godot/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00

674 lines
21 KiB
C++

/*************************************************************************/
/* rasterizer_scene_high_end_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_SCENE_HIGHEND_RD_H
#define RASTERIZER_SCENE_HIGHEND_RD_H
#include "servers/rendering/rasterizer_rd/light_cluster_builder.h"
#include "servers/rendering/rasterizer_rd/rasterizer_scene_rd.h"
#include "servers/rendering/rasterizer_rd/rasterizer_storage_rd.h"
#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
#include "servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl.gen.h"
class RasterizerSceneHighEndRD : public RasterizerSceneRD {
enum {
SCENE_UNIFORM_SET = 0,
RADIANCE_UNIFORM_SET = 1,
VIEW_DEPENDANT_UNIFORM_SET = 2,
RENDER_BUFFERS_UNIFORM_SET = 3,
TRANSFORMS_UNIFORM_SET = 4,
MATERIAL_UNIFORM_SET = 5
};
/* Scene Shader */
enum ShaderVersion {
SHADER_VERSION_DEPTH_PASS,
SHADER_VERSION_DEPTH_PASS_DP,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
SHADER_VERSION_COLOR_PASS,
SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR,
SHADER_VERSION_VCT_COLOR_PASS,
SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR,
SHADER_VERSION_LIGHTMAP_COLOR_PASS,
SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR,
SHADER_VERSION_MAX
};
struct {
SceneHighEndShaderRD scene_shader;
ShaderCompilerRD compiler;
} shader;
RasterizerStorageRD *storage;
/* Material */
struct ShaderData : public RasterizerStorageRD::ShaderData {
enum BlendMode { //used internally
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
enum DepthDraw {
DEPTH_DRAW_DISABLED,
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS
};
enum DepthTest {
DEPTH_TEST_DISABLED,
DEPTH_TEST_ENABLED
};
enum Cull {
CULL_DISABLED,
CULL_FRONT,
CULL_BACK
};
enum CullVariant {
CULL_VARIANT_NORMAL,
CULL_VARIANT_REVERSED,
CULL_VARIANT_DOUBLE_SIDED,
CULL_VARIANT_MAX
};
bool valid;
RID version;
uint32_t vertex_input_mask;
RenderPipelineVertexFormatCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
String path;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String code;
Map<StringName, RID> default_texture_params;
DepthDraw depth_draw;
DepthTest depth_test;
bool uses_point_size;
bool uses_alpha;
bool uses_blend_alpha;
bool uses_depth_pre_pass;
bool uses_discard;
bool uses_roughness;
bool uses_normal;
bool unshaded;
bool uses_vertex;
bool uses_sss;
bool uses_transmittance;
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_normal_texture;
bool uses_time;
bool writes_modelview_or_projection;
bool uses_world_coordinates;
uint64_t last_pass = 0;
uint32_t index = 0;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
void get_instance_param_list(List<RasterizerStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
ShaderData();
virtual ~ShaderData();
};
RasterizerStorageRD::ShaderData *_create_shader_func();
static RasterizerStorageRD::ShaderData *_create_shader_funcs() {
return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_shader_func();
}
struct MaterialData : public RasterizerStorageRD::MaterialData {
uint64_t last_frame;
ShaderData *shader_data;
RID uniform_buffer;
RID uniform_set;
Vector<RID> texture_cache;
Vector<uint8_t> ubo_data;
uint64_t last_pass = 0;
uint32_t index = 0;
RID next_pass;
uint8_t priority;
virtual void set_render_priority(int p_priority);
virtual void set_next_pass(RID p_pass);
virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~MaterialData();
};
RasterizerStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
static RasterizerStorageRD::MaterialData *_create_material_funcs(RasterizerStorageRD::ShaderData *p_shader) {
return static_cast<RasterizerSceneHighEndRD *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader));
}
/* Push Constant */
struct PushConstant {
uint32_t index;
uint32_t pad;
float bake_uv2_offset[2];
};
/* Framebuffer */
struct RenderBufferDataHighEnd : public RenderBufferData {
//for rendering, may be MSAAd
RID color;
RID depth;
RID specular;
RID normal_buffer;
RID roughness_buffer;
RS::ViewportMSAA msaa;
RD::TextureSamples texture_samples;
RID color_msaa;
RID depth_msaa;
RID specular_msaa;
RID normal_buffer_msaa;
RID roughness_buffer_msaa;
RID depth_fb;
RID depth_normal_fb;
RID depth_normal_roughness_fb;
RID color_fb;
RID color_specular_fb;
RID specular_only_fb;
int width, height;
void ensure_specular();
void clear();
virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
RID uniform_set;
~RenderBufferDataHighEnd();
};
virtual RenderBufferData *_create_render_buffer_data();
void _allocate_normal_texture(RenderBufferDataHighEnd *rb);
void _allocate_roughness_texture(RenderBufferDataHighEnd *rb);
RID shadow_sampler;
RID render_base_uniform_set;
RID view_dependant_uniform_set;
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
virtual void _base_uniforms_changed();
void _render_buffers_clear_uniform_set(RenderBufferDataHighEnd *rb);
virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
virtual RID _render_buffers_get_roughness_texture(RID p_render_buffers);
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
void _update_render_base_uniform_set();
void _setup_view_dependant_uniform_set(RID p_shadow_atlas, RID p_reflection_atlas);
void _update_render_buffers_uniform_set(RID p_render_buffers);
/* Scene State UBO */
struct ReflectionData { //should always be 128 bytes
float box_extents[3];
float index;
float box_offset[3];
uint32_t mask;
float params[4]; // intensity, 0, interior , boxproject
float ambient[4]; // ambient color, energy
float local_matrix[16]; // up to here for spot and omni, rest is for directional
};
struct LightData {
float position[3];
float inv_radius;
float direction[3];
float size;
uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
float shadow_bias;
float shadow_normal_bias;
float transmittance_bias;
float soft_shadow_size;
float soft_shadow_scale;
uint32_t mask;
uint32_t pad[2];
float projector_rect[4];
};
struct DirectionalLightData {
float direction[3];
float energy;
float color[3];
float size;
float specular;
uint32_t mask;
float softshadow_angle;
float soft_shadow_scale;
uint32_t blend_splits;
uint32_t shadow_enabled;
float fade_from;
float fade_to;
float shadow_bias[4];
float shadow_normal_bias[4];
float shadow_transmittance_bias[4];
float shadow_transmittance_z_scale[4];
float shadow_range_begin[4];
float shadow_split_offsets[4];
float shadow_matrices[4][16];
float shadow_color1[4];
float shadow_color2[4];
float shadow_color3[4];
float shadow_color4[4];
float uv_scale1[2];
float uv_scale2[2];
float uv_scale3[2];
float uv_scale4[2];
};
struct GIProbeData {
float xform[16];
float bounds[3];
float dynamic_range;
float bias;
float normal_bias;
uint32_t blend_ambient;
uint32_t texture_slot;
float anisotropy_strength;
float ao;
float ao_size;
uint32_t pad[1];
};
struct LightmapData {
float normal_xform[12];
};
struct DecalData {
float xform[16];
float inv_extents[3];
float albedo_mix;
float albedo_rect[4];
float normal_rect[4];
float orm_rect[4];
float emission_rect[4];
float modulate[4];
float emission_energy;
uint32_t mask;
float upper_fade;
float lower_fade;
float normal_xform[12];
float normal[3];
float normal_fade;
};
struct LightmapCaptureData {
float sh[9 * 4];
};
enum {
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
INSTANCE_DATA_FLAG_USE_GIPROBE = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_SHIFT = 16,
INSTANCE_DATA_FLAGS_MULTIMESH_STRIDE_MASK = 0x7,
INSTANCE_DATA_FLAG_SKELETON = 1 << 19,
};
struct InstanceData {
float transform[16];
float normal_transform[16];
uint32_t flags;
uint32_t instance_uniforms_ofs; //instance_offset in instancing/skeleton buffer
uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap)
uint32_t mask;
float lightmap_uv_scale[4];
};
struct SceneState {
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
float camera_matrix[16];
float inv_camera_matrix[16];
float viewport_size[2];
float screen_pixel_size[2];
float time;
float reflection_multiplier;
uint32_t pancake_shadows;
uint32_t pad;
float directional_penumbra_shadow_kernel[128]; //32 vec4s
float directional_soft_shadow_kernel[128];
float penumbra_shadow_kernel[128];
float soft_shadow_kernel[128];
uint32_t directional_penumbra_shadow_samples;
uint32_t directional_soft_shadow_samples;
uint32_t penumbra_shadow_samples;
uint32_t soft_shadow_samples;
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
uint32_t use_ambient_light;
uint32_t use_ambient_cubemap;
uint32_t use_reflection_cubemap;
float radiance_inverse_xform[12];
float shadow_atlas_pixel_size[2];
float directional_shadow_pixel_size[2];
uint32_t directional_light_count;
float dual_paraboloid_side;
float z_far;
float z_near;
uint32_t ssao_enabled;
float ssao_light_affect;
float ssao_ao_affect;
uint32_t roughness_limiter_enabled;
float ao_color[4];
uint32_t material_uv2_mode;
uint32_t pad_material[3];
};
UBO ubo;
RID uniform_buffer;
ReflectionData *reflections;
uint32_t max_reflections;
RID reflection_buffer;
uint32_t max_reflection_probes_per_instance;
GIProbeData *gi_probes;
uint32_t max_gi_probes;
RID gi_probe_buffer;
uint32_t max_gi_probe_probes_per_instance;
LightmapData *lightmaps;
uint32_t max_lightmaps;
RID lightmap_buffer;
DecalData *decals;
uint32_t max_decals;
RID decal_buffer;
LightData *lights;
uint32_t max_lights;
RID light_buffer;
DirectionalLightData *directional_lights;
uint32_t max_directional_lights;
RID directional_light_buffer;
LightmapCaptureData *lightmap_captures;
uint32_t max_lightmap_captures;
RID lightmap_capture_buffer;
RID instance_buffer;
InstanceData *instances;
uint32_t max_instances;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
bool used_sss = false;
uint32_t current_shader_index = 0;
uint32_t current_material_index = 0;
} scene_state;
/* Render List */
struct RenderList {
int max_elements;
struct Element {
RasterizerScene::InstanceBase *instance;
MaterialData *material;
union {
struct {
//from least significant to most significant in sort, TODO: should be endian swapped on big endian
uint64_t geometry_index : 20;
uint64_t material_index : 15;
uint64_t shader_index : 12;
uint64_t uses_instancing : 1;
uint64_t uses_vct : 1;
uint64_t uses_lightmap : 1;
uint64_t depth_layer : 4;
uint64_t priority : 8;
};
uint64_t sort_key;
};
uint32_t surface_index;
};
Element *base_elements;
Element **elements;
int element_count;
int alpha_element_count;
void clear() {
element_count = 0;
alpha_element_count = 0;
}
//should eventually be replaced by radix
struct SortByKey {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
return A->sort_key < B->sort_key;
}
};
void sort_by_key(bool p_alpha) {
SortArray<Element *, SortByKey> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
sorter.sort(elements, element_count);
}
}
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
return A->instance->depth < B->instance->depth;
}
};
void sort_by_depth(bool p_alpha) { //used for shadows
SortArray<Element *, SortByDepth> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
sorter.sort(elements, element_count);
}
}
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
uint32_t layer_A = uint32_t(A->priority);
uint32_t layer_B = uint32_t(B->priority);
if (layer_A == layer_B) {
return A->instance->depth > B->instance->depth;
} else {
return layer_A < layer_B;
}
}
};
void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
SortArray<Element *, SortByReverseDepthAndPriority> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
sorter.sort(elements, element_count);
}
}
_FORCE_INLINE_ Element *add_element() {
if (element_count + alpha_element_count >= max_elements)
return nullptr;
elements[element_count] = &base_elements[element_count];
return elements[element_count++];
}
_FORCE_INLINE_ Element *add_alpha_element() {
if (element_count + alpha_element_count >= max_elements)
return nullptr;
int idx = max_elements - alpha_element_count - 1;
elements[idx] = &base_elements[idx];
alpha_element_count++;
return elements[idx];
}
void init() {
element_count = 0;
alpha_element_count = 0;
elements = memnew_arr(Element *, max_elements);
base_elements = memnew_arr(Element, max_elements);
for (int i = 0; i < max_elements; i++)
elements[i] = &base_elements[i]; // assign elements
}
RenderList() {
max_elements = 0;
}
~RenderList() {
memdelete_arr(elements);
memdelete_arr(base_elements);
}
};
RenderList render_list;
static RasterizerSceneHighEndRD *singleton;
uint64_t render_pass;
double time;
RID default_shader;
RID default_material;
RID overdraw_material_shader;
RID overdraw_material;
RID wireframe_material_shader;
RID wireframe_material;
RID default_shader_rd;
RID default_radiance_uniform_set;
RID default_render_buffers_uniform_set;
RID default_vec4_xform_buffer;
RID default_vec4_xform_uniform_set;
LightClusterBuilder cluster_builder;
enum PassMode {
PASS_MODE_COLOR,
PASS_MODE_COLOR_SPECULAR,
PASS_MODE_COLOR_TRANSPARENT,
PASS_MODE_SHADOW,
PASS_MODE_SHADOW_DP,
PASS_MODE_DEPTH,
PASS_MODE_DEPTH_NORMAL,
PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
PASS_MODE_DEPTH_MATERIAL,
};
void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows);
void _setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform);
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
void _setup_lightmaps(InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, const Transform &p_cam_transform);
void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_radiance_uniform_set, RID p_render_buffers_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2());
_FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index);
_FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index);
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi);
protected:
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, InstanceBase **p_lightmap_cull_result, int p_lightmap_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
public:
virtual void set_time(double p_time, double p_step);
virtual bool free(RID p_rid);
RasterizerSceneHighEndRD(RasterizerStorageRD *p_storage);
~RasterizerSceneHighEndRD();
};
#endif // RASTERIZER_SCENE_HIGHEND_RD_H