diff options
Diffstat (limited to 'servers')
-rw-r--r-- | servers/visual/rasterizer.h | 1 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp | 41 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_effects_rd.h | 23 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp | 338 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.h | 86 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp | 10 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_scene_rd.h | 3 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp | 2 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_storage_rd.h | 1 | ||||
-rw-r--r-- | servers/visual/rasterizer_rd/shaders/sky.glsl | 42 | ||||
-rw-r--r-- | servers/visual/shader_types.cpp | 6 | ||||
-rw-r--r-- | servers/visual/visual_server_raster.h | 1 | ||||
-rw-r--r-- | servers/visual/visual_server_wrap_mt.h | 1 | ||||
-rw-r--r-- | servers/visual_server.cpp | 2 | ||||
-rw-r--r-- | servers/visual_server.h | 2 |
15 files changed, 493 insertions, 66 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 2670a750d7..3179481c98 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -66,6 +66,7 @@ public: 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_material(RID p_env, RID p_material) = 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; diff --git a/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp index 6b6c750fd3..90a8a9592d 100644 --- a/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp @@ -274,31 +274,6 @@ void RasterizerEffectsRD::cubemap_roughness(RID p_source_rd_texture, bool p_sour RD::get_singleton()->compute_list_end(); } -void RasterizerEffectsRD::render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler) { - - 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.alpha = p_alpha; - sky.push_constant.depth = 1.0; - sky.push_constant.multiplier = p_multipler; - store_transform_3x3(p_orientation, sky.push_constant.orientation); - - RD::DrawListID draw_list = p_list; - - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, sky.pipeline.get_render_pipeline(RD::INVALID_ID, p_fb_format)); - - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_panorama), 0); - 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::make_mipmap(RID p_source_rd_texture, RID p_dest_framebuffer, const Vector2 &p_pixel_size) { zeromem(&blur.push_constant, sizeof(BlurPushConstant)); @@ -850,22 +825,6 @@ RasterizerEffectsRD::RasterizerEffectsRD() { } { - // Initialize sky - Vector<String> sky_modes; - sky_modes.push_back(""); - sky.shader.initialize(sky_modes); - - sky.shader_version = sky.shader.version_create(); - - RD::PipelineDepthStencilState depth_stencil_state; - - depth_stencil_state.enable_depth_test = true; - depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; - - sky.pipeline.setup(sky.shader.version_get_shader(sky.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0); - } - - { // Initialize tonemapper Vector<String> tonemap_modes; tonemap_modes.push_back("\n"); diff --git a/servers/visual/rasterizer_rd/rasterizer_effects_rd.h b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h index fbf6b39ecb..ab4aa58ce0 100644 --- a/servers/visual/rasterizer_rd/rasterizer_effects_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_effects_rd.h @@ -32,7 +32,7 @@ #define RASTERIZER_EFFECTS_RD_H #include "core/math/camera_matrix.h" -#include "render_pipeline_vertex_format_cache_rd.h" +#include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h" #include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/copy.glsl.gen.h" @@ -41,7 +41,6 @@ #include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h" -#include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/ssao.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/ssao_blur.glsl.gen.h" #include "servers/visual/rasterizer_rd/shaders/ssao_minify.glsl.gen.h" @@ -139,23 +138,6 @@ class RasterizerEffectsRD { RID pipelines[CUBEMAP_ROUGHNESS_SOURCE_MAX]; } roughness; - struct SkyPushConstant { - float orientation[12]; - float proj[4]; - float multiplier; - float alpha; - float depth; - float pad; - }; - - struct Sky { - - SkyPushConstant push_constant; - SkyShaderRD shader; - RID shader_version; - RenderPipelineVertexFormatCacheRD pipeline; - } sky; - enum TonemapMode { TONEMAP_MODE_NORMAL, TONEMAP_MODE_BICUBIC_GLOW_FILTER, @@ -422,7 +404,6 @@ public: void gaussian_glow(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_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, bool p_source_is_panorama, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); - void render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler); void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size); void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, 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); @@ -475,4 +456,4 @@ public: ~RasterizerEffectsRD(); }; -#endif // EFFECTS_RD_H +#endif // !RASTERIZER_EFFECTS_RD_H diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp index 0a3105b143..5becd6c72a 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp @@ -76,6 +76,8 @@ static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_arra } } } + +/* SCENE SHADER */ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) { //compile @@ -345,6 +347,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_default_texture_param(const Strin default_texture_params[p_name] = p_texture; } } + void RasterizerSceneHighEndRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { Map<int, StringName> order; @@ -377,6 +380,7 @@ bool RasterizerSceneHighEndRD::ShaderData::is_param_texture(const StringName &p_ bool RasterizerSceneHighEndRD::ShaderData::is_animated() const { return false; } + bool RasterizerSceneHighEndRD::ShaderData::casts_shadows() const { return false; } @@ -499,6 +503,7 @@ void RasterizerSceneHighEndRD::MaterialData::update_parameters(const Map<StringN 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); @@ -517,6 +522,255 @@ RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_create_material_fu return material_data; } +/* SKY SHADER */ + +void RasterizerSceneHighEndRD::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.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); + // actions.usage_flag_pointers["ALPHA"] = &uses_alpha; + + actions.uniforms = &uniforms; + + RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton; + + Error err = scene_singleton->sky_shader.compiler.compile(VS::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 = false; + + 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 RasterizerSceneHighEndRD::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 RasterizerSceneHighEndRD::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().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); + } +} + +bool RasterizerSceneHighEndRD::SkyShaderData::is_param_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool RasterizerSceneHighEndRD::SkyShaderData::is_animated() const { + return false; +} + +bool RasterizerSceneHighEndRD::SkyShaderData::casts_shadows() const { + return false; +} + +Variant RasterizerSceneHighEndRD::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(); +} + +RasterizerSceneHighEndRD::SkyShaderData::SkyShaderData() { + valid = false; +} + +RasterizerSceneHighEndRD::SkyShaderData::~SkyShaderData() { + 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->sky_shader.shader.version_free(version); + } +} + +RasterizerStorageRD::ShaderData *RasterizerSceneHighEndRD::_create_sky_shader_func() { + SkyShaderData *shader_data = memnew(SkyShaderData); + return shader_data; +} + +void RasterizerSceneHighEndRD::SkyMaterialData::set_render_priority(int p_priority) { + priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits +} + +void RasterizerSceneHighEndRD::SkyMaterialData::set_next_pass(RID p_pass) { + next_pass = p_pass; +} + +void RasterizerSceneHighEndRD::SkyMaterialData::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->sky_shader.shader.version_get_shader(shader_data->version, 0), 2); +} + +RasterizerSceneHighEndRD::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 *RasterizerSceneHighEndRD::_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; +} + RasterizerSceneHighEndRD::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() { clear(); } @@ -1294,6 +1548,39 @@ void RasterizerSceneHighEndRD::_draw_sky(RD::DrawListID p_draw_list, RD::Framebu ERR_FAIL_COND(!is_environment(p_environment)); + RID env_material = environment_get_bg_material(p_environment); + ERR_FAIL_COND(!env_material.is_valid()); + + SkyMaterialData *material = NULL; + + if (env_material.is_valid()) { + material = (SkyMaterialData *)storage->material_get_data(env_material, RasterizerStorageRD::SHADER_TYPE_SKY); + if (!material || !material->shader_data->valid) { + material = NULL; + } + } + + if (!material) { + env_material = sky_shader.default_material; + material = (SkyMaterialData *)storage->material_get_data(env_material, RasterizerStorageRD::SHADER_TYPE_SKY); + } + + ERR_FAIL_COND(!material); + + SkyShaderData *shader_data = material->shader_data; + + ERR_FAIL_COND(!shader_data); + + RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND]; + + + //@TODO need to gather parameters we source from our environment settings and feed into our material/shader + // such as bg energy, sky transform, etc. + // some we should remove and make part of our material settings instead of environment settings + + /* + TODO need to change this to use our sky shader instead + RID sky = environment_get_sky(p_environment); ERR_FAIL_COND(!sky.is_valid()); RID panorama = sky_get_panorama_texture_rd(sky); @@ -1320,6 +1607,7 @@ void RasterizerSceneHighEndRD::_draw_sky(RD::DrawListID p_draw_list, RD::Framebu sky_transform = p_transform.basis * sky_transform; storage->get_effects()->render_panorama(p_draw_list, p_fb_format, panorama, camera, sky_transform, 1.0, multiplier); +*/ } void RasterizerSceneHighEndRD::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment) { @@ -1809,7 +2097,9 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor case VS::ENV_BG_SKY: { RID sky = environment_get_sky(p_environment); if (sky.is_valid()) { + // TODO: change this, we need to check if our radiance texture is dirty and needs updating... radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET); + draw_sky = true; } } break; @@ -2371,7 +2661,7 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag singleton = this; storage = p_storage; - /* SHADER */ + /* SCENE SHADER */ { String defines; @@ -2596,6 +2886,41 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag shader.compiler.initialize(actions); } + /* SKY SHADER */ + { + // Initialize sky, we may need two modes here + Vector<String> sky_modes; + sky_modes.push_back(""); // background + sky_shader.shader.initialize(sky_modes); + } + + // 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["EYEDIR"] = "cube_normal"; + + // actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n"; + + // actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + + // are these correct? + actions.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = 2; + actions.base_uniform_string = "material."; + actions.base_varying_index = 10; + + actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; + actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; + + sky_shader.compiler.initialize(actions); + } + //render list render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000); render_list.init(); @@ -2622,6 +2947,17 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag } { + // 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, 0.0, 0.0); } \n"); + sky_shader.default_material = storage->material_create(); + storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader); + + MaterialData *md = (MaterialData *)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); + } + + { 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; }"); diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.h index 647b8f225e..c95139c0ee 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.h @@ -36,6 +36,7 @@ #include "servers/visual/rasterizer_rd/rasterizer_storage_rd.h" #include "servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h" #include "servers/visual/rasterizer_rd/shaders/scene_high_end.glsl.gen.h" +#include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h" class RasterizerSceneHighEndRD : public RasterizerSceneRD { @@ -48,7 +49,9 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { MATERIAL_UNIFORM_SET = 5 }; - /* Shader */ + /* Scene Shader */ + + // TODO possibly rename this to make it clear we have a SceneShader and SkyShader?? enum ShaderVersion { SHADER_VERSION_DEPTH_PASS, @@ -193,6 +196,87 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD { uint32_t pad[3]; }; + /* Sky shader */ + + enum SkyVersion { + SKY_VERSION_BACKGROUND, + 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; + + 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 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<RasterizerSceneHighEndRD *>(singleton)->_create_sky_shader_func(); + }; + + // !BAS! Can we re-use MaterialData for our sky shader? does it need its own material subclass? + + struct SkyMaterialData : public RasterizerStorageRD::MaterialData { + // !BAS! do we need all of these? + uint64_t last_frame; + SkyShaderData *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 ~SkyMaterialData(); + }; + + RasterizerStorageRD::MaterialData *_create_sky_material_func(SkyShaderData *p_shader); + static RasterizerStorageRD::MaterialData *_create_sky_material_funcs(RasterizerStorageRD::ShaderData *p_shader) { + return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_sky_material_func(static_cast<SkyShaderData *>(p_shader)); + }; + + struct SkyPushConstant { + float orientation[12]; + float proj[4]; + float multiplier; + float alpha; + float depth; + float pad; + }; + /* Framebuffer */ struct RenderBufferDataHighEnd : public RenderBufferData { diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp index 457f6970c8..cd441a2d04 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp @@ -444,6 +444,11 @@ void RasterizerSceneRD::environment_set_sky_orientation(RID p_env, const Basis & ERR_FAIL_COND(!env); env->sky_orientation = p_orientation; } +void RasterizerSceneRD::environment_set_bg_material(RID p_env, RID p_material) { + Environent *env = environment_owner.getornull(p_env); + ERR_FAIL_COND(!env); + env->bg_material = p_material; +} void RasterizerSceneRD::environment_set_bg_color(RID p_env, const Color &p_color) { Environent *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -490,6 +495,11 @@ Basis RasterizerSceneRD::environment_get_sky_orientation(RID p_env) const { ERR_FAIL_COND_V(!env, Basis()); return env->sky_orientation; } +RID RasterizerSceneRD::environment_get_bg_material(RID p_env) const { + Environent *env = environment_owner.getornull(p_env); + ERR_FAIL_COND_V(!env, RID()); + return env->bg_material; +} Color RasterizerSceneRD::environment_get_bg_color(RID p_env) const { Environent *env = environment_owner.getornull(p_env); ERR_FAIL_COND_V(!env, Color()); diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h index 0fa853f2df..fcd0db48b4 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_scene_rd.h @@ -465,6 +465,7 @@ private: // BG VS::EnvironmentBG background = VS::ENV_BG_CLEAR_COLOR; RID sky; + RID bg_material; float sky_custom_fov = 0.0; Basis sky_orientation; Color bg_color; @@ -661,6 +662,7 @@ public: 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_material(RID p_env, RID p_material); 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); @@ -670,6 +672,7 @@ public: 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; + RID environment_get_bg_material(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; diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp index b8d7a9dcf4..6e7f0aac07 100644 --- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp @@ -881,6 +881,8 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) { new_type = SHADER_TYPE_PARTICLES; else if (mode_string == "spatial") new_type = SHADER_TYPE_3D; + else if (mode_string == "sky") + new_type = SHADER_TYPE_SKY; else new_type = SHADER_TYPE_MAX; diff --git a/servers/visual/rasterizer_rd/rasterizer_storage_rd.h b/servers/visual/rasterizer_rd/rasterizer_storage_rd.h index 9bc4beab6e..410cd4adb4 100644 --- a/servers/visual/rasterizer_rd/rasterizer_storage_rd.h +++ b/servers/visual/rasterizer_rd/rasterizer_storage_rd.h @@ -44,6 +44,7 @@ public: SHADER_TYPE_2D, SHADER_TYPE_3D, SHADER_TYPE_PARTICLES, + SHADER_TYPE_SKY, SHADER_TYPE_MAX }; diff --git a/servers/visual/rasterizer_rd/shaders/sky.glsl b/servers/visual/rasterizer_rd/shaders/sky.glsl index 28fd2883c3..d536b9dbd5 100644 --- a/servers/visual/rasterizer_rd/shaders/sky.glsl +++ b/servers/visual/rasterizer_rd/shaders/sky.glsl @@ -49,6 +49,22 @@ layout(push_constant, binding = 1, std430) uniform Params { } params; +#ifdef USE_MATERIAL_UNIFORMS +layout(set = 3, binding = 0, std140) uniform MaterialUniforms{ + /* clang-format off */ + +MATERIAL_UNIFORMS + + /* clang-format on */ +} material; +#endif + +/* clang-format off */ + +FRAGMENT_SHADER_GLOBALS + +/* clang-format on */ + vec4 texturePanorama(sampler2D pano, vec3 normal) { vec2 st = vec2( @@ -68,12 +84,34 @@ layout(location = 0) out vec4 frag_color; void main() { vec3 cube_normal; - cube_normal.z = -1000000.0; + 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 = mat3(params.orientation) * cube_normal; cube_normal.z = -cube_normal.z; - frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb; + vec3 color = vec3(0.0, 0.0, 0.0); + + // 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 + + // color = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb; + { + /* clang-format off */ + +FRAGMENT_SHADER_CODE + + /* clang-format on */ + } + + frag_color.rgb = color; frag_color.a = params.alpha; } diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 631925e770..082f8a558f 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -285,7 +285,13 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_PARTICLES].modes.push_back("disable_velocity"); shader_modes[VS::SHADER_PARTICLES].modes.push_back("keep_data"); + /************ SKY **************************/ + + shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SKY].functions["fragment"].built_ins["EYEDIR"] = ShaderLanguage::TYPE_VEC3; + shader_types.insert("spatial"); shader_types.insert("canvas_item"); shader_types.insert("particles"); + shader_types.insert("sky"); } diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index 09b34ce25c..c609de5046 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -515,6 +515,7 @@ public: 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_material, RID, RID) BIND2(environment_set_bg_color, RID, const Color &) BIND2(environment_set_bg_energy, RID, float) BIND2(environment_set_canvas_max_layer, RID, int) diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index 8f4df6a0e2..7d22efb287 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -429,6 +429,7 @@ public: 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_material, RID, RID) FUNC2(environment_set_bg_color, RID, const Color &) FUNC2(environment_set_bg_energy, RID, float) FUNC2(environment_set_canvas_max_layer, RID, int) diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index 1506561952..cc12647876 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -1797,6 +1797,7 @@ void VisualServer::_bind_methods() { ClassDB::bind_method(D_METHOD("environment_set_sky", "env", "sky"), &VisualServer::environment_set_sky); ClassDB::bind_method(D_METHOD("environment_set_sky_custom_fov", "env", "scale"), &VisualServer::environment_set_sky_custom_fov); ClassDB::bind_method(D_METHOD("environment_set_sky_orientation", "env", "orientation"), &VisualServer::environment_set_sky_orientation); + ClassDB::bind_method(D_METHOD("environment_set_bg_material", "env", "material"), &VisualServer::environment_set_bg_material); ClassDB::bind_method(D_METHOD("environment_set_bg_color", "env", "color"), &VisualServer::environment_set_bg_color); ClassDB::bind_method(D_METHOD("environment_set_bg_energy", "env", "energy"), &VisualServer::environment_set_bg_energy); ClassDB::bind_method(D_METHOD("environment_set_canvas_max_layer", "env", "max_layer"), &VisualServer::environment_set_canvas_max_layer); @@ -1971,6 +1972,7 @@ void VisualServer::_bind_methods() { 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_ENUM_CONSTANT(ARRAY_VERTEX); diff --git a/servers/visual_server.h b/servers/visual_server.h index 4bb1c1a080..55b13de734 100644 --- a/servers/visual_server.h +++ b/servers/visual_server.h @@ -160,6 +160,7 @@ public: SHADER_SPATIAL, SHADER_CANVAS_ITEM, SHADER_PARTICLES, + SHADER_SKY, SHADER_MAX }; @@ -715,6 +716,7 @@ public: 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_material(RID p_env, RID p_material) = 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; |