diff options
Diffstat (limited to 'servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp')
-rw-r--r-- | servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp | 2002 |
1 files changed, 2002 insertions, 0 deletions
diff --git a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp index 73c99fa70d..f63ceb9dfa 100644 --- a/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp +++ b/servers/visual/rasterizer_rd/rasterizer_scene_forward_rd.cpp @@ -29,3 +29,2005 @@ /*************************************************************************/ #include "rasterizer_scene_forward_rd.h" +#include "core/project_settings.h" +#include "servers/visual/rendering_device.h" +#include "servers/visual/visual_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]; + } + } +} +void RasterizerSceneForwardRD::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_test = 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_test, 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; + + RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton; + + Error err = scene_singleton->shader.compiler.compile(VS::SHADER_CANVAS_ITEM, 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); + +#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); + + //update pipelines + + RD::PipelineDepthStencilState depth_stencil_state; + + if (depth_test != DEPTH_TEST_DISABLED) { + 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; + } + + bool first = true; + + for (int i = 0; i < CULL_VARIANT_MAX; i++) { + + RD::PolygonCullMode cull_mode_rd_table[3][CULL_VARIANT_MAX] = { + { 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[cull][i]; + + for (int j = 0; j < VS::PRIMITIVE_MAX; j++) { + + RD::RenderPrimitive primitive_rd_table[VS::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_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS)) { + if (k == SHADER_VERSION_DEPTH_PASS) { + //none, blend state contains nothing + } 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) { + //none, leave empty + } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) { + blend_state = blend_state_opaque; //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); + + if (first) { + //should be the same for all, so.. + vertex_input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_variant); + } + pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0); + } + } + } + + valid = true; +} + +void RasterizerSceneForwardRD::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 RasterizerSceneForwardRD::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 RasterizerSceneForwardRD::ShaderData::is_param_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool RasterizerSceneForwardRD::ShaderData::is_animated() const { + return false; +} +bool RasterizerSceneForwardRD::ShaderData::casts_shadows() const { + return false; +} +Variant RasterizerSceneForwardRD::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(); +} + +RasterizerSceneForwardRD::ShaderData::ShaderData() { + valid = false; + uses_screen_texture = false; +} + +RasterizerSceneForwardRD::ShaderData::~ShaderData() { + RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::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 *RasterizerSceneForwardRD::_create_shader_func() { + ShaderData *shader_data = memnew(ShaderData); + return shader_data; +} + +void RasterizerSceneForwardRD::MaterialData::set_render_priority(int p_priority) { + priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits +} + +void RasterizerSceneForwardRD::MaterialData::set_next_pass(RID p_pass) { + next_pass = p_pass; +} + +void RasterizerSceneForwardRD::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + + RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::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()); + } + + 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), 3); +} +RasterizerSceneForwardRD::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 *RasterizerSceneForwardRD::_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; +} + +RasterizerSceneForwardRD::RenderBufferDataForward::~RenderBufferDataForward() { + clear(); +} + +void RasterizerSceneForwardRD::RenderBufferDataForward::clear() { + + if (color_fb.is_valid()) { + RD::get_singleton()->free(color_fb); + color_fb = RID(); + } + + if (color.is_valid()) { + RD::get_singleton()->free(color); + color = RID(); + } + + if (depth.is_valid()) { + RD::get_singleton()->free(depth); + depth = RID(); + } +} + +void RasterizerSceneForwardRD::RenderBufferDataForward::configure(RID p_render_target, int p_width, int p_height, VS::ViewportMSAA p_msaa) { + clear(); + + width = p_width; + height = p_height; + + render_target = p_render_target; + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.width = p_width; + tf.height = p_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + + color = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } + { + RD::TextureFormat tf; + tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT; + tf.width = p_width; + tf.height = p_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; + + depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } + + { + Vector<RID> fb; + fb.push_back(color); + fb.push_back(depth); + + color_fb = RD::get_singleton()->framebuffer_create(fb); + } +} + +RasterizerSceneRD::RenderBufferData *RasterizerSceneForwardRD::_create_render_buffer_data() { + return memnew(RenderBufferDataForward); +} + +bool RasterizerSceneForwardRD::free(RID p_rid) { + if (RasterizerSceneRD::free(p_rid)) { + return true; + } + return false; +} +/// INSTANCE DATA /// + +void RasterizerSceneForwardRD::instance_create_custom_data(InstanceBase *p_instance) { + InstanceGeometryData *geom_data = memnew(InstanceGeometryData); + geom_data->ubo = RD::get_singleton()->uniform_buffer_create(sizeof(InstanceGeometryData::UBO)); +} + +void RasterizerSceneForwardRD::instance_free_custom_data(InstanceBase *p_instance) { + InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data; + ERR_FAIL_COND(!geom_data); + RD::get_singleton()->free(geom_data->ubo); + //uniform sets are freed as dependencies + memdelete(geom_data); + p_instance->custom_data = nullptr; +} + +void RasterizerSceneForwardRD::instance_custom_data_update_lights(InstanceBase *p_instance) { + //unused +} + +void RasterizerSceneForwardRD::instance_custom_data_update_reflection_probes(InstanceBase *p_instance) { + //unused +} +void RasterizerSceneForwardRD::instance_custom_data_update_lightmap(InstanceBase *p_instance) { + InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data; + ERR_FAIL_COND(!geom_data); + + geom_data->using_lightmap_gi = p_instance->lightmap.is_valid(); + + if (geom_data->uniform_set_gi.is_valid() && RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) { + RD::get_singleton()->free(geom_data->uniform_set_gi); + } + geom_data->uniform_set_gi = RID(); +} + +void RasterizerSceneForwardRD::instance_custom_data_update_gi_probes(InstanceBase *p_instance) { + InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data; + ERR_FAIL_COND(!geom_data); + + geom_data->using_vct_gi = p_instance->gi_probe_instances.size(); + + if (geom_data->uniform_set_gi.is_valid() && RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) { + RD::get_singleton()->free(geom_data->uniform_set_gi); + } + geom_data->uniform_set_gi = RID(); +} + +void RasterizerSceneForwardRD::instance_custom_data_update_transform(InstanceBase *p_instance) { + InstanceGeometryData *geom_data = (InstanceGeometryData *)p_instance->custom_data; + ERR_FAIL_COND(!geom_data); + + geom_data->ubo_dirty = true; +} + +/// RENDERING /// + +void RasterizerSceneForwardRD::_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, RID p_screen_uniform_set, bool p_no_gi) { + + 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, p_screen_uniform_set, 0); + + MaterialData *prev_material = nullptr; + // ShaderData *prev_shader = nullptr; + + RID prev_vertex_array_rd; + RID prev_index_array_rd; + + 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; + + //find cull variant + ShaderData::CullVariant cull_variant; + + if (p_pass_mode == PASS_MODE_SHADOW && e->instance->cast_shadows == VS::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 + VS::PrimitiveType primitive; + RD::VertexFormatID vertex_format; + RID vertex_array_rd; + RID index_array_rd; + RID prev_pipeline_rd; + + switch (e->instance->base_type) { + case VS::INSTANCE_MESH: { + storage->mesh_get_arrays_primitive_and_format(e->instance->base, e->surface_index, shader->vertex_input_mask, primitive, vertex_array_rd, index_array_rd, vertex_format); + } break; + case VS::INSTANCE_MULTIMESH: { + + } break; + case VS::INSTANCE_IMMEDIATE: { + + } break; + case VS::INSTANCE_PARTICLES: { + + } 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; + } + + InstanceGeometryData *geom_data = (InstanceGeometryData *)e->instance->custom_data; + + ShaderVersion shader_version; + RID instance_uniform_set; + + switch (p_pass_mode) { + case PASS_MODE_COLOR: + case PASS_MODE_COLOR_TRANSPARENT: { + + if (p_no_gi) { + instance_uniform_set = geom_data->uniform_set_base; + shader_version = SHADER_VERSION_COLOR_PASS; + } else if (geom_data->using_lightmap_gi) { + instance_uniform_set = geom_data->uniform_set_gi; + shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS; + } else if (geom_data->using_vct_gi) { + instance_uniform_set = geom_data->uniform_set_gi; + shader_version = SHADER_VERSION_VCT_COLOR_PASS; + } else { + instance_uniform_set = geom_data->uniform_set_base; + shader_version = SHADER_VERSION_COLOR_PASS; + } + } break; + case PASS_MODE_COLOR_SPECULAR: { + if (p_no_gi) { + instance_uniform_set = geom_data->uniform_set_base; + shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; + } else if (geom_data->using_lightmap_gi) { + instance_uniform_set = geom_data->uniform_set_gi; + shader_version = SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR; + } else if (geom_data->using_vct_gi) { + instance_uniform_set = geom_data->uniform_set_gi; + shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR; + } else { + instance_uniform_set = geom_data->uniform_set_base; + shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; + } + } break; + case PASS_MODE_SHADOW: { + shader_version = SHADER_VERSION_DEPTH_PASS; + instance_uniform_set = geom_data->uniform_set_base; + } break; + case PASS_MODE_DEPTH: { + shader_version = SHADER_VERSION_DEPTH_PASS; + instance_uniform_set = geom_data->uniform_set_base; + } break; + case PASS_MODE_DEPTH_NORMAL: { + shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL; + instance_uniform_set = geom_data->uniform_set_base; + } break; + case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { + shader_version = SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; + instance_uniform_set = geom_data->uniform_set_base; + } break; + } + + RenderPipelineVertexFormatCacheRD *pipeline = nullptr; + + pipeline = &shader->pipelines[cull_variant][primitive][shader_version]; + + 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 (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, 2); + } + + prev_material = material; + } + + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, instance_uniform_set, 3); + + switch (e->instance->base_type) { + case VS::INSTANCE_MESH: { + RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid()); + } break; + case VS::INSTANCE_MULTIMESH: { + + } break; + case VS::INSTANCE_IMMEDIATE: { + + } break; + case VS::INSTANCE_PARTICLES: { + + } break; + default: { + ERR_CONTINUE(true); //should be a bug + } + } + } +} + +void RasterizerSceneForwardRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) { + Transform sky_orientation; + + //store camera into ubo + store_camera(p_cam_projection, scene_state.ubo.projection_matrix); + store_camera(p_cam_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); + + //time global variables + scene_state.ubo.time = time; + + RD::get_singleton()->buffer_update(scene_state.uniform_buffer, 0, sizeof(SceneState::UBO), &scene_state.ubo, true); + +#if 0 + //bg and ambient + if (p_environment.is_valid()) { + + state.ubo_data.bg_energy = env->bg_energy; + state.ubo_data.ambient_energy = env->ambient_energy; + Color linear_ambient_color = env->ambient_color.to_linear(); + state.ubo_data.ambient_light_color[0] = linear_ambient_color.r; + state.ubo_data.ambient_light_color[1] = linear_ambient_color.g; + state.ubo_data.ambient_light_color[2] = linear_ambient_color.b; + state.ubo_data.ambient_light_color[3] = linear_ambient_color.a; + + Color bg_color; + + switch (env->bg_mode) { + case VS::ENV_BG_CLEAR_COLOR: { + bg_color = storage->frame.clear_request_color.to_linear(); + } break; + case VS::ENV_BG_COLOR: { + bg_color = env->bg_color.to_linear(); + } break; + default: { + bg_color = Color(0, 0, 0, 1); + } break; + } + + state.ubo_data.bg_color[0] = bg_color.r; + state.ubo_data.bg_color[1] = bg_color.g; + state.ubo_data.bg_color[2] = bg_color.b; + state.ubo_data.bg_color[3] = bg_color.a; + + //use the inverse of our sky_orientation, we may need to skip this if we're using a reflection probe? + sky_orientation = Transform(env->sky_orientation, Vector3(0.0, 0.0, 0.0)).affine_inverse(); + + state.env_radiance_data.ambient_contribution = env->ambient_sky_contribution; + state.ubo_data.ambient_occlusion_affect_light = env->ssao_light_affect; + state.ubo_data.ambient_occlusion_affect_ssao = env->ssao_ao_channel_affect; + + //fog + + Color linear_fog = env->fog_color.to_linear(); + state.ubo_data.fog_color_enabled[0] = linear_fog.r; + state.ubo_data.fog_color_enabled[1] = linear_fog.g; + state.ubo_data.fog_color_enabled[2] = linear_fog.b; + state.ubo_data.fog_color_enabled[3] = (!p_no_fog && env->fog_enabled) ? 1.0 : 0.0; + state.ubo_data.fog_density = linear_fog.a; + + Color linear_sun = env->fog_sun_color.to_linear(); + state.ubo_data.fog_sun_color_amount[0] = linear_sun.r; + state.ubo_data.fog_sun_color_amount[1] = linear_sun.g; + state.ubo_data.fog_sun_color_amount[2] = linear_sun.b; + state.ubo_data.fog_sun_color_amount[3] = env->fog_sun_amount; + state.ubo_data.fog_depth_enabled = env->fog_depth_enabled; + state.ubo_data.fog_depth_begin = env->fog_depth_begin; + state.ubo_data.fog_depth_end = env->fog_depth_end; + state.ubo_data.fog_depth_curve = env->fog_depth_curve; + state.ubo_data.fog_transmit_enabled = env->fog_transmit_enabled; + state.ubo_data.fog_transmit_curve = env->fog_transmit_curve; + state.ubo_data.fog_height_enabled = env->fog_height_enabled; + state.ubo_data.fog_height_min = env->fog_height_min; + state.ubo_data.fog_height_max = env->fog_height_max; + state.ubo_data.fog_height_curve = env->fog_height_curve; + + } else { + state.ubo_data.bg_energy = 1.0; + state.ubo_data.ambient_energy = 1.0; + //use from clear color instead, since there is no ambient + Color linear_ambient_color = storage->frame.clear_request_color.to_linear(); + state.ubo_data.ambient_light_color[0] = linear_ambient_color.r; + state.ubo_data.ambient_light_color[1] = linear_ambient_color.g; + state.ubo_data.ambient_light_color[2] = linear_ambient_color.b; + state.ubo_data.ambient_light_color[3] = linear_ambient_color.a; + + state.ubo_data.bg_color[0] = linear_ambient_color.r; + state.ubo_data.bg_color[1] = linear_ambient_color.g; + state.ubo_data.bg_color[2] = linear_ambient_color.b; + state.ubo_data.bg_color[3] = linear_ambient_color.a; + + state.env_radiance_data.ambient_contribution = 0; + state.ubo_data.ambient_occlusion_affect_light = 0; + + state.ubo_data.fog_color_enabled[3] = 0.0; + } + + { + //directional shadow + + state.ubo_data.shadow_directional_pixel_size[0] = 1.0 / directional_shadow.size; + state.ubo_data.shadow_directional_pixel_size[1] = 1.0 / directional_shadow.size; + + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, directional_shadow.depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS); + } + + glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::SceneDataUBO), &state.ubo_data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + //fill up environment + + store_transform(sky_orientation * p_cam_transform, state.env_radiance_data.transform); + + glBindBuffer(GL_UNIFORM_BUFFER, state.env_radiance_ubo); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(State::EnvironmentRadianceUBO), &state.env_radiance_data); + glBindBuffer(GL_UNIFORM_BUFFER, 0); +#endif +} + +void RasterizerSceneForwardRD::_add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode) { + + RID m_src = p_instance->material_override.is_valid() ? p_instance->material_override : p_material; + + /*if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { + m_src = default_overdraw_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); + } + + ERR_FAIL_COND(!material); + + _add_geometry_with_material(p_instance, p_surface, material, p_pass_mode); + + 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, p_pass_mode); + } +} + +void RasterizerSceneForwardRD::_add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, PassMode p_pass_mode) { + + 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 == VS::SHADOW_CASTING_SETTING_OFF) { + //conditions in which no depth pass should be processed + return; + } + + if (!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) { + 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->material_index = e->material->index; + 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) { + VisualServerRaster::redraw_request(); + } +} + +void RasterizerSceneForwardRD::_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; + + //fill list + + for (int i = 0; i < p_cull_count; i++) { + + InstanceBase *inst = p_cull_result[i]; + + InstanceGeometryData *geom_data = (InstanceGeometryData *)inst->custom_data; + + ERR_CONTINUE(!geom_data); + + if (geom_data->ubo_dirty) { + //ubo marked dirty, must be updated + InstanceGeometryData::UBO ubo; + store_transform(inst->transform, ubo.transform); + store_transform_3x3(inst->transform.basis.inverse().transposed(), ubo.normal_transform); + ubo.flags = 0; + ubo.pad[0]; + ubo.pad[1]; + ubo.pad[2]; + RD::get_singleton()->buffer_update(geom_data->ubo, 0, sizeof(InstanceGeometryData::UBO), &ubo, true); + } + + if (p_no_gi) { + if (geom_data->uniform_set_base.is_null() || !RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_base)) { + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 0; + u.ids.push_back(geom_data->ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER; + u.binding = 1; + u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER)); + uniforms.push_back(u); + } + + geom_data->uniform_set_base = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 3); + } + } else { + if (geom_data->uniform_set_gi.is_null() || !RD::get_singleton()->uniform_set_is_valid(geom_data->uniform_set_gi)) { + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 0; + u.ids.push_back(geom_data->ubo); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE_BUFFER; + u.binding = 1; + u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER)); + uniforms.push_back(u); + } + + if (geom_data->using_lightmap_gi) { + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 2; +#ifndef _MSC_VER +#warning Need to put actual lightmap or lightmap capture texture if exists +#endif + u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + uniforms.push_back(u); + } + } else if (geom_data->using_vct_gi) { +#ifndef _MSC_VER +#warning Need to put actual vct textures here +#endif + } + + geom_data->uniform_set_gi = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 3); + } + } + + //add geometry for drawing + switch (inst->base_type) { + + case VS::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]; + + _add_geometry(inst, j, material, p_pass_mode); + } + + //mesh->last_pass=frame; + + } break; +#if 0 + case VS::INSTANCE_MULTIMESH: { + + RasterizerStorageGLES3::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(inst->base); + ERR_CONTINUE(!multi_mesh); + + if (multi_mesh->size == 0 || multi_mesh->visible_instances == 0) + continue; + + RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getornull(multi_mesh->mesh); + if (!mesh) + continue; //mesh not assigned + + int ssize = mesh->surfaces.size(); + + for (int j = 0; j < ssize; j++) { + + RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; + _add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass); + } + + } break; + case VS::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 VS::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 RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, 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_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) { + + RenderBufferDataForward *render_buffer = (RenderBufferDataForward *)p_buffer_data; + + ERR_FAIL_COND(!render_buffer); //bug out for now + + //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 + if (p_reflection_probe.is_valid()) { + scene_state.ubo.reflection_multiplier = 0.0; + } 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; + + if (render_buffer) { + scene_state.ubo.screen_pixel_size[0] = 1.0 / render_buffer->width; + scene_state.ubo.screen_pixel_size[1] = 1.0 / render_buffer->height; + } + + _setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe.is_valid()); +#if 0 + for (int i = 0; i < p_light_cull_count; i++) { + + ERR_BREAK(i >= RenderList::MAX_LIGHTS); + + LightInstance *li = light_instance_owner.getornull(p_light_cull_result[i]); + if (li->light_ptr->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] > CMP_EPSILON) { + state.used_contact_shadows = true; + } + } +#endif +#if 0 + // Do depth prepass if it's explicitly enabled + bool use_depth_prepass = storage->config.use_depth_prepass; + + // If contact shadows are used then we need to do depth prepass even if it's otherwise disabled + use_depth_prepass = use_depth_prepass || state.used_contact_shadows; + + // Never do depth prepass if effects are disabled or if we render overdraws + use_depth_prepass = use_depth_prepass && storage->frame.current_rt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; + use_depth_prepass = use_depth_prepass && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW; + + if (use_depth_prepass) { + //pre z pass + + glDisable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glDrawBuffers(0, NULL); + + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + + glColorMask(0, 0, 0, 0); + glClearDepth(1.0f); + glClear(GL_DEPTH_BUFFER_BIT); + + render_list.clear(); + _fill_render_list(p_cull_result, p_cull_count, true, false); + render_list.sort_by_key(false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false); + state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); + + glColorMask(1, 1, 1, 1); + + if (state.used_contact_shadows) { + + _prepare_depth_texture(); + _bind_depth_texture(); + } + + fb_cleared = true; + render_pass++; + state.used_depth_prepass = true; + } else { + state.used_depth_prepass = false; + } + + _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas); + _setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_reflection_atlas, env); + + bool use_mrt = false; +#endif + render_list.clear(); + _fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr); +#if 0 + // + + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + + //rendering to a probe cubemap side + ReflectionProbeInstance *probe = reflection_probe_instance_owner.getornull(p_reflection_probe); + GLuint current_fbo; + + if (probe) { + + ReflectionAtlas *ref_atlas = reflection_atlas_owner.getornull(probe->atlas); + ERR_FAIL_COND(!ref_atlas); + + int target_size = ref_atlas->size / ref_atlas->subdiv; + + int cubemap_index = reflection_cubemaps.size() - 1; + + for (int i = reflection_cubemaps.size() - 1; i >= 0; i--) { + //find appropriate cubemap to render to + if (reflection_cubemaps[i].size > target_size * 2) + break; + + cubemap_index = i; + } + + current_fbo = reflection_cubemaps[cubemap_index].fbo_id[p_reflection_probe_pass]; + use_mrt = false; + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); + + glViewport(0, 0, reflection_cubemaps[cubemap_index].size, reflection_cubemaps[cubemap_index].size); + glBindFramebuffer(GL_FRAMEBUFFER, current_fbo); + + } else { + + use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled || env->dof_blur_far_enabled || env->dof_blur_near_enabled); //only enable MRT rendering if any of these is enabled + //effects disabled and transparency also prevent using MRTs + use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; + use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; + use_mrt = use_mrt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW; + use_mrt = use_mrt && (env->bg_mode != VS::ENV_BG_KEEP && env->bg_mode != VS::ENV_BG_CANVAS); + + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + + if (use_mrt) { + + current_fbo = storage->frame.current_rt->buffers.fbo; + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, true); + + Vector<GLenum> draw_buffers; + draw_buffers.push_back(GL_COLOR_ATTACHMENT0); + draw_buffers.push_back(GL_COLOR_ATTACHMENT1); + draw_buffers.push_back(GL_COLOR_ATTACHMENT2); + if (state.used_sss) { + draw_buffers.push_back(GL_COLOR_ATTACHMENT3); + } + glDrawBuffers(draw_buffers.size(), draw_buffers.ptr()); + + Color black(0, 0, 0, 0); + glClearBufferfv(GL_COLOR, 1, black.components); // specular + glClearBufferfv(GL_COLOR, 2, black.components); // normal metal rough + if (state.used_sss) { + glClearBufferfv(GL_COLOR, 3, black.components); // normal metal rough + } + + } else { + + if (storage->frame.current_rt->buffers.active) { + current_fbo = storage->frame.current_rt->buffers.fbo; + } else { + current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo; + } + + glBindFramebuffer(GL_FRAMEBUFFER, current_fbo); + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); + + Vector<GLenum> draw_buffers; + draw_buffers.push_back(GL_COLOR_ATTACHMENT0); + glDrawBuffers(draw_buffers.size(), draw_buffers.ptr()); + } + } + + if (!fb_cleared) { + glClearDepth(1.0f); + glClear(GL_DEPTH_BUFFER_BIT); + } + + Color clear_color(0, 0, 0, 0); + + RasterizerStorageGLES3::Sky *sky = NULL; + Ref<CameraFeed> feed; + GLuint env_radiance_tex = 0; + + if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { + clear_color = Color(0, 0, 0, 0); + storage->frame.clear_request = false; + } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + clear_color = Color(0, 0, 0, 0); + storage->frame.clear_request = false; + + } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) { + + if (storage->frame.clear_request) { + + clear_color = storage->frame.clear_request_color.to_linear(); + storage->frame.clear_request = false; + } + + } else if (env->bg_mode == VS::ENV_BG_CANVAS) { + + clear_color = env->bg_color.to_linear(); + storage->frame.clear_request = false; + } else if (env->bg_mode == VS::ENV_BG_COLOR) { + + clear_color = env->bg_color.to_linear(); + storage->frame.clear_request = false; + } else if (env->bg_mode == VS::ENV_BG_SKY) { + + storage->frame.clear_request = false; + + } else if (env->bg_mode == VS::ENV_BG_COLOR_SKY) { + + clear_color = env->bg_color.to_linear(); + storage->frame.clear_request = false; + + } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) { + feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id); + storage->frame.clear_request = false; + } else { + storage->frame.clear_request = false; + } + + if (!env || env->bg_mode != VS::ENV_BG_KEEP) { + glClearBufferfv(GL_COLOR, 0, clear_color.components); // specular + } + + VS::EnvironmentBG bg_mode = (!env || (probe && env->bg_mode == VS::ENV_BG_CANVAS)) ? VS::ENV_BG_CLEAR_COLOR : env->bg_mode; //if no environment, or canvas while rendering a probe (invalid use case), use color. + + if (env) { + switch (bg_mode) { + case VS::ENV_BG_COLOR_SKY: + case VS::ENV_BG_SKY: + + sky = storage->sky_owner.getornull(env->sky); + + if (sky) { + env_radiance_tex = sky->radiance; + } + break; + case VS::ENV_BG_CANVAS: + //copy canvas to 3d buffer and convert it to linear + + glDisable(GL_BLEND); + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true); + + storage->shaders.copy.bind(); + + _copy_screen(true, true); + + //turn off everything used + storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); + + //restore + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + break; + case VS::ENV_BG_CAMERA_FEED: + if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) { + // copy our camera feed to our background + + glDisable(GL_BLEND); + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, true); + + if (feed->get_datatype() == CameraFeed::FEED_RGB) { + RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE); + + VS::get_singleton()->texture_bind(camera_RGBA, 0); + } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) { + RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE); + + VS::get_singleton()->texture_bind(camera_YCbCr, 0); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true); + + } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR_SEP) { + RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE); + RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE); + + VS::get_singleton()->texture_bind(camera_Y, 0); + VS::get_singleton()->texture_bind(camera_CbCr, 1); + + storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, true); + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, true); + }; + + storage->shaders.copy.bind(); + storage->shaders.copy.set_uniform(CopyShaderGLES3::DISPLAY_TRANSFORM, feed->get_transform()); + + _copy_screen(true, true); + + //turn off everything used + storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_DISPLAY_TRANSFORM, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::SEP_CBCR_TEXTURE, false); + storage->shaders.copy.set_conditional(CopyShaderGLES3::YCBCR_TO_SRGB, false); + + //restore + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glEnable(GL_CULL_FACE); + } else { + // don't have a feed, just show greenscreen :) + clear_color = Color(0.0, 1.0, 0.0, 1.0); + } + break; + default: { + } + } + } + + if (probe && probe->probe_ptr->interior) { + env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used. + } + + state.texscreen_copied = false; + + glBlendEquation(GL_FUNC_ADD); + + if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + } else { + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); + } +#endif + + render_list.sort_by_key(false); + + { + //regular forward for now + Vector<Color> c; + c.push_back(Color(0, 0, 0, 1)); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, c); + + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, default_render_buffer_uniform_set, render_buffer == nullptr); + 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.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL); + } else { + for (int i = 0; i < state.directional_light_count; i++) { + directional_light = directional_lights[i]; + if (i > 0) { + glEnable(GL_BLEND); + } + _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL); + } + } + + state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false); + + if (use_mrt) { + GLenum gldb = GL_COLOR_ATTACHMENT0; + glDrawBuffers(1, &gldb); + } + + if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || (!storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT] && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW))) { + + /* + if (use_mrt) { + glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->buffers.fbo); //switch to alpha fbo for sky, only diffuse/ambient matters + */ + + if (sky && sky->panorama.is_valid()) + _draw_sky(sky, p_cam_projection, p_cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation); + } + + //_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true); + //glColorMask(1,1,1,1); + + //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false); + + if (use_mrt) { + + _render_mrts(env, p_cam_projection); + } else { + // Here we have to do the blits/resolves that otherwise are done in the MRT rendering, in particular + // - prepare screen texture for any geometry that uses a shader with screen texture + // - prepare depth texture for any geometry that uses a shader with depth texture + + bool framebuffer_dirty = false; + + if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) { + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + _blur_effect_buffer(); + framebuffer_dirty = true; + } + + if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_depth_texture) { + _prepare_depth_texture(); + framebuffer_dirty = true; + } + + if (framebuffer_dirty) { + // Restore framebuffer + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + } + } + + if (storage->frame.current_rt && state.used_depth_texture && storage->frame.current_rt->buffers.active) { + _bind_depth_texture(); + } + + if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); + } + + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); +#endif + render_list.sort_by_reverse_depth_and_priority(true); + + { + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(render_buffer->color_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH); + _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(render_buffer->color_fb), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, default_render_buffer_uniform_set, render_buffer == nullptr); + 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 (p_reflection_probe.is_valid()) { + //rendering a probe, do no more! + return; + } + + RasterizerEffectsRD *effects = storage->get_effects(); + effects->copy(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2()); + +#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 +} + +RasterizerSceneForwardRD *RasterizerSceneForwardRD::singleton = NULL; + +void RasterizerSceneForwardRD::set_scene_pass(uint64_t p_pass) { + scene_pass = p_pass; +} + +void RasterizerSceneForwardRD::set_time(double p_time) { + time = p_time; +} + +RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) { + storage = p_storage; + + /* SHADER */ + + { + String defines; + + 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 ENABLE_WRITE_NORMAL_BUFFER\n"); + shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define ENABLE_WRITE_NORMAL_ROUGHNESS_BUFFER\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.camera_inverse_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"] = "screen_texture"; + 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 ENABLE_TANGENT_INTERP\n"; + actions.usage_defines["BINORMAL"] = "@TANGENT"; + actions.usage_defines["RIM"] = "#define LIGHT_USE_RIM\n"; + actions.usage_defines["RIM_TINT"] = "@RIM"; + actions.usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n"; + actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; + actions.usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n"; + actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; + actions.usage_defines["AO"] = "#define ENABLE_AO\n"; + actions.usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; + actions.usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; + actions.usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; + actions.usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n"; + actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions.usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\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 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.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = 2; + actions.base_uniform_string = "material."; + + 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)256000); + render_list.init(); + scene_pass = 0; + render_pass = 0; + + { + //default material and shader + default_shader = storage->shader_create(); + storage->shader_set_code(default_shader, "shader_type spatial;\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); + } + + //default render buffer and scene state uniform set + + { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.binding = 1; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 3; + u.type = RD::UNIFORM_TYPE_TEXTURE; + u.ids.push_back(storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE)); + uniforms.push_back(u); + } + + scene_state.uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO)); + + { + + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 4; + u.ids.push_back(scene_state.uniform_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 5; + u.ids.resize(12); + RID *ids_ptr = u.ids.ptrw(); + ids_ptr[0] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = storage->sampler_rd_get_default(VS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, VS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + uniforms.push_back(u); + } + + default_render_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, 0); + } +} + +RasterizerSceneForwardRD::~RasterizerSceneForwardRD() { +} |