godot/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
Juan Linietsky 6a5ecfdef1 Restored fog (non volumetric).
Uses a simpler and more intuitive implementation based on density.
Its less flexible than before, but its easier to get nice results.
2020-08-13 22:09:22 -03:00

594 lines
19 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/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
};
enum {
SDFGI_MAX_CASCADES = 8,
MAX_GI_PROBES = 8
};
/* Scene Shader */
enum ShaderVersion {
SHADER_VERSION_DEPTH_PASS,
SHADER_VERSION_DEPTH_PASS_DP,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS,
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE,
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
SHADER_VERSION_COLOR_PASS,
SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI,
SHADER_VERSION_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_roughness_buffer;
RID giprobe_buffer;
RID ambient_buffer;
RID reflection_buffer;
RS::ViewportMSAA msaa;
RD::TextureSamples texture_samples;
RID color_msaa;
RID depth_msaa;
RID specular_msaa;
RID normal_roughness_buffer_msaa;
RID roughness_buffer_msaa;
RID giprobe_buffer_msaa;
RID depth_fb;
RID depth_normal_roughness_fb;
RID depth_normal_roughness_giprobe_fb;
RID color_fb;
RID color_specular_fb;
RID specular_only_fb;
int width, height;
RID render_sdfgi_uniform_set;
void ensure_specular();
void ensure_gi();
void ensure_giprobe();
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_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_normal_texture(RID p_render_buffers);
virtual RID _render_buffers_get_ambient_texture(RID p_render_buffers);
virtual RID _render_buffers_get_reflection_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, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count);
void _update_render_buffers_uniform_set(RID p_render_buffers);
struct LightmapData {
float normal_xform[12];
};
struct LightmapCaptureData {
float sh[9 * 4];
};
enum {
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
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 roughness_limiter_amount;
float roughness_limiter_limit;
uint32_t roughness_limiter_pad[2];
float ao_color[4];
float sdf_to_bounds[16];
int32_t sdf_offset[3];
uint32_t material_uv2_mode;
int32_t sdf_size[3];
uint32_t gi_upscale_for_msaa;
uint32_t volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint32_t volumetric_fog_pad;
// Fog
uint32_t fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
float fog_light_color[3];
float fog_sun_scatter;
};
UBO ubo;
RID uniform_buffer;
LightmapData *lightmaps;
uint32_t max_lightmaps;
RID lightmap_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_forward_gi : 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_shader_sdfgi_rd;
RID default_radiance_uniform_set;
RID default_render_buffers_uniform_set;
RID default_vec4_xform_buffer;
RID default_vec4_xform_uniform_set;
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_ROUGHNESS,
PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
PASS_MODE_DEPTH_MATERIAL,
PASS_MODE_SDF,
};
void _setup_environment(RID p_environment, RID p_render_buffers, 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_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, bool p_has_sdfgi = false, bool p_has_opaque_gi = false);
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, bool p_using_sdfgi = false);
_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, bool p_using_sdfgi = false);
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_using_sdfgi = false);
Map<Size2i, RID> sdfgi_framebuffer_size_cache;
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, int p_directional_light_count, RID *p_gi_probe_cull_result, int p_gi_probe_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);
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
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