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diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
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+++ 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);
+ }
+}