/*************************************************************************/ /* scene_shader_forward_clustered.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "scene_shader_forward_clustered.h" #include "core/config/project_settings.h" #include "render_forward_clustered.h" using namespace RendererSceneRenderImplementation; void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { //compile code = p_code; valid = false; ubo_size = 0; uniforms.clear(); uses_screen_texture = false; if (code == String()) { return; //just invalid, but no error } ShaderCompilerRD::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; int depth_testi = DEPTH_TEST_ENABLED; int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF; 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_transmittance = 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.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; actions.render_mode_values["blend_add"] = Pair(&blend_mode, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair(&blend_mode, BLEND_MODE_MIX); actions.render_mode_values["blend_sub"] = Pair(&blend_mode, BLEND_MODE_SUB); actions.render_mode_values["blend_mul"] = Pair(&blend_mode, BLEND_MODE_MUL); actions.render_mode_values["alpha_to_coverage"] = Pair(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); actions.render_mode_values["alpha_to_coverage_and_one"] = Pair(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); actions.render_mode_values["depth_draw_never"] = Pair(&depth_drawi, DEPTH_DRAW_DISABLED); actions.render_mode_values["depth_draw_opaque"] = Pair(&depth_drawi, DEPTH_DRAW_OPAQUE); actions.render_mode_values["depth_draw_always"] = Pair(&depth_drawi, DEPTH_DRAW_ALWAYS); actions.render_mode_values["depth_test_disabled"] = Pair(&depth_testi, DEPTH_TEST_DISABLED); actions.render_mode_values["cull_disabled"] = Pair(&cull, CULL_DISABLED); actions.render_mode_values["cull_front"] = Pair(&cull, CULL_FRONT); actions.render_mode_values["cull_back"] = Pair(&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["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance; 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["NORMAL_MAP"] = &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; SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); ERR_FAIL_COND(err != OK); if (version.is_null()) { version = shader_singleton->shader.version_create(); } depth_draw = DepthDraw(depth_drawi); depth_test = DepthTest(depth_testi); #if 0 print_line("**compiling shader:"); print_line("**defines:\n"); for (int i = 0; i < gen_code.defines.size(); i++) { print_line(gen_code.defines[i]); } print_line("\n**uniforms:\n" + gen_code.uniforms); print_line("\n**vertex_globals:\n" + gen_code.vertex_global); print_line("\n**vertex_code:\n" + gen_code.vertex); print_line("\n**fragment_globals:\n" + gen_code.fragment_global); print_line("\n**fragment_code:\n" + gen_code.fragment); print_line("\n**light_code:\n" + gen_code.light); #endif shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!shader_singleton->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 // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) { blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE; } 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; case BLEND_MODE_ALPHA_TO_COVERAGE: { 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_ZERO; } } RD::PipelineColorBlendState blend_state_blend; blend_state_blend.attachments.push_back(blend_attachment); RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1); RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2); RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1); RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2); //update pipelines RD::PipelineDepthStencilState depth_stencil_state; if (depth_test != DEPTH_TEST_DISABLED) { depth_stencil_state.enable_depth_test = true; depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false; } for (int i = 0; i < CULL_VARIANT_MAX; i++) { RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = { { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK }, { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT }, { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED } }; RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull]; for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = { RD::RENDER_PRIMITIVE_POINTS, RD::RENDER_PRIMITIVE_LINES, RD::RENDER_PRIMITIVE_LINESTRIPS, RD::RENDER_PRIMITIVE_TRIANGLES, RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, }; RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j]; for (int k = 0; k < SHADER_VERSION_MAX; k++) { if (!static_cast(singleton)->shader.is_variant_enabled(k)) { continue; } 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; RD::PipelineMultisampleState multisample_state; if (uses_alpha || uses_blend_alpha) { // only allow these flags to go through if we have some form of msaa if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) { multisample_state.enable_alpha_to_coverage = true; } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) { multisample_state.enable_alpha_to_coverage = true; multisample_state.enable_alpha_to_one = true; } if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { blend_state = blend_state_blend; if (depth_draw == DEPTH_DRAW_OPAQUE) { depth_stencil.enable_depth_write = false; //alpha does not draw depth } } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) { if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { //none, blend state contains nothing } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way } else { blend_state = blend_state_opaque; //writes to normal and roughness in opaque way } } else { pipelines[i][j][k].clear(); continue; // do not use this version (will error if using it is attempted) } } else { if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { blend_state = blend_state_opaque; } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { //none, leave empty } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) { blend_state = blend_state_depth_normal_roughness; } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) { blend_state = blend_state_depth_normal_roughness_giprobe; } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) { blend_state = RD::PipelineColorBlendState(); //no color targets for SDF } else { //specular write blend_state = blend_state_opaque_specular; depth_stencil.enable_depth_test = false; depth_stencil.enable_depth_write = false; } } RID shader_variant = shader_singleton->shader.version_get_shader(version, k); pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0); } } } valid = true; } void SceneShaderForwardClustered::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 SceneShaderForwardClustered::ShaderData::get_param_list(List *p_param_list) const { Map order; for (Map::Element *E = uniforms.front(); E; E = E->next()) { if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) { continue; } if (E->get().texture_order >= 0) { order[E->get().texture_order + 100000] = E->key(); } else { order[E->get().order] = E->key(); } } for (Map::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); } } void SceneShaderForwardClustered::ShaderData::get_instance_param_list(List *p_param_list) const { for (Map::Element *E = uniforms.front(); E; E = E->next()) { if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { continue; } RendererStorage::InstanceShaderParam p; p.info = ShaderLanguage::uniform_to_property_info(E->get()); p.info.name = E->key(); //supply name p.index = E->get().instance_index; p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint); p_param_list->push_back(p); } } bool SceneShaderForwardClustered::ShaderData::is_param_texture(const StringName &p_param) const { if (!uniforms.has(p_param)) { return false; } return uniforms[p_param].texture_order >= 0; } bool SceneShaderForwardClustered::ShaderData::is_animated() const { return false; } bool SceneShaderForwardClustered::ShaderData::casts_shadows() const { return false; } Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const { if (uniforms.has(p_parameter)) { ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; Vector default_value = uniform.default_value; return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint); } return Variant(); } RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const { SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; return shader_singleton->shader.version_get_native_source_code(version); } SceneShaderForwardClustered::ShaderData::ShaderData() { valid = false; uses_screen_texture = false; } SceneShaderForwardClustered::ShaderData::~ShaderData() { SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton; ERR_FAIL_COND(!shader_singleton); //pipeline variants will clear themselves if shader is gone if (version.is_valid()) { shader_singleton->shader.version_free(version); } } RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); return shader_data; } void SceneShaderForwardClustered::MaterialData::set_render_priority(int p_priority) { priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits } void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) { next_pass = p_pass; } void SceneShaderForwardClustered::MaterialData::update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::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(), RD::BARRIER_MASK_RASTER); } uint32_t tex_uniform_count = shader_data->texture_uniforms.size(); if ((uint32_t)texture_cache.size() != tex_uniform_count) { texture_cache.resize(tex_uniform_count); p_textures_dirty = true; //clear previous uniform set if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { RD::get_singleton()->free(uniform_set); uniform_set = RID(); } } if (p_textures_dirty && tex_uniform_count) { update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true); } if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) { // This material does not require an uniform set, so don't create it. return; } if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) { //no reason to update uniform set, only UBO (or nothing) was needed to update return; } Vector uniforms; { if (shader_data->ubo_size) { RD::Uniform u; u.uniform_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.uniform_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, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET); } SceneShaderForwardClustered::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); } } RendererStorageRD::MaterialData *SceneShaderForwardClustered::_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; } SceneShaderForwardClustered *SceneShaderForwardClustered::singleton = nullptr; SceneShaderForwardClustered::SceneShaderForwardClustered() { // there should be only one of these, contained within our RenderFM singleton. singleton = this; } SceneShaderForwardClustered::~SceneShaderForwardClustered() { RD::get_singleton()->free(default_vec4_xform_buffer); RD::get_singleton()->free(shadow_sampler); storage->free(wireframe_material_shader); storage->free(overdraw_material_shader); storage->free(default_shader); storage->free(wireframe_material); storage->free(overdraw_material); storage->free(default_material); } void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines) { storage = p_storage; { Vector shader_versions; shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_GIPROBE\n"); shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n"); shader_versions.push_back(""); shader_versions.push_back("\n#define USE_FORWARD_GI\n"); shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\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.initialize(shader_versions, p_defines); /* if (p_is_low_end) { //disable the high end versions shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false); shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false); shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false); shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false); shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false); } */ } storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs); storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs); { //shader compiler ShaderCompilerRD::DefaultIdentifierActions actions; actions.renames["WORLD_MATRIX"] = "world_matrix"; actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix"; actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix"; actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix"; actions.renames["PROJECTION_MATRIX"] = "projection_matrix"; actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix"; actions.renames["MODELVIEW_MATRIX"] = "modelview"; actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal"; actions.renames["VERTEX"] = "vertex"; actions.renames["NORMAL"] = "normal"; actions.renames["TANGENT"] = "tangent"; actions.renames["BINORMAL"] = "binormal"; actions.renames["POSITION"] = "position"; actions.renames["UV"] = "uv_interp"; actions.renames["UV2"] = "uv2_interp"; actions.renames["COLOR"] = "color_interp"; actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge"; actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate"; //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["NORMAL_MAP"] = "normal_map"; actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; 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["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color"; actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth"; actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve"; actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost"; actions.renames["BACKLIGHT"] = "backlight"; actions.renames["AO"] = "ao"; actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; actions.renames["EMISSION"] = "emission"; actions.renames["POINT_COORD"] = "gl_PointCoord"; actions.renames["INSTANCE_CUSTOM"] = "instance_custom"; actions.renames["SCREEN_UV"] = "screen_uv"; actions.renames["SCREEN_TEXTURE"] = "color_buffer"; actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; actions.renames["DEPTH"] = "gl_FragDepth"; actions.renames["OUTPUT_IS_SRGB"] = "true"; actions.renames["FOG"] = "custom_fog"; actions.renames["RADIANCE"] = "custom_radiance"; actions.renames["IRRADIANCE"] = "custom_irradiance"; actions.renames["BONE_INDICES"] = "bone_attrib"; actions.renames["BONE_WEIGHTS"] = "weight_attrib"; actions.renames["CUSTOM0"] = "custom0_attrib"; actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; //for light actions.renames["VIEW"] = "view"; actions.renames["LIGHT_COLOR"] = "light_color"; actions.renames["LIGHT"] = "light"; actions.renames["ATTENUATION"] = "attenuation"; actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation"; actions.renames["DIFFUSE_LIGHT"] = "diffuse_light"; actions.renames["SPECULAR_LIGHT"] = "specular_light"; actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n"; actions.usage_defines["BINORMAL"] = "@TANGENT"; actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n"; actions.usage_defines["RIM_TINT"] = "@RIM"; actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n"; actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n"; actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; actions.usage_defines["AO"] = "#define AO_USED\n"; actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n"; actions.usage_defines["UV"] = "#define UV_USED\n"; actions.usage_defines["UV2"] = "#define UV2_USED\n"; actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n"; actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n"; actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n"; actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n"; actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n"; actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n"; actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n"; actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n"; actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n"; actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE"; actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n"; actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_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.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n"; actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n"; actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\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/shading/overrides/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"; actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n"; bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx"); if (!force_blinn) { actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; } else { actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; } actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n"; actions.sampler_array_name = "material_samplers"; actions.base_texture_binding_index = 1; actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET; actions.base_uniform_string = "material."; actions.base_varying_index = 10; actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; actions.global_buffer_array_variable = "global_variables.data"; actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs"; compiler.initialize(actions); } { //default material and shader default_shader = storage->shader_allocate(); storage->shader_initialize(default_shader); storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n"); default_material = storage->material_allocate(); storage->material_initialize(default_material); storage->material_set_shader(default_material, default_shader); MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D); default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF); } { overdraw_material_shader = storage->shader_allocate(); storage->shader_initialize(overdraw_material_shader); storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.2; }"); overdraw_material = storage->material_allocate(); storage->material_initialize(overdraw_material); storage->material_set_shader(overdraw_material, overdraw_material_shader); wireframe_material_shader = storage->shader_allocate(); storage->shader_initialize(wireframe_material_shader); storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }"); wireframe_material = storage->material_allocate(); storage->material_initialize(wireframe_material); storage->material_set_shader(wireframe_material, wireframe_material_shader); } { default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256); Vector uniforms; RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(default_vec4_xform_buffer); u.binding = 0; uniforms.push_back(u); default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RenderForwardClustered::TRANSFORMS_UNIFORM_SET); } { RD::SamplerState sampler; sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; sampler.enable_compare = true; sampler.compare_op = RD::COMPARE_OP_LESS; shadow_sampler = RD::get_singleton()->sampler_create(sampler); } }