603 lines
24 KiB
C++
603 lines
24 KiB
C++
/*************************************************************************/
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/* render_forward_mobile.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
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#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
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#include "core/templates/paged_allocator.h"
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#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
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#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
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namespace RendererSceneRenderImplementation {
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class RenderForwardMobile : public RendererSceneRenderRD {
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friend SceneShaderForwardMobile;
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protected:
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/* Scene Shader */
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enum {
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SCENE_UNIFORM_SET = 0,
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RENDER_PASS_UNIFORM_SET = 1,
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TRANSFORMS_UNIFORM_SET = 2,
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MATERIAL_UNIFORM_SET = 3
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};
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enum {
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MAX_LIGHTMAPS = 8,
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MAX_RDL_CULL = 8, // maximum number of reflection probes, decals or lights we can cull per geometry instance
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INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
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};
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enum RenderListType {
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RENDER_LIST_OPAQUE, //used for opaque objects
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RENDER_LIST_ALPHA, //used for transparent objects
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RENDER_LIST_SECONDARY, //used for shadows and other objects
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RENDER_LIST_MAX
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};
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/* Scene Shader */
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SceneShaderForwardMobile scene_shader;
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/* Render Buffer */
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struct RenderBufferDataForwardMobile : public RenderBufferData {
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RID color;
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RID depth;
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// RID normal_roughness_buffer;
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RS::ViewportMSAA msaa;
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RD::TextureSamples texture_samples;
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RID color_msaa;
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RID depth_msaa;
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// RID normal_roughness_buffer_msaa;
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RID color_fb;
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int width, height;
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void clear();
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virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
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~RenderBufferDataForwardMobile();
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};
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virtual RenderBufferData *_create_render_buffer_data();
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/* Rendering */
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enum PassMode {
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PASS_MODE_COLOR,
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// PASS_MODE_COLOR_SPECULAR,
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PASS_MODE_COLOR_TRANSPARENT,
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PASS_MODE_SHADOW,
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PASS_MODE_SHADOW_DP,
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// PASS_MODE_DEPTH,
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// PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
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// PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
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PASS_MODE_DEPTH_MATERIAL,
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// PASS_MODE_SDF,
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};
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struct GeometryInstanceForwardMobile;
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struct GeometryInstanceSurfaceDataCache;
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struct RenderElementInfo;
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struct RenderListParameters {
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GeometryInstanceSurfaceDataCache **elements = nullptr;
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RenderElementInfo *element_info = nullptr;
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int element_count = 0;
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bool reverse_cull = false;
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PassMode pass_mode = PASS_MODE_COLOR;
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// bool no_gi = false;
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RID render_pass_uniform_set;
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bool force_wireframe = false;
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Vector2 uv_offset;
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Plane lod_plane;
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float lod_distance_multiplier = 0.0;
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float screen_lod_threshold = 0.0;
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RD::FramebufferFormatID framebuffer_format = 0;
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uint32_t element_offset = 0;
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uint32_t barrier = RD::BARRIER_MASK_ALL;
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RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
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elements = p_elements;
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element_info = p_element_info;
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element_count = p_element_count;
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reverse_cull = p_reverse_cull;
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pass_mode = p_pass_mode;
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// no_gi = p_no_gi;
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render_pass_uniform_set = p_render_pass_uniform_set;
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force_wireframe = p_force_wireframe;
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uv_offset = p_uv_offset;
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lod_plane = p_lod_plane;
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lod_distance_multiplier = p_lod_distance_multiplier;
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screen_lod_threshold = p_screen_lod_threshold;
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element_offset = p_element_offset;
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barrier = p_barrier;
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}
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};
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RID _setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas = false, int p_index = 0);
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virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, 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, float p_screen_lod_threshold);
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virtual void _render_shadow_begin();
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virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, 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, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
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virtual void _render_shadow_process();
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virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
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virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
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virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
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virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
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virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
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uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
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virtual void _base_uniforms_changed();
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void _update_render_base_uniform_set();
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virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
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void _fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, const Plane &p_lod_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, bool p_append = false);
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void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
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// void _update_instance_data_buffer(RenderListType p_render_list);
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static RenderForwardMobile *singleton;
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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 Size2i &p_screen_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, int p_index = 0);
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void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
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RID render_base_uniform_set;
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LocalVector<RID> render_pass_uniform_sets;
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/* Light map */
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struct LightmapData {
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float normal_xform[12];
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};
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struct LightmapCaptureData {
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float sh[9 * 4];
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};
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/* Scene state */
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struct SceneState {
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// This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
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struct UBO {
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float projection_matrix[16];
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float inv_projection_matrix[16];
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float camera_matrix[16];
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float inv_camera_matrix[16];
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float viewport_size[2];
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float screen_pixel_size[2];
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float directional_penumbra_shadow_kernel[128]; //32 vec4s
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float directional_soft_shadow_kernel[128];
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float penumbra_shadow_kernel[128];
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float soft_shadow_kernel[128];
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uint32_t directional_penumbra_shadow_samples;
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uint32_t directional_soft_shadow_samples;
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uint32_t penumbra_shadow_samples;
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uint32_t soft_shadow_samples;
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float ambient_light_color_energy[4];
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float ambient_color_sky_mix;
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uint32_t use_ambient_light;
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uint32_t use_ambient_cubemap;
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uint32_t use_reflection_cubemap;
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float radiance_inverse_xform[12];
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float shadow_atlas_pixel_size[2];
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float directional_shadow_pixel_size[2];
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uint32_t directional_light_count;
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float dual_paraboloid_side;
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float z_far;
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float z_near;
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uint32_t ssao_enabled;
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float ssao_light_affect;
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float ssao_ao_affect;
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uint32_t roughness_limiter_enabled;
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float roughness_limiter_amount;
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float roughness_limiter_limit;
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uint32_t roughness_limiter_pad[2];
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float ao_color[4];
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// Fog
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uint32_t fog_enabled;
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float fog_density;
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float fog_height;
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float fog_height_density;
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float fog_light_color[3];
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float fog_sun_scatter;
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float fog_aerial_perspective;
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uint32_t material_uv2_mode;
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float time;
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float reflection_multiplier;
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uint32_t pancake_shadows;
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uint32_t pad1;
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uint32_t pad2;
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uint32_t pad3;
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};
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UBO ubo;
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LocalVector<RID> uniform_buffers;
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// !BAS! We need to change lightmaps, we're not going to do this with a buffer but pushing the used lightmap in
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LightmapData lightmaps[MAX_LIGHTMAPS];
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RID lightmap_ids[MAX_LIGHTMAPS];
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bool lightmap_has_sh[MAX_LIGHTMAPS];
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uint32_t lightmaps_used = 0;
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uint32_t max_lightmaps;
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RID lightmap_buffer;
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LightmapCaptureData *lightmap_captures;
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uint32_t max_lightmap_captures;
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RID lightmap_capture_buffer;
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bool used_screen_texture = false;
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bool used_normal_texture = false;
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bool used_depth_texture = false;
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bool used_sss = false;
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struct ShadowPass {
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uint32_t element_from;
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uint32_t element_count;
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bool flip_cull;
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PassMode pass_mode;
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RID rp_uniform_set;
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Plane camera_plane;
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float lod_distance_multiplier;
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float screen_lod_threshold;
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RID framebuffer;
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RD::InitialAction initial_depth_action;
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RD::FinalAction final_depth_action;
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Rect2i rect;
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};
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LocalVector<ShadowPass> shadow_passes;
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} scene_state;
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/* Render List */
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// !BAS! Render list can probably be reused between clustered and mobile?
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struct RenderList {
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LocalVector<GeometryInstanceSurfaceDataCache *> elements;
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LocalVector<RenderElementInfo> element_info;
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void clear() {
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elements.clear();
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element_info.clear();
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}
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//should eventually be replaced by radix
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struct SortByKey {
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_FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
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return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
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}
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};
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void sort_by_key() {
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SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
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sorter.sort(elements.ptr(), elements.size());
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}
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void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
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SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
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sorter.sort(elements.ptr() + p_from, p_size);
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}
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struct SortByDepth {
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_FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
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return (A->owner->depth < B->owner->depth);
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}
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};
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void sort_by_depth() { //used for shadows
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SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
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sorter.sort(elements.ptr(), elements.size());
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}
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struct SortByReverseDepthAndPriority {
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_FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
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return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
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}
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};
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void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
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SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
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sorter.sort(elements.ptr(), elements.size());
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}
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_FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
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elements.push_back(p_element);
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}
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};
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struct RenderElementInfo {
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uint32_t uses_lightmap : 1;
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uint32_t lod_index : 8;
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uint32_t reserved : 23;
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};
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template <PassMode p_pass_mode>
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_FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
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void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
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LocalVector<RD::DrawListID> thread_draw_lists;
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void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
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void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
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uint32_t render_list_thread_threshold = 500;
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RenderList render_list[RENDER_LIST_MAX];
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/* Geometry instance */
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// check which ones of these apply, probably all except GI and SDFGI
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enum {
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INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
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INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
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INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
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INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
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INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
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INSTANCE_DATA_FLAG_USE_GIPROBE = 1 << 11,
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INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
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INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
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INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
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INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
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INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
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INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
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INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 24,
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};
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struct GeometryInstanceLightmapSH {
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Color sh[9];
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};
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// Cached data for drawing surfaces
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struct GeometryInstanceSurfaceDataCache {
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enum {
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FLAG_PASS_DEPTH = 1,
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FLAG_PASS_OPAQUE = 2,
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FLAG_PASS_ALPHA = 4,
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FLAG_PASS_SHADOW = 8,
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FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
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FLAG_USES_SUBSURFACE_SCATTERING = 2048,
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FLAG_USES_SCREEN_TEXTURE = 4096,
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FLAG_USES_DEPTH_TEXTURE = 8192,
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FLAG_USES_NORMAL_TEXTURE = 16384,
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FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
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FLAG_USES_PARTICLE_TRAILS = 65536,
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};
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union {
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struct {
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// !BAS! CHECK BITS!!!
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uint64_t surface_index : 10;
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uint64_t geometry_id : 32;
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uint64_t material_id_low : 16;
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|
|
|
uint64_t material_id_hi : 16;
|
|
uint64_t shader_id : 32;
|
|
uint64_t uses_lightmap : 4; // sort by lightmap id here, not whether its yes/no (is 4 bits enough?)
|
|
uint64_t depth_layer : 4;
|
|
uint64_t priority : 8;
|
|
|
|
// uint64_t lod_index : 8; // no need to sort on LOD
|
|
// uint64_t uses_forward_gi : 1; // no GI here, remove
|
|
};
|
|
struct {
|
|
uint64_t sort_key1;
|
|
uint64_t sort_key2;
|
|
};
|
|
} sort;
|
|
|
|
RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
|
|
uint32_t flags = 0;
|
|
uint32_t surface_index = 0;
|
|
uint32_t lod_index = 0;
|
|
|
|
void *surface = nullptr;
|
|
RID material_uniform_set;
|
|
SceneShaderForwardMobile::ShaderData *shader = nullptr;
|
|
|
|
void *surface_shadow = nullptr;
|
|
RID material_uniform_set_shadow;
|
|
SceneShaderForwardMobile::ShaderData *shader_shadow = nullptr;
|
|
|
|
GeometryInstanceSurfaceDataCache *next = nullptr;
|
|
GeometryInstanceForwardMobile *owner = nullptr;
|
|
};
|
|
|
|
// !BAS! GeometryInstanceForwardClustered and GeometryInstanceForwardMobile will likely have a lot of overlap
|
|
// may need to think about making this its own class like GeometryInstanceRD?
|
|
|
|
struct GeometryInstanceForwardMobile : public GeometryInstance {
|
|
// setup
|
|
uint32_t base_flags = 0;
|
|
uint32_t flags_cache = 0;
|
|
|
|
// this structure maps to our push constant in our shader and is populated right before our draw call
|
|
struct PushConstant {
|
|
float transform[16];
|
|
uint32_t flags;
|
|
uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
|
|
uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
|
|
uint32_t layer_mask = 1;
|
|
float lightmap_uv_scale[4]; // doubles as uv_offset when needed
|
|
uint32_t reflection_probes[2]; // packed reflection probes
|
|
uint32_t omni_lights[2]; // packed omni lights
|
|
uint32_t spot_lights[2]; // packed spot lights
|
|
uint32_t decals[2]; // packed spot lights
|
|
};
|
|
|
|
// PushConstant push_constant; // we populate this from our instance data
|
|
|
|
//used during rendering
|
|
uint32_t layer_mask = 1;
|
|
RID transforms_uniform_set;
|
|
float depth = 0;
|
|
bool mirror = false;
|
|
Transform transform;
|
|
bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform
|
|
bool non_uniform_scale = false;
|
|
AABB transformed_aabb; //needed for LOD
|
|
float lod_bias = 0.0;
|
|
float lod_model_scale = 1.0;
|
|
int32_t shader_parameters_offset = -1;
|
|
uint32_t instance_count = 0;
|
|
uint32_t trail_steps = 1;
|
|
RID mesh_instance;
|
|
|
|
// lightmap
|
|
uint32_t gi_offset_cache = 0; // !BAS! Should rename this to lightmap_offset_cache, in forward clustered this was shared between gi and lightmap
|
|
uint32_t lightmap_slice_index;
|
|
Rect2 lightmap_uv_scale;
|
|
RID lightmap_instance;
|
|
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
|
|
|
|
// culled light info
|
|
uint32_t reflection_probe_count;
|
|
RID reflection_probes[MAX_RDL_CULL];
|
|
uint32_t omni_light_count;
|
|
RID omni_lights[MAX_RDL_CULL];
|
|
uint32_t spot_light_count;
|
|
RID spot_lights[MAX_RDL_CULL];
|
|
uint32_t decals_count;
|
|
RID decals[MAX_RDL_CULL];
|
|
|
|
GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
|
|
|
|
// do we use this?
|
|
SelfList<GeometryInstanceForwardMobile> dirty_list_element;
|
|
|
|
struct Data {
|
|
//data used less often goes into regular heap
|
|
RID base;
|
|
RS::InstanceType base_type;
|
|
|
|
RID skeleton;
|
|
Vector<RID> surface_materials;
|
|
RID material_override;
|
|
AABB aabb;
|
|
|
|
bool use_baked_light = false;
|
|
bool cast_double_sided_shadows = false;
|
|
// bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct
|
|
|
|
bool dirty_dependencies = false;
|
|
|
|
RendererStorage::DependencyTracker dependency_tracker;
|
|
};
|
|
|
|
Data *data = nullptr;
|
|
|
|
GeometryInstanceForwardMobile() :
|
|
dirty_list_element(this) {}
|
|
};
|
|
|
|
public:
|
|
static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
|
|
static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
|
|
|
|
SelfList<GeometryInstanceForwardMobile>::List geometry_instance_dirty_list;
|
|
|
|
PagedAllocator<GeometryInstanceForwardMobile> geometry_instance_alloc;
|
|
PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
|
|
PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
|
|
|
|
void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
|
|
void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
|
|
void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
|
|
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
|
|
void _update_dirty_geometry_instances();
|
|
|
|
virtual GeometryInstance *geometry_instance_create(RID p_base);
|
|
virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
|
|
virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
|
|
virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
|
|
virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
|
|
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
|
|
virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
|
|
virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
|
|
virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
|
|
virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
|
|
virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
|
|
virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
|
|
virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
|
|
virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
|
|
|
|
virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
|
|
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
|
|
|
|
virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
|
|
|
|
virtual uint32_t geometry_instance_get_pair_mask();
|
|
virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
|
|
virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
|
|
virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
|
|
virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
|
|
|
|
virtual bool free(RID p_rid);
|
|
|
|
virtual bool is_dynamic_gi_supported() const;
|
|
virtual bool is_clustered_enabled() const;
|
|
virtual bool is_volumetric_supported() const;
|
|
virtual uint32_t get_max_elements() const;
|
|
|
|
RenderForwardMobile(RendererStorageRD *p_storage);
|
|
~RenderForwardMobile();
|
|
};
|
|
} // namespace RendererSceneRenderImplementation
|
|
#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
|