_bind, DEFVAL(RID()));
BIND_ENUM_CONSTANT(INSTANCE_NONE);
BIND_ENUM_CONSTANT(INSTANCE_MESH);
BIND_ENUM_CONSTANT(INSTANCE_MULTIMESH);
- BIND_ENUM_CONSTANT(INSTANCE_IMMEDIATE);
BIND_ENUM_CONSTANT(INSTANCE_PARTICLES);
+ BIND_ENUM_CONSTANT(INSTANCE_PARTICLES_COLLISION);
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_VISIBLITY_NOTIFIER);
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);
@@ -2170,6 +2488,81 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED);
BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY);
+ /* Bake 3D Object */
+
+ ClassDB::bind_method(D_METHOD("bake_render_uv2", "base", "material_overrides", "image_size"), &RenderingServer::bake_render_uv2);
+
+ BIND_ENUM_CONSTANT(BAKE_CHANNEL_ALBEDO_ALPHA);
+ BIND_ENUM_CONSTANT(BAKE_CHANNEL_NORMAL);
+ BIND_ENUM_CONSTANT(BAKE_CHANNEL_ORM);
+ BIND_ENUM_CONSTANT(BAKE_CHANNEL_EMISSION);
+
+ /* CANVAS (2D) */
+
+ ClassDB::bind_method(D_METHOD("canvas_create"), &RenderingServer::canvas_create);
+ ClassDB::bind_method(D_METHOD("canvas_set_item_mirroring", "canvas", "item", "mirroring"), &RenderingServer::canvas_set_item_mirroring);
+ ClassDB::bind_method(D_METHOD("canvas_set_modulate", "canvas", "color"), &RenderingServer::canvas_set_modulate);
+ ClassDB::bind_method(D_METHOD("canvas_set_disable_scale", "disable"), &RenderingServer::canvas_set_disable_scale);
+
+ /* CANVAS TEXTURE */
+
+ ClassDB::bind_method(D_METHOD("canvas_texture_create"), &RenderingServer::canvas_texture_create);
+ ClassDB::bind_method(D_METHOD("canvas_texture_set_channel", "canvas_texture", "channel", "texture"), &RenderingServer::canvas_texture_set_channel);
+ ClassDB::bind_method(D_METHOD("canvas_texture_set_shading_parameters", "canvas_texture", "base_color", "shininess"), &RenderingServer::canvas_texture_set_shading_parameters);
+
+ ClassDB::bind_method(D_METHOD("canvas_texture_set_texture_filter", "canvas_texture", "filter"), &RenderingServer::canvas_texture_set_texture_filter);
+ ClassDB::bind_method(D_METHOD("canvas_texture_set_texture_repeat", "canvas_texture", "repeat"), &RenderingServer::canvas_texture_set_texture_repeat);
+
+ BIND_ENUM_CONSTANT(CANVAS_TEXTURE_CHANNEL_DIFFUSE);
+ BIND_ENUM_CONSTANT(CANVAS_TEXTURE_CHANNEL_NORMAL);
+ BIND_ENUM_CONSTANT(CANVAS_TEXTURE_CHANNEL_SPECULAR);
+
+ /* CANVAS ITEM */
+
+ ClassDB::bind_method(D_METHOD("canvas_item_create"), &RenderingServer::canvas_item_create);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_parent", "item", "parent"), &RenderingServer::canvas_item_set_parent);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_default_texture_filter", "item", "filter"), &RenderingServer::canvas_item_set_default_texture_filter);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_default_texture_repeat", "item", "repeat"), &RenderingServer::canvas_item_set_default_texture_repeat);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_visible", "item", "visible"), &RenderingServer::canvas_item_set_visible);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_light_mask", "item", "mask"), &RenderingServer::canvas_item_set_light_mask);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_transform", "item", "transform"), &RenderingServer::canvas_item_set_transform);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_clip", "item", "clip"), &RenderingServer::canvas_item_set_clip);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_distance_field_mode", "item", "enabled"), &RenderingServer::canvas_item_set_distance_field_mode);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_custom_rect", "item", "use_custom_rect", "rect"), &RenderingServer::canvas_item_set_custom_rect, DEFVAL(Rect2()));
+ ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &RenderingServer::canvas_item_set_modulate);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &RenderingServer::canvas_item_set_self_modulate);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &RenderingServer::canvas_item_set_draw_behind_parent);
+ //primitives
+
+ ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width"), &RenderingServer::canvas_item_add_line, DEFVAL(1.0));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &RenderingServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &RenderingServer::canvas_item_add_rect);
+ ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &RenderingServer::canvas_item_add_circle);
+ ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose"), &RenderingServer::canvas_item_add_texture_rect, DEFVAL(false), DEFVAL(Color(1, 1, 1)), DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_msdf_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "outline_size", "px_range"), &RenderingServer::canvas_item_add_msdf_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(1.0));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "transpose", "clip_uv"), &RenderingServer::canvas_item_add_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_nine_patch", "item", "rect", "source", "texture", "topleft", "bottomright", "x_axis_mode", "y_axis_mode", "draw_center", "modulate"), &RenderingServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1)));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width"), &RenderingServer::canvas_item_add_primitive, DEFVAL(1.0));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture"), &RenderingServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count"), &RenderingServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture"), &RenderingServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_multimesh", "item", "mesh", "texture"), &RenderingServer::canvas_item_add_multimesh, DEFVAL(RID()));
+ ClassDB::bind_method(D_METHOD("canvas_item_add_particles", "item", "particles", "texture"), &RenderingServer::canvas_item_add_particles);
+ ClassDB::bind_method(D_METHOD("canvas_item_add_set_transform", "item", "transform"), &RenderingServer::canvas_item_add_set_transform);
+ ClassDB::bind_method(D_METHOD("canvas_item_add_clip_ignore", "item", "ignore"), &RenderingServer::canvas_item_add_clip_ignore);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_sort_children_by_y", "item", "enabled"), &RenderingServer::canvas_item_set_sort_children_by_y);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_z_index", "item", "z_index"), &RenderingServer::canvas_item_set_z_index);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_z_as_relative_to_parent", "item", "enabled"), &RenderingServer::canvas_item_set_z_as_relative_to_parent);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_copy_to_backbuffer", "item", "enabled", "rect"), &RenderingServer::canvas_item_set_copy_to_backbuffer);
+
+ ClassDB::bind_method(D_METHOD("canvas_item_clear", "item"), &RenderingServer::canvas_item_clear);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_draw_index", "item", "index"), &RenderingServer::canvas_item_set_draw_index);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_material", "item", "material"), &RenderingServer::canvas_item_set_material);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_use_parent_material", "item", "enabled"), &RenderingServer::canvas_item_set_use_parent_material);
+
+ ClassDB::bind_method(D_METHOD("canvas_item_set_visibility_notifier", "item", "enable", "area", "enter_callable", "exit_callable"), &RenderingServer::canvas_item_set_visibility_notifier);
+ ClassDB::bind_method(D_METHOD("canvas_item_set_canvas_group_mode", "item", "mode", "clear_margin", "fit_empty", "fit_margin", "blur_mipmaps"), &RenderingServer::canvas_item_set_canvas_group_mode, DEFVAL(5.0), DEFVAL(false), DEFVAL(0.0), DEFVAL(false));
+
BIND_ENUM_CONSTANT(NINE_PATCH_STRETCH);
BIND_ENUM_CONSTANT(NINE_PATCH_TILE);
BIND_ENUM_CONSTANT(NINE_PATCH_TILE_FIT);
@@ -2189,20 +2582,76 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
BIND_ENUM_CONSTANT(CANVAS_ITEM_TEXTURE_REPEAT_MAX);
- BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_ADD);
- BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_SUB);
- BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MIX);
- BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_MASK);
+ BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_DISABLED);
+ BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_OPAQUE);
+ BIND_ENUM_CONSTANT(CANVAS_GROUP_MODE_TRANSPARENT);
+
+ /* CANVAS LIGHT */
+
+ ClassDB::bind_method(D_METHOD("canvas_light_create"), &RenderingServer::canvas_light_create);
+ ClassDB::bind_method(D_METHOD("canvas_light_attach_to_canvas", "light", "canvas"), &RenderingServer::canvas_light_attach_to_canvas);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_enabled);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_texture_scale", "light", "scale"), &RenderingServer::canvas_light_set_texture_scale);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_transform", "light", "transform"), &RenderingServer::canvas_light_set_transform);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_texture", "light", "texture"), &RenderingServer::canvas_light_set_texture);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_texture_offset", "light", "offset"), &RenderingServer::canvas_light_set_texture_offset);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_color", "light", "color"), &RenderingServer::canvas_light_set_color);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_height", "light", "height"), &RenderingServer::canvas_light_set_height);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_energy", "light", "energy"), &RenderingServer::canvas_light_set_energy);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_z_range", "light", "min_z", "max_z"), &RenderingServer::canvas_light_set_z_range);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_layer_range", "light", "min_layer", "max_layer"), &RenderingServer::canvas_light_set_layer_range);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_item_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_cull_mask);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_item_shadow_cull_mask", "light", "mask"), &RenderingServer::canvas_light_set_item_shadow_cull_mask);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_mode", "light", "mode"), &RenderingServer::canvas_light_set_mode);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_enabled", "light", "enabled"), &RenderingServer::canvas_light_set_shadow_enabled);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &RenderingServer::canvas_light_set_shadow_filter);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &RenderingServer::canvas_light_set_shadow_color);
+ ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &RenderingServer::canvas_light_set_shadow_smooth);
+
+ BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_POINT);
+ BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_DIRECTIONAL);
+
+ BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_ADD);
+ BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_SUB);
+ BIND_ENUM_CONSTANT(CANVAS_LIGHT_BLEND_MODE_MIX);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_NONE);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF5);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_PCF13);
BIND_ENUM_CONSTANT(CANVAS_LIGHT_FILTER_MAX);
+ /* CANVAS OCCLUDER */
+
+ ClassDB::bind_method(D_METHOD("canvas_light_occluder_create"), &RenderingServer::canvas_light_occluder_create);
+ ClassDB::bind_method(D_METHOD("canvas_light_occluder_attach_to_canvas", "occluder", "canvas"), &RenderingServer::canvas_light_occluder_attach_to_canvas);
+ ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_enabled", "occluder", "enabled"), &RenderingServer::canvas_light_occluder_set_enabled);
+ ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_polygon", "occluder", "polygon"), &RenderingServer::canvas_light_occluder_set_polygon);
+ ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_as_sdf_collision", "occluder", "enable"), &RenderingServer::canvas_light_occluder_set_as_sdf_collision);
+ ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_transform", "occluder", "transform"), &RenderingServer::canvas_light_occluder_set_transform);
+ ClassDB::bind_method(D_METHOD("canvas_light_occluder_set_light_mask", "occluder", "mask"), &RenderingServer::canvas_light_occluder_set_light_mask);
+
+ /* CANVAS LIGHT OCCLUDER POLYGON */
+
+ ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_create"), &RenderingServer::canvas_occluder_polygon_create);
+ ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_shape", "occluder_polygon", "shape", "closed"), &RenderingServer::canvas_occluder_polygon_set_shape);
+ ClassDB::bind_method(D_METHOD("canvas_occluder_polygon_set_cull_mode", "occluder_polygon", "mode"), &RenderingServer::canvas_occluder_polygon_set_cull_mode);
+
+ ClassDB::bind_method(D_METHOD("canvas_set_shadow_texture_size", "size"), &RenderingServer::canvas_set_shadow_texture_size);
+
BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_DISABLED);
BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE);
BIND_ENUM_CONSTANT(CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE);
+ /* GLOBAL VARIABLES */
+
+ ClassDB::bind_method(D_METHOD("global_variable_add", "name", "type", "default_value"), &RenderingServer::global_variable_add);
+ ClassDB::bind_method(D_METHOD("global_variable_remove", "name"), &RenderingServer::global_variable_remove);
+ ClassDB::bind_method(D_METHOD("global_variable_get_list"), &RenderingServer::global_variable_get_list);
+ ClassDB::bind_method(D_METHOD("global_variable_set", "name", "value"), &RenderingServer::global_variable_set);
+ ClassDB::bind_method(D_METHOD("global_variable_set_override", "name", "value"), &RenderingServer::global_variable_set_override);
+ ClassDB::bind_method(D_METHOD("global_variable_get", "name"), &RenderingServer::global_variable_get);
+ ClassDB::bind_method(D_METHOD("global_variable_get_type", "name"), &RenderingServer::global_variable_get_type);
+
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BOOL);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC2);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_BVEC3);
@@ -2233,31 +2682,54 @@ void RenderingServer::_bind_methods() {
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_SAMPLERCUBE);
BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAX);
- BIND_ENUM_CONSTANT(INFO_OBJECTS_IN_FRAME);
- BIND_ENUM_CONSTANT(INFO_VERTICES_IN_FRAME);
- BIND_ENUM_CONSTANT(INFO_MATERIAL_CHANGES_IN_FRAME);
- BIND_ENUM_CONSTANT(INFO_SHADER_CHANGES_IN_FRAME);
- BIND_ENUM_CONSTANT(INFO_SURFACE_CHANGES_IN_FRAME);
- BIND_ENUM_CONSTANT(INFO_DRAW_CALLS_IN_FRAME);
- BIND_ENUM_CONSTANT(INFO_USAGE_VIDEO_MEM_TOTAL);
- BIND_ENUM_CONSTANT(INFO_VIDEO_MEM_USED);
- BIND_ENUM_CONSTANT(INFO_TEXTURE_MEM_USED);
- BIND_ENUM_CONSTANT(INFO_VERTEX_MEM_USED);
+ /* Free */
+ ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingServer::free); // shouldn't conflict with Object::free()
+
+ /* Misc */
+
+ ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &RenderingServer::request_frame_drawn_callback);
+ ClassDB::bind_method(D_METHOD("has_changed"), &RenderingServer::has_changed);
+ ClassDB::bind_method(D_METHOD("get_rendering_info", "info"), &RenderingServer::get_rendering_info);
+ ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name);
+ ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &RenderingServer::get_video_adapter_vendor);
+
+ ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh);
+ ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube);
+
+ ClassDB::bind_method(D_METHOD("get_test_texture"), &RenderingServer::get_test_texture);
+ ClassDB::bind_method(D_METHOD("get_white_texture"), &RenderingServer::get_white_texture);
+
+ ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &RenderingServer::set_boot_image, DEFVAL(true));
+ ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &RenderingServer::set_default_clear_color);
+
+ ClassDB::bind_method(D_METHOD("has_feature", "feature"), &RenderingServer::has_feature);
+ ClassDB::bind_method(D_METHOD("has_os_feature", "feature"), &RenderingServer::has_os_feature);
+ ClassDB::bind_method(D_METHOD("set_debug_generate_wireframes", "generate"), &RenderingServer::set_debug_generate_wireframes);
+
+ ClassDB::bind_method(D_METHOD("is_render_loop_enabled"), &RenderingServer::is_render_loop_enabled);
+ ClassDB::bind_method(D_METHOD("set_render_loop_enabled", "enabled"), &RenderingServer::set_render_loop_enabled);
+
+ ClassDB::bind_method(D_METHOD("get_frame_setup_time_cpu"), &RenderingServer::get_frame_setup_time_cpu);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "render_loop_enabled"), "set_render_loop_enabled", "is_render_loop_enabled");
+
+ BIND_ENUM_CONSTANT(RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME);
+ BIND_ENUM_CONSTANT(RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME);
+ BIND_ENUM_CONSTANT(RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME);
+ BIND_ENUM_CONSTANT(RENDERING_INFO_TEXTURE_MEM_USED);
+ BIND_ENUM_CONSTANT(RENDERING_INFO_BUFFER_MEM_USED);
+ BIND_ENUM_CONSTANT(RENDERING_INFO_VIDEO_MEM_USED);
BIND_ENUM_CONSTANT(FEATURE_SHADERS);
BIND_ENUM_CONSTANT(FEATURE_MULTITHREADED);
ADD_SIGNAL(MethodInfo("frame_pre_draw"));
ADD_SIGNAL(MethodInfo("frame_post_draw"));
-}
-
-void RenderingServer::_canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate) {
- ERR_FAIL_COND(p_margins.size() != 4);
- //canvas_item_add_style_box(p_item,p_rect,p_source,p_texture,Vector2(p_margins[0],p_margins[1]),Vector2(p_margins[2],p_margins[3]),true,p_modulate);
-}
-void RenderingServer::_camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far) {
- camera_set_orthogonal(p_camera, p_size, p_z_near, p_z_far);
+ ClassDB::bind_method(D_METHOD("force_sync"), &RenderingServer::sync);
+ ClassDB::bind_method(D_METHOD("force_draw", "swap_buffers", "frame_step"), &RenderingServer::draw, DEFVAL(true), DEFVAL(0.0));
+ ClassDB::bind_method(D_METHOD("get_rendering_device"), &RenderingServer::get_rendering_device);
+ ClassDB::bind_method(D_METHOD("create_local_rendering_device"), &RenderingServer::create_local_rendering_device);
}
void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data) {
@@ -2290,10 +2762,6 @@ void RenderingServer::mesh_add_surface_from_planes(RID p_mesh, const Vector<Plan
mesh_add_surface_from_mesh_data(p_mesh, mdata);
}
-void RenderingServer::immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex) {
- immediate_vertex(p_immediate, Vector3(p_vertex.x, p_vertex.y, 0));
-}
-
RID RenderingServer::instance_create2(RID p_base, RID p_scenario) {
RID instance = instance_create();
instance_set_base(instance, p_base);
@@ -2311,121 +2779,167 @@ void RenderingServer::set_render_loop_enabled(bool p_enabled) {
RenderingServer::RenderingServer() {
//ERR_FAIL_COND(singleton);
+
+ thread_pool = memnew(RendererThreadPool);
singleton = this;
- GLOBAL_DEF_RST("rendering/vram_compression/import_bptc", false);
- GLOBAL_DEF_RST("rendering/vram_compression/import_s3tc", true);
- GLOBAL_DEF_RST("rendering/vram_compression/import_etc", false);
- GLOBAL_DEF_RST("rendering/vram_compression/import_etc2", true);
- GLOBAL_DEF_RST("rendering/vram_compression/import_pvrtc", false);
+ GLOBAL_DEF_RST("rendering/textures/vram_compression/import_bptc", false);
+ GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc", true);
+ GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc", false);
+ 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"));
- GLOBAL_DEF("rendering/quality/directional_shadow/size", 4096);
- GLOBAL_DEF("rendering/quality/directional_shadow/size.mobile", 2048);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
- GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality", 2);
- GLOBAL_DEF("rendering/quality/directional_shadow/soft_shadow_quality.mobile", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard(Fastest), Soft Low (Fast), Soft Medium (Average), Soft High (Slow), Soft Ultra (Slowest)"));
-
- GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality", 2);
- GLOBAL_DEF("rendering/quality/shadows/soft_shadow_quality.mobile", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/quality/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard(Fastest), Soft Low (Fast), Soft Medium (Average), Soft High (Slow), Soft Ultra (Slowest)"));
-
- GLOBAL_DEF("rendering/quality/shadow_atlas/size", 4096);
- GLOBAL_DEF("rendering/quality/shadow_atlas/size.mobile", 2048);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/size", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/size", PROPERTY_HINT_RANGE, "256,16384"));
- GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_0_subdiv", 1);
- GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_1_subdiv", 2);
- GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_2_subdiv", 3);
- GLOBAL_DEF("rendering/quality/shadow_atlas/quadrant_3_subdiv", 4);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_0_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_0_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_1_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_1_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_2_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_2_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/shadow_atlas/quadrant_3_subdiv", PropertyInfo(Variant::INT, "rendering/quality/shadow_atlas/quadrant_3_subdiv", PROPERTY_HINT_ENUM, "Disabled,1 Shadow,4 Shadows,16 Shadows,64 Shadows,256 Shadows,1024 Shadows"));
-
- GLOBAL_DEF("rendering/quality/reflections/roughness_layers", 8);
- GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
- GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);
- GLOBAL_DEF("rendering/quality/reflections/ggx_samples", 1024);
- GLOBAL_DEF("rendering/quality/reflections/ggx_samples.mobile", 128);
- GLOBAL_DEF("rendering/quality/reflections/fast_filter_high_quality", false);
- GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_size", 256);
- GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_size.mobile", 128);
- GLOBAL_DEF("rendering/quality/reflection_atlas/reflection_count", 64);
-
- GLOBAL_DEF("rendering/quality/gi_probes/anisotropic", false);
- GLOBAL_DEF("rendering/quality/gi_probes/quality", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/gi_probes/quality", PropertyInfo(Variant::INT, "rendering/quality/gi_probes/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"));
-
- GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
- GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
- GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley", false);
- GLOBAL_DEF("rendering/quality/shading/force_lambert_over_burley.mobile", true);
- GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx", false);
- GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx.mobile", true);
-
- GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
- GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
-
- GLOBAL_DEF("rendering/quality/texture_filters/use_nearest_mipmap_filter", false);
- GLOBAL_DEF("rendering/quality/texture_filters/anisotropic_filtering_level", 2);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/texture_filters/anisotropic_filtering_level", PropertyInfo(Variant::INT, "rendering/quality/texture_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, "Disabled (Fastest),2x (Faster),4x (Fast),8x (Average),16x (Slow)"));
-
- GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slow)"));
- GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_bokeh_quality", 2);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/depth_of_field/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/quality/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)"));
- GLOBAL_DEF("rendering/quality/depth_of_field/depth_of_field_use_jitter", false);
-
- GLOBAL_DEF("rendering/quality/ssao/quality", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/ssao/quality", PropertyInfo(Variant::INT, "rendering/quality/ssao/quality", PROPERTY_HINT_ENUM, "Low (Fast),Medium (Average),High (Slow),Ultra (Slower)"));
- GLOBAL_DEF("rendering/quality/ssao/half_size", false);
-
- GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_enabled", true);
- GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_amount", 0.25);
- GLOBAL_DEF("rendering/quality/screen_filters/screen_space_roughness_limiter_limit", 0.18);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_filters/screen_space_roughness_limiter_amount", PropertyInfo(Variant::FLOAT, "rendering/quality/screen_filters/screen_space_roughness_limiter_amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01"));
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_filters/screen_space_roughness_limiter_limit", PropertyInfo(Variant::FLOAT, "rendering/quality/screen_filters/screen_space_roughness_limiter_limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"));
-
- GLOBAL_DEF("rendering/quality/glow/upscale_mode", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/glow/upscale_mode", PropertyInfo(Variant::INT, "rendering/quality/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)"));
- GLOBAL_DEF("rendering/quality/glow/upscale_mode.mobile", 0);
- GLOBAL_DEF("rendering/quality/glow/use_high_quality", false);
-
- GLOBAL_DEF("rendering/quality/screen_space_reflection/roughness_quality", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/quality/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
-
- GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_quality", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_quality", PropertyInfo(Variant::INT, "rendering/quality/subsurface_scattering/subsurface_scattering_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
- GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_scale", 0.05);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_scale", PropertyInfo(Variant::FLOAT, "rendering/quality/subsurface_scattering/subsurface_scattering_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
- GLOBAL_DEF("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", 0.01);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", PropertyInfo(Variant::FLOAT, "rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
-
- GLOBAL_DEF("rendering/high_end/global_shader_variables_buffer_size", 65536);
-
- GLOBAL_DEF("rendering/lightmapper/probe_capture_update_speed", 15);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/lightmapper/probe_capture_update_speed", PropertyInfo(Variant::FLOAT, "rendering/lightmapper/probe_capture_update_speed", PROPERTY_HINT_RANGE, "0.001,256,0.001"));
-
- GLOBAL_DEF("rendering/sdfgi/probe_ray_count", 2);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/probe_ray_count", PropertyInfo(Variant::INT, "rendering/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)"));
- GLOBAL_DEF("rendering/sdfgi/frames_to_converge", 1);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/sdfgi/frames_to_converge", PropertyInfo(Variant::INT, "rendering/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)"));
-
- GLOBAL_DEF("rendering/volumetric_fog/volume_size", 64);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1"));
- GLOBAL_DEF("rendering/volumetric_fog/volume_depth", 128);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1"));
- GLOBAL_DEF("rendering/volumetric_fog/use_filter", 0);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)"));
- GLOBAL_DEF("rendering/volumetric_fog/directional_shadow_shrink", 512);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/directional_shadow_shrink", PropertyInfo(Variant::INT, "rendering/volumetric_fog/directional_shadow_shrink", PROPERTY_HINT_RANGE, "32,2048,1"));
- GLOBAL_DEF("rendering/volumetric_fog/positional_shadow_shrink", 512);
- ProjectSettings::get_singleton()->set_custom_property_info("rendering/volumetric_fog/positional_shadow_shrink", PropertyInfo(Variant::INT, "rendering/volumetric_fog/positional_shadow_shrink", PROPERTY_HINT_RANGE, "32,2048,1"));
+ GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096);
+ GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"));
+ GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2);
+ GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
+ GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true);
+
+ GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2);
+ GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"));
+
+ GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
+
+ GLOBAL_DEF_RST_BASIC("rendering/vulkan/rendering/back_end", 0);
+ GLOBAL_DEF_RST_BASIC("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, "Forward Clustered (Supports Desktop Only),Forward Mobile (Supports Desktop and Mobile)"));
+
+ GLOBAL_DEF("rendering/3d/viewport/scale", 0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/3d/viewport/scale",
+ PropertyInfo(Variant::INT,
+ "rendering/3d/viewport/scale",
+ PROPERTY_HINT_ENUM, "Disabled,75%,50%,33%,25%"));
+
+ 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);
+ GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections.mobile", false);
+ GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples", 1024);
+ GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples.mobile", 128);
+ GLOBAL_DEF("rendering/reflections/sky_reflections/fast_filter_high_quality", false);
+ GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_size", 256);
+ GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_size.mobile", 128);
+ GLOBAL_DEF("rendering/reflections/reflection_atlas/reflection_count", 64);
+
+ GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", 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);
+ GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley", false);
+ GLOBAL_DEF("rendering/shading/overrides/force_lambert_over_burley.mobile", true);
+ GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx", false);
+ GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true);
+
+ GLOBAL_DEF("rendering/driver/depth_prepass/enable", true);
+ GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
+
+ GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false);
+ GLOBAL_DEF_RST("rendering/textures/default_filters/anisotropic_filtering_level", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/default_filters/anisotropic_filtering_level", PropertyInfo(Variant::INT, "rendering/textures/default_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Faster),4× (Fast),8× (Average),16× (Slow)")));
+
+ GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slowest)"));
+ GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)"));
+ GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_use_jitter", false);
+
+ GLOBAL_DEF("rendering/environment/ssao/quality", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/quality", PropertyInfo(Variant::INT, "rendering/environment/ssao/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)"));
+ GLOBAL_DEF("rendering/environment/ssao/half_size", false);
+ GLOBAL_DEF("rendering/environment/ssao/half_size.mobile", true);
+ GLOBAL_DEF("rendering/environment/ssao/adaptive_target", 0.5);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/adaptive_target", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"));
+ GLOBAL_DEF("rendering/environment/ssao/blur_passes", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/blur_passes", PropertyInfo(Variant::INT, "rendering/environment/ssao/blur_passes", PROPERTY_HINT_RANGE, "0,6"));
+ GLOBAL_DEF("rendering/environment/ssao/fadeout_from", 50.0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_from", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater"));
+ GLOBAL_DEF("rendering/environment/ssao/fadeout_to", 300.0);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater"));
+
+ GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/enabled", true);
+ GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/amount", 0.25);
+ GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/limit", 0.18);
+ 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("rendering/textures/decals/filter", DECAL_FILTER_LINEAR_MIPMAPS);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/decals/filter", PropertyInfo(Variant::INT, "rendering/textures/decals/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Nearest+Mipmaps,Linear,Linear+Mipmaps,Linear+Mipmaps Anisotropic (Slow)"));
+ GLOBAL_DEF("rendering/textures/light_projectors/filter", LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/light_projectors/filter", PropertyInfo(Variant::INT, "rendering/textures/light_projectors/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Nearest+Mipmaps,Linear,Linear+Mipmaps,Linear+Mipmaps Anisotropic (Slow)"));
+
+ 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);
+ GLOBAL_DEF("rendering/environment/glow/use_high_quality", false);
+
+ GLOBAL_DEF("rendering/environment/screen_space_reflection/roughness_quality", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/environment/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
+
+ GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_quality", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_quality", PropertyInfo(Variant::INT, "rendering/environment/subsurface_scattering/subsurface_scattering_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"));
+ GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_scale", 0.05);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_scale", PropertyInfo(Variant::FLOAT, "rendering/environment/subsurface_scattering/subsurface_scattering_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
+ GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", 0.01);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", PropertyInfo(Variant::FLOAT, "rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"));
+
+ GLOBAL_DEF("rendering/limits/global_shader_variables/buffer_size", 65536);
+
+ GLOBAL_DEF("rendering/lightmapping/probe_capture/update_speed", 15);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/lightmapping/probe_capture/update_speed", PropertyInfo(Variant::FLOAT, "rendering/lightmapping/probe_capture/update_speed", PROPERTY_HINT_RANGE, "0.001,256,0.001"));
+
+ GLOBAL_DEF("rendering/global_illumination/sdfgi/probe_ray_count", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/probe_ray_count", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)"));
+ GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_converge", 4);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/frames_to_converge", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)"));
+ GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_update_lights", 2);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/frames_to_update_lights", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_update_lights", PROPERTY_HINT_ENUM, "1 (Slower),2,4,8,16 (Faster)"));
+
+ GLOBAL_DEF("rendering/environment/volumetric_fog/volume_size", 64);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1"));
+ GLOBAL_DEF("rendering/environment/volumetric_fog/volume_depth", 128);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1"));
+ GLOBAL_DEF("rendering/environment/volumetric_fog/use_filter", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)"));
+
+ GLOBAL_DEF("rendering/limits/spatial_indexer/update_iterations_per_frame", 10);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/spatial_indexer/update_iterations_per_frame", PropertyInfo(Variant::INT, "rendering/limits/spatial_indexer/update_iterations_per_frame", PROPERTY_HINT_RANGE, "0,1024,1"));
+ GLOBAL_DEF("rendering/limits/spatial_indexer/threaded_cull_minimum_instances", 1000);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/spatial_indexer/threaded_cull_minimum_instances", PropertyInfo(Variant::INT, "rendering/limits/spatial_indexer/threaded_cull_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1"));
+ GLOBAL_DEF("rendering/limits/forward_renderer/threaded_render_minimum_instances", 500);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/forward_renderer/threaded_render_minimum_instances", PropertyInfo(Variant::INT, "rendering/limits/forward_renderer/threaded_render_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1"));
+
+ GLOBAL_DEF("rendering/limits/cluster_builder/max_clustered_elements", 512);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/cluster_builder/max_clustered_elements", PropertyInfo(Variant::FLOAT, "rendering/limits/cluster_builder/max_clustered_elements", PROPERTY_HINT_RANGE, "32,8192,1"));
+
+ GLOBAL_DEF_RST("rendering/xr/enabled", false);
}
RenderingServer::~RenderingServer() {
+ memdelete(thread_pool);
singleton = nullptr;
}
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 7dae45f126..579f8abbe6 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,14 +31,15 @@
#ifndef RENDERING_SERVER_H
#define RENDERING_SERVER_H
-#include "core/image.h"
+#include "core/io/image.h"
#include "core/math/geometry_3d.h"
#include "core/math/transform_2d.h"
-#include "core/object.h"
-#include "core/rid.h"
-#include "core/typed_array.h"
-#include "core/variant.h"
+#include "core/object/class_db.h"
+#include "core/templates/rid.h"
+#include "core/variant/typed_array.h"
+#include "core/variant/variant.h"
#include "servers/display_server.h"
+#include "servers/rendering/renderer_thread_pool.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/shader_language.h"
@@ -50,9 +51,9 @@ class RenderingServer : public Object {
int mm_policy;
bool render_loop_enabled = true;
- void _camera_set_orthogonal(RID p_camera, float p_size, float p_z_near, float p_z_far);
- void _canvas_item_add_style_box(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector<float> &p_margins, const Color &p_modulate = Color(1, 1, 1));
- Array _get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const;
+ Array _get_array_from_surface(uint32_t p_format, Vector<uint8_t> p_vertex_data, Vector<uint8_t> p_attrib_data, Vector<uint8_t> p_skin_data, int p_vertex_len, Vector<uint8_t> p_index_data, int p_index_len) const;
+
+ RendererThreadPool *thread_pool = nullptr;
protected:
RID _make_test_cube();
@@ -61,7 +62,7 @@ protected:
RID white_texture;
RID test_material;
- Error _surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_stride, Vector<uint8_t> &r_vertex_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb);
+ Error _surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb);
static RenderingServer *(*create_func)();
static void _bind_methods();
@@ -77,6 +78,8 @@ public:
CANVAS_ITEM_Z_MAX = 4096,
MAX_GLOW_LEVELS = 7,
MAX_CURSORS = 8,
+ MAX_2D_DIRECTIONAL_LIGHTS = 8,
+ MAX_MESH_SURFACES = 256
};
/* TEXTURE API */
@@ -101,7 +104,6 @@ public:
virtual RID texture_3d_create(Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0; //all slices, then all the mipmaps, must be coherent
virtual RID texture_proxy_create(RID p_base) = 0;
- virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0; //mostly used for video and streaming
virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
virtual void texture_proxy_update(RID p_texture, RID p_proxy_to) = 0;
@@ -117,10 +119,6 @@ public:
virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- virtual void texture_bind(RID p_texture, uint32_t p_texture_no) = 0;
-#endif
virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
virtual String texture_get_path(RID p_texture) const = 0;
@@ -131,11 +129,11 @@ public:
virtual void texture_set_detect_normal_callback(RID p_texture, TextureDetectCallback p_callback, void *p_userdata) = 0;
enum TextureDetectRoughnessChannel {
- TEXTURE_DETECT_ROUGNHESS_R,
- TEXTURE_DETECT_ROUGNHESS_G,
- TEXTURE_DETECT_ROUGNHESS_B,
- TEXTURE_DETECT_ROUGNHESS_A,
- TEXTURE_DETECT_ROUGNHESS_GRAY,
+ TEXTURE_DETECT_ROUGHNESS_R,
+ TEXTURE_DETECT_ROUGHNESS_G,
+ TEXTURE_DETECT_ROUGHNESS_B,
+ TEXTURE_DETECT_ROUGHNESS_A,
+ TEXTURE_DETECT_ROUGHNESS_GRAY,
};
typedef void (*TextureDetectRoughnessCallback)(void *, const String &, TextureDetectRoughnessChannel);
@@ -171,12 +169,24 @@ public:
virtual void shader_set_code(RID p_shader, const String &p_code) = 0;
virtual String shader_get_code(RID p_shader) const = 0;
virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0;
- Array _shader_get_param_list_bind(RID p_shader) const;
virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0;
virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0;
virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0;
+ struct ShaderNativeSourceCode {
+ struct Version {
+ struct Stage {
+ String name;
+ String code;
+ };
+ Vector<Stage> stages;
+ };
+ Vector<Version> versions;
+ };
+
+ virtual ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0;
+
/* COMMON MATERIAL API */
enum {
@@ -198,16 +208,36 @@ public:
/* MESH API */
enum ArrayType {
- ARRAY_VERTEX = 0,
- ARRAY_NORMAL = 1,
- ARRAY_TANGENT = 2,
- ARRAY_COLOR = 3,
- ARRAY_TEX_UV = 4,
- ARRAY_TEX_UV2 = 5,
- ARRAY_BONES = 6,
- ARRAY_WEIGHTS = 7,
- ARRAY_INDEX = 8,
- ARRAY_MAX = 9
+ ARRAY_VERTEX = 0, // RG32F or RGB32F (depending on 2D bit)
+ ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored
+ ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal
+ ARRAY_COLOR = 3, // RGBA8
+ ARRAY_TEX_UV = 4, // RG32F
+ ARRAY_TEX_UV2 = 5, // RG32F
+ ARRAY_CUSTOM0 = 6, // depends on ArrayCustomFormat
+ ARRAY_CUSTOM1 = 7,
+ ARRAY_CUSTOM2 = 8,
+ ARRAY_CUSTOM3 = 9,
+ ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights)
+ ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights)
+ ARRAY_INDEX = 12, // 16 or 32 bits depending on length > 0xFFFF
+ ARRAY_MAX = 13
+ };
+
+ enum {
+ ARRAY_CUSTOM_COUNT = ARRAY_BONES - ARRAY_CUSTOM0
+ };
+
+ enum ArrayCustomFormat {
+ ARRAY_CUSTOM_RGBA8_UNORM,
+ ARRAY_CUSTOM_RGBA8_SNORM,
+ ARRAY_CUSTOM_RG_HALF,
+ ARRAY_CUSTOM_RGBA_HALF,
+ ARRAY_CUSTOM_R_FLOAT,
+ ARRAY_CUSTOM_RG_FLOAT,
+ ARRAY_CUSTOM_RGB_FLOAT,
+ ARRAY_CUSTOM_RGBA_FLOAT,
+ ARRAY_CUSTOM_MAX
};
enum ArrayFormat {
@@ -218,21 +248,29 @@ public:
ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR,
ARRAY_FORMAT_TEX_UV = 1 << ARRAY_TEX_UV,
ARRAY_FORMAT_TEX_UV2 = 1 << ARRAY_TEX_UV2,
+ ARRAY_FORMAT_CUSTOM0 = 1 << ARRAY_CUSTOM0,
+ ARRAY_FORMAT_CUSTOM1 = 1 << ARRAY_CUSTOM1,
+ ARRAY_FORMAT_CUSTOM2 = 1 << ARRAY_CUSTOM2,
+ ARRAY_FORMAT_CUSTOM3 = 1 << ARRAY_CUSTOM3,
ARRAY_FORMAT_BONES = 1 << ARRAY_BONES,
ARRAY_FORMAT_WEIGHTS = 1 << ARRAY_WEIGHTS,
ARRAY_FORMAT_INDEX = 1 << ARRAY_INDEX,
- ARRAY_COMPRESS_BASE = (ARRAY_INDEX + 1),
- ARRAY_COMPRESS_NORMAL = 1 << (ARRAY_NORMAL + ARRAY_COMPRESS_BASE),
- ARRAY_COMPRESS_TANGENT = 1 << (ARRAY_TANGENT + ARRAY_COMPRESS_BASE),
- ARRAY_COMPRESS_COLOR = 1 << (ARRAY_COLOR + ARRAY_COMPRESS_BASE),
- ARRAY_COMPRESS_TEX_UV = 1 << (ARRAY_TEX_UV + ARRAY_COMPRESS_BASE),
- ARRAY_COMPRESS_TEX_UV2 = 1 << (ARRAY_TEX_UV2 + ARRAY_COMPRESS_BASE),
- ARRAY_COMPRESS_INDEX = 1 << (ARRAY_INDEX + ARRAY_COMPRESS_BASE),
- ARRAY_COMPRESS_DEFAULT = ARRAY_COMPRESS_NORMAL | ARRAY_COMPRESS_TANGENT | ARRAY_COMPRESS_COLOR | ARRAY_COMPRESS_TEX_UV | ARRAY_COMPRESS_TEX_UV2,
+ ARRAY_FORMAT_BLEND_SHAPE_MASK = (~(ARRAY_FORMAT_COLOR | ARRAY_FORMAT_TEX_UV | ARRAY_FORMAT_TEX_UV2 | ARRAY_FORMAT_BONES | ARRAY_FORMAT_WEIGHTS | ARRAY_FORMAT_CUSTOM0 | ARRAY_FORMAT_CUSTOM1 | ARRAY_FORMAT_CUSTOM2 | ARRAY_FORMAT_CUSTOM3 | ARRAY_FORMAT_INDEX)) & 0x7FFFFFFF,
+
+ ARRAY_FORMAT_CUSTOM_BASE = (ARRAY_INDEX + 1),
+ ARRAY_FORMAT_CUSTOM_BITS = 3,
+ ARRAY_FORMAT_CUSTOM0_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + 0),
+ ARRAY_FORMAT_CUSTOM1_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS),
+ ARRAY_FORMAT_CUSTOM2_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * 2),
+ ARRAY_FORMAT_CUSTOM3_SHIFT = (ARRAY_FORMAT_CUSTOM_BASE + ARRAY_FORMAT_CUSTOM_BITS * 3),
- ARRAY_FLAG_USE_2D_VERTICES = ARRAY_COMPRESS_INDEX << 1,
- ARRAY_FLAG_USE_DYNAMIC_UPDATE = ARRAY_COMPRESS_INDEX << 3,
+ ARRAY_FORMAT_CUSTOM_MASK = 0x7,
+ ARRAY_COMPRESS_FLAGS_BASE = (ARRAY_INDEX + 1 + 12),
+
+ ARRAY_FLAG_USE_2D_VERTICES = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 0),
+ ARRAY_FLAG_USE_DYNAMIC_UPDATE = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 1),
+ ARRAY_FLAG_USE_8_BONE_WEIGHTS = 1 << (ARRAY_COMPRESS_FLAGS_BASE + 2),
};
enum PrimitiveType {
@@ -248,38 +286,45 @@ public:
PrimitiveType primitive = PRIMITIVE_MAX;
uint32_t format = 0;
- Vector<uint8_t> vertex_data;
+ Vector<uint8_t> vertex_data; // vertex, normal, tangent (change with skinning, blendshape)
+ Vector<uint8_t> attribute_data; // color,uv, uv2, custom0-3
+ Vector<uint8_t> skin_data; // bone index, bone weight
uint32_t vertex_count = 0;
Vector<uint8_t> index_data;
uint32_t index_count = 0;
AABB aabb;
struct LOD {
- float edge_length;
+ float edge_length = 0.0f;
Vector<uint8_t> index_data;
};
Vector<LOD> lods;
Vector<AABB> bone_aabbs;
- Vector<Vector<uint8_t>> blend_shapes;
+ Vector<uint8_t> blend_shape_data;
RID material;
};
- virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces) = 0;
+ virtual RID mesh_create_from_surfaces(const Vector<SurfaceData> &p_surfaces, int p_blend_shape_count = 0) = 0;
virtual RID mesh_create() = 0;
- virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_index_len, int p_array_index) const;
- virtual uint32_t mesh_surface_get_format_stride(uint32_t p_format, int p_vertex_len, int p_index_len) const;
+ virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0;
+
+ virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const;
+ virtual uint32_t mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const;
+ virtual uint32_t mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const;
+ virtual uint32_t mesh_surface_get_format_skin_stride(uint32_t p_format, int p_vertex_len) const;
+
/// Returns stride
- virtual uint32_t mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets) const;
- virtual Error mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT);
+ virtual void mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t &r_vertex_element_size, uint32_t &r_attrib_element_size, uint32_t &r_skin_element_size) const;
+ virtual Error mesh_create_surface_data_from_arrays(SurfaceData *r_surface_data, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = 0);
Array mesh_create_arrays_from_surface_data(const SurfaceData &p_data) const;
Array mesh_surface_get_arrays(RID p_mesh, int p_surface) const;
Array mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const;
Dictionary mesh_surface_get_lods(RID p_mesh, int p_surface) const;
- virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = ARRAY_COMPRESS_DEFAULT);
+ virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = 0);
virtual void mesh_add_surface(RID p_mesh, const SurfaceData &p_surface) = 0;
virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0;
@@ -292,7 +337,9 @@ public:
virtual void mesh_set_blend_shape_mode(RID p_mesh, BlendShapeMode p_mode) = 0;
virtual BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const = 0;
- virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+ virtual void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+ virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
+ virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) = 0;
virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) = 0;
virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const = 0;
@@ -304,6 +351,8 @@ public:
virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0;
virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0;
+ virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0;
+
virtual void mesh_clear(RID p_mesh) = 0;
/* MULTIMESH API */
@@ -315,11 +364,11 @@ public:
MULTIMESH_TRANSFORM_3D,
};
- virtual void multimesh_allocate(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) = 0;
+ virtual void multimesh_allocate_data(RID p_multimesh, int p_instances, MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) = 0;
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;
@@ -327,7 +376,7 @@ 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;
@@ -338,29 +387,13 @@ public:
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) = 0;
virtual int multimesh_get_visible_instances(RID p_multimesh) const = 0;
- /* IMMEDIATE API */
-
- virtual RID immediate_create() = 0;
- virtual void immediate_begin(RID p_immediate, PrimitiveType p_rimitive, RID p_texture = RID()) = 0;
- virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) = 0;
- virtual void immediate_vertex_2d(RID p_immediate, const Vector2 &p_vertex);
- virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal) = 0;
- virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent) = 0;
- virtual void immediate_color(RID p_immediate, const Color &p_color) = 0;
- virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv) = 0;
- virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) = 0;
- virtual void immediate_end(RID p_immediate) = 0;
- virtual void immediate_clear(RID p_immediate) = 0;
- virtual void immediate_set_material(RID p_immediate, RID p_material) = 0;
- virtual RID immediate_get_material(RID p_immediate) const = 0;
-
/* SKELETON API */
virtual RID skeleton_create() = 0;
- virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) = 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;
@@ -435,13 +468,31 @@ public:
virtual void light_directional_set_shadow_mode(RID p_light, LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
+ virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
+
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
+
+ enum ShadowQuality {
+ SHADOW_QUALITY_HARD,
+ SHADOW_QUALITY_SOFT_LOW,
+ SHADOW_QUALITY_SOFT_MEDIUM,
+ SHADOW_QUALITY_SOFT_HIGH,
+ SHADOW_QUALITY_SOFT_ULTRA,
+ SHADOW_QUALITY_MAX
+ };
- enum LightDirectionalShadowDepthRangeMode {
- LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
- LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
+ virtual void shadows_quality_set(ShadowQuality p_quality) = 0;
+ virtual void directional_shadow_quality_set(ShadowQuality p_quality) = 0;
+
+ enum LightProjectorFilter {
+ LIGHT_PROJECTOR_FILTER_NEAREST,
+ LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS,
+ LIGHT_PROJECTOR_FILTER_LINEAR,
+ LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS,
+ LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC,
};
- virtual void light_directional_set_shadow_depth_range_mode(RID p_light, LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
+ virtual void light_projectors_set_filter(LightProjectorFilter p_filter) = 0;
/* PROBE API */
@@ -472,6 +523,7 @@ public:
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
+ virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_pixels) = 0;
/* DECAL API */
@@ -494,56 +546,44 @@ 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 */
-
- virtual RID gi_probe_create() = 0;
-
- virtual void gi_probe_allocate(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 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 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 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 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 gi_probe_set_ao(RID p_gi_probe, float p_ao) = 0;
- virtual float gi_probe_get_ao(RID p_gi_probe) const = 0;
+ enum DecalFilter {
+ DECAL_FILTER_NEAREST,
+ DECAL_FILTER_NEAREST_MIPMAPS,
+ DECAL_FILTER_LINEAR,
+ DECAL_FILTER_LINEAR_MIPMAPS,
+ DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC,
+ };
- 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 decals_set_filter(DecalFilter p_quality) = 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;
+ /* VOXEL GI API */
- 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 RID voxel_gi_create() = 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_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 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 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_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_dynamic_range(RID p_voxel_gi, float p_range) = 0;
+ virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0;
+ virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
+ virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
+ virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0;
+ virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0;
+ virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 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 */
@@ -564,20 +604,41 @@ 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;
- virtual void particles_set_lifetime(RID p_particles, float p_lifetime) = 0;
+ virtual void particles_set_lifetime(RID p_particles, double p_lifetime) = 0;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
- virtual void particles_set_pre_process_time(RID p_particles, float p_time) = 0;
+ virtual void particles_set_pre_process_time(RID p_particles, double p_time) = 0;
virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) = 0;
virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio) = 0;
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
- virtual void particles_set_speed_scale(RID p_particles, float p_scale) = 0;
+ virtual void particles_set_speed_scale(RID p_particles, double p_scale) = 0;
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;
@@ -592,11 +653,12 @@ 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,
};
@@ -607,7 +669,55 @@ 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 */
+
+ virtual RID particles_collision_create() = 0;
+
+ enum ParticlesCollisionType {
+ PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT,
+ PARTICLES_COLLISION_TYPE_BOX_ATTRACT,
+ PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT,
+ PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE,
+ PARTICLES_COLLISION_TYPE_BOX_COLLIDE,
+ PARTICLES_COLLISION_TYPE_SDF_COLLIDE,
+ PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE,
+ };
+
+ virtual void particles_collision_set_collision_type(RID p_particles_collision, ParticlesCollisionType p_type) = 0;
+ virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres
+ virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
+ virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
+
+ virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
+
+ enum ParticlesCollisionHeightfieldResolution { //longest axis resolution
+ PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_256,
+ PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_512,
+ PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024,
+ PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_2048,
+ PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_4096,
+ PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192,
+ PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX,
+ };
+
+ virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
+
+ /* VISIBILITY NOTIFIER API */
+
+ virtual RID visibility_notifier_create() = 0;
+ virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) = 0;
+ virtual void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) = 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;
/* CAMERA API */
@@ -615,17 +725,46 @@ 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;
- /* VIEWPORT TARGET API */
+ /* VIEWPORT API */
+
+ enum CanvasItemTextureFilter {
+ CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item
+ CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
+ CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
+ CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
+ CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
+ CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
+ CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
+ CANVAS_ITEM_TEXTURE_FILTER_MAX
+ };
+
+ enum CanvasItemTextureRepeat {
+ CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item
+ CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
+ CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
+ CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
+ CANVAS_ITEM_TEXTURE_REPEAT_MAX,
+ };
+
+ enum ViewportScale3D {
+ VIEWPORT_SCALE_3D_DISABLED,
+ VIEWPORT_SCALE_3D_75_PERCENT,
+ VIEWPORT_SCALE_3D_50_PERCENT,
+ VIEWPORT_SCALE_3D_33_PERCENT,
+ VIEWPORT_SCALE_3D_25_PERCENT,
+ VIEWPORT_SCALE_3D_MAX,
+ };
virtual RID viewport_create() = 0;
virtual void viewport_set_use_xr(RID p_viewport, bool p_use_xr) = 0;
+ virtual void viewport_set_scale_3d(RID p_viewport, ViewportScale3D p_scale_3d) = 0;
virtual void viewport_set_size(RID p_viewport, int p_width, int p_height) = 0;
virtual void viewport_set_active(RID p_viewport, bool p_active) = 0;
virtual void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) = 0;
@@ -653,9 +792,9 @@ public:
virtual RID viewport_get_texture(RID p_viewport) const = 0;
- virtual void viewport_set_hide_scenario(RID p_viewport, bool p_hide) = 0;
- virtual void viewport_set_hide_canvas(RID p_viewport, bool p_hide) = 0;
virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0;
+ virtual void viewport_set_disable_3d(RID p_viewport, bool p_disable) = 0;
+ virtual void viewport_set_disable_2d(RID p_viewport, bool p_disable) = 0;
virtual void viewport_attach_camera(RID p_viewport, RID p_camera) = 0;
virtual void viewport_set_scenario(RID p_viewport, RID p_scenario) = 0;
@@ -663,11 +802,33 @@ public:
virtual void viewport_remove_canvas(RID p_viewport, RID p_canvas) = 0;
virtual void viewport_set_canvas_transform(RID p_viewport, RID p_canvas, const Transform2D &p_offset) = 0;
virtual void viewport_set_transparent_background(RID p_viewport, bool p_enabled) = 0;
+ virtual void viewport_set_snap_2d_transforms_to_pixel(RID p_viewport, bool p_enabled) = 0;
+ virtual void viewport_set_snap_2d_vertices_to_pixel(RID p_viewport, bool p_enabled) = 0;
+
+ virtual void viewport_set_default_canvas_item_texture_filter(RID p_viewport, CanvasItemTextureFilter p_filter) = 0;
+ virtual void viewport_set_default_canvas_item_texture_repeat(RID p_viewport, CanvasItemTextureRepeat p_repeat) = 0;
virtual void viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) = 0;
virtual void viewport_set_canvas_stacking(RID p_viewport, RID p_canvas, int p_layer, int p_sublayer) = 0;
- virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size) = 0;
+ enum ViewportSDFOversize {
+ VIEWPORT_SDF_OVERSIZE_100_PERCENT,
+ VIEWPORT_SDF_OVERSIZE_120_PERCENT,
+ VIEWPORT_SDF_OVERSIZE_150_PERCENT,
+ VIEWPORT_SDF_OVERSIZE_200_PERCENT,
+ VIEWPORT_SDF_OVERSIZE_MAX
+ };
+
+ enum ViewportSDFScale {
+ VIEWPORT_SDF_SCALE_100_PERCENT,
+ VIEWPORT_SDF_SCALE_50_PERCENT,
+ VIEWPORT_SDF_SCALE_25_PERCENT,
+ VIEWPORT_SDF_SCALE_MAX
+ };
+
+ virtual void viewport_set_sdf_oversize_and_scale(RID p_viewport, ViewportSDFOversize p_oversize, ViewportSDFScale p_scale) = 0;
+
+ virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false) = 0;
virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
enum ViewportMSAA {
@@ -675,7 +836,6 @@ public:
VIEWPORT_MSAA_2X,
VIEWPORT_MSAA_4X,
VIEWPORT_MSAA_8X,
- VIEWPORT_MSAA_16X,
VIEWPORT_MSAA_MAX,
};
@@ -689,17 +849,35 @@ public:
virtual void viewport_set_screen_space_aa(RID p_viewport, ViewportScreenSpaceAA p_mode) = 0;
+ virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0;
+
+ 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,
- VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME,
- VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME,
- VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME,
+ VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME,
VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME,
VIEWPORT_RENDER_INFO_MAX,
};
- virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfo p_info) = 0;
+ enum ViewportRenderInfoType {
+ VIEWPORT_RENDER_INFO_TYPE_VISIBLE,
+ VIEWPORT_RENDER_INFO_TYPE_SHADOW,
+ VIEWPORT_RENDER_INFO_TYPE_MAX
+ };
+
+ virtual int viewport_get_render_info(RID p_viewport, ViewportRenderInfoType p_type, ViewportRenderInfo p_info) = 0;
enum ViewportDebugDraw {
VIEWPORT_DEBUG_DRAW_DISABLED,
@@ -708,9 +886,9 @@ 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,
@@ -720,16 +898,19 @@ public:
VIEWPORT_DEBUG_DRAW_SDFGI,
VIEWPORT_DEBUG_DRAW_SDFGI_PROBES,
VIEWPORT_DEBUG_DRAW_GI_BUFFER,
-
+ VIEWPORT_DEBUG_DRAW_DISABLE_LOD,
+ VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS,
+ 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;
virtual void viewport_set_measure_render_time(RID p_viewport, bool p_enable) = 0;
- virtual float viewport_get_measured_render_time_cpu(RID p_viewport) const = 0;
- virtual float viewport_get_measured_render_time_gpu(RID p_viewport) const = 0;
-
- virtual void directional_shadow_atlas_set_size(int p_size) = 0;
+ virtual double viewport_get_measured_render_time_cpu(RID p_viewport) const = 0;
+ virtual double viewport_get_measured_render_time_gpu(RID p_viewport) const = 0;
/* SKY API */
@@ -781,10 +962,6 @@ public:
virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0;
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0;
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, EnvironmentAmbientSource p_ambient = ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, EnvironmentReflectionSource p_reflection_source = ENV_REFLECTION_SOURCE_BG, const Color &p_ao_color = Color()) = 0;
-// FIXME: Disabled during Vulkan refactoring, should be ported.
-#if 0
- virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id) = 0;
-#endif
enum EnvironmentGlowBlendMode {
ENV_GLOW_BLEND_MODE_ADDITIVE,
@@ -794,7 +971,7 @@ public:
ENV_GLOW_BLEND_MODE_MIX,
};
- virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
+ virtual void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) = 0;
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0;
virtual void environment_glow_set_use_high_quality(bool p_enable) = 0;
@@ -807,7 +984,7 @@ public:
};
virtual void environment_set_tonemap(RID p_env, 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_grey) = 0;
- virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) = 0;
+ virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance) = 0;
@@ -820,23 +997,17 @@ public:
virtual void environment_set_ssr_roughness_quality(EnvironmentSSRRoughnessQuality p_quality) = 0;
- enum EnvironmentSSAOBlur {
- ENV_SSAO_BLUR_DISABLED,
- ENV_SSAO_BLUR_1x1,
- ENV_SSAO_BLUR_2x2,
- ENV_SSAO_BLUR_3x3,
- };
-
- virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0;
+ virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0;
enum EnvironmentSSAOQuality {
+ ENV_SSAO_QUALITY_VERY_LOW,
ENV_SSAO_QUALITY_LOW,
ENV_SSAO_QUALITY_MEDIUM,
ENV_SSAO_QUALITY_HIGH,
ENV_SSAO_QUALITY_ULTRA,
};
- virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size) = 0;
+ virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0;
enum EnvironmentSDFGICascades {
ENV_SDFGI_CASCADES_4,
@@ -850,9 +1021,10 @@ public:
ENV_SDFGI_Y_SCALE_50_PERCENT
};
- virtual void environment_set_sdfgi(RID p_env, bool p_enable, EnvironmentSDFGICascades p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, bool p_use_multibounce, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0;
+ virtual void environment_set_sdfgi(RID p_env, bool p_enable, EnvironmentSDFGICascades p_cascades, float p_min_cell_size, 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) = 0;
enum EnvironmentSDFGIRayCount {
+ ENV_SDFGI_RAY_COUNT_4,
ENV_SDFGI_RAY_COUNT_8,
ENV_SDFGI_RAY_COUNT_16,
ENV_SDFGI_RAY_COUNT_32,
@@ -876,20 +1048,22 @@ public:
virtual void environment_set_sdfgi_frames_to_converge(EnvironmentSDFGIFramesToConverge p_frames) = 0;
- virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) = 0;
-
- enum EnvVolumetricFogShadowFilter {
- ENV_VOLUMETRIC_FOG_SHADOW_FILTER_DISABLED,
- ENV_VOLUMETRIC_FOG_SHADOW_FILTER_LOW,
- ENV_VOLUMETRIC_FOG_SHADOW_FILTER_MEDIUM,
- ENV_VOLUMETRIC_FOG_SHADOW_FILTER_HIGH,
+ enum EnvironmentSDFGIFramesToUpdateLight {
+ ENV_SDFGI_UPDATE_LIGHT_IN_1_FRAME,
+ ENV_SDFGI_UPDATE_LIGHT_IN_2_FRAMES,
+ ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES,
+ ENV_SDFGI_UPDATE_LIGHT_IN_8_FRAMES,
+ ENV_SDFGI_UPDATE_LIGHT_IN_16_FRAMES,
+ ENV_SDFGI_UPDATE_LIGHT_MAX,
};
- virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, EnvVolumetricFogShadowFilter p_shadow_filter) = 0;
+ virtual void environment_set_sdfgi_frames_to_update_light(EnvironmentSDFGIFramesToUpdateLight p_update) = 0;
+
+ virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;
+
+ virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0;
- virtual void environment_set_volumetric_fog_directional_shadow_shrink_size(int p_shrink_size) = 0;
- virtual void environment_set_volumetric_fog_positional_shadow_shrink_size(int p_shrink_size) = 0;
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) = 0;
@@ -929,30 +1103,10 @@ public:
virtual 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) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
- enum ShadowQuality {
- SHADOW_QUALITY_HARD,
- SHADOW_QUALITY_SOFT_LOW,
- SHADOW_QUALITY_SOFT_MEDIUM,
- SHADOW_QUALITY_SOFT_HIGH,
- SHADOW_QUALITY_SOFT_ULTRA,
- SHADOW_QUALITY_MAX
- };
-
- virtual void shadows_quality_set(ShadowQuality p_quality) = 0;
- virtual void directional_shadow_quality_set(ShadowQuality p_quality) = 0;
-
/* SCENARIO API */
virtual RID scenario_create() = 0;
- enum ScenarioDebugMode {
- SCENARIO_DEBUG_DISABLED,
- SCENARIO_DEBUG_WIREFRAME,
- SCENARIO_DEBUG_OVERDRAW,
- SCENARIO_DEBUG_SHADELESS,
- };
-
- virtual void scenario_set_debug(RID p_scenario, ScenarioDebugMode p_debug_mode) = 0;
virtual void scenario_set_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment) = 0;
virtual void scenario_set_camera_effects(RID p_scenario, RID p_camera_effects) = 0;
@@ -963,16 +1117,18 @@ public:
INSTANCE_NONE,
INSTANCE_MESH,
INSTANCE_MULTIMESH,
- INSTANCE_IMMEDIATE,
INSTANCE_PARTICLES,
+ INSTANCE_PARTICLES_COLLISION,
INSTANCE_LIGHT,
INSTANCE_REFLECTION_PROBE,
INSTANCE_DECAL,
- INSTANCE_GI_PROBE,
+ INSTANCE_VOXEL_GI,
INSTANCE_LIGHTMAP,
+ INSTANCE_OCCLUDER,
+ INSTANCE_VISIBLITY_NOTIFIER,
INSTANCE_MAX,
- INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_IMMEDIATE) | (1 << INSTANCE_PARTICLES)
+ INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_PARTICLES)
};
virtual RID instance_create2(RID p_base, RID p_scenario);
@@ -982,18 +1138,18 @@ 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;
virtual void instance_attach_skeleton(RID p_instance, RID p_skeleton) = 0;
- virtual void instance_set_exterior(RID p_instance, bool p_enabled) = 0;
virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0;
+ virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0;
// don't use these in a game!
virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0;
@@ -1008,6 +1164,7 @@ 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
};
@@ -1021,10 +1178,9 @@ public:
virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0;
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0;
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0;
-
- virtual void instance_geometry_set_draw_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
- virtual void instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) = 0;
+ virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0;
virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0;
+ virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0;
virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &, const Variant &p_value) = 0;
virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &) const = 0;
@@ -1051,9 +1207,29 @@ public:
virtual void canvas_set_disable_scale(bool p_disable) = 0;
+ /* CANVAS TEXTURE */
+ virtual RID canvas_texture_create() = 0;
+
+ enum CanvasTextureChannel {
+ CANVAS_TEXTURE_CHANNEL_DIFFUSE,
+ CANVAS_TEXTURE_CHANNEL_NORMAL,
+ CANVAS_TEXTURE_CHANNEL_SPECULAR,
+ };
+ virtual void canvas_texture_set_channel(RID p_canvas_texture, CanvasTextureChannel p_channel, RID p_texture) = 0;
+ virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
+
+ //takes effect only for new draw commands
+ virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, CanvasItemTextureFilter p_filter) = 0;
+ virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, CanvasItemTextureRepeat p_repeat) = 0;
+
+ /* CANVAS ITEM */
+
virtual RID canvas_item_create() = 0;
virtual void canvas_item_set_parent(RID p_item, RID p_parent) = 0;
+ virtual void canvas_item_set_default_texture_filter(RID p_item, CanvasItemTextureFilter p_filter) = 0;
+ virtual void canvas_item_set_default_texture_repeat(RID p_item, CanvasItemTextureRepeat p_repeat) = 0;
+
virtual void canvas_item_set_visible(RID p_item, bool p_visible) = 0;
virtual void canvas_item_set_light_mask(RID p_item, int p_mask) = 0;
@@ -1074,45 +1250,25 @@ public:
NINE_PATCH_TILE_FIT,
};
- enum CanvasItemTextureFilter {
- CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item
- CANVAS_ITEM_TEXTURE_FILTER_NEAREST,
- CANVAS_ITEM_TEXTURE_FILTER_LINEAR,
- CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS,
- CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS,
- CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC,
- CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC,
- CANVAS_ITEM_TEXTURE_FILTER_MAX
- };
-
- enum CanvasItemTextureRepeat {
- CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item
- CANVAS_ITEM_TEXTURE_REPEAT_DISABLED,
- CANVAS_ITEM_TEXTURE_REPEAT_ENABLED,
- CANVAS_ITEM_TEXTURE_REPEAT_MIRROR,
- CANVAS_ITEM_TEXTURE_REPEAT_MAX,
- };
-
- //takes effect only for new draw commands
- virtual void canvas_item_set_default_texture_filter(RID p_item, CanvasItemTextureFilter p_filter) = 0;
- virtual void canvas_item_set_default_texture_repeat(RID p_item, CanvasItemTextureRepeat p_repeat) = 0;
-
virtual void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0) = 0;
- virtual void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0) = 0;
+ virtual void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false) = 0;
virtual void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0) = 0;
virtual void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) = 0;
virtual void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) = 0;
- virtual void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
- virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), bool p_clip_uv = false, CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
- virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
- virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
- virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
- virtual void canvas_item_add_triangle_array(RID p_item, 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>(), RID p_texture = RID(), int p_count = -1, RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
- virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
- virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID(), RID p_normal_map = RID(), RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
- virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture, RID p_normal_map, RID p_specular_map = RID(), const Color &p_specular_color_shininess = Color(), CanvasItemTextureFilter p_texture_filter = CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, CanvasItemTextureRepeat = CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT) = 0;
+ virtual void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) = 0;
+ virtual void canvas_item_add_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, bool p_clip_uv = false) = 0;
+ virtual void canvas_item_add_msdf_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, float p_px_range = 1.0) = 0;
+ virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)) = 0;
+ virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0) = 0;
+ virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID()) = 0;
+ virtual void canvas_item_add_triangle_array(RID p_item, 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>(), RID p_texture = RID(), int p_count = -1) = 0;
+ virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID()) = 0;
+ virtual void canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture = RID()) = 0;
+ virtual void canvas_item_add_particles(RID p_item, RID p_particles, RID p_texture) = 0;
virtual void canvas_item_add_set_transform(RID p_item, const Transform2D &p_transform) = 0;
virtual void canvas_item_add_clip_ignore(RID p_item, bool p_ignore) = 0;
+ virtual void canvas_item_add_animation_slice(RID p_item, double p_animation_length, double p_slice_begin, double p_slice_end, double p_offset) = 0;
+
virtual void canvas_item_set_sort_children_by_y(RID p_item, bool p_enable) = 0;
virtual void canvas_item_set_z_index(RID p_item, int p_z) = 0;
virtual void canvas_item_set_z_as_relative_to_parent(RID p_item, bool p_enable) = 0;
@@ -1127,13 +1283,29 @@ public:
virtual void canvas_item_set_use_parent_material(RID p_item, bool p_enable) = 0;
+ virtual void canvas_item_set_visibility_notifier(RID p_item, bool p_enable, const Rect2 &p_area, const Callable &p_enter_callbable, const Callable &p_exit_callable) = 0;
+
+ enum CanvasGroupMode {
+ CANVAS_GROUP_MODE_DISABLED,
+ CANVAS_GROUP_MODE_OPAQUE,
+ CANVAS_GROUP_MODE_TRANSPARENT,
+ };
+
+ virtual void canvas_item_set_canvas_group_mode(RID p_item, CanvasGroupMode p_mode, float p_clear_margin = 5.0, bool p_fit_empty = false, float p_fit_margin = 0.0, bool p_blur_mipmaps = false) = 0;
+
+ /* CANVAS LIGHT */
virtual RID canvas_light_create() = 0;
+
+ enum CanvasLightMode {
+ CANVAS_LIGHT_MODE_POINT,
+ CANVAS_LIGHT_MODE_DIRECTIONAL,
+ };
+
+ virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0;
+
virtual void canvas_light_attach_to_canvas(RID p_light, RID p_canvas) = 0;
virtual void canvas_light_set_enabled(RID p_light, bool p_enabled) = 0;
- virtual void canvas_light_set_scale(RID p_light, float p_scale) = 0;
virtual void canvas_light_set_transform(RID p_light, const Transform2D &p_transform) = 0;
- virtual void canvas_light_set_texture(RID p_light, RID p_texture) = 0;
- virtual void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) = 0;
virtual void canvas_light_set_color(RID p_light, const Color &p_color) = 0;
virtual void canvas_light_set_height(RID p_light, float p_height) = 0;
virtual void canvas_light_set_energy(RID p_light, float p_energy) = 0;
@@ -1142,14 +1314,19 @@ public:
virtual void canvas_light_set_item_cull_mask(RID p_light, int p_mask) = 0;
virtual void canvas_light_set_item_shadow_cull_mask(RID p_light, int p_mask) = 0;
- enum CanvasLightMode {
- CANVAS_LIGHT_MODE_ADD,
- CANVAS_LIGHT_MODE_SUB,
- CANVAS_LIGHT_MODE_MIX,
- CANVAS_LIGHT_MODE_MASK,
+ virtual void canvas_light_set_directional_distance(RID p_light, float p_distance) = 0;
+
+ virtual void canvas_light_set_texture_scale(RID p_light, float p_scale) = 0;
+ virtual void canvas_light_set_texture(RID p_light, RID p_texture) = 0;
+ virtual void canvas_light_set_texture_offset(RID p_light, const Vector2 &p_offset) = 0;
+
+ enum CanvasLightBlendMode {
+ CANVAS_LIGHT_BLEND_MODE_ADD,
+ CANVAS_LIGHT_BLEND_MODE_SUB,
+ CANVAS_LIGHT_BLEND_MODE_MIX,
};
- virtual void canvas_light_set_mode(RID p_light, CanvasLightMode p_mode) = 0;
+ virtual void canvas_light_set_blend_mode(RID p_light, CanvasLightBlendMode p_mode) = 0;
enum CanvasLightShadowFilter {
CANVAS_LIGHT_FILTER_NONE,
@@ -1159,21 +1336,24 @@ public:
};
virtual void canvas_light_set_shadow_enabled(RID p_light, bool p_enabled) = 0;
- virtual void canvas_light_set_shadow_buffer_size(RID p_light, int p_size) = 0;
virtual void canvas_light_set_shadow_filter(RID p_light, CanvasLightShadowFilter p_filter) = 0;
virtual void canvas_light_set_shadow_color(RID p_light, const Color &p_color) = 0;
virtual void canvas_light_set_shadow_smooth(RID p_light, float p_smooth) = 0;
+ /* CANVAS LIGHT OCCLUDER */
+
virtual RID canvas_light_occluder_create() = 0;
virtual void canvas_light_occluder_attach_to_canvas(RID p_occluder, RID p_canvas) = 0;
virtual void canvas_light_occluder_set_enabled(RID p_occluder, bool p_enabled) = 0;
virtual void canvas_light_occluder_set_polygon(RID p_occluder, RID p_polygon) = 0;
+ virtual void canvas_light_occluder_set_as_sdf_collision(RID p_occluder, bool p_enable) = 0;
virtual void canvas_light_occluder_set_transform(RID p_occluder, const Transform2D &p_xform) = 0;
virtual void canvas_light_occluder_set_light_mask(RID p_occluder, int p_mask) = 0;
+ /* CANVAS LIGHT OCCLUDER POLYGON */
+
virtual RID canvas_occluder_polygon_create() = 0;
virtual void canvas_occluder_polygon_set_shape(RID p_occluder_polygon, const Vector<Vector2> &p_shape, bool p_closed) = 0;
- virtual void canvas_occluder_polygon_set_shape_as_lines(RID p_occluder_polygon, const Vector<Vector2> &p_shape) = 0;
enum CanvasOccluderPolygonCullMode {
CANVAS_OCCLUDER_POLYGON_CULL_DISABLED,
@@ -1183,6 +1363,8 @@ public:
virtual void canvas_occluder_polygon_set_cull_mode(RID p_occluder_polygon, CanvasOccluderPolygonCullMode p_mode) = 0;
+ virtual void canvas_set_shadow_texture_size(int p_size) = 0;
+
/* GLOBAL VARIABLES */
enum GlobalVariableType {
@@ -1232,11 +1414,6 @@ public:
static ShaderLanguage::DataType global_variable_type_get_shader_datatype(GlobalVariableType p_type);
- /* BLACK BARS */
-
- virtual void black_bars_set_margins(int p_left, int p_top, int p_right, int p_bottom) = 0;
- virtual void black_bars_set_images(RID p_left, RID p_top, RID p_right, RID p_bottom) = 0;
-
/* FREE */
virtual void free(RID p_rid) = 0; ///< free RIDs associated with the visual server
@@ -1253,33 +1430,34 @@ public:
/* STATUS INFORMATION */
- enum RenderInfo {
- INFO_OBJECTS_IN_FRAME,
- INFO_VERTICES_IN_FRAME,
- INFO_MATERIAL_CHANGES_IN_FRAME,
- INFO_SHADER_CHANGES_IN_FRAME,
- INFO_SURFACE_CHANGES_IN_FRAME,
- INFO_DRAW_CALLS_IN_FRAME,
- INFO_USAGE_VIDEO_MEM_TOTAL,
- INFO_VIDEO_MEM_USED,
- INFO_TEXTURE_MEM_USED,
- INFO_VERTEX_MEM_USED,
+ enum RenderingInfo {
+ RENDERING_INFO_TOTAL_OBJECTS_IN_FRAME,
+ RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME,
+ RENDERING_INFO_TOTAL_DRAW_CALLS_IN_FRAME,
+ RENDERING_INFO_TEXTURE_MEM_USED,
+ RENDERING_INFO_BUFFER_MEM_USED,
+ RENDERING_INFO_VIDEO_MEM_USED,
+ RENDERING_INFO_MAX
};
- virtual int get_render_info(RenderInfo p_info) = 0;
+ virtual uint64_t get_rendering_info(RenderingInfo p_info) = 0;
virtual String get_video_adapter_name() const = 0;
virtual String get_video_adapter_vendor() const = 0;
struct FrameProfileArea {
String name;
- float gpu_msec;
- float cpu_msec;
+ double gpu_msec;
+ double cpu_msec;
};
virtual void set_frame_profiling_enabled(bool p_enable) = 0;
virtual Vector<FrameProfileArea> get_frame_profile() = 0;
virtual uint64_t get_frame_profile_frame() = 0;
+ virtual double get_frame_setup_time_cpu() const = 0;
+
+ virtual void gi_set_use_half_resolution(bool p_enable) = 0;
+
/* TESTING */
virtual RID get_test_cube() = 0;
@@ -1289,7 +1467,7 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
- virtual RID make_sphere_mesh(int p_lats, int p_lons, float p_radius);
+ virtual RID make_sphere_mesh(int p_lats, int p_lons, real_t p_radius);
virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data);
virtual void mesh_add_surface_from_planes(RID p_mesh, const Vector<Plane> &p_planes);
@@ -1308,10 +1486,13 @@ public:
virtual void set_debug_generate_wireframes(bool p_generate) = 0;
- virtual void call_set_use_vsync(bool p_enable) = 0;
+ virtual void call_set_vsync_mode(DisplayServer::VSyncMode p_mode, DisplayServer::WindowID p_window) = 0;
virtual bool is_low_end() const = 0;
+ virtual void set_print_gpu_profile(bool p_enable) = 0;
+
+ RenderingDevice *get_rendering_device() const;
RenderingDevice *create_local_rendering_device() const;
bool is_render_loop_enabled() const;
@@ -1319,6 +1500,20 @@ public:
RenderingServer();
virtual ~RenderingServer();
+
+private:
+ //binder helpers
+ RID _texture_2d_layered_create(const TypedArray<Image> &p_layers, TextureLayeredType p_layered_type);
+ RID _texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray<Image> &p_data);
+ void _texture_3d_update(RID p_texture, const TypedArray<Image> &p_data);
+ TypedArray<Image> _texture_3d_get(RID p_texture) const;
+ TypedArray<Dictionary> _shader_get_param_list(RID p_shader) const;
+ RID _mesh_create_from_surfaces(const TypedArray<Dictionary> &p_surfaces, int p_blend_shape_count);
+ void _mesh_add_surface(RID p_mesh, const Dictionary &p_surface);
+ Dictionary _mesh_get_surface(RID p_mesh, int p_idx);
+ Array _instance_geometry_get_shader_parameter_list(RID p_instance) const;
+ TypedArray<Image> _bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size);
+ void _particles_set_trail_bind_poses(RID p_particles, const TypedArray<Transform3D> &p_bind_poses);
};
// make variant understand the enums
@@ -1327,6 +1522,7 @@ VARIANT_ENUM_CAST(RenderingServer::CubeMapLayer);
VARIANT_ENUM_CAST(RenderingServer::ShaderMode);
VARIANT_ENUM_CAST(RenderingServer::ArrayType);
VARIANT_ENUM_CAST(RenderingServer::ArrayFormat);
+VARIANT_ENUM_CAST(RenderingServer::ArrayCustomFormat);
VARIANT_ENUM_CAST(RenderingServer::PrimitiveType);
VARIANT_ENUM_CAST(RenderingServer::BlendShapeMode);
VARIANT_ENUM_CAST(RenderingServer::MultimeshTransformFormat);
@@ -1335,17 +1531,29 @@ VARIANT_ENUM_CAST(RenderingServer::LightParam);
VARIANT_ENUM_CAST(RenderingServer::LightBakeMode);
VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode);
-VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowDepthRangeMode);
+VARIANT_ENUM_CAST(RenderingServer::LightProjectorFilter);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode);
+VARIANT_ENUM_CAST(RenderingServer::VoxelGIQuality);
VARIANT_ENUM_CAST(RenderingServer::DecalTexture);
+VARIANT_ENUM_CAST(RenderingServer::DecalFilter);
+VARIANT_ENUM_CAST(RenderingServer::ParticlesMode);
+VARIANT_ENUM_CAST(RenderingServer::ParticlesTransformAlign);
VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder);
+VARIANT_ENUM_CAST(RenderingServer::ParticlesEmitFlags);
+VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionType);
+VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionHeightfieldResolution);
VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode);
VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA);
VARIANT_ENUM_CAST(RenderingServer::ViewportScreenSpaceAA);
VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo);
+VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfoType);
VARIANT_ENUM_CAST(RenderingServer::ViewportDebugDraw);
+VARIANT_ENUM_CAST(RenderingServer::ViewportOcclusionCullingBuildQuality);
+VARIANT_ENUM_CAST(RenderingServer::ViewportSDFOversize);
+VARIANT_ENUM_CAST(RenderingServer::ViewportSDFScale);
+VARIANT_ENUM_CAST(RenderingServer::ViewportScale3D);
VARIANT_ENUM_CAST(RenderingServer::SkyMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentBG);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentAmbientSource);
@@ -1353,25 +1561,32 @@ VARIANT_ENUM_CAST(RenderingServer::EnvironmentReflectionSource);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality);
-VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOBlur);
VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality);
+VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGICascades);
+VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToConverge);
+VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIRayCount);
+VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToUpdateLight);
+VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIYScale);
VARIANT_ENUM_CAST(RenderingServer::SubSurfaceScatteringQuality);
VARIANT_ENUM_CAST(RenderingServer::DOFBlurQuality);
VARIANT_ENUM_CAST(RenderingServer::DOFBokehShape);
VARIANT_ENUM_CAST(RenderingServer::ShadowQuality);
-VARIANT_ENUM_CAST(RenderingServer::ScenarioDebugMode);
VARIANT_ENUM_CAST(RenderingServer::InstanceType);
VARIANT_ENUM_CAST(RenderingServer::InstanceFlags);
VARIANT_ENUM_CAST(RenderingServer::ShadowCastingSetting);
VARIANT_ENUM_CAST(RenderingServer::NinePatchAxisMode);
VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureFilter);
VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureRepeat);
+VARIANT_ENUM_CAST(RenderingServer::CanvasGroupMode);
VARIANT_ENUM_CAST(RenderingServer::CanvasLightMode);
+VARIANT_ENUM_CAST(RenderingServer::CanvasLightBlendMode);
VARIANT_ENUM_CAST(RenderingServer::CanvasLightShadowFilter);
VARIANT_ENUM_CAST(RenderingServer::CanvasOccluderPolygonCullMode);
VARIANT_ENUM_CAST(RenderingServer::GlobalVariableType);
-VARIANT_ENUM_CAST(RenderingServer::RenderInfo);
+VARIANT_ENUM_CAST(RenderingServer::RenderingInfo);
VARIANT_ENUM_CAST(RenderingServer::Features);
+VARIANT_ENUM_CAST(RenderingServer::CanvasTextureChannel);
+VARIANT_ENUM_CAST(RenderingServer::BakeChannels);
// Alias to make it easier to use.
#define RS RenderingServer
diff --git a/servers/server_wrap_mt_common.h b/servers/server_wrap_mt_common.h
index 4481b296c6..95d2e2254e 100644
--- a/servers/server_wrap_mt_common.h
+++ b/servers/server_wrap_mt_common.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,245 +29,89 @@
/*************************************************************************/
#define FUNC0R(m_r, m_type) \
- virtual m_r m_type() { \
+ virtual m_r m_type() override { \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(); \
} \
}
-#define FUNCRID(m_type) \
- List<RID> m_type##_id_pool; \
- int m_type##allocn() { \
- for (int i = 0; i < pool_max_size; i++) { \
- m_type##_id_pool.push_back(server_name->m_type##_create()); \
- } \
- return 0; \
- } \
- void m_type##_free_cached_ids() { \
- while (m_type##_id_pool.size()) { \
- server_name->free(m_type##_id_pool.front()->get()); \
- m_type##_id_pool.pop_front(); \
- } \
- } \
- virtual RID m_type##_create() { \
- if (Thread::get_caller_id() != server_thread) { \
- RID rid; \
- MutexLock lock(alloc_mutex); \
- if (m_type##_id_pool.size() == 0) { \
- int ret; \
- command_queue.push_and_ret(this, &ServerNameWrapMT::m_type##allocn, &ret); \
- SYNC_DEBUG \
- } \
- rid = m_type##_id_pool.front()->get(); \
- m_type##_id_pool.pop_front(); \
- return rid; \
- } else { \
- return server_name->m_type##_create(); \
- } \
- }
-
-#define FUNC1RID(m_type, m_arg1) \
- int m_type##allocn() { \
- for (int i = 0; i < m_type##_pool_max_size; i++) { \
- m_type##_id_pool.push_back(server_name->m_type##_create()); \
- } \
- return 0; \
- } \
- void m_type##_free_cached_ids() { \
- while (m_type##_id_pool.size()) { \
- free(m_type##_id_pool.front()->get()); \
- m_type##_id_pool.pop_front(); \
- } \
- } \
- virtual RID m_type##_create(m_arg1 p1) { \
- if (Thread::get_caller_id() != server_thread) { \
- RID rid; \
- MutexLock lock(alloc_mutex); \
- if (m_type##_id_pool.size() == 0) { \
- int ret; \
- command_queue.push_and_ret(this, &ServerNameWrapMT::m_type##allocn, p1, &ret); \
- SYNC_DEBUG \
- } \
- rid = m_type##_id_pool.front()->get(); \
- m_type##_id_pool.pop_front(); \
- return rid; \
- } else { \
- return server_name->m_type##_create(p1); \
- } \
- }
-
-#define FUNC2RID(m_type, m_arg1, m_arg2) \
- int m_type##allocn() { \
- for (int i = 0; i < m_type##_pool_max_size; i++) { \
- m_type##_id_pool.push_back(server_name->m_type##_create()); \
- } \
- return 0; \
- } \
- void m_type##_free_cached_ids() { \
- while (m_type##_id_pool.size()) { \
- free(m_type##_id_pool.front()->get()); \
- m_type##_id_pool.pop_front(); \
- } \
- } \
- virtual RID m_type##_create(m_arg1 p1, m_arg2 p2) { \
- if (Thread::get_caller_id() != server_thread) { \
- RID rid; \
- MutexLock lock(alloc_mutex); \
- if (m_type##_id_pool.size() == 0) { \
- int ret; \
- command_queue.push_and_ret(this, &ServerNameWrapMT::m_type##allocn, p1, p2, &ret); \
- SYNC_DEBUG \
- } \
- rid = m_type##_id_pool.front()->get(); \
- m_type##_id_pool.pop_front(); \
- return rid; \
- } else { \
- return server_name->m_type##_create(p1, p2); \
- } \
- }
-
-#define FUNC3RID(m_type, m_arg1, m_arg2, m_arg3) \
- int m_type##allocn() { \
- for (int i = 0; i < m_type##_pool_max_size; i++) { \
- m_type##_id_pool.push_back(server_name->m_type##_create()); \
- } \
- return 0; \
- } \
- void m_type##_free_cached_ids() { \
- while (m_type##_id_pool.size()) { \
- free(m_type##_id_pool.front()->get()); \
- m_type##_id_pool.pop_front(); \
- } \
- } \
- virtual RID m_type##_create(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \
- if (Thread::get_caller_id() != server_thread) { \
- RID rid; \
- MutexLock lock(alloc_mutex); \
- if (m_type##_id_pool.size() == 0) { \
- int ret; \
- command_queue.push_and_ret(this, &ServerNameWrapMT::m_type##allocn, p1, p2, p3, &ret); \
- SYNC_DEBUG \
- } \
- rid = m_type##_id_pool.front()->get(); \
- m_type##_id_pool.pop_front(); \
- return rid; \
- } else { \
- return server_name->m_type##_create(p1, p2, p3); \
- } \
- }
-
-#define FUNC4RID(m_type, m_arg1, m_arg2, m_arg3, m_arg4) \
- int m_type##allocn() { \
- for (int i = 0; i < m_type##_pool_max_size; i++) { \
- m_type##_id_pool.push_back(server_name->m_type##_create()); \
- } \
- return 0; \
- } \
- void m_type##_free_cached_ids() { \
- while (m_type##_id_pool.size()) { \
- free(m_type##_id_pool.front()->get()); \
- m_type##_id_pool.pop_front(); \
- } \
- } \
- virtual RID m_type##_create(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \
- if (Thread::get_caller_id() != server_thread) { \
- RID rid; \
- MutexLock lock(alloc_mutex); \
- if (m_type##_id_pool.size() == 0) { \
- int ret; \
- command_queue.push_and_ret(this, &ServerNameWrapMT::m_type##allocn, p1, p2, p3, p4, &ret); \
- SYNC_DEBUG \
- } \
- rid = m_type##_id_pool.front()->get(); \
- m_type##_id_pool.pop_front(); \
- return rid; \
- } else { \
- return server_name->m_type##_create(p1, p2, p3, p4); \
- } \
+#define FUNCRIDSPLIT(m_type) \
+ virtual RID m_type##_create() override { \
+ RID ret = server_name->m_type##_allocate(); \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type##_initialize, ret); \
+ } else { \
+ server_name->m_type##_initialize(ret); \
+ } \
+ return ret; \
}
-#define FUNC5RID(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
- List<RID> m_type##_id_pool; \
- int m_type##allocn(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \
- for (int i = 0; i < pool_max_size; i++) { \
- m_type##_id_pool.push_back(server_name->m_type##_create(p1, p2, p3, p4, p5)); \
- } \
- return 0; \
- } \
- void m_type##_free_cached_ids() { \
- while (m_type##_id_pool.size()) { \
- free(m_type##_id_pool.front()->get()); \
- m_type##_id_pool.pop_front(); \
- } \
- } \
- virtual RID m_type##_create(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \
- if (Thread::get_caller_id() != server_thread) { \
- RID rid; \
- MutexLock lock(alloc_mutex); \
- if (m_type##_id_pool.size() == 0) { \
- int ret; \
- command_queue.push_and_ret(this, &ServerNameWrapMT::m_type##allocn, p1, p2, p3, p4, p5, &ret); \
- SYNC_DEBUG \
- } \
- rid = m_type##_id_pool.front()->get(); \
- m_type##_id_pool.pop_front(); \
- return rid; \
- } else { \
- return server_name->m_type##_create(p1, p2, p3, p4, p5); \
- } \
+//RID now returns directly, ensure thread safety yourself
+#define FUNCRID(m_type) \
+ virtual RID m_type##_create() override { \
+ return server_name->m_type##_create(); \
}
#define FUNC0RC(m_r, m_type) \
- virtual m_r m_type() const { \
+ virtual m_r m_type() const override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(); \
} \
}
#define FUNC0(m_type) \
- virtual void m_type() { \
+ virtual void m_type() override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(); \
} \
}
#define FUNC0C(m_type) \
- virtual void m_type() const { \
+ virtual void m_type() const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(); \
} \
}
#define FUNC0S(m_type) \
- virtual void m_type() { \
+ virtual void m_type() override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(); \
} \
}
#define FUNC0SC(m_type) \
- virtual void m_type() const { \
+ virtual void m_type() const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(); \
} \
}
@@ -275,560 +119,646 @@
///////////////////////////////////////////////
#define FUNC1R(m_r, m_type, m_arg1) \
- virtual m_r m_type(m_arg1 p1) { \
+ virtual m_r m_type(m_arg1 p1) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1); \
} \
}
#define FUNC1RC(m_r, m_type, m_arg1) \
- virtual m_r m_type(m_arg1 p1) const { \
+ virtual m_r m_type(m_arg1 p1) const override { \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1); \
} \
}
#define FUNC1S(m_type, m_arg1) \
- virtual void m_type(m_arg1 p1) { \
+ virtual void m_type(m_arg1 p1) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1); \
} \
}
#define FUNC1SC(m_type, m_arg1) \
- virtual void m_type(m_arg1 p1) const { \
+ virtual void m_type(m_arg1 p1) const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1); \
} \
}
#define FUNC1(m_type, m_arg1) \
- virtual void m_type(m_arg1 p1) { \
+ virtual void m_type(m_arg1 p1) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type, p1); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1); \
} \
}
#define FUNC1C(m_type, m_arg1) \
- virtual void m_type(m_arg1 p1) const { \
+ virtual void m_type(m_arg1 p1) const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type, p1); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1); \
} \
}
#define FUNC2R(m_r, m_type, m_arg1, m_arg2) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2) { \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2); \
} \
}
#define FUNC2RC(m_r, m_type, m_arg1, m_arg2) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2) const { \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2) const override { \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2); \
} \
}
#define FUNC2S(m_type, m_arg1, m_arg2) \
- virtual void m_type(m_arg1 p1, m_arg2 p2) { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2); \
} \
}
#define FUNC2SC(m_type, m_arg1, m_arg2) \
- virtual void m_type(m_arg1 p1, m_arg2 p2) const { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2) const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2); \
} \
}
#define FUNC2(m_type, m_arg1, m_arg2) \
- virtual void m_type(m_arg1 p1, m_arg2 p2) { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type, p1, p2); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2); \
} \
}
#define FUNC2C(m_type, m_arg1, m_arg2) \
- virtual void m_type(m_arg1 p1, m_arg2 p2) const { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2) const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type, p1, p2); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2); \
} \
}
#define FUNC3R(m_r, m_type, m_arg1, m_arg2, m_arg3) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2, p3); \
} \
}
#define FUNC3RC(m_r, m_type, m_arg1, m_arg2, m_arg3) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) const override { \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2, p3); \
} \
}
#define FUNC3S(m_type, m_arg1, m_arg2, m_arg3) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2, p3); \
} \
}
#define FUNC3SC(m_type, m_arg1, m_arg2, m_arg3) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2, p3); \
} \
}
#define FUNC3(m_type, m_arg1, m_arg2, m_arg3) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type, p1, p2, p3); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2, p3); \
} \
}
#define FUNC3C(m_type, m_arg1, m_arg2, m_arg3) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) const { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3) const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type, p1, p2, p3); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2, p3); \
} \
}
#define FUNC4R(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2, p3, p4); \
} \
}
#define FUNC4RC(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const override { \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2, p3, p4); \
} \
}
#define FUNC4S(m_type, m_arg1, m_arg2, m_arg3, m_arg4) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2, p3, p4); \
} \
}
#define FUNC4SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const override { \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2, p3, p4); \
} \
}
#define FUNC4(m_type, m_arg1, m_arg2, m_arg3, m_arg4) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4); \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2, p3, p4); \
} \
}
-#define FUNC4C(m_type, m_arg1, m_arg2, m_arg3, m_arg4) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4); \
- } else { \
- server_name->m_type(p1, p2, p3, p4); \
- } \
+#define FUNC4C(m_type, m_arg1, m_arg2, m_arg3, m_arg4) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4); \
+ } \
}
#define FUNC5R(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2, p3, p4, p5); \
} \
}
#define FUNC5RC(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const override { \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2, p3, p4, p5); \
} \
}
#define FUNC5S(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) override { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5); \
SYNC_DEBUG \
} else { \
+ command_queue.flush_if_pending(); \
server_name->m_type(p1, p2, p3, p4, p5); \
} \
}
-#define FUNC5SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5); \
- SYNC_DEBUG \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5); \
- } \
+#define FUNC5SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5); \
+ SYNC_DEBUG \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5); \
+ } \
}
-#define FUNC5(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5); \
- } \
+#define FUNC5(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5); \
+ } \
}
-#define FUNC5C(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5); \
- } \
+#define FUNC5C(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5); \
+ } \
}
#define FUNC6R(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \
+ WRITE_ACTION \
if (Thread::get_caller_id() != server_thread) { \
m_r ret; \
command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, &ret); \
SYNC_DEBUG \
return ret; \
} else { \
+ command_queue.flush_if_pending(); \
return server_name->m_type(p1, p2, p3, p4, p5, p6); \
} \
}
-#define FUNC6RC(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \
- if (Thread::get_caller_id() != server_thread) { \
- m_r ret; \
- command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, &ret); \
- SYNC_DEBUG \
- return ret; \
- } else { \
- return server_name->m_type(p1, p2, p3, p4, p5, p6); \
- } \
+#define FUNC6RC(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ m_r ret; \
+ command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, &ret); \
+ SYNC_DEBUG \
+ return ret; \
+ } else { \
+ command_queue.flush_if_pending(); \
+ return server_name->m_type(p1, p2, p3, p4, p5, p6); \
+ } \
+ }
+
+#define FUNC6S(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6); \
+ SYNC_DEBUG \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6); \
+ } \
+ }
+
+#define FUNC6SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6); \
+ SYNC_DEBUG \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6); \
+ } \
}
-#define FUNC6S(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6); \
- SYNC_DEBUG \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6); \
- } \
+#define FUNC6(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6); \
+ } \
}
-#define FUNC6SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6); \
- SYNC_DEBUG \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6); \
- } \
+#define FUNC6C(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6); \
+ } \
}
-#define FUNC6(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6); \
- } \
+#define FUNC7R(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ m_r ret; \
+ command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, &ret); \
+ SYNC_DEBUG \
+ return ret; \
+ } else { \
+ command_queue.flush_if_pending(); \
+ return server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
+ } \
}
-#define FUNC6C(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6); \
- } \
- }
-
-#define FUNC7R(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \
- if (Thread::get_caller_id() != server_thread) { \
- m_r ret; \
- command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, &ret); \
- SYNC_DEBUG \
- return ret; \
- } else { \
- return server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
- } \
- }
-
-#define FUNC7RC(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \
- if (Thread::get_caller_id() != server_thread) { \
- m_r ret; \
- command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, &ret); \
- SYNC_DEBUG \
- return ret; \
- } else { \
- return server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
- } \
- }
-
-#define FUNC7S(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7); \
- SYNC_DEBUG \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
- } \
- }
-
-#define FUNC7SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7); \
- SYNC_DEBUG \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
- } \
- }
-
-#define FUNC7(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
- } \
- }
-
-#define FUNC7C(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
- } \
- }
-
-#define FUNC8R(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) { \
- if (Thread::get_caller_id() != server_thread) { \
- m_r ret; \
- command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, &ret); \
- SYNC_DEBUG \
- return ret; \
- } else { \
- return server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
- } \
- }
-
-#define FUNC8RC(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
- virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) const { \
- if (Thread::get_caller_id() != server_thread) { \
- m_r ret; \
- command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, &ret); \
- SYNC_DEBUG \
- return ret; \
- } else { \
- return server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
- } \
- }
-
-#define FUNC8S(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8); \
- SYNC_DEBUG \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
- } \
- }
-
-#define FUNC8SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8); \
- SYNC_DEBUG \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
- } \
- }
-
-#define FUNC8(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
- } \
- }
-
-#define FUNC8C(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) const { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
- } \
- }
-
-#define FUNC9(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9); \
- } \
- }
-
-#define FUNC10(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10); \
- } \
- }
-
-#define FUNC11(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11); \
- } \
- }
-
-#define FUNC12(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12); \
- } \
- }
-
-#define FUNC13(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12, m_arg13) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12, m_arg13 p13) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13); \
- } \
- }
-
-#define FUNC14(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12, m_arg13, m_arg14) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12, m_arg13 p13, m_arg14 p14) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14); \
- } \
- }
-
-#define FUNC15(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12, m_arg13, m_arg14, m_arg15) \
- virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12, m_arg13 p13, m_arg14 p14, m_arg15 p15) { \
- if (Thread::get_caller_id() != server_thread) { \
- command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15); \
- } else { \
- server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15); \
- } \
+#define FUNC7RC(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ m_r ret; \
+ command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, &ret); \
+ SYNC_DEBUG \
+ return ret; \
+ } else { \
+ command_queue.flush_if_pending(); \
+ return server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
+ } \
+ }
+
+#define FUNC7S(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7); \
+ SYNC_DEBUG \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
+ } \
+ }
+
+#define FUNC7SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7); \
+ SYNC_DEBUG \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
+ } \
+ }
+
+#define FUNC7(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
+ } \
+ }
+
+#define FUNC7C(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7); \
+ } \
+ }
+
+#define FUNC8R(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ m_r ret; \
+ command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, &ret); \
+ SYNC_DEBUG \
+ return ret; \
+ } else { \
+ command_queue.flush_if_pending(); \
+ return server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
+ } \
+ }
+
+#define FUNC8RC(m_r, m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
+ virtual m_r m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ m_r ret; \
+ command_queue.push_and_ret(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, &ret); \
+ SYNC_DEBUG \
+ return ret; \
+ } else { \
+ command_queue.flush_if_pending(); \
+ return server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
+ } \
+ }
+
+#define FUNC8S(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8); \
+ SYNC_DEBUG \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
+ } \
+ }
+
+#define FUNC8SC(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push_and_sync(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8); \
+ SYNC_DEBUG \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
+ } \
+ }
+
+#define FUNC8(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
+ } \
+ }
+
+#define FUNC8C(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8) const override { \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8); \
+ } \
+ }
+
+#define FUNC9(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9); \
+ } \
+ }
+
+#define FUNC10(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10); \
+ } \
+ }
+
+#define FUNC11(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11); \
+ } \
+ }
+
+#define FUNC12(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12); \
+ } \
+ }
+
+#define FUNC13(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12, m_arg13) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12, m_arg13 p13) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13); \
+ } \
+ }
+
+#define FUNC14(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12, m_arg13, m_arg14) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12, m_arg13 p13, m_arg14 p14) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14); \
+ } \
+ }
+
+#define FUNC15(m_type, m_arg1, m_arg2, m_arg3, m_arg4, m_arg5, m_arg6, m_arg7, m_arg8, m_arg9, m_arg10, m_arg11, m_arg12, m_arg13, m_arg14, m_arg15) \
+ virtual void m_type(m_arg1 p1, m_arg2 p2, m_arg3 p3, m_arg4 p4, m_arg5 p5, m_arg6 p6, m_arg7 p7, m_arg8 p8, m_arg9 p9, m_arg10 p10, m_arg11 p11, m_arg12 p12, m_arg13 p13, m_arg14 p14, m_arg15 p15) override { \
+ WRITE_ACTION \
+ if (Thread::get_caller_id() != server_thread) { \
+ command_queue.push(server_name, &ServerName::m_type, p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15); \
+ } else { \
+ command_queue.flush_if_pending(); \
+ server_name->m_type(p1, p2, p3, p4, p5, p6, p7, p8, p9, p10, p11, p12, p13, p14, p15); \
+ } \
}
diff --git a/servers/text/SCsub b/servers/text/SCsub
new file mode 100644
index 0000000000..86681f9c74
--- /dev/null
+++ b/servers/text/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.servers_sources, "*.cpp")
diff --git a/servers/text/text_server_extension.cpp b/servers/text/text_server_extension.cpp
new file mode 100644
index 0000000000..a44fee7c95
--- /dev/null
+++ b/servers/text/text_server_extension.cpp
@@ -0,0 +1,1281 @@
+/*************************************************************************/
+/* text_server_extension.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 "text_server_extension.h"
+
+void TextServerExtension::_bind_methods() {
+ GDVIRTUAL_BIND(_has_feature, "feature");
+ GDVIRTUAL_BIND(_get_name);
+ GDVIRTUAL_BIND(_get_features);
+
+ GDVIRTUAL_BIND(_free, "rid");
+ GDVIRTUAL_BIND(_has, "rid");
+ GDVIRTUAL_BIND(_load_support_data, "filename");
+
+ GDVIRTUAL_BIND(_get_support_data_filename);
+ GDVIRTUAL_BIND(_get_support_data_info);
+ GDVIRTUAL_BIND(_save_support_data, "filename");
+
+ GDVIRTUAL_BIND(_is_locale_right_to_left, "locale");
+
+ GDVIRTUAL_BIND(_name_to_tag, "name");
+ GDVIRTUAL_BIND(_tag_to_name, "tag");
+
+ /* Font interface */
+
+ GDVIRTUAL_BIND(_create_font);
+
+ GDVIRTUAL_BIND(_font_set_data, "font_rid", "data");
+ GDVIRTUAL_BIND(_font_set_data_ptr, "font_rid", "data_ptr", "data_size");
+
+ GDVIRTUAL_BIND(_font_set_antialiased, "font_rid", "antialiased");
+ GDVIRTUAL_BIND(_font_is_antialiased, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_multichannel_signed_distance_field, "font_rid", "msdf");
+ GDVIRTUAL_BIND(_font_is_multichannel_signed_distance_field, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_msdf_pixel_range, "font_rid", "msdf_pixel_range");
+ GDVIRTUAL_BIND(_font_get_msdf_pixel_range, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_msdf_size, "font_rid", "msdf_size");
+ GDVIRTUAL_BIND(_font_get_msdf_size, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_fixed_size, "font_rid", "fixed_size");
+ GDVIRTUAL_BIND(_font_get_fixed_size, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_force_autohinter, "font_rid", "force_autohinter");
+ GDVIRTUAL_BIND(_font_is_force_autohinter, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_hinting, "font_rid", "hinting");
+ GDVIRTUAL_BIND(_font_get_hinting, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_variation_coordinates, "font_rid", "variation_coordinates");
+ GDVIRTUAL_BIND(_font_get_variation_coordinates, "font_rid");
+
+ GDVIRTUAL_BIND(_font_set_oversampling, "font_rid", "oversampling");
+ GDVIRTUAL_BIND(_font_get_oversampling, "font_rid");
+
+ GDVIRTUAL_BIND(_font_get_size_cache_list, "font_rid");
+ GDVIRTUAL_BIND(_font_clear_size_cache, "font_rid");
+ GDVIRTUAL_BIND(_font_remove_size_cache, "font_rid", "size");
+
+ GDVIRTUAL_BIND(_font_set_ascent, "font_rid", "size", "ascent");
+ GDVIRTUAL_BIND(_font_get_ascent, "font_rid", "size");
+
+ GDVIRTUAL_BIND(_font_set_descent, "font_rid", "size", "descent");
+ GDVIRTUAL_BIND(_font_get_descent, "font_rid", "size");
+
+ GDVIRTUAL_BIND(_font_set_underline_position, "font_rid", "size", "underline_position");
+ GDVIRTUAL_BIND(_font_get_underline_position, "font_rid", "size");
+
+ GDVIRTUAL_BIND(_font_set_underline_thickness, "font_rid", "size", "underline_thickness");
+ GDVIRTUAL_BIND(_font_get_underline_thickness, "font_rid", "size");
+
+ GDVIRTUAL_BIND(_font_set_scale, "font_rid", "size", "scale");
+ GDVIRTUAL_BIND(_font_get_scale, "font_rid", "size");
+
+ GDVIRTUAL_BIND(_font_set_spacing, "font_rid", "size", "spacing", "value");
+ GDVIRTUAL_BIND(_font_get_spacing, "font_rid", "size", "spacing");
+
+ GDVIRTUAL_BIND(_font_get_texture_count, "font_rid", "size");
+ GDVIRTUAL_BIND(_font_clear_textures, "font_rid", "size");
+ GDVIRTUAL_BIND(_font_remove_texture, "font_rid", "size", "texture_index");
+
+ GDVIRTUAL_BIND(_font_set_texture_image, "font_rid", "size", "texture_index", "image");
+ GDVIRTUAL_BIND(_font_get_texture_image, "font_rid", "size", "texture_index");
+
+ GDVIRTUAL_BIND(_font_set_texture_offsets, "font_rid", "size", "texture_index", "offset");
+ GDVIRTUAL_BIND(_font_get_texture_offsets, "font_rid", "size", "texture_index");
+
+ GDVIRTUAL_BIND(_font_get_glyph_list, "font_rid", "size");
+ GDVIRTUAL_BIND(_font_clear_glyphs, "font_rid", "size");
+ GDVIRTUAL_BIND(_font_remove_glyph, "font_rid", "size", "glyph");
+
+ GDVIRTUAL_BIND(_font_get_glyph_advance, "font_rid", "size", "glyph");
+ GDVIRTUAL_BIND(_font_set_glyph_advance, "font_rid", "size", "glyph", "advance");
+
+ GDVIRTUAL_BIND(_font_get_glyph_offset, "font_rid", "size", "glyph");
+ GDVIRTUAL_BIND(_font_set_glyph_offset, "font_rid", "size", "glyph", "offset");
+
+ GDVIRTUAL_BIND(_font_get_glyph_size, "font_rid", "size", "glyph");
+ GDVIRTUAL_BIND(_font_set_glyph_size, "font_rid", "size", "glyph", "gl_size");
+
+ GDVIRTUAL_BIND(_font_get_glyph_uv_rect, "font_rid", "size", "glyph");
+ GDVIRTUAL_BIND(_font_set_glyph_uv_rect, "font_rid", "size", "glyph", "uv_rect");
+
+ GDVIRTUAL_BIND(_font_get_glyph_texture_idx, "font_rid", "size", "glyph");
+ GDVIRTUAL_BIND(_font_set_glyph_texture_idx, "font_rid", "size", "glyph", "texture_idx");
+
+ GDVIRTUAL_BIND(_font_get_glyph_contours, "font_rid", "size", "index");
+
+ GDVIRTUAL_BIND(_font_get_kerning_list, "font_rid", "size");
+ GDVIRTUAL_BIND(_font_clear_kerning_map, "font_rid", "size");
+ GDVIRTUAL_BIND(_font_remove_kerning, "font_rid", "size", "glyph_pair");
+
+ GDVIRTUAL_BIND(_font_set_kerning, "font_rid", "size", "glyph_pair", "kerning");
+ GDVIRTUAL_BIND(_font_get_kerning, "font_rid", "size", "glyph_pair");
+
+ GDVIRTUAL_BIND(_font_get_glyph_index, "font_rid", "size", "char", "variation_selector");
+
+ GDVIRTUAL_BIND(_font_has_char, "font_rid", "char");
+ GDVIRTUAL_BIND(_font_get_supported_chars, "font_rid");
+
+ GDVIRTUAL_BIND(_font_render_range, "font_rid", "size", "start", "end");
+ GDVIRTUAL_BIND(_font_render_glyph, "font_rid", "size", "index");
+
+ GDVIRTUAL_BIND(_font_draw_glyph, "font_rid", "canvas", "size", "pos", "index", "color");
+ GDVIRTUAL_BIND(_font_draw_glyph_outline, "font_rid", "canvas", "size", "outline_size", "pos", "index", "color");
+
+ GDVIRTUAL_BIND(_font_is_language_supported, "font_rid", "language");
+ GDVIRTUAL_BIND(_font_set_language_support_override, "font_rid", "language", "supported");
+ GDVIRTUAL_BIND(_font_get_language_support_override, "font_rid", "language");
+ GDVIRTUAL_BIND(_font_remove_language_support_override, "font_rid", "language");
+ GDVIRTUAL_BIND(_font_get_language_support_overrides, "font_rid");
+
+ GDVIRTUAL_BIND(_font_is_script_supported, "font_rid", "script");
+ GDVIRTUAL_BIND(_font_set_script_support_override, "font_rid", "script", "supported");
+ GDVIRTUAL_BIND(_font_get_script_support_override, "font_rid", "script");
+ GDVIRTUAL_BIND(_font_remove_script_support_override, "font_rid", "script");
+ GDVIRTUAL_BIND(_font_get_script_support_overrides, "font_rid");
+
+ GDVIRTUAL_BIND(_font_supported_feature_list, "font_rid");
+ GDVIRTUAL_BIND(_font_supported_variation_list, "font_rid");
+
+ GDVIRTUAL_BIND(_font_get_global_oversampling);
+ GDVIRTUAL_BIND(_font_set_global_oversampling, "oversampling");
+
+ GDVIRTUAL_BIND(_get_hex_code_box_size, "size", "index");
+ GDVIRTUAL_BIND(_draw_hex_code_box, "canvas", "size", "pos", "index", "color");
+
+ /* Shaped text buffer interface */
+
+ GDVIRTUAL_BIND(_create_shaped_text, "direction", "orientation");
+
+ GDVIRTUAL_BIND(_shaped_text_clear, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_set_direction, "shaped", "direction");
+ GDVIRTUAL_BIND(_shaped_text_get_direction, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_set_bidi_override, "shaped", "override");
+
+ GDVIRTUAL_BIND(_shaped_text_set_orientation, "shaped", "orientation");
+ GDVIRTUAL_BIND(_shaped_text_get_orientation, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_set_preserve_invalid, "shaped", "enabled");
+ GDVIRTUAL_BIND(_shaped_text_get_preserve_invalid, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_set_preserve_control, "shaped", "enabled");
+ GDVIRTUAL_BIND(_shaped_text_get_preserve_control, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_add_string, "shaped", "text", "fonts", "size", "opentype_features", "language");
+ GDVIRTUAL_BIND(_shaped_text_add_object, "shaped", "key", "size", "inline_align", "length");
+ GDVIRTUAL_BIND(_shaped_text_resize_object, "shaped", "key", "size", "inline_align");
+
+ GDVIRTUAL_BIND(_shaped_text_substr, "shaped", "start", "length");
+ GDVIRTUAL_BIND(_shaped_text_get_parent, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_fit_to_width, "shaped", "width", "jst_flags");
+ GDVIRTUAL_BIND(_shaped_text_tab_align, "shaped", "tab_stops");
+
+ GDVIRTUAL_BIND(_shaped_text_shape, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_update_breaks, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_update_justification_ops, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_is_ready, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_get_glyphs, "shaped", "r_glyphs");
+ GDVIRTUAL_BIND(_shaped_text_sort_logical, "shaped", "r_glyphs");
+ GDVIRTUAL_BIND(_shaped_text_get_glyph_count, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_get_range, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_get_line_breaks_adv, "shaped", "width", "start", "once", "break_flags");
+ GDVIRTUAL_BIND(_shaped_text_get_line_breaks, "shaped", "width", "start", "break_flags");
+ GDVIRTUAL_BIND(_shaped_text_get_word_breaks, "shaped", "grapheme_flags");
+
+ GDVIRTUAL_BIND(_shaped_text_get_trim_pos, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_ellipsis_pos, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_ellipsis_glyph_count, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_ellipsis_glyphs, "shaped", "r_glyphs");
+
+ GDVIRTUAL_BIND(_shaped_text_overrun_trim_to_width, "shaped", "width", "trim_flags");
+
+ GDVIRTUAL_BIND(_shaped_text_get_objects, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_object_rect, "shaped", "key");
+
+ GDVIRTUAL_BIND(_shaped_text_get_size, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_ascent, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_descent, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_width, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_underline_position, "shaped");
+ GDVIRTUAL_BIND(_shaped_text_get_underline_thickness, "shaped");
+
+ GDVIRTUAL_BIND(_shaped_text_get_dominant_direction_in_range, "shaped", "start", "end");
+
+ GDVIRTUAL_BIND(_shaped_text_get_carets, "shaped", "position", "caret");
+ GDVIRTUAL_BIND(_shaped_text_get_selection, "shaped", "start", "end");
+
+ GDVIRTUAL_BIND(_shaped_text_hit_test_grapheme, "shaped", "coord");
+ GDVIRTUAL_BIND(_shaped_text_hit_test_position, "shaped", "coord");
+
+ GDVIRTUAL_BIND(_shaped_text_draw, "shaped", "canvas", "pos", "clip_l", "clip_r", "color");
+ GDVIRTUAL_BIND(_shaped_text_draw_outline, "shaped", "canvas", "pos", "clip_l", "clip_r", "outline_size", "color");
+
+ GDVIRTUAL_BIND(_shaped_text_next_grapheme_pos, "shaped", "pos");
+ GDVIRTUAL_BIND(_shaped_text_prev_grapheme_pos, "shaped", "pos");
+
+ GDVIRTUAL_BIND(_format_number, "string", "language");
+ GDVIRTUAL_BIND(_parse_number, "string", "language");
+ GDVIRTUAL_BIND(_percent_sign, "language");
+}
+
+bool TextServerExtension::has_feature(Feature p_feature) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_has_feature, p_feature, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+String TextServerExtension::get_name() const {
+ String ret;
+ if (GDVIRTUAL_CALL(_get_name, ret)) {
+ return ret;
+ }
+ return "Unknown";
+}
+
+uint32_t TextServerExtension::get_features() const {
+ uint32_t ret;
+ if (GDVIRTUAL_CALL(_get_features, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+void TextServerExtension::free(RID p_rid) {
+ GDVIRTUAL_CALL(_free, p_rid);
+}
+
+bool TextServerExtension::has(RID p_rid) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_has, p_rid, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+bool TextServerExtension::load_support_data(const String &p_filename) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_load_support_data, p_filename, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+String TextServerExtension::get_support_data_filename() const {
+ String ret;
+ if (GDVIRTUAL_CALL(_get_support_data_filename, ret)) {
+ return ret;
+ }
+ return String();
+}
+
+String TextServerExtension::get_support_data_info() const {
+ String ret;
+ if (GDVIRTUAL_CALL(_get_support_data_info, ret)) {
+ return ret;
+ }
+ return String();
+}
+
+bool TextServerExtension::save_support_data(const String &p_filename) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_save_support_data, p_filename, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+bool TextServerExtension::is_locale_right_to_left(const String &p_locale) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_is_locale_right_to_left, p_locale, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+int32_t TextServerExtension::name_to_tag(const String &p_name) const {
+ int32_t ret;
+ if (GDVIRTUAL_CALL(_name_to_tag, p_name, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+String TextServerExtension::tag_to_name(int32_t p_tag) const {
+ String ret;
+ if (GDVIRTUAL_CALL(_tag_to_name, p_tag, ret)) {
+ return ret;
+ }
+ return "";
+}
+
+/*************************************************************************/
+/* Font */
+/*************************************************************************/
+
+RID TextServerExtension::create_font() {
+ RID ret;
+ if (GDVIRTUAL_CALL(_create_font, ret)) {
+ return ret;
+ }
+ return RID();
+}
+
+void TextServerExtension::font_set_data(RID p_font_rid, const PackedByteArray &p_data) {
+ GDVIRTUAL_CALL(_font_set_data, p_font_rid, p_data);
+}
+
+void TextServerExtension::font_set_data_ptr(RID p_font_rid, const uint8_t *p_data_ptr, size_t p_data_size) {
+ GDVIRTUAL_CALL(_font_set_data_ptr, p_font_rid, p_data_ptr, p_data_size);
+}
+
+void TextServerExtension::font_set_antialiased(RID p_font_rid, bool p_antialiased) {
+ GDVIRTUAL_CALL(_font_set_antialiased, p_font_rid, p_antialiased);
+}
+
+bool TextServerExtension::font_is_antialiased(RID p_font_rid) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_font_is_antialiased, p_font_rid, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void TextServerExtension::font_set_multichannel_signed_distance_field(RID p_font_rid, bool p_msdf) {
+ GDVIRTUAL_CALL(_font_set_multichannel_signed_distance_field, p_font_rid, p_msdf);
+}
+
+bool TextServerExtension::font_is_multichannel_signed_distance_field(RID p_font_rid) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_font_is_multichannel_signed_distance_field, p_font_rid, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void TextServerExtension::font_set_msdf_pixel_range(RID p_font_rid, int p_msdf_pixel_range) {
+ GDVIRTUAL_CALL(_font_set_msdf_pixel_range, p_font_rid, p_msdf_pixel_range);
+}
+
+int TextServerExtension::font_get_msdf_pixel_range(RID p_font_rid) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_font_get_msdf_pixel_range, p_font_rid, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+void TextServerExtension::font_set_msdf_size(RID p_font_rid, int p_msdf_size) {
+ GDVIRTUAL_CALL(_font_set_msdf_size, p_font_rid, p_msdf_size);
+}
+
+int TextServerExtension::font_get_msdf_size(RID p_font_rid) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_font_get_msdf_size, p_font_rid, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+void TextServerExtension::font_set_fixed_size(RID p_font_rid, int p_fixed_size) {
+ GDVIRTUAL_CALL(_font_set_fixed_size, p_font_rid, p_fixed_size);
+}
+
+int TextServerExtension::font_get_fixed_size(RID p_font_rid) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_font_get_fixed_size, p_font_rid, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+void TextServerExtension::font_set_force_autohinter(RID p_font_rid, bool p_force_autohinter) {
+ GDVIRTUAL_CALL(_font_set_force_autohinter, p_font_rid, p_force_autohinter);
+}
+
+bool TextServerExtension::font_is_force_autohinter(RID p_font_rid) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_font_is_force_autohinter, p_font_rid, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void TextServerExtension::font_set_hinting(RID p_font_rid, TextServer::Hinting p_hinting) {
+ GDVIRTUAL_CALL(_font_set_hinting, p_font_rid, p_hinting);
+}
+
+TextServer::Hinting TextServerExtension::font_get_hinting(RID p_font_rid) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_font_get_hinting, p_font_rid, ret)) {
+ return (TextServer::Hinting)ret;
+ }
+ return TextServer::Hinting::HINTING_NONE;
+}
+
+void TextServerExtension::font_set_variation_coordinates(RID p_font_rid, const Dictionary &p_variation_coordinates) {
+ GDVIRTUAL_CALL(_font_set_variation_coordinates, p_font_rid, p_variation_coordinates);
+}
+
+Dictionary TextServerExtension::font_get_variation_coordinates(RID p_font_rid) const {
+ Dictionary ret;
+ if (GDVIRTUAL_CALL(_font_get_variation_coordinates, p_font_rid, ret)) {
+ return ret;
+ }
+ return Dictionary();
+}
+
+void TextServerExtension::font_set_oversampling(RID p_font_rid, float p_oversampling) {
+ GDVIRTUAL_CALL(_font_set_oversampling, p_font_rid, p_oversampling);
+}
+
+float TextServerExtension::font_get_oversampling(RID p_font_rid) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_font_get_oversampling, p_font_rid, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+Array TextServerExtension::font_get_size_cache_list(RID p_font_rid) const {
+ Array ret;
+ if (GDVIRTUAL_CALL(_font_get_size_cache_list, p_font_rid, ret)) {
+ return ret;
+ }
+ return Array();
+}
+
+void TextServerExtension::font_clear_size_cache(RID p_font_rid) {
+ GDVIRTUAL_CALL(_font_clear_size_cache, p_font_rid);
+}
+
+void TextServerExtension::font_remove_size_cache(RID p_font_rid, const Vector2i &p_size) {
+ GDVIRTUAL_CALL(_font_remove_size_cache, p_font_rid, p_size);
+}
+
+void TextServerExtension::font_set_ascent(RID p_font_rid, int p_size, float p_ascent) {
+ GDVIRTUAL_CALL(_font_set_ascent, p_font_rid, p_size, p_ascent);
+}
+
+float TextServerExtension::font_get_ascent(RID p_font_rid, int p_size) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_font_get_ascent, p_font_rid, p_size, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+void TextServerExtension::font_set_descent(RID p_font_rid, int p_size, float p_descent) {
+ GDVIRTUAL_CALL(_font_set_descent, p_font_rid, p_size, p_descent);
+}
+
+float TextServerExtension::font_get_descent(RID p_font_rid, int p_size) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_font_get_descent, p_font_rid, p_size, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+void TextServerExtension::font_set_underline_position(RID p_font_rid, int p_size, float p_underline_position) {
+ GDVIRTUAL_CALL(_font_set_underline_position, p_font_rid, p_size, p_underline_position);
+}
+
+float TextServerExtension::font_get_underline_position(RID p_font_rid, int p_size) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_font_get_underline_position, p_font_rid, p_size, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+void TextServerExtension::font_set_underline_thickness(RID p_font_rid, int p_size, float p_underline_thickness) {
+ GDVIRTUAL_CALL(_font_set_underline_thickness, p_font_rid, p_size, p_underline_thickness);
+}
+
+float TextServerExtension::font_get_underline_thickness(RID p_font_rid, int p_size) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_font_get_underline_thickness, p_font_rid, p_size, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+void TextServerExtension::font_set_scale(RID p_font_rid, int p_size, float p_scale) {
+ GDVIRTUAL_CALL(_font_set_scale, p_font_rid, p_size, p_scale);
+}
+
+float TextServerExtension::font_get_scale(RID p_font_rid, int p_size) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_font_get_scale, p_font_rid, p_size, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+void TextServerExtension::font_set_spacing(RID p_font_rid, int p_size, TextServer::SpacingType p_spacing, int p_value) {
+ GDVIRTUAL_CALL(_font_set_spacing, p_font_rid, p_size, p_spacing, p_value);
+}
+
+int TextServerExtension::font_get_spacing(RID p_font_rid, int p_size, TextServer::SpacingType p_spacing) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_font_get_spacing, p_font_rid, p_size, p_spacing, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+int TextServerExtension::font_get_texture_count(RID p_font_rid, const Vector2i &p_size) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_font_get_texture_count, p_font_rid, p_size, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+void TextServerExtension::font_clear_textures(RID p_font_rid, const Vector2i &p_size) {
+ GDVIRTUAL_CALL(_font_clear_textures, p_font_rid, p_size);
+}
+
+void TextServerExtension::font_remove_texture(RID p_font_rid, const Vector2i &p_size, int p_texture_index) {
+ GDVIRTUAL_CALL(_font_remove_texture, p_font_rid, p_size, p_texture_index);
+}
+
+void TextServerExtension::font_set_texture_image(RID p_font_rid, const Vector2i &p_size, int p_texture_index, const Ref<Image> &p_image) {
+ GDVIRTUAL_CALL(_font_set_texture_image, p_font_rid, p_size, p_texture_index, p_image);
+}
+
+Ref<Image> TextServerExtension::font_get_texture_image(RID p_font_rid, const Vector2i &p_size, int p_texture_index) const {
+ Ref<Image> ret;
+ if (GDVIRTUAL_CALL(_font_get_texture_image, p_font_rid, p_size, p_texture_index, ret)) {
+ return ret;
+ }
+ return Ref<Image>();
+}
+
+void TextServerExtension::font_set_texture_offsets(RID p_font_rid, const Vector2i &p_size, int p_texture_index, const PackedInt32Array &p_offset) {
+ GDVIRTUAL_CALL(_font_set_texture_offsets, p_font_rid, p_size, p_texture_index, p_offset);
+}
+
+PackedInt32Array TextServerExtension::font_get_texture_offsets(RID p_font_rid, const Vector2i &p_size, int p_texture_index) const {
+ PackedInt32Array ret;
+ if (GDVIRTUAL_CALL(_font_get_texture_offsets, p_font_rid, p_size, p_texture_index, ret)) {
+ return ret;
+ }
+ return PackedInt32Array();
+}
+
+Array TextServerExtension::font_get_glyph_list(RID p_font_rid, const Vector2i &p_size) const {
+ Array ret;
+ if (GDVIRTUAL_CALL(_font_get_glyph_list, p_font_rid, p_size, ret)) {
+ return ret;
+ }
+ return Array();
+}
+
+void TextServerExtension::font_clear_glyphs(RID p_font_rid, const Vector2i &p_size) {
+ GDVIRTUAL_CALL(_font_clear_glyphs, p_font_rid, p_size);
+}
+
+void TextServerExtension::font_remove_glyph(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) {
+ GDVIRTUAL_CALL(_font_remove_glyph, p_font_rid, p_size, p_glyph);
+}
+
+Vector2 TextServerExtension::font_get_glyph_advance(RID p_font_rid, int p_size, int32_t p_glyph) const {
+ Vector2 ret;
+ if (GDVIRTUAL_CALL(_font_get_glyph_advance, p_font_rid, p_size, p_glyph, ret)) {
+ return ret;
+ }
+ return Vector2();
+}
+
+void TextServerExtension::font_set_glyph_advance(RID p_font_rid, int p_size, int32_t p_glyph, const Vector2 &p_advance) {
+ GDVIRTUAL_CALL(_font_set_glyph_advance, p_font_rid, p_size, p_glyph, p_advance);
+}
+
+Vector2 TextServerExtension::font_get_glyph_offset(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const {
+ Vector2 ret;
+ if (GDVIRTUAL_CALL(_font_get_glyph_offset, p_font_rid, p_size, p_glyph, ret)) {
+ return ret;
+ }
+ return Vector2();
+}
+
+void TextServerExtension::font_set_glyph_offset(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Vector2 &p_offset) {
+ GDVIRTUAL_CALL(_font_set_glyph_offset, p_font_rid, p_size, p_glyph, p_offset);
+}
+
+Vector2 TextServerExtension::font_get_glyph_size(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const {
+ Vector2 ret;
+ if (GDVIRTUAL_CALL(_font_get_glyph_size, p_font_rid, p_size, p_glyph, ret)) {
+ return ret;
+ }
+ return Vector2();
+}
+
+void TextServerExtension::font_set_glyph_size(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Vector2 &p_gl_size) {
+ GDVIRTUAL_CALL(_font_set_glyph_size, p_font_rid, p_size, p_glyph, p_gl_size);
+}
+
+Rect2 TextServerExtension::font_get_glyph_uv_rect(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const {
+ Rect2 ret;
+ if (GDVIRTUAL_CALL(_font_get_glyph_uv_rect, p_font_rid, p_size, p_glyph, ret)) {
+ return ret;
+ }
+ return Rect2();
+}
+
+void TextServerExtension::font_set_glyph_uv_rect(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Rect2 &p_uv_rect) {
+ GDVIRTUAL_CALL(_font_set_glyph_uv_rect, p_font_rid, p_size, p_glyph, p_uv_rect);
+}
+
+int TextServerExtension::font_get_glyph_texture_idx(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_font_get_glyph_texture_idx, p_font_rid, p_size, p_glyph, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+void TextServerExtension::font_set_glyph_texture_idx(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, int p_texture_idx) {
+ GDVIRTUAL_CALL(_font_set_glyph_texture_idx, p_font_rid, p_size, p_glyph, p_texture_idx);
+}
+
+Dictionary TextServerExtension::font_get_glyph_contours(RID p_font_rid, int p_size, int32_t p_index) const {
+ Dictionary ret;
+ if (GDVIRTUAL_CALL(_font_get_glyph_contours, p_font_rid, p_size, p_index, ret)) {
+ return ret;
+ }
+ return Dictionary();
+}
+
+Array TextServerExtension::font_get_kerning_list(RID p_font_rid, int p_size) const {
+ Array ret;
+ if (GDVIRTUAL_CALL(_font_get_kerning_list, p_font_rid, p_size, ret)) {
+ return ret;
+ }
+ return Array();
+}
+
+void TextServerExtension::font_clear_kerning_map(RID p_font_rid, int p_size) {
+ GDVIRTUAL_CALL(_font_clear_kerning_map, p_font_rid, p_size);
+}
+
+void TextServerExtension::font_remove_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair) {
+ GDVIRTUAL_CALL(_font_remove_kerning, p_font_rid, p_size, p_glyph_pair);
+}
+
+void TextServerExtension::font_set_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair, const Vector2 &p_kerning) {
+ GDVIRTUAL_CALL(_font_set_kerning, p_font_rid, p_size, p_glyph_pair, p_kerning);
+}
+
+Vector2 TextServerExtension::font_get_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair) const {
+ Vector2 ret;
+ if (GDVIRTUAL_CALL(_font_get_kerning, p_font_rid, p_size, p_glyph_pair, ret)) {
+ return ret;
+ }
+ return Vector2();
+}
+
+int32_t TextServerExtension::font_get_glyph_index(RID p_font_rid, int p_size, char32_t p_char, char32_t p_variation_selector) const {
+ int32_t ret;
+ if (GDVIRTUAL_CALL(_font_get_glyph_index, p_font_rid, p_size, p_char, p_variation_selector, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+bool TextServerExtension::font_has_char(RID p_font_rid, char32_t p_char) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_font_has_char, p_font_rid, p_char, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+String TextServerExtension::font_get_supported_chars(RID p_font_rid) const {
+ String ret;
+ if (GDVIRTUAL_CALL(_font_get_supported_chars, p_font_rid, ret)) {
+ return ret;
+ }
+ return String();
+}
+
+void TextServerExtension::font_render_range(RID p_font_rid, const Vector2i &p_size, char32_t p_start, char32_t p_end) {
+ GDVIRTUAL_CALL(_font_render_range, p_font_rid, p_size, p_start, p_end);
+}
+
+void TextServerExtension::font_render_glyph(RID p_font_rid, const Vector2i &p_size, int32_t p_index) {
+ GDVIRTUAL_CALL(_font_render_glyph, p_font_rid, p_size, p_index);
+}
+
+void TextServerExtension::font_draw_glyph(RID p_font_rid, RID p_canvas, int p_size, const Vector2 &p_pos, int32_t p_index, const Color &p_color) const {
+ GDVIRTUAL_CALL(_font_draw_glyph, p_font_rid, p_canvas, p_size, p_pos, p_index, p_color);
+}
+
+void TextServerExtension::font_draw_glyph_outline(RID p_font_rid, RID p_canvas, int p_size, int p_outline_size, const Vector2 &p_pos, int32_t p_index, const Color &p_color) const {
+ GDVIRTUAL_CALL(_font_draw_glyph_outline, p_font_rid, p_canvas, p_size, p_outline_size, p_pos, p_index, p_color);
+}
+
+bool TextServerExtension::font_is_language_supported(RID p_font_rid, const String &p_language) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_font_is_language_supported, p_font_rid, p_language, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void TextServerExtension::font_set_language_support_override(RID p_font_rid, const String &p_language, bool p_supported) {
+ GDVIRTUAL_CALL(_font_set_language_support_override, p_font_rid, p_language, p_supported);
+}
+
+bool TextServerExtension::font_get_language_support_override(RID p_font_rid, const String &p_language) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_font_get_language_support_override, p_font_rid, p_language, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void TextServerExtension::font_remove_language_support_override(RID p_font_rid, const String &p_language) {
+ GDVIRTUAL_CALL(_font_remove_language_support_override, p_font_rid, p_language);
+}
+
+Vector<String> TextServerExtension::font_get_language_support_overrides(RID p_font_rid) {
+ Vector<String> ret;
+ if (GDVIRTUAL_CALL(_font_get_language_support_overrides, p_font_rid, ret)) {
+ return ret;
+ }
+ return Vector<String>();
+}
+
+bool TextServerExtension::font_is_script_supported(RID p_font_rid, const String &p_script) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_font_is_script_supported, p_font_rid, p_script, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void TextServerExtension::font_set_script_support_override(RID p_font_rid, const String &p_script, bool p_supported) {
+ GDVIRTUAL_CALL(_font_set_script_support_override, p_font_rid, p_script, p_supported);
+}
+
+bool TextServerExtension::font_get_script_support_override(RID p_font_rid, const String &p_script) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_font_get_script_support_override, p_font_rid, p_script, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void TextServerExtension::font_remove_script_support_override(RID p_font_rid, const String &p_script) {
+ GDVIRTUAL_CALL(_font_remove_script_support_override, p_font_rid, p_script);
+}
+
+Vector<String> TextServerExtension::font_get_script_support_overrides(RID p_font_rid) {
+ Vector<String> ret;
+ if (GDVIRTUAL_CALL(_font_get_script_support_overrides, p_font_rid, ret)) {
+ return ret;
+ }
+ return Vector<String>();
+}
+
+Dictionary TextServerExtension::font_supported_feature_list(RID p_font_rid) const {
+ Dictionary ret;
+ if (GDVIRTUAL_CALL(_font_supported_feature_list, p_font_rid, ret)) {
+ return ret;
+ }
+ return Dictionary();
+}
+
+Dictionary TextServerExtension::font_supported_variation_list(RID p_font_rid) const {
+ Dictionary ret;
+ if (GDVIRTUAL_CALL(_font_supported_variation_list, p_font_rid, ret)) {
+ return ret;
+ }
+ return Dictionary();
+}
+
+float TextServerExtension::font_get_global_oversampling() const {
+ float ret;
+ if (GDVIRTUAL_CALL(_font_get_global_oversampling, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+void TextServerExtension::font_set_global_oversampling(float p_oversampling) {
+ GDVIRTUAL_CALL(_font_set_global_oversampling, p_oversampling);
+}
+
+Vector2 TextServerExtension::get_hex_code_box_size(int p_size, char32_t p_index) const {
+ Vector2 ret;
+ if (GDVIRTUAL_CALL(_get_hex_code_box_size, p_size, p_index, ret)) {
+ return ret;
+ }
+ return TextServer::get_hex_code_box_size(p_size, p_index);
+}
+
+void TextServerExtension::draw_hex_code_box(RID p_canvas, int p_size, const Vector2 &p_pos, char32_t p_index, const Color &p_color) const {
+ if (!GDVIRTUAL_CALL(_draw_hex_code_box, p_canvas, p_size, p_pos, p_index, p_color)) {
+ TextServer::draw_hex_code_box(p_canvas, p_size, p_pos, p_index, p_color);
+ }
+}
+
+/*************************************************************************/
+/* Shaped text buffer interface */
+/*************************************************************************/
+
+RID TextServerExtension::create_shaped_text(TextServer::Direction p_direction, TextServer::Orientation p_orientation) {
+ RID ret;
+ if (GDVIRTUAL_CALL(_create_shaped_text, p_direction, p_orientation, ret)) {
+ return ret;
+ }
+ return RID();
+}
+
+void TextServerExtension::shaped_text_clear(RID p_shaped) {
+ GDVIRTUAL_CALL(_shaped_text_clear, p_shaped);
+}
+
+void TextServerExtension::shaped_text_set_direction(RID p_shaped, TextServer::Direction p_direction) {
+ GDVIRTUAL_CALL(_shaped_text_set_direction, p_shaped, p_direction);
+}
+
+TextServer::Direction TextServerExtension::shaped_text_get_direction(RID p_shaped) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_direction, p_shaped, ret)) {
+ return (TextServer::Direction)ret;
+ }
+ return TextServer::Direction::DIRECTION_AUTO;
+}
+
+void TextServerExtension::shaped_text_set_orientation(RID p_shaped, TextServer::Orientation p_orientation) {
+ GDVIRTUAL_CALL(_shaped_text_set_orientation, p_shaped, p_orientation);
+}
+
+TextServer::Orientation TextServerExtension::shaped_text_get_orientation(RID p_shaped) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_orientation, p_shaped, ret)) {
+ return (TextServer::Orientation)ret;
+ }
+ return TextServer::Orientation::ORIENTATION_HORIZONTAL;
+}
+
+void TextServerExtension::shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) {
+ GDVIRTUAL_CALL(_shaped_text_set_bidi_override, p_shaped, p_override);
+}
+
+void TextServerExtension::shaped_text_set_preserve_invalid(RID p_shaped, bool p_enabled) {
+ GDVIRTUAL_CALL(_shaped_text_set_preserve_invalid, p_shaped, p_enabled);
+}
+
+bool TextServerExtension::shaped_text_get_preserve_invalid(RID p_shaped) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_preserve_invalid, p_shaped, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+void TextServerExtension::shaped_text_set_preserve_control(RID p_shaped, bool p_enabled) {
+ GDVIRTUAL_CALL(_shaped_text_set_preserve_control, p_shaped, p_enabled);
+}
+
+bool TextServerExtension::shaped_text_get_preserve_control(RID p_shaped) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_preserve_control, p_shaped, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+bool TextServerExtension::shaped_text_add_string(RID p_shaped, const String &p_text, const Vector<RID> &p_fonts, int p_size, const Dictionary &p_opentype_features, const String &p_language) {
+ bool ret;
+ Array fonts;
+ for (int i = 0; i < p_fonts.size(); i++) {
+ fonts.push_back(p_fonts[i]);
+ }
+ if (GDVIRTUAL_CALL(_shaped_text_add_string, p_shaped, p_text, fonts, p_size, p_opentype_features, p_language, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+bool TextServerExtension::shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align, int p_length) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_shaped_text_add_object, p_shaped, p_key, p_size, p_inline_align, p_length, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+bool TextServerExtension::shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_shaped_text_resize_object, p_shaped, p_key, p_size, p_inline_align, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+RID TextServerExtension::shaped_text_substr(RID p_shaped, int p_start, int p_length) const {
+ RID ret;
+ if (GDVIRTUAL_CALL(_shaped_text_substr, p_shaped, p_start, p_length, ret)) {
+ return ret;
+ }
+ return RID();
+}
+
+RID TextServerExtension::shaped_text_get_parent(RID p_shaped) const {
+ RID ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_parent, p_shaped, ret)) {
+ return ret;
+ }
+ return RID();
+}
+
+float TextServerExtension::shaped_text_fit_to_width(RID p_shaped, float p_width, uint16_t p_jst_flags) {
+ float ret;
+ if (GDVIRTUAL_CALL(_shaped_text_fit_to_width, p_shaped, p_width, p_jst_flags, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+float TextServerExtension::shaped_text_tab_align(RID p_shaped, const PackedFloat32Array &p_tab_stops) {
+ float ret;
+ if (GDVIRTUAL_CALL(_shaped_text_tab_align, p_shaped, p_tab_stops, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+bool TextServerExtension::shaped_text_shape(RID p_shaped) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_shaped_text_shape, p_shaped, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+bool TextServerExtension::shaped_text_update_breaks(RID p_shaped) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_shaped_text_update_breaks, p_shaped, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+bool TextServerExtension::shaped_text_update_justification_ops(RID p_shaped) {
+ bool ret;
+ if (GDVIRTUAL_CALL(_shaped_text_update_justification_ops, p_shaped, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+bool TextServerExtension::shaped_text_is_ready(RID p_shaped) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_shaped_text_is_ready, p_shaped, ret)) {
+ return ret;
+ }
+ return false;
+}
+
+const Glyph *TextServerExtension::shaped_text_get_glyphs(RID p_shaped) const {
+ const Glyph *ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_glyphs, p_shaped, &ret)) {
+ return ret;
+ }
+ return nullptr;
+}
+
+const Glyph *TextServerExtension::shaped_text_sort_logical(RID p_shaped) {
+ const Glyph *ret;
+ if (GDVIRTUAL_CALL(_shaped_text_sort_logical, p_shaped, &ret)) {
+ return ret;
+ }
+ return nullptr;
+}
+
+int TextServerExtension::shaped_text_get_glyph_count(RID p_shaped) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_glyph_count, p_shaped, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+Vector2i TextServerExtension::shaped_text_get_range(RID p_shaped) const {
+ Vector2i ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_range, p_shaped, ret)) {
+ return ret;
+ }
+ return Vector2i();
+}
+
+PackedInt32Array TextServerExtension::shaped_text_get_line_breaks_adv(RID p_shaped, const PackedFloat32Array &p_width, int p_start, bool p_once, uint16_t p_break_flags) const {
+ PackedInt32Array ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_line_breaks_adv, p_shaped, p_width, p_start, p_once, p_break_flags, ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_get_line_breaks_adv(p_shaped, p_width, p_start, p_once, p_break_flags);
+}
+
+PackedInt32Array TextServerExtension::shaped_text_get_line_breaks(RID p_shaped, float p_width, int p_start, uint16_t p_break_flags) const {
+ PackedInt32Array ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_line_breaks, p_shaped, p_width, p_start, p_break_flags, ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_get_line_breaks(p_shaped, p_width, p_start, p_break_flags);
+}
+
+PackedInt32Array TextServerExtension::shaped_text_get_word_breaks(RID p_shaped, int p_grapheme_flags) const {
+ PackedInt32Array ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_word_breaks, p_shaped, p_grapheme_flags, ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_get_word_breaks(p_shaped, p_grapheme_flags);
+}
+
+int TextServerExtension::shaped_text_get_trim_pos(RID p_shaped) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_trim_pos, p_shaped, ret)) {
+ return ret;
+ }
+ return -1;
+}
+
+int TextServerExtension::shaped_text_get_ellipsis_pos(RID p_shaped) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_ellipsis_pos, p_shaped, ret)) {
+ return ret;
+ }
+ return -1;
+}
+
+const Glyph *TextServerExtension::shaped_text_get_ellipsis_glyphs(RID p_shaped) const {
+ const Glyph *ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_ellipsis_glyphs, p_shaped, &ret)) {
+ return ret;
+ }
+ return nullptr;
+}
+
+int TextServerExtension::shaped_text_get_ellipsis_glyph_count(RID p_shaped) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_ellipsis_glyph_count, p_shaped, ret)) {
+ return ret;
+ }
+ return -1;
+}
+
+void TextServerExtension::shaped_text_overrun_trim_to_width(RID p_shaped_line, float p_width, uint16_t p_trim_flags) {
+ GDVIRTUAL_CALL(_shaped_text_overrun_trim_to_width, p_shaped_line, p_width, p_trim_flags);
+}
+
+Array TextServerExtension::shaped_text_get_objects(RID p_shaped) const {
+ Array ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_objects, p_shaped, ret)) {
+ return ret;
+ }
+ return Array();
+}
+
+Rect2 TextServerExtension::shaped_text_get_object_rect(RID p_shaped, Variant p_key) const {
+ Rect2 ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_object_rect, p_shaped, p_key, ret)) {
+ return ret;
+ }
+ return Rect2();
+}
+
+Size2 TextServerExtension::shaped_text_get_size(RID p_shaped) const {
+ Size2 ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_size, p_shaped, ret)) {
+ return ret;
+ }
+ return Size2();
+}
+
+float TextServerExtension::shaped_text_get_ascent(RID p_shaped) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_ascent, p_shaped, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+float TextServerExtension::shaped_text_get_descent(RID p_shaped) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_descent, p_shaped, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+float TextServerExtension::shaped_text_get_width(RID p_shaped) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_width, p_shaped, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+float TextServerExtension::shaped_text_get_underline_position(RID p_shaped) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_underline_position, p_shaped, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+float TextServerExtension::shaped_text_get_underline_thickness(RID p_shaped) const {
+ float ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_underline_thickness, p_shaped, ret)) {
+ return ret;
+ }
+ return 0.f;
+}
+
+TextServer::Direction TextServerExtension::shaped_text_get_dominant_direction_in_range(RID p_shaped, int p_start, int p_end) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_dominant_direction_in_range, p_shaped, p_start, p_end, ret)) {
+ return (TextServer::Direction)ret;
+ }
+ return TextServer::shaped_text_get_dominant_direction_in_range(p_shaped, p_start, p_end);
+}
+
+CaretInfo TextServerExtension::shaped_text_get_carets(RID p_shaped, int p_position) const {
+ CaretInfo ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_carets, p_shaped, p_position, &ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_get_carets(p_shaped, p_position);
+}
+
+Vector<Vector2> TextServerExtension::shaped_text_get_selection(RID p_shaped, int p_start, int p_end) const {
+ Vector<Vector2> ret;
+ if (GDVIRTUAL_CALL(_shaped_text_get_selection, p_shaped, p_start, p_end, ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_get_selection(p_shaped, p_start, p_end);
+}
+
+int TextServerExtension::shaped_text_hit_test_grapheme(RID p_shaped, float p_coords) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_hit_test_grapheme, p_shaped, p_coords, ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_hit_test_grapheme(p_shaped, p_coords);
+}
+
+int TextServerExtension::shaped_text_hit_test_position(RID p_shaped, float p_coords) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_hit_test_position, p_shaped, p_coords, ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_hit_test_position(p_shaped, p_coords);
+}
+
+void TextServerExtension::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l, float p_clip_r, const Color &p_color) const {
+ if (GDVIRTUAL_CALL(_shaped_text_draw, p_shaped, p_canvas, p_pos, p_clip_l, p_clip_r, p_color)) {
+ return;
+ }
+ TextServer::shaped_text_draw(p_shaped, p_canvas, p_pos, p_clip_l, p_clip_r, p_color);
+}
+
+void TextServerExtension::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l, float p_clip_r, int p_outline_size, const Color &p_color) const {
+ if (GDVIRTUAL_CALL(_shaped_text_draw_outline, p_shaped, p_canvas, p_pos, p_clip_l, p_clip_r, p_outline_size, p_color)) {
+ return;
+ }
+ shaped_text_draw_outline(p_shaped, p_canvas, p_pos, p_clip_l, p_clip_r, p_outline_size, p_color);
+}
+
+int TextServerExtension::shaped_text_next_grapheme_pos(RID p_shaped, int p_pos) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_next_grapheme_pos, p_shaped, p_pos, ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_next_grapheme_pos(p_shaped, p_pos);
+}
+
+int TextServerExtension::shaped_text_prev_grapheme_pos(RID p_shaped, int p_pos) const {
+ int ret;
+ if (GDVIRTUAL_CALL(_shaped_text_prev_grapheme_pos, p_shaped, p_pos, ret)) {
+ return ret;
+ }
+ return TextServer::shaped_text_prev_grapheme_pos(p_shaped, p_pos);
+}
+
+String TextServerExtension::format_number(const String &p_string, const String &p_language) const {
+ String ret;
+ if (GDVIRTUAL_CALL(_format_number, p_string, p_language, ret)) {
+ return ret;
+ }
+ return TextServer::format_number(p_string, p_language);
+}
+
+String TextServerExtension::parse_number(const String &p_string, const String &p_language) const {
+ String ret;
+ if (GDVIRTUAL_CALL(_parse_number, p_string, p_language, ret)) {
+ return ret;
+ }
+ return TextServer::parse_number(p_string, p_language);
+}
+
+String TextServerExtension::percent_sign(const String &p_language) const {
+ String ret;
+ if (GDVIRTUAL_CALL(_percent_sign, p_language, ret)) {
+ return ret;
+ }
+ return TextServer::percent_sign(p_language);
+}
+
+TextServerExtension::TextServerExtension() {
+ //NOP
+}
+
+TextServerExtension::~TextServerExtension() {
+ //NOP
+}
diff --git a/servers/text/text_server_extension.h b/servers/text/text_server_extension.h
new file mode 100644
index 0000000000..954b2cf660
--- /dev/null
+++ b/servers/text/text_server_extension.h
@@ -0,0 +1,427 @@
+/*************************************************************************/
+/* text_server_extension.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 TEXT_SERVER_EXTENSION_H
+#define TEXT_SERVER_EXTENSION_H
+
+#include "core/object/gdvirtual.gen.inc"
+#include "core/object/script_language.h"
+#include "core/os/thread_safe.h"
+#include "core/variant/native_ptr.h"
+#include "servers/text_server.h"
+
+class TextServerExtension : public TextServer {
+ GDCLASS(TextServerExtension, TextServer);
+
+protected:
+ _THREAD_SAFE_CLASS_
+
+ static void _bind_methods();
+
+public:
+ virtual bool has_feature(Feature p_feature) const override;
+ virtual String get_name() const override;
+ virtual uint32_t get_features() const override;
+ GDVIRTUAL1RC(bool, _has_feature, Feature);
+ GDVIRTUAL0RC(String, _get_name);
+ GDVIRTUAL0RC(uint32_t, _get_features);
+
+ virtual void free(RID p_rid) override;
+ virtual bool has(RID p_rid) override;
+ virtual bool load_support_data(const String &p_filename) override;
+ GDVIRTUAL1(_free, RID);
+ GDVIRTUAL1R(bool, _has, RID);
+ GDVIRTUAL1R(bool, _load_support_data, const String &);
+
+ virtual String get_support_data_filename() const override;
+ virtual String get_support_data_info() const override;
+ virtual bool save_support_data(const String &p_filename) const override;
+ GDVIRTUAL0RC(String, _get_support_data_filename);
+ GDVIRTUAL0RC(String, _get_support_data_info);
+ GDVIRTUAL1RC(bool, _save_support_data, const String &);
+
+ virtual bool is_locale_right_to_left(const String &p_locale) const override;
+ GDVIRTUAL1RC(bool, _is_locale_right_to_left, const String &);
+
+ virtual int32_t name_to_tag(const String &p_name) const override;
+ virtual String tag_to_name(int32_t p_tag) const override;
+ GDVIRTUAL1RC(int32_t, _name_to_tag, const String &);
+ GDVIRTUAL1RC(String, _tag_to_name, int32_t);
+
+ /* Font interface */
+ virtual RID create_font() override;
+ GDVIRTUAL0R(RID, _create_font);
+
+ virtual void font_set_data(RID p_font_rid, const PackedByteArray &p_data) override;
+ virtual void font_set_data_ptr(RID p_font_rid, const uint8_t *p_data_ptr, size_t p_data_size) override;
+ GDVIRTUAL2(_font_set_data, RID, const PackedByteArray &);
+ GDVIRTUAL3(_font_set_data_ptr, RID, GDNativeConstPtr<const uint8_t>, uint64_t);
+
+ virtual void font_set_antialiased(RID p_font_rid, bool p_antialiased) override;
+ virtual bool font_is_antialiased(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_antialiased, RID, bool);
+ GDVIRTUAL1RC(bool, _font_is_antialiased, RID);
+
+ virtual void font_set_multichannel_signed_distance_field(RID p_font_rid, bool p_msdf) override;
+ virtual bool font_is_multichannel_signed_distance_field(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_multichannel_signed_distance_field, RID, bool);
+ GDVIRTUAL1RC(bool, _font_is_multichannel_signed_distance_field, RID);
+
+ virtual void font_set_msdf_pixel_range(RID p_font_rid, int p_msdf_pixel_range) override;
+ virtual int font_get_msdf_pixel_range(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_msdf_pixel_range, RID, int);
+ GDVIRTUAL1RC(int, _font_get_msdf_pixel_range, RID);
+
+ virtual void font_set_msdf_size(RID p_font_rid, int p_msdf_size) override;
+ virtual int font_get_msdf_size(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_msdf_size, RID, int);
+ GDVIRTUAL1RC(int, _font_get_msdf_size, RID);
+
+ virtual void font_set_fixed_size(RID p_font_rid, int p_fixed_size) override;
+ virtual int font_get_fixed_size(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_fixed_size, RID, int);
+ GDVIRTUAL1RC(int, _font_get_fixed_size, RID);
+
+ virtual void font_set_force_autohinter(RID p_font_rid, bool p_force_autohinter) override;
+ virtual bool font_is_force_autohinter(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_force_autohinter, RID, bool);
+ GDVIRTUAL1RC(bool, _font_is_force_autohinter, RID);
+
+ virtual void font_set_hinting(RID p_font_rid, Hinting p_hinting) override;
+ virtual Hinting font_get_hinting(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_hinting, RID, Hinting);
+ GDVIRTUAL1RC(/*Hinting*/ int, _font_get_hinting, RID);
+
+ virtual void font_set_variation_coordinates(RID p_font_rid, const Dictionary &p_variation_coordinates) override;
+ virtual Dictionary font_get_variation_coordinates(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_variation_coordinates, RID, Dictionary);
+ GDVIRTUAL1RC(Dictionary, _font_get_variation_coordinates, RID);
+
+ virtual void font_set_oversampling(RID p_font_rid, float p_oversampling) override;
+ virtual float font_get_oversampling(RID p_font_rid) const override;
+ GDVIRTUAL2(_font_set_oversampling, RID, float);
+ GDVIRTUAL1RC(float, _font_get_oversampling, RID);
+
+ virtual Array font_get_size_cache_list(RID p_font_rid) const override;
+ virtual void font_clear_size_cache(RID p_font_rid) override;
+ virtual void font_remove_size_cache(RID p_font_rid, const Vector2i &p_size) override;
+ GDVIRTUAL1RC(Array, _font_get_size_cache_list, RID);
+ GDVIRTUAL1(_font_clear_size_cache, RID);
+ GDVIRTUAL2(_font_remove_size_cache, RID, const Vector2i &);
+
+ virtual void font_set_ascent(RID p_font_rid, int p_size, float p_ascent) override;
+ virtual float font_get_ascent(RID p_font_rid, int p_size) const override;
+ GDVIRTUAL3(_font_set_ascent, RID, int, float);
+ GDVIRTUAL2RC(float, _font_get_ascent, RID, int);
+
+ virtual void font_set_descent(RID p_font_rid, int p_size, float p_descent) override;
+ virtual float font_get_descent(RID p_font_rid, int p_size) const override;
+ GDVIRTUAL3(_font_set_descent, RID, int, float);
+ GDVIRTUAL2RC(float, _font_get_descent, RID, int);
+
+ virtual void font_set_underline_position(RID p_font_rid, int p_size, float p_underline_position) override;
+ virtual float font_get_underline_position(RID p_font_rid, int p_size) const override;
+ GDVIRTUAL3(_font_set_underline_position, RID, int, float);
+ GDVIRTUAL2RC(float, _font_get_underline_position, RID, int);
+
+ virtual void font_set_underline_thickness(RID p_font_rid, int p_size, float p_underline_thickness) override;
+ virtual float font_get_underline_thickness(RID p_font_rid, int p_size) const override;
+ GDVIRTUAL3(_font_set_underline_thickness, RID, int, float);
+ GDVIRTUAL2RC(float, _font_get_underline_thickness, RID, int);
+
+ virtual void font_set_scale(RID p_font_rid, int p_size, float p_scale) override;
+ virtual float font_get_scale(RID p_font_rid, int p_size) const override;
+ GDVIRTUAL3(_font_set_scale, RID, int, float);
+ GDVIRTUAL2RC(float, _font_get_scale, RID, int);
+
+ virtual void font_set_spacing(RID p_font_rid, int p_size, SpacingType p_spacing, int p_value) override;
+ virtual int font_get_spacing(RID p_font_rid, int p_size, SpacingType p_spacing) const override;
+ GDVIRTUAL4(_font_set_spacing, RID, int, SpacingType, int);
+ GDVIRTUAL3RC(int, _font_get_spacing, RID, int, SpacingType);
+
+ virtual int font_get_texture_count(RID p_font_rid, const Vector2i &p_size) const override;
+ virtual void font_clear_textures(RID p_font_rid, const Vector2i &p_size) override;
+ virtual void font_remove_texture(RID p_font_rid, const Vector2i &p_size, int p_texture_index) override;
+ GDVIRTUAL2RC(int, _font_get_texture_count, RID, const Vector2i &);
+ GDVIRTUAL2(_font_clear_textures, RID, const Vector2i &);
+ GDVIRTUAL3(_font_remove_texture, RID, const Vector2i &, int);
+
+ virtual void font_set_texture_image(RID p_font_rid, const Vector2i &p_size, int p_texture_index, const Ref<Image> &p_image) override;
+ virtual Ref<Image> font_get_texture_image(RID p_font_rid, const Vector2i &p_size, int p_texture_index) const override;
+ GDVIRTUAL4(_font_set_texture_image, RID, const Vector2i &, int, const Ref<Image> &);
+ GDVIRTUAL3RC(Ref<Image>, _font_get_texture_image, RID, const Vector2i &, int);
+
+ virtual void font_set_texture_offsets(RID p_font_rid, const Vector2i &p_size, int p_texture_index, const PackedInt32Array &p_offset) override;
+ virtual PackedInt32Array font_get_texture_offsets(RID p_font_rid, const Vector2i &p_size, int p_texture_index) const override;
+ GDVIRTUAL4(_font_set_texture_offsets, RID, const Vector2i &, int, const PackedInt32Array &);
+ GDVIRTUAL3RC(PackedInt32Array, _font_get_texture_offsets, RID, const Vector2i &, int);
+
+ virtual Array font_get_glyph_list(RID p_font_rid, const Vector2i &p_size) const override;
+ virtual void font_clear_glyphs(RID p_font_rid, const Vector2i &p_size) override;
+ virtual void font_remove_glyph(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) override;
+ GDVIRTUAL2RC(Array, _font_get_glyph_list, RID, const Vector2i &);
+ GDVIRTUAL2(_font_clear_glyphs, RID, const Vector2i &);
+ GDVIRTUAL3(_font_remove_glyph, RID, const Vector2i &, int32_t);
+
+ virtual Vector2 font_get_glyph_advance(RID p_font_rid, int p_size, int32_t p_glyph) const override;
+ virtual void font_set_glyph_advance(RID p_font_rid, int p_size, int32_t p_glyph, const Vector2 &p_advance) override;
+ GDVIRTUAL3RC(Vector2, _font_get_glyph_advance, RID, int, int32_t);
+ GDVIRTUAL4(_font_set_glyph_advance, RID, int, int32_t, const Vector2 &);
+
+ virtual Vector2 font_get_glyph_offset(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const override;
+ virtual void font_set_glyph_offset(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Vector2 &p_offset) override;
+ GDVIRTUAL3RC(Vector2, _font_get_glyph_offset, RID, const Vector2i &, int32_t);
+ GDVIRTUAL4(_font_set_glyph_offset, RID, const Vector2i &, int32_t, const Vector2 &);
+
+ virtual Vector2 font_get_glyph_size(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const override;
+ virtual void font_set_glyph_size(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Vector2 &p_gl_size) override;
+ GDVIRTUAL3RC(Vector2, _font_get_glyph_size, RID, const Vector2i &, int32_t);
+ GDVIRTUAL4(_font_set_glyph_size, RID, const Vector2i &, int32_t, const Vector2 &);
+
+ virtual Rect2 font_get_glyph_uv_rect(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const override;
+ virtual void font_set_glyph_uv_rect(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Rect2 &p_uv_rect) override;
+ GDVIRTUAL3RC(Rect2, _font_get_glyph_uv_rect, RID, const Vector2i &, int32_t);
+ GDVIRTUAL4(_font_set_glyph_uv_rect, RID, const Vector2i &, int32_t, const Rect2 &);
+
+ virtual int font_get_glyph_texture_idx(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const override;
+ virtual void font_set_glyph_texture_idx(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, int p_texture_idx) override;
+ GDVIRTUAL3RC(int, _font_get_glyph_texture_idx, RID, const Vector2i &, int32_t);
+ GDVIRTUAL4(_font_set_glyph_texture_idx, RID, const Vector2i &, int32_t, int);
+
+ virtual Dictionary font_get_glyph_contours(RID p_font, int p_size, int32_t p_index) const override;
+ GDVIRTUAL3RC(Dictionary, _font_get_glyph_contours, RID, int, int32_t);
+
+ virtual Array font_get_kerning_list(RID p_font_rid, int p_size) const override;
+ virtual void font_clear_kerning_map(RID p_font_rid, int p_size) override;
+ virtual void font_remove_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair) override;
+ GDVIRTUAL2RC(Array, _font_get_kerning_list, RID, int);
+ GDVIRTUAL2(_font_clear_kerning_map, RID, int);
+ GDVIRTUAL3(_font_remove_kerning, RID, int, const Vector2i &);
+
+ virtual void font_set_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair, const Vector2 &p_kerning) override;
+ virtual Vector2 font_get_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair) const override;
+ GDVIRTUAL4(_font_set_kerning, RID, int, const Vector2i &, const Vector2 &);
+ GDVIRTUAL3RC(Vector2, _font_get_kerning, RID, int, const Vector2i &);
+
+ virtual int32_t font_get_glyph_index(RID p_font_rid, int p_size, char32_t p_char, char32_t p_variation_selector = 0) const override;
+ GDVIRTUAL4RC(int32_t, _font_get_glyph_index, RID, int, char32_t, char32_t);
+
+ virtual bool font_has_char(RID p_font_rid, char32_t p_char) const override;
+ virtual String font_get_supported_chars(RID p_font_rid) const override;
+ GDVIRTUAL2RC(bool, _font_has_char, RID, char32_t);
+ GDVIRTUAL1RC(String, _font_get_supported_chars, RID);
+
+ virtual void font_render_range(RID p_font, const Vector2i &p_size, char32_t p_start, char32_t p_end) override;
+ virtual void font_render_glyph(RID p_font_rid, const Vector2i &p_size, int32_t p_index) override;
+ GDVIRTUAL4(_font_render_range, RID, const Vector2i &, char32_t, char32_t);
+ GDVIRTUAL3(_font_render_glyph, RID, const Vector2i &, int32_t);
+
+ virtual void font_draw_glyph(RID p_font, RID p_canvas, int p_size, const Vector2 &p_pos, int32_t p_index, const Color &p_color = Color(1, 1, 1)) const override;
+ virtual void font_draw_glyph_outline(RID p_font, RID p_canvas, int p_size, int p_outline_size, const Vector2 &p_pos, int32_t p_index, const Color &p_color = Color(1, 1, 1)) const override;
+ GDVIRTUAL6C(_font_draw_glyph, RID, RID, int, const Vector2 &, int32_t, const Color &);
+ GDVIRTUAL7C(_font_draw_glyph_outline, RID, RID, int, int, const Vector2 &, int32_t, const Color &);
+
+ virtual bool font_is_language_supported(RID p_font_rid, const String &p_language) const override;
+ virtual void font_set_language_support_override(RID p_font_rid, const String &p_language, bool p_supported) override;
+ virtual bool font_get_language_support_override(RID p_font_rid, const String &p_language) override;
+ virtual void font_remove_language_support_override(RID p_font_rid, const String &p_language) override;
+ virtual Vector<String> font_get_language_support_overrides(RID p_font_rid) override;
+ GDVIRTUAL2RC(bool, _font_is_language_supported, RID, const String &);
+ GDVIRTUAL3(_font_set_language_support_override, RID, const String &, bool);
+ GDVIRTUAL2R(bool, _font_get_language_support_override, RID, const String &);
+ GDVIRTUAL2(_font_remove_language_support_override, RID, const String &);
+ GDVIRTUAL1R(Vector<String>, _font_get_language_support_overrides, RID);
+
+ virtual bool font_is_script_supported(RID p_font_rid, const String &p_script) const override;
+ virtual void font_set_script_support_override(RID p_font_rid, const String &p_script, bool p_supported) override;
+ virtual bool font_get_script_support_override(RID p_font_rid, const String &p_script) override;
+ virtual void font_remove_script_support_override(RID p_font_rid, const String &p_script) override;
+ virtual Vector<String> font_get_script_support_overrides(RID p_font_rid) override;
+ GDVIRTUAL2RC(bool, _font_is_script_supported, RID, const String &);
+ GDVIRTUAL3(_font_set_script_support_override, RID, const String &, bool);
+ GDVIRTUAL2R(bool, _font_get_script_support_override, RID, const String &);
+ GDVIRTUAL2(_font_remove_script_support_override, RID, const String &);
+ GDVIRTUAL1R(Vector<String>, _font_get_script_support_overrides, RID);
+
+ virtual Dictionary font_supported_feature_list(RID p_font_rid) const override;
+ virtual Dictionary font_supported_variation_list(RID p_font_rid) const override;
+ GDVIRTUAL1RC(Dictionary, _font_supported_feature_list, RID);
+ GDVIRTUAL1RC(Dictionary, _font_supported_variation_list, RID);
+
+ virtual float font_get_global_oversampling() const override;
+ virtual void font_set_global_oversampling(float p_oversampling) override;
+ GDVIRTUAL0RC(float, _font_get_global_oversampling);
+ GDVIRTUAL1(_font_set_global_oversampling, float);
+
+ virtual Vector2 get_hex_code_box_size(int p_size, char32_t p_index) const override;
+ virtual void draw_hex_code_box(RID p_canvas, int p_size, const Vector2 &p_pos, char32_t p_index, const Color &p_color) const override;
+ GDVIRTUAL2RC(Vector2, _get_hex_code_box_size, int, char32_t);
+ GDVIRTUAL5C(_draw_hex_code_box, RID, int, const Vector2 &, char32_t, const Color &);
+
+ /* Shaped text buffer interface */
+
+ virtual RID create_shaped_text(Direction p_direction = DIRECTION_AUTO, Orientation p_orientation = ORIENTATION_HORIZONTAL) override;
+ GDVIRTUAL2R(RID, _create_shaped_text, Direction, Orientation);
+
+ virtual void shaped_text_clear(RID p_shaped) override;
+ GDVIRTUAL1(_shaped_text_clear, RID);
+
+ virtual void shaped_text_set_direction(RID p_shaped, Direction p_direction = DIRECTION_AUTO) override;
+ virtual Direction shaped_text_get_direction(RID p_shaped) const override;
+ GDVIRTUAL2(_shaped_text_set_direction, RID, Direction);
+ GDVIRTUAL1RC(/*Direction*/ int, _shaped_text_get_direction, RID);
+
+ virtual void shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) override;
+ GDVIRTUAL2(_shaped_text_set_bidi_override, RID, const Array &);
+
+ virtual void shaped_text_set_orientation(RID p_shaped, Orientation p_orientation = ORIENTATION_HORIZONTAL) override;
+ virtual Orientation shaped_text_get_orientation(RID p_shaped) const override;
+ GDVIRTUAL2(_shaped_text_set_orientation, RID, Orientation);
+ GDVIRTUAL1RC(/*Orientation*/ int, _shaped_text_get_orientation, RID);
+
+ virtual void shaped_text_set_preserve_invalid(RID p_shaped, bool p_enabled) override;
+ virtual bool shaped_text_get_preserve_invalid(RID p_shaped) const override;
+ GDVIRTUAL2(_shaped_text_set_preserve_invalid, RID, bool);
+ GDVIRTUAL1RC(bool, _shaped_text_get_preserve_invalid, RID);
+
+ virtual void shaped_text_set_preserve_control(RID p_shaped, bool p_enabled) override;
+ virtual bool shaped_text_get_preserve_control(RID p_shaped) const override;
+ GDVIRTUAL2(_shaped_text_set_preserve_control, RID, bool);
+ GDVIRTUAL1RC(bool, _shaped_text_get_preserve_control, RID);
+
+ virtual bool shaped_text_add_string(RID p_shaped, const String &p_text, const Vector<RID> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "") override;
+ virtual bool shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER, int p_length = 1) override;
+ virtual bool shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER) override;
+ GDVIRTUAL6R(bool, _shaped_text_add_string, RID, const String &, const Array &, int, const Dictionary &, const String &);
+ GDVIRTUAL5R(bool, _shaped_text_add_object, RID, Variant, const Size2 &, InlineAlign, int);
+ GDVIRTUAL4R(bool, _shaped_text_resize_object, RID, Variant, const Size2 &, InlineAlign);
+
+ virtual RID shaped_text_substr(RID p_shaped, int p_start, int p_length) const override;
+ virtual RID shaped_text_get_parent(RID p_shaped) const override;
+ GDVIRTUAL3RC(RID, _shaped_text_substr, RID, int, int);
+ GDVIRTUAL1RC(RID, _shaped_text_get_parent, RID);
+
+ virtual float shaped_text_fit_to_width(RID p_shaped, float p_width, uint16_t /*JustificationFlag*/ p_jst_flags = JUSTIFICATION_WORD_BOUND | JUSTIFICATION_KASHIDA) override;
+ virtual float shaped_text_tab_align(RID p_shaped, const PackedFloat32Array &p_tab_stops) override;
+ GDVIRTUAL3R(float, _shaped_text_fit_to_width, RID, float, uint16_t);
+ GDVIRTUAL2R(float, _shaped_text_tab_align, RID, const PackedFloat32Array &);
+
+ virtual bool shaped_text_shape(RID p_shaped) override;
+ virtual bool shaped_text_update_breaks(RID p_shaped) override;
+ virtual bool shaped_text_update_justification_ops(RID p_shaped) override;
+ GDVIRTUAL1R(bool, _shaped_text_shape, RID);
+ GDVIRTUAL1R(bool, _shaped_text_update_breaks, RID);
+ GDVIRTUAL1R(bool, _shaped_text_update_justification_ops, RID);
+
+ virtual bool shaped_text_is_ready(RID p_shaped) const override;
+ GDVIRTUAL1RC(bool, _shaped_text_is_ready, RID);
+
+ virtual const Glyph *shaped_text_get_glyphs(RID p_shaped) const override;
+ virtual const Glyph *shaped_text_sort_logical(RID p_shaped) override;
+ virtual int shaped_text_get_glyph_count(RID p_shaped) const override;
+ GDVIRTUAL2C(_shaped_text_get_glyphs, RID, GDNativePtr<const Glyph *>);
+ GDVIRTUAL2(_shaped_text_sort_logical, RID, GDNativePtr<const Glyph *>);
+ GDVIRTUAL1RC(int, _shaped_text_get_glyph_count, RID);
+
+ virtual Vector2i shaped_text_get_range(RID p_shaped) const override;
+ GDVIRTUAL1RC(Vector2i, _shaped_text_get_range, RID);
+
+ virtual PackedInt32Array shaped_text_get_line_breaks_adv(RID p_shaped, const PackedFloat32Array &p_width, int p_start = 0, bool p_once = true, uint16_t /*TextBreakFlag*/ p_break_flags = BREAK_MANDATORY | BREAK_WORD_BOUND) const override;
+ virtual PackedInt32Array shaped_text_get_line_breaks(RID p_shaped, float p_width, int p_start = 0, uint16_t p_break_flags = BREAK_MANDATORY | BREAK_WORD_BOUND) const override;
+ virtual PackedInt32Array shaped_text_get_word_breaks(RID p_shaped, int p_grapheme_flags = GRAPHEME_IS_SPACE | GRAPHEME_IS_PUNCTUATION) const override;
+ GDVIRTUAL5RC(PackedInt32Array, _shaped_text_get_line_breaks_adv, RID, const PackedFloat32Array &, int, bool, uint16_t);
+ GDVIRTUAL4RC(PackedInt32Array, _shaped_text_get_line_breaks, RID, float, int, uint16_t);
+ GDVIRTUAL2RC(PackedInt32Array, _shaped_text_get_word_breaks, RID, int);
+
+ virtual int shaped_text_get_trim_pos(RID p_shaped) const override;
+ virtual int shaped_text_get_ellipsis_pos(RID p_shaped) const override;
+ virtual const Glyph *shaped_text_get_ellipsis_glyphs(RID p_shaped) const override;
+ virtual int shaped_text_get_ellipsis_glyph_count(RID p_shaped) const override;
+ GDVIRTUAL1RC(int, _shaped_text_get_trim_pos, RID);
+ GDVIRTUAL1RC(int, _shaped_text_get_ellipsis_pos, RID);
+ GDVIRTUAL2C(_shaped_text_get_ellipsis_glyphs, RID, GDNativePtr<const Glyph *>);
+ GDVIRTUAL1RC(int, _shaped_text_get_ellipsis_glyph_count, RID);
+
+ virtual void shaped_text_overrun_trim_to_width(RID p_shaped, float p_width, uint16_t p_trim_flags) override;
+ GDVIRTUAL3(_shaped_text_overrun_trim_to_width, RID, float, uint16_t);
+
+ virtual Array shaped_text_get_objects(RID p_shaped) const override;
+ virtual Rect2 shaped_text_get_object_rect(RID p_shaped, Variant p_key) const override;
+ GDVIRTUAL1RC(Array, _shaped_text_get_objects, RID);
+ GDVIRTUAL2RC(Rect2, _shaped_text_get_object_rect, RID, Variant);
+
+ virtual Size2 shaped_text_get_size(RID p_shaped) const override;
+ virtual float shaped_text_get_ascent(RID p_shaped) const override;
+ virtual float shaped_text_get_descent(RID p_shaped) const override;
+ virtual float shaped_text_get_width(RID p_shaped) const override;
+ virtual float shaped_text_get_underline_position(RID p_shaped) const override;
+ virtual float shaped_text_get_underline_thickness(RID p_shaped) const override;
+ GDVIRTUAL1RC(Size2, _shaped_text_get_size, RID);
+ GDVIRTUAL1RC(float, _shaped_text_get_ascent, RID);
+ GDVIRTUAL1RC(float, _shaped_text_get_descent, RID);
+ GDVIRTUAL1RC(float, _shaped_text_get_width, RID);
+ GDVIRTUAL1RC(float, _shaped_text_get_underline_position, RID);
+ GDVIRTUAL1RC(float, _shaped_text_get_underline_thickness, RID);
+
+ virtual Direction shaped_text_get_dominant_direction_in_range(RID p_shaped, int p_start, int p_end) const override;
+ GDVIRTUAL3RC(int, _shaped_text_get_dominant_direction_in_range, RID, int, int);
+
+ virtual CaretInfo shaped_text_get_carets(RID p_shaped, int p_position) const override;
+ virtual Vector<Vector2> shaped_text_get_selection(RID p_shaped, int p_start, int p_end) const override;
+ GDVIRTUAL3C(_shaped_text_get_carets, RID, int, GDNativePtr<CaretInfo>);
+ GDVIRTUAL3RC(Vector<Vector2>, _shaped_text_get_selection, RID, int, int);
+
+ virtual int shaped_text_hit_test_grapheme(RID p_shaped, float p_coords) const override;
+ virtual int shaped_text_hit_test_position(RID p_shaped, float p_coords) const override;
+ GDVIRTUAL2RC(int, _shaped_text_hit_test_grapheme, RID, float);
+ GDVIRTUAL2RC(int, _shaped_text_hit_test_position, RID, float);
+
+ virtual void shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l = -1.f, float p_clip_r = -1.f, const Color &p_color = Color(1, 1, 1)) const override;
+ virtual void shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l = -1.f, float p_clip_r = -1.f, int p_outline_size = 1, const Color &p_color = Color(1, 1, 1)) const override;
+ GDVIRTUAL6C(_shaped_text_draw, RID, RID, const Vector2 &, float, float, const Color &);
+ GDVIRTUAL7C(_shaped_text_draw_outline, RID, RID, const Vector2 &, float, float, int, const Color &);
+
+ virtual int shaped_text_next_grapheme_pos(RID p_shaped, int p_pos) const override;
+ virtual int shaped_text_prev_grapheme_pos(RID p_shaped, int p_pos) const override;
+ GDVIRTUAL2RC(int, _shaped_text_next_grapheme_pos, RID, int);
+ GDVIRTUAL2RC(int, _shaped_text_prev_grapheme_pos, RID, int);
+
+ virtual String format_number(const String &p_string, const String &p_language = "") const override;
+ virtual String parse_number(const String &p_string, const String &p_language = "") const override;
+ virtual String percent_sign(const String &p_language = "") const override;
+ GDVIRTUAL2RC(String, _format_number, const String &, const String &);
+ GDVIRTUAL2RC(String, _parse_number, const String &, const String &);
+ GDVIRTUAL1RC(String, _percent_sign, const String &);
+
+ TextServerExtension();
+ ~TextServerExtension();
+};
+
+#endif // TEXT_SERVER_EXTENSION_H
diff --git a/servers/text_server.cpp b/servers/text_server.cpp
new file mode 100644
index 0000000000..5087d32a7f
--- /dev/null
+++ b/servers/text_server.cpp
@@ -0,0 +1,1399 @@
+/*************************************************************************/
+/* text_server.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "servers/text_server.h"
+#include "servers/rendering_server.h"
+
+TextServerManager *TextServerManager::singleton = nullptr;
+
+void TextServerManager::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("add_interface", "interface"), &TextServerManager::add_interface);
+ ClassDB::bind_method(D_METHOD("get_interface_count"), &TextServerManager::get_interface_count);
+ ClassDB::bind_method(D_METHOD("remove_interface", "interface"), &TextServerManager::remove_interface);
+ ClassDB::bind_method(D_METHOD("get_interface", "idx"), &TextServerManager::get_interface);
+ ClassDB::bind_method(D_METHOD("get_interfaces"), &TextServerManager::get_interfaces);
+ ClassDB::bind_method(D_METHOD("find_interface", "name"), &TextServerManager::find_interface);
+
+ ClassDB::bind_method(D_METHOD("set_primary_interface", "index"), &TextServerManager::set_primary_interface);
+ ClassDB::bind_method(D_METHOD("get_primary_interface"), &TextServerManager::_get_primary_interface);
+
+ ADD_SIGNAL(MethodInfo("interface_added", PropertyInfo(Variant::STRING_NAME, "interface_name")));
+ ADD_SIGNAL(MethodInfo("interface_removed", PropertyInfo(Variant::STRING_NAME, "interface_name")));
+}
+
+void TextServerManager::add_interface(const Ref<TextServer> &p_interface) {
+ ERR_FAIL_COND(p_interface.is_null());
+
+ for (int i = 0; i < interfaces.size(); i++) {
+ if (interfaces[i] == p_interface) {
+ ERR_PRINT("TextServer: Interface was already added.");
+ return;
+ };
+ };
+
+ interfaces.push_back(p_interface);
+ print_verbose("TextServer: Added interface \"" + p_interface->get_name() + "\"");
+ emit_signal(SNAME("interface_added"), p_interface->get_name());
+}
+
+void TextServerManager::remove_interface(const Ref<TextServer> &p_interface) {
+ ERR_FAIL_COND(p_interface.is_null());
+ ERR_FAIL_COND_MSG(p_interface == primary_interface, "TextServer: Can't remove primary interface.");
+
+ int idx = -1;
+ for (int i = 0; i < interfaces.size(); i++) {
+ if (interfaces[i] == p_interface) {
+ idx = i;
+ break;
+ };
+ };
+
+ ERR_FAIL_COND(idx == -1);
+ print_verbose("TextServer: Removed interface \"" + p_interface->get_name() + "\"");
+ emit_signal(SNAME("interface_removed"), p_interface->get_name());
+ interfaces.remove(idx);
+}
+
+int TextServerManager::get_interface_count() const {
+ return interfaces.size();
+}
+
+Ref<TextServer> TextServerManager::get_interface(int p_index) const {
+ ERR_FAIL_INDEX_V(p_index, interfaces.size(), nullptr);
+ return interfaces[p_index];
+}
+
+Ref<TextServer> TextServerManager::find_interface(const String &p_name) const {
+ int idx = -1;
+ for (int i = 0; i < interfaces.size(); i++) {
+ if (interfaces[i]->get_name() == p_name) {
+ idx = i;
+ break;
+ };
+ };
+
+ ERR_FAIL_COND_V(idx == -1, nullptr);
+ return interfaces[idx];
+}
+
+Array TextServerManager::get_interfaces() const {
+ Array ret;
+
+ for (int i = 0; i < interfaces.size(); i++) {
+ Dictionary iface_info;
+
+ iface_info["id"] = i;
+ iface_info["name"] = interfaces[i]->get_name();
+
+ ret.push_back(iface_info);
+ };
+
+ return ret;
+}
+
+Ref<TextServer> TextServerManager::_get_primary_interface() const {
+ return primary_interface;
+}
+
+void TextServerManager::set_primary_interface(const Ref<TextServer> &p_primary_interface) {
+ if (p_primary_interface.is_null()) {
+ print_verbose("TextServer: Clearing primary interface");
+ primary_interface.unref();
+ } else {
+ primary_interface = p_primary_interface;
+ print_verbose("TextServer: Primary interface set to: \"" + primary_interface->get_name() + "\".");
+
+ if (OS::get_singleton()->get_main_loop()) {
+ OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_TEXT_SERVER_CHANGED);
+ }
+ }
+}
+
+TextServerManager::TextServerManager() {
+ singleton = this;
+}
+
+TextServerManager::~TextServerManager() {
+ if (primary_interface.is_valid()) {
+ primary_interface.unref();
+ }
+ while (interfaces.size() > 0) {
+ interfaces.remove(0);
+ }
+ singleton = nullptr;
+}
+
+/*************************************************************************/
+
+bool Glyph::operator==(const Glyph &p_a) const {
+ return (p_a.index == index) && (p_a.font_rid == font_rid) && (p_a.font_size == font_size) && (p_a.start == start);
+}
+
+bool Glyph::operator!=(const Glyph &p_a) const {
+ return (p_a.index != index) || (p_a.font_rid != font_rid) || (p_a.font_size != font_size) || (p_a.start != start);
+}
+
+bool Glyph::operator<(const Glyph &p_a) const {
+ if (p_a.start == start) {
+ if (p_a.count == count) {
+ if ((p_a.flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL) {
+ return true;
+ } else {
+ return false;
+ }
+ }
+ return p_a.count > count;
+ }
+ return p_a.start < start;
+}
+
+bool Glyph::operator>(const Glyph &p_a) const {
+ if (p_a.start == start) {
+ if (p_a.count == count) {
+ if ((p_a.flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL) {
+ return false;
+ } else {
+ return true;
+ }
+ }
+ return p_a.count < count;
+ }
+ return p_a.start > start;
+}
+
+void TextServer::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("has_feature", "feature"), &TextServer::has_feature);
+ ClassDB::bind_method(D_METHOD("get_name"), &TextServer::get_name);
+ ClassDB::bind_method(D_METHOD("get_features"), &TextServer::get_features);
+ ClassDB::bind_method(D_METHOD("load_support_data", "filename"), &TextServer::load_support_data);
+
+ ClassDB::bind_method(D_METHOD("get_support_data_filename"), &TextServer::get_support_data_filename);
+ ClassDB::bind_method(D_METHOD("get_support_data_info"), &TextServer::get_support_data_info);
+ ClassDB::bind_method(D_METHOD("save_support_data", "filename"), &TextServer::save_support_data);
+
+ ClassDB::bind_method(D_METHOD("is_locale_right_to_left", "locale"), &TextServer::is_locale_right_to_left);
+
+ ClassDB::bind_method(D_METHOD("name_to_tag", "name"), &TextServer::name_to_tag);
+ ClassDB::bind_method(D_METHOD("tag_to_name", "tag"), &TextServer::tag_to_name);
+
+ ClassDB::bind_method(D_METHOD("has", "rid"), &TextServer::has);
+ ClassDB::bind_method(D_METHOD("free_rid", "rid"), &TextServer::free); // shouldn't conflict with Object::free()
+
+ /* Font Interface */
+
+ ClassDB::bind_method(D_METHOD("create_font"), &TextServer::create_font);
+
+ ClassDB::bind_method(D_METHOD("font_set_data", "font_rid", "data"), &TextServer::font_set_data);
+
+ ClassDB::bind_method(D_METHOD("font_set_antialiased", "font_rid", "antialiased"), &TextServer::font_set_antialiased);
+ ClassDB::bind_method(D_METHOD("font_is_antialiased", "font_rid"), &TextServer::font_is_antialiased);
+
+ ClassDB::bind_method(D_METHOD("font_set_multichannel_signed_distance_field", "font_rid", "msdf"), &TextServer::font_set_multichannel_signed_distance_field);
+ ClassDB::bind_method(D_METHOD("font_is_multichannel_signed_distance_field", "font_rid"), &TextServer::font_is_multichannel_signed_distance_field);
+
+ ClassDB::bind_method(D_METHOD("font_set_msdf_pixel_range", "font_rid", "msdf_pixel_range"), &TextServer::font_set_msdf_pixel_range);
+ ClassDB::bind_method(D_METHOD("font_get_msdf_pixel_range", "font_rid"), &TextServer::font_get_msdf_pixel_range);
+
+ ClassDB::bind_method(D_METHOD("font_set_msdf_size", "font_rid", "msdf_size"), &TextServer::font_set_msdf_size);
+ ClassDB::bind_method(D_METHOD("font_get_msdf_size", "font_rid"), &TextServer::font_get_msdf_size);
+
+ ClassDB::bind_method(D_METHOD("font_set_fixed_size", "font_rid", "fixed_size"), &TextServer::font_set_fixed_size);
+ ClassDB::bind_method(D_METHOD("font_get_fixed_size", "font_rid"), &TextServer::font_get_fixed_size);
+
+ ClassDB::bind_method(D_METHOD("font_set_force_autohinter", "font_rid", "force_autohinter"), &TextServer::font_set_force_autohinter);
+ ClassDB::bind_method(D_METHOD("font_is_force_autohinter", "font_rid"), &TextServer::font_is_force_autohinter);
+
+ ClassDB::bind_method(D_METHOD("font_set_hinting", "font_rid", "_hinting"), &TextServer::font_set_hinting);
+ ClassDB::bind_method(D_METHOD("font_get_hinting", "font_rid"), &TextServer::font_get_hinting);
+
+ ClassDB::bind_method(D_METHOD("font_set_variation_coordinates", "font_rid", "variation_coordinates"), &TextServer::font_set_variation_coordinates);
+ ClassDB::bind_method(D_METHOD("font_get_variation_coordinates", "font_rid"), &TextServer::font_get_variation_coordinates);
+
+ ClassDB::bind_method(D_METHOD("font_set_oversampling", "font_rid", "oversampling"), &TextServer::font_set_oversampling);
+ ClassDB::bind_method(D_METHOD("font_get_oversampling", "font_rid"), &TextServer::font_get_oversampling);
+
+ ClassDB::bind_method(D_METHOD("font_get_size_cache_list", "font_rid"), &TextServer::font_get_size_cache_list);
+ ClassDB::bind_method(D_METHOD("font_clear_size_cache", "font_rid"), &TextServer::font_clear_size_cache);
+ ClassDB::bind_method(D_METHOD("font_remove_size_cache", "font_rid", "size"), &TextServer::font_remove_size_cache);
+
+ ClassDB::bind_method(D_METHOD("font_set_ascent", "font_rid", "size", "ascent"), &TextServer::font_set_ascent);
+ ClassDB::bind_method(D_METHOD("font_get_ascent", "font_rid", "size"), &TextServer::font_get_ascent);
+
+ ClassDB::bind_method(D_METHOD("font_set_descent", "font_rid", "size", "descent"), &TextServer::font_set_descent);
+ ClassDB::bind_method(D_METHOD("font_get_descent", "font_rid", "size"), &TextServer::font_get_descent);
+
+ ClassDB::bind_method(D_METHOD("font_set_underline_position", "font_rid", "size", "underline_position"), &TextServer::font_set_underline_position);
+ ClassDB::bind_method(D_METHOD("font_get_underline_position", "font_rid", "size"), &TextServer::font_get_underline_position);
+
+ ClassDB::bind_method(D_METHOD("font_set_underline_thickness", "font_rid", "size", "underline_thickness"), &TextServer::font_set_underline_thickness);
+ ClassDB::bind_method(D_METHOD("font_get_underline_thickness", "font_rid", "size"), &TextServer::font_get_underline_thickness);
+
+ ClassDB::bind_method(D_METHOD("font_set_scale", "font_rid", "size", "scale"), &TextServer::font_set_scale);
+ ClassDB::bind_method(D_METHOD("font_get_scale", "font_rid", "size"), &TextServer::font_get_scale);
+
+ ClassDB::bind_method(D_METHOD("font_set_spacing", "font_rid", "size", "spacing", "value"), &TextServer::font_set_spacing);
+ ClassDB::bind_method(D_METHOD("font_get_spacing", "font_rid", "size", "spacing"), &TextServer::font_get_spacing);
+
+ ClassDB::bind_method(D_METHOD("font_get_texture_count", "font_rid", "size"), &TextServer::font_get_texture_count);
+ ClassDB::bind_method(D_METHOD("font_clear_textures", "font_rid", "size"), &TextServer::font_clear_textures);
+ ClassDB::bind_method(D_METHOD("font_remove_texture", "font_rid", "size", "texture_index"), &TextServer::font_remove_texture);
+
+ ClassDB::bind_method(D_METHOD("font_set_texture_image", "font_rid", "size", "texture_index", "image"), &TextServer::font_set_texture_image);
+ ClassDB::bind_method(D_METHOD("font_get_texture_image", "font_rid", "size", "texture_index"), &TextServer::font_get_texture_image);
+
+ ClassDB::bind_method(D_METHOD("font_set_texture_offsets", "font_rid", "size", "texture_index", "offset"), &TextServer::font_set_texture_offsets);
+ ClassDB::bind_method(D_METHOD("font_get_texture_offsets", "font_rid", "size", "texture_index"), &TextServer::font_get_texture_offsets);
+
+ ClassDB::bind_method(D_METHOD("font_get_glyph_list", "font_rid", "size"), &TextServer::font_get_glyph_list);
+ ClassDB::bind_method(D_METHOD("font_clear_glyphs", "font_rid", "size"), &TextServer::font_clear_glyphs);
+ ClassDB::bind_method(D_METHOD("font_remove_glyph", "font_rid", "size", "glyph"), &TextServer::font_remove_glyph);
+
+ ClassDB::bind_method(D_METHOD("font_get_glyph_advance", "font_rid", "size", "glyph"), &TextServer::font_get_glyph_advance);
+ ClassDB::bind_method(D_METHOD("font_set_glyph_advance", "font_rid", "size", "glyph", "advance"), &TextServer::font_set_glyph_advance);
+
+ ClassDB::bind_method(D_METHOD("font_get_glyph_offset", "font_rid", "size", "glyph"), &TextServer::font_get_glyph_offset);
+ ClassDB::bind_method(D_METHOD("font_set_glyph_offset", "font_rid", "size", "glyph", "offset"), &TextServer::font_set_glyph_offset);
+
+ ClassDB::bind_method(D_METHOD("font_get_glyph_size", "font_rid", "size", "glyph"), &TextServer::font_get_glyph_size);
+ ClassDB::bind_method(D_METHOD("font_set_glyph_size", "font_rid", "size", "glyph", "gl_size"), &TextServer::font_set_glyph_size);
+
+ ClassDB::bind_method(D_METHOD("font_get_glyph_uv_rect", "font_rid", "size", "glyph"), &TextServer::font_get_glyph_uv_rect);
+ ClassDB::bind_method(D_METHOD("font_set_glyph_uv_rect", "font_rid", "size", "glyph", "uv_rect"), &TextServer::font_set_glyph_uv_rect);
+
+ ClassDB::bind_method(D_METHOD("font_get_glyph_texture_idx", "font_rid", "size", "glyph"), &TextServer::font_get_glyph_texture_idx);
+ ClassDB::bind_method(D_METHOD("font_set_glyph_texture_idx", "font_rid", "size", "glyph", "texture_idx"), &TextServer::font_set_glyph_texture_idx);
+
+ ClassDB::bind_method(D_METHOD("font_get_glyph_contours", "font", "size", "index"), &TextServer::font_get_glyph_contours);
+
+ ClassDB::bind_method(D_METHOD("font_get_kerning_list", "font_rid", "size"), &TextServer::font_get_kerning_list);
+ ClassDB::bind_method(D_METHOD("font_clear_kerning_map", "font_rid", "size"), &TextServer::font_clear_kerning_map);
+ ClassDB::bind_method(D_METHOD("font_remove_kerning", "font_rid", "size", "glyph_pair"), &TextServer::font_remove_kerning);
+
+ ClassDB::bind_method(D_METHOD("font_set_kerning", "font_rid", "size", "glyph_pair", "kerning"), &TextServer::font_set_kerning);
+ ClassDB::bind_method(D_METHOD("font_get_kerning", "font_rid", "size", "glyph_pair"), &TextServer::font_get_kerning);
+
+ ClassDB::bind_method(D_METHOD("font_get_glyph_index", "font_rid", "size", "char", "variation_selector"), &TextServer::font_get_glyph_index);
+
+ ClassDB::bind_method(D_METHOD("font_has_char", "font_rid", "char"), &TextServer::font_has_char);
+ ClassDB::bind_method(D_METHOD("font_get_supported_chars", "font_rid"), &TextServer::font_get_supported_chars);
+
+ ClassDB::bind_method(D_METHOD("font_render_range", "font_rid", "size", "start", "end"), &TextServer::font_render_range);
+ ClassDB::bind_method(D_METHOD("font_render_glyph", "font_rid", "size", "index"), &TextServer::font_render_glyph);
+
+ ClassDB::bind_method(D_METHOD("font_draw_glyph", "font_rid", "canvas", "size", "pos", "index", "color"), &TextServer::font_draw_glyph, DEFVAL(Color(1, 1, 1)));
+ ClassDB::bind_method(D_METHOD("font_draw_glyph_outline", "font_rid", "canvas", "size", "outline_size", "pos", "index", "color"), &TextServer::font_draw_glyph_outline, DEFVAL(Color(1, 1, 1)));
+
+ ClassDB::bind_method(D_METHOD("font_is_language_supported", "font_rid", "language"), &TextServer::font_is_language_supported);
+ ClassDB::bind_method(D_METHOD("font_set_language_support_override", "font_rid", "language", "supported"), &TextServer::font_set_language_support_override);
+ ClassDB::bind_method(D_METHOD("font_get_language_support_override", "font_rid", "language"), &TextServer::font_get_language_support_override);
+ ClassDB::bind_method(D_METHOD("font_remove_language_support_override", "font_rid", "language"), &TextServer::font_remove_language_support_override);
+ ClassDB::bind_method(D_METHOD("font_get_language_support_overrides", "font_rid"), &TextServer::font_get_language_support_overrides);
+
+ ClassDB::bind_method(D_METHOD("font_is_script_supported", "font_rid", "script"), &TextServer::font_is_script_supported);
+ ClassDB::bind_method(D_METHOD("font_set_script_support_override", "font_rid", "script", "supported"), &TextServer::font_set_script_support_override);
+ ClassDB::bind_method(D_METHOD("font_get_script_support_override", "font_rid", "script"), &TextServer::font_get_script_support_override);
+ ClassDB::bind_method(D_METHOD("font_remove_script_support_override", "font_rid", "script"), &TextServer::font_remove_script_support_override);
+ ClassDB::bind_method(D_METHOD("font_get_script_support_overrides", "font_rid"), &TextServer::font_get_script_support_overrides);
+
+ ClassDB::bind_method(D_METHOD("font_supported_feature_list", "font_rid"), &TextServer::font_supported_feature_list);
+ ClassDB::bind_method(D_METHOD("font_supported_variation_list", "font_rid"), &TextServer::font_supported_variation_list);
+
+ ClassDB::bind_method(D_METHOD("font_get_global_oversampling"), &TextServer::font_get_global_oversampling);
+ ClassDB::bind_method(D_METHOD("font_set_global_oversampling", "oversampling"), &TextServer::font_set_global_oversampling);
+
+ 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);
+
+ /* Shaped text buffer interface */
+
+ ClassDB::bind_method(D_METHOD("create_shaped_text", "direction", "orientation"), &TextServer::create_shaped_text, DEFVAL(DIRECTION_AUTO), DEFVAL(ORIENTATION_HORIZONTAL));
+
+ ClassDB::bind_method(D_METHOD("shaped_text_clear", "rid"), &TextServer::shaped_text_clear);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_set_direction", "shaped", "direction"), &TextServer::shaped_text_set_direction, DEFVAL(DIRECTION_AUTO));
+ ClassDB::bind_method(D_METHOD("shaped_text_get_direction", "shaped"), &TextServer::shaped_text_get_direction);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_set_bidi_override", "shaped", "override"), &TextServer::shaped_text_set_bidi_override);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_set_orientation", "shaped", "orientation"), &TextServer::shaped_text_set_orientation, DEFVAL(ORIENTATION_HORIZONTAL));
+ ClassDB::bind_method(D_METHOD("shaped_text_get_orientation", "shaped"), &TextServer::shaped_text_get_orientation);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_set_preserve_invalid", "shaped", "enabled"), &TextServer::shaped_text_set_preserve_invalid);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_preserve_invalid", "shaped"), &TextServer::shaped_text_get_preserve_invalid);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_set_preserve_control", "shaped", "enabled"), &TextServer::shaped_text_set_preserve_control);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_preserve_control", "shaped"), &TextServer::shaped_text_get_preserve_control);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_add_string", "shaped", "text", "fonts", "size", "opentype_features", "language"), &TextServer::shaped_text_add_string, DEFVAL(Dictionary()), DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("shaped_text_add_object", "shaped", "key", "size", "inline_align", "length"), &TextServer::shaped_text_add_object, DEFVAL(INLINE_ALIGN_CENTER), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("shaped_text_resize_object", "shaped", "key", "size", "inline_align"), &TextServer::shaped_text_resize_object, DEFVAL(INLINE_ALIGN_CENTER));
+
+ ClassDB::bind_method(D_METHOD("shaped_text_substr", "shaped", "start", "length"), &TextServer::shaped_text_substr);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_parent", "shaped"), &TextServer::shaped_text_get_parent);
+ ClassDB::bind_method(D_METHOD("shaped_text_fit_to_width", "shaped", "width", "jst_flags"), &TextServer::shaped_text_fit_to_width, DEFVAL(JUSTIFICATION_WORD_BOUND | JUSTIFICATION_KASHIDA));
+ ClassDB::bind_method(D_METHOD("shaped_text_tab_align", "shaped", "tab_stops"), &TextServer::shaped_text_tab_align);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_shape", "shaped"), &TextServer::shaped_text_shape);
+ ClassDB::bind_method(D_METHOD("shaped_text_is_ready", "shaped"), &TextServer::shaped_text_is_ready);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_get_glyphs", "shaped"), &TextServer::_shaped_text_get_glyphs_wrapper);
+ ClassDB::bind_method(D_METHOD("shaped_text_sort_logical", "shaped"), &TextServer::_shaped_text_sort_logical_wrapper);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_glyph_count", "shaped"), &TextServer::shaped_text_get_glyph_count);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_get_range", "shaped"), &TextServer::shaped_text_get_range);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_line_breaks_adv", "shaped", "width", "start", "once", "break_flags"), &TextServer::shaped_text_get_line_breaks_adv, DEFVAL(0), DEFVAL(true), DEFVAL(BREAK_MANDATORY | BREAK_WORD_BOUND));
+ ClassDB::bind_method(D_METHOD("shaped_text_get_line_breaks", "shaped", "width", "start", "break_flags"), &TextServer::shaped_text_get_line_breaks, DEFVAL(0), DEFVAL(BREAK_MANDATORY | BREAK_WORD_BOUND));
+ ClassDB::bind_method(D_METHOD("shaped_text_get_word_breaks", "shaped", "grapheme_flags"), &TextServer::shaped_text_get_word_breaks);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_get_trim_pos", "shaped"), &TextServer::shaped_text_get_trim_pos);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_ellipsis_pos", "shaped"), &TextServer::shaped_text_get_ellipsis_pos);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_ellipsis_glyphs", "shaped"), &TextServer::_shaped_text_get_ellipsis_glyphs_wrapper);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_ellipsis_glyph_count", "shaped"), &TextServer::shaped_text_get_ellipsis_glyph_count);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_overrun_trim_to_width", "shaped", "width", "overrun_trim_flags"), &TextServer::shaped_text_overrun_trim_to_width, DEFVAL(0), DEFVAL(OVERRUN_NO_TRIMMING));
+
+ ClassDB::bind_method(D_METHOD("shaped_text_get_objects", "shaped"), &TextServer::shaped_text_get_objects);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_object_rect", "shaped", "key"), &TextServer::shaped_text_get_object_rect);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_get_size", "shaped"), &TextServer::shaped_text_get_size);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_ascent", "shaped"), &TextServer::shaped_text_get_ascent);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_descent", "shaped"), &TextServer::shaped_text_get_descent);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_width", "shaped"), &TextServer::shaped_text_get_width);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_underline_position", "shaped"), &TextServer::shaped_text_get_underline_position);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_underline_thickness", "shaped"), &TextServer::shaped_text_get_underline_thickness);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_get_carets", "shaped", "position"), &TextServer::_shaped_text_get_carets_wrapper);
+ ClassDB::bind_method(D_METHOD("shaped_text_get_selection", "shaped", "start", "end"), &TextServer::shaped_text_get_selection);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_hit_test_grapheme", "shaped", "coords"), &TextServer::shaped_text_hit_test_grapheme);
+ ClassDB::bind_method(D_METHOD("shaped_text_hit_test_position", "shaped", "coords"), &TextServer::shaped_text_hit_test_position);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_next_grapheme_pos", "shaped", "pos"), &TextServer::shaped_text_next_grapheme_pos);
+ ClassDB::bind_method(D_METHOD("shaped_text_prev_grapheme_pos", "shaped", "pos"), &TextServer::shaped_text_prev_grapheme_pos);
+
+ ClassDB::bind_method(D_METHOD("shaped_text_draw", "shaped", "canvas", "pos", "clip_l", "clip_r", "color"), &TextServer::shaped_text_draw, DEFVAL(-1), DEFVAL(-1), DEFVAL(Color(1, 1, 1)));
+ ClassDB::bind_method(D_METHOD("shaped_text_draw_outline", "shaped", "canvas", "pos", "clip_l", "clip_r", "outline_size", "color"), &TextServer::shaped_text_draw_outline, DEFVAL(-1), DEFVAL(-1), DEFVAL(1), DEFVAL(Color(1, 1, 1)));
+
+ ClassDB::bind_method(D_METHOD("shaped_text_get_dominant_direction_in_range", "shaped", "start", "end"), &TextServer::shaped_text_get_dominant_direction_in_range);
+
+ ClassDB::bind_method(D_METHOD("format_number", "number", "language"), &TextServer::format_number, DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("parse_number", "number", "language"), &TextServer::parse_number, DEFVAL(""));
+ ClassDB::bind_method(D_METHOD("percent_sign", "language"), &TextServer::percent_sign, DEFVAL(""));
+
+ /* Direction */
+ BIND_ENUM_CONSTANT(DIRECTION_AUTO);
+ BIND_ENUM_CONSTANT(DIRECTION_LTR);
+ BIND_ENUM_CONSTANT(DIRECTION_RTL);
+
+ /* Orientation */
+ BIND_ENUM_CONSTANT(ORIENTATION_HORIZONTAL);
+ BIND_ENUM_CONSTANT(ORIENTATION_VERTICAL);
+
+ /* JustificationFlag */
+ BIND_ENUM_CONSTANT(JUSTIFICATION_NONE);
+ BIND_ENUM_CONSTANT(JUSTIFICATION_KASHIDA);
+ BIND_ENUM_CONSTANT(JUSTIFICATION_WORD_BOUND);
+ BIND_ENUM_CONSTANT(JUSTIFICATION_TRIM_EDGE_SPACES);
+ BIND_ENUM_CONSTANT(JUSTIFICATION_AFTER_LAST_TAB);
+ BIND_ENUM_CONSTANT(JUSTIFICATION_CONSTRAIN_ELLIPSIS);
+
+ /* LineBreakFlag */
+ BIND_ENUM_CONSTANT(BREAK_NONE);
+ BIND_ENUM_CONSTANT(BREAK_MANDATORY);
+ BIND_ENUM_CONSTANT(BREAK_WORD_BOUND);
+ BIND_ENUM_CONSTANT(BREAK_GRAPHEME_BOUND);
+ BIND_ENUM_CONSTANT(BREAK_WORD_BOUND_ADAPTIVE);
+
+ /* TextOverrunFlag */
+ BIND_ENUM_CONSTANT(OVERRUN_NO_TRIMMING);
+ BIND_ENUM_CONSTANT(OVERRUN_TRIM);
+ BIND_ENUM_CONSTANT(OVERRUN_TRIM_WORD_ONLY);
+ BIND_ENUM_CONSTANT(OVERRUN_ADD_ELLIPSIS);
+ BIND_ENUM_CONSTANT(OVERRUN_ENFORCE_ELLIPSIS);
+ BIND_ENUM_CONSTANT(OVERRUN_JUSTIFICATION_AWARE);
+
+ /* GraphemeFlag */
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_VALID);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_RTL);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_VIRTUAL);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_SPACE);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_BREAK_HARD);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_BREAK_SOFT);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_TAB);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_ELONGATION);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_PUNCTUATION);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_UNDERSCORE);
+ BIND_ENUM_CONSTANT(GRAPHEME_IS_CONNECTED);
+
+ /* Hinting */
+ BIND_ENUM_CONSTANT(HINTING_NONE);
+ BIND_ENUM_CONSTANT(HINTING_LIGHT);
+ BIND_ENUM_CONSTANT(HINTING_NORMAL);
+
+ /* Feature */
+ BIND_ENUM_CONSTANT(FEATURE_BIDI_LAYOUT);
+ BIND_ENUM_CONSTANT(FEATURE_VERTICAL_LAYOUT);
+ BIND_ENUM_CONSTANT(FEATURE_SHAPING);
+ BIND_ENUM_CONSTANT(FEATURE_KASHIDA_JUSTIFICATION);
+ BIND_ENUM_CONSTANT(FEATURE_BREAK_ITERATORS);
+ 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);
+
+ /* Font Spacing*/
+ BIND_ENUM_CONSTANT(SPACING_GLYPH);
+ BIND_ENUM_CONSTANT(SPACING_SPACE);
+ BIND_ENUM_CONSTANT(SPACING_TOP);
+ BIND_ENUM_CONSTANT(SPACING_BOTTOM);
+}
+
+Vector2 TextServer::get_hex_code_box_size(int p_size, char32_t p_index) const {
+ int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3));
+ int sp = MAX(0, w - 1);
+ int sz = MAX(1, p_size / 15);
+
+ return Vector2(4 + 3 * w + sp + 1, 15) * sz;
+}
+
+void TextServer::_draw_hex_code_box_number(RID p_canvas, int p_size, const Vector2 &p_pos, uint8_t p_index, const Color &p_color) const {
+ static uint8_t chars[] = { 0x7E, 0x30, 0x6D, 0x79, 0x33, 0x5B, 0x5F, 0x70, 0x7F, 0x7B, 0x77, 0x1F, 0x4E, 0x3D, 0x4F, 0x47, 0x00 };
+ uint8_t x = chars[p_index];
+ if (x & (1 << 6)) {
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(p_pos, Size2(3, 1) * p_size), p_color);
+ }
+ if (x & (1 << 5)) {
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(p_pos + Point2(2, 0) * p_size, Size2(1, 3) * p_size), p_color);
+ }
+ if (x & (1 << 4)) {
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(p_pos + Point2(2, 2) * p_size, Size2(1, 3) * p_size), p_color);
+ }
+ if (x & (1 << 3)) {
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(p_pos + Point2(0, 4) * p_size, Size2(3, 1) * p_size), p_color);
+ }
+ if (x & (1 << 2)) {
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(p_pos + Point2(0, 2) * p_size, Size2(1, 3) * p_size), p_color);
+ }
+ if (x & (1 << 1)) {
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(p_pos, Size2(1, 3) * p_size), p_color);
+ }
+ if (x & (1 << 0)) {
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(p_pos + Point2(0, 2) * p_size, Size2(3, 1) * p_size), p_color);
+ }
+}
+
+void TextServer::draw_hex_code_box(RID p_canvas, int p_size, const Vector2 &p_pos, char32_t p_index, const Color &p_color) const {
+ if (p_index == 0) {
+ return;
+ }
+
+ int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3));
+ int sp = MAX(0, w - 1);
+ int sz = MAX(1, p_size / 15);
+
+ Size2 size = Vector2(4 + 3 * w + sp, 15) * sz;
+ Point2 pos = p_pos - Point2i(0, size.y * 0.85);
+
+ // Draw frame.
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(pos + Point2(0, 0), Size2(sz, size.y)), p_color);
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(pos + Point2(size.x - sz, 0), Size2(sz, size.y)), p_color);
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(pos + Point2(0, 0), Size2(size.x, sz)), p_color);
+ RenderingServer::get_singleton()->canvas_item_add_rect(p_canvas, Rect2(pos + Point2(0, size.y - sz), Size2(size.x, sz)), p_color);
+
+ uint8_t a = p_index & 0x0F;
+ uint8_t b = (p_index >> 4) & 0x0F;
+ uint8_t c = (p_index >> 8) & 0x0F;
+ uint8_t d = (p_index >> 12) & 0x0F;
+ uint8_t e = (p_index >> 16) & 0x0F;
+ uint8_t f = (p_index >> 20) & 0x0F;
+
+ // Draw hex code.
+ if (p_index <= 0xFF) {
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(2, 2) * sz, b, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(2, 8) * sz, a, p_color);
+ } else if (p_index <= 0xFFFF) {
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(2, 2) * sz, d, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(6, 2) * sz, c, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(2, 8) * sz, b, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(6, 8) * sz, a, p_color);
+ } else {
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(2, 2) * sz, f, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(6, 2) * sz, e, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(10, 2) * sz, d, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(2, 8) * sz, c, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(6, 8) * sz, b, p_color);
+ _draw_hex_code_box_number(p_canvas, sz, pos + Point2(10, 8) * sz, a, p_color);
+ }
+}
+
+PackedInt32Array TextServer::shaped_text_get_line_breaks_adv(RID p_shaped, const PackedFloat32Array &p_width, int p_start, bool p_once, uint16_t /*TextBreakFlag*/ p_break_flags) const {
+ PackedInt32Array lines;
+
+ ERR_FAIL_COND_V(p_width.is_empty(), lines);
+
+ const_cast<TextServer *>(this)->shaped_text_update_breaks(p_shaped);
+ const Vector2i &range = shaped_text_get_range(p_shaped);
+
+ real_t width = 0.f;
+ int line_start = MAX(p_start, range.x);
+ int last_safe_break = -1;
+ int chunk = 0;
+
+ int l_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *l_gl = const_cast<TextServer *>(this)->shaped_text_sort_logical(p_shaped);
+
+ for (int i = 0; i < l_size; i++) {
+ if (l_gl[i].start < p_start) {
+ continue;
+ }
+ if (l_gl[i].count > 0) {
+ if ((p_width[chunk] > 0) && (width + l_gl[i].advance > p_width[chunk]) && (last_safe_break >= 0)) {
+ lines.push_back(line_start);
+ lines.push_back(l_gl[last_safe_break].end);
+ line_start = l_gl[last_safe_break].end;
+ i = last_safe_break;
+ last_safe_break = -1;
+ width = 0;
+ chunk++;
+ if (chunk >= p_width.size()) {
+ chunk = 0;
+ if (p_once) {
+ return lines;
+ }
+ }
+ continue;
+ }
+ if ((p_break_flags & BREAK_MANDATORY) == BREAK_MANDATORY) {
+ if ((l_gl[i].flags & GRAPHEME_IS_BREAK_HARD) == GRAPHEME_IS_BREAK_HARD) {
+ lines.push_back(line_start);
+ lines.push_back(l_gl[i].end);
+ line_start = l_gl[i].end;
+ last_safe_break = -1;
+ width = 0;
+ chunk = 0;
+ if (p_once) {
+ return lines;
+ }
+ continue;
+ }
+ }
+ if ((p_break_flags & BREAK_WORD_BOUND) == BREAK_WORD_BOUND) {
+ if ((l_gl[i].flags & GRAPHEME_IS_BREAK_SOFT) == GRAPHEME_IS_BREAK_SOFT) {
+ last_safe_break = i;
+ }
+ }
+ if ((p_break_flags & BREAK_GRAPHEME_BOUND) == BREAK_GRAPHEME_BOUND) {
+ last_safe_break = i;
+ }
+ }
+ width += l_gl[i].advance;
+ }
+
+ if (l_size > 0) {
+ if (lines.size() == 0 || lines[lines.size() - 1] < range.y) {
+ lines.push_back(line_start);
+ lines.push_back(range.y);
+ }
+ } else {
+ lines.push_back(0);
+ lines.push_back(0);
+ }
+
+ return lines;
+}
+
+PackedInt32Array TextServer::shaped_text_get_line_breaks(RID p_shaped, real_t p_width, int p_start, uint16_t /*TextBreakFlag*/ p_break_flags) const {
+ PackedInt32Array lines;
+
+ const_cast<TextServer *>(this)->shaped_text_update_breaks(p_shaped);
+ const Vector2i &range = shaped_text_get_range(p_shaped);
+
+ real_t width = 0.f;
+ int line_start = MAX(p_start, range.x);
+ int last_safe_break = -1;
+ int word_count = 0;
+
+ int l_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *l_gl = const_cast<TextServer *>(this)->shaped_text_sort_logical(p_shaped);
+
+ for (int i = 0; i < l_size; i++) {
+ if (l_gl[i].start < p_start) {
+ continue;
+ }
+ if (l_gl[i].count > 0) {
+ if ((p_width > 0) && (width + l_gl[i].advance * l_gl[i].repeat > p_width) && (last_safe_break >= 0)) {
+ lines.push_back(line_start);
+ lines.push_back(l_gl[last_safe_break].end);
+ line_start = l_gl[last_safe_break].end;
+ i = last_safe_break;
+ last_safe_break = -1;
+ width = 0;
+ word_count = 0;
+ continue;
+ }
+ if ((p_break_flags & BREAK_MANDATORY) == BREAK_MANDATORY) {
+ if ((l_gl[i].flags & GRAPHEME_IS_BREAK_HARD) == GRAPHEME_IS_BREAK_HARD) {
+ lines.push_back(line_start);
+ lines.push_back(l_gl[i].end);
+ line_start = l_gl[i].end;
+ last_safe_break = -1;
+ width = 0;
+ continue;
+ }
+ }
+ if ((p_break_flags & BREAK_WORD_BOUND) == BREAK_WORD_BOUND) {
+ if ((l_gl[i].flags & GRAPHEME_IS_BREAK_SOFT) == GRAPHEME_IS_BREAK_SOFT) {
+ last_safe_break = i;
+ word_count++;
+ }
+ }
+ if (((p_break_flags & BREAK_WORD_BOUND_ADAPTIVE) == BREAK_WORD_BOUND_ADAPTIVE) && word_count == 0) {
+ last_safe_break = i;
+ }
+ if ((p_break_flags & BREAK_GRAPHEME_BOUND) == BREAK_GRAPHEME_BOUND) {
+ last_safe_break = i;
+ }
+ }
+ width += l_gl[i].advance * l_gl[i].repeat;
+ }
+
+ if (l_size > 0) {
+ if (lines.size() == 0 || lines[lines.size() - 1] < range.y) {
+ lines.push_back(line_start);
+ lines.push_back(range.y);
+ }
+ } else {
+ lines.push_back(0);
+ lines.push_back(0);
+ }
+
+ return lines;
+}
+
+PackedInt32Array TextServer::shaped_text_get_word_breaks(RID p_shaped, int p_grapheme_flags) const {
+ PackedInt32Array words;
+
+ const_cast<TextServer *>(this)->shaped_text_update_justification_ops(p_shaped);
+ const Vector2i &range = shaped_text_get_range(p_shaped);
+
+ int word_start = range.x;
+
+ int l_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *l_gl = const_cast<TextServer *>(this)->shaped_text_sort_logical(p_shaped);
+
+ for (int i = 0; i < l_size; i++) {
+ if (l_gl[i].count > 0) {
+ if ((l_gl[i].flags & p_grapheme_flags) != 0) {
+ words.push_back(word_start);
+ words.push_back(l_gl[i].start);
+ word_start = l_gl[i].end;
+ }
+ }
+ }
+ if (l_size > 0) {
+ words.push_back(word_start);
+ words.push_back(range.y);
+ }
+
+ return words;
+}
+
+CaretInfo TextServer::shaped_text_get_carets(RID p_shaped, int p_position) const {
+ Vector<Rect2> carets;
+
+ TextServer::Orientation orientation = shaped_text_get_orientation(p_shaped);
+ const Vector2 &range = shaped_text_get_range(p_shaped);
+ real_t ascent = shaped_text_get_ascent(p_shaped);
+ real_t descent = shaped_text_get_descent(p_shaped);
+ real_t height = (ascent + descent) / 2;
+
+ real_t off = 0.0f;
+ CaretInfo caret;
+ caret.l_dir = DIRECTION_AUTO;
+ caret.t_dir = DIRECTION_AUTO;
+
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+
+ for (int i = 0; i < v_size; i++) {
+ if (glyphs[i].count > 0) {
+ // Caret before grapheme (top / left).
+ if (p_position == glyphs[i].start && ((glyphs[i].flags & GRAPHEME_IS_VIRTUAL) != GRAPHEME_IS_VIRTUAL)) {
+ Rect2 cr;
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ if (glyphs[i].start == range.x) {
+ cr.size.y = height * 2;
+ } else {
+ cr.size.y = height;
+ }
+ cr.position.y = -ascent;
+ cr.position.x = off;
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ caret.t_dir = DIRECTION_RTL;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ cr.position.x += glyphs[i + j].advance * glyphs[i + j].repeat;
+ cr.size.x -= glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ } else {
+ caret.t_dir = DIRECTION_LTR;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ cr.size.x += glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ }
+ } else {
+ if (glyphs[i].start == range.x) {
+ cr.size.x = height * 2;
+ } else {
+ cr.size.x = height;
+ }
+ cr.position.x = -ascent;
+ cr.position.y = off;
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ caret.t_dir = DIRECTION_RTL;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ cr.position.y += glyphs[i + j].advance * glyphs[i + j].repeat;
+ cr.size.y -= glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ } else {
+ caret.t_dir = DIRECTION_LTR;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ cr.size.y += glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ }
+ }
+ caret.t_caret = cr;
+ }
+ // Caret after grapheme (bottom / right).
+ if (p_position == glyphs[i].end && ((glyphs[i].flags & GRAPHEME_IS_VIRTUAL) != GRAPHEME_IS_VIRTUAL)) {
+ Rect2 cr;
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ if (glyphs[i].end == range.y) {
+ cr.size.y = height * 2;
+ cr.position.y = -ascent;
+ } else {
+ cr.size.y = height;
+ cr.position.y = -ascent + height;
+ }
+ cr.position.x = off;
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) != GRAPHEME_IS_RTL) {
+ caret.l_dir = DIRECTION_LTR;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ cr.position.x += glyphs[i + j].advance * glyphs[i + j].repeat;
+ cr.size.x -= glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ } else {
+ caret.l_dir = DIRECTION_RTL;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ cr.size.x += glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ }
+ } else {
+ cr.size.y = 1.0f;
+ if (glyphs[i].end == range.y) {
+ cr.size.x = height * 2;
+ cr.position.x = -ascent;
+ } else {
+ cr.size.x = height;
+ cr.position.x = -ascent + height;
+ }
+ cr.position.y = off;
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) != GRAPHEME_IS_RTL) {
+ caret.l_dir = DIRECTION_LTR;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ cr.position.y += glyphs[i + j].advance * glyphs[i + j].repeat;
+ cr.size.y -= glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ } else {
+ caret.l_dir = DIRECTION_RTL;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ cr.size.y += glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ }
+ }
+ caret.l_caret = cr;
+ }
+ // Caret inside grapheme (middle).
+ if (p_position > glyphs[i].start && p_position < glyphs[i].end && (glyphs[i].flags & GRAPHEME_IS_VIRTUAL) != GRAPHEME_IS_VIRTUAL) {
+ real_t advance = 0.f;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ advance += glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ real_t char_adv = advance / (real_t)(glyphs[i].end - glyphs[i].start);
+ Rect2 cr;
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ cr.size.x = 1.0f;
+ cr.size.y = height * 2;
+ cr.position.y = -ascent;
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ cr.position.x = off + char_adv * (glyphs[i].end - p_position);
+ } else {
+ cr.position.x = off + char_adv * (p_position - glyphs[i].start);
+ }
+ } else {
+ cr.size.y = 1.0f;
+ cr.size.x = height * 2;
+ cr.position.x = -ascent;
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ cr.position.y = off + char_adv * (glyphs[i].end - p_position);
+ } else {
+ cr.position.y = off + char_adv * (p_position - glyphs[i].start);
+ }
+ }
+ caret.t_caret = cr;
+ caret.l_caret = cr;
+ }
+ }
+ off += glyphs[i].advance * glyphs[i].repeat;
+ }
+ return caret;
+}
+
+Dictionary TextServer::_shaped_text_get_carets_wrapper(RID p_shaped, int p_position) const {
+ Dictionary ret;
+
+ CaretInfo caret = shaped_text_get_carets(p_shaped, p_position);
+
+ ret["leading_rect"] = caret.l_caret;
+ ret["leading_direction"] = caret.l_dir;
+ ret["trailing_rect"] = caret.t_caret;
+ ret["trailing_direction"] = caret.t_dir;
+
+ return ret;
+}
+
+TextServer::Direction TextServer::shaped_text_get_dominant_direction_in_range(RID p_shaped, int p_start, int p_end) const {
+ if (p_start == p_end) {
+ return DIRECTION_AUTO;
+ }
+
+ int start = MIN(p_start, p_end);
+ int end = MAX(p_start, p_end);
+
+ int rtl = 0;
+ int ltr = 0;
+
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+
+ for (int i = 0; i < v_size; i++) {
+ if ((glyphs[i].end > start) && (glyphs[i].start < end)) {
+ if (glyphs[i].count > 0) {
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ rtl++;
+ } else {
+ ltr++;
+ }
+ }
+ }
+ }
+ if (ltr == rtl) {
+ return DIRECTION_AUTO;
+ } else if (ltr > rtl) {
+ return DIRECTION_LTR;
+ } else {
+ return DIRECTION_RTL;
+ }
+}
+
+Vector<Vector2> TextServer::shaped_text_get_selection(RID p_shaped, int p_start, int p_end) const {
+ Vector<Vector2> ranges;
+
+ if (p_start == p_end) {
+ return ranges;
+ }
+
+ int start = MIN(p_start, p_end);
+ int end = MAX(p_start, p_end);
+
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+
+ real_t off = 0.0f;
+ for (int i = 0; i < v_size; i++) {
+ for (int k = 0; k < glyphs[i].repeat; k++) {
+ if ((glyphs[i].count > 0) && ((glyphs[i].index != 0) || ((glyphs[i].flags & GRAPHEME_IS_SPACE) == GRAPHEME_IS_SPACE))) {
+ if (glyphs[i].start < end && glyphs[i].end > start) {
+ // Grapheme fully in selection range.
+ if (glyphs[i].start >= start && glyphs[i].end <= end) {
+ real_t advance = 0.f;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ advance += glyphs[i + j].advance;
+ }
+ ranges.push_back(Vector2(off, off + advance));
+ }
+ // Only start of grapheme is in selection range.
+ if (glyphs[i].start >= start && glyphs[i].end > end) {
+ real_t advance = 0.f;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ advance += glyphs[i + j].advance;
+ }
+ real_t char_adv = advance / (real_t)(glyphs[i].end - glyphs[i].start);
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ ranges.push_back(Vector2(off + char_adv * (glyphs[i].end - end), off + advance));
+ } else {
+ ranges.push_back(Vector2(off, off + char_adv * (end - glyphs[i].start)));
+ }
+ }
+ // Only end of grapheme is in selection range.
+ if (glyphs[i].start < start && glyphs[i].end <= end) {
+ real_t advance = 0.f;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ advance += glyphs[i + j].advance;
+ }
+ real_t char_adv = advance / (real_t)(glyphs[i].end - glyphs[i].start);
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ ranges.push_back(Vector2(off, off + char_adv * (start - glyphs[i].start)));
+ } else {
+ ranges.push_back(Vector2(off + char_adv * (glyphs[i].end - start), off + advance));
+ }
+ }
+ // Selection range is within grapheme.
+ if (glyphs[i].start < start && glyphs[i].end > end) {
+ real_t advance = 0.f;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ advance += glyphs[i + j].advance;
+ }
+ real_t char_adv = advance / (real_t)(glyphs[i].end - glyphs[i].start);
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ ranges.push_back(Vector2(off + char_adv * (glyphs[i].end - end), off + char_adv * (glyphs[i].end - start)));
+ } else {
+ ranges.push_back(Vector2(off + char_adv * (start - glyphs[i].start), off + char_adv * (end - glyphs[i].start)));
+ }
+ }
+ }
+ }
+ off += glyphs[i].advance;
+ }
+ }
+
+ // Merge intersecting ranges.
+ int i = 0;
+ while (i < ranges.size()) {
+ i++;
+ }
+ i = 0;
+ while (i < ranges.size()) {
+ int j = i + 1;
+ while (j < ranges.size()) {
+ 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;
+ }
+ j++;
+ }
+ i++;
+ }
+
+ return ranges;
+}
+
+int TextServer::shaped_text_hit_test_grapheme(RID p_shaped, real_t p_coords) const {
+ // Exact grapheme hit test, return -1 if missed.
+ real_t off = 0.0f;
+
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+
+ for (int i = 0; i < v_size; i++) {
+ for (int j = 0; j < glyphs[i].repeat; j++) {
+ if (p_coords >= off && p_coords < off + glyphs[i].advance) {
+ return i;
+ }
+ off += glyphs[i].advance;
+ }
+ }
+ return -1;
+}
+
+int TextServer::shaped_text_hit_test_position(RID p_shaped, real_t p_coords) const {
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+
+ // Cursor placement hit test.
+
+ // Place caret to the left of the leftmost grapheme, or to position 0 if string is empty.
+ if (p_coords <= 0) {
+ if (v_size > 0) {
+ if ((glyphs[0].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ return glyphs[0].end;
+ } else {
+ return glyphs[0].start;
+ }
+ } else {
+ return 0;
+ }
+ }
+
+ // Place caret to the right of the rightmost grapheme, or to position 0 if string is empty.
+ if (p_coords >= shaped_text_get_width(p_shaped)) {
+ if (v_size > 0) {
+ if ((glyphs[v_size - 1].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ return glyphs[v_size - 1].start;
+ } else {
+ return glyphs[v_size - 1].end;
+ }
+ } else {
+ return 0;
+ }
+ }
+
+ real_t off = 0.0f;
+ for (int i = 0; i < v_size; i++) {
+ if (glyphs[i].count > 0) {
+ real_t advance = 0.f;
+ for (int j = 0; j < glyphs[i].count; j++) {
+ advance += glyphs[i + j].advance * glyphs[i + j].repeat;
+ }
+ if (((glyphs[i].flags & GRAPHEME_IS_VIRTUAL) == GRAPHEME_IS_VIRTUAL) && (p_coords >= off && p_coords < off + advance)) {
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ return glyphs[i].end;
+ } else {
+ return glyphs[i].start;
+ }
+ }
+ // Place caret to the left of clicked grapheme.
+ if (p_coords >= off && p_coords < off + advance / 2) {
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ return glyphs[i].end;
+ } else {
+ return glyphs[i].start;
+ }
+ }
+ // Place caret to the right of clicked grapheme.
+ if (p_coords >= off + advance / 2 && p_coords < off + advance) {
+ if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) {
+ return glyphs[i].start;
+ } else {
+ return glyphs[i].end;
+ }
+ }
+ }
+ off += glyphs[i].advance * glyphs[i].repeat;
+ }
+ return 0;
+}
+
+int TextServer::shaped_text_next_grapheme_pos(RID p_shaped, int p_pos) const {
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+ for (int i = 0; i < v_size; i++) {
+ if (p_pos >= glyphs[i].start && p_pos < glyphs[i].end) {
+ return glyphs[i].end;
+ }
+ }
+ return p_pos;
+}
+
+int TextServer::shaped_text_prev_grapheme_pos(RID p_shaped, int p_pos) const {
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+ for (int i = 0; i < v_size; i++) {
+ if (p_pos > glyphs[i].start && p_pos <= glyphs[i].end) {
+ return glyphs[i].start;
+ }
+ }
+
+ return p_pos;
+}
+
+void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_pos, real_t p_clip_l, real_t p_clip_r, const Color &p_color) const {
+ TextServer::Orientation orientation = shaped_text_get_orientation(p_shaped);
+ bool hex_codes = shaped_text_get_preserve_control(p_shaped) || shaped_text_get_preserve_invalid(p_shaped);
+
+ bool rtl = shaped_text_get_direction(p_shaped) == DIRECTION_RTL;
+
+ int ellipsis_pos = shaped_text_get_ellipsis_pos(p_shaped);
+ int trim_pos = shaped_text_get_trim_pos(p_shaped);
+
+ const Glyph *ellipsis_glyphs = shaped_text_get_ellipsis_glyphs(p_shaped);
+ int ellipsis_gl_size = shaped_text_get_ellipsis_glyph_count(p_shaped);
+
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+
+ Vector2 ofs = p_pos;
+ // Draw RTL ellipsis string when needed.
+ if (rtl && ellipsis_pos >= 0) {
+ for (int i = ellipsis_gl_size - 1; i >= 0; i--) {
+ for (int j = 0; j < ellipsis_glyphs[i].repeat; j++) {
+ font_draw_glyph(ellipsis_glyphs[i].font_rid, p_canvas, ellipsis_glyphs[i].font_size, ofs + Vector2(ellipsis_glyphs[i].x_off, ellipsis_glyphs[i].y_off), ellipsis_glyphs[i].index, p_color);
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ ofs.x += ellipsis_glyphs[i].advance;
+ } else {
+ ofs.y += ellipsis_glyphs[i].advance;
+ }
+ }
+ }
+ }
+ // Draw at the baseline.
+ for (int i = 0; i < v_size; i++) {
+ for (int j = 0; j < glyphs[i].repeat; j++) {
+ if (p_clip_r > 0) {
+ // Clip right / bottom.
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ if (ofs.x - p_pos.x > p_clip_r) {
+ return;
+ }
+ } else {
+ if (ofs.y - p_pos.y > p_clip_r) {
+ return;
+ }
+ }
+ }
+ if (p_clip_l > 0) {
+ // Clip left / top.
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ if (ofs.x - p_pos.x < p_clip_l) {
+ ofs.x += glyphs[i].advance;
+ continue;
+ }
+ } else {
+ if (ofs.y - p_pos.y < p_clip_l) {
+ ofs.y += glyphs[i].advance;
+ continue;
+ }
+ }
+ }
+ if (trim_pos >= 0) {
+ if (rtl) {
+ if (i < trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) {
+ continue;
+ }
+ } else {
+ if (i >= trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) {
+ break;
+ }
+ }
+ }
+
+ if (glyphs[i].font_rid != RID()) {
+ font_draw_glyph(glyphs[i].font_rid, p_canvas, glyphs[i].font_size, ofs + Vector2(glyphs[i].x_off, glyphs[i].y_off), glyphs[i].index, p_color);
+ } else if (hex_codes && ((glyphs[i].flags & GRAPHEME_IS_VIRTUAL) != GRAPHEME_IS_VIRTUAL)) {
+ TextServer::draw_hex_code_box(p_canvas, glyphs[i].font_size, ofs + Vector2(glyphs[i].x_off, glyphs[i].y_off), glyphs[i].index, p_color);
+ }
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ ofs.x += glyphs[i].advance;
+ } else {
+ ofs.y += glyphs[i].advance;
+ }
+ }
+ }
+ // Draw LTR ellipsis string when needed.
+ if (!rtl && ellipsis_pos >= 0) {
+ for (int i = 0; i < ellipsis_gl_size; i++) {
+ for (int j = 0; j < ellipsis_glyphs[i].repeat; j++) {
+ font_draw_glyph(ellipsis_glyphs[i].font_rid, p_canvas, ellipsis_glyphs[i].font_size, ofs + Vector2(ellipsis_glyphs[i].x_off, ellipsis_glyphs[i].y_off), ellipsis_glyphs[i].index, p_color);
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ ofs.x += ellipsis_glyphs[i].advance;
+ } else {
+ ofs.y += ellipsis_glyphs[i].advance;
+ }
+ }
+ }
+ }
+}
+
+void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vector2 &p_pos, real_t p_clip_l, real_t p_clip_r, int p_outline_size, const Color &p_color) const {
+ TextServer::Orientation orientation = shaped_text_get_orientation(p_shaped);
+
+ bool rtl = (shaped_text_get_direction(p_shaped) == DIRECTION_RTL);
+
+ int ellipsis_pos = shaped_text_get_ellipsis_pos(p_shaped);
+ int trim_pos = shaped_text_get_trim_pos(p_shaped);
+
+ const Glyph *ellipsis_glyphs = shaped_text_get_ellipsis_glyphs(p_shaped);
+ int ellipsis_gl_size = shaped_text_get_ellipsis_glyph_count(p_shaped);
+
+ int v_size = shaped_text_get_glyph_count(p_shaped);
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+ Vector2 ofs = p_pos;
+ // Draw RTL ellipsis string when needed.
+ if (rtl && ellipsis_pos >= 0) {
+ for (int i = ellipsis_gl_size - 1; i >= 0; i--) {
+ for (int j = 0; j < ellipsis_glyphs[i].repeat; j++) {
+ font_draw_glyph(ellipsis_glyphs[i].font_rid, p_canvas, ellipsis_glyphs[i].font_size, ofs + Vector2(ellipsis_glyphs[i].x_off, ellipsis_glyphs[i].y_off), ellipsis_glyphs[i].index, p_color);
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ ofs.x += ellipsis_glyphs[i].advance;
+ } else {
+ ofs.y += ellipsis_glyphs[i].advance;
+ }
+ }
+ }
+ }
+ // Draw at the baseline.
+ for (int i = 0; i < v_size; i++) {
+ for (int j = 0; j < glyphs[i].repeat; j++) {
+ if (p_clip_r > 0) {
+ // Clip right / bottom.
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ if (ofs.x - p_pos.x > p_clip_r) {
+ return;
+ }
+ } else {
+ if (ofs.y - p_pos.y > p_clip_r) {
+ return;
+ }
+ }
+ }
+ if (p_clip_l > 0) {
+ // Clip left / top.
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ if (ofs.x - p_pos.x < p_clip_l) {
+ ofs.x += glyphs[i].advance;
+ continue;
+ }
+ } else {
+ if (ofs.y - p_pos.y < p_clip_l) {
+ ofs.y += glyphs[i].advance;
+ continue;
+ }
+ }
+ }
+ if (trim_pos >= 0) {
+ if (rtl) {
+ if (i < trim_pos) {
+ continue;
+ }
+ } else {
+ if (i >= trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) {
+ break;
+ }
+ }
+ }
+ if (glyphs[i].font_rid != RID()) {
+ font_draw_glyph_outline(glyphs[i].font_rid, p_canvas, glyphs[i].font_size, p_outline_size, ofs + Vector2(glyphs[i].x_off, glyphs[i].y_off), glyphs[i].index, p_color);
+ }
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ ofs.x += glyphs[i].advance;
+ } else {
+ ofs.y += glyphs[i].advance;
+ }
+ }
+ }
+ // Draw LTR ellipsis string when needed.
+ if (!rtl && ellipsis_pos >= 0) {
+ for (int i = 0; i < ellipsis_gl_size; i++) {
+ for (int j = 0; j < ellipsis_glyphs[i].repeat; j++) {
+ font_draw_glyph(ellipsis_glyphs[i].font_rid, p_canvas, ellipsis_glyphs[i].font_size, ofs + Vector2(ellipsis_glyphs[i].x_off, ellipsis_glyphs[i].y_off), ellipsis_glyphs[i].index, p_color);
+ if (orientation == ORIENTATION_HORIZONTAL) {
+ ofs.x += ellipsis_glyphs[i].advance;
+ } else {
+ ofs.y += ellipsis_glyphs[i].advance;
+ }
+ }
+ }
+ }
+}
+
+Array TextServer::_shaped_text_get_glyphs_wrapper(RID p_shaped) const {
+ Array ret;
+
+ const Glyph *glyphs = shaped_text_get_glyphs(p_shaped);
+ int gl_size = shaped_text_get_glyph_count(p_shaped);
+ for (int i = 0; i < gl_size; i++) {
+ Dictionary glyph;
+
+ glyph["start"] = glyphs[i].start;
+ glyph["end"] = glyphs[i].end;
+ glyph["repeat"] = glyphs[i].repeat;
+ glyph["count"] = glyphs[i].count;
+ glyph["flags"] = glyphs[i].flags;
+ glyph["offset"] = Vector2(glyphs[i].x_off, glyphs[i].y_off);
+ glyph["advance"] = glyphs[i].advance;
+ glyph["font_rid"] = glyphs[i].font_rid;
+ glyph["font_size"] = glyphs[i].font_size;
+ glyph["index"] = glyphs[i].index;
+
+ ret.push_back(glyph);
+ }
+
+ return ret;
+}
+
+Array TextServer::_shaped_text_sort_logical_wrapper(RID p_shaped) {
+ Array ret;
+
+ const Glyph *glyphs = shaped_text_sort_logical(p_shaped);
+ int gl_size = shaped_text_get_glyph_count(p_shaped);
+ for (int i = 0; i < gl_size; i++) {
+ Dictionary glyph;
+
+ glyph["start"] = glyphs[i].start;
+ glyph["end"] = glyphs[i].end;
+ glyph["repeat"] = glyphs[i].repeat;
+ glyph["count"] = glyphs[i].count;
+ glyph["flags"] = glyphs[i].flags;
+ glyph["offset"] = Vector2(glyphs[i].x_off, glyphs[i].y_off);
+ glyph["advance"] = glyphs[i].advance;
+ glyph["font_rid"] = glyphs[i].font_rid;
+ glyph["font_size"] = glyphs[i].font_size;
+ glyph["index"] = glyphs[i].index;
+
+ ret.push_back(glyph);
+ }
+
+ return ret;
+}
+
+Array TextServer::_shaped_text_get_ellipsis_glyphs_wrapper(RID p_shaped) const {
+ Array ret;
+
+ const Glyph *glyphs = shaped_text_get_ellipsis_glyphs(p_shaped);
+ int gl_size = shaped_text_get_ellipsis_glyph_count(p_shaped);
+ for (int i = 0; i < gl_size; i++) {
+ Dictionary glyph;
+
+ glyph["start"] = glyphs[i].start;
+ glyph["end"] = glyphs[i].end;
+ glyph["repeat"] = glyphs[i].repeat;
+ glyph["count"] = glyphs[i].count;
+ glyph["flags"] = glyphs[i].flags;
+ glyph["offset"] = Vector2(glyphs[i].x_off, glyphs[i].y_off);
+ glyph["advance"] = glyphs[i].advance;
+ glyph["font_rid"] = glyphs[i].font_rid;
+ glyph["font_size"] = glyphs[i].font_size;
+ glyph["index"] = glyphs[i].index;
+
+ ret.push_back(glyph);
+ }
+
+ return ret;
+}
+
+TextServer::TextServer() {
+}
+
+TextServer::~TextServer() {
+}
diff --git a/servers/text_server.h b/servers/text_server.h
index e69de29bb2..3a5f946fbf 100644
--- a/servers/text_server.h
+++ b/servers/text_server.h
@@ -0,0 +1,538 @@
+/*************************************************************************/
+/* text_server.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 TEXT_SERVER_H
+#define TEXT_SERVER_H
+
+#include "core/object/ref_counted.h"
+#include "core/os/os.h"
+#include "core/templates/rid.h"
+#include "core/variant/native_ptr.h"
+#include "core/variant/variant.h"
+
+struct Glyph;
+struct CaretInfo;
+
+class TextServer : public RefCounted {
+ GDCLASS(TextServer, RefCounted);
+
+public:
+ enum Direction {
+ DIRECTION_AUTO,
+ DIRECTION_LTR,
+ DIRECTION_RTL
+ };
+
+ enum Orientation {
+ ORIENTATION_HORIZONTAL,
+ ORIENTATION_VERTICAL
+ };
+
+ enum JustificationFlag {
+ JUSTIFICATION_NONE = 0,
+ JUSTIFICATION_KASHIDA = 1 << 0,
+ JUSTIFICATION_WORD_BOUND = 1 << 1,
+ JUSTIFICATION_TRIM_EDGE_SPACES = 1 << 2,
+ JUSTIFICATION_AFTER_LAST_TAB = 1 << 3,
+ JUSTIFICATION_CONSTRAIN_ELLIPSIS = 1 << 4,
+ };
+
+ enum LineBreakFlag { // LineBreakFlag can be passed in the same value as the JustificationFlag, do not use the same values.
+ BREAK_NONE = 0,
+ BREAK_MANDATORY = 1 << 5,
+ BREAK_WORD_BOUND = 1 << 6,
+ BREAK_GRAPHEME_BOUND = 1 << 7,
+ BREAK_WORD_BOUND_ADAPTIVE = 1 << 6 | 1 << 8,
+ };
+
+ enum TextOverrunFlag {
+ OVERRUN_NO_TRIMMING = 0,
+ OVERRUN_TRIM = 1 << 0,
+ OVERRUN_TRIM_WORD_ONLY = 1 << 1,
+ OVERRUN_ADD_ELLIPSIS = 1 << 2,
+ OVERRUN_ENFORCE_ELLIPSIS = 1 << 3,
+ OVERRUN_JUSTIFICATION_AWARE = 1 << 4,
+ };
+
+ enum GraphemeFlag {
+ GRAPHEME_IS_VALID = 1 << 0, // Glyph is valid.
+ GRAPHEME_IS_RTL = 1 << 1, // Glyph is right-to-left.
+ GRAPHEME_IS_VIRTUAL = 1 << 2, // Glyph is not part of source string (added by fit_to_width function, do not affect caret movement).
+ GRAPHEME_IS_SPACE = 1 << 3, // Is whitespace (for justification and word breaks).
+ GRAPHEME_IS_BREAK_HARD = 1 << 4, // Is line break (mandatory break, e.g. "\n").
+ GRAPHEME_IS_BREAK_SOFT = 1 << 5, // Is line break (optional break, e.g. space).
+ GRAPHEME_IS_TAB = 1 << 6, // Is tab or vertical tab.
+ GRAPHEME_IS_ELONGATION = 1 << 7, // Elongation (e.g. kashida), glyph can be duplicated or truncated to fit line to width.
+ GRAPHEME_IS_PUNCTUATION = 1 << 8, // Punctuation, except underscore (can be used as word break, but not line break or justifiction).
+ GRAPHEME_IS_UNDERSCORE = 1 << 9, // Underscore (can be used as word break).
+ GRAPHEME_IS_CONNECTED = 1 << 10, // Connected to previous grapheme.
+ };
+
+ enum Hinting {
+ HINTING_NONE,
+ HINTING_LIGHT,
+ HINTING_NORMAL
+ };
+
+ enum Feature {
+ FEATURE_BIDI_LAYOUT = 1 << 0,
+ FEATURE_VERTICAL_LAYOUT = 1 << 1,
+ FEATURE_SHAPING = 1 << 2,
+ FEATURE_KASHIDA_JUSTIFICATION = 1 << 3,
+ FEATURE_BREAK_ITERATORS = 1 << 4,
+ FEATURE_FONT_SYSTEM = 1 << 5,
+ FEATURE_FONT_VARIABLE = 1 << 6,
+ 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
+ };
+
+ enum SpacingType {
+ SPACING_GLYPH,
+ SPACING_SPACE,
+ SPACING_TOP,
+ SPACING_BOTTOM,
+ };
+
+ void _draw_hex_code_box_number(RID p_canvas, int p_size, const Vector2 &p_pos, uint8_t p_index, const Color &p_color) const;
+
+protected:
+ struct TrimData {
+ int trim_pos = -1;
+ int ellipsis_pos = -1;
+ Vector<Glyph> ellipsis_glyph_buf;
+ };
+
+ struct ShapedTextData {
+ Mutex mutex;
+
+ /* Source data */
+ RID parent; // Substring parent ShapedTextData.
+
+ int start = 0; // Substring start offset in the parent string.
+ int end = 0; // Substring end offset in the parent string.
+
+ String text;
+ TextServer::Direction direction = DIRECTION_LTR; // Desired text direction.
+ TextServer::Orientation orientation = ORIENTATION_HORIZONTAL;
+
+ struct Span {
+ int start = -1;
+ int end = -1;
+
+ Vector<RID> fonts;
+ int font_size = 0;
+
+ Variant embedded_key;
+
+ String language;
+ Dictionary features;
+ };
+ Vector<Span> spans;
+
+ struct EmbeddedObject {
+ int pos = 0;
+ InlineAlign inline_align = INLINE_ALIGN_CENTER;
+ Rect2 rect;
+ };
+ Map<Variant, EmbeddedObject> objects;
+
+ /* Shaped data */
+ TextServer::Direction para_direction = DIRECTION_LTR; // Detected text direction.
+ bool valid = false; // String is shaped.
+ bool line_breaks_valid = false; // Line and word break flags are populated (and virtual zero width spaces inserted).
+ bool justification_ops_valid = false; // Virtual elongation glyphs are added to the string.
+ bool sort_valid = false;
+ bool text_trimmed = false;
+
+ bool preserve_invalid = true; // Draw hex code box instead of missing characters.
+ bool preserve_control = false; // Draw control characters.
+
+ float ascent = 0.f; // Ascent for horizontal layout, 1/2 of width for vertical.
+ float descent = 0.f; // Descent for horizontal layout, 1/2 of width for vertical.
+ float width = 0.f; // Width for horizontal layout, height for vertical.
+ float width_trimmed = 0.f;
+
+ float upos = 0.f;
+ float uthk = 0.f;
+
+ TrimData overrun_trim_data;
+ bool fit_width_minimum_reached = false;
+
+ Vector<Glyph> glyphs;
+ Vector<Glyph> glyphs_logical;
+ };
+
+ static void _bind_methods();
+
+public:
+ virtual bool has_feature(Feature p_feature) const = 0;
+ virtual String get_name() const = 0;
+ virtual uint32_t get_features() const = 0;
+
+ virtual void free(RID p_rid) = 0;
+ virtual bool has(RID p_rid) = 0;
+ virtual bool load_support_data(const String &p_filename) = 0;
+
+ virtual String get_support_data_filename() const = 0;
+ virtual String get_support_data_info() const = 0;
+ virtual bool save_support_data(const String &p_filename) const = 0;
+
+ virtual bool is_locale_right_to_left(const String &p_locale) const = 0;
+
+ virtual int32_t name_to_tag(const String &p_name) const { return 0; };
+ virtual String tag_to_name(int32_t p_tag) const { return ""; };
+
+ /* Font interface */
+ virtual RID create_font() = 0;
+
+ virtual void font_set_data(RID p_font_rid, const PackedByteArray &p_data) = 0;
+ virtual void font_set_data_ptr(RID p_font_rid, const uint8_t *p_data_ptr, size_t p_data_size) = 0;
+
+ virtual void font_set_antialiased(RID p_font_rid, bool p_antialiased) = 0;
+ virtual bool font_is_antialiased(RID p_font_rid) const = 0;
+
+ virtual void font_set_multichannel_signed_distance_field(RID p_font_rid, bool p_msdf) = 0;
+ virtual bool font_is_multichannel_signed_distance_field(RID p_font_rid) const = 0;
+
+ virtual void font_set_msdf_pixel_range(RID p_font_rid, int p_msdf_pixel_range) = 0;
+ virtual int font_get_msdf_pixel_range(RID p_font_rid) const = 0;
+
+ virtual void font_set_msdf_size(RID p_font_rid, int p_msdf_size) = 0;
+ virtual int font_get_msdf_size(RID p_font_rid) const = 0;
+
+ virtual void font_set_fixed_size(RID p_font_rid, int p_fixed_size) = 0;
+ virtual int font_get_fixed_size(RID p_font_rid) const = 0;
+
+ virtual void font_set_force_autohinter(RID p_font_rid, bool p_force_autohinter) = 0;
+ virtual bool font_is_force_autohinter(RID p_font_rid) const = 0;
+
+ virtual void font_set_hinting(RID p_font_rid, Hinting p_hinting) = 0;
+ virtual Hinting font_get_hinting(RID p_font_rid) const = 0;
+
+ virtual void font_set_variation_coordinates(RID p_font_rid, const Dictionary &p_variation_coordinates) = 0;
+ virtual Dictionary font_get_variation_coordinates(RID p_font_rid) const = 0;
+
+ virtual void font_set_oversampling(RID p_font_rid, float p_oversampling) = 0;
+ virtual float font_get_oversampling(RID p_font_rid) const = 0;
+
+ virtual Array font_get_size_cache_list(RID p_font_rid) const = 0;
+ virtual void font_clear_size_cache(RID p_font_rid) = 0;
+ virtual void font_remove_size_cache(RID p_font_rid, const Vector2i &p_size) = 0;
+
+ virtual void font_set_ascent(RID p_font_rid, int p_size, float p_ascent) = 0;
+ virtual float font_get_ascent(RID p_font_rid, int p_size) const = 0;
+
+ virtual void font_set_descent(RID p_font_rid, int p_size, float p_descent) = 0;
+ virtual float font_get_descent(RID p_font_rid, int p_size) const = 0;
+
+ virtual void font_set_underline_position(RID p_font_rid, int p_size, float p_underline_position) = 0;
+ virtual float font_get_underline_position(RID p_font_rid, int p_size) const = 0;
+
+ virtual void font_set_underline_thickness(RID p_font_rid, int p_size, float p_underline_thickness) = 0;
+ virtual float font_get_underline_thickness(RID p_font_rid, int p_size) const = 0;
+
+ virtual void font_set_scale(RID p_font_rid, int p_size, float p_scale) = 0;
+ virtual float font_get_scale(RID p_font_rid, int p_size) const = 0;
+
+ virtual void font_set_spacing(RID p_font_rid, int p_size, SpacingType p_spacing, int p_value) = 0;
+ virtual int font_get_spacing(RID p_font_rid, int p_size, SpacingType p_spacing) const = 0;
+
+ virtual int font_get_texture_count(RID p_font_rid, const Vector2i &p_size) const = 0;
+ virtual void font_clear_textures(RID p_font_rid, const Vector2i &p_size) = 0;
+ virtual void font_remove_texture(RID p_font_rid, const Vector2i &p_size, int p_texture_index) = 0;
+
+ virtual void font_set_texture_image(RID p_font_rid, const Vector2i &p_size, int p_texture_index, const Ref<Image> &p_image) = 0;
+ virtual Ref<Image> font_get_texture_image(RID p_font_rid, const Vector2i &p_size, int p_texture_index) const = 0;
+
+ virtual void font_set_texture_offsets(RID p_font_rid, const Vector2i &p_size, int p_texture_index, const PackedInt32Array &p_offset) = 0;
+ virtual PackedInt32Array font_get_texture_offsets(RID p_font_rid, const Vector2i &p_size, int p_texture_index) const = 0;
+
+ virtual Array font_get_glyph_list(RID p_font_rid, const Vector2i &p_size) const = 0;
+ virtual void font_clear_glyphs(RID p_font_rid, const Vector2i &p_size) = 0;
+ virtual void font_remove_glyph(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) = 0;
+
+ virtual Vector2 font_get_glyph_advance(RID p_font_rid, int p_size, int32_t p_glyph) const = 0;
+ virtual void font_set_glyph_advance(RID p_font_rid, int p_size, int32_t p_glyph, const Vector2 &p_advance) = 0;
+
+ virtual Vector2 font_get_glyph_offset(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const = 0;
+ virtual void font_set_glyph_offset(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Vector2 &p_offset) = 0;
+
+ virtual Vector2 font_get_glyph_size(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const = 0;
+ virtual void font_set_glyph_size(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Vector2 &p_gl_size) = 0;
+
+ virtual Rect2 font_get_glyph_uv_rect(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const = 0;
+ virtual void font_set_glyph_uv_rect(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, const Rect2 &p_uv_rect) = 0;
+
+ virtual int font_get_glyph_texture_idx(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph) const = 0;
+ virtual void font_set_glyph_texture_idx(RID p_font_rid, const Vector2i &p_size, int32_t p_glyph, int p_texture_idx) = 0;
+
+ virtual Dictionary font_get_glyph_contours(RID p_font, int p_size, int32_t p_index) const = 0;
+
+ virtual Array font_get_kerning_list(RID p_font_rid, int p_size) const = 0;
+ virtual void font_clear_kerning_map(RID p_font_rid, int p_size) = 0;
+ virtual void font_remove_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair) = 0;
+
+ virtual void font_set_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair, const Vector2 &p_kerning) = 0;
+ virtual Vector2 font_get_kerning(RID p_font_rid, int p_size, const Vector2i &p_glyph_pair) const = 0;
+
+ virtual int32_t font_get_glyph_index(RID p_font_rid, int p_size, char32_t p_char, char32_t p_variation_selector) const = 0;
+
+ virtual bool font_has_char(RID p_font_rid, char32_t p_char) const = 0;
+ virtual String font_get_supported_chars(RID p_font_rid) const = 0;
+
+ virtual void font_render_range(RID p_font, const Vector2i &p_size, char32_t p_start, char32_t p_end) = 0;
+ virtual void font_render_glyph(RID p_font_rid, const Vector2i &p_size, int32_t p_index) = 0;
+
+ virtual void font_draw_glyph(RID p_font, RID p_canvas, int p_size, const Vector2 &p_pos, int32_t p_index, const Color &p_color = Color(1, 1, 1)) const = 0;
+ virtual void font_draw_glyph_outline(RID p_font, RID p_canvas, int p_size, int p_outline_size, const Vector2 &p_pos, int32_t p_index, const Color &p_color = Color(1, 1, 1)) const = 0;
+
+ virtual bool font_is_language_supported(RID p_font_rid, const String &p_language) const = 0;
+ virtual void font_set_language_support_override(RID p_font_rid, const String &p_language, bool p_supported) = 0;
+ virtual bool font_get_language_support_override(RID p_font_rid, const String &p_language) = 0;
+ virtual void font_remove_language_support_override(RID p_font_rid, const String &p_language) = 0;
+ virtual Vector<String> font_get_language_support_overrides(RID p_font_rid) = 0;
+
+ virtual bool font_is_script_supported(RID p_font_rid, const String &p_script) const = 0;
+ virtual void font_set_script_support_override(RID p_font_rid, const String &p_script, bool p_supported) = 0;
+ virtual bool font_get_script_support_override(RID p_font_rid, const String &p_script) = 0;
+ virtual void font_remove_script_support_override(RID p_font_rid, const String &p_script) = 0;
+ virtual Vector<String> font_get_script_support_overrides(RID p_font_rid) = 0;
+
+ virtual Dictionary font_supported_feature_list(RID p_font_rid) const = 0;
+ virtual Dictionary font_supported_variation_list(RID p_font_rid) const = 0;
+
+ virtual float font_get_global_oversampling() const = 0;
+ virtual void font_set_global_oversampling(float p_oversampling) = 0;
+
+ virtual Vector2 get_hex_code_box_size(int p_size, char32_t p_index) const;
+ virtual void draw_hex_code_box(RID p_canvas, int p_size, const Vector2 &p_pos, char32_t p_index, const Color &p_color) const;
+
+ /* Shaped text buffer interface */
+
+ virtual RID create_shaped_text(Direction p_direction = DIRECTION_AUTO, Orientation p_orientation = ORIENTATION_HORIZONTAL) = 0;
+
+ virtual void shaped_text_clear(RID p_shaped) = 0;
+
+ virtual void shaped_text_set_direction(RID p_shaped, Direction p_direction = DIRECTION_AUTO) = 0;
+ virtual Direction shaped_text_get_direction(RID p_shaped) const = 0;
+
+ virtual void shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) = 0;
+
+ virtual void shaped_text_set_orientation(RID p_shaped, Orientation p_orientation = ORIENTATION_HORIZONTAL) = 0;
+ virtual Orientation shaped_text_get_orientation(RID p_shaped) const = 0;
+
+ virtual void shaped_text_set_preserve_invalid(RID p_shaped, bool p_enabled) = 0;
+ virtual bool shaped_text_get_preserve_invalid(RID p_shaped) const = 0;
+
+ virtual void shaped_text_set_preserve_control(RID p_shaped, bool p_enabled) = 0;
+ virtual bool shaped_text_get_preserve_control(RID p_shaped) const = 0;
+
+ virtual bool shaped_text_add_string(RID p_shaped, const String &p_text, const Vector<RID> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "") = 0;
+ virtual bool shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER, int p_length = 1) = 0;
+ virtual bool shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER) = 0;
+
+ virtual RID shaped_text_substr(RID p_shaped, int p_start, int p_length) const = 0; // Copy shaped substring (e.g. line break) without reshaping, but correctly reordered, preservers range.
+ virtual RID shaped_text_get_parent(RID p_shaped) const = 0;
+
+ virtual float shaped_text_fit_to_width(RID p_shaped, float p_width, uint16_t /*JustificationFlag*/ p_jst_flags = JUSTIFICATION_WORD_BOUND | JUSTIFICATION_KASHIDA) = 0;
+ virtual float shaped_text_tab_align(RID p_shaped, const PackedFloat32Array &p_tab_stops) = 0;
+
+ virtual bool shaped_text_shape(RID p_shaped) = 0;
+ virtual bool shaped_text_update_breaks(RID p_shaped) = 0;
+ virtual bool shaped_text_update_justification_ops(RID p_shaped) = 0;
+
+ virtual bool shaped_text_is_ready(RID p_shaped) const = 0;
+
+ virtual const Glyph *shaped_text_get_glyphs(RID p_shaped) const = 0;
+ Array _shaped_text_get_glyphs_wrapper(RID p_shaped) const;
+ virtual const Glyph *shaped_text_sort_logical(RID p_shaped) = 0;
+ Array _shaped_text_sort_logical_wrapper(RID p_shaped);
+ virtual int shaped_text_get_glyph_count(RID p_shaped) const = 0;
+
+ virtual Vector2i shaped_text_get_range(RID p_shaped) const = 0;
+
+ virtual PackedInt32Array shaped_text_get_line_breaks_adv(RID p_shaped, const PackedFloat32Array &p_width, int p_start = 0, bool p_once = true, uint16_t /*TextBreakFlag*/ p_break_flags = BREAK_MANDATORY | BREAK_WORD_BOUND) const;
+ virtual PackedInt32Array shaped_text_get_line_breaks(RID p_shaped, float p_width, int p_start = 0, uint16_t /*TextBreakFlag*/ p_break_flags = BREAK_MANDATORY | BREAK_WORD_BOUND) const;
+ virtual PackedInt32Array shaped_text_get_word_breaks(RID p_shaped, int p_grapheme_flags = GRAPHEME_IS_SPACE | GRAPHEME_IS_PUNCTUATION) const;
+
+ virtual int shaped_text_get_trim_pos(RID p_shaped) const = 0;
+ virtual int shaped_text_get_ellipsis_pos(RID p_shaped) const = 0;
+ virtual const Glyph *shaped_text_get_ellipsis_glyphs(RID p_shaped) const = 0;
+ Array _shaped_text_get_ellipsis_glyphs_wrapper(RID p_shaped) const;
+ virtual int shaped_text_get_ellipsis_glyph_count(RID p_shaped) const = 0;
+
+ virtual void shaped_text_overrun_trim_to_width(RID p_shaped, float p_width, uint16_t p_trim_flags) = 0;
+
+ virtual Array shaped_text_get_objects(RID p_shaped) const = 0;
+ virtual Rect2 shaped_text_get_object_rect(RID p_shaped, Variant p_key) const = 0;
+
+ virtual Size2 shaped_text_get_size(RID p_shaped) const = 0;
+ virtual float shaped_text_get_ascent(RID p_shaped) const = 0;
+ virtual float shaped_text_get_descent(RID p_shaped) const = 0;
+ virtual float shaped_text_get_width(RID p_shaped) const = 0;
+ virtual float shaped_text_get_underline_position(RID p_shaped) const = 0;
+ virtual float shaped_text_get_underline_thickness(RID p_shaped) const = 0;
+
+ virtual Direction shaped_text_get_dominant_direction_in_range(RID p_shaped, int p_start, int p_end) const;
+
+ virtual CaretInfo shaped_text_get_carets(RID p_shaped, int p_position) const;
+ Dictionary _shaped_text_get_carets_wrapper(RID p_shaped, int p_position) const;
+
+ virtual Vector<Vector2> shaped_text_get_selection(RID p_shaped, int p_start, int p_end) const;
+
+ virtual int shaped_text_hit_test_grapheme(RID p_shaped, float p_coords) const; // Return grapheme index.
+ virtual int shaped_text_hit_test_position(RID p_shaped, float p_coords) const; // Return caret/selection position.
+
+ virtual int shaped_text_next_grapheme_pos(RID p_shaped, int p_pos) const;
+ virtual int shaped_text_prev_grapheme_pos(RID p_shaped, int p_pos) const;
+
+ // The pen position is always placed on the baseline and moveing left to right.
+ virtual void shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l = -1.f, float p_clip_r = -1.f, const Color &p_color = Color(1, 1, 1)) const;
+ virtual void shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l = -1.f, float p_clip_r = -1.f, int p_outline_size = 1, const Color &p_color = Color(1, 1, 1)) const;
+
+ // Number conversion.
+ virtual String format_number(const String &p_string, const String &p_language = "") const { return p_string; };
+ virtual String parse_number(const String &p_string, const String &p_language = "") const { return p_string; };
+ virtual String percent_sign(const String &p_language = "") const { return "%"; };
+
+ TextServer();
+ ~TextServer();
+};
+
+/*************************************************************************/
+
+struct Glyph {
+ int start = -1; // Start offset in the source string.
+ int end = -1; // End offset in the source string.
+
+ uint8_t count = 0; // Number of glyphs in the grapheme, set in the first glyph only.
+ uint8_t repeat = 1; // Draw multiple times in the row.
+ uint16_t flags = 0; // Grapheme flags (valid, rtl, virtual), set in the first glyph only.
+
+ float x_off = 0.f; // Offset from the origin of the glyph on baseline.
+ float y_off = 0.f;
+ float advance = 0.f; // Advance to the next glyph along baseline(x for horizontal layout, y for vertical).
+
+ RID font_rid; // Font resource.
+ int font_size = 0; // Font size;
+ int32_t index = 0; // Glyph index (font specific) or UTF-32 codepoint (for the invalid glyphs).
+
+ bool operator==(const Glyph &p_a) const;
+ bool operator!=(const Glyph &p_a) const;
+
+ bool operator<(const Glyph &p_a) const;
+ bool operator>(const Glyph &p_a) const;
+};
+
+struct CaretInfo {
+ Rect2 l_caret;
+ Rect2 t_caret;
+ TextServer::Direction l_dir;
+ TextServer::Direction t_dir;
+};
+
+struct GlyphCompare { // For line breaking reordering.
+ _FORCE_INLINE_ bool operator()(const Glyph &l, const Glyph &r) const {
+ if (l.start == r.start) {
+ if (l.count == r.count) {
+ if ((l.flags & TextServer::GRAPHEME_IS_VIRTUAL) == TextServer::GRAPHEME_IS_VIRTUAL) {
+ return false;
+ } else {
+ return true;
+ }
+ }
+ return l.count > r.count; // Sort first glyph with count & flags, order of the rest are irrelevant.
+ } else {
+ return l.start < r.start;
+ }
+ }
+};
+
+/*************************************************************************/
+
+class TextServerManager : public Object {
+ GDCLASS(TextServerManager, Object);
+
+protected:
+ static void _bind_methods();
+
+private:
+ static TextServerManager *singleton;
+
+ Ref<TextServer> primary_interface;
+ Vector<Ref<TextServer>> interfaces;
+
+public:
+ _FORCE_INLINE_ static TextServerManager *get_singleton() {
+ return singleton;
+ }
+
+ void add_interface(const Ref<TextServer> &p_interface);
+ void remove_interface(const Ref<TextServer> &p_interface);
+ int get_interface_count() const;
+ Ref<TextServer> get_interface(int p_index) const;
+ Ref<TextServer> find_interface(const String &p_name) const;
+ Array get_interfaces() const;
+
+ _FORCE_INLINE_ Ref<TextServer> get_primary_interface() const {
+ return primary_interface;
+ }
+ Ref<TextServer> _get_primary_interface() const;
+ void set_primary_interface(const Ref<TextServer> &p_primary_interface);
+
+ TextServerManager();
+ ~TextServerManager();
+};
+
+/*************************************************************************/
+
+#define TS TextServerManager::get_singleton()->get_primary_interface()
+
+VARIANT_ENUM_CAST(TextServer::Direction);
+VARIANT_ENUM_CAST(TextServer::Orientation);
+VARIANT_ENUM_CAST(TextServer::JustificationFlag);
+VARIANT_ENUM_CAST(TextServer::LineBreakFlag);
+VARIANT_ENUM_CAST(TextServer::TextOverrunFlag);
+VARIANT_ENUM_CAST(TextServer::GraphemeFlag);
+VARIANT_ENUM_CAST(TextServer::Hinting);
+VARIANT_ENUM_CAST(TextServer::Feature);
+VARIANT_ENUM_CAST(TextServer::ContourPointTag);
+VARIANT_ENUM_CAST(TextServer::SpacingType);
+
+GDVIRTUAL_NATIVE_PTR(Glyph);
+GDVIRTUAL_NATIVE_PTR(Glyph *);
+GDVIRTUAL_NATIVE_PTR(CaretInfo);
+
+#endif // TEXT_SERVER_H
diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp
index e9858416ec..bf54158905 100644
--- a/servers/xr/xr_interface.cpp
+++ b/servers/xr/xr_interface.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,27 +29,26 @@
/*************************************************************************/
#include "xr_interface.h"
+// #include "servers/rendering/renderer_compositor.h"
void XRInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_name"), &XRInterface::get_name);
ClassDB::bind_method(D_METHOD("get_capabilities"), &XRInterface::get_capabilities);
ClassDB::bind_method(D_METHOD("is_primary"), &XRInterface::is_primary);
- ClassDB::bind_method(D_METHOD("set_is_primary", "enable"), &XRInterface::set_is_primary);
+ ClassDB::bind_method(D_METHOD("set_primary", "primary"), &XRInterface::set_primary);
ClassDB::bind_method(D_METHOD("is_initialized"), &XRInterface::is_initialized);
- ClassDB::bind_method(D_METHOD("set_is_initialized", "initialized"), &XRInterface::set_is_initialized);
ClassDB::bind_method(D_METHOD("initialize"), &XRInterface::initialize);
ClassDB::bind_method(D_METHOD("uninitialize"), &XRInterface::uninitialize);
ClassDB::bind_method(D_METHOD("get_tracking_status"), &XRInterface::get_tracking_status);
- ClassDB::bind_method(D_METHOD("get_render_targetsize"), &XRInterface::get_render_targetsize);
- ClassDB::bind_method(D_METHOD("is_stereo"), &XRInterface::is_stereo);
+ ClassDB::bind_method(D_METHOD("get_render_target_size"), &XRInterface::get_render_target_size);
+ ClassDB::bind_method(D_METHOD("get_view_count"), &XRInterface::get_view_count);
ADD_GROUP("Interface", "interface_");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interface_is_primary"), "set_is_primary", "is_primary");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interface_is_initialized"), "set_is_initialized", "is_initialized");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interface_is_primary"), "set_primary", "is_primary");
// we don't have any properties specific to VR yet....
@@ -76,70 +75,48 @@ void XRInterface::_bind_methods() {
BIND_ENUM_CONSTANT(XR_INSUFFICIENT_FEATURES);
BIND_ENUM_CONSTANT(XR_UNKNOWN_TRACKING);
BIND_ENUM_CONSTANT(XR_NOT_TRACKING);
-};
-
-StringName XRInterface::get_name() const {
- return "Unknown";
-};
+}
bool XRInterface::is_primary() {
XRServer *xr_server = XRServer::get_singleton();
ERR_FAIL_NULL_V(xr_server, false);
return xr_server->get_primary_interface() == this;
-};
+}
-void XRInterface::set_is_primary(bool p_is_primary) {
+void XRInterface::set_primary(bool p_primary) {
XRServer *xr_server = XRServer::get_singleton();
ERR_FAIL_NULL(xr_server);
- if (p_is_primary) {
+ if (p_primary) {
ERR_FAIL_COND(!is_initialized());
xr_server->set_primary_interface(this);
- } else {
- xr_server->clear_primary_interface_if(this);
- };
-};
-
-void XRInterface::set_is_initialized(bool p_initialized) {
- if (p_initialized) {
- if (!is_initialized()) {
- initialize();
- };
- } else {
- if (is_initialized()) {
- uninitialize();
- };
- };
-};
-
-XRInterface::Tracking_status XRInterface::get_tracking_status() const {
- return tracking_state;
-};
-
-XRInterface::XRInterface() {
- tracking_state = XR_UNKNOWN_TRACKING;
-};
+ } else if (xr_server->get_primary_interface() == this) {
+ xr_server->set_primary_interface(nullptr);
+ }
+}
-XRInterface::~XRInterface() {}
+XRInterface::XRInterface() {}
-// optional render to external texture which enhances performance on those platforms that require us to submit our end result into special textures.
-unsigned int XRInterface::get_external_texture_for_eye(XRInterface::Eyes p_eye) {
- return 0;
-};
+XRInterface::~XRInterface() {}
/** these will only be implemented on AR interfaces, so we want dummies for VR **/
bool XRInterface::get_anchor_detection_is_enabled() const {
return false;
-};
+}
void XRInterface::set_anchor_detection_is_enabled(bool p_enable) {
- // don't do anything here, this needs to be implemented on AR interface to enable/disable things like plane detection etc.
}
int XRInterface::get_camera_feed_id() {
- // don't do anything here, this needs to be implemented on AR interface to enable/disable things like plane detection etc.
-
return 0;
-};
+}
+
+/** these are optional, so we want dummies **/
+XRInterface::TrackingStatus XRInterface::get_tracking_status() const {
+ return XR_UNKNOWN_TRACKING;
+}
+
+void XRInterface::notification(int p_what) {
+}
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index 99fcef7925..534fa18d8a 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,13 +33,15 @@
#include "core/math/camera_matrix.h"
#include "core/os/thread_safe.h"
-#include "scene/main/window.h"
#include "servers/xr_server.h"
+// forward declaration
+struct BlitToScreen;
+
/**
@author Bastiaan Olij <mux213@gmail.com>
- The XR interface is a template class ontop of which we build interface to different AR, VR and tracking SDKs.
+ The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs.
The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface
when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server.
@@ -48,8 +50,8 @@
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 */
@@ -66,7 +68,7 @@ public:
EYE_RIGHT
};
- enum Tracking_status { /* tracking status currently based on AR but we can start doing more with this for VR as well */
+ enum TrackingStatus { /* tracking status currently based on AR but we can start doing more with this for VR as well */
XR_NORMAL_TRACKING,
XR_EXCESSIVE_MOTION,
XR_INSUFFICIENT_FEATURES,
@@ -74,26 +76,25 @@ public:
XR_NOT_TRACKING
};
+private:
protected:
_THREAD_SAFE_CLASS_
- Tracking_status tracking_state;
static void _bind_methods();
public:
/** general interface information **/
- virtual StringName get_name() const;
- virtual int get_capabilities() const = 0;
+ virtual StringName get_name() const = 0;
+ virtual uint32_t get_capabilities() const = 0;
bool is_primary();
- void set_is_primary(bool p_is_primary);
+ void set_primary(bool p_is_primary);
virtual bool is_initialized() const = 0; /* returns true if we've initialized this interface */
- void set_is_initialized(bool p_initialized); /* helper function, will call initialize or uninitialize */
virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */
virtual void uninitialize() = 0; /* deinitialize this interface */
- Tracking_status get_tracking_status() const; /* get the status of our current tracking */
+ virtual TrackingStatus get_tracking_status() const; /* get the status of our current tracking */
/** specific to VR **/
// nothing yet
@@ -105,15 +106,18 @@ public:
/** rendering and internal **/
- 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 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 */
+ virtual Size2 get_render_target_size() = 0; /* returns the recommended render target size per eye for this device */
+ virtual uint32_t get_view_count() = 0; /* returns the view count we need (1 is monoscopic, 2 is stereoscopic but can be more) */
+ virtual Transform3D get_camera_transform() = 0; /* returns the position of our camera for updating our camera node. For monoscopic this is equal to the views transform, for stereoscopic this should be an average */
+ virtual Transform3D get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) = 0; /* get each views transform */
+ virtual CameraMatrix get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) = 0; /* get each view projection matrix */
+
+ // note, external color/depth/vrs texture support will be added here soon.
+
+ virtual Vector<BlitToScreen> commit_views(RID p_render_target, const Rect2 &p_screen_rect) = 0; /* commit rendered views to the XR interface */
virtual void process() = 0;
- virtual void notification(int p_what) = 0;
+ virtual void notification(int p_what);
XRInterface();
~XRInterface();
@@ -121,6 +125,6 @@ public:
VARIANT_ENUM_CAST(XRInterface::Capabilities);
VARIANT_ENUM_CAST(XRInterface::Eyes);
-VARIANT_ENUM_CAST(XRInterface::Tracking_status);
+VARIANT_ENUM_CAST(XRInterface::TrackingStatus);
-#endif
+#endif // !XR_INTERFACE_H
diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp
new file mode 100644
index 0000000000..7fdf90770d
--- /dev/null
+++ b/servers/xr/xr_interface_extension.cpp
@@ -0,0 +1,267 @@
+/*************************************************************************/
+/* xr_interface_extension.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 "xr_interface_extension.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_storage.h"
+#include "servers/rendering/rendering_server_globals.h"
+
+void XRInterfaceExtension::_bind_methods() {
+ GDVIRTUAL_BIND(_get_name);
+ GDVIRTUAL_BIND(_get_capabilities);
+
+ GDVIRTUAL_BIND(_is_initialized);
+ GDVIRTUAL_BIND(_initialize);
+ GDVIRTUAL_BIND(_uninitialize);
+
+ GDVIRTUAL_BIND(_get_tracking_status);
+
+ GDVIRTUAL_BIND(_get_render_target_size);
+ GDVIRTUAL_BIND(_get_view_count);
+ GDVIRTUAL_BIND(_get_camera_transform);
+ GDVIRTUAL_BIND(_get_transform_for_view, "view", "cam_transform");
+ GDVIRTUAL_BIND(_get_projection_for_view, "view", "aspect", "z_near", "z_far");
+
+ GDVIRTUAL_BIND(_commit_views, "render_target", "screen_rect");
+
+ GDVIRTUAL_BIND(_process);
+ GDVIRTUAL_BIND(_notification, "what");
+
+ // we don't have any properties specific to VR yet....
+
+ // but we do have properties specific to AR....
+ GDVIRTUAL_BIND(_get_anchor_detection_is_enabled);
+ GDVIRTUAL_BIND(_set_anchor_detection_is_enabled, "enabled");
+ GDVIRTUAL_BIND(_get_camera_feed_id);
+
+ // helper methods
+ ClassDB::bind_method(D_METHOD("add_blit", "render_target", "src_rect", "dst_rect", "use_layer", "layer", "apply_lens_distortion", "eye_center", "k1", "k2", "upscale", "aspect_ratio"), &XRInterfaceExtension::add_blit);
+ ClassDB::bind_method(D_METHOD("get_render_target_texture", "render_target"), &XRInterfaceExtension::get_render_target_texture);
+ // ClassDB::bind_method(D_METHOD("get_render_target_depth", "render_target"), &XRInterfaceExtension::get_render_target_depth);
+}
+
+StringName XRInterfaceExtension::get_name() const {
+ StringName name;
+
+ if (GDVIRTUAL_CALL(_get_name, name)) {
+ return name;
+ }
+
+ return "Unknown";
+}
+
+uint32_t XRInterfaceExtension::get_capabilities() const {
+ uint32_t capabilities;
+
+ if (GDVIRTUAL_CALL(_get_capabilities, capabilities)) {
+ return capabilities;
+ }
+
+ return 0;
+}
+
+bool XRInterfaceExtension::is_initialized() const {
+ bool initialised = false;
+
+ if (GDVIRTUAL_CALL(_is_initialized, initialised)) {
+ return initialised;
+ }
+
+ return false;
+}
+
+bool XRInterfaceExtension::initialize() {
+ bool initialised = false;
+
+ if (GDVIRTUAL_CALL(_initialize, initialised)) {
+ return initialised;
+ }
+
+ return false;
+}
+
+void XRInterfaceExtension::uninitialize() {
+ GDVIRTUAL_CALL(_uninitialize);
+}
+
+XRInterface::TrackingStatus XRInterfaceExtension::get_tracking_status() const {
+ uint32_t status;
+
+ if (GDVIRTUAL_CALL(_get_tracking_status, status)) {
+ return TrackingStatus(status);
+ }
+
+ return XR_UNKNOWN_TRACKING;
+}
+
+/** these will only be implemented on AR interfaces, so we want dummies for VR **/
+bool XRInterfaceExtension::get_anchor_detection_is_enabled() const {
+ bool enabled;
+
+ if (GDVIRTUAL_CALL(_get_anchor_detection_is_enabled, enabled)) {
+ return enabled;
+ }
+
+ return false;
+}
+
+void XRInterfaceExtension::set_anchor_detection_is_enabled(bool p_enable) {
+ // don't do anything here, this needs to be implemented on AR interface to enable/disable things like plane detection etc.
+ GDVIRTUAL_CALL(_set_anchor_detection_is_enabled, p_enable);
+}
+
+int XRInterfaceExtension::get_camera_feed_id() {
+ int feed_id;
+
+ if (GDVIRTUAL_CALL(_get_camera_feed_id, feed_id)) {
+ return feed_id;
+ }
+
+ return 0;
+}
+
+Size2 XRInterfaceExtension::get_render_target_size() {
+ Size2 size;
+
+ if (GDVIRTUAL_CALL(_get_render_target_size, size)) {
+ return size;
+ }
+
+ return Size2(0, 0);
+}
+
+uint32_t XRInterfaceExtension::get_view_count() {
+ uint32_t view_count;
+
+ if (GDVIRTUAL_CALL(_get_view_count, view_count)) {
+ return view_count;
+ }
+
+ return 1;
+}
+
+Transform3D XRInterfaceExtension::get_camera_transform() {
+ Transform3D transform;
+
+ if (GDVIRTUAL_CALL(_get_camera_transform, transform)) {
+ return transform;
+ }
+
+ return Transform3D();
+}
+
+Transform3D XRInterfaceExtension::get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) {
+ Transform3D transform;
+
+ if (GDVIRTUAL_CALL(_get_transform_for_view, p_view, p_cam_transform, transform)) {
+ return transform;
+ }
+
+ return Transform3D();
+}
+
+CameraMatrix XRInterfaceExtension::get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) {
+ CameraMatrix cm;
+ PackedFloat64Array arr;
+
+ if (GDVIRTUAL_CALL(_get_projection_for_view, p_view, p_aspect, p_z_near, p_z_far, arr)) {
+ ERR_FAIL_COND_V_MSG(arr.size() != 16, CameraMatrix(), "Projection matrix must contain 16 floats");
+ real_t *m = (real_t *)cm.matrix;
+ for (int i = 0; i < 16; i++) {
+ m[i] = arr[i];
+ }
+ return cm;
+ }
+
+ return CameraMatrix();
+}
+
+void XRInterfaceExtension::add_blit(RID p_render_target, Rect2 p_src_rect, Rect2i p_dst_rect, bool p_use_layer, uint32_t p_layer, bool p_apply_lens_distortion, Vector2 p_eye_center, double p_k1, double p_k2, double p_upscale, double p_aspect_ratio) {
+ BlitToScreen blit;
+
+ ERR_FAIL_COND_MSG(!can_add_blits, "add_blit can only be called from an XR plugin from within _commit_views!");
+
+ blit.render_target = p_render_target;
+ blit.src_rect = p_src_rect;
+ blit.dst_rect = p_dst_rect;
+
+ blit.multi_view.use_layer = p_use_layer;
+ blit.multi_view.layer = p_layer;
+
+ blit.lens_distortion.apply = p_apply_lens_distortion;
+ blit.lens_distortion.eye_center = p_eye_center;
+ blit.lens_distortion.k1 = p_k1;
+ blit.lens_distortion.k2 = p_k2;
+ blit.lens_distortion.upscale = p_upscale;
+ blit.lens_distortion.aspect_ratio = p_aspect_ratio;
+
+ blits.push_back(blit);
+}
+
+Vector<BlitToScreen> XRInterfaceExtension::commit_views(RID p_render_target, const Rect2 &p_screen_rect) {
+ // This is just so our XR plugin can add blits...
+ blits.clear();
+ can_add_blits = true;
+
+ if (GDVIRTUAL_CALL(_commit_views, p_render_target, p_screen_rect)) {
+ return blits;
+ }
+
+ can_add_blits = false;
+ return blits;
+}
+
+void XRInterfaceExtension::process() {
+ GDVIRTUAL_CALL(_process);
+}
+
+void XRInterfaceExtension::notification(int p_what) {
+ GDVIRTUAL_CALL(_notification, p_what);
+}
+
+RID XRInterfaceExtension::get_render_target_texture(RID p_render_target) {
+ // In due time this will need to be enhance to return the correct INTERNAL RID for the chosen rendering engine.
+ // So once a GLES driver is implemented we'll return that and the implemented plugin needs to handle this correctly too.
+ RendererStorageRD *rd_storage = RendererStorageRD::base_singleton;
+ ERR_FAIL_NULL_V_MSG(rd_storage, RID(), "Renderer storage not setup");
+
+ return rd_storage->render_target_get_rd_texture(p_render_target);
+}
+
+/*
+RID XRInterfaceExtension::get_render_target_depth(RID p_render_target) {
+ // TODO implement this, the problem is that our depth texture isn't part of our render target as it is used for 3D rendering only
+ // but we don't have access to our render buffers from here....
+ RendererSceneRenderRD * rd_scene = ?????;
+ ERR_FAIL_NULL_V_MSG(rd_scene, RID(), "Renderer scene render not setup");
+
+ return rd_scene->render_buffers_get_depth_texture(????????????);
+}
+*/
diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h
new file mode 100644
index 0000000000..3b7af4c0a2
--- /dev/null
+++ b/servers/xr/xr_interface_extension.h
@@ -0,0 +1,109 @@
+/*************************************************************************/
+/* xr_interface_extension.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 XR_INTERFACE_EXTENSION_H
+#define XR_INTERFACE_EXTENSION_H
+
+#include "servers/xr/xr_interface.h"
+
+class XRInterfaceExtension : public XRInterface {
+ GDCLASS(XRInterfaceExtension, XRInterface);
+
+public:
+private:
+ bool can_add_blits = false;
+ Vector<BlitToScreen> blits;
+
+protected:
+ _THREAD_SAFE_CLASS_
+
+ static void _bind_methods();
+
+public:
+ /** general interface information **/
+ virtual StringName get_name() const override;
+ virtual uint32_t get_capabilities() const override;
+
+ GDVIRTUAL0RC(StringName, _get_name);
+ GDVIRTUAL0RC(uint32_t, _get_capabilities);
+
+ virtual bool is_initialized() const override;
+ virtual bool initialize() override;
+ virtual void uninitialize() override;
+
+ GDVIRTUAL0RC(bool, _is_initialized);
+ GDVIRTUAL0R(bool, _initialize);
+ GDVIRTUAL0(_uninitialize);
+
+ virtual TrackingStatus get_tracking_status() const override;
+ GDVIRTUAL0RC(uint32_t, _get_tracking_status);
+
+ /** specific to VR **/
+ // nothing yet
+
+ /** specific to AR **/
+ virtual bool get_anchor_detection_is_enabled() const override;
+ virtual void set_anchor_detection_is_enabled(bool p_enable) override;
+ virtual int get_camera_feed_id() override;
+
+ GDVIRTUAL0RC(bool, _get_anchor_detection_is_enabled);
+ GDVIRTUAL1(_set_anchor_detection_is_enabled, bool);
+ GDVIRTUAL0RC(int, _get_camera_feed_id);
+
+ /** rendering and internal **/
+
+ virtual Size2 get_render_target_size() override;
+ virtual uint32_t get_view_count() override;
+ virtual Transform3D get_camera_transform() override;
+ virtual Transform3D get_transform_for_view(uint32_t p_view, const Transform3D &p_cam_transform) override;
+ virtual CameraMatrix get_projection_for_view(uint32_t p_view, double p_aspect, double p_z_near, double p_z_far) override;
+
+ GDVIRTUAL0R(Size2, _get_render_target_size);
+ GDVIRTUAL0R(uint32_t, _get_view_count);
+ GDVIRTUAL0R(Transform3D, _get_camera_transform);
+ GDVIRTUAL2R(Transform3D, _get_transform_for_view, uint32_t, const Transform3D &);
+ GDVIRTUAL4R(PackedFloat64Array, _get_projection_for_view, uint32_t, double, double, double);
+
+ void add_blit(RID p_render_target, Rect2 p_src_rect, Rect2i p_dst_rect, bool p_use_layer = false, uint32_t p_layer = 0, bool p_apply_lens_distortion = false, Vector2 p_eye_center = Vector2(), double p_k1 = 0.0, double p_k2 = 0.0, double p_upscale = 1.0, double p_aspect_ratio = 1.0);
+ virtual Vector<BlitToScreen> commit_views(RID p_render_target, const Rect2 &p_screen_rect) override;
+ GDVIRTUAL2(_commit_views, RID, const Rect2 &);
+
+ virtual void process() override;
+ virtual void notification(int p_what) override;
+
+ GDVIRTUAL0(_process);
+ GDVIRTUAL1(_notification, int);
+
+ /* access to some internals we need */
+ RID get_render_target_texture(RID p_render_target);
+ // RID get_render_target_depth(RID p_render_target);
+};
+
+#endif // !XR_INTERFACE_EXTENSION_H
diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp
index ad5cee92ea..e9383db941 100644
--- a/servers/xr/xr_positional_tracker.cpp
+++ b/servers/xr/xr_positional_tracker.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,25 +34,25 @@
void XRPositionalTracker::_bind_methods() {
BIND_ENUM_CONSTANT(TRACKER_HAND_UNKNOWN);
- BIND_ENUM_CONSTANT(TRACKER_LEFT_HAND);
- BIND_ENUM_CONSTANT(TRACKER_RIGHT_HAND);
+ BIND_ENUM_CONSTANT(TRACKER_HAND_LEFT);
+ BIND_ENUM_CONSTANT(TRACKER_HAND_RIGHT);
// this class is read only from GDScript, so we only have access to getters..
- ClassDB::bind_method(D_METHOD("get_type"), &XRPositionalTracker::get_type);
+ ClassDB::bind_method(D_METHOD("get_tracker_type"), &XRPositionalTracker::get_tracker_type);
ClassDB::bind_method(D_METHOD("get_tracker_id"), &XRPositionalTracker::get_tracker_id);
- ClassDB::bind_method(D_METHOD("get_name"), &XRPositionalTracker::get_name);
+ ClassDB::bind_method(D_METHOD("get_tracker_name"), &XRPositionalTracker::get_tracker_name);
ClassDB::bind_method(D_METHOD("get_joy_id"), &XRPositionalTracker::get_joy_id);
- ClassDB::bind_method(D_METHOD("get_tracks_orientation"), &XRPositionalTracker::get_tracks_orientation);
+ ClassDB::bind_method(D_METHOD("is_tracking_orientation"), &XRPositionalTracker::is_tracking_orientation);
ClassDB::bind_method(D_METHOD("get_orientation"), &XRPositionalTracker::get_orientation);
- ClassDB::bind_method(D_METHOD("get_tracks_position"), &XRPositionalTracker::get_tracks_position);
+ ClassDB::bind_method(D_METHOD("is_tracking_position"), &XRPositionalTracker::is_tracking_position);
ClassDB::bind_method(D_METHOD("get_position"), &XRPositionalTracker::get_position);
- ClassDB::bind_method(D_METHOD("get_hand"), &XRPositionalTracker::get_hand);
+ ClassDB::bind_method(D_METHOD("get_tracker_hand"), &XRPositionalTracker::get_tracker_hand);
ClassDB::bind_method(D_METHOD("get_transform", "adjust_by_reference_frame"), &XRPositionalTracker::get_transform);
ClassDB::bind_method(D_METHOD("get_mesh"), &XRPositionalTracker::get_mesh);
// these functions we don't want to expose to normal users but do need to be callable from GDNative
- ClassDB::bind_method(D_METHOD("_set_type", "type"), &XRPositionalTracker::set_type);
- ClassDB::bind_method(D_METHOD("_set_name", "name"), &XRPositionalTracker::set_name);
+ ClassDB::bind_method(D_METHOD("_set_tracker_type", "type"), &XRPositionalTracker::set_tracker_type);
+ ClassDB::bind_method(D_METHOD("_set_tracker_name", "name"), &XRPositionalTracker::set_tracker_name);
ClassDB::bind_method(D_METHOD("_set_joy_id", "joy_id"), &XRPositionalTracker::set_joy_id);
ClassDB::bind_method(D_METHOD("_set_orientation", "orientation"), &XRPositionalTracker::set_orientation);
ClassDB::bind_method(D_METHOD("_set_rw_position", "rw_position"), &XRPositionalTracker::set_rw_position);
@@ -63,7 +63,7 @@ void XRPositionalTracker::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rumble"), "set_rumble", "get_rumble");
};
-void XRPositionalTracker::set_type(XRServer::TrackerType p_type) {
+void XRPositionalTracker::set_tracker_type(XRServer::TrackerType p_type) {
if (type != p_type) {
type = p_type;
hand = XRPositionalTracker::TRACKER_HAND_UNKNOWN;
@@ -77,15 +77,15 @@ void XRPositionalTracker::set_type(XRServer::TrackerType p_type) {
};
};
-XRServer::TrackerType XRPositionalTracker::get_type() const {
+XRServer::TrackerType XRPositionalTracker::get_tracker_type() const {
return type;
};
-void XRPositionalTracker::set_name(const String &p_name) {
+void XRPositionalTracker::set_tracker_name(const String &p_name) {
name = p_name;
};
-StringName XRPositionalTracker::get_name() const {
+StringName XRPositionalTracker::get_tracker_name() const {
return name;
};
@@ -101,14 +101,14 @@ int XRPositionalTracker::get_joy_id() const {
return joy_id;
};
-bool XRPositionalTracker::get_tracks_orientation() const {
- return tracks_orientation;
+bool XRPositionalTracker::is_tracking_orientation() const {
+ return tracking_orientation;
};
void XRPositionalTracker::set_orientation(const Basis &p_orientation) {
_THREAD_SAFE_METHOD_
- tracks_orientation = true; // obviously we have this
+ tracking_orientation = true; // obviously we have this
orientation = p_orientation;
};
@@ -118,8 +118,8 @@ Basis XRPositionalTracker::get_orientation() const {
return orientation;
};
-bool XRPositionalTracker::get_tracks_position() const {
- return tracks_position;
+bool XRPositionalTracker::is_tracking_position() const {
+ return tracking_position;
};
void XRPositionalTracker::set_position(const Vector3 &p_position) {
@@ -130,7 +130,7 @@ void XRPositionalTracker::set_position(const Vector3 &p_position) {
real_t world_scale = xr_server->get_world_scale();
ERR_FAIL_COND(world_scale == 0);
- tracks_position = true; // obviously we have this
+ tracking_position = true; // obviously we have this
rw_position = p_position / world_scale;
};
@@ -147,7 +147,7 @@ Vector3 XRPositionalTracker::get_position() const {
void XRPositionalTracker::set_rw_position(const Vector3 &p_rw_position) {
_THREAD_SAFE_METHOD_
- tracks_position = true; // obviously we have this
+ tracking_position = true; // obviously we have this
rw_position = p_rw_position;
};
@@ -169,11 +169,11 @@ Ref<Mesh> XRPositionalTracker::get_mesh() const {
return mesh;
};
-XRPositionalTracker::TrackerHand XRPositionalTracker::get_hand() const {
+XRPositionalTracker::TrackerHand XRPositionalTracker::get_tracker_hand() const {
return hand;
};
-void XRPositionalTracker::set_hand(const XRPositionalTracker::TrackerHand p_hand) {
+void XRPositionalTracker::set_tracker_hand(const XRPositionalTracker::TrackerHand p_hand) {
XRServer *xr_server = XRServer::get_singleton();
ERR_FAIL_NULL(xr_server);
@@ -182,11 +182,11 @@ void XRPositionalTracker::set_hand(const XRPositionalTracker::TrackerHand p_hand
ERR_FAIL_COND((type != XRServer::TRACKER_CONTROLLER) && (p_hand != XRPositionalTracker::TRACKER_HAND_UNKNOWN));
hand = p_hand;
- if (hand == XRPositionalTracker::TRACKER_LEFT_HAND) {
+ if (hand == XRPositionalTracker::TRACKER_HAND_LEFT) {
if (!xr_server->is_tracker_id_in_use_for_type(type, 1)) {
tracker_id = 1;
};
- } else if (hand == XRPositionalTracker::TRACKER_RIGHT_HAND) {
+ } else if (hand == XRPositionalTracker::TRACKER_HAND_RIGHT) {
if (!xr_server->is_tracker_id_in_use_for_type(type, 2)) {
tracker_id = 2;
};
@@ -194,8 +194,8 @@ void XRPositionalTracker::set_hand(const XRPositionalTracker::TrackerHand p_hand
};
};
-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();
@@ -227,8 +227,8 @@ XRPositionalTracker::XRPositionalTracker() {
name = "Unknown";
joy_id = -1;
tracker_id = 0;
- tracks_orientation = false;
- tracks_position = false;
+ tracking_orientation = false;
+ tracking_position = false;
hand = TRACKER_HAND_UNKNOWN;
rumble = 0.0;
};
diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h
index 515359e9b1..5577582929 100644
--- a/servers/xr/xr_positional_tracker.h
+++ b/servers/xr/xr_positional_tracker.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -43,15 +43,15 @@
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:
enum TrackerHand {
TRACKER_HAND_UNKNOWN, /* unknown or not applicable */
- TRACKER_LEFT_HAND, /* controller is the left hand controller */
- TRACKER_RIGHT_HAND /* controller is the right hand controller */
+ TRACKER_HAND_LEFT, /* controller is the left hand controller */
+ TRACKER_HAND_RIGHT /* controller is the right hand controller */
};
private:
@@ -59,9 +59,9 @@ private:
StringName name; // (unique) name of the tracker
int tracker_id; // tracker index id that is unique per type
int joy_id; // if we also have a related joystick entity, the id of the joystick
- bool tracks_orientation; // do we track orientation?
+ bool tracking_orientation; // do we track orientation?
Basis orientation; // our orientation
- bool tracks_position; // do we track position?
+ bool tracking_position; // do we track position?
Vector3 rw_position; // our position "in the real world, so without world_scale applied"
Ref<Mesh> mesh; // when available, a mesh that can be used to render this tracker
TrackerHand hand; // if known, the hand this tracker is held in
@@ -71,29 +71,29 @@ protected:
static void _bind_methods();
public:
- void set_type(XRServer::TrackerType p_type);
- XRServer::TrackerType get_type() const;
- void set_name(const String &p_name);
- StringName get_name() const;
+ void set_tracker_type(XRServer::TrackerType p_type);
+ XRServer::TrackerType get_tracker_type() const;
+ void set_tracker_name(const String &p_name);
+ StringName get_tracker_name() const;
int get_tracker_id() const;
void set_joy_id(int p_joy_id);
int get_joy_id() const;
- bool get_tracks_orientation() const;
+ bool is_tracking_orientation() const;
void set_orientation(const Basis &p_orientation);
Basis get_orientation() const;
- bool get_tracks_position() const;
+ bool is_tracking_position() const;
void set_position(const Vector3 &p_position); // set position with world_scale applied
Vector3 get_position() const; // get position with world_scale applied
void set_rw_position(const Vector3 &p_rw_position);
Vector3 get_rw_position() const;
- XRPositionalTracker::TrackerHand get_hand() const;
- void set_hand(const XRPositionalTracker::TrackerHand p_hand);
+ XRPositionalTracker::TrackerHand get_tracker_hand() const;
+ void set_tracker_hand(const XRPositionalTracker::TrackerHand p_hand);
real_t get_rumble() const;
void set_rumble(real_t p_rumble);
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 09800443b7..f6e6e5953f 100644
--- a/servers/xr_server.cpp
+++ b/servers/xr_server.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,7 +29,7 @@
/*************************************************************************/
#include "xr_server.h"
-#include "core/project_settings.h"
+#include "core/config/project_settings.h"
#include "xr/xr_interface.h"
#include "xr/xr_positional_tracker.h"
@@ -48,12 +48,16 @@ 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("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);
@@ -82,11 +86,11 @@ void XRServer::_bind_methods() {
ADD_SIGNAL(MethodInfo("tracker_removed", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id")));
};
-real_t XRServer::get_world_scale() const {
+double XRServer::get_world_scale() const {
return world_scale;
};
-void XRServer::set_world_scale(real_t p_world_scale) {
+void XRServer::set_world_scale(double p_world_scale) {
if (p_world_scale < 0.01) {
p_world_scale = 0.01;
} else if (p_world_scale > 1000.0) {
@@ -96,25 +100,25 @@ 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_camera_transform();
// remove our tilt
if (p_rotation_mode == 1) {
@@ -140,10 +144,10 @@ 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);
+ hmd_transform = primary_interface->get_camera_transform();
};
return hmd_transform;
};
@@ -159,7 +163,7 @@ void XRServer::add_interface(const Ref<XRInterface> &p_interface) {
};
interfaces.push_back(p_interface);
- emit_signal("interface_added", p_interface->get_name());
+ emit_signal(SNAME("interface_added"), p_interface->get_name());
};
void XRServer::remove_interface(const Ref<XRInterface> &p_interface) {
@@ -177,7 +181,7 @@ void XRServer::remove_interface(const Ref<XRInterface> &p_interface) {
print_verbose("XR: Removed interface" + p_interface->get_name());
- emit_signal("interface_removed", p_interface->get_name());
+ emit_signal(SNAME("interface_removed"), p_interface->get_name());
interfaces.remove(idx);
};
@@ -235,7 +239,7 @@ Array XRServer::get_interfaces() const {
bool XRServer::is_tracker_id_in_use_for_type(TrackerType p_tracker_type, int p_tracker_id) const {
for (int i = 0; i < trackers.size(); i++) {
- if (trackers[i]->get_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) {
+ if (trackers[i]->get_tracker_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) {
return true;
};
};
@@ -260,15 +264,15 @@ 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_name(), p_tracker->get_type(), p_tracker->get_tracker_id());
+ emit_signal(SNAME("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++) {
@@ -280,7 +284,7 @@ void XRServer::remove_tracker(XRPositionalTracker *p_tracker) {
ERR_FAIL_COND(idx == -1);
- emit_signal("tracker_removed", p_tracker->get_name(), p_tracker->get_type(), p_tracker->get_tracker_id());
+ emit_signal(SNAME("tracker_removed"), p_tracker->get_tracker_name(), p_tracker->get_tracker_type(), p_tracker->get_tracker_id());
trackers.remove(idx);
};
@@ -288,22 +292,22 @@ 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_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) {
+ if (trackers[i]->get_tracker_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) {
return trackers[i];
};
};
- return nullptr;
+ return Ref<XRPositionalTracker>();
};
Ref<XRInterface> XRServer::get_primary_interface() const {
@@ -311,16 +315,14 @@ Ref<XRInterface> XRServer::get_primary_interface() const {
};
void XRServer::set_primary_interface(const Ref<XRInterface> &p_primary_interface) {
- primary_interface = p_primary_interface;
-
- print_verbose("XR: Primary interface set to: " + primary_interface->get_name());
-};
-
-void XRServer::clear_primary_interface_if(const Ref<XRInterface> &p_primary_interface) {
- if (primary_interface == p_primary_interface) {
+ if (p_primary_interface.is_null()) {
print_verbose("XR: Clearing primary interface");
primary_interface.unref();
- };
+ } else {
+ primary_interface = p_primary_interface;
+
+ print_verbose("XR: Primary interface set to: " + primary_interface->get_name());
+ }
};
uint64_t XRServer::get_last_process_usec() {
@@ -336,7 +338,7 @@ uint64_t XRServer::get_last_frame_usec() {
};
void XRServer::_process() {
- /* called from rendering_server_viewport.draw_viewports right before we start drawing our viewports */
+ /* called from renderer_viewport.draw_viewports right before we start drawing our viewports */
/* mark for our frame timing */
last_process_usec = OS::get_singleton()->get_ticks_usec();
diff --git a/servers/xr_server.h b/servers/xr_server.h
index e04c7b3592..6d07263755 100644
--- a/servers/xr_server.h
+++ b/servers/xr_server.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,11 +31,11 @@
#ifndef XR_SERVER_H
#define XR_SERVER_H
+#include "core/object/ref_counted.h"
#include "core/os/os.h"
#include "core/os/thread_safe.h"
-#include "core/reference.h"
-#include "core/rid.h"
-#include "core/variant.h"
+#include "core/templates/rid.h"
+#include "core/variant/variant.h"
class XRInterface;
class XRPositionalTracker;
@@ -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 */
+ double world_scale; /* scale by which we multiply our tracker positions */
+ 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 */
@@ -107,8 +107,8 @@ public:
I may remove access to this property in GDScript in favour of exposing it on the XROrigin3D node
*/
- real_t get_world_scale() const;
- void set_world_scale(real_t p_world_scale);
+ double get_world_scale() const;
+ void set_world_scale(double p_world_scale);
/*
The world maps the 0,0,0 coordinate of our real world coordinate system for our tracking volume to a location in our
@@ -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.
@@ -159,7 +159,6 @@ public:
*/
Ref<XRInterface> get_primary_interface() const;
void set_primary_interface(const Ref<XRInterface> &p_primary_interface);
- void clear_primary_interface_if(const Ref<XRInterface> &p_primary_interface); /* this is automatically called if an interface destructs */
/*
Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc.
@@ -167,11 +166,11 @@ 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();