diff options
Diffstat (limited to 'servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp')
-rw-r--r-- | servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp | 2729 |
1 files changed, 2729 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp new file mode 100644 index 0000000000..bf3cd045f1 --- /dev/null +++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp @@ -0,0 +1,2729 @@ +/*************************************************************************/ +/* rasterizer_scene_high_end_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "rasterizer_scene_high_end_rd.h" +#include "core/project_settings.h" +#include "servers/rendering/rendering_device.h" +#include "servers/rendering/rendering_server_raster.h" + +static _FORCE_INLINE_ void store_transform(const Transform &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_transform_3x3(const Transform &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; +} + +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]; + } + } +} + +/* SCENE SHADER */ +void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) { + //compile + + code = p_code; + valid = false; + ubo_size = 0; + uniforms.clear(); + uses_screen_texture = false; + + if (code == String()) { + return; //just invalid, but no error + } + + ShaderCompilerRD::GeneratedCode gen_code; + + int blend_mode = BLEND_MODE_MIX; + int depth_testi = DEPTH_TEST_ENABLED; + int cull = CULL_BACK; + + uses_point_size = false; + uses_alpha = false; + uses_blend_alpha = false; + uses_depth_pre_pass = false; + uses_discard = false; + uses_roughness = false; + uses_normal = false; + bool wireframe = false; + + unshaded = false; + uses_vertex = false; + uses_sss = false; + uses_screen_texture = false; + uses_depth_texture = false; + uses_normal_texture = false; + uses_time = false; + writes_modelview_or_projection = false; + uses_world_coordinates = false; + + int depth_drawi = DEPTH_DRAW_OPAQUE; + + ShaderCompilerRD::IdentifierActions actions; + + actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); + actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); + actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB); + actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL); + + actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED); + actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE); + actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS); + + actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED); + + actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED); + actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT); + actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK); + + actions.render_mode_flags["unshaded"] = &unshaded; + actions.render_mode_flags["wireframe"] = &wireframe; + + actions.usage_flag_pointers["ALPHA"] = &uses_alpha; + actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass; + + actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; + + actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; + actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture; + actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture; + actions.usage_flag_pointers["DISCARD"] = &uses_discard; + actions.usage_flag_pointers["TIME"] = &uses_time; + actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness; + actions.usage_flag_pointers["NORMAL"] = &uses_normal; + actions.usage_flag_pointers["NORMALMAP"] = &uses_normal; + + actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size; + actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size; + + actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection; + actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection; + actions.write_flag_pointers["VERTEX"] = &uses_vertex; + + actions.uniforms = &uniforms; + + RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton; + + Error err = scene_singleton->shader.compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); + + ERR_FAIL_COND(err != OK); + + if (version.is_null()) { + version = scene_singleton->shader.scene_shader.version_create(); + } + + depth_draw = DepthDraw(depth_drawi); + depth_test = DepthTest(depth_testi); + +#if 0 + print_line("**compiling shader:"); + print_line("**defines:\n"); + for (int i = 0; i < gen_code.defines.size(); i++) { + print_line(gen_code.defines[i]); + } + print_line("\n**uniforms:\n" + gen_code.uniforms); + print_line("\n**vertex_globals:\n" + gen_code.vertex_global); + print_line("\n**vertex_code:\n" + gen_code.vertex); + print_line("\n**fragment_globals:\n" + gen_code.fragment_global); + print_line("\n**fragment_code:\n" + gen_code.fragment); + print_line("\n**light_code:\n" + gen_code.light); +#endif + scene_singleton->shader.scene_shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines); + ERR_FAIL_COND(!scene_singleton->shader.scene_shader.version_is_valid(version)); + + ubo_size = gen_code.uniform_total_size; + ubo_offsets = gen_code.uniform_offsets; + texture_uniforms = gen_code.texture_uniforms; + + //blend modes + + RD::PipelineColorBlendState::Attachment blend_attachment; + + switch (blend_mode) { + case BLEND_MODE_MIX: { + + blend_attachment.enable_blend = true; + blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; + blend_attachment.color_blend_op = RD::BLEND_OP_ADD; + blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + + } break; + case BLEND_MODE_ADD: { + + blend_attachment.enable_blend = true; + blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; + blend_attachment.color_blend_op = RD::BLEND_OP_ADD; + blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; + blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + uses_blend_alpha = true; //force alpha used because of blend + + } break; + case BLEND_MODE_SUB: { + + blend_attachment.enable_blend = true; + blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT; + blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT; + blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; + blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; + blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; + uses_blend_alpha = true; //force alpha used because of blend + + } break; + case BLEND_MODE_MUL: { + blend_attachment.enable_blend = true; + blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; + blend_attachment.color_blend_op = RD::BLEND_OP_ADD; + blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR; + blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO; + blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA; + blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO; + uses_blend_alpha = true; //force alpha used because of blend + } break; + } + + RD::PipelineColorBlendState blend_state_blend; + blend_state_blend.attachments.push_back(blend_attachment); + RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1); + RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2); + RD::PipelineColorBlendState blend_state_depth_normal = RD::PipelineColorBlendState::create_disabled(1); + RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(2); + + //update pipelines + + RD::PipelineDepthStencilState depth_stencil_state; + + if (depth_test != DEPTH_TEST_DISABLED) { + depth_stencil_state.enable_depth_test = true; + depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; + depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false; + } + + for (int i = 0; i < CULL_VARIANT_MAX; i++) { + + RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = { + { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK }, + { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT }, + { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED } + }; + + RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull]; + + for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { + + RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = { + RD::RENDER_PRIMITIVE_POINTS, + RD::RENDER_PRIMITIVE_LINES, + RD::RENDER_PRIMITIVE_LINESTRIPS, + RD::RENDER_PRIMITIVE_TRIANGLES, + RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, + }; + + RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j]; + + for (int k = 0; k < SHADER_VERSION_MAX; k++) { + + RD::PipelineRasterizationState raster_state; + raster_state.cull_mode = cull_mode_rd; + raster_state.wireframe = wireframe; + + RD::PipelineColorBlendState blend_state; + RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; + + if (uses_alpha || uses_blend_alpha) { + if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { + blend_state = blend_state_blend; + if (depth_draw == DEPTH_DRAW_OPAQUE) { + depth_stencil.enable_depth_write = false; //alpha does not draw depth + } + } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) { + if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { + //none, blend state contains nothing + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { + blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way + } else { + blend_state = blend_state_opaque; //writes to normal and roughness in opaque way + } + } else { + pipelines[i][j][k].clear(); + continue; // do not use this version (will error if using it is attempted) + } + } else { + + if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_VCT_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { + blend_state = blend_state_opaque; + } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { + //none, leave empty + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL) { + blend_state = blend_state_depth_normal; + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) { + blend_state = blend_state_depth_normal; + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { + blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way + + } else { + //specular write + blend_state = blend_state_opaque_specular; + } + } + + RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k); + pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0); + } + } + } + + valid = true; +} + +void RasterizerSceneHighEndRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { + if (!p_texture.is_valid()) { + default_texture_params.erase(p_name); + } else { + default_texture_params[p_name] = p_texture; + } +} + +void RasterizerSceneHighEndRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { + + Map<int, StringName> order; + + for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { + + if (E->get().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::ShaderData::is_param_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool RasterizerSceneHighEndRD::ShaderData::is_animated() const { + return false; +} + +bool RasterizerSceneHighEndRD::ShaderData::casts_shadows() const { + return false; +} +Variant RasterizerSceneHighEndRD::ShaderData::get_default_parameter(const StringName &p_parameter) const { + if (uniforms.has(p_parameter)) { + ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; + Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; + return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint); + } + return Variant(); +} + +RasterizerSceneHighEndRD::ShaderData::ShaderData() { + valid = false; + uses_screen_texture = false; +} + +RasterizerSceneHighEndRD::ShaderData::~ShaderData() { + RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton; + ERR_FAIL_COND(!scene_singleton); + //pipeline variants will clear themselves if shader is gone + if (version.is_valid()) { + scene_singleton->shader.scene_shader.version_free(version); + } +} + +RasterizerStorageRD::ShaderData *RasterizerSceneHighEndRD::_create_shader_func() { + ShaderData *shader_data = memnew(ShaderData); + return shader_data; +} + +void RasterizerSceneHighEndRD::MaterialData::set_render_priority(int p_priority) { + priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits +} + +void RasterizerSceneHighEndRD::MaterialData::set_next_pass(RID p_pass) { + next_pass = p_pass; +} + +void RasterizerSceneHighEndRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + + RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton; + + if ((uint32_t)ubo_data.size() != shader_data->ubo_size) { + p_uniform_dirty = true; + if (uniform_buffer.is_valid()) { + RD::get_singleton()->free(uniform_buffer); + uniform_buffer = RID(); + } + + ubo_data.resize(shader_data->ubo_size); + if (ubo_data.size()) { + uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size()); + memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear + } + + //clear previous uniform set + if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + RD::get_singleton()->free(uniform_set); + uniform_set = RID(); + } + } + + //check whether buffer changed + if (p_uniform_dirty && ubo_data.size()) { + + update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false); + RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw()); + } + + uint32_t tex_uniform_count = shader_data->texture_uniforms.size(); + + if ((uint32_t)texture_cache.size() != tex_uniform_count) { + texture_cache.resize(tex_uniform_count); + p_textures_dirty = true; + + //clear previous uniform set + if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + RD::get_singleton()->free(uniform_set); + uniform_set = RID(); + } + } + + if (p_textures_dirty && tex_uniform_count) { + + update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true); + } + + if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) { + // This material does not require an uniform set, so don't create it. + return; + } + + if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + //no reason to update uniform set, only UBO (or nothing) was needed to update + return; + } + + Vector<RD::Uniform> uniforms; + + { + + if (shader_data->ubo_size) { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 0; + u.ids.push_back(uniform_buffer); + uniforms.push_back(u); + } + + const RID *textures = texture_cache.ptrw(); + for (uint32_t i = 0; i < tex_uniform_count; i++) { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 1 + i; + u.ids.push_back(textures[i]); + uniforms.push_back(u); + } + } + + uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET); +} + +RasterizerSceneHighEndRD::MaterialData::~MaterialData() { + if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { + RD::get_singleton()->free(uniform_set); + } + + if (uniform_buffer.is_valid()) { + RD::get_singleton()->free(uniform_buffer); + } +} + +RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_create_material_func(ShaderData *p_shader) { + MaterialData *material_data = memnew(MaterialData); + material_data->shader_data = p_shader; + material_data->last_frame = false; + //update will happen later anyway so do nothing. + return material_data; +} + +RasterizerSceneHighEndRD::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() { + clear(); +} + +void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_specular() { + + if (!specular.is_valid()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.width = width; + tf.height = height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + + specular = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + Vector<RID> fb; + fb.push_back(color); + fb.push_back(specular); + fb.push_back(depth); + + color_specular_fb = RD::get_singleton()->framebuffer_create(fb); + } +} + +void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::clear() { + + if (specular.is_valid()) { + RD::get_singleton()->free(specular); + specular = RID(); + } + + color_specular_fb = RID(); + color_fb = RID(); + + if (normal_buffer.is_valid()) { + RD::get_singleton()->free(normal_buffer); + normal_buffer = RID(); + depth_normal_fb = RID(); + } + + if (roughness_buffer.is_valid()) { + RD::get_singleton()->free(roughness_buffer); + roughness_buffer = RID(); + depth_normal_roughness_fb = RID(); + } +} + +void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) { + clear(); + + width = p_width; + height = p_height; + + color = p_color_buffer; + depth = p_depth_buffer; + + { + Vector<RID> fb; + fb.push_back(p_color_buffer); + fb.push_back(depth); + + color_fb = RD::get_singleton()->framebuffer_create(fb); + } + { + Vector<RID> fb; + fb.push_back(depth); + + depth_fb = RD::get_singleton()->framebuffer_create(fb); + } +} + +void RasterizerSceneHighEndRD::_allocate_normal_texture(RenderBufferDataHighEnd *rb) { + if (rb->normal_buffer.is_valid()) { + return; + } + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32; + tf.width = rb->width; + tf.height = rb->height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + + rb->normal_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + Vector<RID> fb; + fb.push_back(rb->depth); + fb.push_back(rb->normal_buffer); + rb->depth_normal_fb = RD::get_singleton()->framebuffer_create(fb); + + _render_buffers_clear_uniform_set(rb); +} + +void RasterizerSceneHighEndRD::_allocate_roughness_texture(RenderBufferDataHighEnd *rb) { + + if (rb->roughness_buffer.is_valid()) { + return; + } + + ERR_FAIL_COND(rb->normal_buffer.is_null()); + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = rb->width; + tf.height = rb->height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + + rb->roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView()); + Vector<RID> fb; + fb.push_back(rb->depth); + fb.push_back(rb->normal_buffer); + fb.push_back(rb->roughness_buffer); + rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb); + + _render_buffers_clear_uniform_set(rb); +} + +RasterizerSceneRD::RenderBufferData *RasterizerSceneHighEndRD::_create_render_buffer_data() { + return memnew(RenderBufferDataHighEnd); +} + +bool RasterizerSceneHighEndRD::free(RID p_rid) { + if (RasterizerSceneRD::free(p_rid)) { + return true; + } + return false; +} + +void RasterizerSceneHighEndRD::_fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth) { + + for (int i = 0; i < p_element_count; i++) { + + const RenderList::Element *e = p_elements[i]; + InstanceData &id = scene_state.instances[i]; + store_transform(e->instance->transform, id.transform); + store_transform(Transform(e->instance->transform.basis.inverse().transposed()), id.normal_transform); + id.flags = 0; + id.mask = e->instance->layer_mask; + + if (e->instance->base_type == RS::INSTANCE_MULTIMESH) { + id.flags |= INSTANCE_DATA_FLAG_MULTIMESH; + uint32_t stride; + if (storage->multimesh_get_transform_format(e->instance->base) == RS::MULTIMESH_TRANSFORM_2D) { + id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D; + stride = 2; + } else { + stride = 3; + } + if (storage->multimesh_uses_colors(e->instance->base)) { + id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR; + stride += 1; + } + if (storage->multimesh_uses_custom_data(e->instance->base)) { + id.flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA; + stride += 1; + } + + id.flags |= (stride << INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT); + } else if (e->instance->base_type == RS::INSTANCE_MESH) { + if (e->instance->skeleton.is_valid()) { + id.flags |= INSTANCE_DATA_FLAG_SKELETON; + } + } + + if (p_for_depth) { + id.gi_offset = 0xFFFFFFFF; + continue; + } + + if (!e->instance->gi_probe_instances.empty()) { + uint32_t written = 0; + for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) { + RID probe = e->instance->gi_probe_instances[j]; + int slot = gi_probe_instance_get_slot(probe); + if (slot < 0) { + continue; //unallocated, dont render + } + + if (render_pass != gi_probe_instance_get_render_pass(probe)) { + continue; //not rendered in this frame + } + + uint32_t index = gi_probe_instance_get_render_index(probe); + + if (written == 0) { + id.gi_offset = index; + written = 1; + } else { + id.gi_offset = index << 16; + written = 2; + break; + } + } + if (written == 0) { + id.gi_offset = 0xFFFFFFFF; + } else if (written == 1) { + id.gi_offset |= 0xFFFF0000; + } + } else { + id.gi_offset = 0xFFFFFFFF; + } + } + + RD::get_singleton()->buffer_update(scene_state.instance_buffer, 0, sizeof(InstanceData) * p_element_count, scene_state.instances, true); +} + +/// RENDERING /// + +void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set) { + + RD::DrawListID draw_list = p_draw_list; + RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format; + + //global scope bindings + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET); + if (p_radiance_uniform_set.is_valid()) { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_radiance_uniform_set, RADIANCE_UNIFORM_SET); + } else { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_radiance_uniform_set, RADIANCE_UNIFORM_SET); + } + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, view_dependant_uniform_set, VIEW_DEPENDANT_UNIFORM_SET); + if (p_render_buffers_uniform_set.is_valid()) { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET); + } else { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_render_buffers_uniform_set, RENDER_BUFFERS_UNIFORM_SET); + } + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET); + + MaterialData *prev_material = nullptr; + + RID prev_vertex_array_rd; + RID prev_index_array_rd; + RID prev_pipeline_rd; + RID prev_xforms_uniform_set; + + PushConstant push_constant; + zeromem(&push_constant, sizeof(PushConstant)); + + for (int i = 0; i < p_element_count; i++) { + + const RenderList::Element *e = p_elements[i]; + + MaterialData *material = e->material; + ShaderData *shader = material->shader_data; + RID xforms_uniform_set; + + //find cull variant + ShaderData::CullVariant cull_variant; + + if ((p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) && e->instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) { + cull_variant = ShaderData::CULL_VARIANT_DOUBLE_SIDED; + } else { + bool mirror = e->instance->mirror; + if (p_reverse_cull) { + mirror = !mirror; + } + cull_variant = mirror ? ShaderData::CULL_VARIANT_REVERSED : ShaderData::CULL_VARIANT_NORMAL; + } + + //find primitive and vertex format + RS::PrimitiveType primitive; + + switch (e->instance->base_type) { + case RS::INSTANCE_MESH: { + primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index); + if (e->instance->skeleton.is_valid()) { + xforms_uniform_set = storage->skeleton_get_3d_uniform_set(e->instance->skeleton, default_shader_rd, TRANSFORMS_UNIFORM_SET); + } + } break; + case RS::INSTANCE_MULTIMESH: { + RID mesh = storage->multimesh_get_mesh(e->instance->base); + ERR_CONTINUE(!mesh.is_valid()); //should be a bug + primitive = storage->mesh_surface_get_primitive(mesh, e->surface_index); + + xforms_uniform_set = storage->multimesh_get_3d_uniform_set(e->instance->base, default_shader_rd, TRANSFORMS_UNIFORM_SET); + + } break; + case RS::INSTANCE_IMMEDIATE: { + ERR_CONTINUE(true); //should be a bug + } break; + case RS::INSTANCE_PARTICLES: { + ERR_CONTINUE(true); //should be a bug + } break; + default: { + ERR_CONTINUE(true); //should be a bug + } + } + + ShaderVersion shader_version = SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized. + + switch (p_pass_mode) { + case PASS_MODE_COLOR: + case PASS_MODE_COLOR_TRANSPARENT: { + if (e->uses_lightmap) { + shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS; + } else if (e->uses_vct) { + shader_version = SHADER_VERSION_VCT_COLOR_PASS; + } else { + shader_version = SHADER_VERSION_COLOR_PASS; + } + } break; + case PASS_MODE_COLOR_SPECULAR: { + if (e->uses_lightmap) { + shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR; + } else if (e->uses_vct) { + shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR; + } else { + shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; + } + } break; + case PASS_MODE_SHADOW: + case PASS_MODE_DEPTH: { + shader_version = SHADER_VERSION_DEPTH_PASS; + } break; + case PASS_MODE_SHADOW_DP: { + shader_version = SHADER_VERSION_DEPTH_PASS_DP; + } break; + case PASS_MODE_DEPTH_NORMAL: { + shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL; + } break; + case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { + shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; + } break; + case PASS_MODE_DEPTH_MATERIAL: { + shader_version = SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL; + } break; + } + + RenderPipelineVertexFormatCacheRD *pipeline = nullptr; + + pipeline = &shader->pipelines[cull_variant][primitive][shader_version]; + + RD::VertexFormatID vertex_format = -1; + RID vertex_array_rd; + RID index_array_rd; + + switch (e->instance->base_type) { + case RS::INSTANCE_MESH: { + storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format); + } break; + case RS::INSTANCE_MULTIMESH: { + RID mesh = storage->multimesh_get_mesh(e->instance->base); + ERR_CONTINUE(!mesh.is_valid()); //should be a bug + storage->mesh_surface_get_arrays_and_format(mesh, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format); + } break; + case RS::INSTANCE_IMMEDIATE: { + ERR_CONTINUE(true); //should be a bug + } break; + case RS::INSTANCE_PARTICLES: { + ERR_CONTINUE(true); //should be a bug + } break; + default: { + ERR_CONTINUE(true); //should be a bug + } + } + + if (prev_vertex_array_rd != vertex_array_rd) { + RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd); + prev_vertex_array_rd = vertex_array_rd; + } + + if (prev_index_array_rd != index_array_rd) { + if (index_array_rd.is_valid()) { + RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd); + } + prev_index_array_rd = index_array_rd; + } + + RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format); + + if (pipeline_rd != prev_pipeline_rd) { + // checking with prev shader does not make so much sense, as + // the pipeline may still be different. + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd); + prev_pipeline_rd = pipeline_rd; + } + + if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET); + prev_xforms_uniform_set = xforms_uniform_set; + } + + if (material != prev_material) { + //update uniform set + if (material->uniform_set.is_valid()) { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material->uniform_set, MATERIAL_UNIFORM_SET); + } + + prev_material = material; + } + + push_constant.index = i; + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant)); + + switch (e->instance->base_type) { + case RS::INSTANCE_MESH: { + RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid()); + } break; + case RS::INSTANCE_MULTIMESH: { + uint32_t instances = storage->multimesh_get_instances_to_draw(e->instance->base); + RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instances); + } break; + case RS::INSTANCE_IMMEDIATE: { + + } break; + case RS::INSTANCE_PARTICLES: { + + } break; + default: { + ERR_CONTINUE(true); //should be a bug + } + } + } +} + +void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers) { + + //CameraMatrix projection = p_cam_projection; + //projection.flip_y(); // Vulkan and modern APIs use Y-Down + CameraMatrix correction; + correction.set_depth_correction(p_flip_y); + CameraMatrix projection = correction * p_cam_projection; + + //store camera into ubo + store_camera(projection, scene_state.ubo.projection_matrix); + store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); + store_transform(p_cam_transform, scene_state.ubo.camera_matrix); + store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix); + + scene_state.ubo.z_far = p_zfar; + scene_state.ubo.z_near = p_znear; + + scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x; + scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y; + + if (p_shadow_atlas.is_valid()) { + Vector2 sas = shadow_atlas_get_size(p_shadow_atlas); + scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x; + scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y; + } + { + Vector2 dss = directional_shadow_get_size(); + scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x; + scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y; + } + //time global variables + scene_state.ubo.time = time; + + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { + + scene_state.ubo.use_ambient_light = true; + scene_state.ubo.ambient_light_color_energy[0] = 1; + scene_state.ubo.ambient_light_color_energy[1] = 1; + scene_state.ubo.ambient_light_color_energy[2] = 1; + scene_state.ubo.ambient_light_color_energy[3] = 1.0; + scene_state.ubo.use_ambient_cubemap = false; + scene_state.ubo.use_reflection_cubemap = false; + scene_state.ubo.ssao_enabled = false; + + } else if (is_environment(p_environment)) { + + RS::EnvironmentBG env_bg = environment_get_background(p_environment); + RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_light_ambient_source(p_environment); + + float bg_energy = environment_get_bg_energy(p_environment); + scene_state.ubo.ambient_light_color_energy[3] = bg_energy; + + scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment); + + //ambient + if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { + + Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment); + color = color.to_linear(); + + scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy; + scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy; + scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy; + scene_state.ubo.use_ambient_light = true; + scene_state.ubo.use_ambient_cubemap = false; + } else { + + float energy = environment_get_ambient_light_ambient_energy(p_environment); + Color color = environment_get_ambient_light_color(p_environment); + color = color.to_linear(); + scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; + scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; + scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; + + Basis sky_transform = environment_get_sky_orientation(p_environment); + sky_transform = sky_transform.inverse() * p_cam_transform.basis; + store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); + + scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; + scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; + } + + //specular + RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment); + if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { + scene_state.ubo.use_reflection_cubemap = true; + } else { + scene_state.ubo.use_reflection_cubemap = false; + } + + scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment); + scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment); + scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment); + + Color ao_color = environment_get_ao_color(p_environment); + scene_state.ubo.ao_color[0] = ao_color.r; + scene_state.ubo.ao_color[1] = ao_color.g; + scene_state.ubo.ao_color[2] = ao_color.b; + scene_state.ubo.ao_color[3] = ao_color.a; + + } else { + + if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) { + scene_state.ubo.use_ambient_light = false; + } else { + scene_state.ubo.use_ambient_light = true; + Color clear_color = p_default_bg_color; + clear_color = clear_color.to_linear(); + scene_state.ubo.ambient_light_color_energy[0] = clear_color.r; + scene_state.ubo.ambient_light_color_energy[1] = clear_color.g; + scene_state.ubo.ambient_light_color_energy[2] = clear_color.b; + scene_state.ubo.ambient_light_color_energy[3] = 1.0; + } + + scene_state.ubo.use_ambient_cubemap = false; + scene_state.ubo.use_reflection_cubemap = false; + } + + scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); + + RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true); +} + +void RasterizerSceneHighEndRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index) { + + RID m_src; + + m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material; + + if (unlikely(get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_DISABLED)) { + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { + m_src = overdraw_material; + } else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME) { + m_src = wireframe_material; + } else if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING) { + m_src = default_material; + } + } + + MaterialData *material = NULL; + + if (m_src.is_valid()) { + material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D); + if (!material || !material->shader_data->valid) { + material = NULL; + } + } + + if (!material) { + material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D); + m_src = default_material; + } + + ERR_FAIL_COND(!material); + + _add_geometry_with_material(p_instance, p_surface, material, m_src, p_pass_mode, p_geometry_index); + + while (material->next_pass.is_valid()) { + + material = (MaterialData *)storage->material_get_data(material->next_pass, RasterizerStorageRD::SHADER_TYPE_3D); + if (!material || !material->shader_data->valid) + break; + _add_geometry_with_material(p_instance, p_surface, material, material->next_pass, p_pass_mode, p_geometry_index); + } +} + +void RasterizerSceneHighEndRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index) { + + bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture; + bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha); + bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; + bool has_alpha = has_base_alpha || has_blend_alpha; + + if (p_material->shader_data->uses_sss) { + scene_state.used_sss = true; + } + + if (p_material->shader_data->uses_screen_texture) { + scene_state.used_screen_texture = true; + } + + if (p_material->shader_data->uses_depth_texture) { + scene_state.used_depth_texture = true; + } + + if (p_material->shader_data->uses_normal_texture) { + scene_state.used_normal_texture = true; + } + + if (p_pass_mode != PASS_MODE_COLOR && p_pass_mode != PASS_MODE_COLOR_SPECULAR) { + + if (has_blend_alpha || has_read_screen_alpha || (has_base_alpha && !p_material->shader_data->uses_depth_pre_pass) || p_material->shader_data->depth_draw == ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED || p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) { + //conditions in which no depth pass should be processed + return; + } + + if (p_pass_mode != PASS_MODE_DEPTH_MATERIAL && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) { + //shader does not use discard and does not write a vertex position, use generic material + if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_DEPTH) { + p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D); + } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL && !p_material->shader_data->uses_normal) { + p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D); + } else if (p_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS && !p_material->shader_data->uses_normal && !p_material->shader_data->uses_roughness) { + p_material = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D); + } + } + + has_alpha = false; + } + + RenderList::Element *e = (has_alpha || p_material->shader_data->depth_test == ShaderData::DEPTH_TEST_DISABLED) ? render_list.add_alpha_element() : render_list.add_element(); + + if (!e) + return; + + e->instance = p_instance; + e->material = p_material; + e->surface_index = p_surface; + e->sort_key = 0; + + if (e->material->last_pass != render_pass) { + if (!RD::get_singleton()->uniform_set_is_valid(e->material->uniform_set)) { + //uniform set no longer valid, probably a texture changed + storage->material_force_update_textures(p_material_rid, RasterizerStorageRD::SHADER_TYPE_3D); + } + e->material->last_pass = render_pass; + e->material->index = scene_state.current_material_index++; + if (e->material->shader_data->last_pass != render_pass) { + e->material->shader_data->last_pass = scene_state.current_material_index++; + e->material->shader_data->index = scene_state.current_shader_index++; + } + } + e->geometry_index = p_geometry_index; + e->material_index = e->material->index; + e->uses_instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH; + e->uses_lightmap = e->instance->lightmap.is_valid(); + e->uses_vct = e->instance->gi_probe_instances.size(); + e->shader_index = e->shader_index; + e->depth_layer = e->instance->depth_layer; + e->priority = p_material->priority; + + if (p_material->shader_data->uses_time) { + RenderingServerRaster::redraw_request(); + } +} + +void RasterizerSceneHighEndRD::_fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi) { + + scene_state.current_shader_index = 0; + scene_state.current_material_index = 0; + scene_state.used_sss = false; + scene_state.used_screen_texture = false; + scene_state.used_normal_texture = false; + scene_state.used_depth_texture = false; + + uint32_t geometry_index = 0; + + //fill list + + for (int i = 0; i < p_cull_count; i++) { + + InstanceBase *inst = p_cull_result[i]; + + //add geometry for drawing + switch (inst->base_type) { + + case RS::INSTANCE_MESH: { + + const RID *materials = NULL; + uint32_t surface_count; + + materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count); + if (!materials) { + continue; //nothing to do + } + + const RID *inst_materials = inst->materials.ptr(); + + for (uint32_t j = 0; j < surface_count; j++) { + + RID material = inst_materials[j].is_valid() ? inst_materials[j] : materials[j]; + + uint32_t surface_index = storage->mesh_surface_get_render_pass_index(inst->base, j, render_pass, &geometry_index); + _add_geometry(inst, j, material, p_pass_mode, surface_index); + } + + //mesh->last_pass=frame; + + } break; + + case RS::INSTANCE_MULTIMESH: { + + if (storage->multimesh_get_instances_to_draw(inst->base) == 0) { + //not visible, 0 instances + continue; + } + + RID mesh = storage->multimesh_get_mesh(inst->base); + if (!mesh.is_valid()) { + continue; + } + + const RID *materials = NULL; + uint32_t surface_count; + + materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count); + if (!materials) { + continue; //nothing to do + } + + for (uint32_t j = 0; j < surface_count; j++) { + + uint32_t surface_index = storage->mesh_surface_get_multimesh_render_pass_index(mesh, j, render_pass, &geometry_index); + _add_geometry(inst, j, materials[j], p_pass_mode, surface_index); + } + + } break; +#if 0 + case RS::INSTANCE_IMMEDIATE: { + + RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base); + ERR_CONTINUE(!immediate); + + _add_geometry(immediate, inst, NULL, -1, p_depth_pass, p_shadow_pass); + + } break; + case RS::INSTANCE_PARTICLES: { + + RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getornull(inst->base); + ERR_CONTINUE(!particles); + + for (int j = 0; j < particles->draw_passes.size(); j++) { + + RID pmesh = particles->draw_passes[j]; + if (!pmesh.is_valid()) + continue; + RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(pmesh); + if (!mesh) + continue; //mesh not assigned + + int ssize = mesh->surfaces.size(); + + for (int k = 0; k < ssize; k++) { + + RasterizerStorageGLES3::Surface *s = mesh->surfaces[k]; + _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass); + } + } + + } break; +#endif + default: { + } + } + } +} + +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) { + + for (int i = 0; i < p_reflection_probe_cull_count; i++) { + + RID rpi = p_reflection_probe_cull_result[i]; + + if (i >= (int)scene_state.max_reflections) { + reflection_probe_instance_set_render_index(rpi, 0); //invalid, but something needs to be set + continue; + } + + reflection_probe_instance_set_render_index(rpi, i); + + RID base_probe = reflection_probe_instance_get_probe(rpi); + + ReflectionData &reflection_ubo = scene_state.reflections[i]; + + Vector3 extents = storage->reflection_probe_get_extents(base_probe); + + reflection_ubo.box_extents[0] = extents.x; + reflection_ubo.box_extents[1] = extents.y; + reflection_ubo.box_extents[2] = extents.z; + reflection_ubo.index = reflection_probe_instance_get_atlas_index(rpi); + + Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe); + + reflection_ubo.box_offset[0] = origin_offset.x; + reflection_ubo.box_offset[1] = origin_offset.y; + reflection_ubo.box_offset[2] = origin_offset.z; + reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe); + + float intensity = storage->reflection_probe_get_intensity(base_probe); + bool interior = storage->reflection_probe_is_interior(base_probe); + bool box_projection = storage->reflection_probe_is_box_projection(base_probe); + + reflection_ubo.params[0] = intensity; + reflection_ubo.params[1] = 0; + reflection_ubo.params[2] = interior ? 1.0 : 0.0; + reflection_ubo.params[3] = box_projection ? 1.0 : 0.0; + + if (interior) { + Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear(); + float interior_ambient_energy = storage->reflection_probe_get_interior_ambient_energy(base_probe); + float interior_ambient_probe_contrib = storage->reflection_probe_get_interior_ambient_probe_contribution(base_probe); + reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy; + reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy; + reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy; + reflection_ubo.ambient[3] = interior_ambient_probe_contrib; + } else { + Color ambient_linear = storage->reflection_probe_get_interior_ambient(base_probe).to_linear(); + if (is_environment(p_environment)) { + Color env_ambient_color = environment_get_ambient_light_color(p_environment).to_linear(); + float env_ambient_energy = environment_get_ambient_light_ambient_energy(p_environment); + ambient_linear = env_ambient_color; + ambient_linear.r *= env_ambient_energy; + ambient_linear.g *= env_ambient_energy; + ambient_linear.b *= env_ambient_energy; + } + + reflection_ubo.ambient[0] = ambient_linear.r; + reflection_ubo.ambient[1] = ambient_linear.g; + reflection_ubo.ambient[2] = ambient_linear.b; + reflection_ubo.ambient[3] = 0; //not used in exterior mode, since it just blends with regular ambient light + } + + Transform transform = reflection_probe_instance_get_transform(rpi); + Transform proj = (p_camera_inverse_transform * transform).inverse(); + store_transform(proj, reflection_ubo.local_matrix); + + cluster_builder.add_reflection_probe(transform, extents); + + reflection_probe_instance_set_render_pass(rpi, render_pass); + } + + if (p_reflection_probe_cull_count) { + RD::get_singleton()->buffer_update(scene_state.reflection_buffer, 0, MIN(scene_state.max_reflections, (unsigned int)p_reflection_probe_cull_count) * sizeof(ReflectionData), scene_state.reflections, true); + } +} + +void RasterizerSceneHighEndRD::_setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform) { + + int index = 0; + + for (int i = 0; i < p_gi_probe_probe_cull_count; i++) { + + RID rpi = p_gi_probe_probe_cull_result[i]; + + if (index >= (int)scene_state.max_gi_probes) { + continue; + } + + int slot = gi_probe_instance_get_slot(rpi); + if (slot < 0) { + continue; //not usable + } + + RID base_probe = gi_probe_instance_get_base_probe(rpi); + + GIProbeData &gi_probe_ubo = scene_state.gi_probes[index]; + + Transform to_cell = gi_probe_instance_get_transform_to_cell(rpi) * p_camera_transform; + + store_transform(to_cell, gi_probe_ubo.xform); + + Vector3 bounds = storage->gi_probe_get_octree_size(base_probe); + + gi_probe_ubo.bounds[0] = bounds.x; + gi_probe_ubo.bounds[1] = bounds.y; + gi_probe_ubo.bounds[2] = bounds.z; + + gi_probe_ubo.dynamic_range = storage->gi_probe_get_dynamic_range(base_probe) * storage->gi_probe_get_energy(base_probe); + gi_probe_ubo.bias = storage->gi_probe_get_bias(base_probe); + gi_probe_ubo.normal_bias = storage->gi_probe_get_normal_bias(base_probe); + gi_probe_ubo.blend_ambient = !storage->gi_probe_is_interior(base_probe); + gi_probe_ubo.texture_slot = gi_probe_instance_get_slot(rpi); + gi_probe_ubo.anisotropy_strength = storage->gi_probe_get_anisotropy_strength(base_probe); + gi_probe_ubo.ao = storage->gi_probe_get_ao(base_probe); + gi_probe_ubo.ao_size = Math::pow(storage->gi_probe_get_ao_size(base_probe), 4.0f); + + if (gi_probe_is_anisotropic()) { + gi_probe_ubo.texture_slot *= 3; + } + + gi_probe_instance_set_render_index(rpi, index); + gi_probe_instance_set_render_pass(rpi, render_pass); + + index++; + } + + if (index) { + RD::get_singleton()->buffer_update(scene_state.gi_probe_buffer, 0, index * sizeof(GIProbeData), scene_state.gi_probes, true); + } +} + +void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows) { + + uint32_t light_count = 0; + scene_state.ubo.directional_light_count = 0; + sky_scene_state.directional_light_count = 0; + + for (int i = 0; i < p_light_cull_count; i++) { + + RID li = p_light_cull_result[i]; + RID base = light_instance_get_base_light(li); + + ERR_CONTINUE(base.is_null()); + + RS::LightType type = storage->light_get_type(base); + switch (type) { + + case RS::LIGHT_DIRECTIONAL: { + + if (scene_state.ubo.directional_light_count >= scene_state.max_directional_lights) { + continue; + } + + DirectionalLightData &light_data = scene_state.directional_lights[scene_state.ubo.directional_light_count]; + + Transform light_transform = light_instance_get_base_transform(li); + + Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized(); + + light_data.direction[0] = direction.x; + light_data.direction[1] = direction.y; + light_data.direction[2] = direction.z; + + float sign = storage->light_is_negative(base) ? -1 : 1; + + light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI; + + Color linear_col = storage->light_get_color(base).to_linear(); + light_data.color[0] = linear_col.r; + light_data.color[1] = linear_col.g; + light_data.color[2] = linear_col.b; + + light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR); + light_data.mask = storage->light_get_cull_mask(base); + + Color shadow_col = storage->light_get_shadow_color(base).to_linear(); + + light_data.shadow_color[0] = shadow_col.r; + light_data.shadow_color[1] = shadow_col.g; + light_data.shadow_color[2] = shadow_col.b; + + light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base); + + if (light_data.shadow_enabled) { + + RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base); + + int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3); + light_data.blend_splits = storage->light_directional_get_blend_splits(base); + for (int j = 0; j < 4; j++) { + Rect2 atlas_rect = light_instance_get_directional_shadow_atlas_rect(li, j); + CameraMatrix matrix = light_instance_get_shadow_camera(li, j); + float split = light_instance_get_directional_shadow_split(li, MIN(limit, j)); + + CameraMatrix bias; + bias.set_light_bias(); + CameraMatrix rectm; + rectm.set_light_atlas_rect(atlas_rect); + + Transform modelview = (p_camera_inverse_transform * light_instance_get_shadow_transform(li, j)).inverse(); + + CameraMatrix shadow_mtx = rectm * bias * matrix * modelview; + light_data.shadow_split_offsets[j] = split; + store_camera(shadow_mtx, light_data.shadow_matrices[j]); + } + + float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START); + light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep + light_data.fade_to = -light_data.shadow_split_offsets[3]; + } + + // Copy to SkyDirectionalLightData + if (sky_scene_state.directional_light_count < sky_scene_state.max_directional_lights) { + + SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.directional_light_count]; + + Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); + + sky_light_data.direction[0] = world_direction.x; + sky_light_data.direction[1] = world_direction.y; + sky_light_data.direction[2] = -world_direction.z; + + sky_light_data.energy = light_data.energy / Math_PI; + + sky_light_data.color[0] = light_data.color[0]; + sky_light_data.color[1] = light_data.color[1]; + sky_light_data.color[2] = light_data.color[2]; + + sky_light_data.enabled = true; + sky_scene_state.directional_light_count++; + } + + scene_state.ubo.directional_light_count++; + } break; + case RS::LIGHT_SPOT: + case RS::LIGHT_OMNI: { + + if (light_count >= scene_state.max_lights) { + continue; + } + + Transform light_transform = light_instance_get_base_transform(li); + + LightData &light_data = scene_state.lights[light_count]; + + float sign = storage->light_is_negative(base) ? -1 : 1; + Color linear_col = storage->light_get_color(base).to_linear(); + + light_data.attenuation_energy[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION)); + light_data.attenuation_energy[1] = Math::make_half_float(sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI); + + light_data.color_specular[0] = MIN(uint32_t(linear_col.r * 255), 255); + light_data.color_specular[1] = MIN(uint32_t(linear_col.g * 255), 255); + light_data.color_specular[2] = MIN(uint32_t(linear_col.b * 255), 255); + light_data.color_specular[3] = MIN(uint32_t(storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 255), 255); + + float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE)); + light_data.inv_radius = 1.0 / radius; + + Vector3 pos = p_camera_inverse_transform.xform(light_transform.origin); + + light_data.position[0] = pos.x; + light_data.position[1] = pos.y; + light_data.position[2] = pos.z; + + Vector3 direction = p_camera_inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized(); + + light_data.direction[0] = direction.x; + light_data.direction[1] = direction.y; + light_data.direction[2] = direction.z; + + light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION)); + float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE); + light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle))); + + light_data.mask = storage->light_get_cull_mask(base); + + Color shadow_color = storage->light_get_shadow_color(base); + + bool has_shadow = p_using_shadows && storage->light_has_shadow(base); + light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255); + light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255); + light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255); + light_data.shadow_color_enabled[3] = has_shadow ? 255 : 0; + + light_data.atlas_rect[0] = 0; + light_data.atlas_rect[1] = 0; + light_data.atlas_rect[2] = 0; + light_data.atlas_rect[3] = 0; + + if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) { + // fill in the shadow information + + Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas); + + if (type == RS::LIGHT_OMNI) { + + light_data.atlas_rect[0] = rect.position.x; + light_data.atlas_rect[1] = rect.position.y; + light_data.atlas_rect[2] = rect.size.width; + light_data.atlas_rect[3] = rect.size.height * 0.5; + + Transform proj = (p_camera_inverse_transform * light_transform).inverse(); + + store_transform(proj, light_data.shadow_matrix); + } else if (type == RS::LIGHT_SPOT) { + + Transform modelview = (p_camera_inverse_transform * light_transform).inverse(); + CameraMatrix bias; + bias.set_light_bias(); + CameraMatrix rectm; + rectm.set_light_atlas_rect(rect); + + CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview; + store_camera(shadow_mtx, light_data.shadow_matrix); + } + } + + light_instance_set_index(li, light_count); + + cluster_builder.add_light(type == RS::LIGHT_SPOT ? LightClusterBuilder::LIGHT_TYPE_SPOT : LightClusterBuilder::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle); + + light_count++; + } break; + } + + light_instance_set_render_pass(li, render_pass); + + //update UBO for forward rendering, blit to texture for clustered + } + + if (light_count) { + RD::get_singleton()->buffer_update(scene_state.light_buffer, 0, sizeof(LightData) * light_count, scene_state.lights, true); + } + + if (scene_state.ubo.directional_light_count) { + RD::get_singleton()->buffer_update(scene_state.directional_light_buffer, 0, sizeof(DirectionalLightData) * scene_state.ubo.directional_light_count, scene_state.directional_lights, true); + } +} + +void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) { + + RenderBufferDataHighEnd *render_buffer = NULL; + if (p_render_buffer.is_valid()) { + render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffer); + } + + //first of all, make a new render pass + render_pass++; + + //fill up ubo +#if 0 + storage->info.render.object_count += p_cull_count; + + Environment *env = environment_owner.getornull(p_environment); + ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); + ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas); + + if (shadow_atlas && shadow_atlas->size) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size; + scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size; + } + + if (reflection_atlas && reflection_atlas->size) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3); + glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); + } +#endif + + RENDER_TIMESTAMP("Setup 3D Scene"); + + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { + p_light_cull_count = 0; + p_reflection_probe_cull_count = 0; + p_gi_probe_cull_count = 0; + } + + bool using_shadows = true; + + if (p_reflection_probe.is_valid()) { + scene_state.ubo.reflection_multiplier = 0.0; + if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_reflection_probe))) { + using_shadows = false; + } + } else { + scene_state.ubo.reflection_multiplier = 1.0; + } + + //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size; + + scene_state.ubo.shadow_z_offset = 0; + scene_state.ubo.shadow_z_slope_scale = 0; + + Vector2 vp_he = p_cam_projection.get_viewport_half_extents(); + scene_state.ubo.viewport_size[0] = vp_he.x; + scene_state.ubo.viewport_size[1] = vp_he.y; + + Size2 screen_pixel_size; + Size2i screen_size; + RID opaque_framebuffer; + RID depth_framebuffer; + RID alpha_framebuffer; + + PassMode depth_pass_mode = PASS_MODE_DEPTH; + Vector<Color> depth_pass_clear; + + if (render_buffer) { + screen_pixel_size.width = 1.0 / render_buffer->width; + screen_pixel_size.height = 1.0 / render_buffer->height; + screen_size.x = render_buffer->width; + screen_size.y = render_buffer->height; + + opaque_framebuffer = render_buffer->color_fb; + + if (p_environment.is_valid() && environment_is_ssr_enabled(p_environment)) { + depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS; + } else if (screen_space_roughness_limiter_is_active()) { + depth_pass_mode = PASS_MODE_DEPTH_NORMAL; + //we need to allocate both these, if not allocated + _allocate_normal_texture(render_buffer); + _allocate_roughness_texture(render_buffer); + } else if (p_environment.is_valid() && (environment_is_ssao_enabled(p_environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { + depth_pass_mode = PASS_MODE_DEPTH_NORMAL; + } + + switch (depth_pass_mode) { + case PASS_MODE_DEPTH: { + depth_framebuffer = render_buffer->depth_fb; + } break; + case PASS_MODE_DEPTH_NORMAL: { + _allocate_normal_texture(render_buffer); + depth_framebuffer = render_buffer->depth_normal_fb; + depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); + } break; + case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { + _allocate_normal_texture(render_buffer); + _allocate_roughness_texture(render_buffer); + depth_framebuffer = render_buffer->depth_normal_roughness_fb; + depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); + depth_pass_clear.push_back(Color()); + } break; + default: { + }; + } + + alpha_framebuffer = opaque_framebuffer; + + } else if (p_reflection_probe.is_valid()) { + uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe); + screen_pixel_size.width = 1.0 / resolution; + screen_pixel_size.height = 1.0 / resolution; + screen_size.x = resolution; + screen_size.y = resolution; + + opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass); + depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_reflection_probe, p_reflection_probe_pass); + alpha_framebuffer = opaque_framebuffer; + + if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) { + p_environment = RID(); //no environment on interiors + } + + } else { + ERR_FAIL(); //bug? + } + + cluster_builder.begin(p_cam_transform.affine_inverse(), p_cam_projection); //prepare cluster + + _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows); + _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_environment); + _setup_gi_probes(p_gi_probe_cull_result, p_gi_probe_cull_count, p_cam_transform); + _setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false); + + cluster_builder.bake_cluster(); //bake to cluster + + _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example) + + render_list.clear(); + _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr); + + RID radiance_uniform_set; + bool draw_sky = false; + + Color clear_color; + bool keep_color = false; + + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { + clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black + } else if (is_environment(p_environment)) { + RS::EnvironmentBG bg_mode = environment_get_background(p_environment); + float bg_energy = environment_get_bg_energy(p_environment); + switch (bg_mode) { + case RS::ENV_BG_CLEAR_COLOR: { + clear_color = p_default_bg_color; + clear_color.r *= bg_energy; + clear_color.g *= bg_energy; + clear_color.b *= bg_energy; + } break; + case RS::ENV_BG_COLOR: { + clear_color = environment_get_bg_color(p_environment); + clear_color.r *= bg_energy; + clear_color.g *= bg_energy; + clear_color.b *= bg_energy; + } break; + case RS::ENV_BG_SKY: { + RID sky = environment_get_sky(p_environment); + if (sky.is_valid()) { + + RENDER_TIMESTAMP("Setup Sky"); + CameraMatrix projection = p_cam_projection; + if (p_reflection_probe.is_valid()) { + CameraMatrix correction; + correction.set_depth_correction(true); + projection = correction * p_cam_projection; + } + + _setup_sky(p_environment, p_cam_transform.origin, screen_size); + _update_sky(p_environment, projection, p_cam_transform); + radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET); + + draw_sky = true; + } + } break; + case RS::ENV_BG_CANVAS: { + keep_color = true; + } break; + case RS::ENV_BG_KEEP: { + keep_color = true; + } break; + case RS::ENV_BG_CAMERA_FEED: { + + } break; + default: { + } + } + } else { + + clear_color = p_default_bg_color; + } + + _setup_view_dependant_uniform_set(p_shadow_atlas, p_reflection_atlas); + + render_list.sort_by_key(false); + + _fill_instances(render_list.elements, render_list.element_count, false); + + bool can_continue = true; //unless the middle buffers are needed + bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION; + bool using_separate_specular = false; + + bool depth_pre_pass = depth_framebuffer.is_valid(); + RID render_buffers_uniform_set; + + if (depth_pre_pass) { //depth pre pass + RENDER_TIMESTAMP("Render Depth Pre-Pass"); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, depth_pass_clear); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, radiance_uniform_set, RID()); + RD::get_singleton()->draw_list_end(); + } + + if (p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment)) { + _process_ssao(p_render_buffer, p_environment, render_buffer->normal_buffer, p_cam_projection); + } + + if (p_render_buffer.is_valid() && screen_space_roughness_limiter_is_active()) { + storage->get_effects()->roughness_limit(render_buffer->normal_buffer, render_buffer->roughness_buffer, Size2(render_buffer->width, render_buffer->height), screen_space_roughness_limiter_get_curve()); + } + + if (p_render_buffer.is_valid()) { + //update the render buffers uniform set in case it changed + _update_render_buffers_uniform_set(p_render_buffer); + render_buffers_uniform_set = render_buffer->uniform_set; + } + + _setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid()); + + RENDER_TIMESTAMP("Render Opaque Pass"); + + { + bool will_continue = (can_continue || draw_sky || debug_giprobes); + //regular forward for now + Vector<Color> c; + c.push_back(clear_color.to_linear()); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set); + RD::get_singleton()->draw_list_end(); + } + + if (debug_giprobes) { + //debug giprobes + bool will_continue = (can_continue || draw_sky); + CameraMatrix dc; + dc.set_depth_correction(true); + CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse()); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); + for (int i = 0; i < p_gi_probe_cull_count; i++) { + _debug_giprobe(p_gi_probe_cull_result[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0); + } + RD::get_singleton()->draw_list_end(); + } + + if (draw_sky) { + RENDER_TIMESTAMP("Render Sky"); + + CameraMatrix projection = p_cam_projection; + if (p_reflection_probe.is_valid()) { + CameraMatrix correction; + correction.set_depth_correction(true); + projection = correction * p_cam_projection; + } + + _draw_sky(can_continue, opaque_framebuffer, p_environment, projection, p_cam_transform); + + if (using_separate_specular && !can_continue) { + //can't continue, so close the buffers + //RD::get_singleton()->draw_list_begin(render_buffer->color_specular_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH, c); + //RD::get_singleton()->draw_list_end(); + } + } + + RENDER_TIMESTAMP("Render Transparent Pass"); + + _setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false); + + render_list.sort_by_reverse_depth_and_priority(true); + + _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false); + + { + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set); + RD::get_singleton()->draw_list_end(); + } + + //_render_list +#if 0 + if (state.directional_light_count == 0) { + directional_light = NULL; + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL); + } else { + for (int i = 0; i < state.directional_light_count; i++) { + directional_light = directional_lights[i]; + _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL); + } + } +#endif + +#if 0 + _post_process(env, p_cam_projection); + // Needed only for debugging + /* if (shadow_atlas && storage->frame.current_rt) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); + } + + if (storage->frame.current_rt) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color); + //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1)); + } + + if (reflection_atlas && storage->frame.current_rt) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, reflection_atlas->color); + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); + } + + if (directional_shadow.fbo) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); + } + + if ( env_radiance_tex) { + + //_copy_texture_to_front_buffer(shadow_atlas->depth); + storage->canvas->canvas_begin(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, env_radiance_tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + }*/ + //disable all stuff +#endif +} +void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip) { + + RENDER_TIMESTAMP("Setup Rendering Shadow"); + + _update_render_base_uniform_set(); + + render_pass++; + + scene_state.ubo.shadow_z_offset = p_bias; + scene_state.ubo.shadow_z_slope_scale = p_normal_bias; + scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + + _setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar); + + render_list.clear(); + + PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; + + _fill_render_list(p_cull_result, p_cull_count, pass_mode, true); + + _setup_view_dependant_uniform_set(RID(), RID()); + + RENDER_TIMESTAMP("Render Shadow"); + + render_list.sort_by_key(false); + + _fill_instances(render_list.elements, render_list.element_count, true); + + { + //regular forward for now + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, p_use_dp_flip, pass_mode, true, RID(), RID()); + RD::get_singleton()->draw_list_end(); + } +} + +void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) { + RENDER_TIMESTAMP("Setup Rendering Shadow"); + + _update_render_base_uniform_set(); + + render_pass++; + + scene_state.ubo.shadow_z_offset = 0; + scene_state.ubo.shadow_z_slope_scale = 0; + scene_state.ubo.dual_paraboloid_side = 0; + + _setup_environment(RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0); + + render_list.clear(); + + PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; + _fill_render_list(p_cull_result, p_cull_count, pass_mode, true); + + _setup_view_dependant_uniform_set(RID(), RID()); + + RENDER_TIMESTAMP("Render Material"); + + render_list.sort_by_key(false); + + _fill_instances(render_list.elements, render_list.element_count, true); + + { + //regular forward for now + Vector<Color> clear; + clear.push_back(Color(0, 0, 0, 0)); + clear.push_back(Color(0, 0, 0, 0)); + clear.push_back(Color(0, 0, 0, 0)); + clear.push_back(Color(0, 0, 0, 0)); + clear.push_back(Color(0, 0, 0, 0)); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), render_list.elements, render_list.element_count, true, pass_mode, true, RID(), RID()); + RD::get_singleton()->draw_list_end(); + } +} + +void RasterizerSceneHighEndRD::_base_uniforms_changed() { + + if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { + RD::get_singleton()->free(render_base_uniform_set); + } + render_base_uniform_set = RID(); +} + +void RasterizerSceneHighEndRD::_update_render_base_uniform_set() { + + if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { + + if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { + RD::get_singleton()->free(render_base_uniform_set); + } + + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 1; + u.ids.resize(12); + RID *ids_ptr = u.ids.ptrw(); + ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 2; + u.type = RD::UNIFORM_TYPE_SAMPLER; + u.ids.push_back(shadow_sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 3; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.ids.push_back(scene_state.uniform_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 4; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.ids.push_back(scene_state.instance_buffer); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 5; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.ids.push_back(scene_state.light_buffer); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 6; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.ids.push_back(scene_state.reflection_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 7; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.ids.push_back(scene_state.directional_light_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 8; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.ids.push_back(scene_state.gi_probe_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 9; + u.type = RD::UNIFORM_TYPE_TEXTURE; + int slot_count = gi_probe_get_slots().size(); + if (gi_probe_is_anisotropic()) { + u.ids.resize(slot_count * 3); + } else { + u.ids.resize(slot_count); + } + + for (int i = 0; i < slot_count; i++) { + + RID probe = gi_probe_get_slots()[i]; + + if (gi_probe_is_anisotropic()) { + if (probe.is_null()) { + RID empty_tex = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + u.ids.write[i * 3 + 0] = empty_tex; + u.ids.write[i * 3 + 1] = empty_tex; + u.ids.write[i * 3 + 2] = empty_tex; + } else { + u.ids.write[i * 3 + 0] = gi_probe_instance_get_texture(probe); + u.ids.write[i * 3 + 1] = gi_probe_instance_get_aniso_texture(probe, 0); + u.ids.write[i * 3 + 2] = gi_probe_instance_get_aniso_texture(probe, 1); + } + } else { + if (probe.is_null()) { + u.ids.write[i] = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); + } else { + u.ids.write[i] = gi_probe_instance_get_texture(probe); + } + } + } + + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 10; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.push_back(cluster_builder.get_cluster_texture()); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 11; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.ids.push_back(cluster_builder.get_cluster_indices_buffer()); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 12; + u.type = RD::UNIFORM_TYPE_TEXTURE; + if (directional_shadow_get_texture().is_valid()) { + u.ids.push_back(directional_shadow_get_texture()); + } else { + u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + } + uniforms.push_back(u); + } + + render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, SCENE_UNIFORM_SET); + } +} + +void RasterizerSceneHighEndRD::_setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas) { + + if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) { + RD::get_singleton()->free(view_dependant_uniform_set); + } + + //default render buffer and scene state uniform set + + Vector<RD::Uniform> uniforms; + + { + + RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID(); + RD::Uniform u; + u.binding = 0; + u.type = RD::UNIFORM_TYPE_TEXTURE; + if (ref_texture.is_valid()) { + u.ids.push_back(ref_texture); + } else { + u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK)); + } + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 1; + u.type = RD::UNIFORM_TYPE_TEXTURE; + RID texture; + if (p_shadow_atlas.is_valid()) { + texture = shadow_atlas_get_texture(p_shadow_atlas); + } + if (!texture.is_valid()) { + texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE); + } + u.ids.push_back(texture); + uniforms.push_back(u); + } + + view_dependant_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, VIEW_DEPENDANT_UNIFORM_SET); +} + +void RasterizerSceneHighEndRD::_render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb) { + + if (!rb->uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) { + RD::get_singleton()->free(rb->uniform_set); + } + rb->uniform_set = RID(); +} + +void RasterizerSceneHighEndRD::_render_buffers_uniform_set_changed(RID p_render_buffers) { + + RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); + + _render_buffers_clear_uniform_set(rb); +} + +RID RasterizerSceneHighEndRD::_render_buffers_get_roughness_texture(RID p_render_buffers) { + RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); + + return rb->roughness_buffer; +} + +RID RasterizerSceneHighEndRD::_render_buffers_get_normal_texture(RID p_render_buffers) { + RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); + + return rb->normal_buffer; +} + +void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_buffers) { + + RenderBufferDataHighEnd *rb = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffers); + + if (rb->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->uniform_set)) { + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 0; + u.type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = false && rb->depth.is_valid() ? rb->depth : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE); + u.ids.push_back(texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 1; + u.type = RD::UNIFORM_TYPE_TEXTURE; + RID bbt = render_buffers_get_back_buffer_texture(p_render_buffers); + RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK); + u.ids.push_back(texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = rb->normal_buffer.is_valid() ? rb->normal_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL); + u.ids.push_back(texture); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 3; + u.type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = rb->roughness_buffer.is_valid() ? rb->roughness_buffer : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK); + u.ids.push_back(texture); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 4; + u.type = RD::UNIFORM_TYPE_TEXTURE; + RID aot = render_buffers_get_ao_texture(p_render_buffers); + RID texture = aot.is_valid() ? aot : storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK); + u.ids.push_back(texture); + uniforms.push_back(u); + } + + rb->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET); + } +} + +RasterizerSceneHighEndRD *RasterizerSceneHighEndRD::singleton = NULL; + +void RasterizerSceneHighEndRD::set_time(double p_time, double p_step) { + time = p_time; + RasterizerSceneRD::set_time(p_time, p_step); +} + +RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storage) : + RasterizerSceneRD(p_storage) { + singleton = this; + storage = p_storage; + + /* SCENE SHADER */ + + { + String defines; + defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n"; + if (is_using_radiance_cubemap_array()) { + defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n"; + } + + uint32_t uniform_max_size = RD::get_singleton()->limit_get(RD::LIMIT_MAX_UNIFORM_BUFFER_SIZE); + + { //reflections + uint32_t reflection_buffer_size; + if (uniform_max_size < 65536) { + //Yes, you guessed right, ARM again + reflection_buffer_size = uniform_max_size; + } else { + reflection_buffer_size = 65536; + } + + scene_state.max_reflections = reflection_buffer_size / sizeof(ReflectionData); + scene_state.reflections = memnew_arr(ReflectionData, scene_state.max_reflections); + scene_state.reflection_buffer = RD::get_singleton()->uniform_buffer_create(reflection_buffer_size); + defines += "\n#define MAX_REFLECTION_DATA_STRUCTS " + itos(scene_state.max_reflections) + "\n"; + } + + { //lights + scene_state.max_lights = MIN(65536, uniform_max_size) / sizeof(LightData); + uint32_t light_buffer_size = scene_state.max_lights * sizeof(LightData); + scene_state.lights = memnew_arr(LightData, scene_state.max_lights); + scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size); + defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n"; + + scene_state.max_directional_lights = 8; + uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData); + scene_state.directional_lights = memnew_arr(DirectionalLightData, scene_state.max_directional_lights); + scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); + defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(scene_state.max_directional_lights) + "\n"; + } + + { //giprobes + int slot_count = gi_probe_get_slots().size(); + if (gi_probe_is_anisotropic()) { + slot_count *= 3; + defines += "\n#define GI_PROBE_USE_ANISOTROPY\n"; + } + + if (gi_probe_get_quality() == GIPROBE_QUALITY_ULTRA_LOW) { + defines += "\n#define GI_PROBE_LOW_QUALITY\n"; + } else if (gi_probe_get_quality() == GIPROBE_QUALITY_HIGH) { + defines += "\n#define GI_PROBE_HIGH_QUALITY\n"; + } + + defines += "\n#define MAX_GI_PROBE_TEXTURES " + itos(slot_count) + "\n"; + + uint32_t giprobe_buffer_size; + if (uniform_max_size < 65536) { + //Yes, you guessed right, ARM again + giprobe_buffer_size = uniform_max_size; + } else { + giprobe_buffer_size = 65536; + } + + giprobe_buffer_size = MIN(sizeof(GIProbeData) * gi_probe_get_slots().size(), giprobe_buffer_size); + scene_state.max_gi_probes = giprobe_buffer_size / sizeof(GIProbeData); + scene_state.gi_probes = memnew_arr(GIProbeData, scene_state.max_gi_probes); + scene_state.gi_probe_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(GIProbeData) * scene_state.max_gi_probes); + defines += "\n#define MAX_GI_PROBES " + itos(scene_state.max_gi_probes) + "\n"; + } + + Vector<String> shader_versions; + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL\n#define MODE_RENDER_ROUGHNESS\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); + shader_versions.push_back(""); + shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n"); + shader_versions.push_back("\n#define USE_VOXEL_CONE_TRACING\n"); + shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_VOXEL_CONE_TRACING\n"); + shader_versions.push_back("\n#define USE_LIGHTMAP\n"); + shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n"); + shader.scene_shader.initialize(shader_versions, defines); + } + + storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_shader_funcs); + storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_3D, _create_material_funcs); + + { + //shader compiler + ShaderCompilerRD::DefaultIdentifierActions actions; + + actions.renames["WORLD_MATRIX"] = "world_matrix"; + actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix"; + actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix"; + actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix"; + actions.renames["PROJECTION_MATRIX"] = "projection_matrix"; + actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix"; + actions.renames["MODELVIEW_MATRIX"] = "modelview"; + actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal"; + + actions.renames["VERTEX"] = "vertex"; + actions.renames["NORMAL"] = "normal"; + actions.renames["TANGENT"] = "tangent"; + actions.renames["BINORMAL"] = "binormal"; + actions.renames["POSITION"] = "position"; + actions.renames["UV"] = "uv_interp"; + actions.renames["UV2"] = "uv2_interp"; + actions.renames["COLOR"] = "color_interp"; + actions.renames["POINT_SIZE"] = "gl_PointSize"; + actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + + //builtins + + actions.renames["TIME"] = "scene_data.time"; + actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size"; + + actions.renames["FRAGCOORD"] = "gl_FragCoord"; + actions.renames["FRONT_FACING"] = "gl_FrontFacing"; + actions.renames["NORMALMAP"] = "normalmap"; + actions.renames["NORMALMAP_DEPTH"] = "normaldepth"; + actions.renames["ALBEDO"] = "albedo"; + actions.renames["ALPHA"] = "alpha"; + actions.renames["METALLIC"] = "metallic"; + actions.renames["SPECULAR"] = "specular"; + actions.renames["ROUGHNESS"] = "roughness"; + actions.renames["RIM"] = "rim"; + actions.renames["RIM_TINT"] = "rim_tint"; + actions.renames["CLEARCOAT"] = "clearcoat"; + actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; + actions.renames["ANISOTROPY"] = "anisotropy"; + actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; + actions.renames["SSS_STRENGTH"] = "sss_strength"; + actions.renames["TRANSMISSION"] = "transmission"; + actions.renames["AO"] = "ao"; + actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; + actions.renames["EMISSION"] = "emission"; + actions.renames["POINT_COORD"] = "gl_PointCoord"; + actions.renames["INSTANCE_CUSTOM"] = "instance_custom"; + actions.renames["SCREEN_UV"] = "screen_uv"; + actions.renames["SCREEN_TEXTURE"] = "color_buffer"; + actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; + actions.renames["NORMAL_TEXTURE"] = "normal_buffer"; + actions.renames["DEPTH"] = "gl_FragDepth"; + actions.renames["OUTPUT_IS_SRGB"] = "true"; + + //for light + actions.renames["VIEW"] = "view"; + actions.renames["LIGHT_COLOR"] = "light_color"; + actions.renames["LIGHT"] = "light"; + actions.renames["ATTENUATION"] = "attenuation"; + actions.renames["DIFFUSE_LIGHT"] = "diffuse_light"; + actions.renames["SPECULAR_LIGHT"] = "specular_light"; + + actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n"; + actions.usage_defines["BINORMAL"] = "@TANGENT"; + actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n"; + actions.usage_defines["RIM_TINT"] = "@RIM"; + actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n"; + actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; + actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n"; + actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; + actions.usage_defines["AO"] = "#define AO_USED\n"; + actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n"; + actions.usage_defines["UV"] = "#define UV_USED\n"; + actions.usage_defines["UV2"] = "#define UV2_USED\n"; + actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; + actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; + actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; + actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; + + actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions.usage_defines["TRANSMISSION"] = "#define LIGHT_TRANSMISSION_USED\n"; + actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + + actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + + actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; + actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; + actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; + actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; + + bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley"); + + if (!force_lambert) { + actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; + } + + actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; + actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; + actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; + + bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx"); + + if (!force_blinn) { + actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; + } else { + actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; + } + + actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; + actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; + actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; + actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; + actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; + actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; + actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; + actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; + + actions.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = MATERIAL_UNIFORM_SET; + actions.base_uniform_string = "material."; + actions.base_varying_index = 10; + + actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; + actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; + + shader.compiler.initialize(actions); + } + + //render list + render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000); + render_list.init(); + render_pass = 0; + + { + + scene_state.max_instances = render_list.max_elements; + scene_state.instances = memnew_arr(InstanceData, scene_state.max_instances); + scene_state.instance_buffer = RD::get_singleton()->storage_buffer_create(sizeof(InstanceData) * scene_state.max_instances); + } + + scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO)); + + { + //default material and shader + default_shader = storage->shader_create(); + storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n"); + default_material = storage->material_create(); + storage->material_set_shader(default_material, default_shader); + + MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RasterizerStorageRD::SHADER_TYPE_3D); + default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); + } + + { + + overdraw_material_shader = storage->shader_create(); + storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }"); + overdraw_material = storage->material_create(); + storage->material_set_shader(overdraw_material, overdraw_material_shader); + + wireframe_material_shader = storage->shader_create(); + storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }"); + wireframe_material = storage->material_create(); + storage->material_set_shader(wireframe_material, wireframe_material_shader); + } + + { + default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256); + Vector<RD::Uniform> uniforms; + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.ids.push_back(default_vec4_xform_buffer); + u.binding = 0; + uniforms.push_back(u); + + default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, TRANSFORMS_UNIFORM_SET); + } + { + + RD::SamplerState sampler; + sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; + sampler.enable_compare = true; + sampler.compare_op = RD::COMPARE_OP_LESS; + shadow_sampler = RD::get_singleton()->sampler_create(sampler); + } + + { + Vector<RD::Uniform> uniforms; + + RD::Uniform u; + u.binding = 0; + u.type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RasterizerStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + u.ids.push_back(texture); + uniforms.push_back(u); + + default_radiance_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RADIANCE_UNIFORM_SET); + } + + { //render buffers + Vector<RD::Uniform> uniforms; + for (int i = 0; i < 5; i++) { + RD::Uniform u; + u.binding = i; + u.type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = storage->texture_rd_get_default(i == 0 ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE : (i == 2 ? RasterizerStorageRD::DEFAULT_RD_TEXTURE_NORMAL : RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK)); + u.ids.push_back(texture); + uniforms.push_back(u); + } + + default_render_buffers_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RENDER_BUFFERS_UNIFORM_SET); + } + + cluster_builder.setup(16, 8, 24); +} + +RasterizerSceneHighEndRD::~RasterizerSceneHighEndRD() { + directional_shadow_atlas_set_size(0); + + //clear base uniform set if still valid + if (view_dependant_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(view_dependant_uniform_set)) { + RD::get_singleton()->free(view_dependant_uniform_set); + } + + RD::get_singleton()->free(default_render_buffers_uniform_set); + RD::get_singleton()->free(default_radiance_uniform_set); + RD::get_singleton()->free(default_vec4_xform_buffer); + RD::get_singleton()->free(shadow_sampler); + + storage->free(wireframe_material_shader); + storage->free(overdraw_material_shader); + storage->free(default_shader); + + storage->free(wireframe_material); + storage->free(overdraw_material); + storage->free(default_material); + + { + RD::get_singleton()->free(scene_state.uniform_buffer); + RD::get_singleton()->free(scene_state.instance_buffer); + RD::get_singleton()->free(scene_state.gi_probe_buffer); + RD::get_singleton()->free(scene_state.directional_light_buffer); + RD::get_singleton()->free(scene_state.light_buffer); + RD::get_singleton()->free(scene_state.reflection_buffer); + memdelete_arr(scene_state.instances); + memdelete_arr(scene_state.gi_probes); + memdelete_arr(scene_state.directional_lights); + memdelete_arr(scene_state.lights); + memdelete_arr(scene_state.reflections); + } +} |