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Diffstat (limited to 'servers/rendering/rasterizer_rd/rasterizer_storage_rd.h')
-rw-r--r-- | servers/rendering/rasterizer_rd/rasterizer_storage_rd.h | 1135 |
1 files changed, 1135 insertions, 0 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h new file mode 100644 index 0000000000..e69be644d7 --- /dev/null +++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h @@ -0,0 +1,1135 @@ +/*************************************************************************/ +/* rasterizer_storage_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RASTERIZER_STORAGE_RD_H +#define RASTERIZER_STORAGE_RD_H + +#include "core/rid_owner.h" +#include "servers/rendering/rasterizer.h" +#include "servers/rendering/rasterizer_rd/rasterizer_effects_rd.h" +#include "servers/rendering/rasterizer_rd/shader_compiler_rd.h" +#include "servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl.gen.h" +#include "servers/rendering/rendering_device.h" + +class RasterizerStorageRD : public RasterizerStorage { +public: + enum ShaderType { + SHADER_TYPE_2D, + SHADER_TYPE_3D, + SHADER_TYPE_PARTICLES, + SHADER_TYPE_SKY, + SHADER_TYPE_MAX + }; + + struct ShaderData { + virtual void set_code(const String &p_Code) = 0; + virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0; + virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0; + virtual bool is_param_texture(const StringName &p_param) const = 0; + virtual bool is_animated() const = 0; + virtual bool casts_shadows() const = 0; + virtual Variant get_default_parameter(const StringName &p_parameter) const = 0; + virtual ~ShaderData() {} + }; + + typedef ShaderData *(*ShaderDataRequestFunction)(); + + struct MaterialData { + + void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); + void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); + + virtual void set_render_priority(int p_priority) = 0; + virtual void set_next_pass(RID p_pass) = 0; + virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) = 0; + virtual ~MaterialData() {} + }; + typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); + + enum DefaultRDTexture { + DEFAULT_RD_TEXTURE_WHITE, + DEFAULT_RD_TEXTURE_BLACK, + DEFAULT_RD_TEXTURE_NORMAL, + DEFAULT_RD_TEXTURE_ANISO, + DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER, + DEFAULT_RD_TEXTURE_CUBEMAP_BLACK, + DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK, + DEFAULT_RD_TEXTURE_3D_WHITE, + DEFAULT_RD_TEXTURE_MAX + }; + + enum DefaultRDBuffer { + DEFAULT_RD_BUFFER_VERTEX, + DEFAULT_RD_BUFFER_NORMAL, + DEFAULT_RD_BUFFER_TANGENT, + DEFAULT_RD_BUFFER_COLOR, + DEFAULT_RD_BUFFER_TEX_UV, + DEFAULT_RD_BUFFER_TEX_UV2, + DEFAULT_RD_BUFFER_BONES, + DEFAULT_RD_BUFFER_WEIGHTS, + DEFAULT_RD_BUFFER_MAX, + }; + +private: + /* TEXTURE API */ + struct Texture { + + enum Type { + TYPE_2D, + TYPE_LAYERED, + TYPE_3D + }; + + Type type; + + RenderingDevice::TextureType rd_type; + RID rd_texture; + RID rd_texture_srgb; + RenderingDevice::DataFormat rd_format; + RenderingDevice::DataFormat rd_format_srgb; + + RD::TextureView rd_view; + + Image::Format format; + Image::Format validated_format; + + int width; + int height; + int depth; + int layers; + int mipmaps; + + int height_2d; + int width_2d; + + bool is_render_target; + bool is_proxy; + + Ref<Image> image_cache_2d; + String path; + + RID proxy_to; + Vector<RID> proxies; + + RS::TextureDetectCallback detect_3d_callback = nullptr; + void *detect_3d_callback_ud = nullptr; + + RS::TextureDetectCallback detect_normal_callback = nullptr; + void *detect_normal_callback_ud = nullptr; + + RS::TextureDetectRoughnessCallback detect_roughness_callback = nullptr; + void *detect_roughness_callback_ud = nullptr; + }; + + struct TextureToRDFormat { + RD::DataFormat format; + RD::DataFormat format_srgb; + RD::TextureSwizzle swizzle_r; + RD::TextureSwizzle swizzle_g; + RD::TextureSwizzle swizzle_b; + RD::TextureSwizzle swizzle_a; + TextureToRDFormat() { + format = RD::DATA_FORMAT_MAX; + format_srgb = RD::DATA_FORMAT_MAX; + swizzle_r = RD::TEXTURE_SWIZZLE_R; + swizzle_g = RD::TEXTURE_SWIZZLE_G; + swizzle_b = RD::TEXTURE_SWIZZLE_B; + swizzle_a = RD::TEXTURE_SWIZZLE_A; + } + }; + + //textures can be created from threads, so this RID_Owner is thread safe + mutable RID_Owner<Texture, true> texture_owner; + + Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format); + + RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; + RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; + + /* SHADER */ + + struct Material; + + struct Shader { + ShaderData *data; + String code; + ShaderType type; + Map<StringName, RID> default_texture_parameter; + Set<Material *> owners; + }; + + ShaderDataRequestFunction shader_data_request_func[SHADER_TYPE_MAX]; + mutable RID_Owner<Shader> shader_owner; + + /* Material */ + + struct Material { + RID self; + MaterialData *data; + Shader *shader; + //shortcut to shader data and type + ShaderType shader_type; + bool update_requested; + bool uniform_dirty; + bool texture_dirty; + Material *update_next; + Map<StringName, Variant> params; + int32_t priority; + RID next_pass; + RasterizerScene::InstanceDependency instance_dependency; + }; + + MaterialDataRequestFunction material_data_request_func[SHADER_TYPE_MAX]; + mutable RID_Owner<Material> material_owner; + + Material *material_update_list; + void _material_queue_update(Material *material, bool p_uniform, bool p_texture); + void _update_queued_materials(); + + /* Mesh */ + + struct Mesh { + + struct Surface { + RS::PrimitiveType primitive; + uint32_t format = 0; + + RID vertex_buffer; + uint32_t vertex_count = 0; + + // A different pipeline needs to be allocated + // depending on the inputs available in the + // material. + // There are never that many geometry/material + // combinations, so a simple array is the most + // cache-efficient structure. + + struct Version { + uint32_t input_mask; + RD::VertexFormatID vertex_format; + RID vertex_array; + }; + + SpinLock version_lock; //needed to access versions + Version *versions = nullptr; //allocated on demand + uint32_t version_count = 0; + + RID index_buffer; + RID index_array; + uint32_t index_count = 0; + + struct LOD { + float edge_length; + RID index_buffer; + RID index_array; + }; + + LOD *lods = nullptr; + uint32_t lod_count = 0; + + AABB aabb; + + Vector<AABB> bone_aabbs; + + Vector<RID> blend_shapes; + RID blend_shape_base_buffer; //source buffer goes here when using blend shapes, and main one is uncompressed + + RID material; + + uint32_t render_index = 0; + uint64_t render_pass = 0; + + uint32_t multimesh_render_index = 0; + uint64_t multimesh_render_pass = 0; + }; + + uint32_t blend_shape_count = 0; + RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED; + + Surface **surfaces = nullptr; + uint32_t surface_count = 0; + + Vector<AABB> bone_aabbs; + + AABB aabb; + AABB custom_aabb; + + Vector<RID> material_cache; + + RasterizerScene::InstanceDependency instance_dependency; + }; + + mutable RID_Owner<Mesh> mesh_owner; + + void _mesh_surface_generate_version_for_input_mask(Mesh::Surface *s, uint32_t p_input_mask); + + RID mesh_default_rd_buffers[DEFAULT_RD_BUFFER_MAX]; + + /* MultiMesh */ + struct MultiMesh { + RID mesh; + int instances = 0; + RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D; + bool uses_colors = false; + bool uses_custom_data = false; + int visible_instances = -1; + AABB aabb; + bool aabb_dirty = false; + bool buffer_set = false; + uint32_t stride_cache = 0; + uint32_t color_offset_cache = 0; + uint32_t custom_data_offset_cache = 0; + + Vector<float> data_cache; //used if individual setting is used + bool *data_cache_dirty_regions = nullptr; + uint32_t data_cache_used_dirty_regions = 0; + + RID buffer; //storage buffer + RID uniform_set_3d; + + bool dirty = false; + MultiMesh *dirty_list = nullptr; + + RasterizerScene::InstanceDependency instance_dependency; + }; + + mutable RID_Owner<MultiMesh> multimesh_owner; + + MultiMesh *multimesh_dirty_list = nullptr; + + _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const; + _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb); + _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb); + _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances); + void _update_dirty_multimeshes(); + + /* Skeleton */ + + struct Skeleton { + bool use_2d = false; + int size = 0; + Vector<float> data; + RID buffer; + + bool dirty = false; + Skeleton *dirty_list = nullptr; + Transform2D base_transform_2d; + + RID uniform_set_3d; + + RasterizerScene::InstanceDependency instance_dependency; + }; + + mutable RID_Owner<Skeleton> skeleton_owner; + + _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton); + + Skeleton *skeleton_dirty_list = nullptr; + + void _update_dirty_skeletons(); + + /* LIGHT */ + + struct Light { + + RS::LightType type; + float param[RS::LIGHT_PARAM_MAX]; + Color color = Color(1, 1, 1, 1); + Color shadow_color; + RID projector; + bool shadow = false; + bool negative = false; + bool reverse_cull = false; + bool use_gi = true; + uint32_t cull_mask = 0xFFFFFFFF; + RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; + RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; + RS::LightDirectionalShadowDepthRangeMode directional_range_mode = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; + bool directional_blend_splits = false; + uint64_t version = 0; + + RasterizerScene::InstanceDependency instance_dependency; + }; + + mutable RID_Owner<Light> light_owner; + + /* REFLECTION PROBE */ + + struct ReflectionProbe { + + RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE; + int resolution = 256; + float intensity = 1.0; + Color interior_ambient; + float interior_ambient_energy = 1.0; + float interior_ambient_probe_contrib = 0.0; + float max_distance = 0; + Vector3 extents = Vector3(1, 1, 1); + Vector3 origin_offset; + bool interior = false; + bool box_projection = false; + bool enable_shadows = false; + uint32_t cull_mask = (1 << 20) - 1; + + RasterizerScene::InstanceDependency instance_dependency; + }; + + mutable RID_Owner<ReflectionProbe> reflection_probe_owner; + + /* GI PROBE */ + + struct GIProbe { + + RID octree_buffer; + RID data_buffer; + RID sdf_texture; + + uint32_t octree_buffer_size = 0; + uint32_t data_buffer_size = 0; + + Vector<int> level_counts; + + int cell_count = 0; + + Transform to_cell_xform; + AABB bounds; + Vector3i octree_size; + + float dynamic_range = 4.0; + float energy = 1.0; + float ao = 0.0; + float ao_size = 0.5; + float bias = 1.4; + float normal_bias = 0.0; + float propagation = 0.7; + bool interior = false; + bool use_two_bounces = false; + + float anisotropy_strength = 0.5; + + uint32_t version = 1; + uint32_t data_version = 1; + + RasterizerScene::InstanceDependency instance_dependency; + }; + + GiprobeSdfShaderRD giprobe_sdf_shader; + RID giprobe_sdf_shader_version; + RID giprobe_sdf_shader_version_shader; + RID giprobe_sdf_shader_pipeline; + + mutable RID_Owner<GIProbe> gi_probe_owner; + + /* RENDER TARGET */ + + struct RenderTarget { + + Size2i size; + RID framebuffer; + RID color; + + //used for retrieving from CPU + RD::DataFormat color_format; + RD::DataFormat color_format_srgb; + Image::Format image_format; + + bool flags[RENDER_TARGET_FLAG_MAX]; + + RID backbuffer; //used for effects + RID backbuffer_fb; + + struct BackbufferMipmap { + RID mipmap; + RID mipmap_fb; + RID mipmap_copy; + RID mipmap_copy_fb; + }; + + Vector<BackbufferMipmap> backbuffer_mipmaps; + RID backbuffer_uniform_set; + + //texture generated for this owner (nor RD). + RID texture; + bool was_used; + + //clear request + bool clear_requested; + Color clear_color; + }; + + RID_Owner<RenderTarget> render_target_owner; + + void _clear_render_target(RenderTarget *rt); + void _update_render_target(RenderTarget *rt); + void _create_render_target_backbuffer(RenderTarget *rt); + + /* EFFECTS */ + + RasterizerEffectsRD effects; + +public: + /* TEXTURE API */ + + virtual RID texture_2d_create(const Ref<Image> &p_image); + virtual RID texture_2d_layered_create(const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type); + virtual RID texture_3d_create(const Vector<Ref<Image>> &p_slices); //all slices, then all the mipmaps, must be coherent + virtual RID texture_proxy_create(RID p_base); + + virtual void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate); + + virtual void texture_2d_update_immediate(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); //mostly used for video and streaming + virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); + virtual void texture_3d_update(RID p_texture, const Ref<Image> &p_image, int p_depth, int p_mipmap); + virtual void texture_proxy_update(RID p_texture, RID p_proxy_to); + + //these two APIs can be used together or in combination with the others. + virtual RID texture_2d_placeholder_create(); + virtual RID texture_2d_layered_placeholder_create(); + virtual RID texture_3d_placeholder_create(); + + virtual Ref<Image> texture_2d_get(RID p_texture) const; + virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const; + virtual Ref<Image> texture_3d_slice_get(RID p_texture, int p_depth, int p_mipmap) const; + + virtual void texture_replace(RID p_texture, RID p_by_texture); + virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); + + virtual void texture_set_path(RID p_texture, const String &p_path); + virtual String texture_get_path(RID p_texture) const; + + virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata); + + virtual void texture_debug_usage(List<RS::TextureInfo> *r_info); + + virtual void texture_set_proxy(RID p_proxy, RID p_base); + virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); + + virtual Size2 texture_size_with_proxy(RID p_proxy); + + //internal usage + + _FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) { + if (p_texture.is_null()) { + return RID(); + } + Texture *tex = texture_owner.getornull(p_texture); + + if (!tex) { + return RID(); + } + return (p_srgb && tex->rd_texture_srgb.is_valid()) ? tex->rd_texture_srgb : tex->rd_texture; + } + + _FORCE_INLINE_ Size2i texture_2d_get_size(RID p_texture) { + if (p_texture.is_null()) { + return Size2i(); + } + Texture *tex = texture_owner.getornull(p_texture); + + if (!tex) { + return Size2i(); + } + return Size2i(tex->width_2d, tex->height_2d); + } + + _FORCE_INLINE_ RID texture_rd_get_default(DefaultRDTexture p_texture) { + return default_rd_textures[p_texture]; + } + _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { + return default_rd_samplers[p_filter][p_repeat]; + } + + /* SHADER API */ + + RID shader_create(); + + void shader_set_code(RID p_shader, const String &p_code); + String shader_get_code(RID p_shader) const; + void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; + + void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); + RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; + Variant shader_get_param_default(RID p_shader, const StringName &p_param) const; + void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function); + + /* COMMON MATERIAL API */ + + RID material_create(); + + void material_set_shader(RID p_material, RID p_shader); + + void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); + Variant material_get_param(RID p_material, const StringName &p_param) const; + + void material_set_next_pass(RID p_material, RID p_next_material); + void material_set_render_priority(RID p_material, int priority); + + bool material_is_animated(RID p_material); + bool material_casts_shadows(RID p_material); + + void material_update_dependency(RID p_material, RasterizerScene::InstanceBase *p_instance); + void material_force_update_textures(RID p_material, ShaderType p_shader_type); + + void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function); + + _FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) { + Material *material = material_owner.getornull(p_material); + if (!material || material->shader_type != p_shader_type) { + return NULL; + } else { + return material->data; + } + } + + /* MESH API */ + + virtual RID mesh_create(); + + /// Return stride + virtual void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface); + + virtual int mesh_get_blend_shape_count(RID p_mesh) const; + + virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode); + virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; + + virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data); + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; + + virtual RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const; + + virtual int mesh_get_surface_count(RID p_mesh) const; + + virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); + virtual AABB mesh_get_custom_aabb(RID p_mesh) const; + + virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()); + + virtual void mesh_clear(RID p_mesh); + + _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) { + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh, NULL); + r_surface_count = mesh->surface_count; + if (r_surface_count == 0) { + return NULL; + } + if (mesh->material_cache.empty()) { + mesh->material_cache.resize(mesh->surface_count); + for (uint32_t i = 0; i < r_surface_count; i++) { + mesh->material_cache.write[i] = mesh->surfaces[i]->material; + } + } + + return mesh->material_cache.ptr(); + } + + _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) { + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND_V(!mesh, RS::PRIMITIVE_MAX); + ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, RS::PRIMITIVE_MAX); + + return mesh->surfaces[p_surface_index]->primitive; + } + + _FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) { + Mesh *mesh = mesh_owner.getornull(p_mesh); + ERR_FAIL_COND(!mesh); + ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count); + + Mesh::Surface *s = mesh->surfaces[p_surface_index]; + + r_index_array_rd = s->index_array; + + s->version_lock.lock(); + + //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way + + for (uint32_t i = 0; i < s->version_count; i++) { + if (s->versions[i].input_mask != p_input_mask) { + continue; + } + //we have this version, hooray + r_vertex_format = s->versions[i].vertex_format; + r_vertex_array_rd = s->versions[i].vertex_array; + s->version_lock.unlock(); + return; + } + + uint32_t version = s->version_count; //gets added at the end + + _mesh_surface_generate_version_for_input_mask(s, p_input_mask); + + r_vertex_format = s->versions[version].vertex_format; + r_vertex_array_rd = s->versions[version].vertex_array; + + s->version_lock.unlock(); + } + + _FORCE_INLINE_ RID mesh_get_default_rd_buffer(DefaultRDBuffer p_buffer) { + ERR_FAIL_INDEX_V(p_buffer, DEFAULT_RD_BUFFER_MAX, RID()); + return mesh_default_rd_buffers[p_buffer]; + } + + _FORCE_INLINE_ uint32_t mesh_surface_get_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { + Mesh *mesh = mesh_owner.getornull(p_mesh); + Mesh::Surface *s = mesh->surfaces[p_surface_index]; + + if (s->render_pass != p_render_pass) { + (*r_index)++; + s->render_pass = p_render_pass; + s->render_index = *r_index; + } + + return s->render_index; + } + + _FORCE_INLINE_ uint32_t mesh_surface_get_multimesh_render_pass_index(RID p_mesh, uint32_t p_surface_index, uint64_t p_render_pass, uint32_t *r_index) { + Mesh *mesh = mesh_owner.getornull(p_mesh); + Mesh::Surface *s = mesh->surfaces[p_surface_index]; + + if (s->multimesh_render_pass != p_render_pass) { + (*r_index)++; + s->multimesh_render_pass = p_render_pass; + s->multimesh_render_index = *r_index; + } + + return s->multimesh_render_index; + } + + /* MULTIMESH API */ + + RID multimesh_create(); + + void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false); + int multimesh_get_instance_count(RID p_multimesh) const; + + void multimesh_set_mesh(RID p_multimesh, RID p_mesh); + void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); + void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform); + void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); + void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color); + + RID multimesh_get_mesh(RID p_multimesh) const; + + Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const; + Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const; + Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; + Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const; + + void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer); + Vector<float> multimesh_get_buffer(RID p_multimesh) const; + + void multimesh_set_visible_instances(RID p_multimesh, int p_visible); + int multimesh_get_visible_instances(RID p_multimesh) const; + + AABB multimesh_get_aabb(RID p_multimesh) const; + + _FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + return multimesh->xform_format; + } + + _FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + return multimesh->uses_colors; + } + + _FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + return multimesh->uses_custom_data; + } + + _FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const { + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + if (multimesh->visible_instances >= 0) { + return multimesh->visible_instances; + } + return multimesh->instances; + } + + _FORCE_INLINE_ RID multimesh_get_3d_uniform_set(RID p_multimesh, RID p_shader, uint32_t p_set) const { + MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); + if (!multimesh->uniform_set_3d.is_valid()) { + Vector<RD::Uniform> uniforms; + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.ids.push_back(multimesh->buffer); + uniforms.push_back(u); + multimesh->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); + } + + return multimesh->uniform_set_3d; + } + + /* IMMEDIATE API */ + + RID immediate_create() { return RID(); } + void immediate_begin(RID p_immediate, RS::PrimitiveType p_rimitive, RID p_texture = RID()) {} + void immediate_vertex(RID p_immediate, const Vector3 &p_vertex) {} + void immediate_normal(RID p_immediate, const Vector3 &p_normal) {} + void immediate_tangent(RID p_immediate, const Plane &p_tangent) {} + void immediate_color(RID p_immediate, const Color &p_color) {} + void immediate_uv(RID p_immediate, const Vector2 &tex_uv) {} + void immediate_uv2(RID p_immediate, const Vector2 &tex_uv) {} + void immediate_end(RID p_immediate) {} + void immediate_clear(RID p_immediate) {} + void immediate_set_material(RID p_immediate, RID p_material) {} + RID immediate_get_material(RID p_immediate) const { return RID(); } + AABB immediate_get_aabb(RID p_immediate) const { return AABB(); } + + /* SKELETON API */ + + RID skeleton_create(); + void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false); + void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform); + void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform); + int skeleton_get_bone_count(RID p_skeleton) const; + void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform); + Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const; + void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform); + Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; + + _FORCE_INLINE_ RID skeleton_get_3d_uniform_set(RID p_skeleton, RID p_shader, uint32_t p_set) const { + Skeleton *skeleton = skeleton_owner.getornull(p_skeleton); + ERR_FAIL_COND_V(!skeleton, RID()); + ERR_FAIL_COND_V(skeleton->size == 0, RID()); + if (skeleton->use_2d) { + return RID(); + } + if (!skeleton->uniform_set_3d.is_valid()) { + Vector<RD::Uniform> uniforms; + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.ids.push_back(skeleton->buffer); + uniforms.push_back(u); + skeleton->uniform_set_3d = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set); + } + + return skeleton->uniform_set_3d; + } + /* Light API */ + + RID light_create(RS::LightType p_type); + + RID directional_light_create() { return light_create(RS::LIGHT_DIRECTIONAL); } + RID omni_light_create() { return light_create(RS::LIGHT_OMNI); } + RID spot_light_create() { return light_create(RS::LIGHT_SPOT); } + + void light_set_color(RID p_light, const Color &p_color); + void light_set_param(RID p_light, RS::LightParam p_param, float p_value); + void light_set_shadow(RID p_light, bool p_enabled); + void light_set_shadow_color(RID p_light, const Color &p_color); + void light_set_projector(RID p_light, RID p_texture); + void light_set_negative(RID p_light, bool p_enable); + void light_set_cull_mask(RID p_light, uint32_t p_mask); + void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); + void light_set_use_gi(RID p_light, bool p_enabled); + + void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode); + + void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode); + void light_directional_set_blend_splits(RID p_light, bool p_enable); + bool light_directional_get_blend_splits(RID p_light) const; + void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode); + RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const; + + RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); + RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); + + _FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const { + const Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); + + return light->type; + } + AABB light_get_aabb(RID p_light) const; + + _FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) { + + const Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, 0); + + return light->param[p_param]; + } + + _FORCE_INLINE_ Color light_get_color(RID p_light) { + + const Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, Color()); + + return light->color; + } + + _FORCE_INLINE_ Color light_get_shadow_color(RID p_light) { + + const Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, Color()); + + return light->shadow_color; + } + + _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) { + + const Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, 0); + + return light->cull_mask; + } + + _FORCE_INLINE_ bool light_has_shadow(RID p_light) const { + + const Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); + + return light->shadow; + } + + _FORCE_INLINE_ bool light_is_negative(RID p_light) const { + + const Light *light = light_owner.getornull(p_light); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); + + return light->negative; + } + + bool light_get_use_gi(RID p_light); + uint64_t light_get_version(RID p_light) const; + + /* PROBE API */ + + RID reflection_probe_create(); + + void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode); + void reflection_probe_set_intensity(RID p_probe, float p_intensity); + void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient); + void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); + void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib); + void reflection_probe_set_max_distance(RID p_probe, float p_distance); + void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents); + void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset); + void reflection_probe_set_as_interior(RID p_probe, bool p_enable); + void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); + void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); + void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); + void reflection_probe_set_resolution(RID p_probe, int p_resolution); + + AABB reflection_probe_get_aabb(RID p_probe) const; + RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; + uint32_t reflection_probe_get_cull_mask(RID p_probe) const; + Vector3 reflection_probe_get_extents(RID p_probe) const; + Vector3 reflection_probe_get_origin_offset(RID p_probe) const; + float reflection_probe_get_origin_max_distance(RID p_probe) const; + int reflection_probe_get_resolution(RID p_probe) const; + bool reflection_probe_renders_shadows(RID p_probe) const; + + float reflection_probe_get_intensity(RID p_probe) const; + bool reflection_probe_is_interior(RID p_probe) const; + bool reflection_probe_is_box_projection(RID p_probe) const; + Color reflection_probe_get_interior_ambient(RID p_probe) const; + float reflection_probe_get_interior_ambient_energy(RID p_probe) const; + float reflection_probe_get_interior_ambient_probe_contribution(RID p_probe) const; + + void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance); + void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); + + /* GI PROBE API */ + + RID gi_probe_create(); + + void gi_probe_allocate(RID p_gi_probe, const Transform &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts); + + AABB gi_probe_get_bounds(RID p_gi_probe) const; + Vector3i gi_probe_get_octree_size(RID p_gi_probe) const; + Vector<uint8_t> gi_probe_get_octree_cells(RID p_gi_probe) const; + Vector<uint8_t> gi_probe_get_data_cells(RID p_gi_probe) const; + Vector<uint8_t> gi_probe_get_distance_field(RID p_gi_probe) const; + + Vector<int> gi_probe_get_level_counts(RID p_gi_probe) const; + Transform gi_probe_get_to_cell_xform(RID p_gi_probe) const; + + void gi_probe_set_dynamic_range(RID p_gi_probe, float p_range); + float gi_probe_get_dynamic_range(RID p_gi_probe) const; + + void gi_probe_set_propagation(RID p_gi_probe, float p_range); + float gi_probe_get_propagation(RID p_gi_probe) const; + + void gi_probe_set_energy(RID p_gi_probe, float p_energy); + float gi_probe_get_energy(RID p_gi_probe) const; + + void gi_probe_set_ao(RID p_gi_probe, float p_ao); + float gi_probe_get_ao(RID p_gi_probe) const; + + void gi_probe_set_ao_size(RID p_gi_probe, float p_strength); + float gi_probe_get_ao_size(RID p_gi_probe) const; + + void gi_probe_set_bias(RID p_gi_probe, float p_bias); + float gi_probe_get_bias(RID p_gi_probe) const; + + void gi_probe_set_normal_bias(RID p_gi_probe, float p_range); + float gi_probe_get_normal_bias(RID p_gi_probe) const; + + void gi_probe_set_interior(RID p_gi_probe, bool p_enable); + bool gi_probe_is_interior(RID p_gi_probe) const; + + void gi_probe_set_use_two_bounces(RID p_gi_probe, bool p_enable); + bool gi_probe_is_using_two_bounces(RID p_gi_probe) const; + + void gi_probe_set_anisotropy_strength(RID p_gi_probe, float p_strength); + float gi_probe_get_anisotropy_strength(RID p_gi_probe) const; + + uint32_t gi_probe_get_version(RID p_probe); + uint32_t gi_probe_get_data_version(RID p_probe); + + RID gi_probe_get_octree_buffer(RID p_gi_probe) const; + RID gi_probe_get_data_buffer(RID p_gi_probe) const; + + RID gi_probe_get_sdf_texture(RID p_gi_probe); + + /* LIGHTMAP CAPTURE */ + + void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds) {} + AABB lightmap_capture_get_bounds(RID p_capture) const { return AABB(); } + void lightmap_capture_set_octree(RID p_capture, const Vector<uint8_t> &p_octree) {} + RID lightmap_capture_create() { + return RID(); + } + Vector<uint8_t> lightmap_capture_get_octree(RID p_capture) const { + return Vector<uint8_t>(); + } + void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform) {} + Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const { return Transform(); } + void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv) {} + int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const { return 0; } + void lightmap_capture_set_energy(RID p_capture, float p_energy) {} + float lightmap_capture_get_energy(RID p_capture) const { return 0.0; } + const Vector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const { + return NULL; + } + + /* PARTICLES */ + + RID particles_create() { return RID(); } + + void particles_set_emitting(RID p_particles, bool p_emitting) {} + void particles_set_amount(RID p_particles, int p_amount) {} + void particles_set_lifetime(RID p_particles, float p_lifetime) {} + void particles_set_one_shot(RID p_particles, bool p_one_shot) {} + void particles_set_pre_process_time(RID p_particles, float p_time) {} + void particles_set_explosiveness_ratio(RID p_particles, float p_ratio) {} + void particles_set_randomness_ratio(RID p_particles, float p_ratio) {} + void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {} + void particles_set_speed_scale(RID p_particles, float p_scale) {} + void particles_set_use_local_coordinates(RID p_particles, bool p_enable) {} + void particles_set_process_material(RID p_particles, RID p_material) {} + void particles_set_fixed_fps(RID p_particles, int p_fps) {} + void particles_set_fractional_delta(RID p_particles, bool p_enable) {} + void particles_restart(RID p_particles) {} + + void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {} + + void particles_set_draw_passes(RID p_particles, int p_count) {} + void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {} + + void particles_request_process(RID p_particles) {} + AABB particles_get_current_aabb(RID p_particles) { return AABB(); } + AABB particles_get_aabb(RID p_particles) const { return AABB(); } + + void particles_set_emission_transform(RID p_particles, const Transform &p_transform) {} + + bool particles_get_emitting(RID p_particles) { return false; } + int particles_get_draw_passes(RID p_particles) const { return 0; } + RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const { return RID(); } + + virtual bool particles_is_inactive(RID p_particles) const { return false; } + + /* RENDER TARGET API */ + + RID render_target_create(); + void render_target_set_position(RID p_render_target, int p_x, int p_y); + void render_target_set_size(RID p_render_target, int p_width, int p_height); + RID render_target_get_texture(RID p_render_target); + void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id); + void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); + bool render_target_was_used(RID p_render_target); + void render_target_set_as_unused(RID p_render_target); + void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region); + RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader); + + virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color); + virtual bool render_target_is_clear_requested(RID p_render_target); + virtual Color render_target_get_clear_request_color(RID p_render_target); + virtual void render_target_disable_clear_request(RID p_render_target); + virtual void render_target_do_clear_request(RID p_render_target); + + Size2 render_target_get_size(RID p_render_target); + RID render_target_get_rd_framebuffer(RID p_render_target); + + RS::InstanceType get_base_type(RID p_rid) const; + + bool free(RID p_rid); + + bool has_os_feature(const String &p_feature) const; + + void update_dirty_resources(); + + void set_debug_generate_wireframes(bool p_generate) {} + + void render_info_begin_capture() {} + void render_info_end_capture() {} + int get_captured_render_info(RS::RenderInfo p_info) { return 0; } + + int get_render_info(RS::RenderInfo p_info) { return 0; } + String get_video_adapter_name() const { return String(); } + String get_video_adapter_vendor() const { return String(); } + + virtual void capture_timestamps_begin(); + virtual void capture_timestamp(const String &p_name); + virtual uint32_t get_captured_timestamps_count() const; + virtual uint64_t get_captured_timestamps_frame() const; + virtual uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const; + virtual uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const; + virtual String get_captured_timestamp_name(uint32_t p_index) const; + + static RasterizerStorage *base_singleton; + + RasterizerEffectsRD *get_effects(); + + RasterizerStorageRD(); + ~RasterizerStorageRD(); +}; + +#endif // RASTERIZER_STORAGE_RD_H |