diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 00966ca0970..b123e17576e 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1356,10 +1356,6 @@
[b]FIXME:[/b] No longer valid after DisplayServer split:
In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time.
-
-
-
-
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
diff --git a/servers/rendering/renderer_rd/SCsub b/servers/rendering/renderer_rd/SCsub
index 9c95f538ac9..64e613ab91f 100644
--- a/servers/rendering/renderer_rd/SCsub
+++ b/servers/rendering/renderer_rd/SCsub
@@ -5,4 +5,5 @@ Import("env")
env.add_source_files(env.servers_sources, "*.cpp")
SConscript("forward_clustered/SCsub")
+SConscript("forward_mobile/SCsub")
SConscript("shaders/SCsub")
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 89e88f23b3e..ff57aa94ce3 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -284,8 +284,6 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
fb.push_back(rb->normal_roughness_buffer_msaa);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
}
-
- _render_buffers_clear_uniform_set(rb);
}
RendererSceneRenderRD::RenderBufferData *RenderForwardClustered::_create_render_buffer_data() {
@@ -2305,15 +2303,6 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
return sdfgi_pass_uniform_set;
}
-void RenderForwardClustered::_render_buffers_clear_uniform_set(RenderBufferDataForwardClustered *rb) {
-}
-
-void RenderForwardClustered::_render_buffers_uniform_set_changed(RID p_render_buffers) {
- RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
-
- _render_buffers_clear_uniform_set(rb);
-}
-
RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 05de10ae289..4b998a9e760 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -118,8 +118,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
virtual void _base_uniforms_changed();
- void _render_buffers_clear_uniform_set(RenderBufferDataForwardClustered *rb);
- virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
void _update_render_base_uniform_set();
@@ -202,6 +200,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
};
struct SceneState {
+ // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index df2931126b3..f7ed0205afd 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -146,12 +146,17 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ Map::Element * el = gen_code.code.front();
+ while (el) {
+ print_line("\n**code " + el->key() + ":\n" + el->value());
+
+ el = el->next();
+ }
+
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);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]);
#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));
@@ -566,18 +571,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
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);
diff --git a/servers/rendering/renderer_rd/forward_mobile/SCsub b/servers/rendering/renderer_rd/forward_mobile/SCsub
new file mode 100644
index 00000000000..86681f9c74d
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.servers_sources, "*.cpp")
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
new file mode 100644
index 00000000000..b2aaa504217
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -0,0 +1,2163 @@
+/*************************************************************************/
+/* render_forward_mobile.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 "render_forward_mobile.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/rendering_server_default.h"
+
+using namespace RendererSceneRenderImplementation;
+
+/* Render buffer */
+
+void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
+ if (color_msaa.is_valid()) {
+ RD::get_singleton()->free(color_msaa);
+ color_msaa = RID();
+ }
+
+ if (depth_msaa.is_valid()) {
+ RD::get_singleton()->free(depth_msaa);
+ depth_msaa = RID();
+ }
+
+ color = RID();
+ depth = RID();
+ color_fb = RID();
+}
+
+void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
+ clear();
+
+ msaa = p_msaa;
+
+ width = p_width;
+ height = p_height;
+
+ color = p_color_buffer;
+ depth = p_depth_buffer;
+
+ // re-introduce setting up msaa? For now we ignore this...
+
+ if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
+ Vector fb;
+ fb.push_back(p_color_buffer);
+ fb.push_back(depth);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ } else {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = p_width;
+ tf.height = p_height;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ RD::TEXTURE_SAMPLES_1,
+ RD::TEXTURE_SAMPLES_2,
+ RD::TEXTURE_SAMPLES_4,
+ RD::TEXTURE_SAMPLES_8,
+ RD::TEXTURE_SAMPLES_16
+ };
+
+ texture_samples = ts[p_msaa];
+ tf.samples = texture_samples;
+
+ color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ {
+ Vector fb;
+ fb.push_back(color_msaa);
+ fb.push_back(depth_msaa);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ }
+}
+
+RenderForwardMobile::RenderBufferDataForwardMobile::~RenderBufferDataForwardMobile() {
+ clear();
+}
+
+RendererSceneRenderRD::RenderBufferData *RenderForwardMobile::_create_render_buffer_data() {
+ return memnew(RenderBufferDataForwardMobile);
+}
+
+bool RenderForwardMobile::free(RID p_rid) {
+ if (RendererSceneRenderRD::free(p_rid)) {
+ return true;
+ }
+ return false;
+}
+
+/* Render functions */
+
+RID RenderForwardMobile::_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 &p_lightmaps, bool p_use_directional_shadow_atlas, int p_index) {
+ //there should always be enough uniform buffers for render passes, otherwise bugs
+ ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
+
+ RenderBufferDataForwardMobile *rb = nullptr;
+ if (p_render_buffers.is_valid()) {
+ rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers);
+ }
+
+ // default render buffer and scene state uniform set
+ // loaded into set 1
+
+ Vector uniforms;
+
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(scene_state.uniform_buffers[p_index]);
+ uniforms.push_back(u);
+ }
+
+ {
+ RID radiance_texture;
+ if (p_radiance_texture.is_valid()) {
+ radiance_texture = p_radiance_texture;
+ } else {
+ radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ }
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (ref_texture.is_valid()) {
+ u.ids.push_back(ref_texture);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
+ }
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture;
+ if (p_shadow_atlas.is_valid()) {
+ texture = shadow_atlas_get_texture(p_shadow_atlas);
+ }
+ if (!texture.is_valid()) {
+ texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ }
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
+ u.ids.push_back(directional_shadow_get_texture());
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+
+ /* we have limited ability to keep textures like this so we're moving this to a set we change before drawing geometry and just pushing the needed texture in */
+ {
+ RD::Uniform u;
+ u.binding = 6;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(scene_state.max_lightmaps);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
+ if (i < p_lightmaps.size()) {
+ RID base = lightmap_instance_get_lightmap(p_lightmaps[i]);
+ RID texture = storage->lightmap_get_texture(base);
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+ u.ids.write[i] = rd_texture;
+ } else {
+ u.ids.write[i] = default_tex;
+ }
+ }
+
+ uniforms.push_back(u);
+ }
+
+ /*
+ {
+ RD::Uniform u;
+ u.binding = 7;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(MAX_GI_PROBES);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ for (int i = 0; i < MAX_GI_PROBES; i++) {
+ if (i < (int)p_gi_probes.size()) {
+ RID tex = gi.gi_probe_instance_get_texture(p_gi_probes[i]);
+ if (!tex.is_valid()) {
+ tex = default_tex;
+ }
+ u.ids.write[i] = tex;
+ } else {
+ u.ids.write[i] = default_tex;
+ }
+ }
+
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
+ u.ids.push_back(cb);
+ uniforms.push_back(u);
+ }
+ */
+
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
+ RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ if (p_index >= (int)render_pass_uniform_sets.size()) {
+ render_pass_uniform_sets.resize(p_index + 1);
+ }
+
+ if (render_pass_uniform_sets[p_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[p_index])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[p_index]);
+ }
+
+ render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET);
+ return render_pass_uniform_sets[p_index];
+}
+
+void RenderForwardMobile::_setup_lightmaps(const PagedArray &p_lightmaps, const Transform &p_cam_transform) {
+ // This probably needs to change...
+ scene_state.lightmaps_used = 0;
+ for (int i = 0; i < (int)p_lightmaps.size(); i++) {
+ if (i >= (int)scene_state.max_lightmaps) {
+ break;
+ }
+
+ RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]);
+
+ Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
+ to_lm = to_lm.inverse().transposed(); //will transform normals
+ RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ scene_state.lightmap_ids[i] = p_lightmaps[i];
+ scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
+
+ scene_state.lightmaps_used++;
+ }
+ if (scene_state.lightmaps_used > 0) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, RD::BARRIER_MASK_RASTER);
+ }
+}
+
+void RenderForwardMobile::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray &p_instances, const PagedArray &p_gi_probes, const PagedArray &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) {
+ // These are UNUSED here and will not have data parsed from RendererSceneRenderRD:
+ // - p_gi_probes
+ // - p_cluster_buffer
+ // - p_cluster_size
+ // - p_cluster_max_elements
+
+ RenderBufferDataForwardMobile *render_buffer = nullptr;
+ if (p_render_buffer.is_valid()) {
+ render_buffer = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffer);
+ }
+ RendererSceneEnvironmentRD *env = get_environment(p_environment);
+
+ RENDER_TIMESTAMP("Setup 3D Scene");
+
+ float lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
+ Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ p_screen_lod_threshold = 0.0;
+ }
+
+ Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
+ scene_state.ubo.viewport_size[0] = vp_he.x;
+ scene_state.ubo.viewport_size[1] = vp_he.y;
+ scene_state.ubo.directional_light_count = 0;
+
+ Size2i screen_size;
+ RID opaque_framebuffer;
+ RID alpha_framebuffer;
+ bool reverse_cull = false;
+
+ // I don't think we support either of these in our mobile renderer so probably should phase them out
+ bool using_ssr = false;
+ bool using_sss = false;
+
+ if (render_buffer) {
+ // setup rendering to render buffer
+ screen_size.x = render_buffer->width;
+ screen_size.y = render_buffer->height;
+
+ opaque_framebuffer = render_buffer->color_fb;
+ alpha_framebuffer = opaque_framebuffer;
+ } else if (p_reflection_probe.is_valid()) {
+ uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
+ screen_size.x = resolution;
+ screen_size.y = resolution;
+
+ opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
+ alpha_framebuffer = opaque_framebuffer;
+
+ if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
+ p_environment = RID(); //no environment on interiors
+ }
+
+ reverse_cull = true;
+ } else {
+ ERR_FAIL(); //bug?
+ }
+
+ RD::get_singleton()->draw_command_begin_label("Render Setup");
+
+ _setup_lightmaps(p_lightmaps, p_cam_transform);
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+
+ _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
+
+ _fill_render_list(RENDER_LIST_OPAQUE, p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ render_list[RENDER_LIST_OPAQUE].sort_by_key();
+ render_list[RENDER_LIST_ALPHA].sort_by_depth();
+
+ // we no longer use this...
+ _fill_instance_data(RENDER_LIST_OPAQUE);
+ _fill_instance_data(RENDER_LIST_ALPHA);
+
+ RD::get_singleton()->draw_command_end_label();
+
+ // note, no depth prepass here!
+
+ // setup environment
+ RID radiance_texture;
+ bool draw_sky = false;
+ bool draw_sky_fog_only = false;
+
+ Color clear_color = p_default_bg_color;
+ bool keep_color = false;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
+ } else if (is_environment(p_environment)) {
+ RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
+ float bg_energy = environment_get_bg_energy(p_environment);
+ switch (bg_mode) {
+ case RS::ENV_BG_CLEAR_COLOR: {
+ clear_color = p_default_bg_color;
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ /*
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
+ */
+ } break;
+ case RS::ENV_BG_COLOR: {
+ clear_color = environment_get_bg_color(p_environment);
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ /*
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
+ */
+ } break;
+ case RS::ENV_BG_SKY: {
+ draw_sky = true;
+ } break;
+ case RS::ENV_BG_CANVAS: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_KEEP: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_CAMERA_FEED: {
+ } break;
+ default: {
+ }
+ }
+ // setup sky if used for ambient, reflections, or background
+ if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ RENDER_TIMESTAMP("Setup Sky");
+ RD::get_singleton()->draw_command_begin_label("Setup Sky");
+ CameraMatrix projection = p_cam_projection;
+ if (p_reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_cam_projection;
+ }
+
+ sky.setup(env, p_render_buffer, projection, p_cam_transform, screen_size, this);
+
+ RID sky_rid = env->sky;
+ if (sky_rid.is_valid()) {
+ sky.update(env, projection, p_cam_transform, time);
+ radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
+ } else {
+ // do not try to draw sky if invalid
+ draw_sky = false;
+ }
+ RD::get_singleton()->draw_command_end_label();
+ }
+ } else {
+ clear_color = p_default_bg_color;
+ }
+
+ // opaque pass
+
+ // !BAS! Look into this, seems most of the code in here related to clustered only, may want to move this code into ForwardClustered/RenderForwardMobile before calling it from here
+ // does trigger shadow map rendering so kinda important
+ _pre_opaque_render(false, false, RID(), RID());
+
+ RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
+
+ scene_state.ubo.directional_light_count = _get_render_state_directional_light_count();
+
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
+
+ RENDER_TIMESTAMP("Render Opaque Pass");
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_lightmaps, true);
+
+ bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
+
+ {
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
+
+ // regular forward for now
+ Vector c;
+ c.push_back(clear_color.to_linear());
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ if (draw_sky || draw_sky_fog_only) {
+ RENDER_TIMESTAMP("Render Sky");
+
+ CameraMatrix projection = p_cam_projection;
+ if (p_reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_cam_projection;
+ }
+ RD::get_singleton()->draw_command_begin_label("Draw Sky");
+ sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, projection, p_cam_transform, time);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ /*
+ if (using_separate_specular) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
+ }
+ */
+ }
+
+ if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
+ }
+
+ // transparent pass
+ RENDER_TIMESTAMP("Render Transparent Pass");
+
+ RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
+
+ rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_lightmaps, true);
+
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->draw_command_begin_label("Resolve");
+
+ if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+/* these are being called from RendererSceneRenderRD::_pre_opaque_render */
+
+void RenderForwardMobile::_render_shadow_begin() {
+ scene_state.shadow_passes.clear();
+ RD::get_singleton()->draw_command_begin_label("Shadow Setup");
+ _update_render_base_uniform_set();
+
+ render_list[RENDER_LIST_SECONDARY].clear();
+}
+
+void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray &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, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
+ uint32_t shadow_pass_index = scene_state.shadow_passes.size();
+
+ SceneState::ShadowPass shadow_pass;
+
+ scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+
+ _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), !p_flip_y, Color(), 0, p_zfar, false, p_use_pancake, shadow_pass_index);
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ p_screen_lod_threshold = 0.0;
+ }
+
+ PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
+
+ uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size();
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_projection, p_transform, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, true);
+ uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
+ render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
+ _fill_instance_data(RENDER_LIST_SECONDARY, render_list_from, render_list_size, false);
+
+ {
+ //regular forward for now
+ bool flip_cull = p_use_dp_flip;
+ if (p_flip_y) {
+ flip_cull = !flip_cull;
+ }
+
+ shadow_pass.element_from = render_list_from;
+ shadow_pass.element_count = render_list_size;
+ shadow_pass.flip_cull = flip_cull;
+ shadow_pass.pass_mode = pass_mode;
+
+ shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
+ shadow_pass.camera_plane = p_camera_plane;
+ shadow_pass.screen_lod_threshold = p_screen_lod_threshold;
+ shadow_pass.lod_distance_multiplier = p_lod_distance_multiplier;
+
+ shadow_pass.framebuffer = p_framebuffer;
+ shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE);
+ shadow_pass.final_depth_action = p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE;
+ shadow_pass.rect = p_rect;
+
+ scene_state.shadow_passes.push_back(shadow_pass);
+ }
+}
+
+void RenderForwardMobile::_render_shadow_process() {
+ //render shadows one after the other, so this can be done un-barriered and the driver can optimize (as well as allow us to run compute at the same time)
+
+ for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
+ //render passes need to be configured after instance buffer is done, since they need the latest version
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), PagedArray(), false, i);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
+ RD::get_singleton()->draw_command_begin_label("Shadow Render");
+
+ for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector(), 1.0, 0, shadow_pass.rect);
+ }
+
+ if (p_barrier != RD::BARRIER_MASK_NO_BARRIER) {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, p_barrier);
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+/* */
+
+void RenderForwardMobile::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ RENDER_TIMESTAMP("Setup Rendering Material");
+
+ RD::get_singleton()->draw_command_begin_label("Render Material");
+
+ _update_render_base_uniform_set();
+
+ scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.material_uv2_mode = false;
+
+ _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
+
+ PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), PagedArray());
+
+ RENDER_TIMESTAMP("Render Material");
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set);
+ //regular forward for now
+ Vector clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_uv2(const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ RENDER_TIMESTAMP("Setup Rendering UV2");
+
+ RD::get_singleton()->draw_command_begin_label("Render UV2");
+
+ _update_render_base_uniform_set();
+
+ scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.material_uv2_mode = true;
+
+ _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
+
+ PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform());
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), PagedArray());
+
+ RENDER_TIMESTAMP("Render Material");
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true);
+ //regular forward for now
+ Vector clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
+
+ const int uv_offset_count = 9;
+ static const Vector2 uv_offsets[uv_offset_count] = {
+ Vector2(-1, 1),
+ Vector2(1, 1),
+ Vector2(1, -1),
+ Vector2(-1, -1),
+ Vector2(-1, 0),
+ Vector2(1, 0),
+ Vector2(0, -1),
+ Vector2(0, 1),
+ Vector2(0, 0),
+
+ };
+
+ for (int i = 0; i < uv_offset_count; i++) {
+ Vector2 ofs = uv_offsets[i];
+ ofs.x /= p_region.size.width;
+ ofs.y /= p_region.size.height;
+ render_list_params.uv_offset = ofs;
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
+ }
+ render_list_params.uv_offset = Vector2();
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
+
+ RD::get_singleton()->draw_list_end();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+ // we don't do GI in low end..
+}
+
+void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray &p_instances) {
+ RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+
+ RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
+
+ _update_render_base_uniform_set();
+ scene_state.ubo.dual_paraboloid_side = 0;
+
+ _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
+
+ PassMode pass_mode = PASS_MODE_SHADOW;
+
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), PagedArray());
+
+ RENDER_TIMESTAMP("Render Collider Heightfield");
+
+ {
+ //regular forward for now
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, rp_uniform_set);
+ _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_base_uniforms_changed() {
+ if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
+ RD::get_singleton()->free(render_base_uniform_set);
+ }
+ render_base_uniform_set = RID();
+}
+
+void RenderForwardMobile::_update_render_base_uniform_set() {
+ if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
+ if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
+ RD::get_singleton()->free(render_base_uniform_set);
+ }
+
+ // This is all loaded into set 0
+
+ lightmap_texture_array_version = storage->lightmap_array_get_version();
+
+ Vector uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(scene_shader.shadow_sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_omni_light_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_spot_light_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_reflection_probe_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 6;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(get_directional_light_buffer());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 7;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(scene_state.lightmap_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(scene_state.lightmap_capture_buffer);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID decal_atlas = storage->decal_atlas_get_texture();
+ u.ids.push_back(decal_atlas);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID decal_atlas = storage->decal_atlas_get_texture_srgb();
+ u.ids.push_back(decal_atlas);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_decal_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 12;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
+ }
+}
+
+RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers) {
+ // RenderBufferDataForwardMobile *rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers);
+
+ // We don't have this. This is for debugging
+ // return rb->normal_roughness_buffer;
+ return RID();
+}
+
+void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const PagedArray &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_append) {
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ scene_state.used_sss = false;
+ scene_state.used_screen_texture = false;
+ scene_state.used_normal_texture = false;
+ scene_state.used_depth_texture = false;
+ }
+ uint32_t lightmap_captures_used = 0;
+
+ Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ near_plane.d += p_cam_projection.get_z_near();
+ float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
+
+ RenderList *rl = &render_list[p_render_list];
+
+ // Parse any updates on our geometry, updates surface caches and such
+ _update_dirty_geometry_instances();
+
+ if (!p_append) {
+ rl->clear();
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
+ }
+ }
+
+ //fill list
+
+ for (int i = 0; i < (int)p_instances.size(); i++) {
+ GeometryInstanceForwardMobile *inst = static_cast(p_instances[i]);
+
+ Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
+ inst->depth = near_plane.distance_to(support_min);
+ uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
+
+ uint32_t flags = inst->base_flags; //fill flags if appropriate
+
+ bool uses_lightmap = false;
+ // bool uses_gi = false;
+
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ if (inst->lightmap_instance.is_valid()) {
+ int32_t lightmap_cull_index = -1;
+ for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
+ if (scene_state.lightmap_ids[j] == inst->lightmap_instance) {
+ lightmap_cull_index = j;
+ break;
+ }
+ }
+ if (lightmap_cull_index >= 0) {
+ inst->gi_offset_cache = inst->lightmap_slice_index << 16;
+ inst->gi_offset_cache |= lightmap_cull_index;
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
+ if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
+ flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
+ }
+ uses_lightmap = true;
+ } else {
+ inst->gi_offset_cache = 0xFFFFFFFF;
+ }
+
+ } else if (inst->lightmap_sh) {
+ if (lightmap_captures_used < scene_state.max_lightmap_captures) {
+ const Color *src_capture = inst->lightmap_sh->sh;
+ LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
+ for (int j = 0; j < 9; j++) {
+ lcd.sh[j * 4 + 0] = src_capture[j].r;
+ lcd.sh[j * 4 + 1] = src_capture[j].g;
+ lcd.sh[j * 4 + 2] = src_capture[j].b;
+ lcd.sh[j * 4 + 3] = src_capture[j].a;
+ }
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
+ inst->gi_offset_cache = lightmap_captures_used;
+ lightmap_captures_used++;
+ uses_lightmap = true;
+ }
+ }
+ }
+ inst->flags_cache = flags;
+
+ GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
+
+ while (surf) {
+ surf->sort.uses_lightmap = 0;
+
+ // LOD
+
+ if (p_screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ //lod
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_lod_plane.normal);
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(p_lod_plane.normal);
+
+ float distance_min = p_lod_plane.distance_to(lod_support_min);
+ float distance_max = p_lod_plane.distance_to(lod_support_max);
+
+ float distance = 0.0;
+
+ if (distance_min * distance_max < 0.0) {
+ //crossing plane
+ distance = 0.0;
+ } else if (distance_min >= 0.0) {
+ distance = distance_min;
+ } else if (distance_max <= 0.0) {
+ distance = -distance_max;
+ }
+
+ surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_lod_distance_multiplier, p_screen_lod_threshold);
+ } else {
+ surf->lod_index = 0;
+ }
+
+ // ADD Element
+ if (p_pass_mode == PASS_MODE_COLOR) {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ rl->add_element(surf);
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ render_list[RENDER_LIST_ALPHA].add_element(surf);
+ // if (uses_gi) {
+ // surf->sort.uses_forward_gi = 1;
+ // }
+ }
+
+ if (uses_lightmap) {
+ surf->sort.uses_lightmap = 1; // This needs to become our lightmap index but we'll do that in a separate PR.
+ }
+
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) {
+ scene_state.used_sss = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) {
+ scene_state.used_screen_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) {
+ scene_state.used_normal_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) {
+ scene_state.used_depth_texture = true;
+ }
+
+ } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
+ rl->add_element(surf);
+ }
+ } else {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ rl->add_element(surf);
+ }
+ }
+
+ surf->sort.depth_layer = depth_layer;
+
+ surf = surf->next;
+ }
+ }
+}
+
+void RenderForwardMobile::_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, bool p_pancake_shadows, int p_index) {
+ //!BAS! need to go through this and find out what we don't need anymore
+
+ // This populates our UBO with main scene data that is pushed into set 1
+
+ //CameraMatrix projection = p_cam_projection;
+ //projection.flip_y(); // Vulkan and modern APIs use Y-Down
+ CameraMatrix correction;
+ correction.set_depth_correction(p_flip_y);
+ CameraMatrix projection = correction * p_cam_projection;
+
+ //store camera into ubo
+ RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
+ RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
+ RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+
+ scene_state.ubo.z_far = p_zfar;
+ scene_state.ubo.z_near = p_znear;
+
+ scene_state.ubo.pancake_shadows = p_pancake_shadows;
+
+ RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
+ RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
+ RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
+ RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
+
+ scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
+ scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
+ scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
+ scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
+
+ Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
+ scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
+ scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
+
+ /*
+ scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_cluster_size);
+ scene_state.ubo.max_cluster_element_count_div_32 = p_max_cluster_elements / 32;
+ {
+ uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_cluster_size + 1;
+ uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_cluster_size + 1;
+ scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32);
+ scene_state.ubo.cluster_width = cluster_screen_width;
+ }
+ */
+
+ if (p_shadow_atlas.is_valid()) {
+ Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
+ scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
+ scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
+ }
+ {
+ Vector2 dss = directional_shadow_get_size();
+ scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
+ scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
+ }
+
+ //time global variables
+ scene_state.ubo.time = time;
+
+ /*
+ scene_state.ubo.gi_upscale_for_msaa = false;
+ scene_state.ubo.volumetric_fog_enabled = false;
+ scene_state.ubo.fog_enabled = false;
+
+ if (p_render_buffers.is_valid()) {
+ RenderBufferDataForwardMobile *render_buffers = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers);
+ if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ scene_state.ubo.gi_upscale_for_msaa = true;
+ }
+
+ if (render_buffers_has_volumetric_fog(p_render_buffers)) {
+ scene_state.ubo.volumetric_fog_enabled = true;
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0;
+ }
+
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0;
+ }
+ }
+ }
+
+ */
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ scene_state.ubo.use_ambient_light = true;
+ scene_state.ubo.ambient_light_color_energy[0] = 1;
+ scene_state.ubo.ambient_light_color_energy[1] = 1;
+ scene_state.ubo.ambient_light_color_energy[2] = 1;
+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
+ scene_state.ubo.use_ambient_cubemap = false;
+ scene_state.ubo.use_reflection_cubemap = false;
+ scene_state.ubo.ssao_enabled = false;
+
+ } else if (is_environment(p_environment)) {
+ RS::EnvironmentBG env_bg = environment_get_background(p_environment);
+ RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
+
+ float bg_energy = environment_get_bg_energy(p_environment);
+ scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
+
+ scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
+
+ //ambient
+ if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
+ Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
+ color = color.to_linear();
+
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
+ scene_state.ubo.use_ambient_light = true;
+ scene_state.ubo.use_ambient_cubemap = false;
+ } else {
+ float energy = environment_get_ambient_light_energy(p_environment);
+ Color color = environment_get_ambient_light_color(p_environment);
+ color = color.to_linear();
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
+
+ Basis sky_transform = environment_get_sky_orientation(p_environment);
+ sky_transform = sky_transform.inverse() * p_cam_transform.basis;
+ RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+
+ scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
+ scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
+ }
+
+ //specular
+ RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
+ if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
+ scene_state.ubo.use_reflection_cubemap = true;
+ } else {
+ scene_state.ubo.use_reflection_cubemap = false;
+ }
+
+ scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
+ scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
+ scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
+
+ Color ao_color = environment_get_ao_color(p_environment).to_linear();
+ scene_state.ubo.ao_color[0] = ao_color.r;
+ scene_state.ubo.ao_color[1] = ao_color.g;
+ scene_state.ubo.ao_color[2] = ao_color.b;
+ scene_state.ubo.ao_color[3] = ao_color.a;
+
+ scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
+ scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
+ scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
+ scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
+ if (scene_state.ubo.fog_height_density >= 0.0001) {
+ scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
+ }
+ scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
+
+ Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
+ float fog_energy = environment_get_fog_light_energy(p_environment);
+
+ scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+
+ scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
+
+ } else {
+ if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
+ scene_state.ubo.use_ambient_light = false;
+ } else {
+ scene_state.ubo.use_ambient_light = true;
+ Color clear_color = p_default_bg_color;
+ clear_color = clear_color.to_linear();
+ scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
+ scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
+ scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
+ }
+
+ scene_state.ubo.use_ambient_cubemap = false;
+ scene_state.ubo.use_reflection_cubemap = false;
+ scene_state.ubo.ssao_enabled = false;
+ }
+
+ scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
+ scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
+ scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
+
+ if (p_index >= (int)scene_state.uniform_buffers.size()) {
+ uint32_t from = scene_state.uniform_buffers.size();
+ scene_state.uniform_buffers.resize(p_index + 1);
+ render_pass_uniform_sets.resize(p_index + 1);
+ for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) {
+ scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
+ }
+ }
+ RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
+}
+
+void RenderForwardMobile::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
+ // !BAS! Rename this to make clear this is not the same as with the forward renderer and remove p_update_buffer?
+
+ RenderList *rl = &render_list[p_render_list];
+ uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
+
+ rl->element_info.resize(p_offset + element_total);
+
+ uint32_t repeats = 0;
+ GeometryInstanceSurfaceDataCache *prev_surface = nullptr;
+ for (uint32_t i = 0; i < element_total; i++) {
+ GeometryInstanceSurfaceDataCache *surface = rl->elements[i + p_offset];
+ GeometryInstanceForwardMobile *inst = surface->owner;
+
+ bool cant_repeat = inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
+
+ if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2) {
+ //this element is the same as the previous one, count repeats to draw it using instancing
+ repeats++;
+ } else {
+ if (repeats > 0) {
+ for (uint32_t j = 1; j <= repeats; j++) {
+ rl->element_info[p_offset + i - j].repeat = j;
+ }
+ }
+ repeats = 1;
+ }
+
+ RenderElementInfo &element_info = rl->element_info[p_offset + i];
+
+ element_info.lod_index = surface->lod_index;
+ element_info.uses_lightmap = surface->sort.uses_lightmap;
+
+ if (cant_repeat) {
+ prev_surface = nullptr;
+ } else {
+ prev_surface = surface;
+ }
+ }
+
+ if (repeats > 0) {
+ for (uint32_t j = 1; j <= repeats; j++) {
+ rl->element_info[p_offset + element_total - j].repeat = j;
+ }
+ }
+}
+
+/// RENDERING ///
+
+void RenderForwardMobile::_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) {
+ //use template for faster performance (pass mode comparisons are inlined)
+
+ switch (p_params->pass_mode) {
+ case PASS_MODE_COLOR: {
+ _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW: {
+ _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ _render_list_template(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ }
+}
+
+void RenderForwardMobile::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
+ uint32_t render_total = p_params->element_count;
+ uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t render_from = p_thread * render_total / total_threads;
+ uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
+ _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
+}
+
+void RenderForwardMobile::_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 &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector &p_storage_textures) {
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
+ p_params->framebuffer_format = fb_format;
+
+ if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, p_params);
+ RD::get_singleton()->draw_list_end(p_params->barrier);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ _render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
+ RD::get_singleton()->draw_list_end(p_params->barrier);
+ }
+}
+
+template
+void RenderForwardMobile::_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) {
+ RD::DrawListID draw_list = p_draw_list;
+ RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
+
+ //global scope bindings
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, scene_shader.default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
+
+ RID prev_material_uniform_set;
+
+ RID prev_vertex_array_rd;
+ RID prev_index_array_rd;
+ RID prev_pipeline_rd;
+ RID prev_xforms_uniform_set;
+
+ bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
+
+ for (uint32_t i = p_from_element; i < p_to_element; i++) {
+ const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
+ const RenderElementInfo &element_info = p_params->element_info[i];
+ const GeometryInstanceForwardMobile *inst = surf->owner;
+
+ // GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant;
+ GeometryInstanceForwardMobile::PushConstant push_constant;
+
+ if (inst->store_transform_cache) {
+ RendererStorageRD::store_transform(inst->transform, push_constant.transform);
+ } else {
+ RendererStorageRD::store_transform(Transform(), push_constant.transform);
+ }
+
+ push_constant.flags = inst->flags_cache;
+ push_constant.gi_offset = inst->gi_offset_cache;
+ push_constant.layer_mask = inst->layer_mask;
+ push_constant.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
+
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ // abuse lightmap_uv_scale[0] here, should not be needed here
+ push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
+ push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
+ } else {
+ push_constant.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
+ push_constant.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
+ push_constant.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
+ push_constant.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
+ };
+
+ _fill_instance_indices(inst->omni_lights, inst->omni_light_count, push_constant.omni_lights, inst->spot_lights, inst->spot_light_count, push_constant.spot_lights, inst->reflection_probes, inst->reflection_probe_count, push_constant.reflection_probes, inst->decals, inst->decals_count, push_constant.decals, push_constant.layer_mask);
+
+ RID material_uniform_set;
+ SceneShaderForwardMobile::ShaderData *shader;
+ void *mesh_surface;
+
+ if (shadow_pass) {
+ material_uniform_set = surf->material_uniform_set_shadow;
+ shader = surf->shader_shadow;
+ mesh_surface = surf->surface_shadow;
+
+ } else {
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+ mesh_surface = surf->surface;
+ }
+
+ if (!mesh_surface) {
+ continue;
+ }
+
+ //find cull variant
+ SceneShaderForwardMobile::ShaderData::CullVariant cull_variant;
+
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
+ cull_variant = SceneShaderForwardMobile::ShaderData::CULL_VARIANT_DOUBLE_SIDED;
+ } else {
+ bool mirror = surf->owner->mirror;
+ if (p_params->reverse_cull) {
+ mirror = !mirror;
+ }
+ cull_variant = mirror ? SceneShaderForwardMobile::ShaderData::CULL_VARIANT_REVERSED : SceneShaderForwardMobile::ShaderData::CULL_VARIANT_NORMAL;
+ }
+
+ RS::PrimitiveType primitive = surf->primitive;
+ RID xforms_uniform_set = surf->owner->transforms_uniform_set;
+
+ SceneShaderForwardMobile::ShaderVersion shader_version = SceneShaderForwardMobile::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
+
+ switch (p_params->pass_mode) {
+ case PASS_MODE_COLOR:
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ if (element_info.uses_lightmap) {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ } else {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_COLOR_PASS;
+ }
+ } break;
+ case PASS_MODE_SHADOW: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_SHADOW_PASS;
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_DEPTH_PASS_DP;
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
+ } break;
+ }
+
+ PipelineCacheRD *pipeline = nullptr;
+
+ pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
+
+ RD::VertexFormatID vertex_format = -1;
+ RID vertex_array_rd;
+ RID index_array_rd;
+
+ //skeleton and blend shape
+ if (surf->owner->mesh_instance.is_valid()) {
+ storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ } else {
+ storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ }
+
+ index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
+
+ if (prev_vertex_array_rd != vertex_array_rd) {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
+ prev_vertex_array_rd = vertex_array_rd;
+ }
+
+ if (prev_index_array_rd != index_array_rd) {
+ if (index_array_rd.is_valid()) {
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
+ }
+ prev_index_array_rd = index_array_rd;
+ }
+
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
+
+ if (pipeline_rd != prev_pipeline_rd) {
+ // checking with prev shader does not make so much sense, as
+ // the pipeline may still be different.
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
+ prev_pipeline_rd = pipeline_rd;
+ }
+
+ if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
+ prev_xforms_uniform_set = xforms_uniform_set;
+ }
+
+ if (material_uniform_set != prev_material_uniform_set) {
+ //update uniform set
+ if (material_uniform_set.is_valid()) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
+ }
+
+ prev_material_uniform_set = material_uniform_set;
+ }
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(GeometryInstanceForwardMobile::PushConstant));
+
+ uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat;
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS) {
+ instance_count /= surf->owner->trail_steps;
+ }
+
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
+ i += element_info.repeat - 1; //skip equal elements
+ }
+}
+
+/* Geometry instance */
+
+RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = storage->get_base_type(p_base);
+ ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
+
+ GeometryInstanceForwardMobile *ginstance = geometry_instance_alloc.alloc();
+ ginstance->data = memnew(GeometryInstanceForwardMobile::Data);
+
+ ginstance->data->base = p_base;
+ ginstance->data->base_type = type;
+
+ _geometry_instance_mark_dirty(ginstance);
+
+ return ginstance;
+}
+
+void RenderForwardMobile::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->skeleton = p_skeleton;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_override = p_override;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector &p_materials) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->surface_materials = p_materials;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->mesh_instance = p_mesh_instance;
+
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->transform = p_transform;
+ ginstance->mirror = p_transform.basis.determinant() < 0;
+ ginstance->data->aabb = p_aabb;
+ ginstance->transformed_aabb = p_transformed_aabb;
+
+ Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
+ // handle non uniform scale here
+
+ float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
+ float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+ ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
+
+ ginstance->lod_model_scale = max_scale;
+}
+
+void RenderForwardMobile::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->layer_mask = p_layer_mask;
+}
+
+void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lod_bias = p_lod_bias;
+}
+
+void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_baked_light = p_enable;
+
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
+ // !BAS! do we support this in mobile?
+ // GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ // ERR_FAIL_COND(!ginstance);
+ // ginstance->data->use_dynamic_gi = p_enable;
+ // _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lightmap_instance = p_lightmap_instance;
+ ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
+ ginstance->lightmap_slice_index = p_lightmap_slice_index;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (p_sh9) {
+ if (ginstance->lightmap_sh == nullptr) {
+ ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ }
+
+ memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ } else {
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ ginstance->lightmap_sh = nullptr;
+ }
+ }
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->shader_parameters_offset = p_offset;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->data->cast_double_sided_shadows = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+Transform RenderForwardMobile::geometry_instance_get_transform(GeometryInstance *p_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_instance);
+ ERR_FAIL_COND_V(!ginstance, Transform());
+ return ginstance->transform;
+}
+
+AABB RenderForwardMobile::geometry_instance_get_aabb(GeometryInstance *p_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_instance);
+ ERR_FAIL_COND_V(!ginstance, AABB());
+ return ginstance->data->aabb;
+}
+
+void RenderForwardMobile::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ }
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+ memdelete(ginstance->data);
+ geometry_instance_alloc.free(ginstance);
+}
+
+uint32_t RenderForwardMobile::geometry_instance_get_pair_mask() {
+ return ((1 << RS::INSTANCE_LIGHT) + (1 << RS::INSTANCE_REFLECTION_PROBE) + (1 << RS::INSTANCE_DECAL));
+}
+
+void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->omni_light_count = 0;
+ ginstance->spot_light_count = 0;
+
+ for (uint32_t i = 0; i < p_light_instance_count; i++) {
+ RS::LightType type = light_instance_get_type(p_light_instances[i]);
+ switch (type) {
+ case RS::LIGHT_OMNI: {
+ if (ginstance->omni_light_count < (uint32_t)MAX_RDL_CULL) {
+ ginstance->omni_lights[ginstance->omni_light_count] = p_light_instances[i];
+ ginstance->omni_light_count++;
+ }
+ } break;
+ case RS::LIGHT_SPOT: {
+ if (ginstance->spot_light_count < (uint32_t)MAX_RDL_CULL) {
+ ginstance->spot_lights[ginstance->spot_light_count] = p_light_instances[i];
+ ginstance->spot_light_count++;
+ }
+ } break;
+ default:
+ break;
+ }
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < ginstance->reflection_probe_count; i++) {
+ ginstance->reflection_probes[i] = p_reflection_probe_instances[i];
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < ginstance->decals_count; i++) {
+ ginstance->decals[i] = p_decal_instances[i];
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
+ // We do not have this here!
+}
+
+void RenderForwardMobile::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+ if (ginstance->dirty_list_element.in_list()) {
+ return;
+ }
+
+ //clear surface caches
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+
+ ginstance->surface_caches = nullptr;
+
+ geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+}
+
+void RenderForwardMobile::_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) {
+ bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
+ bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
+ bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+
+ uint32_t flags = 0;
+
+ if (p_material->shader_data->uses_sss) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
+ }
+
+ if (p_material->shader_data->uses_screen_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_depth_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_normal_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
+ }
+
+ if (ginstance->data->cast_double_sided_shadows) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
+ }
+
+ if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
+ //material is only meant for alpha pass
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
+ if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+ } else {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+
+ if (p_material->shader_data->uses_particle_trails) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS;
+ }
+
+ SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
+ void *surface_shadow = nullptr;
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
+ material_shadow = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+
+ RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
+
+ if (shadow_mesh.is_valid()) {
+ surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
+ }
+
+ } else {
+ material_shadow = p_material;
+ }
+
+ GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc();
+
+ sdcache->flags = flags;
+
+ sdcache->shader = p_material->shader_data;
+ sdcache->material_uniform_set = p_material->uniform_set;
+ sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
+ sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
+ sdcache->surface_index = p_surface;
+
+ if (ginstance->data->dirty_dependencies) {
+ storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ }
+
+ //shadow
+ sdcache->shader_shadow = material_shadow->shader_data;
+ sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
+
+ sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
+
+ sdcache->owner = ginstance;
+
+ sdcache->next = ginstance->surface_caches;
+ ginstance->surface_caches = sdcache;
+
+ //sortkey
+
+ sdcache->sort.sort_key1 = 0;
+ sdcache->sort.sort_key2 = 0;
+
+ sdcache->sort.surface_index = p_surface;
+ sdcache->sort.material_id_low = p_material_id & 0x0000FFFF;
+ sdcache->sort.material_id_hi = p_material_id >> 16;
+ sdcache->sort.shader_id = p_shader_id;
+ sdcache->sort.geometry_id = p_mesh.get_local_index(); //only meshes can repeat anyway
+ // sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
+ sdcache->sort.priority = p_material->priority;
+}
+
+void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+ RID m_src;
+
+ m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
+
+ SceneShaderForwardMobile::MaterialData *material = nullptr;
+
+ if (m_src.is_valid()) {
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (material) {
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+ } else {
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+ m_src = scene_shader.default_material;
+ }
+
+ ERR_FAIL_COND(!material);
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
+void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_geometry_instance);
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_begin();
+ }
+
+ //add geometry for drawing
+ switch (ginstance->data->base_type) {
+ case RS::INSTANCE_MESH: {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+ RID mesh = ginstance->data->base;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ //if no materials, no surfaces.
+ const RID *inst_materials = ginstance->data->surface_materials.ptr();
+ uint32_t surf_mat_count = ginstance->data->surface_materials.size();
+
+ for (uint32_t j = 0; j < surface_count; j++) {
+ RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
+ _geometry_instance_add_surface(ginstance, j, material, mesh);
+ }
+ }
+
+ ginstance->instance_count = 1;
+
+ } break;
+
+ case RS::INSTANCE_MULTIMESH: {
+ RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
+ if (mesh.is_valid()) {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t j = 0; j < surface_count; j++) {
+ _geometry_instance_add_surface(ginstance, j, materials[j], mesh);
+ }
+ }
+
+ ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+
+ } break;
+#if 0
+ case RS::INSTANCE_IMMEDIATE: {
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
+ ERR_CONTINUE(!immediate);
+
+ _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
+
+ } break;
+#endif
+ case RS::INSTANCE_PARTICLES: {
+ int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
+
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ if (!mesh.is_valid()) {
+ continue;
+ }
+
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t k = 0; k < surface_count; k++) {
+ _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
+ }
+ }
+ }
+
+ ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
+
+ } break;
+
+ default: {
+ }
+ }
+
+ //Fill push constant
+
+ bool store_transform = true;
+
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ }
+ if (storage->multimesh_uses_colors(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ }
+ if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ }
+
+ ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ if (false) { // 2D particles
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ }
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+
+ //for particles, stride is the trail size
+ ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT);
+
+ if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
+ store_transform = false;
+ }
+ ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
+ if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ if (ginstance->data->dirty_dependencies) {
+ storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ }
+ }
+ }
+
+ ginstance->store_transform_cache = store_transform;
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_end();
+ ginstance->data->dirty_dependencies = false;
+ }
+
+ ginstance->dirty_list_element.remove_from_list();
+}
+
+void RenderForwardMobile::_update_dirty_geometry_instances() {
+ while (geometry_instance_dirty_list.first()) {
+ _geometry_instance_update(geometry_instance_dirty_list.first()->self());
+ }
+}
+
+void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
+ case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast(singleton)->_geometry_instance_mark_dirty(static_cast(p_tracker->userdata));
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ GeometryInstanceForwardMobile *ginstance = static_cast(p_tracker->userdata);
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->instance_count = static_cast(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+ } break;
+ default: {
+ //rest of notifications of no interest
+ } break;
+ }
+}
+void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast(singleton)->_geometry_instance_mark_dirty(static_cast(p_tracker->userdata));
+}
+
+/* misc */
+
+bool RenderForwardMobile::is_dynamic_gi_supported() const {
+ return false;
+}
+
+bool RenderForwardMobile::is_clustered_enabled() const {
+ return false;
+}
+
+bool RenderForwardMobile::is_volumetric_supported() const {
+ return false;
+}
+
+uint32_t RenderForwardMobile::get_max_elements() const {
+ return 256;
+}
+
+RenderForwardMobile *RenderForwardMobile::singleton = nullptr;
+
+RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
+ RendererSceneRenderRD(p_storage) {
+ singleton = this;
+
+ String defines;
+
+ defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
+ if (is_using_radiance_cubemap_array()) {
+ defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
+ }
+ // defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
+ defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
+
+ {
+ //lightmaps
+ scene_state.max_lightmaps = 2;
+ defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
+ defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
+
+ scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
+ }
+ {
+ //captures
+ scene_state.max_lightmap_captures = 2048;
+ scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
+ scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
+ }
+ {
+ defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
+ }
+
+ scene_shader.init(p_storage, defines);
+
+ // !BAS! maybe we need a mobile version of this setting?
+ render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
+}
+
+RenderForwardMobile::~RenderForwardMobile() {
+ directional_shadow_atlas_set_size(0);
+
+ //clear base uniform set if still valid
+ for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) {
+ if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[i]);
+ }
+ }
+
+ {
+ for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
+ RD::get_singleton()->free(scene_state.uniform_buffers[i]);
+ }
+ RD::get_singleton()->free(scene_state.lightmap_buffer);
+ RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
+ memdelete_arr(scene_state.lightmap_captures);
+ }
+}
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
new file mode 100644
index 00000000000..d356d883352
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -0,0 +1,604 @@
+/*************************************************************************/
+/* render_forward_mobile.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+
+#include "core/templates/paged_allocator.h"
+#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+
+namespace RendererSceneRenderImplementation {
+
+class RenderForwardMobile : public RendererSceneRenderRD {
+ friend SceneShaderForwardMobile;
+
+protected:
+ /* Scene Shader */
+
+ enum {
+ SCENE_UNIFORM_SET = 0,
+ RENDER_PASS_UNIFORM_SET = 1,
+ TRANSFORMS_UNIFORM_SET = 2,
+ MATERIAL_UNIFORM_SET = 3
+ };
+
+ enum {
+ MAX_LIGHTMAPS = 8,
+ MAX_RDL_CULL = 8, // maximum number of reflection probes, decals or lights we can cull per geometry instance
+ INSTANCE_DATA_BUFFER_MIN_SIZE = 4096
+ };
+
+ enum RenderListType {
+ RENDER_LIST_OPAQUE, //used for opaque objects
+ RENDER_LIST_ALPHA, //used for transparent objects
+ RENDER_LIST_SECONDARY, //used for shadows and other objects
+ RENDER_LIST_MAX
+ };
+
+ /* Scene Shader */
+
+ SceneShaderForwardMobile scene_shader;
+
+ /* Render Buffer */
+
+ struct RenderBufferDataForwardMobile : public RenderBufferData {
+ RID color;
+ RID depth;
+ // RID normal_roughness_buffer;
+
+ RS::ViewportMSAA msaa;
+ RD::TextureSamples texture_samples;
+
+ RID color_msaa;
+ RID depth_msaa;
+ // RID normal_roughness_buffer_msaa;
+
+ RID color_fb;
+ int width, height;
+
+ void clear();
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
+
+ ~RenderBufferDataForwardMobile();
+ };
+
+ virtual RenderBufferData *_create_render_buffer_data();
+
+ /* Rendering */
+
+ 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,
+ };
+
+ struct GeometryInstanceForwardMobile;
+ struct GeometryInstanceSurfaceDataCache;
+ struct RenderElementInfo;
+
+ struct RenderListParameters {
+ GeometryInstanceSurfaceDataCache **elements = nullptr;
+ RenderElementInfo *element_info = nullptr;
+ int element_count = 0;
+ bool reverse_cull = false;
+ PassMode pass_mode = PASS_MODE_COLOR;
+ // bool no_gi = false;
+ RID render_pass_uniform_set;
+ bool force_wireframe = false;
+ Vector2 uv_offset;
+ Plane lod_plane;
+ float lod_distance_multiplier = 0.0;
+ float screen_lod_threshold = 0.0;
+ RD::FramebufferFormatID framebuffer_format = 0;
+ uint32_t element_offset = 0;
+ uint32_t barrier = RD::BARRIER_MASK_ALL;
+
+ 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) {
+ elements = p_elements;
+ element_info = p_element_info;
+ element_count = p_element_count;
+ reverse_cull = p_reverse_cull;
+ pass_mode = p_pass_mode;
+ // no_gi = p_no_gi;
+ render_pass_uniform_set = p_render_pass_uniform_set;
+ force_wireframe = p_force_wireframe;
+ uv_offset = p_uv_offset;
+ lod_plane = p_lod_plane;
+ lod_distance_multiplier = p_lod_distance_multiplier;
+ screen_lod_threshold = p_screen_lod_threshold;
+ element_offset = p_element_offset;
+ barrier = p_barrier;
+ }
+ };
+
+ 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 &p_lightmaps, bool p_use_directional_shadow_atlas = false, int p_index = 0);
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray &p_instances, const PagedArray &p_gi_probes, const PagedArray &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);
+
+ virtual void _render_shadow_begin();
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray &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);
+ virtual void _render_shadow_process();
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+
+ virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_uv2(const PagedArray &p_instances, 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, const PagedArray &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray &p_instances);
+
+ uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
+
+ virtual void _base_uniforms_changed();
+ void _update_render_base_uniform_set();
+ virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
+
+ void _fill_render_list(RenderListType p_render_list, const PagedArray &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);
+ void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
+ // void _update_instance_data_buffer(RenderListType p_render_list);
+
+ static RenderForwardMobile *singleton;
+
+ 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);
+ void _setup_lightmaps(const PagedArray &p_lightmaps, const Transform &p_cam_transform);
+
+ RID render_base_uniform_set;
+ LocalVector render_pass_uniform_sets;
+
+ /* Light map */
+
+ struct LightmapData {
+ float normal_xform[12];
+ };
+
+ struct LightmapCaptureData {
+ float sh[9 * 4];
+ };
+
+ /* Scene state */
+
+ struct SceneState {
+ // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
+ 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 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];
+
+ // Fog
+ uint32_t fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+ uint32_t material_uv2_mode;
+
+ float time;
+ float reflection_multiplier;
+
+ uint32_t pancake_shadows;
+ uint32_t pad1;
+ uint32_t pad2;
+ uint32_t pad3;
+ };
+
+ UBO ubo;
+
+ LocalVector uniform_buffers;
+
+ // !BAS! We need to change lightmaps, we're not going to do this with a buffer but pushing the used lightmap in
+ LightmapData lightmaps[MAX_LIGHTMAPS];
+ RID lightmap_ids[MAX_LIGHTMAPS];
+ bool lightmap_has_sh[MAX_LIGHTMAPS];
+ uint32_t lightmaps_used = 0;
+ uint32_t max_lightmaps;
+ RID lightmap_buffer;
+
+ LightmapCaptureData *lightmap_captures;
+ uint32_t max_lightmap_captures;
+ RID lightmap_capture_buffer;
+
+ bool used_screen_texture = false;
+ bool used_normal_texture = false;
+ bool used_depth_texture = false;
+ bool used_sss = false;
+
+ struct ShadowPass {
+ uint32_t element_from;
+ uint32_t element_count;
+ bool flip_cull;
+ PassMode pass_mode;
+
+ RID rp_uniform_set;
+ Plane camera_plane;
+ float lod_distance_multiplier;
+ float screen_lod_threshold;
+
+ RID framebuffer;
+ RD::InitialAction initial_depth_action;
+ RD::FinalAction final_depth_action;
+ Rect2i rect;
+ };
+
+ LocalVector shadow_passes;
+ } scene_state;
+
+ /* Render List */
+
+ // !BAS! Render list can probably be reused between clustered and mobile?
+ struct RenderList {
+ LocalVector elements;
+ LocalVector element_info;
+
+ void clear() {
+ elements.clear();
+ element_info.clear();
+ }
+
+ //should eventually be replaced by radix
+
+ struct SortByKey {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ 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);
+ }
+ };
+
+ void sort_by_key() {
+ SortArray sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
+ SortArray sorter;
+ sorter.sort(elements.ptr() + p_from, p_size);
+ }
+
+ struct SortByDepth {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->owner->depth < B->owner->depth);
+ }
+ };
+
+ void sort_by_depth() { //used for shadows
+
+ SortArray sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ struct SortByReverseDepthAndPriority {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
+ }
+ };
+
+ void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+
+ SortArray sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ _FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
+ elements.push_back(p_element);
+ }
+ };
+
+ struct RenderElementInfo {
+ uint32_t repeat : 22;
+ uint32_t uses_lightmap : 1;
+ uint32_t lod_index : 8;
+ uint32_t reserved : 1; // was uses_forward_gi but we don't use that here
+ };
+
+ template
+ _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);
+
+ 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);
+
+ LocalVector thread_draw_lists;
+ void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
+ 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 &p_clear_color_values = Vector(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector &p_storage_textures = Vector());
+
+ uint32_t render_list_thread_threshold = 500;
+
+ RenderList render_list[RENDER_LIST_MAX];
+
+ /* Geometry instance */
+
+ // check which ones of these apply, probably all except GI and SDFGI
+ 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_PARTICLE_TRAIL_SHIFT = 16,
+ INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 24,
+ };
+
+ struct GeometryInstanceLightmapSH {
+ Color sh[9];
+ };
+
+ // Cached data for drawing surfaces
+ struct GeometryInstanceSurfaceDataCache {
+ enum {
+ FLAG_PASS_DEPTH = 1,
+ FLAG_PASS_OPAQUE = 2,
+ FLAG_PASS_ALPHA = 4,
+ FLAG_PASS_SHADOW = 8,
+ FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
+ FLAG_USES_SUBSURFACE_SCATTERING = 2048,
+ FLAG_USES_SCREEN_TEXTURE = 4096,
+ FLAG_USES_DEPTH_TEXTURE = 8192,
+ FLAG_USES_NORMAL_TEXTURE = 16384,
+ FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
+ FLAG_USES_PARTICLE_TRAILS = 65536,
+ };
+
+ union {
+ struct {
+ // !BAS! CHECK BITS!!!
+
+ uint64_t surface_index : 10;
+ uint64_t geometry_id : 32;
+ uint64_t material_id_low : 16;
+
+ 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 dirty_list_element;
+
+ struct Data {
+ //data used less often goes into regular heap
+ RID base;
+ RS::InstanceType base_type;
+
+ RID skeleton;
+ Vector 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::List geometry_instance_dirty_list;
+
+ PagedAllocator geometry_instance_alloc;
+ PagedAllocator geometry_instance_surface_alloc;
+ PagedAllocator 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 &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
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
new file mode 100644
index 00000000000..b9220cc5140
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -0,0 +1,833 @@
+/*************************************************************************/
+/* scene_shader_forward_mobile.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_mobile.h"
+#include "core/config/project_settings.h"
+#include "render_forward_mobile.h"
+
+using namespace RendererSceneRenderImplementation;
+
+/* ShaderData */
+
+void SceneShaderForwardMobile::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;
+ uses_particle_trails = 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.render_mode_flags["particle_trails"] = &uses_particle_trails;
+
+ 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;
+
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::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]);
+ }
+
+ Map::Element * el = gen_code.code.front();
+ while (el) {
+ print_line("\n**code " + el->key() + ":\n" + el->value());
+
+ el = el->next();
+ }
+
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]);
+#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_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 (k == SHADER_VERSION_SHADOW_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 {
+ pipelines[i][j][k].clear();
+ continue; // do not use this version (will error if using it is attempted)
+ }
+
+ /*
+ 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_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_opaque;
+ } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, leave empty
+ } 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_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 SceneShaderForwardMobile::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 SceneShaderForwardMobile::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 SceneShaderForwardMobile::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 SceneShaderForwardMobile::ShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool SceneShaderForwardMobile::ShaderData::is_animated() const {
+ return false;
+}
+
+bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant SceneShaderForwardMobile::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 SceneShaderForwardMobile::ShaderData::get_native_source_code() const {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+
+ return shader_singleton->shader.version_get_native_source_code(version);
+}
+
+SceneShaderForwardMobile::ShaderData::ShaderData() {
+ valid = false;
+ uses_screen_texture = false;
+}
+
+SceneShaderForwardMobile::ShaderData::~ShaderData() {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::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 *SceneShaderForwardMobile::_create_shader_func() {
+ ShaderData *shader_data = memnew(ShaderData);
+ return shader_data;
+}
+
+void SceneShaderForwardMobile::MaterialData::set_render_priority(int p_priority) {
+ priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
+}
+
+void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
+ next_pass = p_pass;
+}
+
+void SceneShaderForwardMobile::MaterialData::update_parameters(const Map &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::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), RenderForwardMobile::MATERIAL_UNIFORM_SET);
+}
+
+SceneShaderForwardMobile::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 *SceneShaderForwardMobile::_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;
+}
+
+/* Scene Shader */
+
+SceneShaderForwardMobile *SceneShaderForwardMobile::singleton = nullptr;
+
+SceneShaderForwardMobile::SceneShaderForwardMobile() {
+ // there should be only one of these, contained within our RenderForwardMobile singleton.
+ singleton = this;
+}
+
+void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p_defines) {
+ storage = p_storage;
+
+ /* SCENE SHADER */
+
+ {
+ Vector shader_versions;
+ shader_versions.push_back(""); // SHADER_VERSION_COLOR_PASS
+ shader_versions.push_back("\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); // !BAS! SHADER_VERSION_SHADOW_PASS, should probably change this to MODE_RENDER_SHADOW because we don't have a depth pass here...
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_DEPTH_PASS_DP (maybe rename to SHADER_VERSION_SHADOW_PASS_DP?)
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
+ shader.initialize(shader_versions, p_defines);
+ }
+
+ 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";
+ actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\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 = RenderForwardMobile::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);
+ }
+
+ {
+ 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, RenderForwardMobile::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);
+ }
+}
+
+SceneShaderForwardMobile::~SceneShaderForwardMobile() {
+ 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);
+}
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
new file mode 100644
index 00000000000..1517197d25e
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -0,0 +1,203 @@
+/*************************************************************************/
+/* scene_shader_forward_mobile.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef RSSR_SCENE_SHADER_FM_H
+#define RSSR_SCENE_SHADER_FM_H
+
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h"
+
+namespace RendererSceneRenderImplementation {
+
+class SceneShaderForwardMobile {
+private:
+ static SceneShaderForwardMobile *singleton;
+ RendererStorageRD *storage;
+
+public:
+ enum ShaderVersion {
+ SHADER_VERSION_COLOR_PASS,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS,
+ SHADER_VERSION_SHADOW_PASS,
+ SHADER_VERSION_DEPTH_PASS_DP,
+ SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
+ SHADER_VERSION_MAX
+ };
+
+ struct ShaderData : public RendererStorageRD::ShaderData {
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_ALPHA_TO_COVERAGE
+ };
+
+ 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
+
+ };
+
+ enum AlphaAntiAliasing {
+ ALPHA_ANTIALIASING_OFF,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
+ };
+
+ bool valid;
+ RID version;
+ uint32_t vertex_input_mask;
+ PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
+
+ String path;
+
+ Map uniforms;
+ Vector texture_uniforms;
+
+ Vector ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map default_texture_params;
+
+ DepthDraw depth_draw;
+ DepthTest depth_test;
+
+ bool uses_point_size;
+ bool uses_alpha;
+ bool uses_blend_alpha;
+ bool uses_alpha_clip;
+ bool uses_depth_pre_pass;
+ bool uses_discard;
+ bool uses_roughness;
+ bool uses_normal;
+ bool uses_particle_trails;
+
+ 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 *p_param_list) const;
+ void get_instance_param_list(List *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;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ ShaderData();
+ virtual ~ShaderData();
+ };
+
+ RendererStorageRD::ShaderData *_create_shader_func();
+ static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ return static_cast(singleton)->_create_shader_func();
+ }
+
+ struct MaterialData : public RendererStorageRD::MaterialData {
+ uint64_t last_frame;
+ ShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector texture_cache;
+ Vector 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 &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~MaterialData();
+ };
+
+ RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader);
+ static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) {
+ return static_cast(singleton)->_create_material_func(static_cast(p_shader));
+ }
+
+ SceneForwardMobileShaderRD shader;
+ ShaderCompilerRD compiler;
+
+ 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_vec4_xform_buffer;
+ RID default_vec4_xform_uniform_set;
+
+ RID shadow_sampler;
+
+ SceneShaderForwardMobile();
+ ~SceneShaderForwardMobile();
+
+ void init(RendererStorageRD *p_storage, const String p_defines);
+};
+
+} // namespace RendererSceneRenderImplementation
+#endif // !RSSR_SCENE_SHADER_FM_H
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 2247b841c91..cb3e67e9907 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -175,5 +175,14 @@ RendererCompositorRD::RendererCompositorRD() {
storage = memnew(RendererStorageRD);
canvas = memnew(RendererCanvasRenderRD(storage));
- scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
+
+ uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
+ uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
+
+ if (back_end == 1 || textures_per_stage < 48) {
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
+ } else { // back_end == 0
+ // default to our high end renderer
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
+ }
}
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 5b5f3ad0cbb..b3865de2bf7 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -35,6 +35,7 @@
#include "core/templates/thread_work_pool.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
+#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 2b0e93f734c..bc92e0b1ad8 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -3144,8 +3144,6 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->gi.using_half_size_gi = half_resolution;
-
- p_scene_render->_render_buffers_uniform_set_changed(p_render_buffers);
}
PushConstant push_constant;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index a742c4cc28a..2d4cd11f370 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -58,8 +58,6 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment
rb->sdfgi->erase();
memdelete(rb->sdfgi);
rb->sdfgi = nullptr;
-
- _render_buffers_uniform_set_changed(p_render_buffers);
}
return;
}
@@ -78,8 +76,6 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment
if (sdfgi == nullptr) {
// re-create
rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
-
- _render_buffers_uniform_set_changed(p_render_buffers);
} else {
//check for updates
rb->sdfgi->update(env, p_world_position);
@@ -1533,7 +1529,6 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
@@ -1585,7 +1580,6 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
@@ -1711,7 +1705,6 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
- _render_buffers_uniform_set_changed(p_render_buffers);
}
ssao_using_half_size = ssao_half_size;
uniform_sets_are_invalid = true;
@@ -1751,7 +1744,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
float bokeh_size = camfx->dof_blur_amount * 64.0;
@@ -1761,7 +1753,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
if (can_use_effects && env && env->auto_exposure) {
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
@@ -1782,7 +1773,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
if (rb->blur[1].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
@@ -2177,7 +2167,6 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
}
rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
- _render_buffers_uniform_set_changed(p_render_buffers);
if (is_clustered_enabled()) {
rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
@@ -2329,6 +2318,8 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray &p_reflecti
Vector3 extents = storage->reflection_probe_get_extents(base_probe);
+ rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
+
reflection_ubo.box_extents[0] = extents.x;
reflection_ubo.box_extents[1] = extents.y;
reflection_ubo.box_extents[2] = extents.z;
@@ -2357,7 +2348,9 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray &p_reflecti
Transform proj = (p_camera_inverse_transform * transform).inverse();
RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
- current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
+ }
rpi->last_pass = RSG::rasterizer->get_frame_number();
}
@@ -2747,8 +2740,11 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray &p_lights, const
}
li->light_index = index;
+ li->cull_mask = storage->light_get_cull_mask(base);
- current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
+ }
r_positional_light_count++;
}
@@ -2816,6 +2812,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray &p_decals, const
DecalInstance *di = cluster.decal_sort[i].instance;
RID decal = di->decal;
+ di->render_index = i;
+ di->cull_mask = storage->decal_get_cull_mask(decal);
+
Transform xform = di->transform;
float fade = 1.0;
@@ -2920,7 +2919,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray &p_decals, const
dd.upper_fade = storage->decal_get_upper_fade(decal);
dd.lower_fade = storage->decal_get_lower_fade(decal);
- current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
+ }
}
if (cluster.decal_count > 0) {
@@ -2928,6 +2929,116 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray &p_decals, const
}
}
+void RendererSceneRenderRD::_fill_instance_indices(const RID *p_omni_light_instances, uint32_t p_omni_light_instance_count, uint32_t *p_omni_light_indices, const RID *p_spot_light_instances, uint32_t p_spot_light_instance_count, uint32_t *p_spot_light_indices, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count, uint32_t *p_reflection_probe_indices, const RID *p_decal_instances, uint32_t p_decal_instance_count, uint32_t *p_decal_instance_indices, uint32_t p_layer_mask, uint32_t p_max_dst_words) {
+ // first zero out our indices
+ for (uint32_t i = 0; i < p_max_dst_words; i++) {
+ p_omni_light_indices[i] = 0;
+ p_spot_light_indices[i] = 0;
+ p_reflection_probe_indices[i] = 0;
+ p_decal_instance_indices[i] = 0;
+ }
+
+ {
+ // process omni lights
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_omni_light_instance_count && dword < p_max_dst_words; i++) {
+ LightInstance *li = light_instance_owner.getornull(p_omni_light_instances[i]);
+
+ if ((li->cull_mask & p_layer_mask) && (li->light_index < 255)) {
+ p_omni_light_indices[dword] += li->light_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_omni_light_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process spot lights
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_spot_light_instance_count && dword < p_max_dst_words; i++) {
+ LightInstance *li = light_instance_owner.getornull(p_spot_light_instances[i]);
+
+ if ((li->cull_mask & p_layer_mask) && (li->light_index < 255)) {
+ p_spot_light_indices[dword] += li->light_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_spot_light_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process reflection probes
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_reflection_probe_instance_count && dword < p_max_dst_words; i++) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_instances[i]);
+
+ if ((rpi->cull_mask & p_layer_mask) && (rpi->render_index < 255)) {
+ p_reflection_probe_indices[dword] += rpi->render_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_reflection_probe_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process decals
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_decal_instance_count && dword < p_max_dst_words; i++) {
+ DecalInstance *decal = decal_instance_owner.getornull(p_decal_instances[i]);
+
+ if ((decal->cull_mask & p_layer_mask) && (decal->render_index < 255)) {
+ p_decal_instance_indices[dword] += decal->render_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_decal_instance_indices[dword] += 0xFF << shift;
+ }
+ }
+}
+
void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->volumetric_fog);
@@ -2967,7 +3078,6 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
//validate
if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
_volumetric_fog_erase(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
}
@@ -3003,7 +3113,6 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- _render_buffers_uniform_set_changed(p_render_buffers);
Vector uniforms;
{
@@ -3528,7 +3637,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb); // !BAS! Do we fail here or skip the parts that won't work. can't really see a case why we would be rendering without buffers....
+ ERR_FAIL_COND(!rb);
}
//assign render data
@@ -3584,10 +3693,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
}
//assign render indices to giprobes
- for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
- RendererSceneGIRD::GIProbeInstance *giprobe_inst = gi.gi_probe_instance_owner.getornull(p_gi_probes[i]);
- if (giprobe_inst) {
- giprobe_inst->render_index = i;
+ if (is_dynamic_gi_supported()) {
+ for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
+ RendererSceneGIRD::GIProbeInstance *giprobe_inst = gi.gi_probe_instance_owner.getornull(p_gi_probes[i]);
+ if (giprobe_inst) {
+ giprobe_inst->render_index = i;
+ }
}
}
@@ -3623,7 +3734,11 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
render_state.depth_prepass_used = false;
//calls _pre_opaque_render between depth pre-pass and opaque pass
- _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, current_cluster_builder->get_cluster_buffer(), current_cluster_builder->get_cluster_size(), current_cluster_builder->get_max_cluster_elements(), p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
+ if (current_cluster_builder != nullptr) {
+ _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, current_cluster_builder->get_cluster_buffer(), current_cluster_builder->get_cluster_size(), current_cluster_builder->get_max_cluster_elements(), p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
+ } else {
+ _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, RID(), 0, 0, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
+ }
if (p_render_buffers.is_valid()) {
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
@@ -3644,7 +3759,9 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
default: {
}
}
- current_cluster_builder->debug(elem_type);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->debug(elem_type);
+ }
}
RENDER_TIMESTAMP("Tonemap");
@@ -4105,8 +4222,12 @@ bool RendererSceneRenderRD::is_volumetric_supported() const {
return true;
}
+uint32_t RendererSceneRenderRD::get_max_elements() const {
+ return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
+}
+
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
- max_cluster_elements = GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
+ max_cluster_elements = get_max_elements();
storage = p_storage;
singleton = this;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 8c01b69b910..b289eda58f8 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -79,7 +79,6 @@ protected:
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
virtual void _base_uniforms_changed() = 0;
- virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
@@ -150,6 +149,7 @@ private:
uint32_t render_step = 0;
uint64_t last_pass = 0;
uint32_t render_index = 0;
+ uint32_t cull_mask = 0;
Transform transform;
};
@@ -161,6 +161,8 @@ private:
struct DecalInstance {
RID decal;
Transform transform;
+ uint32_t render_index;
+ uint32_t cull_mask;
};
mutable RID_Owner decal_instance_owner;
@@ -305,6 +307,7 @@ private:
uint64_t last_scene_shadow_pass = 0;
uint64_t last_pass = 0;
uint32_t light_index = 0;
+ uint32_t cull_mask = 0;
uint32_t light_directional_index = 0;
uint32_t current_shadow_atlas_key = 0;
@@ -449,6 +452,8 @@ private:
struct Cluster {
/* Scene State UBO */
+ // !BAS! Most data here is not just used by our clustering logic but also by other lighting implementations. Maybe rename this struct to something more appropriate
+
enum {
REFLECTION_AMBIENT_DISABLED = 0,
REFLECTION_AMBIENT_ENVIRONMENT = 1,
@@ -1085,6 +1090,8 @@ public:
return li->transform;
}
+ void _fill_instance_indices(const RID *p_omni_light_instances, uint32_t p_omni_light_instance_count, uint32_t *p_omni_light_indices, const RID *p_spot_light_instances, uint32_t p_spot_light_instance_count, uint32_t *p_spot_light_indices, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count, uint32_t *p_reflection_probe_indices, const RID *p_decal_instances, uint32_t p_decal_instance_count, uint32_t *p_decal_instance_indices, uint32_t p_layer_mask, uint32_t p_max_dst_words = 2);
+
/* gi light probes */
RID gi_probe_instance_create(RID p_base);
@@ -1192,6 +1199,7 @@ public:
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;
RendererSceneRenderRD(RendererStorageRD *p_storage);
~RendererSceneRenderRD();
diff --git a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
index 3a4bf4da07d..8e616ebe1fe 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
@@ -1,105 +1,3 @@
-
#define CLUSTER_COUNTER_SHIFT 20
#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
#define CLUSTER_COUNTER_MASK 0xfff
-
-struct LightData { //this structure needs to be as packed as possible
- vec3 position;
- float inv_radius;
-
- vec3 direction;
- float size;
-
- vec3 color;
- float attenuation;
-
- float cone_attenuation;
- float cone_angle;
- float specular_amount;
- bool shadow_enabled;
-
- vec4 atlas_rect; // rect in the shadow atlas
- mat4 shadow_matrix;
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
- uint mask;
- float shadow_volumetric_fog_fade;
- uint pad;
- vec4 projector_rect; //projector rect in srgb decal atlas
-};
-
-#define REFLECTION_AMBIENT_DISABLED 0
-#define REFLECTION_AMBIENT_ENVIRONMENT 1
-#define REFLECTION_AMBIENT_COLOR 2
-
-struct ReflectionData {
- vec3 box_extents;
- float index;
- vec3 box_offset;
- uint mask;
- vec3 ambient; // ambient color
- float intensity;
- bool exterior;
- bool box_project;
- uint ambient_mode;
- uint pad;
- //0-8 is intensity,8-9 is ambient, mode
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
- // notes: for ambientblend, use distance to edge to blend between already existing global environment
-};
-
-struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
- uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
- bool blend_splits;
- bool shadow_enabled;
- float fade_from;
- float fade_to;
- uvec3 pad;
- float shadow_volumetric_fog_fade;
- vec4 shadow_bias;
- vec4 shadow_normal_bias;
- vec4 shadow_transmittance_bias;
- vec4 shadow_z_range;
- vec4 shadow_range_begin;
- vec4 shadow_split_offsets;
- mat4 shadow_matrix1;
- mat4 shadow_matrix2;
- mat4 shadow_matrix3;
- mat4 shadow_matrix4;
- vec4 shadow_color1;
- vec4 shadow_color2;
- vec4 shadow_color3;
- vec4 shadow_color4;
- vec2 uv_scale1;
- vec2 uv_scale2;
- vec2 uv_scale3;
- vec2 uv_scale4;
-};
-
-struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
- uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
-};
diff --git a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
new file mode 100644
index 00000000000..ccaad133115
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
@@ -0,0 +1,18 @@
+
+struct DecalData {
+ mat4 xform; //to decal transform
+ vec3 inv_extents;
+ float albedo_mix;
+ vec4 albedo_rect;
+ vec4 normal_rect;
+ vec4 orm_rect;
+ vec4 emission_rect;
+ vec4 modulate;
+ float emission_energy;
+ uint mask;
+ float upper_fade;
+ float lower_fade;
+ mat3x4 normal_xform;
+ vec3 normal;
+ float normal_fade;
+};
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
new file mode 100644
index 00000000000..46b571a5f59
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -0,0 +1,83 @@
+
+struct LightData { //this structure needs to be as packed as possible
+ vec3 position;
+ float inv_radius;
+
+ vec3 direction;
+ float size;
+
+ vec3 color;
+ float attenuation;
+
+ float cone_attenuation;
+ float cone_angle;
+ float specular_amount;
+ bool shadow_enabled;
+
+ vec4 atlas_rect; // rect in the shadow atlas
+ mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ uint mask;
+ float shadow_volumetric_fog_fade;
+ uint pad;
+ vec4 projector_rect; //projector rect in srgb decal atlas
+};
+
+#define REFLECTION_AMBIENT_DISABLED 0
+#define REFLECTION_AMBIENT_ENVIRONMENT 1
+#define REFLECTION_AMBIENT_COLOR 2
+
+struct ReflectionData {
+ vec3 box_extents;
+ float index;
+ vec3 box_offset;
+ uint mask;
+ vec3 ambient; // ambient color
+ float intensity;
+ bool exterior;
+ bool box_project;
+ uint ambient_mode;
+ uint pad;
+ //0-8 is intensity,8-9 is ambient, mode
+ mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ // notes: for ambientblend, use distance to edge to blend between already existing global environment
+};
+
+struct DirectionalLightData {
+ vec3 direction;
+ float energy;
+ vec3 color;
+ float size;
+ float specular;
+ uint mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
+ bool blend_splits;
+ bool shadow_enabled;
+ float fade_from;
+ float fade_to;
+ uvec3 pad;
+ float shadow_volumetric_fog_fade;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_z_range;
+ vec4 shadow_range_begin;
+ vec4 shadow_split_offsets;
+ mat4 shadow_matrix1;
+ mat4 shadow_matrix2;
+ mat4 shadow_matrix3;
+ mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
+ vec2 uv_scale1;
+ vec2 uv_scale2;
+ vec2 uv_scale3;
+ vec2 uv_scale4;
+};
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
new file mode 100644
index 00000000000..99714b45046
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -0,0 +1,58 @@
+#ifdef ALPHA_HASH_USED
+
+float hash_2d(vec2 p) {
+ return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
+}
+
+float hash_3d(vec3 p) {
+ return hash_2d(vec2(hash_2d(p.xy), p.z));
+}
+
+float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
+ vec3 dx = dFdx(pos);
+ vec3 dy = dFdx(pos);
+ float delta_max_sqr = max(length(dx), length(dy));
+ float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
+
+ vec2 pix_scales =
+ vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale))));
+
+ vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)),
+ hash_3d(floor(pix_scales.y * pos.xyz)));
+
+ float lerp_factor = fract(log2(pix_scale));
+
+ float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y;
+
+ float min_lerp = min(lerp_factor, 1.0 - lerp_factor);
+
+ vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
+ (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
+ (2.0 * min_lerp * (1.0 - min_lerp))));
+
+ float alpha_hash_threshold =
+ (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
+
+ return clamp(alpha_hash_threshold, 0.0, 1.0);
+}
+
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+
+float calc_mip_level(vec2 texture_coord) {
+ vec2 dx = dFdx(texture_coord);
+ vec2 dy = dFdy(texture_coord);
+ float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
+ return max(0.0, 0.5 * log2(delta_max_sqr));
+}
+
+float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) {
+ input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number
+ input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5;
+ return clamp(input_alpha, 0.0, 1.0);
+}
+
+#endif // ALPHA_ANTIALIASING_USED
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index f0dbe4eedf6..0bb16a8b29a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -89,8 +89,6 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
} material;
#endif
-invariant gl_Position;
-
#ifdef MODE_DUAL_PARABOLOID
layout(location = 8) out float dp_clip;
@@ -99,6 +97,8 @@ layout(location = 8) out float dp_clip;
layout(location = 9) out flat uint instance_index;
+invariant gl_Position;
+
#GLOBALS
void main() {
@@ -421,7 +421,7 @@ layout(location = 2) out vec4 orm_output_buffer;
layout(location = 3) out vec4 emission_output_buffer;
layout(location = 4) out float depth_output_buffer;
-#endif
+#endif // MODE_RENDER_MATERIAL
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
layout(location = 0) out vec4 normal_roughness_output_buffer;
@@ -440,1315 +440,19 @@ layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface sc
#else
layout(location = 0) out vec4 frag_color;
-#endif
+#endif // MODE_MULTIPLE_RENDER_TARGETS
#endif // RENDER DEPTH
-#ifdef ALPHA_HASH_USED
-
-float hash_2d(vec2 p) {
- return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
- (0.1 + abs(sin(13.0 * p.y + p.x))));
-}
-
-float hash_3d(vec3 p) {
- return hash_2d(vec2(hash_2d(p.xy), p.z));
-}
-
-float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
- vec3 dx = dFdx(pos);
- vec3 dy = dFdx(pos);
- float delta_max_sqr = max(length(dx), length(dy));
- float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
-
- vec2 pix_scales =
- vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale))));
-
- vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)),
- hash_3d(floor(pix_scales.y * pos.xyz)));
-
- float lerp_factor = fract(log2(pix_scale));
-
- float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y;
-
- float min_lerp = min(lerp_factor, 1.0 - lerp_factor);
-
- vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
- (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
- 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
- (2.0 * min_lerp * (1.0 - min_lerp))));
-
- float alpha_hash_threshold =
- (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
-
- return clamp(alpha_hash_threshold, 0.0, 1.0);
-}
-
-#endif // ALPHA_HASH_USED
-
-#ifdef ALPHA_ANTIALIASING_EDGE_USED
-
-float calc_mip_level(vec2 texture_coord) {
- vec2 dx = dFdx(texture_coord);
- vec2 dy = dFdy(texture_coord);
- float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
- return max(0.0, 0.5 * log2(delta_max_sqr));
-}
-
-float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) {
- input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number
- input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5;
- return clamp(input_alpha, 0.0, 1.0);
-}
-
-#endif // ALPHA_ANTIALIASING_USED
-
-// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
-// We're dividing this factor off because the overall term we'll end up looks like
-// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
-//
-// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
-//
-// We're basically regouping this as
-//
-// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
-//
-// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
-//
-// The contents of the D and G (G1) functions (GGX) are taken from
-// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
-// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+#include "scene_forward_aa_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5 * alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
-
- // float cos2 = cos_theta_m * cos_theta_m;
- // float sin2 = (1.0 - cos2);
- // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
-}
-
-float D_GGX(float cos_theta_m, float alpha) {
- float alpha2 = alpha * alpha;
- float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
- return alpha2 / (M_PI * d * d);
-}
-
-float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
-}
-
-float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float r_x = cos_phi / alpha_x;
- float r_y = sin_phi / alpha_y;
- float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
- return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
-}
-
-float SchlickFresnel(float u) {
- float m = 1.0 - u;
- float m2 = m * m;
- return m2 * m2 * m; // pow(m,5)
-}
-
-float GTR1(float NdotH, float a) {
- if (a >= 1.0)
- return 1.0 / M_PI;
- float a2 = a * a;
- float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
- return (a2 - 1.0) / (M_PI * log(a2) * t);
-}
-
-vec3 F0(float metallic, float specular, vec3 albedo) {
- float dielectric = 0.16 * specular * specular;
- // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
- // see https://google.github.io/filament/Filament.md.html
- return mix(vec3(dielectric), albedo, vec3(metallic));
-}
-
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
- float transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 B, vec3 T, float anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOWS
- float A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
-
-#if defined(LIGHT_CODE_USED)
- // light is written by the light shader
-
- vec3 normal = N;
- vec3 light = L;
- vec3 view = V;
-
-#CODE : LIGHT
-
-#else
-
-#ifdef USE_SOFT_SHADOWS
- float NdotL = min(A + dot(N, L), 1.0);
-#else
- float NdotL = dot(N, L);
-#endif
- float cNdotL = max(NdotL, 0.0); // clamped NdotL
- float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
-
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- vec3 H = normalize(V + L);
-#endif
-
-#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-#ifdef USE_SOFT_SHADOWS
- float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
-#else
- float cNdotH = clamp(dot(N, H), 0.0, 1.0);
-#endif
-#endif
-
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-#ifdef USE_SOFT_SHADOWS
- float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
-#else
- float cLdotH = clamp(dot(L, H), 0.0, 1.0);
-#endif
-#endif
-
- float metallic = unpackUnorm4x8(orms).z;
- if (metallic < 1.0) {
- float roughness = unpackUnorm4x8(orms).y;
-
-#if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
-#else
- float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
-#endif
-
-#if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
-#elif defined(DIFFUSE_TOON)
-
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
-
-#elif defined(DIFFUSE_BURLEY)
-
- {
- float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
- float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
- float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
- diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
- /*
- float energyBias = mix(roughness, 0.0, 0.5);
- float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
- float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
-
- diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
- */
- }
-#else
- // lambert
- diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
-#endif
-
- diffuse_light += light_color * diffuse_brdf_NL * attenuation;
-
-#if defined(LIGHT_BACKLIGHT_USED)
- diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
-#endif
-
-#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
-#endif
-
-#ifdef LIGHT_TRANSMITTANCE_USED
-
-#ifdef SSS_MODE_SKIN
-
- {
- float scale = 8.25 / transmittance_depth;
- float d = scale * abs(transmittance_z);
- float dd = -d * d;
- vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
-
- diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
- }
-#else
-
- if (transmittance_depth > 0.0) {
- float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
-
- fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
- fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
-
- diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
- }
-
-#endif //SSS_MODE_SKIN
-
-#endif //LIGHT_TRANSMITTANCE_USED
- }
-
- float roughness = unpackUnorm4x8(orms).y;
- if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
-
- // D
-
-#if defined(SPECULAR_BLINN)
-
- //normalized blinn
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess) * cNdotL;
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = blinn;
-
- specular_light += light_color * intensity * attenuation * specular_amount;
-
-#elif defined(SPECULAR_PHONG)
-
- vec3 R = normalize(-reflect(L, N));
- float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float phong = pow(cRdotV, shininess);
- phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
-
- specular_light += light_color * intensity * attenuation * specular_amount;
-
-#elif defined(SPECULAR_TOON)
-
- vec3 R = normalize(-reflect(L, N));
- float RdotV = dot(R, V);
- float mid = 1.0 - roughness;
- mid *= mid;
- float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * attenuation * specular_amount; // write to diffuse_light, as in toon shading you generally want no reflection
-
-#elif defined(SPECULAR_DISABLED)
- // none..
-
-#elif defined(SPECULAR_SCHLICK_GGX)
- // shlick+ggx as default
-
-#if defined(LIGHT_ANISOTROPY_USED)
-
- float alpha_ggx = roughness * roughness;
- float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha_ggx / aspect;
- float ay = alpha_ggx * aspect;
- float XdotH = dot(T, H);
- float YdotH = dot(B, H);
- float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
-
-#else
- float alpha_ggx = roughness * roughness;
- float D = D_GGX(cNdotH, alpha_ggx);
- float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
-#endif
- // F
- float cLdotH5 = SchlickFresnel(cLdotH);
- vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
-
- vec3 specular_brdf_NL = cNdotL * D * F * G;
-
- specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
-
-#if defined(LIGHT_CLEARCOAT_USED)
-
-#if !defined(SPECULAR_SCHLICK_GGX)
- float cLdotH5 = SchlickFresnel(cLdotH);
-#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
- float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
-
- float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
-
- specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
- }
-
-#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
-#endif
-
-#endif //defined(LIGHT_CODE_USED)
-}
-
-#ifndef USE_NO_SHADOWS
-
-// Interleaved Gradient Noise
-// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
-float quick_hash(vec2 pos) {
- const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
- return fract(magic.z * fract(dot(pos, magic.xy)));
-}
-
-float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- vec2 pos = coord.xy;
- float depth = coord.z;
-
- //if only one sample is taken, take it from the center
- if (scene_data.directional_soft_shadow_samples == 1) {
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- }
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- float avg = 0.0;
-
- for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
- }
-
- return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
-}
-
-float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- vec2 pos = coord.xy;
- float depth = coord.z;
-
- //if only one sample is taken, take it from the center
- if (scene_data.soft_shadow_samples == 1) {
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- }
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- float avg = 0.0;
-
- for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
- }
-
- return avg * (1.0 / float(scene_data.soft_shadow_samples));
-}
-
-float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
- //find blocker
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
- vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
- float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
- if (d < pssm_coord.z) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
- tex_scale *= penumbra;
-
- float s = 0.0;
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
- vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
- s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
- }
-
- return s / float(scene_data.directional_penumbra_shadow_samples);
-
- } else {
- //no blockers found, so no shadow
- return 1.0;
- }
-}
-
-#endif //USE_NO_SHADOWS
-
-float get_omni_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
-}
-
-float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
- if (omni_lights.data[idx].shadow_enabled) {
- // there is a shadowmap
-
- vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
-
- vec4 v = vec4(vertex, 1.0);
-
- vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
-
- {
- vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
- nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
- v.xyz += nofs;
- splane = (omni_lights.data[idx].shadow_matrix * v);
- }
-
- float shadow;
-
-#ifdef USE_SOFT_SHADOWS
- if (omni_lights.data[idx].soft_shadow_size > 0.0) {
- //soft shadow
-
- //find blocker
-
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- vec3 normal = normalize(splane.xyz);
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
- vec3 tangent = normalize(cross(v0, normal));
- vec3 bitangent = normalize(cross(tangent, normal));
- float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
-
- tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
- bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
-
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
-
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
-
- pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
-
- if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
- }
-
- pos.xy /= pos.z;
-
- pos.xy = pos.xy * 0.5 + 0.5;
- pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
-
- float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
- if (d < z_norm) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (z_norm - blocker_average) / blocker_average;
- tangent *= penumbra;
- bitangent *= penumbra;
-
- z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
-
- shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
-
- pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
-
- if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
- }
-
- pos.xy /= pos.z;
-
- pos.xy = pos.xy * 0.5 + 0.5;
- pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
- shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
- }
-
- shadow /= float(scene_data.penumbra_shadow_samples);
-
- } else {
- //no blockers found, so no shadow
- shadow = 1.0;
- }
- } else {
-#endif
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
-
- clamp_rect.y += clamp_rect.w;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
-
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
- shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
-#ifdef USE_SOFT_SHADOWS
- }
-#endif
-
- return shadow;
- }
-#endif
-
- return 1.0;
-}
-
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
- vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation);
- float light_attenuation = omni_attenuation;
- vec3 color = omni_lights.data[idx].color;
-
-#ifdef USE_SOFT_SHADOWS
- float size_A = 0.0;
-
- if (omni_lights.data[idx].size > 0.0) {
- float t = omni_lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-#endif
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth; //no transmittance by default
- transmittance_color.a *= light_attenuation;
- {
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
-
- //redo shadowmapping, but shrink the model a bit to avoid arctifacts
- vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
-
- shadow_len = length(splane.xyz);
- splane = normalize(splane.xyz);
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
-
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
- }
-#endif
-
-#if 0
-
- if (omni_lights.data[idx].projector_rect != vec4(0.0)) {
- vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
- local_v = normalize(local_v);
-
- vec4 atlas_rect = omni_lights.data[idx].projector_rect;
-
- if (local_v.z >= 0.0) {
- local_v.z += 1.0;
- atlas_rect.y += atlas_rect.w;
-
- } else {
- local_v.z = 1.0 - local_v.z;
- }
-
- local_v.xy /= local_v.z;
- local_v.xy = local_v.xy * 0.5 + 0.5;
- vec2 proj_uv = local_v.xy * atlas_rect.zw;
-
- vec2 proj_uv_ddx;
- vec2 proj_uv_ddy;
- {
- vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
- local_v_ddx = normalize(local_v_ddx);
-
- if (local_v_ddx.z >= 0.0) {
- local_v_ddx.z += 1.0;
- } else {
- local_v_ddx.z = 1.0 - local_v_ddx.z;
- }
-
- local_v_ddx.xy /= local_v_ddx.z;
- local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
-
- proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
-
- vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
- local_v_ddy = normalize(local_v_ddy);
-
- if (local_v_ddy.z >= 0.0) {
- local_v_ddy.z += 1.0;
- } else {
- local_v_ddy.z = 1.0 - local_v_ddy.z;
- }
-
- local_v_ddy.xy /= local_v_ddy.z;
- local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
-
- proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
- }
-
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
- }
-#endif
-
- light_attenuation *= shadow;
-
- light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint, rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOWS
- size_A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light,
- specular_light);
-}
-
-float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
- if (spot_lights.data[idx].shadow_enabled) {
- vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- vec3 spot_dir = spot_lights.data[idx].direction;
- //there is a shadowmap
- vec4 v = vec4(vertex, 1.0);
-
- v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
-
- float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
-
- float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
- normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
- v.xyz += normal_bias;
-
- //adjust with bias
- z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
-
- float shadow;
-
- vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
- splane /= splane.w;
-
-#ifdef USE_SOFT_SHADOWS
- if (spot_lights.data[idx].soft_shadow_size > 0.0) {
- //soft shadow
-
- //find blocker
-
- vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
-
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
- vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
- suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
- float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
- if (d < z_norm) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (z_norm - blocker_average) / blocker_average;
- uv_size *= penumbra;
-
- shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
- suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
- shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
- }
-
- shadow /= float(scene_data.penumbra_shadow_samples);
-
- } else {
- //no blockers found, so no shadow
- shadow = 1.0;
- }
-
- } else {
-#endif
- //hard shadow
- vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
-
- shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
-#ifdef USE_SOFT_SHADOWS
- }
-#endif
-
- return shadow;
- }
-
-#endif //USE_NO_SHADOWS
-
- return 1.0;
-}
-
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light,
- inout vec3 specular_light) {
- vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
- vec3 spot_dir = spot_lights.data[idx].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
- spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
- float light_attenuation = spot_attenuation;
- vec3 color = spot_lights.data[idx].color;
- float specular_amount = spot_lights.data[idx].specular_amount;
-
-#ifdef USE_SOFT_SHADOWS
- float size_A = 0.0;
-
- if (spot_lights.data[idx].size > 0.0) {
- float t = spot_lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-#endif
-
- /*
- if (spot_lights.data[idx].atlas_rect!=vec4(0.0)) {
- //use projector texture
- }
- */
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
- transmittance_color.a *= light_attenuation;
- {
- splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
- splane /= splane.w;
- splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
-
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- //reconstruct depth
- shadow_z /= spot_lights.data[idx].inv_radius;
- //distance to light plane
- float z = dot(spot_dir, -light_rel_vec);
- transmittance_z = z - shadow_z;
- }
-#endif //LIGHT_TRANSMITTANCE_USED
-
- light_attenuation *= shadow;
-
- light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint, rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOW
- size_A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light, specular_light);
-}
-
-void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
- vec3 box_extents = reflections.data[ref_index].box_extents;
- vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
-
- if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
- return;
- }
-
- vec3 ref_vec = normalize(reflect(vertex, normal));
-
- vec3 inner_pos = abs(local_pos / box_extents);
- float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
- //make blend more rounded
- blend = mix(length(inner_pos), blend, blend);
- blend *= blend;
- blend = max(0.0, 1.0 - blend);
-
- if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
-
- vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
-
- if (reflections.data[ref_index].box_project) { //box project
-
- vec3 nrdir = normalize(local_ref_vec);
- vec3 rbmax = (box_extents - local_pos) / nrdir;
- vec3 rbmin = (-box_extents - local_pos) / nrdir;
-
- vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0)));
-
- float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
- vec3 posonbox = local_pos + nrdir * fa;
- local_ref_vec = posonbox - reflections.data[ref_index].box_offset;
- }
-
- vec4 reflection;
-
- reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
-
- if (reflections.data[ref_index].exterior) {
- reflection.rgb = mix(specular_light, reflection.rgb, blend);
- }
-
- reflection.rgb *= reflections.data[ref_index].intensity; //intensity
- reflection.a = blend;
- reflection.rgb *= reflection.a;
-
- reflection_accum += reflection;
- }
-
- switch (reflections.data[ref_index].ambient_mode) {
- case REFLECTION_AMBIENT_DISABLED: {
- //do nothing
- } break;
- case REFLECTION_AMBIENT_ENVIRONMENT: {
- //do nothing
- vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
-
- vec4 ambient_out;
-
- ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
- ambient_out.a = blend;
- if (reflections.data[ref_index].exterior) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
-
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
- } break;
- case REFLECTION_AMBIENT_COLOR: {
- vec4 ambient_out;
- ambient_out.a = blend;
- ambient_out.rgb = reflections.data[ref_index].ambient;
- if (reflections.data[ref_index].exterior) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
- } break;
- }
-}
+#include "scene_forward_lights_inc.glsl"
#ifdef USE_FORWARD_GI
-//standard voxel cone trace
-vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
- float dist = p_bias;
- vec4 color = vec4(0.0);
-
- while (dist < max_distance && color.a < 0.95) {
- float diameter = max(1.0, 2.0 * tan_half_angle * dist);
- vec3 uvw_pos = (pos + dist * direction) * cell_size;
- float half_diameter = diameter * 0.5;
- //check if outside, then break
- if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) {
- break;
- }
- vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter));
- float a = (1.0 - color.a);
- color += a * scolor;
- dist += half_diameter;
- }
-
- return color;
-}
-
-vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
- float dist = p_bias;
- vec4 color = vec4(0.0);
- float radius = max(0.5, tan_half_angle * dist);
- float lod_level = log2(radius * 2.0);
-
- while (dist < max_distance && color.a < 0.95) {
- vec3 uvw_pos = (pos + dist * direction) * cell_size;
-
- //check if outside, then break
- if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
- break;
- }
- vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level);
- lod_level += 1.0;
-
- float a = (1.0 - color.a);
- scolor *= a;
- color += scolor;
- dist += radius;
- radius = max(0.5, tan_half_angle * dist);
- }
-
- return color;
-}
-
-void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
- position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz;
- ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz);
- normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz);
-
- position += normal * gi_probes.data[index].normal_bias;
-
- //this causes corrupted pixels, i have no idea why..
- if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) {
- return;
- }
-
- vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0);
- float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
- //float blend=1.0;
-
- float max_distance = length(gi_probes.data[index].bounds);
- vec3 cell_size = 1.0 / gi_probes.data[index].bounds;
-
- //radiance
-
-#define MAX_CONE_DIRS 4
-
- vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.707107, 0.0, 0.707107),
- vec3(0.0, 0.707107, 0.707107),
- vec3(-0.707107, 0.0, 0.707107),
- vec3(0.0, -0.707107, 0.707107));
-
- float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
- float cone_angle_tan = 0.98269;
-
- vec3 light = vec3(0.0);
-
- for (int i = 0; i < MAX_CONE_DIRS; i++) {
- vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);
-
- vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
-
- if (gi_probes.data[index].blend_ambient) {
- cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95));
- }
-
- light += cone_weights[i] * cone_light.rgb;
- }
-
- light *= gi_probes.data[index].dynamic_range;
- out_diff += vec4(light * blend, blend);
-
- //irradiance
- vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias);
- if (gi_probes.data[index].blend_ambient) {
- irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
- }
- irr_light.rgb *= gi_probes.data[index].dynamic_range;
- //irr_light=vec3(0.0);
-
- out_spec += vec4(irr_light.rgb * blend, blend);
-}
-
-vec2 octahedron_wrap(vec2 v) {
- vec2 signVal;
- signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
- signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
- return (1.0 - abs(v.yx)) * signVal;
-}
-
-vec2 octahedron_encode(vec3 n) {
- // https://twitter.com/Stubbesaurus/status/937994790553227264
- n /= (abs(n.x) + abs(n.y) + abs(n.z));
- n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
- n.xy = n.xy * 0.5 + 0.5;
- return n.xy;
-}
-
-void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) {
- cascade_pos += cam_normal * sdfgi.normal_bias;
-
- vec3 base_pos = floor(cascade_pos);
- //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal;
- ivec3 probe_base_pos = ivec3(base_pos);
-
- vec4 diffuse_accum = vec4(0.0);
- vec3 specular_accum;
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade));
- tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
- tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1);
-
- vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
-
- vec3 specular_posf;
-
- if (use_specular) {
- specular_accum = vec3(0.0);
- specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
- }
-
- vec4 light_accum = vec4(0.0);
- float weight_accum = 0.0;
-
- for (uint j = 0; j < 8; j++) {
- ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
- ivec3 probe_posi = probe_base_pos;
- probe_posi += offset;
-
- // Compute weight
-
- vec3 probe_pos = vec3(probe_posi);
- vec3 probe_to_pos = cascade_pos - probe_pos;
- vec3 probe_dir = normalize(-probe_to_pos);
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
- float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir));
-
- // Compute lightprobe occlusion
-
- if (sdfgi.use_occlusion) {
- ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
- vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
-
- vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
- occ_pos.z += float(cascade);
- if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
- occ_pos.x += 1.0;
- }
-
- occ_pos *= sdfgi.occlusion_renormalize;
- float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask);
-
- weight *= max(occlusion, 0.01);
- }
-
- // Compute lightprobe texture position
-
- vec3 diffuse;
- vec3 pos_uvw = diffuse_posf;
- pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
- diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
-
- diffuse_accum += vec4(diffuse * weight, weight);
-
- if (use_specular) {
- vec3 specular = vec3(0.0);
- vec3 pos_uvw = specular_posf;
- pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
- if (roughness < 0.99) {
- specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
- }
- if (roughness > 0.5) {
- specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
- }
-
- specular_accum += specular * weight;
- }
- }
-
- if (diffuse_accum.a > 0.0) {
- diffuse_accum.rgb /= diffuse_accum.a;
- }
-
- diffuse_light = diffuse_accum.rgb;
-
- if (use_specular) {
- if (diffuse_accum.a > 0.0) {
- specular_accum /= diffuse_accum.a;
- }
-
- specular_light = specular_accum;
- }
-
- {
- //process blend
- float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
- float blend_to = blend_from + 2.0;
-
- vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe;
-
- float len = length(inner_pos);
-
- inner_pos = abs(normalize(inner_pos));
- len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
-
- if (len >= blend_from) {
- blend = smoothstep(blend_from, blend_to, len);
- } else {
- blend = 0.0;
- }
- }
-}
+#include "scene_forward_gi_inc.glsl"
#endif //USE_FORWARD_GI
@@ -1829,26 +533,6 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
}
-float blur_shadow(float shadow) {
- return shadow;
-#if 0
- //disabling for now, will investigate later
- float interp_shadow = shadow;
- if (gl_HelperInvocation) {
- interp_shadow = -4.0; // technically anything below -4 will do but just to make sure
- }
-
- uvec2 fc2 = uvec2(gl_FragCoord.xy);
- interp_shadow -= dFdx(interp_shadow) * (float(fc2.x & 1) - 0.5);
- interp_shadow -= dFdy(interp_shadow) * (float(fc2.y & 1) - 0.5);
-
- if (interp_shadow >= 0.0) {
- shadow = interp_shadow;
- }
- return shadow;
-#endif
-}
-
#endif //!MODE_RENDER DEPTH
void main() {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index 83423cdc24a..ca75d6300ea 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -13,6 +13,7 @@
#endif
#include "cluster_data_inc.glsl"
+#include "decal_data_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
#ifndef NORMAL_USED
@@ -28,7 +29,11 @@ layout(push_constant, binding = 0, std430) uniform DrawCall {
}
draw_call;
-/* Set 0 Scene data that never changes, ever */
+#define SDFGI_MAX_CASCADES 8
+
+/* Set 0: Base Pass (never changes) */
+
+#include "light_data_inc.glsl"
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
@@ -43,10 +48,6 @@ draw_call;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
-#define SDFGI_MAX_CASCADES 8
-
-/* Set 1: Base Pass (never changes) */
-
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
@@ -156,7 +157,7 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
}
sdfgi;
-/* Set 2: Render Pass (changes per render pass) */
+/* Set 1: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneData {
mat4 projection_matrix;
@@ -240,7 +241,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
bool pancake_shadows;
}
-
scene_data;
struct InstanceData {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
new file mode 100644
index 00000000000..b41f16cbe72
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
@@ -0,0 +1,242 @@
+// Functions related to gi/sdfgi for our forward renderer
+
+//standard voxel cone trace
+vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+ float dist = p_bias;
+ vec4 color = vec4(0.0);
+
+ while (dist < max_distance && color.a < 0.95) {
+ float diameter = max(1.0, 2.0 * tan_half_angle * dist);
+ vec3 uvw_pos = (pos + dist * direction) * cell_size;
+ float half_diameter = diameter * 0.5;
+ //check if outside, then break
+ if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) {
+ break;
+ }
+ vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter));
+ float a = (1.0 - color.a);
+ color += a * scolor;
+ dist += half_diameter;
+ }
+
+ return color;
+}
+
+vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+ float dist = p_bias;
+ vec4 color = vec4(0.0);
+ float radius = max(0.5, tan_half_angle * dist);
+ float lod_level = log2(radius * 2.0);
+
+ while (dist < max_distance && color.a < 0.95) {
+ vec3 uvw_pos = (pos + dist * direction) * cell_size;
+
+ //check if outside, then break
+ if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
+ break;
+ }
+ vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level);
+ lod_level += 1.0;
+
+ float a = (1.0 - color.a);
+ scolor *= a;
+ color += scolor;
+ dist += radius;
+ radius = max(0.5, tan_half_angle * dist);
+ }
+
+ return color;
+}
+
+void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
+ position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz;
+ ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz);
+ normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz);
+
+ position += normal * gi_probes.data[index].normal_bias;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) {
+ return;
+ }
+
+ vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0);
+ float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
+ //float blend=1.0;
+
+ float max_distance = length(gi_probes.data[index].bounds);
+ vec3 cell_size = 1.0 / gi_probes.data[index].bounds;
+
+ //radiance
+
+#define MAX_CONE_DIRS 4
+
+ vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
+
+ float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
+ float cone_angle_tan = 0.98269;
+
+ vec3 light = vec3(0.0);
+
+ for (int i = 0; i < MAX_CONE_DIRS; i++) {
+ vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);
+
+ vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
+
+ if (gi_probes.data[index].blend_ambient) {
+ cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95));
+ }
+
+ light += cone_weights[i] * cone_light.rgb;
+ }
+
+ light *= gi_probes.data[index].dynamic_range;
+ out_diff += vec4(light * blend, blend);
+
+ //irradiance
+ vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias);
+ if (gi_probes.data[index].blend_ambient) {
+ irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
+ }
+ irr_light.rgb *= gi_probes.data[index].dynamic_range;
+ //irr_light=vec3(0.0);
+
+ out_spec += vec4(irr_light.rgb * blend, blend);
+}
+
+vec2 octahedron_wrap(vec2 v) {
+ vec2 signVal;
+ signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
+ signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
+ return (1.0 - abs(v.yx)) * signVal;
+}
+
+vec2 octahedron_encode(vec3 n) {
+ // https://twitter.com/Stubbesaurus/status/937994790553227264
+ n /= (abs(n.x) + abs(n.y) + abs(n.z));
+ n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
+ n.xy = n.xy * 0.5 + 0.5;
+ return n.xy;
+}
+
+void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) {
+ cascade_pos += cam_normal * sdfgi.normal_bias;
+
+ vec3 base_pos = floor(cascade_pos);
+ //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal;
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 diffuse_accum = vec4(0.0);
+ vec3 specular_accum;
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+ tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1);
+
+ vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
+
+ vec3 specular_posf;
+
+ if (use_specular) {
+ specular_accum = vec3(0.0);
+ specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
+ }
+
+ vec4 light_accum = vec4(0.0);
+ float weight_accum = 0.0;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+ vec3 probe_dir = normalize(-probe_to_pos);
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir));
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(cascade);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute lightprobe texture position
+
+ vec3 diffuse;
+ vec3 pos_uvw = diffuse_posf;
+ pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
+ diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
+
+ diffuse_accum += vec4(diffuse * weight, weight);
+
+ if (use_specular) {
+ vec3 specular = vec3(0.0);
+ vec3 pos_uvw = specular_posf;
+ pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
+ if (roughness < 0.99) {
+ specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
+ }
+ if (roughness > 0.5) {
+ specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
+ }
+
+ specular_accum += specular * weight;
+ }
+ }
+
+ if (diffuse_accum.a > 0.0) {
+ diffuse_accum.rgb /= diffuse_accum.a;
+ }
+
+ diffuse_light = diffuse_accum.rgb;
+
+ if (use_specular) {
+ if (diffuse_accum.a > 0.0) {
+ specular_accum /= diffuse_accum.a;
+ }
+
+ specular_light = specular_accum;
+ }
+
+ {
+ //process blend
+ float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
+ float blend_to = blend_from + 2.0;
+
+ vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe;
+
+ float len = length(inner_pos);
+
+ inner_pos = abs(normalize(inner_pos));
+ len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ if (len >= blend_from) {
+ blend = smoothstep(blend_from, blend_to, len);
+ } else {
+ blend = 0.0;
+ }
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
new file mode 100644
index 00000000000..32a86cb1660
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -0,0 +1,1023 @@
+// Functions related to lighting
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+}
+
+float SchlickFresnel(float u) {
+ float m = 1.0 - u;
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a) {
+ if (a >= 1.0)
+ return 1.0 / M_PI;
+ float a2 = a * a;
+ float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
+}
+
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+ float transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 B, vec3 T, float anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOWS
+ float A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light, inout vec3 specular_light) {
+
+#if defined(LIGHT_CODE_USED)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 light = L;
+ vec3 view = V;
+
+#CODE : LIGHT
+
+#else
+
+#ifdef USE_SOFT_SHADOWS
+ float NdotL = min(A + dot(N, L), 1.0);
+#else
+ float NdotL = dot(N, L);
+#endif
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
+ float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
+#else
+ float cNdotH = clamp(dot(N, H), 0.0, 1.0);
+#endif
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
+ float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
+#else
+ float cLdotH = clamp(dot(L, H), 0.0, 1.0);
+#endif
+#endif
+
+ float metallic = unpackUnorm4x8(orms).z;
+ if (metallic < 1.0) {
+ float roughness = unpackUnorm4x8(orms).y;
+
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ diffuse_light += light_color * diffuse_brdf_NL * attenuation;
+
+#if defined(LIGHT_BACKLIGHT_USED)
+ diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
+#endif
+
+#if defined(LIGHT_RIM_USED)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
+#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+
+#ifdef SSS_MODE_SKIN
+
+ {
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+
+ diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
+ }
+#else
+
+ if (transmittance_depth > 0.0) {
+ float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
+
+ fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
+ fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
+
+ diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
+ }
+
+#endif //SSS_MODE_SKIN
+
+#endif //LIGHT_TRANSMITTANCE_USED
+ }
+
+ float roughness = unpackUnorm4x8(orms).y;
+ if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
+
+ // D
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess) * cNdotL;
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = blinn;
+
+ specular_light += light_color * intensity * attenuation * specular_amount;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L, N));
+ float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ specular_light += light_color * intensity * attenuation * specular_amount;
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L, N));
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+ diffuse_light += light_color * intensity * attenuation * specular_amount; // write to diffuse_light, as in toon shading you generally want no reflection
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+
+#elif defined(SPECULAR_SCHLICK_GGX)
+ // shlick+ggx as default
+
+#if defined(LIGHT_ANISOTROPY_USED)
+
+ float alpha_ggx = roughness * roughness;
+ float aspect = sqrt(1.0 - anisotropy * 0.9);
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
+ float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+
+#else
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+#endif
+ // F
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+
+ vec3 specular_brdf_NL = cNdotL * D * F * G;
+
+ specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
+#endif
+
+#if defined(LIGHT_CLEARCOAT_USED)
+
+#if !defined(SPECULAR_SCHLICK_GGX)
+ float cLdotH5 = SchlickFresnel(cLdotH);
+#endif
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
+#endif
+ }
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
+#endif
+
+#endif //defined(LIGHT_CODE_USED)
+}
+
+#ifndef USE_NO_SHADOWS
+
+// Interleaved Gradient Noise
+// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+float quick_hash(vec2 pos) {
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ return fract(magic.z * fract(dot(pos, magic.xy)));
+}
+
+float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+ vec2 pos = coord.xy;
+ float depth = coord.z;
+
+ //if only one sample is taken, take it from the center
+ if (scene_data.directional_soft_shadow_samples == 1) {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+
+ for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
+ }
+
+ return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
+}
+
+float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+ vec2 pos = coord.xy;
+ float depth = coord.z;
+
+ //if only one sample is taken, take it from the center
+ if (scene_data.soft_shadow_samples == 1) {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+
+ for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
+ }
+
+ return avg * (1.0 / float(scene_data.soft_shadow_samples));
+}
+
+float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
+ //find blocker
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
+ float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < pssm_coord.z) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
+ tex_scale *= penumbra;
+
+ float s = 0.0;
+ for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
+ s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
+ }
+
+ return s / float(scene_data.directional_penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ return 1.0;
+ }
+}
+
+#endif //USE_NO_SHADOWS
+
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
+float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
+#ifndef USE_NO_SHADOWS
+ if (omni_lights.data[idx].shadow_enabled) {
+ // there is a shadowmap
+
+ vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+
+ vec4 v = vec4(vertex, 1.0);
+
+ vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ {
+ vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
+ nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
+ v.xyz += nofs;
+ splane = (omni_lights.data[idx].shadow_matrix * v);
+ }
+
+ float shadow;
+
+#ifdef USE_SOFT_SHADOWS
+ if (omni_lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ vec3 normal = normalize(splane.xyz);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, normal));
+ vec3 bitangent = normalize(cross(tangent, normal));
+ float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
+
+ tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
+ bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
+
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+
+ vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ tangent *= penumbra;
+ bitangent *= penumbra;
+
+ z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+ vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+ } else {
+#endif
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+ shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
+#ifdef USE_SOFT_SHADOWS
+ }
+#endif
+
+ return shadow;
+ }
+#endif
+
+ return 1.0;
+}
+
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light, inout vec3 specular_light) {
+ vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 color = omni_lights.data[idx].color;
+
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
+
+ if (omni_lights.data[idx].size > 0.0) {
+ float t = omni_lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+ transmittance_color.a *= light_attenuation;
+ {
+ vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
+
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
+
+ shadow_len = length(splane.xyz);
+ splane = normalize(splane.xyz);
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * omni_lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
+ }
+#endif
+
+#if 0
+
+ if (omni_lights.data[idx].projector_rect != vec4(0.0)) {
+ vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
+ local_v = normalize(local_v);
+
+ vec4 atlas_rect = omni_lights.data[idx].projector_rect;
+
+ if (local_v.z >= 0.0) {
+ local_v.z += 1.0;
+ atlas_rect.y += atlas_rect.w;
+
+ } else {
+ local_v.z = 1.0 - local_v.z;
+ }
+
+ local_v.xy /= local_v.z;
+ local_v.xy = local_v.xy * 0.5 + 0.5;
+ vec2 proj_uv = local_v.xy * atlas_rect.zw;
+
+ vec2 proj_uv_ddx;
+ vec2 proj_uv_ddy;
+ {
+ vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
+ local_v_ddx = normalize(local_v_ddx);
+
+ if (local_v_ddx.z >= 0.0) {
+ local_v_ddx.z += 1.0;
+ } else {
+ local_v_ddx.z = 1.0 - local_v_ddx.z;
+ }
+
+ local_v_ddx.xy /= local_v_ddx.z;
+ local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
+
+ proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
+
+ vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
+ local_v_ddy = normalize(local_v_ddy);
+
+ if (local_v_ddy.z >= 0.0) {
+ local_v_ddy.z += 1.0;
+ } else {
+ local_v_ddy.z = 1.0 - local_v_ddy.z;
+ }
+
+ local_v_ddy.xy /= local_v_ddy.z;
+ local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+
+ proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
+ }
+
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ no_shadow = mix(no_shadow, proj.rgb, proj.a);
+ }
+#endif
+
+ light_attenuation *= shadow;
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ rim * omni_attenuation, rim_tint, rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOWS
+ size_A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light,
+ specular_light);
+}
+
+float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
+#ifndef USE_NO_SHADOWS
+ if (spot_lights.data[idx].shadow_enabled) {
+ vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ vec3 spot_dir = spot_lights.data[idx].direction;
+ //there is a shadowmap
+ vec4 v = vec4(vertex, 1.0);
+
+ v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
+
+ float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
+
+ float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
+ normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
+ v.xyz += normal_bias;
+
+ //adjust with bias
+ z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
+
+ float shadow;
+
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
+ splane /= splane.w;
+
+#ifdef USE_SOFT_SHADOWS
+ if (spot_lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
+ vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
+ suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ uv_size *= penumbra;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
+ suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+
+ } else {
+#endif
+ //hard shadow
+ vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
+
+ shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
+#ifdef USE_SOFT_SHADOWS
+ }
+#endif
+
+ return shadow;
+ }
+
+#endif //USE_NO_SHADOWS
+
+ return 1.0;
+}
+
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light,
+ inout vec3 specular_light) {
+ vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
+ vec3 spot_dir = spot_lights.data[idx].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
+ spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 color = spot_lights.data[idx].color;
+ float specular_amount = spot_lights.data[idx].specular_amount;
+
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
+
+ if (spot_lights.data[idx].size > 0.0) {
+ float t = spot_lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
+
+ /*
+ if (spot_lights.data[idx].atlas_rect!=vec4(0.0)) {
+ //use projector texture
+ }
+ */
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+ transmittance_color.a *= light_attenuation;
+ {
+ splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+ splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z /= spot_lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
+ }
+#endif //LIGHT_TRANSMITTANCE_USED
+
+ light_attenuation *= shadow;
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ rim * spot_attenuation, rim_tint, rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ size_A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+}
+
+void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+ vec3 box_extents = reflections.data[ref_index].box_extents;
+ vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
+
+ if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
+ return;
+ }
+
+ vec3 ref_vec = normalize(reflect(vertex, normal));
+
+ vec3 inner_pos = abs(local_pos / box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+ //make blend more rounded
+ blend = mix(length(inner_pos), blend, blend);
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+ if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
+
+ vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
+
+ if (reflections.data[ref_index].box_project) { //box project
+
+ vec3 nrdir = normalize(local_ref_vec);
+ vec3 rbmax = (box_extents - local_pos) / nrdir;
+ vec3 rbmin = (-box_extents - local_pos) / nrdir;
+
+ vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0)));
+
+ float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
+ vec3 posonbox = local_pos + nrdir * fa;
+ local_ref_vec = posonbox - reflections.data[ref_index].box_offset;
+ }
+
+ vec4 reflection;
+
+ reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
+
+ if (reflections.data[ref_index].exterior) {
+ reflection.rgb = mix(specular_light, reflection.rgb, blend);
+ }
+
+ reflection.rgb *= reflections.data[ref_index].intensity; //intensity
+ reflection.a = blend;
+ reflection.rgb *= reflection.a;
+
+ reflection_accum += reflection;
+ }
+
+ switch (reflections.data[ref_index].ambient_mode) {
+ case REFLECTION_AMBIENT_DISABLED: {
+ //do nothing
+ } break;
+ case REFLECTION_AMBIENT_ENVIRONMENT: {
+ //do nothing
+ vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
+
+ vec4 ambient_out;
+
+ ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
+ ambient_out.a = blend;
+ if (reflections.data[ref_index].exterior) {
+ ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
+ }
+
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } break;
+ case REFLECTION_AMBIENT_COLOR: {
+ vec4 ambient_out;
+ ambient_out.a = blend;
+ ambient_out.rgb = reflections.data[ref_index].ambient;
+ if (reflections.data[ref_index].exterior) {
+ ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
+ }
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } break;
+ }
+}
+
+float blur_shadow(float shadow) {
+ return shadow;
+#if 0
+ //disabling for now, will investigate later
+ float interp_shadow = shadow;
+ if (gl_HelperInvocation) {
+ interp_shadow = -4.0; // technically anything below -4 will do but just to make sure
+ }
+
+ uvec2 fc2 = uvec2(gl_FragCoord.xy);
+ interp_shadow -= dFdx(interp_shadow) * (float(fc2.x & 1) - 0.5);
+ interp_shadow -= dFdy(interp_shadow) * (float(fc2.y & 1) - 0.5);
+
+ if (interp_shadow >= 0.0) {
+ shadow = interp_shadow;
+ }
+ return shadow;
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
new file mode 100644
index 00000000000..b38b8d803d4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -0,0 +1,1476 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+/* INPUT ATTRIBS */
+
+layout(location = 0) in vec3 vertex_attrib;
+
+//only for pure render depth when normal is not used
+
+#ifdef NORMAL_USED
+layout(location = 1) in vec3 normal_attrib;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 2) in vec4 tangent_attrib;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 3) in vec4 color_attrib;
+#endif
+
+#ifdef UV_USED
+layout(location = 4) in vec2 uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
+layout(location = 5) in vec2 uv2_attrib;
+#endif // MODE_RENDER_MATERIAL
+
+#if defined(CUSTOM0_USED)
+layout(location = 6) in vec4 custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+layout(location = 7) in vec4 custom1_attrib;
+#endif
+
+#if defined(CUSTOM2_USED)
+layout(location = 8) in vec4 custom2_attrib;
+#endif
+
+#if defined(CUSTOM3_USED)
+layout(location = 9) in vec4 custom3_attrib;
+#endif
+
+#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS)
+layout(location = 10) in uvec4 bone_attrib;
+#endif
+
+#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS)
+layout(location = 11) in vec4 weight_attrib;
+#endif
+
+/* Varyings */
+
+layout(location = 0) out vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) out vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) out vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) out vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) out vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) out vec3 tangent_interp;
+layout(location = 6) out vec3 binormal_interp;
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 8) out float dp_clip;
+
+#endif
+
+invariant gl_Position;
+
+#GLOBALS
+
+void main() {
+ vec4 instance_custom = vec4(0.0);
+#if defined(COLOR_USED)
+ color_interp = color_attrib;
+#endif
+
+ bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
+
+ mat4 world_matrix = draw_call.transform;
+
+ mat3 world_normal_matrix;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ world_normal_matrix = inverse(mat3(world_matrix));
+ } else {
+ world_normal_matrix = mat3(world_matrix);
+ }
+
+ if (is_multimesh) {
+ //multimesh, instances are for it
+
+ mat4 matrix;
+
+#ifdef USE_PARTICLE_TRAILS
+ uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
+ uint stride = 3 + 1 + 1; //particles always uses this format
+
+ uint offset = trail_size * stride * gl_InstanceIndex;
+
+#ifdef COLOR_USED
+ vec4 pcolor;
+#endif
+ {
+ uint boffset = offset + bone_attrib.x * stride;
+ matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x;
+#ifdef COLOR_USED
+ pcolor = transforms.data[boffset + 3] * weight_attrib.x;
+#endif
+ }
+ if (weight_attrib.y > 0.001) {
+ uint boffset = offset + bone_attrib.y * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.y;
+#endif
+ }
+ if (weight_attrib.z > 0.001) {
+ uint boffset = offset + bone_attrib.z * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.z;
+#endif
+ }
+ if (weight_attrib.w > 0.001) {
+ uint boffset = offset + bone_attrib.w * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.w;
+#endif
+ }
+
+ instance_custom = transforms.data[offset + 4];
+
+#ifdef COLOR_USED
+ color_interp *= pcolor;
+#endif
+
+#else
+ uint stride = 0;
+ {
+ //TODO implement a small lookup table for the stride
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ stride += 2;
+ } else {
+ stride += 3;
+ }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+ stride += 1;
+ }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceIndex;
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
+ } else {
+ matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 3;
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+#ifdef COLOR_USED
+ color_interp *= transforms.data[offset];
+#endif
+ offset += 1;
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ instance_custom = transforms.data[offset];
+ }
+
+#endif
+ //transpose
+ matrix = transpose(matrix);
+ world_matrix = world_matrix * matrix;
+ world_normal_matrix = world_normal_matrix * mat3(matrix);
+ }
+
+ vec3 vertex = vertex_attrib;
+#ifdef NORMAL_USED
+ vec3 normal = normal_attrib * 2.0 - 1.0;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
+ float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec3 binormal = normalize(cross(normal, tangent) * binormalf);
+#endif
+
+#ifdef UV_USED
+ uv_interp = uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ uv2_interp = uv2_attrib;
+#endif
+
+#ifdef OVERRIDE_POSITION
+ vec4 position;
+#endif
+
+ mat4 projection_matrix = scene_data.projection_matrix;
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+
+ normal = world_normal_matrix * normal;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ tangent = world_normal_matrix * tangent;
+ binormal = world_normal_matrix * binormal;
+
+#endif
+#endif
+
+ float roughness = 1.0;
+
+ mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
+ mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
+
+ {
+#CODE : VERTEX
+ }
+
+ /* output */
+
+// using local coordinates (default)
+#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
+ normal = modelview_normal * normal;
+#endif
+
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = modelview_normal * binormal;
+ tangent = modelview_normal * tangent;
+#endif
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
+ normal = mat3(scene_data.inverse_normal_matrix) * normal;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
+ tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+#endif
+#endif
+
+ vertex_interp = vertex;
+#ifdef NORMAL_USED
+ normal_interp = normal;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ tangent_interp = tangent;
+ binormal_interp = binormal;
+#endif
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_DUAL_PARABOLOID
+
+ vertex_interp.z *= scene_data.dual_paraboloid_side;
+
+ dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
+
+ //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
+
+ vec3 vtx = vertex_interp;
+ float distance = length(vtx);
+ vtx = normalize(vtx);
+ vtx.xy /= 1.0 - vtx.z;
+ vtx.z = (distance / scene_data.z_far);
+ vtx.z = vtx.z * 2.0 - 1.0;
+ vertex_interp = vtx;
+
+#endif
+
+#endif //MODE_RENDER_DEPTH
+
+#ifdef OVERRIDE_POSITION
+ gl_Position = position;
+#else
+ gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif // OVERRIDE_POSITION
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif // MODE_RENDER_DEPTH
+#ifdef MODE_RENDER_MATERIAL
+ if (scene_data.material_uv2_mode) {
+ vec2 uv_offset = draw_call.lightmap_uv_scale.xy; // we are abusing lightmap_uv_scale here, we shouldn't have a lightmap during a depth pass...
+ gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
+ gl_Position.z = 0.00001;
+ gl_Position.w = 1.0;
+ }
+#endif // MODE_RENDER_MATERIAL
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+/* Varyings */
+
+layout(location = 0) in vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) in vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) in vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) in vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) in vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) in vec3 tangent_interp;
+layout(location = 6) in vec3 binormal_interp;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 8) in float dp_clip;
+
+#endif
+
+//defines to keep compatibility with vertex
+
+#define world_matrix draw_call.transform
+#define projection_matrix scene_data.projection_matrix
+
+#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
+//both required for transmittance to be enabled
+#define LIGHT_TRANSMITTANCE_USED
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#GLOBALS
+
+/* clang-format on */
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_RENDER_MATERIAL
+
+layout(location = 0) out vec4 albedo_output_buffer;
+layout(location = 1) out vec4 normal_output_buffer;
+layout(location = 2) out vec4 orm_output_buffer;
+layout(location = 3) out vec4 emission_output_buffer;
+layout(location = 4) out float depth_output_buffer;
+
+#endif // MODE_RENDER_MATERIAL
+
+#else // RENDER DEPTH
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
+layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
+#else
+
+layout(location = 0) out vec4 frag_color;
+#endif // MODE_MULTIPLE_RENDER_TARGETS
+
+#endif // RENDER DEPTH
+
+#include "scene_forward_aa_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#include "scene_forward_lights_inc.glsl"
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifndef MODE_RENDER_DEPTH
+
+/*
+ Only supporting normal fog here.
+*/
+
+vec4 fog_process(vec3 vertex) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ if (scene_data.fog_aerial_perspective > 0.0) {
+ vec3 sky_fog_color = vec3(0.0);
+ vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
+ // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ float lod, blend;
+ blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
+ sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
+ sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
+#else
+ sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
+ }
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ vec3 view = normalize(vertex);
+
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density));
+
+ if (abs(scene_data.fog_height_density) > 0.001) {
+ float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+
+ float y_dist = scene_data.fog_height - y;
+
+ float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+
+ fog_amount = max(vfog_amount, fog_amount);
+ }
+
+ return vec4(fog_color, fog_amount);
+}
+
+#endif //!MODE_RENDER DEPTH
+
+void main() {
+#ifdef MODE_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
+
+ //lay out everything, whathever is unused is optimized away anyway
+ vec3 vertex = vertex_interp;
+ vec3 view = -normalize(vertex_interp);
+ vec3 albedo = vec3(1.0);
+ vec3 backlight = vec3(0.0);
+ vec4 transmittance_color = vec4(0.0);
+ float transmittance_depth = 0.0;
+ float transmittance_curve = 1.0;
+ float transmittance_boost = 0.0;
+ float metallic = 0.0;
+ float specular = 0.5;
+ vec3 emission = vec3(0.0);
+ float roughness = 1.0;
+ float rim = 0.0;
+ float rim_tint = 0.0;
+ float clearcoat = 0.0;
+ float clearcoat_gloss = 0.0;
+ float anisotropy = 0.0;
+ vec2 anisotropy_flow = vec2(1.0, 0.0);
+ vec4 fog = vec4(0.0);
+#if defined(CUSTOM_RADIANCE_USED)
+ vec4 custom_radiance = vec4(0.0);
+#endif
+#if defined(CUSTOM_IRRADIANCE_USED)
+ vec4 custom_irradiance = vec4(0.0);
+#endif
+
+ float ao = 1.0;
+ float ao_light_affect = 0.0;
+
+ float alpha = 1.0;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 binormal = normalize(binormal_interp);
+ vec3 tangent = normalize(tangent_interp);
+#else
+ vec3 binormal = vec3(0.0);
+ vec3 tangent = vec3(0.0);
+#endif
+
+#ifdef NORMAL_USED
+ vec3 normal = normalize(normal_interp);
+
+#if defined(DO_SIDE_CHECK)
+ if (!gl_FrontFacing) {
+ normal = -normal;
+ }
+#endif
+
+#endif //NORMAL_USED
+
+#ifdef UV_USED
+ vec2 uv = uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ vec2 uv2 = uv2_interp;
+#endif
+
+#if defined(COLOR_USED)
+ vec4 color = color_interp;
+#endif
+
+#if defined(NORMAL_MAP_USED)
+
+ vec3 normal_map = vec3(0.5);
+#endif
+
+ float normal_map_depth = 1.0;
+
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+
+ float sss_strength = 0.0;
+
+#ifdef ALPHA_SCISSOR_USED
+ float alpha_scissor_threshold = 1.0;
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef ALPHA_HASH_USED
+ float alpha_hash_scale = 1.0;
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+ float alpha_antialiasing_edge = 0.0;
+ vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+ {
+#CODE : FRAGMENT
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+#ifdef SSS_MODE_SKIN
+ transmittance_color.a = sss_strength;
+#else
+ transmittance_color.a *= sss_strength;
+#endif
+#endif
+
+#ifndef USE_SHADOW_TO_OPACITY
+
+#ifdef ALPHA_SCISSOR_USED
+ if (alpha < alpha_scissor_threshold) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+// alpha hash can be used in unison with alpha antialiasing
+#ifdef ALPHA_HASH_USED
+ if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ discard;
+ }
+#endif // ALPHA_HASH_USED
+
+// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
+#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
+ alpha = 1.0;
+#endif
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather
+#ifdef ALPHA_SCISSOR_USED
+ alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
+#endif
+ alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+#ifdef USE_OPAQUE_PREPASS
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
+#ifdef NORMAL_MAP_USED
+
+ normal_map.xy = normal_map.xy * 2.0 - 1.0;
+ normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+
+ normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
+
+#endif
+
+#ifdef LIGHT_ANISOTROPY_USED
+
+ if (anisotropy > 0.01) {
+ //rotation matrix
+ mat3 rot = mat3(tangent, binormal, normal);
+ //make local to space
+ tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
+ binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
+ }
+
+#endif
+
+#ifdef ENABLE_CLIP_ALPHA
+ if (albedo.a < 0.99) {
+ //used for doublepass and shadowmapping
+ discard;
+ }
+#endif
+
+ /////////////////////// FOG //////////////////////
+#ifndef MODE_RENDER_DEPTH
+
+#ifndef CUSTOM_FOG_USED
+ // fog must be processed as early as possible and then packed.
+ // to maximize VGPR usage
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+
+ if (scene_data.fog_enabled) {
+ fog = fog_process(vertex);
+ }
+
+#endif //!CUSTOM_FOG_USED
+
+ uint fog_rg = packHalf2x16(fog.rg);
+ uint fog_ba = packHalf2x16(fog.ba);
+
+#endif //!MODE_RENDER_DEPTH
+
+ /////////////////////// DECALS ////////////////////////////////
+
+#ifndef MODE_RENDER_DEPTH
+
+ vec3 vertex_ddx = dFdx(vertex);
+ vec3 vertex_ddy = dFdy(vertex);
+
+ { //Decals
+ // must implement
+
+ uint decal_indices = draw_call.decals.x;
+ for (uint i = 0; i < 8; i++) {
+ uint decal_index = decal_indices & 0xFF;
+ if (i == 4) {
+ decal_indices = draw_call.decals.y;
+ } else {
+ decal_indices = decal_indices >> 8;
+ }
+
+ if (decal_index == 0xFF) {
+ break;
+ }
+
+ vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
+ if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
+ continue; //out of decal
+ }
+
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
+ float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
+
+ if (decals.data[decal_index].normal_fade > 0.0) {
+ fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
+ }
+
+ if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
+ //has albedo
+ vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ decal_albedo *= decals.data[decal_index].modulate;
+ decal_albedo.a *= fade;
+ albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
+
+ if (decals.data[decal_index].normal_rect != vec4(0.0)) {
+ vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
+ decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
+ //convert to view space, use xzy because y is up
+ decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz;
+
+ normal = normalize(mix(normal, decal_normal, decal_albedo.a));
+ }
+
+ if (decals.data[decal_index].orm_rect != vec4(0.0)) {
+ vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ ao = mix(ao, decal_orm.r, decal_albedo.a);
+ roughness = mix(roughness, decal_orm.g, decal_albedo.a);
+ metallic = mix(metallic, decal_orm.b, decal_albedo.a);
+ }
+ }
+
+ if (decals.data[decal_index].emission_rect != vec4(0.0)) {
+ //emission is additive, so its independent from albedo
+ emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ }
+ }
+ } //Decals
+#endif //!MODE_RENDER_DEPTH
+
+ /////////////////////// LIGHTING //////////////////////////////
+
+#ifdef NORMAL_USED
+ if (scene_data.roughness_limiter_enabled) {
+ //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ float roughness2 = roughness * roughness;
+ vec3 dndu = dFdx(normal), dndv = dFdx(normal);
+ float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
+ float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect
+ float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
+ roughness = sqrt(filteredRoughness2);
+ }
+#endif // NORMAL_USED
+ //apply energy conservation
+
+ vec3 specular_light = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
+ vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 ref_vec = reflect(-view, normal);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness * MAX_ROUGHNESS_LOD, lod);
+ specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else // USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light *= scene_data.ambient_light_color_energy.a;
+ }
+
+#if defined(CUSTOM_RADIANCE_USED)
+ specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
+#endif // CUSTOM_RADIANCE_USED
+
+#ifndef USE_LIGHTMAP
+ //lightmap overrides everything
+ if (scene_data.use_ambient_light) {
+ ambient_light = scene_data.ambient_light_color_energy.rgb;
+
+ if (scene_data.use_ambient_cubemap) {
+ vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
+#else
+ vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+
+ ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
+ }
+ }
+#endif // !USE_LIGHTMAP
+
+#if defined(CUSTOM_IRRADIANCE_USED)
+ ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
+#endif // CUSTOM_IRRADIANCE_USED
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ //radiance
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef USE_LIGHTMAP
+
+ //lightmap
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = draw_call.gi_offset;
+
+ vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
+ const float c1 = 0.429043;
+ const float c2 = 0.511664;
+ const float c3 = 0.743125;
+ const float c4 = 0.886227;
+ const float c5 = 0.247708;
+ ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+
+ } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
+ bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
+ uint ofs = draw_call.gi_offset & 0xFFFF;
+ vec3 uvw;
+ uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
+ uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
+
+ if (uses_sh) {
+ uvw.z *= 4.0; //SH textures use 4 times more data
+ vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
+ vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
+ vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
+ vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+
+ uint idx = draw_call.gi_offset >> 20;
+ vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+
+ ambient_light += lm_light_l0 * 0.282095f;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
+ vec3 r = reflect(normalize(-vertex), normal);
+ specular_light += lm_light_l1n1 * 0.32573 * r.y;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ }
+
+ } else {
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ }
+ }
+
+ // No GI nor non low end mode...
+
+#endif // USE_LIGHTMAP
+
+ // skipping ssao, do we remove ssao totally?
+
+ { //Reflection probes
+ vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ uint reflection_indices = draw_call.reflection_probes.x;
+ for (uint i = 0; i < 8; i++) {
+ uint reflection_index = reflection_indices & 0xFF;
+ if (i == 4) {
+ reflection_indices = draw_call.reflection_probes.y;
+ } else {
+ reflection_indices = reflection_indices >> 8;
+ }
+
+ if (reflection_index == 0xFF) {
+ break;
+ }
+
+ reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ }
+
+ if (reflection_accum.a > 0.0) {
+ specular_light = reflection_accum.rgb / reflection_accum.a;
+ }
+ } //Reflection probes
+
+ // finalize ambient light here
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+
+ // convert ao to direct light ao
+ ao = mix(1.0, ao, ao_light_affect);
+
+ //this saves some VGPRs
+ vec3 f0 = F0(metallic, specular, albedo);
+
+ {
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, view), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ specular_light *= env.x * f0 + env.y;
+#endif
+ }
+
+#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#if !defined(MODE_RENDER_DEPTH)
+ //this saves some VGPRs
+ uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular));
+#endif
+
+// LIGHTING
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ { //directional light
+
+ // Do shadow and lighting in two passes to reduce register pressure
+ uint shadow0 = 0;
+ uint shadow1 = 0;
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ float shadow = 1.0;
+
+ // Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support.
+ // Not sure if there is a reason to change this seeing directional lights are part of our global data
+ // Should think about whether we may want to move this code into an include file or function??
+
+#ifdef USE_SOFT_SHADOWS
+ //version with soft shadows, more expensive
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.x;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color1.rgb;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color2.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color3.rgb;
+
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color4.rgb;
+ }
+
+ if (directional_lights.data[i].blend_splits) {
+ vec3 shadow_color_blend = vec3(0.0);
+ float pssm_blend;
+ float shadow2;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+
+ shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
+
+ pssm_blend = sqrt(pssm_blend);
+
+ shadow = mix(shadow, shadow2, pssm_blend);
+ shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+
+#undef BIAS_FUNC
+ }
+#else
+ // Soft shadow disabled version
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+
+ if (directional_lights.data[i].blend_splits) {
+ float pssm_blend;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ shadow = mix(shadow, shadow2, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+
+#undef BIAS_FUNC
+ }
+#endif
+
+ if (i < 4) {
+ shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
+ } else {
+ shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+ }
+ }
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ // We're not doing light transmittence
+
+ float shadow = 1.0;
+
+ if (i < 4) {
+ shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ }
+
+ blur_shadow(shadow);
+
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/* not supported here
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim, rim_tint, albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ directional_lights.data[i].size,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light,
+ specular_light);
+ }
+ } //directional light
+
+ { //omni lights
+ uint light_indices = draw_call.omni_lights.x;
+ for (uint i = 0; i < 8; i++) {
+ uint light_index = light_indices & 0xFF;
+ if (i == 4) {
+ light_indices = draw_call.omni_lights.y;
+ } else {
+ light_indices = light_indices >> 8;
+ }
+
+ if (light_index == 0xFF) {
+ break;
+ }
+
+ float shadow = light_process_omni_shadow(light_index, vertex, view);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/*
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim,
+ rim_tint,
+ albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ tangent, binormal, anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+ }
+ } //omni lights
+
+ { //spot lights
+
+ uint light_indices = draw_call.spot_lights.x;
+ for (uint i = 0; i < 8; i++) {
+ uint light_index = light_indices & 0xFF;
+ if (i == 4) {
+ light_indices = draw_call.spot_lights.y;
+ } else {
+ light_indices = light_indices >> 8;
+ }
+
+ if (light_index == 0xFF) {
+ break;
+ }
+
+ float shadow = light_process_spot_shadow(light_index, vertex, view);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/*
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim,
+ rim_tint,
+ albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ tangent, binormal, anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+ }
+ } //spot lights
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_RENDER_MATERIAL
+
+ albedo_output_buffer.rgb = albedo;
+ albedo_output_buffer.a = alpha;
+
+ normal_output_buffer.rgb = normal * 0.5 + 0.5;
+ normal_output_buffer.a = 0.0;
+ depth_output_buffer.r = -vertex.z;
+
+ orm_output_buffer.r = ao;
+ orm_output_buffer.g = roughness;
+ orm_output_buffer.b = metallic;
+ orm_output_buffer.a = sss_strength;
+
+ emission_output_buffer.rgb = emission;
+ emission_output_buffer.a = 0.0;
+#endif // MODE_RENDER_MATERIAL
+
+#else // MODE_RENDER_DEPTH
+
+ // multiply by albedo
+ diffuse_light *= albedo; // ambient must be multiplied by albedo at the end
+
+ // apply direct light AO
+ ao = unpackUnorm4x8(orms).x;
+ specular_light *= ao;
+ diffuse_light *= ao;
+
+ // apply metallic
+ metallic = unpackUnorm4x8(orms).z;
+ diffuse_light *= 1.0 - metallic;
+ ambient_light *= 1.0 - metallic;
+
+ //restore fog
+ fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+#ifdef MODE_UNSHADED
+ diffuse_buffer = vec4(albedo.rgb, 0.0);
+ specular_buffer = vec4(0.0);
+
+#else // MODE_UNSHADED
+
+#ifdef SSS_MODE_SKIN
+ sss_strength = -sss_strength;
+#endif // SSS_MODE_SKIN
+ diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
+ specular_buffer = vec4(specular_light, metallic);
+#endif // MODE_UNSHADED
+
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+
+#else //MODE_MULTIPLE_RENDER_TARGETS
+
+#ifdef MODE_UNSHADED
+ frag_color = vec4(albedo, alpha);
+#else // MODE_UNSHADED
+ frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
+ //frag_color = vec4(1.0);
+#endif // MODE_UNSHADED
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+
+#endif //MODE_MULTIPLE_RENDER_TARGETS
+
+#endif //MODE_RENDER_DEPTH
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
new file mode 100644
index 00000000000..0156b58574b
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -0,0 +1,220 @@
+#define M_PI 3.14159265359
+
+#include "decal_data_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#ifndef NORMAL_USED
+#define NORMAL_USED
+#endif
+#endif
+
+/* don't exceed 128 bytes!! */
+/* put instance data into our push content, not a array */
+layout(push_constant, binding = 0, std430) uniform DrawCall {
+ mat4 transform; // 64 - 64
+ uint flags; // 04 - 68
+ uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
+ uint layer_mask; // 04 - 80
+ vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
+
+ uvec2 reflection_probes; // 08 - 104
+ uvec2 omni_lights; // 08 - 112
+ uvec2 spot_lights; // 08 - 120
+ uvec2 decals; // 08 - 128
+}
+draw_call;
+
+/* Set 0: Base Pass (never changes) */
+
+#include "light_data_inc.glsl"
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+
+#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
+#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
+#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
+#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
+#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
+#define INSTANCE_FLAGS_USE_GIPROBE (1 << 11)
+#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
+#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
+#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
+#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
+//3 bits of stride
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
+
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 24)
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+ ReflectionData data[];
+}
+reflections;
+
+layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+#define LIGHTMAP_FLAG_USE_DIRECTION 1
+#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
+
+struct Lightmap {
+ mat3 normal_xform;
+};
+
+layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+ Lightmap data[];
+}
+lightmaps;
+
+struct LightmapCapture {
+ vec4 sh[9];
+};
+
+layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
+ LightmapCapture data[];
+}
+lightmap_captures;
+
+layout(set = 0, binding = 9) uniform texture2D decal_atlas;
+layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
+
+layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
+ DecalData data[];
+}
+decals;
+
+layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
+}
+global_variables;
+
+/* Set 1: Render Pass (changes per render pass) */
+
+layout(set = 1, binding = 0, std140) uniform SceneData {
+ mat4 projection_matrix;
+ mat4 inv_projection_matrix;
+
+ mat4 camera_matrix;
+ mat4 inv_camera_matrix;
+
+ vec2 viewport_size;
+ vec2 screen_pixel_size;
+
+ //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
+ vec4 directional_penumbra_shadow_kernel[32];
+ vec4 directional_soft_shadow_kernel[32];
+ vec4 penumbra_shadow_kernel[32];
+ vec4 soft_shadow_kernel[32];
+
+ uint directional_penumbra_shadow_samples;
+ uint directional_soft_shadow_samples;
+ uint penumbra_shadow_samples;
+ uint soft_shadow_samples;
+
+ vec4 ambient_light_color_energy;
+
+ float ambient_color_sky_mix;
+ bool use_ambient_light;
+ bool use_ambient_cubemap;
+ bool use_reflection_cubemap;
+
+ mat3 radiance_inverse_xform;
+
+ vec2 shadow_atlas_pixel_size;
+ vec2 directional_shadow_pixel_size;
+
+ uint directional_light_count;
+ float dual_paraboloid_side;
+ float z_far;
+ float z_near;
+
+ bool ssao_enabled;
+ float ssao_light_affect;
+ float ssao_ao_affect;
+ bool roughness_limiter_enabled;
+
+ float roughness_limiter_amount;
+ float roughness_limiter_limit;
+ uvec2 roughness_limiter_pad;
+
+ vec4 ao_color;
+
+ bool fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+ bool material_uv2_mode;
+
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
+
+ bool pancake_shadows;
+ uint pad1;
+ uint pad2;
+ uint pad3;
+}
+scene_data;
+
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
+
+#else
+
+layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
+
+#endif
+
+layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
+
+layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
+
+layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
+
+// this needs to change to providing just the lightmap we're using..
+layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+
+layout(set = 1, binding = 9) uniform texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform texture2D color_buffer;
+
+/* Set 2 Skeleton & Instancing (can change per item) */
+
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
+ vec4 data[];
+}
+transforms;
+
+/* Set 3 User Material */
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index cace6076677..c793b6ebe1b 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -26,6 +26,7 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
#endif
#include "cluster_data_inc.glsl"
+#include "light_data_inc.glsl"
#define M_PI 3.14159265359
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index f34727fd0a1..aee4d8712a0 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -2453,18 +2453,19 @@ void RendererSceneCull::_frustum_cull(CullData &cull_data, FrustumCullResult &cu
}
if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
- //InstanceGeometryData *geom = static_cast(idata.instance->base_data);
- //todo for GLES3
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
- /*for (Set::Element *E = geom->dec.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast(E->get()->base_data);
+ InstanceGeometryData *geom = static_cast(idata.instance->base_data);
+ uint32_t idx = 0;
- instance_pair_buffer[idx++] = reflection_probe->instance;
- if (idx==MAX_INSTANCE_PAIRS) {
- break;
+ for (Set::Element *E = geom->decals.front(); E; E = E->next()) {
+ InstanceDecalData *decal = static_cast(E->get()->base_data);
+
+ instance_pair_buffer[idx++] = decal->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
}
- }*/
- //scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, light_instances, idx);
+ scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
}
if (idata.flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY) {
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 0d962decfcc..3605dec1be2 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -2297,8 +2297,12 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
- GLOBAL_DEF("rendering/driver/rd_renderer/use_low_end_renderer", false);
- GLOBAL_DEF("rendering/driver/rd_renderer/use_low_end_renderer.mobile", true);
+ GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end", 0);
+ GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end.mobile", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/vulkan/rendering/back_end",
+ PropertyInfo(Variant::INT,
+ "rendering/vulkan/rendering/back_end",
+ PROPERTY_HINT_ENUM, "ForwardClustered,ForwardMobile"));
GLOBAL_DEF("rendering/reflections/sky_reflections/roughness_layers", 8);
GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections", true);