/*************************************************************************/ /* renderer_storage_rd.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef 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/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" #include "servers/rendering/shader_compiler.h" class RendererStorageRD : public RendererStorage { public: 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]; p_array[3] = 0; p_array[4] = p_mtx.basis.elements[0][1]; p_array[5] = p_mtx.basis.elements[1][1]; p_array[6] = p_mtx.basis.elements[2][1]; p_array[7] = 0; p_array[8] = p_mtx.basis.elements[0][2]; p_array[9] = p_mtx.basis.elements[1][2]; p_array[10] = p_mtx.basis.elements[2][2]; p_array[11] = 0; p_array[12] = p_mtx.origin.x; p_array[13] = p_mtx.origin.y; p_array[14] = p_mtx.origin.z; p_array[15] = 1; } static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) { p_array[0] = p_mtx.elements[0][0]; p_array[1] = p_mtx.elements[1][0]; p_array[2] = p_mtx.elements[2][0]; p_array[3] = 0; p_array[4] = p_mtx.elements[0][1]; p_array[5] = p_mtx.elements[1][1]; p_array[6] = p_mtx.elements[2][1]; p_array[7] = 0; p_array[8] = p_mtx.elements[0][2]; p_array[9] = p_mtx.elements[1][2]; p_array[10] = p_mtx.elements[2][2]; p_array[11] = 0; } static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_mtx, float *p_array) { p_array[0] = p_mtx.elements[0][0]; p_array[1] = p_mtx.elements[1][0]; p_array[2] = p_mtx.elements[2][0]; p_array[3] = 0; p_array[4] = p_mtx.elements[0][1]; p_array[5] = p_mtx.elements[1][1]; p_array[6] = p_mtx.elements[2][1]; p_array[7] = 0; p_array[8] = p_mtx.elements[0][2]; p_array[9] = p_mtx.elements[1][2]; p_array[10] = p_mtx.elements[2][2]; 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++) { p_array[i * 4 + j] = p_mtx.matrix[i][j]; } } } static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) { for (int i = 0; i < 128; i++) { p_array[i] = p_kernel[i]; } } enum ShaderType { SHADER_TYPE_2D, SHADER_TYPE_3D, SHADER_TYPE_PARTICLES, SHADER_TYPE_SKY, SHADER_TYPE_FOG, SHADER_TYPE_MAX }; struct ShaderData { virtual void set_code(const String &p_Code) = 0; virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0; virtual void get_param_list(List *p_param_list) const = 0; virtual void get_instance_param_list(List *p_param_list) const = 0; virtual bool is_param_texture(const StringName &p_param) const = 0; 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() {} }; typedef ShaderData *(*ShaderDataRequestFunction)(); struct MaterialData { void update_uniform_buffer(const Map &p_uniforms, const uint32_t *p_uniform_offsets, const Map &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); void update_textures(const Map &p_parameters, const Map> &p_default_textures, const Vector &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); virtual void set_render_priority(int p_priority) = 0; virtual void set_next_pass(RID p_pass) = 0; virtual bool update_parameters(const Map &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 &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map &p_uniforms, const uint32_t *p_uniform_offsets, const Vector &p_texture_uniforms, const Map> &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 RendererStorageRD; RID self; List::Element *global_buffer_E = nullptr; List::Element *global_texture_E = nullptr; uint64_t global_textures_pass = 0; Map used_global_textures; //internally by update_parameters_uniform_set Vector ubo_data; RID uniform_buffer; Vector texture_cache; }; typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); static void _material_uniform_set_erased(void *p_material); enum DefaultRDTexture { DEFAULT_RD_TEXTURE_WHITE, DEFAULT_RD_TEXTURE_BLACK, DEFAULT_RD_TEXTURE_NORMAL, DEFAULT_RD_TEXTURE_ANISO, 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_3D_BLACK, DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE, DEFAULT_RD_TEXTURE_2D_UINT, DEFAULT_RD_TEXTURE_MAX }; enum DefaultRDBuffer { DEFAULT_RD_BUFFER_VERTEX, DEFAULT_RD_BUFFER_NORMAL, DEFAULT_RD_BUFFER_TANGENT, 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 canvas_texture_owner; /* TEXTURE API */ struct Texture { enum Type { TYPE_2D, TYPE_LAYERED, TYPE_3D }; Type type; RS::TextureLayeredType layered_type = RS::TEXTURE_LAYERED_2D_ARRAY; RenderingDevice::TextureType rd_type; RID rd_texture; RID rd_texture_srgb; RenderingDevice::DataFormat rd_format; RenderingDevice::DataFormat rd_format_srgb; RD::TextureView rd_view; Image::Format format; Image::Format validated_format; int width; int height; int depth; int layers; int mipmaps; int height_2d; int width_2d; struct BufferSlice3D { Size2i size; uint32_t offset = 0; uint32_t buffer_size = 0; }; Vector buffer_slices_3d; uint32_t buffer_size_3d = 0; bool is_render_target; bool is_proxy; Ref image_cache_2d; String path; RID proxy_to; Vector proxies; Set lightmap_users; RS::TextureDetectCallback detect_3d_callback = nullptr; void *detect_3d_callback_ud = nullptr; RS::TextureDetectCallback detect_normal_callback = nullptr; void *detect_normal_callback_ud = nullptr; RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr; void *detect_roughness_callback_ud = nullptr; CanvasTexture *canvas_texture = nullptr; }; struct TextureToRDFormat { RD::DataFormat format; RD::DataFormat format_srgb; RD::TextureSwizzle swizzle_r; RD::TextureSwizzle swizzle_g; RD::TextureSwizzle swizzle_b; RD::TextureSwizzle swizzle_a; TextureToRDFormat() { format = RD::DATA_FORMAT_MAX; format_srgb = RD::DATA_FORMAT_MAX; swizzle_r = RD::TEXTURE_SWIZZLE_R; swizzle_g = RD::TEXTURE_SWIZZLE_G; swizzle_b = RD::TEXTURE_SWIZZLE_B; swizzle_a = RD::TEXTURE_SWIZZLE_A; } }; //textures can be created from threads, so this RID_Owner is thread safe mutable RID_Owner texture_owner; Ref _validate_texture_format(const Ref &p_image, TextureToRDFormat &r_format); RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; RID default_rd_storage_buffer; /* DECAL ATLAS */ struct DecalAtlas { struct Texture { int panorama_to_dp_users; int users; Rect2 uv_rect; }; struct SortItem { RID texture; Size2i pixel_size; Size2i size; Point2i pos; bool operator<(const SortItem &p_item) const { //sort larger to smaller if (size.height == p_item.size.height) { return size.width > p_item.size.width; } else { return size.height > p_item.size.height; } } }; HashMap textures; bool dirty = true; int mipmaps = 5; RID texture; RID texture_srgb; struct MipMap { RID fb; RID texture; Size2i size; }; Vector texture_mipmaps; Size2i size; } decal_atlas; void _update_decal_atlas(); /* SHADER */ struct Material; struct Shader { ShaderData *data; String code; ShaderType type; Map> default_texture_parameter; Set owners; }; ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner shader_owner; /* Material */ struct Material { RID self; MaterialData *data = nullptr; Shader *shader = nullptr; //shortcut to shader data and type ShaderType shader_type = SHADER_TYPE_MAX; uint32_t shader_id = 0; bool uniform_dirty = false; bool texture_dirty = false; Map params; int32_t priority = 0; RID next_pass; SelfList update_element; Dependency dependency; Material() : update_element(this) {} }; MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX]; mutable RID_Owner material_owner; SelfList::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 // material. // There are never that many geometry/material // combinations, so a simple array is the most // cache-efficient structure. struct Version { uint32_t input_mask = 0; RD::VertexFormatID vertex_format = 0; RID vertex_array; }; SpinLock version_lock; //needed to access versions Version *versions = nullptr; //allocated on demand uint32_t version_count = 0; RID index_buffer; RID index_array; uint32_t index_count = 0; struct LOD { float edge_length = 0.0; uint32_t index_count = 0; RID index_buffer; RID index_array; }; LOD *lods = nullptr; uint32_t lod_count = 0; AABB aabb; Vector bone_aabbs; RID blend_shape_buffer; RID material; uint32_t render_index = 0; uint64_t render_pass = 0; uint32_t multimesh_render_index = 0; uint64_t multimesh_render_pass = 0; uint32_t particles_render_index = 0; uint64_t particles_render_pass = 0; RID uniform_set; }; uint32_t blend_shape_count = 0; RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED; Surface **surfaces = nullptr; uint32_t surface_count = 0; Vector bone_aabbs; bool has_bone_weights = false; AABB aabb; AABB custom_aabb; Vector material_cache; List instances; RID shadow_mesh; Set shadow_owners; Dependency dependency; }; mutable RID_Owner 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 surfaces; LocalVector blend_weights; RID blend_weights_buffer; List::Element *I = nullptr; //used to erase itself uint64_t skeleton_version = 0; bool dirty = false; bool weights_dirty = false; SelfList weight_update_list; SelfList array_update_list; MeshInstance() : weight_update_list(this), array_update_list(this) {} }; void _mesh_instance_clear(MeshInstance *mi); void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface); mutable RID_Owner mesh_instance_owner; SelfList::List dirty_mesh_instance_weights; SelfList::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]; /* MultiMesh */ struct MultiMesh { RID mesh; int instances = 0; RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D; bool uses_colors = false; bool uses_custom_data = false; int visible_instances = -1; AABB aabb; bool aabb_dirty = false; bool buffer_set = false; uint32_t stride_cache = 0; uint32_t color_offset_cache = 0; uint32_t custom_data_offset_cache = 0; Vector data_cache; //used if individual setting is used bool *data_cache_dirty_regions = nullptr; uint32_t data_cache_used_dirty_regions = 0; RID buffer; //storage buffer RID uniform_set_3d; RID uniform_set_2d; bool dirty = false; MultiMesh *dirty_list = nullptr; Dependency dependency; }; mutable RID_Owner multimesh_owner; MultiMesh *multimesh_dirty_list = nullptr; _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const; _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb); _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb); _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances); void _update_dirty_multimeshes(); /* PARTICLES */ struct ParticleData { float xform[16]; float velocity[3]; uint32_t active; float color[4]; float custom[3]; float lifetime; }; 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; 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 attractor_count; uint32_t collider_count; float particle_size; float emission_transform[16]; Attractor attractors[MAX_ATTRACTORS]; Collider colliders[MAX_COLLIDERS]; }; struct ParticleEmissionBufferData { }; struct ParticleEmissionBuffer { struct Data { float xform[16]; float velocity[3]; uint32_t flags; float color[4]; float custom[4]; }; int32_t particle_count; int32_t particle_max; uint32_t pad1; uint32_t pad2; Data data[1]; //its 2020 and empty arrays are still non standard in C++ }; struct Particles { 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::PARTICLES_DRAW_ORDER_INDEX; Vector draw_passes; Vector 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; RID frame_params_buffer; 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; bool dirty = false; Particles *update_list = nullptr; RID sub_emitter; double phase = 0.0; double prev_phase = 0.0; uint64_t prev_ticks = 0; uint32_t random_seed = 0; uint32_t cycle_number = 0; double speed_scale = 1.0; int fixed_fps = 30; bool interpolate = true; bool fractional_delta = false; double frame_remainder = 0; real_t collision_base_size = 0.01; bool clear = true; bool force_sub_emit = false; Transform3D emission_transform; Vector emission_buffer_data; ParticleEmissionBuffer *emission_buffer = nullptr; RID emission_storage_buffer; Set collisions; Dependency dependency; double trail_length = 1.0; bool trails_enabled = false; LocalVector frame_history; LocalVector trail_params; Particles() { } }; 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 { float lifetime; uint32_t clear; uint32_t total_particles; uint32_t trail_size; uint32_t use_fractional_delta; uint32_t sub_emitter_mode; uint32_t can_emit; uint32_t trail_pass; }; ParticlesShaderRD shader; ShaderCompiler compiler; RID default_shader; RID default_material; RID default_shader_rd; RID base_uniform_set; 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, }; ParticlesCopyShaderRD copy_shader; RID copy_shader_version; RID copy_pipelines[COPY_MODE_MAX]; LocalVector pose_update_buffer; } particles_shader; Particles *particle_update_list = nullptr; struct ParticlesShaderData : public ShaderData { bool valid; RID version; bool uses_collision = false; //PipelineCacheRD pipelines[SKY_VERSION_MAX]; Map uniforms; Vector texture_uniforms; Vector ubo_offsets; uint32_t ubo_size; String path; String code; Map> default_texture_params; RID pipeline; bool uses_time; virtual void set_code(const String &p_Code); virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); virtual void get_param_list(List *p_param_list) const; virtual void get_instance_param_list(List *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 RendererStorageRD::ShaderData *_create_particles_shader_funcs() { return base_singleton->_create_particles_shader_func(); } struct ParticlesMaterialData : public MaterialData { ParticlesShaderData *shader_data = nullptr; RID uniform_set; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} virtual bool update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); virtual ~ParticlesMaterialData(); }; MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader); static RendererStorageRD::MaterialData *_create_particles_material_funcs(ShaderData *p_shader) { return base_singleton->_create_particles_material_func(static_cast(p_shader)); } void update_particles(); mutable RID_Owner 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 particles_collision_owner; struct ParticlesCollisionInstance { RID collision; Transform3D transform; bool active = false; }; mutable RID_Owner particles_collision_instance_owner; /* FOG VOLUMES */ struct FogVolume { RID material; Vector3 extents = Vector3(1, 1, 1); RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX; Dependency dependency; }; mutable RID_Owner fog_volume_owner; /* visibility_notifier */ struct VisibilityNotifier { AABB aabb; Callable enter_callback; Callable exit_callback; Dependency dependency; }; mutable RID_Owner visibility_notifier_owner; /* Skeleton */ struct Skeleton { bool use_2d = false; int size = 0; Vector data; RID buffer; bool dirty = false; Skeleton *dirty_list = nullptr; Transform2D base_transform_2d; RID uniform_set_3d; RID uniform_set_mi; uint64_t version = 1; Dependency dependency; }; mutable RID_Owner skeleton_owner; _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton); Skeleton *skeleton_dirty_list = nullptr; void _update_dirty_skeletons(); /* LIGHT */ struct Light { RS::LightType type; float param[RS::LIGHT_PARAM_MAX]; Color color = Color(1, 1, 1, 1); Color shadow_color; RID projector; bool shadow = false; bool negative = false; bool reverse_cull = false; RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC; uint32_t max_sdfgi_cascade = 2; 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; bool directional_blend_splits = false; bool directional_sky_only = false; uint64_t version = 0; Dependency dependency; }; mutable RID_Owner light_owner; /* REFLECTION PROBE */ struct ReflectionProbe { RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE; int resolution = 256; float intensity = 1.0; RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT; Color ambient_color; float ambient_color_energy = 1.0; float max_distance = 0; Vector3 extents = Vector3(1, 1, 1); Vector3 origin_offset; bool interior = false; bool box_projection = false; bool enable_shadows = false; uint32_t cull_mask = (1 << 20) - 1; float mesh_lod_threshold = 0.01; Dependency dependency; }; mutable RID_Owner reflection_probe_owner; /* DECAL */ struct Decal { Vector3 extents = Vector3(1, 1, 1); RID textures[RS::DECAL_TEXTURE_MAX]; float emission_energy = 1.0; float albedo_mix = 1.0; Color modulate = Color(1, 1, 1, 1); uint32_t cull_mask = (1 << 20) - 1; float upper_fade = 0.3; float lower_fade = 0.3; bool distance_fade = false; float distance_fade_begin = 10; float distance_fade_length = 1; float normal_fade = 0.0; Dependency dependency; }; mutable RID_Owner decal_owner; /* VOXEL GI */ struct VoxelGI { RID octree_buffer; RID data_buffer; RID sdf_texture; uint32_t octree_buffer_size = 0; uint32_t data_buffer_size = 0; Vector level_counts; int cell_count = 0; Transform3D to_cell_xform; AABB bounds; Vector3i octree_size; float dynamic_range = 2.0; float energy = 1.0; float bias = 1.4; float normal_bias = 0.0; float propagation = 0.7; bool interior = false; bool use_two_bounces = false; float anisotropy_strength = 0.5; uint32_t version = 1; uint32_t data_version = 1; Dependency dependency; }; mutable RID_Owner voxel_gi_owner; /* REFLECTION PROBE */ struct Lightmap { RID light_texture; bool uses_spherical_harmonics = false; bool interior = false; AABB bounds = AABB(Vector3(), Vector3(1, 1, 1)); int32_t array_index = -1; //unassigned PackedVector3Array points; PackedColorArray point_sh; PackedInt32Array tetrahedra; PackedInt32Array bsp_tree; struct BSP { static const int32_t EMPTY_LEAF = INT32_MIN; float plane[4]; int32_t over = EMPTY_LEAF, under = EMPTY_LEAF; }; Dependency dependency; }; bool using_lightmap_array; //high end uses this /* for high end */ Vector lightmap_textures; uint64_t lightmap_array_version = 0; mutable RID_Owner lightmap_owner; float lightmap_probe_capture_update_speed = 4; /* RENDER TARGET */ struct RenderTarget { Size2i size; uint32_t view_count; RID framebuffer; RID color; //used for retrieving from CPU RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8; RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8; Image::Format image_format = Image::FORMAT_L8; bool flags[RENDER_TARGET_FLAG_MAX]; bool sdf_enabled = false; RID backbuffer; //used for effects RID backbuffer_fb; RID backbuffer_mipmap0; struct BackbufferMipmap { RID mipmap; RID mipmap_copy; }; Vector 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; //clear request bool clear_requested; Color clear_color; }; mutable RID_Owner 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 */ struct GlobalVariables { enum { BUFFER_DIRTY_REGION_SIZE = 1024 }; struct Variable { Set texture_materials; // materials using this RS::GlobalVariableType type; Variant value; Variant override; int32_t buffer_index; //for vectors int32_t buffer_elements; //for vectors }; HashMap variables; struct Value { float x; float y; float z; float w; }; struct ValueInt { int32_t x; int32_t y; int32_t z; int32_t w; }; struct ValueUInt { uint32_t x; uint32_t y; uint32_t z; uint32_t w; }; struct ValueUsage { uint32_t elements = 0; }; List materials_using_buffer; List materials_using_texture; RID buffer; Value *buffer_values; ValueUsage *buffer_usage; bool *buffer_dirty_regions; uint32_t buffer_dirty_region_count = 0; uint32_t buffer_size; bool must_update_texture_materials = false; bool must_update_buffer_materials = false; HashMap instance_buffer_pos; } global_variables; int32_t _global_variable_allocate(uint32_t p_elements); void _global_variable_store_in_buffer(int32_t p_index, RS::GlobalVariableType p_type, const Variant &p_value); void _global_variable_mark_buffer_dirty(int32_t p_index, int32_t p_elements); void _update_global_variables(); /* EFFECTS */ EffectsRD *effects = nullptr; public: virtual bool can_create_resources_async() const; /* TEXTURE API */ virtual RID texture_allocate(); virtual void texture_2d_initialize(RID p_texture, const Ref &p_image); virtual void texture_2d_layered_initialize(RID p_texture, const Vector> &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> &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 &p_image, int p_layer, bool p_immediate); virtual void texture_2d_update(RID p_texture, const Ref &p_image, int p_layer = 0); virtual void texture_3d_update(RID p_texture, const Vector> &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 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 texture_2d_get(RID p_texture) const; virtual Ref texture_2d_layer_get(RID p_texture, int p_layer) const; virtual Vector> texture_3d_get(RID p_texture) const; virtual void texture_replace(RID p_texture, RID p_by_texture); virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata); virtual void texture_debug_usage(List *r_info); virtual void texture_set_proxy(RID p_proxy, RID p_base); virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); virtual Size2 texture_size_with_proxy(RID p_proxy); virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false); virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false); RID decal_atlas_get_texture() const; RID decal_atlas_get_texture_srgb() const; _FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) { DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture); if (!t) { return Rect2(); } return t->uv_rect; } //internal usage _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) { if (p_texture.is_null()) { return RID(); } Texture *tex = texture_owner.get_or_null(p_texture); if (!tex) { return RID(); } return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; } _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) { if (p_texture.is_null()) { return Size2i(); } Texture *tex = texture_owner.get_or_null(p_texture); if (!tex) { return Size2i(); } return Size2i(tex->width_2d, tex->height_2d); } _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) { return default_rd_textures[p_texture]; } _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { return default_rd_samplers[p_filter][p_repeat]; } _FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { return custom_rd_samplers[p_filter][p_repeat]; } void sampler_rd_configure_custom(float mipmap_bias); void sampler_rd_set_default(float p_mipmap_bias); /* 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_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; void shader_get_param_list(RID p_shader, List *p_param_list) const; void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index); RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const; 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_allocate(); void material_initialize(RID p_material); void material_set_shader(RID p_material, RID p_shader); void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); Variant material_get_param(RID p_material, const StringName &p_param) const; void material_set_next_pass(RID p_material, RID p_next_material); void material_set_render_priority(RID p_material, int priority); bool material_is_animated(RID p_material); bool material_casts_shadows(RID p_material); void material_get_instance_shader_parameters(RID p_material, List *r_parameters); void material_update_dependency(RID p_material, DependencyTracker *p_instance); 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.get_or_null(p_material); if (!material || material->shader_type != p_shader_type) { return nullptr; } else { return material->data; } } /* MESH API */ 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); virtual int mesh_get_blend_shape_count(RID p_mesh) const; 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_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data); virtual void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector &p_data); virtual void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector &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; virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const; virtual int mesh_get_surface_count(RID p_mesh) const; virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); 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.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.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; } } return mesh->material_cache.ptr(); } _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]; } _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()); return mesh->shadow_mesh; } _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) { Mesh::Surface *surface = reinterpret_cast(p_surface); return surface->primitive; } _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const { Mesh::Surface *s = reinterpret_cast(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(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_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const { Mesh::Surface *s = reinterpret_cast(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_mesh_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(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(p_surface); 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 < s->version_count; i++) { if (s->versions[i].input_mask != p_input_mask) { continue; } //we have this version, hooray r_vertex_format = s->versions[i].vertex_format; r_vertex_array_rd = s->versions[i].vertex_array; s->version_lock.unlock(); return; } 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->versions[version], s, p_input_mask); r_vertex_format = s->versions[version].vertex_format; r_vertex_array_rd = s->versions[version].vertex_array; 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.get_or_null(p_mesh); Mesh::Surface *s = mesh->surfaces[p_surface_index]; if (s->render_pass != p_render_pass) { (*r_index)++; s->render_pass = p_render_pass; s->render_index = *r_index; } return s->render_index; } _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.get_or_null(p_mesh); Mesh::Surface *s = mesh->surfaces[p_surface_index]; if (s->multimesh_render_pass != p_render_pass) { (*r_index)++; s->multimesh_render_pass = p_render_pass; s->multimesh_render_index = *r_index; } return s->multimesh_render_index; } _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.get_or_null(p_mesh); Mesh::Surface *s = mesh->surfaces[p_surface_index]; if (s->particles_render_pass != p_render_pass) { (*r_index)++; s->particles_render_pass = p_render_pass; s->particles_render_index = *r_index; } return s->particles_render_index; } /* MULTIMESH API */ RID multimesh_allocate(); void multimesh_initialize(RID p_multimesh); 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 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; 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; void multimesh_set_buffer(RID p_multimesh, const Vector &p_buffer); Vector multimesh_get_buffer(RID p_multimesh) const; void multimesh_set_visible_instances(RID p_multimesh, int p_visible); int multimesh_get_visible_instances(RID p_multimesh) const; AABB multimesh_get_aabb(RID p_multimesh) const; _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const { 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.get_or_null(p_multimesh); return multimesh->uses_colors; } _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const { 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.get_or_null(p_multimesh); if (multimesh->visible_instances >= 0) { return multimesh->visible_instances; } return multimesh->instances; } _FORCE_INLINE_ RID multimesh_get_3d_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_3d.is_valid()) { Vector 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_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); } return multimesh->uniform_set_3d; } _FORCE_INLINE_ RID multimesh_get_2d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const { MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh); if (!multimesh->uniform_set_2d.is_valid()) { Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.ids.push_back(multimesh->buffer); uniforms.push_back(u); multimesh->uniform_set_2d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); } return multimesh->uniform_set_2d; } /* SKELETON API */ 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 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 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.get_or_null(p_skeleton); ERR_FAIL_COND_V(!skeleton, RID()); ERR_FAIL_COND_V(skeleton->size == 0, RID()); if (skeleton->use_2d) { return RID(); } if (!skeleton->uniform_set_3d.is_valid()) { Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.ids.push_back(skeleton->buffer); uniforms.push_back(u); skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); } return skeleton->uniform_set_3d; } /* Light API */ void _light_initialize(RID p_rid, RS::LightType p_type); 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); void light_set_shadow(RID p_light, bool p_enabled); void light_set_shadow_color(RID p_light, const Color &p_color); void light_set_projector(RID p_light, RID p_texture); void light_set_negative(RID p_light, bool p_enable); void light_set_cull_mask(RID p_light, uint32_t p_mask); void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode); void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade); void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode); 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_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.get_or_null(p_light); ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); return light->type; } 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.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.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.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.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.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.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.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.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.get_or_null(p_light); ERR_FAIL_COND_V(!light, 0.0); return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE]; } RS::LightBakeMode light_get_bake_mode(RID p_light); uint32_t light_get_max_sdfgi_cascade(RID p_light); uint64_t light_get_version(RID p_light) const; /* PROBE API */ 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); void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode); void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color); void reflection_probe_set_ambient_energy(RID p_probe, float p_energy); void reflection_probe_set_max_distance(RID p_probe, float p_distance); void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents); void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset); void reflection_probe_set_as_interior(RID p_probe, bool p_enable); void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); 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_mesh_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; uint32_t reflection_probe_get_cull_mask(RID p_probe) const; 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_mesh_lod_threshold(RID p_probe) const; int reflection_probe_get_resolution(RID p_probe) const; bool reflection_probe_renders_shadows(RID p_probe) const; float reflection_probe_get_intensity(RID p_probe) const; bool reflection_probe_is_interior(RID p_probe) const; bool reflection_probe_is_box_projection(RID p_probe) const; RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const; 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, DependencyTracker *p_instance); void skeleton_update_dependency(RID p_skeleton, DependencyTracker *p_instance); /* DECAL API */ 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); virtual void decal_set_albedo_mix(RID p_decal, float p_mix); virtual void decal_set_modulate(RID p_decal, const Color &p_modulate); virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers); virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length); virtual void decal_set_fade(RID p_decal, float p_above, float p_below); 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.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.get_or_null(p_decal); return decal->textures[p_texture]; } _FORCE_INLINE_ Color decal_get_modulate(RID 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.get_or_null(p_decal); return decal->emission_energy; } _FORCE_INLINE_ float decal_get_albedo_mix(RID 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.get_or_null(p_decal); return decal->cull_mask; } _FORCE_INLINE_ float decal_get_upper_fade(RID 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.get_or_null(p_decal); return decal->lower_fade; } _FORCE_INLINE_ float decal_get_normal_fade(RID 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.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.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.get_or_null(p_decal); return decal->distance_fade_length; } virtual AABB decal_get_aabb(RID p_decal) const; /* VOXEL GI API */ RID voxel_gi_allocate(); void voxel_gi_initialize(RID p_voxel_gi); 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 &p_octree_cells, const Vector &p_data_cells, const Vector &p_distance_field, const Vector &p_level_counts); AABB voxel_gi_get_bounds(RID p_voxel_gi) const; Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const; Vector voxel_gi_get_octree_cells(RID p_voxel_gi) const; Vector voxel_gi_get_data_cells(RID p_voxel_gi) const; Vector voxel_gi_get_distance_field(RID p_voxel_gi) const; Vector voxel_gi_get_level_counts(RID p_voxel_gi) const; Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) 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 voxel_gi_set_propagation(RID p_voxel_gi, float p_range); float voxel_gi_get_propagation(RID p_voxel_gi) const; void voxel_gi_set_energy(RID p_voxel_gi, float p_energy); float voxel_gi_get_energy(RID p_voxel_gi) const; void voxel_gi_set_bias(RID p_voxel_gi, float p_bias); float voxel_gi_get_bias(RID p_voxel_gi) 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 voxel_gi_set_interior(RID p_voxel_gi, bool p_enable); bool voxel_gi_is_interior(RID p_voxel_gi) 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 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 voxel_gi_get_version(RID p_probe); uint32_t voxel_gi_get_data_version(RID p_probe); RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const; RID voxel_gi_get_data_buffer(RID p_voxel_gi) const; RID voxel_gi_get_sdf_texture(RID p_voxel_gi); /* LIGHTMAP CAPTURE */ 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); virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior); 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); virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const; virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const; virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const; virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const; virtual AABB lightmap_get_aabb(RID p_lightmap) const; virtual bool lightmap_is_interior(RID p_lightmap) const; virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh); virtual void lightmap_set_probe_capture_update_speed(float p_speed); _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.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.get_or_null(p_lightmap); return lm->uses_spherical_harmonics; } _FORCE_INLINE_ uint64_t lightmap_array_get_version() const { ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays return lightmap_array_version; } _FORCE_INLINE_ int lightmap_array_get_size() const { ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays return lightmap_textures.size(); } _FORCE_INLINE_ const Vector &lightmap_array_get_textures() const { ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays return lightmap_textures; } /* PARTICLES */ 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, double p_lifetime); void particles_set_one_shot(RID p_particles, bool p_one_shot); 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, 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 &p_bind_poses); void particles_restart(RID p_particles); 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); void particles_set_draw_passes(RID p_particles, int p_count); void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh); void particles_request_process(RID p_particles); 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 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, const Vector3 &p_up_axis); virtual bool particles_is_inactive(RID p_particles) const; _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->has_collision_cache; } _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID 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.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 uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 0; u.ids.push_back(particles->particle_instance_buffer); uniforms.push_back(u); } particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); } 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; /* FOG VOLUMES */ virtual RID fog_volume_allocate(); virtual void fog_volume_initialize(RID p_rid); virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape); virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents); virtual void fog_volume_set_material(RID p_fog_volume, RID p_material); virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const; virtual RID fog_volume_get_material(RID p_fog_volume) const; virtual AABB fog_volume_get_aabb(RID p_fog_volume) const; virtual Vector3 fog_volume_get_extents(RID p_fog_volume) const; /* VISIBILITY NOTIFIER */ 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); virtual void global_variable_remove(const StringName &p_name); virtual Vector global_variable_get_list() const; virtual void global_variable_set(const StringName &p_name, const Variant &p_value); virtual void global_variable_set_override(const StringName &p_name, const Variant &p_value); virtual Variant global_variable_get(const StringName &p_name) const; virtual RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const; RS::GlobalVariableType global_variable_get_type_internal(const StringName &p_name) const; virtual void global_variables_load_settings(bool p_load_textures = true); virtual void global_variables_clear(); virtual int32_t global_variables_instance_allocate(RID p_instance); virtual void global_variables_instance_free(RID p_instance); virtual void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value); RID global_variables_get_storage_buffer() const; /* RENDER TARGET API */ 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, 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, 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); virtual bool render_target_is_clear_requested(RID p_render_target); virtual Color render_target_get_clear_request_color(RID p_render_target); 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; bool free(RID p_rid); bool has_os_feature(const String &p_feature) const; void update_dirty_resources(); void set_debug_generate_wireframes(bool p_generate) {} //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); String get_video_adapter_name() const; String get_video_adapter_vendor() const; RenderingDevice::DeviceType get_video_adapter_type() const; virtual void capture_timestamps_begin(); virtual void capture_timestamp(const String &p_name); virtual uint32_t get_captured_timestamps_count() const; virtual uint64_t get_captured_timestamps_frame() const; virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const; virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const; virtual String get_captured_timestamp_name(uint32_t p_index) const; RID get_default_rd_storage_buffer() { return default_rd_storage_buffer; } static RendererStorageRD *base_singleton; void init_effects(bool p_prefer_raster_effects); EffectsRD *get_effects(); RendererStorageRD(); ~RendererStorageRD(); }; #endif // RASTERIZER_STORAGE_RD_H