Split GI effects and fix stereoscopic rendering of GI effects
This commit is contained in:
parent
c18d0f2035
commit
997810e417
52 changed files with 2149 additions and 1275 deletions
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@ -7,3 +7,4 @@ env.add_source_files(env.drivers_sources, "*.cpp")
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SConscript("shaders/SCsub")
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SConscript("storage/SCsub")
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SConscript("effects/SCsub")
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SConscript("environment/SCsub")
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5
drivers/gles3/environment/SCsub
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5
drivers/gles3/environment/SCsub
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@ -0,0 +1,5 @@
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#!/usr/bin/env python
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Import("env")
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env.add_source_files(env.drivers_sources, "*.cpp")
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140
drivers/gles3/environment/gi.cpp
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140
drivers/gles3/environment/gi.cpp
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@ -0,0 +1,140 @@
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/*************************************************************************/
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/* gi.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifdef GLES3_ENABLED
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#include "gi.h"
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using namespace GLES3;
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/* VOXEL GI API */
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RID GI::voxel_gi_allocate() {
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return RID();
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}
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void GI::voxel_gi_free(RID p_rid) {
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}
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void GI::voxel_gi_initialize(RID p_rid) {
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}
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void GI::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
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}
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AABB GI::voxel_gi_get_bounds(RID p_voxel_gi) const {
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return AABB();
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}
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Vector3i GI::voxel_gi_get_octree_size(RID p_voxel_gi) const {
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return Vector3i();
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}
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Vector<uint8_t> GI::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<uint8_t> GI::voxel_gi_get_data_cells(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<uint8_t> GI::voxel_gi_get_distance_field(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<int> GI::voxel_gi_get_level_counts(RID p_voxel_gi) const {
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return Vector<int>();
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}
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Transform3D GI::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
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return Transform3D();
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}
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void GI::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
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return 0;
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}
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void GI::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_propagation(RID p_voxel_gi) const {
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return 0;
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}
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void GI::voxel_gi_set_energy(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_energy(RID p_voxel_gi) const {
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return 0.0;
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}
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void GI::voxel_gi_set_bias(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_bias(RID p_voxel_gi) const {
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return 0.0;
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}
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void GI::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) {
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}
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float GI::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
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return 0.0;
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}
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void GI::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
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}
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bool GI::voxel_gi_is_interior(RID p_voxel_gi) const {
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return false;
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}
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void GI::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
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}
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bool GI::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
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return false;
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}
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void GI::voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) {
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}
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float GI::voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const {
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return 0;
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}
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uint32_t GI::voxel_gi_get_version(RID p_voxel_gi) const {
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return 0;
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}
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#endif // GLES3_ENABLED
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99
drivers/gles3/environment/gi.h
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99
drivers/gles3/environment/gi.h
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@ -0,0 +1,99 @@
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/*************************************************************************/
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/* gi.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef GI_GLES3_H
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#define GI_GLES3_H
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#ifdef GLES3_ENABLED
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "servers/rendering/environment/renderer_gi.h"
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#include "platform_config.h"
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#ifndef OPENGL_INCLUDE_H
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#include <GLES3/gl3.h>
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#else
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#include OPENGL_INCLUDE_H
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#endif
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namespace GLES3 {
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class GI : public RendererGI {
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public:
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/* VOXEL GI API */
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virtual RID voxel_gi_allocate() override;
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virtual void voxel_gi_free(RID p_rid) override;
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virtual void voxel_gi_initialize(RID p_rid) override;
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virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
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virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
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virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
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virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
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virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
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virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
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virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
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virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
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virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
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virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
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virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
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virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override;
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virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override;
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virtual float voxel_gi_get_energy(RID p_voxel_gi) const override;
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virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override;
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virtual float voxel_gi_get_bias(RID p_voxel_gi) const override;
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virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
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virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
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virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
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virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override;
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virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
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virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
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virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override;
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virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override;
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virtual uint32_t voxel_gi_get_version(RID p_voxel_gi) const override;
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};
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}; // namespace GLES3
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#endif // GLES3_ENABLED
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#endif // !GI_GLES3_H
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@ -198,6 +198,8 @@ void RasterizerGLES3::finalize() {
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memdelete(scene);
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memdelete(canvas);
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memdelete(storage);
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memdelete(gi);
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memdelete(copy_effects);
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memdelete(light_storage);
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memdelete(particles_storage);
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memdelete(mesh_storage);
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@ -269,6 +271,7 @@ RasterizerGLES3::RasterizerGLES3() {
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particles_storage = memnew(GLES3::ParticlesStorage);
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light_storage = memnew(GLES3::LightStorage);
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copy_effects = memnew(GLES3::CopyEffects);
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gi = memnew(GLES3::GI);
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storage = memnew(RasterizerStorageGLES3);
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canvas = memnew(RasterizerCanvasGLES3(storage));
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scene = memnew(RasterizerSceneGLES3(storage));
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@ -34,6 +34,7 @@
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#ifdef GLES3_ENABLED
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#include "effects/copy_effects.h"
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#include "environment/gi.h"
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#include "rasterizer_canvas_gles3.h"
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#include "rasterizer_scene_gles3.h"
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#include "rasterizer_storage_gles3.h"
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GLES3::MeshStorage *mesh_storage = nullptr;
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GLES3::ParticlesStorage *particles_storage = nullptr;
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GLES3::LightStorage *light_storage = nullptr;
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GLES3::GI *gi = nullptr;
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GLES3::CopyEffects *copy_effects = nullptr;
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RasterizerStorageGLES3 *storage = nullptr;
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RasterizerCanvasGLES3 *canvas = nullptr;
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RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
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RendererParticlesStorage *get_particles_storage() { return particles_storage; }
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RendererTextureStorage *get_texture_storage() { return texture_storage; }
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RendererGI *get_gi() { return gi; }
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RendererStorage *get_storage() { return storage; }
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RendererCanvasRender *get_canvas() { return canvas; }
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RendererSceneRender *get_scene() { return scene; }
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@ -79,106 +79,6 @@ Vector<uint8_t> RasterizerStorageGLES3::buffer_get_data(GLenum p_target, GLuint
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return ret;
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}
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/* VOXEL GI API */
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RID RasterizerStorageGLES3::voxel_gi_allocate() {
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return RID();
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}
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void RasterizerStorageGLES3::voxel_gi_initialize(RID p_rid) {
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}
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void RasterizerStorageGLES3::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
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}
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AABB RasterizerStorageGLES3::voxel_gi_get_bounds(RID p_voxel_gi) const {
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return AABB();
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}
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Vector3i RasterizerStorageGLES3::voxel_gi_get_octree_size(RID p_voxel_gi) const {
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return Vector3i();
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}
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Vector<uint8_t> RasterizerStorageGLES3::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<uint8_t> RasterizerStorageGLES3::voxel_gi_get_data_cells(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<uint8_t> RasterizerStorageGLES3::voxel_gi_get_distance_field(RID p_voxel_gi) const {
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return Vector<uint8_t>();
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}
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Vector<int> RasterizerStorageGLES3::voxel_gi_get_level_counts(RID p_voxel_gi) const {
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return Vector<int>();
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}
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Transform3D RasterizerStorageGLES3::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
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return Transform3D();
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}
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void RasterizerStorageGLES3::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
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}
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float RasterizerStorageGLES3::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
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return 0;
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}
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void RasterizerStorageGLES3::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
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}
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float RasterizerStorageGLES3::voxel_gi_get_propagation(RID p_voxel_gi) const {
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return 0;
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}
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void RasterizerStorageGLES3::voxel_gi_set_energy(RID p_voxel_gi, float p_range) {
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}
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float RasterizerStorageGLES3::voxel_gi_get_energy(RID p_voxel_gi) const {
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return 0.0;
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}
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void RasterizerStorageGLES3::voxel_gi_set_bias(RID p_voxel_gi, float p_range) {
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}
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float RasterizerStorageGLES3::voxel_gi_get_bias(RID p_voxel_gi) const {
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return 0.0;
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}
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void RasterizerStorageGLES3::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) {
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}
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float RasterizerStorageGLES3::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
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return 0.0;
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}
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void RasterizerStorageGLES3::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
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}
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bool RasterizerStorageGLES3::voxel_gi_is_interior(RID p_voxel_gi) const {
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return false;
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}
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void RasterizerStorageGLES3::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
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}
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bool RasterizerStorageGLES3::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
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return false;
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}
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void RasterizerStorageGLES3::voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) {
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}
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float RasterizerStorageGLES3::voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const {
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return 0;
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}
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uint32_t RasterizerStorageGLES3::voxel_gi_get_version(RID p_voxel_gi) {
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return 0;
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}
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/* OCCLUDER */
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void RasterizerStorageGLES3::occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {
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@ -154,47 +154,6 @@ public:
|
|||
public:
|
||||
virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
|
||||
|
||||
/* VOXEL GI API */
|
||||
|
||||
RID voxel_gi_allocate() override;
|
||||
void voxel_gi_initialize(RID p_rid) override;
|
||||
void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
|
||||
|
||||
AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
|
||||
Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
|
||||
Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
|
||||
Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
|
||||
Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
|
||||
|
||||
Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
|
||||
Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
|
||||
|
||||
void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
|
||||
float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
|
||||
|
||||
void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
|
||||
float voxel_gi_get_propagation(RID p_voxel_gi) const override;
|
||||
|
||||
void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override;
|
||||
float voxel_gi_get_energy(RID p_voxel_gi) const override;
|
||||
|
||||
void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override;
|
||||
float voxel_gi_get_bias(RID p_voxel_gi) const override;
|
||||
|
||||
void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
|
||||
float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
|
||||
|
||||
void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
|
||||
bool voxel_gi_is_interior(RID p_voxel_gi) const override;
|
||||
|
||||
void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
|
||||
bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
|
||||
|
||||
void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override;
|
||||
float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override;
|
||||
|
||||
uint32_t voxel_gi_get_version(RID p_voxel_gi) override;
|
||||
|
||||
/* OCCLUDER */
|
||||
|
||||
void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
|
||||
|
|
|
@ -2314,6 +2314,12 @@ RID RenderingDeviceVulkan::texture_create_shared_from_slice(const TextureView &p
|
|||
image_view_create_info.viewType = VK_IMAGE_VIEW_TYPE_2D_ARRAY;
|
||||
}
|
||||
|
||||
if (p_slice_type == TEXTURE_SLICE_2D) {
|
||||
texture.type = TEXTURE_TYPE_2D;
|
||||
} else if (p_slice_type == TEXTURE_SLICE_3D) {
|
||||
texture.type = TEXTURE_TYPE_3D;
|
||||
}
|
||||
|
||||
if (p_view.format_override == DATA_FORMAT_MAX || p_view.format_override == texture.format) {
|
||||
image_view_create_info.format = vulkan_formats[texture.format];
|
||||
} else {
|
||||
|
|
85
servers/rendering/dummy/environment/gi.h
Normal file
85
servers/rendering/dummy/environment/gi.h
Normal file
|
@ -0,0 +1,85 @@
|
|||
/*************************************************************************/
|
||||
/* gi.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 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 GI_DUMMY_H
|
||||
#define GI_DUMMY_H
|
||||
|
||||
#include "servers/rendering/environment/renderer_gi.h"
|
||||
|
||||
namespace RendererDummy {
|
||||
|
||||
class GI : public RendererGI {
|
||||
public:
|
||||
/* VOXEL GI API */
|
||||
|
||||
virtual RID voxel_gi_allocate() override { return RID(); }
|
||||
virtual void voxel_gi_free(RID p_rid) override {}
|
||||
virtual void voxel_gi_initialize(RID p_rid) override {}
|
||||
virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override {}
|
||||
|
||||
virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override { return AABB(); }
|
||||
virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override { return Vector3i(); }
|
||||
virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
|
||||
virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
|
||||
virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
|
||||
|
||||
virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override { return Vector<int>(); }
|
||||
virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override { return Transform3D(); }
|
||||
|
||||
virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override {}
|
||||
virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override { return 0; }
|
||||
|
||||
virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override {}
|
||||
virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override { return 0; }
|
||||
|
||||
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override {}
|
||||
virtual float voxel_gi_get_energy(RID p_voxel_gi) const override { return 0.0; }
|
||||
|
||||
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override {}
|
||||
virtual float voxel_gi_get_bias(RID p_voxel_gi) const override { return 0.0; }
|
||||
|
||||
virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override {}
|
||||
virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override { return 0.0; }
|
||||
|
||||
virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override {}
|
||||
virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override { return false; }
|
||||
|
||||
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override {}
|
||||
virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override { return false; }
|
||||
|
||||
virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override {}
|
||||
virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override { return 0; }
|
||||
|
||||
virtual uint32_t voxel_gi_get_version(RID p_voxel_gi) const override { return 0; }
|
||||
};
|
||||
|
||||
} // namespace RendererDummy
|
||||
|
||||
#endif // !GI_DUMMY_H
|
|
@ -34,6 +34,7 @@
|
|||
#include "core/templates/rid_owner.h"
|
||||
#include "core/templates/self_list.h"
|
||||
#include "scene/resources/mesh.h"
|
||||
#include "servers/rendering/dummy/environment/gi.h"
|
||||
#include "servers/rendering/dummy/rasterizer_canvas_dummy.h"
|
||||
#include "servers/rendering/dummy/rasterizer_scene_dummy.h"
|
||||
#include "servers/rendering/dummy/rasterizer_storage_dummy.h"
|
||||
|
@ -57,6 +58,7 @@ protected:
|
|||
RendererDummy::MeshStorage mesh_storage;
|
||||
RendererDummy::ParticlesStorage particles_storage;
|
||||
RendererDummy::TextureStorage texture_storage;
|
||||
RendererDummy::GI gi;
|
||||
RasterizerStorageDummy storage;
|
||||
RasterizerSceneDummy scene;
|
||||
|
||||
|
@ -66,6 +68,7 @@ public:
|
|||
RendererMeshStorage *get_mesh_storage() override { return &mesh_storage; };
|
||||
RendererParticlesStorage *get_particles_storage() override { return &particles_storage; };
|
||||
RendererTextureStorage *get_texture_storage() override { return &texture_storage; };
|
||||
RendererGI *get_gi() override { return &gi; };
|
||||
RendererStorage *get_storage() override { return &storage; }
|
||||
RendererCanvasRender *get_canvas() override { return &canvas; }
|
||||
RendererSceneRender *get_scene() override { return &scene; }
|
||||
|
|
|
@ -38,47 +38,6 @@ class RasterizerStorageDummy : public RendererStorage {
|
|||
public:
|
||||
void base_update_dependency(RID p_base, DependencyTracker *p_instance) override {}
|
||||
|
||||
/* VOXEL GI API */
|
||||
|
||||
RID voxel_gi_allocate() override { return RID(); }
|
||||
void voxel_gi_initialize(RID p_rid) override {}
|
||||
void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override {}
|
||||
|
||||
AABB voxel_gi_get_bounds(RID p_voxel_gi) const override { return AABB(); }
|
||||
Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override { return Vector3i(); }
|
||||
Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
|
||||
Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
|
||||
Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override { return Vector<uint8_t>(); }
|
||||
|
||||
Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override { return Vector<int>(); }
|
||||
Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override { return Transform3D(); }
|
||||
|
||||
void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override {}
|
||||
float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override { return 0; }
|
||||
|
||||
void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override {}
|
||||
float voxel_gi_get_propagation(RID p_voxel_gi) const override { return 0; }
|
||||
|
||||
void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override {}
|
||||
float voxel_gi_get_energy(RID p_voxel_gi) const override { return 0.0; }
|
||||
|
||||
void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override {}
|
||||
float voxel_gi_get_bias(RID p_voxel_gi) const override { return 0.0; }
|
||||
|
||||
void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override {}
|
||||
float voxel_gi_get_normal_bias(RID p_voxel_gi) const override { return 0.0; }
|
||||
|
||||
void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override {}
|
||||
bool voxel_gi_is_interior(RID p_voxel_gi) const override { return false; }
|
||||
|
||||
void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override {}
|
||||
bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override { return false; }
|
||||
|
||||
void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override {}
|
||||
float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override { return 0; }
|
||||
|
||||
uint32_t voxel_gi_get_version(RID p_voxel_gi) override { return 0; }
|
||||
|
||||
/* OCCLUDER */
|
||||
|
||||
void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {}
|
||||
|
|
85
servers/rendering/environment/renderer_gi.h
Normal file
85
servers/rendering/environment/renderer_gi.h
Normal file
|
@ -0,0 +1,85 @@
|
|||
/*************************************************************************/
|
||||
/* renderer_gi.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 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 RENDERER_GI_H
|
||||
#define RENDERER_GI_H
|
||||
|
||||
#include "servers/rendering/renderer_storage.h"
|
||||
#include "servers/rendering_server.h"
|
||||
|
||||
class RendererGI {
|
||||
public:
|
||||
virtual ~RendererGI() {}
|
||||
|
||||
/* VOXEL GI API */
|
||||
|
||||
virtual RID voxel_gi_allocate() = 0;
|
||||
virtual void voxel_gi_free(RID p_rid) = 0;
|
||||
virtual void voxel_gi_initialize(RID p_rid) = 0;
|
||||
|
||||
virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0;
|
||||
|
||||
virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0;
|
||||
virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0;
|
||||
virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0;
|
||||
virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const = 0;
|
||||
virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const = 0;
|
||||
virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0;
|
||||
virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0;
|
||||
virtual float voxel_gi_get_propagation(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
|
||||
virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
|
||||
virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0;
|
||||
virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0;
|
||||
virtual bool voxel_gi_is_interior(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0;
|
||||
virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) = 0;
|
||||
virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual uint32_t voxel_gi_get_version(RID p_probe) const = 0;
|
||||
};
|
||||
|
||||
#endif // !RENDERER_GI_H
|
|
@ -31,6 +31,7 @@
|
|||
#ifndef RENDERING_SERVER_COMPOSITOR_H
|
||||
#define RENDERING_SERVER_COMPOSITOR_H
|
||||
|
||||
#include "servers/rendering/environment/renderer_gi.h"
|
||||
#include "servers/rendering/renderer_canvas_render.h"
|
||||
#include "servers/rendering/renderer_scene.h"
|
||||
#include "servers/rendering/renderer_storage.h"
|
||||
|
@ -81,6 +82,7 @@ public:
|
|||
virtual RendererMeshStorage *get_mesh_storage() = 0;
|
||||
virtual RendererParticlesStorage *get_particles_storage() = 0;
|
||||
virtual RendererTextureStorage *get_texture_storage() = 0;
|
||||
virtual RendererGI *get_gi() = 0;
|
||||
virtual RendererStorage *get_storage() = 0;
|
||||
virtual RendererCanvasRender *get_canvas() = 0;
|
||||
virtual RendererSceneRender *get_scene() = 0;
|
||||
|
|
|
@ -5,6 +5,7 @@ Import("env")
|
|||
env.add_source_files(env.servers_sources, "*.cpp")
|
||||
|
||||
SConscript("effects/SCsub")
|
||||
SConscript("environment/SCsub")
|
||||
SConscript("forward_clustered/SCsub")
|
||||
SConscript("forward_mobile/SCsub")
|
||||
SConscript("shaders/SCsub")
|
||||
|
|
130
servers/rendering/renderer_rd/effects/resolve.cpp
Normal file
130
servers/rendering/renderer_rd/effects/resolve.cpp
Normal file
|
@ -0,0 +1,130 @@
|
|||
/*************************************************************************/
|
||||
/* resolve.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 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 "resolve.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
|
||||
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
|
||||
|
||||
using namespace RendererRD;
|
||||
|
||||
Resolve::Resolve() {
|
||||
Vector<String> resolve_modes;
|
||||
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
|
||||
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
|
||||
resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
|
||||
|
||||
resolve.shader.initialize(resolve_modes);
|
||||
|
||||
resolve.shader_version = resolve.shader.version_create();
|
||||
|
||||
for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
|
||||
resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
|
||||
}
|
||||
}
|
||||
|
||||
Resolve::~Resolve() {
|
||||
resolve.shader.version_free(resolve.shader_version);
|
||||
}
|
||||
|
||||
void Resolve::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
|
||||
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
|
||||
ERR_FAIL_NULL(uniform_set_cache);
|
||||
MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
||||
ERR_FAIL_NULL(material_storage);
|
||||
|
||||
ResolvePushConstant push_constant;
|
||||
push_constant.screen_size[0] = p_screen_size.x;
|
||||
push_constant.screen_size[1] = p_screen_size.y;
|
||||
push_constant.samples = p_samples;
|
||||
|
||||
// setup our uniforms
|
||||
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
|
||||
RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
|
||||
RD::Uniform u_source_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_source_normal_roughness }));
|
||||
RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_dest_depth }));
|
||||
RD::Uniform u_dest_normal_roughness(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_dest_normal_roughness }));
|
||||
|
||||
ResolveMode mode = p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI;
|
||||
RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
|
||||
ERR_FAIL_COND(shader.is_null());
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth, u_source_normal_roughness), 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth, u_dest_normal_roughness), 1);
|
||||
if (p_source_voxel_gi.is_valid()) {
|
||||
RD::Uniform u_source_voxel_gi(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_voxel_gi }));
|
||||
RD::Uniform u_dest_voxel_gi(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_voxel_gi);
|
||||
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_source_voxel_gi), 2);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_dest_voxel_gi), 3);
|
||||
}
|
||||
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
|
||||
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
|
||||
|
||||
RD::get_singleton()->compute_list_end(p_barrier);
|
||||
}
|
||||
|
||||
void Resolve::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
|
||||
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
|
||||
ERR_FAIL_NULL(uniform_set_cache);
|
||||
MaterialStorage *material_storage = MaterialStorage::get_singleton();
|
||||
ERR_FAIL_NULL(material_storage);
|
||||
|
||||
ResolvePushConstant push_constant;
|
||||
push_constant.screen_size[0] = p_screen_size.x;
|
||||
push_constant.screen_size[1] = p_screen_size.y;
|
||||
push_constant.samples = p_samples;
|
||||
|
||||
// setup our uniforms
|
||||
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
|
||||
RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_depth }));
|
||||
RD::Uniform u_dest_depth(RD::UNIFORM_TYPE_IMAGE, 0, p_dest_depth);
|
||||
|
||||
ResolveMode mode = RESOLVE_MODE_DEPTH;
|
||||
RID shader = resolve.shader.version_get_shader(resolve.shader_version, mode);
|
||||
ERR_FAIL_COND(shader.is_null());
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[mode]);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_depth), 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_dest_depth), 1);
|
||||
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
|
||||
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
|
||||
|
||||
RD::get_singleton()->compute_list_end(p_barrier);
|
||||
}
|
74
servers/rendering/renderer_rd/effects/resolve.h
Normal file
74
servers/rendering/renderer_rd/effects/resolve.h
Normal file
|
@ -0,0 +1,74 @@
|
|||
/*************************************************************************/
|
||||
/* resolve.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2022 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 RESOLVE_RD_H
|
||||
#define RESOLVE_RD_H
|
||||
|
||||
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/effects/resolve.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_scene_render.h"
|
||||
|
||||
#include "servers/rendering_server.h"
|
||||
|
||||
namespace RendererRD {
|
||||
|
||||
class Resolve {
|
||||
private:
|
||||
struct ResolvePushConstant {
|
||||
int32_t screen_size[2];
|
||||
int32_t samples;
|
||||
uint32_t pad;
|
||||
};
|
||||
|
||||
enum ResolveMode {
|
||||
RESOLVE_MODE_GI,
|
||||
RESOLVE_MODE_GI_VOXEL_GI,
|
||||
RESOLVE_MODE_DEPTH,
|
||||
RESOLVE_MODE_MAX
|
||||
};
|
||||
|
||||
struct ResolveShader {
|
||||
ResolvePushConstant push_constant;
|
||||
ResolveShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
|
||||
} resolve;
|
||||
|
||||
public:
|
||||
Resolve();
|
||||
~Resolve();
|
||||
|
||||
void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
|
||||
void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
|
||||
};
|
||||
|
||||
} // namespace RendererRD
|
||||
|
||||
#endif // !RESOLVE_RD_H
|
|
@ -1396,46 +1396,6 @@ void EffectsRD::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebuff
|
|||
RD::get_singleton()->draw_list_end();
|
||||
}
|
||||
|
||||
void EffectsRD::resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
|
||||
ResolvePushConstant push_constant;
|
||||
push_constant.screen_size[0] = p_screen_size.x;
|
||||
push_constant.screen_size[1] = p_screen_size.y;
|
||||
push_constant.samples = p_samples;
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[p_source_voxel_gi.is_valid() ? RESOLVE_MODE_GI_VOXEL_GI : RESOLVE_MODE_GI]);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_source_depth, p_source_normal_roughness), 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_dest_depth, p_dest_normal_roughness), 1);
|
||||
if (p_source_voxel_gi.is_valid()) {
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_voxel_gi), 2);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_voxel_gi), 3);
|
||||
}
|
||||
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
|
||||
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
|
||||
|
||||
RD::get_singleton()->compute_list_end(p_barrier);
|
||||
}
|
||||
|
||||
void EffectsRD::resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier) {
|
||||
ResolvePushConstant push_constant;
|
||||
push_constant.screen_size[0] = p_screen_size.x;
|
||||
push_constant.screen_size[1] = p_screen_size.y;
|
||||
push_constant.samples = p_samples;
|
||||
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, resolve.pipelines[RESOLVE_MODE_DEPTH]);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_depth), 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_depth), 1);
|
||||
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ResolvePushConstant));
|
||||
|
||||
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.x, p_screen_size.y, 1);
|
||||
|
||||
RD::get_singleton()->compute_list_end(p_barrier);
|
||||
}
|
||||
|
||||
void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) {
|
||||
Sort::PushConstant push_constant;
|
||||
push_constant.total_elements = p_size;
|
||||
|
@ -2009,21 +1969,6 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
|
|||
ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE));
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
Vector<String> resolve_modes;
|
||||
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n");
|
||||
resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n");
|
||||
resolve_modes.push_back("\n#define MODE_RESOLVE_DEPTH\n");
|
||||
|
||||
resolve.shader.initialize(resolve_modes);
|
||||
|
||||
resolve.shader_version = resolve.shader.version_create();
|
||||
|
||||
for (int i = 0; i < RESOLVE_MODE_MAX; i++) {
|
||||
resolve.pipelines[i] = RD::get_singleton()->compute_pipeline_create(resolve.shader.version_get_shader(resolve.shader_version, i));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -2110,7 +2055,6 @@ EffectsRD::~EffectsRD() {
|
|||
filter.compute_shader.version_free(filter.shader_version);
|
||||
}
|
||||
if (!prefer_raster_effects) {
|
||||
resolve.shader.version_free(resolve.shader_version);
|
||||
specular_merge.shader.version_free(specular_merge.shader_version);
|
||||
ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version);
|
||||
ssao.blur_shader.version_free(ssao.blur_shader_version);
|
||||
|
|
|
@ -43,7 +43,6 @@
|
|||
#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
|
||||
|
@ -579,26 +578,6 @@ private:
|
|||
RID pipelines[3]; //3 quality levels
|
||||
} sss;
|
||||
|
||||
struct ResolvePushConstant {
|
||||
int32_t screen_size[2];
|
||||
int32_t samples;
|
||||
uint32_t pad;
|
||||
};
|
||||
|
||||
enum ResolveMode {
|
||||
RESOLVE_MODE_GI,
|
||||
RESOLVE_MODE_GI_VOXEL_GI,
|
||||
RESOLVE_MODE_DEPTH,
|
||||
RESOLVE_MODE_MAX
|
||||
};
|
||||
|
||||
struct Resolve {
|
||||
ResolvePushConstant push_constant;
|
||||
ResolveShaderRD shader;
|
||||
RID shader_version;
|
||||
RID pipelines[RESOLVE_MODE_MAX]; //3 quality levels
|
||||
} resolve;
|
||||
|
||||
enum SortMode {
|
||||
SORT_MODE_BLOCK,
|
||||
SORT_MODE_STEP,
|
||||
|
@ -733,9 +712,6 @@ public:
|
|||
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
|
||||
void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
|
||||
|
||||
void resolve_gi(RID p_source_depth, RID p_source_normal_roughness, RID p_source_voxel_gi, RID p_dest_depth, RID p_dest_normal_roughness, RID p_dest_voxel_gi, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
|
||||
void resolve_depth(RID p_source_depth, RID p_dest_depth, Vector2i p_screen_size, int p_samples, uint32_t p_barrier = RD::BARRIER_MASK_ALL);
|
||||
|
||||
void sort_buffer(RID p_uniform_set, int p_size);
|
||||
|
||||
EffectsRD(bool p_prefer_raster_effects);
|
||||
|
|
5
servers/rendering/renderer_rd/environment/SCsub
Normal file
5
servers/rendering/renderer_rd/environment/SCsub
Normal file
|
@ -0,0 +1,5 @@
|
|||
#!/usr/bin/env python
|
||||
|
||||
Import("env")
|
||||
|
||||
env.add_source_files(env.servers_sources, "*.cpp")
|
File diff suppressed because it is too large
Load diff
|
@ -1,5 +1,5 @@
|
|||
/*************************************************************************/
|
||||
/* renderer_scene_gi_rd.h */
|
||||
/* gi.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
|
@ -28,33 +28,77 @@
|
|||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RENDERING_SERVER_SCENE_GI_RD_H
|
||||
#define RENDERING_SERVER_SCENE_GI_RD_H
|
||||
#ifndef GI_RD_H
|
||||
#define GI_RD_H
|
||||
|
||||
#include "core/templates/local_vector.h"
|
||||
#include "core/templates/rid_owner.h"
|
||||
#include "servers/rendering/environment/renderer_gi.h"
|
||||
#include "servers/rendering/renderer_compositor.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/gi.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/voxel_gi.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/gi.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_scene_render.h"
|
||||
#include "servers/rendering/renderer_storage.h"
|
||||
#include "servers/rendering/rendering_device.h"
|
||||
|
||||
// Forward declare RenderDataRD and RendererSceneRenderRD so we can pass it into some of our methods, these classes are pretty tightly bound
|
||||
struct RenderDataRD;
|
||||
class RendererSceneRenderRD;
|
||||
|
||||
class RendererSceneGIRD {
|
||||
namespace RendererRD {
|
||||
|
||||
class GI : public RendererGI {
|
||||
public:
|
||||
/* VOXEL GI STORAGE */
|
||||
|
||||
struct VoxelGI {
|
||||
RID octree_buffer;
|
||||
RID data_buffer;
|
||||
RID sdf_texture;
|
||||
|
||||
uint32_t octree_buffer_size = 0;
|
||||
uint32_t data_buffer_size = 0;
|
||||
|
||||
Vector<int> level_counts;
|
||||
|
||||
int cell_count = 0;
|
||||
|
||||
Transform3D to_cell_xform;
|
||||
AABB bounds;
|
||||
Vector3i octree_size;
|
||||
|
||||
float dynamic_range = 2.0;
|
||||
float energy = 1.0;
|
||||
float bias = 1.4;
|
||||
float normal_bias = 0.0;
|
||||
float propagation = 0.7;
|
||||
bool interior = false;
|
||||
bool use_two_bounces = false;
|
||||
|
||||
float anisotropy_strength = 0.5;
|
||||
|
||||
uint32_t version = 1;
|
||||
uint32_t data_version = 1;
|
||||
|
||||
RendererStorage::Dependency dependency;
|
||||
};
|
||||
|
||||
private:
|
||||
RendererStorageRD *storage = nullptr;
|
||||
static GI *singleton;
|
||||
|
||||
/* VOXEL GI STORAGE */
|
||||
|
||||
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
|
||||
|
||||
/* VOXEL_GI INSTANCE */
|
||||
|
||||
|
@ -196,10 +240,13 @@ private:
|
|||
uint32_t use_occlusion;
|
||||
float y_mult;
|
||||
|
||||
float cam_extent[3];
|
||||
uint32_t probe_axis_size;
|
||||
float z_near;
|
||||
float reserved1;
|
||||
float reserved2;
|
||||
|
||||
float cam_transform[16];
|
||||
float inv_projection[16];
|
||||
};
|
||||
|
||||
SdfgiDebugShaderRD debug;
|
||||
|
@ -209,13 +256,17 @@ private:
|
|||
|
||||
enum ProbeDebugMode {
|
||||
PROBE_DEBUG_PROBES,
|
||||
PROBE_DEBUG_PROBES_MULTIVIEW,
|
||||
PROBE_DEBUG_VISIBILITY,
|
||||
PROBE_DEBUG_VISIBILITY_MULTIVIEW,
|
||||
PROBE_DEBUG_MAX
|
||||
};
|
||||
|
||||
struct DebugProbesPushConstant {
|
||||
float projection[16];
|
||||
struct DebugProbesSceneData {
|
||||
float projection[2][16];
|
||||
};
|
||||
|
||||
struct DebugProbesPushConstant {
|
||||
uint32_t band_power;
|
||||
uint32_t sections_in_band;
|
||||
uint32_t band_mask;
|
||||
|
@ -324,6 +375,60 @@ private:
|
|||
} sdfgi_shader;
|
||||
|
||||
public:
|
||||
static GI *get_singleton() { return singleton; }
|
||||
|
||||
/* VOXEL GI API */
|
||||
|
||||
VoxelGI *get_voxel_gi(RID p_rid) { return voxel_gi_owner.get_or_null(p_rid); };
|
||||
bool owns_voxel_gi(RID p_rid) { return voxel_gi_owner.owns(p_rid); };
|
||||
|
||||
virtual RID voxel_gi_allocate() override;
|
||||
virtual void voxel_gi_free(RID p_voxel_gi) override;
|
||||
virtual void voxel_gi_initialize(RID p_voxel_gi) override;
|
||||
|
||||
virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
|
||||
|
||||
virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
|
||||
virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
|
||||
virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
|
||||
virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
|
||||
virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
|
||||
|
||||
virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
|
||||
virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
|
||||
|
||||
virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
|
||||
virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
|
||||
|
||||
virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
|
||||
virtual float voxel_gi_get_propagation(RID p_voxel_gi) const override;
|
||||
|
||||
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) override;
|
||||
virtual float voxel_gi_get_energy(RID p_voxel_gi) const override;
|
||||
|
||||
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) override;
|
||||
virtual float voxel_gi_get_bias(RID p_voxel_gi) const override;
|
||||
|
||||
virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
|
||||
virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
|
||||
|
||||
virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
|
||||
virtual bool voxel_gi_is_interior(RID p_voxel_gi) const override;
|
||||
|
||||
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
|
||||
virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
|
||||
|
||||
virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override;
|
||||
virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override;
|
||||
|
||||
virtual uint32_t voxel_gi_get_version(RID p_probe) const override;
|
||||
uint32_t voxel_gi_get_data_version(RID p_probe);
|
||||
|
||||
RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
|
||||
RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
|
||||
|
||||
RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
|
||||
|
||||
/* VOXEL_GI INSTANCE */
|
||||
|
||||
//@TODO VoxelGIInstance is still directly used in the render code, we'll address this when we refactor the render code itself.
|
||||
|
@ -331,7 +436,7 @@ public:
|
|||
struct VoxelGIInstance {
|
||||
// access to our containers
|
||||
RendererStorageRD *storage = nullptr;
|
||||
RendererSceneGIRD *gi = nullptr;
|
||||
GI *gi = nullptr;
|
||||
|
||||
RID probe;
|
||||
RID texture;
|
||||
|
@ -455,7 +560,7 @@ public:
|
|||
|
||||
// access to our containers
|
||||
RendererStorageRD *storage = nullptr;
|
||||
RendererSceneGIRD *gi = nullptr;
|
||||
GI *gi = nullptr;
|
||||
|
||||
// used for rendering (voxelization)
|
||||
RID render_albedo;
|
||||
|
@ -497,7 +602,8 @@ public:
|
|||
float min_cell_size = 0;
|
||||
uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints
|
||||
|
||||
RID debug_uniform_set;
|
||||
RID debug_uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
RID debug_probes_scene_data_ubo;
|
||||
RID debug_probes_uniform_set;
|
||||
RID cascades_ubo;
|
||||
|
||||
|
@ -516,7 +622,7 @@ public:
|
|||
int32_t cascade_dynamic_light_count[SDFGI::MAX_CASCADES]; //used dynamically
|
||||
RID integrate_sky_uniform_set;
|
||||
|
||||
void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi);
|
||||
void create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, GI *p_gi);
|
||||
void erase();
|
||||
void update(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position);
|
||||
void update_light();
|
||||
|
@ -525,8 +631,8 @@ public:
|
|||
int get_pending_region_data(int p_region, Vector3i &r_local_offset, Vector3i &r_local_size, AABB &r_bounds) const;
|
||||
void update_cascades();
|
||||
|
||||
void debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture);
|
||||
void debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
|
||||
void debug_draw(uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture, const Vector<RID> &p_texture_views);
|
||||
void debug_probes(RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
|
||||
|
||||
void pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_render_data, RendererSceneRenderRD *p_scene_render);
|
||||
void render_region(RID p_render_buffers, int p_region, const PagedArray<RendererSceneRender::GeometryInstance *> &p_instances, RendererSceneRenderRD *p_scene_render);
|
||||
|
@ -561,8 +667,18 @@ public:
|
|||
RID full_dispatch;
|
||||
RID full_mask;
|
||||
|
||||
RID uniform_set;
|
||||
/* GI buffers */
|
||||
RID ambient_buffer;
|
||||
RID reflection_buffer;
|
||||
RID ambient_view[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
RID reflection_view[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
RID uniform_set[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
bool using_half_size_gi = false;
|
||||
uint32_t view_count = 1;
|
||||
|
||||
RID scene_data_ubo;
|
||||
|
||||
void free();
|
||||
};
|
||||
|
||||
struct SDFGIData {
|
||||
|
@ -611,19 +727,28 @@ public:
|
|||
uint32_t mipmaps; // 4 - 96
|
||||
};
|
||||
|
||||
struct PushConstant {
|
||||
struct SceneData {
|
||||
float inv_projection[2][16];
|
||||
float cam_transform[16];
|
||||
float eye_offset[2][4];
|
||||
|
||||
int32_t screen_size[2];
|
||||
float z_near;
|
||||
float z_far;
|
||||
|
||||
float proj_info[4];
|
||||
float pad1;
|
||||
float pad2;
|
||||
};
|
||||
|
||||
struct PushConstant {
|
||||
uint32_t view_index;
|
||||
uint32_t max_voxel_gi_instances;
|
||||
uint32_t high_quality_vct;
|
||||
uint32_t orthogonal;
|
||||
uint32_t pad;
|
||||
|
||||
float cam_rotation[12];
|
||||
float proj_info[4];
|
||||
|
||||
float z_near;
|
||||
float z_far;
|
||||
float pad1;
|
||||
float pad2;
|
||||
};
|
||||
|
||||
RID sdfgi_ubo;
|
||||
|
@ -634,6 +759,14 @@ public:
|
|||
MODE_HALF_RES_VOXEL_GI,
|
||||
MODE_HALF_RES_SDFGI,
|
||||
MODE_HALF_RES_COMBINED,
|
||||
|
||||
MODE_VOXEL_GI_MULTIVIEW,
|
||||
MODE_SDFGI_MULTIVIEW,
|
||||
MODE_COMBINED_MULTIVIEW,
|
||||
MODE_HALF_RES_VOXEL_GI_MULTIVIEW,
|
||||
MODE_HALF_RES_SDFGI_MULTIVIEW,
|
||||
MODE_HALF_RES_COMBINED_MULTIVIEW,
|
||||
|
||||
MODE_MAX
|
||||
};
|
||||
|
||||
|
@ -644,8 +777,8 @@ public:
|
|||
RID shader_version;
|
||||
RID pipelines[MODE_MAX];
|
||||
|
||||
RendererSceneGIRD();
|
||||
~RendererSceneGIRD();
|
||||
GI();
|
||||
~GI();
|
||||
|
||||
void init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky);
|
||||
void free();
|
||||
|
@ -653,7 +786,7 @@ public:
|
|||
SDFGI *create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size);
|
||||
|
||||
void setup_voxel_gi_instances(RID p_render_buffers, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, uint32_t &r_voxel_gi_instances_used, RendererSceneRenderRD *p_scene_render);
|
||||
void process_gi(RID p_render_buffers, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer, RID p_environment, const CameraMatrix &p_projection, const Transform3D &p_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
|
||||
void process_gi(RID p_render_buffers, RID *p_normal_roughness_views, RID p_voxel_gi_buffer, RID p_environment, uint32_t p_view_count, const CameraMatrix *p_projections, const Vector3 *p_eye_offsets, const Transform3D &p_cam_transform, const PagedArray<RID> &p_voxel_gi_instances, RendererSceneRenderRD *p_scene_render);
|
||||
|
||||
RID voxel_gi_instance_create(RID p_base);
|
||||
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform);
|
||||
|
@ -662,4 +795,6 @@ public:
|
|||
void debug_voxel_gi(RID p_voxel_gi, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
|
||||
};
|
||||
|
||||
#endif /* !RENDERING_SERVER_SCENE_GI_RD_H */
|
||||
} // namespace RendererRD
|
||||
|
||||
#endif /* !GI_RD_H */
|
|
@ -48,6 +48,13 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
|
|||
if (!specular.is_valid()) {
|
||||
RD::TextureFormat tf;
|
||||
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
|
||||
if (view_count > 1) {
|
||||
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
|
||||
tf.array_layers = view_count;
|
||||
} else {
|
||||
tf.texture_type = RD::TEXTURE_TYPE_2D;
|
||||
tf.array_layers = 1;
|
||||
}
|
||||
tf.width = width;
|
||||
tf.height = height;
|
||||
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
|
||||
|
@ -64,7 +71,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
|
|||
Vector<RID> fb;
|
||||
fb.push_back(specular);
|
||||
|
||||
specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
|
||||
specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count);
|
||||
}
|
||||
|
||||
} else {
|
||||
|
@ -76,7 +83,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_specular()
|
|||
Vector<RID> fb;
|
||||
fb.push_back(specular_msaa);
|
||||
|
||||
specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
|
||||
specular_only_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -106,6 +113,13 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_velocity()
|
|||
void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi() {
|
||||
if (!voxelgi_buffer.is_valid()) {
|
||||
RD::TextureFormat tf;
|
||||
if (view_count > 1) {
|
||||
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
|
||||
tf.array_layers = view_count;
|
||||
} else {
|
||||
tf.texture_type = RD::TEXTURE_TYPE_2D;
|
||||
tf.array_layers = 1;
|
||||
}
|
||||
tf.format = RD::DATA_FORMAT_R8G8_UINT;
|
||||
tf.width = width;
|
||||
tf.height = height;
|
||||
|
@ -116,6 +130,14 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi()
|
|||
tf_aa.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
tf_aa.samples = texture_samples;
|
||||
voxelgi_buffer_msaa = RD::get_singleton()->texture_create(tf_aa, RD::TextureView());
|
||||
|
||||
if (view_count == 1) {
|
||||
voxelgi_msaa_views[0] = voxelgi_buffer_msaa;
|
||||
} else {
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
voxelgi_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer_msaa, v, 0);
|
||||
}
|
||||
}
|
||||
} else {
|
||||
tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
|
||||
}
|
||||
|
@ -124,6 +146,14 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi()
|
|||
|
||||
voxelgi_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
||||
|
||||
if (view_count == 1) {
|
||||
voxelgi_views[0] = voxelgi_buffer;
|
||||
} else {
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
voxelgi_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), voxelgi_buffer, v, 0);
|
||||
}
|
||||
}
|
||||
|
||||
Vector<RID> fb;
|
||||
if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
fb.push_back(depth_msaa);
|
||||
|
@ -135,7 +165,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::ensure_voxelgi()
|
|||
fb.push_back(voxelgi_buffer);
|
||||
}
|
||||
|
||||
depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb);
|
||||
depth_normal_roughness_voxelgi_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, view_count);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -144,7 +174,25 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
|
|||
RD::get_singleton()->free(voxelgi_buffer);
|
||||
voxelgi_buffer = RID();
|
||||
|
||||
if (view_count == 1) {
|
||||
voxelgi_views[0] = RID();
|
||||
} else {
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
RD::get_singleton()->free(voxelgi_views[v]);
|
||||
voxelgi_views[v] = RID();
|
||||
}
|
||||
}
|
||||
|
||||
if (voxelgi_buffer_msaa.is_valid()) {
|
||||
if (view_count == 1) {
|
||||
voxelgi_msaa_views[0] = RID();
|
||||
} else {
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
RD::get_singleton()->free(voxelgi_msaa_views[v]);
|
||||
voxelgi_msaa_views[v] = RID();
|
||||
}
|
||||
}
|
||||
|
||||
RD::get_singleton()->free(voxelgi_buffer_msaa);
|
||||
voxelgi_buffer_msaa = RID();
|
||||
}
|
||||
|
@ -153,11 +201,35 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
|
|||
}
|
||||
|
||||
if (color_msaa.is_valid()) {
|
||||
if (view_count == 1) {
|
||||
color_views[0] = RID();
|
||||
color_msaa_views[0] = RID();
|
||||
} else {
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
RD::get_singleton()->free(color_views[v]);
|
||||
RD::get_singleton()->free(color_msaa_views[v]);
|
||||
color_views[v] = RID();
|
||||
color_msaa_views[v] = RID();
|
||||
}
|
||||
}
|
||||
|
||||
RD::get_singleton()->free(color_msaa);
|
||||
color_msaa = RID();
|
||||
}
|
||||
|
||||
if (depth_msaa.is_valid()) {
|
||||
if (view_count == 1) {
|
||||
depth_views[0] = RID();
|
||||
depth_msaa_views[0] = RID();
|
||||
} else {
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
RD::get_singleton()->free(depth_views[v]);
|
||||
RD::get_singleton()->free(depth_msaa_views[v]);
|
||||
depth_views[v] = RID();
|
||||
depth_msaa_views[v] = RID();
|
||||
}
|
||||
}
|
||||
|
||||
RD::get_singleton()->free(depth_msaa);
|
||||
depth_msaa = RID();
|
||||
}
|
||||
|
@ -178,12 +250,31 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
|
|||
color_framebuffers.clear(); // Color pass framebuffers are freed automatically by their dependency relations
|
||||
|
||||
if (normal_roughness_buffer.is_valid()) {
|
||||
if (view_count == 1) {
|
||||
normal_roughness_views[0] = RID();
|
||||
} else {
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
RD::get_singleton()->free(normal_roughness_views[v]);
|
||||
normal_roughness_views[v] = RID();
|
||||
}
|
||||
}
|
||||
|
||||
RD::get_singleton()->free(normal_roughness_buffer);
|
||||
normal_roughness_buffer = RID();
|
||||
|
||||
if (normal_roughness_buffer_msaa.is_valid()) {
|
||||
if (view_count == 1) {
|
||||
normal_roughness_msaa_views[0] = RID();
|
||||
} else {
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
RD::get_singleton()->free(normal_roughness_msaa_views[v]);
|
||||
normal_roughness_msaa_views[v] = RID();
|
||||
}
|
||||
}
|
||||
RD::get_singleton()->free(normal_roughness_buffer_msaa);
|
||||
normal_roughness_buffer_msaa = RID();
|
||||
}
|
||||
normal_roughness_buffer = RID();
|
||||
|
||||
depth_normal_roughness_fb = RID();
|
||||
}
|
||||
|
||||
|
@ -259,6 +350,22 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c
|
|||
|
||||
depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
||||
|
||||
if (view_count == 1) {
|
||||
// just reuse
|
||||
color_views[0] = color;
|
||||
depth_views[0] = depth;
|
||||
color_msaa_views[0] = color_msaa;
|
||||
depth_msaa_views[0] = depth_msaa;
|
||||
} else {
|
||||
// create slices
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
color_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color, v, 0);
|
||||
depth_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth, v, 0);
|
||||
color_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), color_msaa, v, 0);
|
||||
depth_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), depth_msaa, v, 0);
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
Vector<RID> fb;
|
||||
fb.push_back(color_msaa);
|
||||
|
@ -308,6 +415,8 @@ RID RenderForwardClustered::RenderBufferDataForwardClustered::get_color_pass_fb(
|
|||
}
|
||||
|
||||
void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferDataForwardClustered *rb) {
|
||||
ERR_FAIL_COND_MSG(rb->view_count > 2, "Only support up to two views for roughness texture");
|
||||
|
||||
if (rb->normal_roughness_buffer.is_valid()) {
|
||||
return;
|
||||
}
|
||||
|
@ -316,6 +425,13 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
|
|||
tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
|
||||
tf.width = rb->width;
|
||||
tf.height = rb->height;
|
||||
if (rb->view_count > 1) {
|
||||
tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY;
|
||||
tf.array_layers = rb->view_count;
|
||||
} else {
|
||||
tf.texture_type = RD::TEXTURE_TYPE_2D;
|
||||
tf.array_layers = 1;
|
||||
}
|
||||
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
|
||||
|
||||
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
|
@ -330,7 +446,7 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
|
|||
Vector<RID> fb;
|
||||
fb.push_back(rb->depth);
|
||||
fb.push_back(rb->normal_roughness_buffer);
|
||||
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
|
||||
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
|
||||
} else {
|
||||
tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
|
||||
tf.samples = rb->texture_samples;
|
||||
|
@ -339,7 +455,21 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
|
|||
Vector<RID> fb;
|
||||
fb.push_back(rb->depth_msaa);
|
||||
fb.push_back(rb->normal_roughness_buffer_msaa);
|
||||
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
|
||||
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb, RD::INVALID_ID, rb->view_count);
|
||||
}
|
||||
|
||||
if (rb->view_count == 1) {
|
||||
rb->normal_roughness_views[0] = rb->normal_roughness_buffer;
|
||||
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
rb->normal_roughness_msaa_views[0] = rb->normal_roughness_buffer_msaa;
|
||||
}
|
||||
} else {
|
||||
for (uint32_t v = 0; v < rb->view_count; v++) {
|
||||
rb->normal_roughness_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer, v, 0);
|
||||
if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
|
||||
rb->normal_roughness_msaa_views[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->normal_roughness_buffer_msaa, v, 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -503,22 +633,21 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p
|
|||
pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS;
|
||||
} break;
|
||||
case PASS_MODE_SHADOW_DP: {
|
||||
ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for shadow DP pass");
|
||||
ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for shadow DP pass");
|
||||
pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_DP;
|
||||
} break;
|
||||
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: {
|
||||
ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for depth/roughness pass");
|
||||
pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
|
||||
pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS;
|
||||
} break;
|
||||
case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: {
|
||||
ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for voxel GI pass");
|
||||
pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
|
||||
pipeline_version = p_params->view_count > 1 ? SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW : SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI;
|
||||
} break;
|
||||
case PASS_MODE_DEPTH_MATERIAL: {
|
||||
ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for material pass");
|
||||
pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL;
|
||||
} break;
|
||||
case PASS_MODE_SDF: {
|
||||
// Note, SDF is prepared in world space, this shouldn't be a multiview buffer even when stereoscopic rendering is used.
|
||||
ERR_FAIL_COND_MSG(p_params->view_count > 1, "Multiview not supported for SDF pass");
|
||||
pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF;
|
||||
} break;
|
||||
|
@ -1323,9 +1452,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
|||
using_voxelgi = true;
|
||||
}
|
||||
|
||||
if (p_render_data->view_count > 1) {
|
||||
depth_pass_mode = PASS_MODE_DEPTH;
|
||||
} else if (!p_render_data->environment.is_valid() && using_voxelgi) {
|
||||
if (!p_render_data->environment.is_valid() && using_voxelgi) {
|
||||
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI;
|
||||
} else if (p_render_data->environment.is_valid() && (environment_is_ssr_enabled(p_render_data->environment) || environment_is_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) {
|
||||
if (environment_is_sdfgi_enabled(p_render_data->environment)) {
|
||||
|
@ -1531,9 +1658,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
|||
if (needs_pre_resolve) {
|
||||
RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
|
||||
}
|
||||
storage->get_effects()->resolve_gi(render_buffer->depth_msaa, render_buffer->normal_roughness_buffer_msaa, using_voxelgi ? render_buffer->voxelgi_buffer_msaa : RID(), render_buffer->depth, render_buffer->normal_roughness_buffer, using_voxelgi ? render_buffer->voxelgi_buffer : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
|
||||
for (uint32_t v = 0; v < render_buffer->view_count; v++) {
|
||||
resolve_effects->resolve_gi(render_buffer->depth_msaa_views[v], render_buffer->normal_roughness_msaa_views[v], using_voxelgi ? render_buffer->voxelgi_msaa_views[v] : RID(), render_buffer->depth_views[v], render_buffer->normal_roughness_views[v], using_voxelgi ? render_buffer->voxelgi_views[v] : RID(), Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
|
||||
}
|
||||
} else if (finish_depth) {
|
||||
storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
|
||||
for (uint32_t v = 0; v < render_buffer->view_count; v++) {
|
||||
resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
|
||||
}
|
||||
}
|
||||
RD::get_singleton()->draw_command_end_label();
|
||||
}
|
||||
|
@ -1541,7 +1672,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
|||
continue_depth = !finish_depth;
|
||||
}
|
||||
|
||||
_pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID());
|
||||
RID null_rids[2];
|
||||
_pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_views : null_rids, render_buffer ? render_buffer->voxelgi_buffer : RID());
|
||||
|
||||
RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
|
||||
|
||||
|
@ -1604,18 +1736,17 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
|||
}
|
||||
|
||||
if (debug_sdfgi_probes) {
|
||||
//debug voxelgis
|
||||
//debug sdfgi
|
||||
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);
|
||||
|
||||
CameraMatrix dc;
|
||||
dc.set_depth_correction(true);
|
||||
CameraMatrix cm = (dc * p_render_data->cam_projection) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
|
||||
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
|
||||
RD::get_singleton()->draw_command_begin_label("Debug SDFGI");
|
||||
_debug_sdfgi_probes(p_render_data->render_buffers, draw_list, color_only_framebuffer, cm);
|
||||
RD::get_singleton()->draw_command_end_label();
|
||||
RD::get_singleton()->draw_list_end();
|
||||
CameraMatrix cms[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
|
||||
cms[v] = (dc * p_render_data->view_projection[v]) * CameraMatrix(p_render_data->cam_transform.affine_inverse());
|
||||
}
|
||||
_debug_sdfgi_probes(p_render_data->render_buffers, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth);
|
||||
}
|
||||
|
||||
if (draw_sky || draw_sky_fog_only) {
|
||||
|
@ -1635,14 +1766,20 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
|||
}
|
||||
|
||||
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);
|
||||
// Handle views individual, might want to look at rewriting our resolve to do both layers in one pass.
|
||||
for (uint32_t v = 0; v < render_buffer->view_count; v++) {
|
||||
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]);
|
||||
}
|
||||
// TODO mame this do multiview
|
||||
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) {
|
||||
storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
|
||||
for (uint32_t v = 0; v < render_buffer->view_count; v++) {
|
||||
resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
|
||||
}
|
||||
}
|
||||
|
||||
if (using_separate_specular) {
|
||||
|
@ -1697,11 +1834,13 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
|
|||
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);
|
||||
if (render_buffer->use_taa) {
|
||||
for (uint32_t v = 0; v < render_buffer->view_count; v++) {
|
||||
RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa_views[v], render_buffer->color_views[v]);
|
||||
resolve_effects->resolve_depth(render_buffer->depth_msaa_views[v], render_buffer->depth_views[v], Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
|
||||
}
|
||||
if (render_buffer->use_taa) { // TODO make TAA stereo capable, this will need to be handled in a separate PR
|
||||
RD::get_singleton()->texture_resolve_multisample(render_buffer->velocity_buffer_msaa, render_buffer->velocity_buffer);
|
||||
}
|
||||
storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]);
|
||||
}
|
||||
|
||||
RD::get_singleton()->draw_command_end_label();
|
||||
|
@ -3320,9 +3459,16 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
|
|||
render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
|
||||
|
||||
_update_shader_quality_settings();
|
||||
|
||||
resolve_effects = memnew(RendererRD::Resolve());
|
||||
}
|
||||
|
||||
RenderForwardClustered::~RenderForwardClustered() {
|
||||
if (resolve_effects != nullptr) {
|
||||
memdelete(resolve_effects);
|
||||
resolve_effects = nullptr;
|
||||
}
|
||||
|
||||
directional_shadow_atlas_set_size(0);
|
||||
|
||||
{
|
||||
|
|
|
@ -32,6 +32,7 @@
|
|||
#define RENDERING_SERVER_SCENE_RENDER_FORWARD_CLUSTERED_H
|
||||
|
||||
#include "core/templates/paged_allocator.h"
|
||||
#include "servers/rendering/renderer_rd/effects/resolve.h"
|
||||
#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
|
||||
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
|
||||
|
@ -72,7 +73,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
|
|||
RENDER_LIST_ALPHA, //used for transparent objects
|
||||
RENDER_LIST_SECONDARY, //used for shadows and other objects
|
||||
RENDER_LIST_MAX
|
||||
|
||||
};
|
||||
|
||||
/* Scene Shader */
|
||||
|
@ -99,7 +99,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
|
|||
RID depth_msaa;
|
||||
RID specular_msaa;
|
||||
RID normal_roughness_buffer_msaa;
|
||||
RID roughness_buffer_msaa;
|
||||
RID voxelgi_buffer_msaa;
|
||||
RID velocity_buffer_msaa;
|
||||
|
||||
|
@ -110,7 +109,17 @@ class RenderForwardClustered : public RendererSceneRenderRD {
|
|||
RID specular_only_fb;
|
||||
int width, height;
|
||||
HashMap<uint32_t, RID> color_framebuffers;
|
||||
|
||||
// for multiview
|
||||
uint32_t view_count;
|
||||
RID color_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this
|
||||
RID depth_views[RendererSceneRender::MAX_RENDER_VIEWS]; // we should rewrite this so we get access to the existing views in our renderer, something we can address when we reorg this
|
||||
RID color_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
RID depth_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
RID normal_roughness_views[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
RID normal_roughness_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
RID voxelgi_views[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
RID voxelgi_msaa_views[RendererSceneRender::MAX_RENDER_VIEWS];
|
||||
|
||||
RID render_sdfgi_uniform_set;
|
||||
void ensure_specular();
|
||||
|
@ -619,6 +628,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
|
|||
|
||||
virtual void _update_shader_quality_settings() override;
|
||||
|
||||
RendererRD::Resolve *resolve_effects = nullptr;
|
||||
|
||||
protected:
|
||||
virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override;
|
||||
|
||||
|
|
|
@ -282,6 +282,8 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
|
|||
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
|
||||
SHADER_VERSION_DEPTH_PASS_MULTIVIEW,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
|
||||
SHADER_VERSION_COLOR_PASS,
|
||||
};
|
||||
|
||||
|
@ -349,9 +351,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
|
|||
|
||||
if (k == PIPELINE_VERSION_DEPTH_PASS || k == PIPELINE_VERSION_DEPTH_PASS_DP || k == PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW) {
|
||||
//none, leave empty
|
||||
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
|
||||
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW) {
|
||||
blend_state = blend_state_depth_normal_roughness;
|
||||
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) {
|
||||
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI || k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW) {
|
||||
blend_state = blend_state_depth_normal_roughness_giprobe;
|
||||
} else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL) {
|
||||
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
|
||||
|
@ -527,10 +529,12 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
|
|||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_DEPTH_PASS
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_DEPTH_PASS_DP
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
|
||||
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_SDF\n"); // SHADER_VERSION_DEPTH_PASS_WITH_SDF
|
||||
shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n"); // SHADER_VERSION_DEPTH_PASS_MULTIVIEW
|
||||
shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW
|
||||
shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_NORMAL_ROUGHNESS\n#define MODE_RENDER_VOXEL_GI\n"); // SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW
|
||||
|
||||
Vector<String> color_pass_flags = {
|
||||
"\n#define MODE_SEPARATE_SPECULAR\n", // SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR
|
||||
|
@ -553,6 +557,8 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
|
|||
|
||||
if (!RendererCompositorRD::singleton->is_xr_enabled()) {
|
||||
shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_MULTIVIEW, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, false);
|
||||
shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, false);
|
||||
// TODO Add a way to enable/disable color pass flags
|
||||
}
|
||||
}
|
||||
|
|
|
@ -52,6 +52,8 @@ public:
|
|||
SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_SDF,
|
||||
SHADER_VERSION_DEPTH_PASS_MULTIVIEW,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
|
||||
SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
|
||||
SHADER_VERSION_COLOR_PASS,
|
||||
SHADER_VERSION_MAX
|
||||
};
|
||||
|
@ -72,6 +74,8 @@ public:
|
|||
PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL,
|
||||
PIPELINE_VERSION_DEPTH_PASS_WITH_SDF,
|
||||
PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW,
|
||||
PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW,
|
||||
PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW,
|
||||
PIPELINE_VERSION_COLOR_PASS,
|
||||
PIPELINE_VERSION_MAX
|
||||
};
|
||||
|
|
|
@ -675,7 +675,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
|
|||
RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers
|
||||
}
|
||||
|
||||
_pre_opaque_render(p_render_data, false, false, false, RID(), RID());
|
||||
RID null_rids[2];
|
||||
_pre_opaque_render(p_render_data, false, false, false, null_rids, RID());
|
||||
|
||||
uint32_t spec_constant_base_flags = 0;
|
||||
|
||||
|
|
|
@ -98,11 +98,15 @@ protected:
|
|||
static uint64_t frame;
|
||||
|
||||
public:
|
||||
RendererLightStorage *get_light_storage() { return light_storage; };
|
||||
RendererMaterialStorage *get_material_storage() { return material_storage; };
|
||||
RendererMeshStorage *get_mesh_storage() { return mesh_storage; };
|
||||
RendererParticlesStorage *get_particles_storage() { return particles_storage; };
|
||||
RendererTextureStorage *get_texture_storage() { return texture_storage; };
|
||||
RendererLightStorage *get_light_storage() { return light_storage; }
|
||||
RendererMaterialStorage *get_material_storage() { return material_storage; }
|
||||
RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
|
||||
RendererParticlesStorage *get_particles_storage() { return particles_storage; }
|
||||
RendererTextureStorage *get_texture_storage() { return texture_storage; }
|
||||
RendererGI *get_gi() {
|
||||
ERR_FAIL_NULL_V(scene, nullptr);
|
||||
return scene->get_gi();
|
||||
}
|
||||
RendererStorage *get_storage() { return storage; }
|
||||
RendererCanvasRender *get_canvas() { return canvas; }
|
||||
RendererSceneRender *get_scene() { return scene; }
|
||||
|
|
|
@ -74,7 +74,7 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment
|
|||
rb->sdfgi = nullptr;
|
||||
}
|
||||
|
||||
RendererSceneGIRD::SDFGI *sdfgi = rb->sdfgi;
|
||||
RendererRD::GI::SDFGI *sdfgi = rb->sdfgi;
|
||||
if (sdfgi == nullptr) {
|
||||
// re-create
|
||||
rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
|
||||
|
@ -95,9 +95,9 @@ int RendererSceneRenderRD::sdfgi_get_pending_region_count(RID p_render_buffers)
|
|||
|
||||
int dirty_count = 0;
|
||||
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
|
||||
const RendererSceneGIRD::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
|
||||
const RendererRD::GI::SDFGI::Cascade &c = rb->sdfgi->cascades[i];
|
||||
|
||||
if (c.dirty_regions == RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL) {
|
||||
if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
|
||||
dirty_count++;
|
||||
} else {
|
||||
for (int j = 0; j < 3; j++) {
|
||||
|
@ -1533,7 +1533,7 @@ void RendererSceneRenderRD::voxel_gi_update(RID p_probe, bool p_update_light_ins
|
|||
gi.voxel_gi_update(p_probe, p_update_light_instances, p_light_instances, p_dynamic_objects, this);
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
|
||||
void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, const uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth) {
|
||||
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
|
||||
ERR_FAIL_COND(!rb);
|
||||
|
||||
|
@ -1541,7 +1541,7 @@ void RendererSceneRenderRD::_debug_sdfgi_probes(RID p_render_buffers, RD::DrawLi
|
|||
return; //nothing to debug
|
||||
}
|
||||
|
||||
rb->sdfgi->debug_probes(p_draw_list, p_framebuffer, p_camera_with_transform);
|
||||
rb->sdfgi->debug_probes(p_framebuffer, p_view_count, p_camera_with_transforms, p_will_continue_color, p_will_continue_depth);
|
||||
}
|
||||
|
||||
////////////////////////////////
|
||||
|
@ -1950,17 +1950,7 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
|
|||
rb->taa.prev_velocity = RID();
|
||||
}
|
||||
|
||||
if (rb->ambient_buffer.is_valid()) {
|
||||
RD::get_singleton()->free(rb->ambient_buffer);
|
||||
RD::get_singleton()->free(rb->reflection_buffer);
|
||||
rb->ambient_buffer = RID();
|
||||
rb->reflection_buffer = RID();
|
||||
}
|
||||
|
||||
if (rb->gi.voxel_gi_buffer.is_valid()) {
|
||||
RD::get_singleton()->free(rb->gi.voxel_gi_buffer);
|
||||
rb->gi.voxel_gi_buffer = RID();
|
||||
}
|
||||
rb->rbgi.free();
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
|
||||
|
@ -2796,11 +2786,11 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
|
|||
copy_effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
|
||||
}
|
||||
|
||||
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->ambient_buffer.is_valid()) {
|
||||
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && rb->rbgi.ambient_buffer.is_valid()) {
|
||||
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
|
||||
RID ambient_texture = rb->ambient_buffer;
|
||||
RID reflection_texture = rb->reflection_buffer;
|
||||
copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
|
||||
RID ambient_texture = rb->rbgi.ambient_buffer;
|
||||
RID reflection_texture = rb->rbgi.reflection_buffer;
|
||||
copy_effects->copy_to_fb_rect(ambient_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture, rb->view_count > 1);
|
||||
}
|
||||
|
||||
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
|
||||
|
@ -2869,10 +2859,10 @@ RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers)
|
|||
RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) {
|
||||
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
|
||||
ERR_FAIL_COND_V(!rb, RID());
|
||||
if (rb->gi.voxel_gi_buffer.is_null()) {
|
||||
rb->gi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererSceneGIRD::VoxelGIData) * RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES);
|
||||
if (rb->rbgi.voxel_gi_buffer.is_null()) {
|
||||
rb->rbgi.voxel_gi_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(RendererRD::GI::VoxelGIData) * RendererRD::GI::MAX_VOXEL_GI_INSTANCES);
|
||||
}
|
||||
return rb->gi.voxel_gi_buffer;
|
||||
return rb->rbgi.voxel_gi_buffer;
|
||||
}
|
||||
|
||||
RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
|
||||
|
@ -2882,12 +2872,13 @@ RID RendererSceneRenderRD::render_buffers_get_default_voxel_gi_buffer() {
|
|||
RID RendererSceneRenderRD::render_buffers_get_gi_ambient_texture(RID p_render_buffers) {
|
||||
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
|
||||
ERR_FAIL_COND_V(!rb, RID());
|
||||
return rb->ambient_buffer;
|
||||
|
||||
return rb->rbgi.ambient_buffer;
|
||||
}
|
||||
RID RendererSceneRenderRD::render_buffers_get_gi_reflection_texture(RID p_render_buffers) {
|
||||
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
|
||||
ERR_FAIL_COND_V(!rb, RID());
|
||||
return rb->reflection_buffer;
|
||||
return rb->rbgi.reflection_buffer;
|
||||
}
|
||||
|
||||
uint32_t RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_count(RID p_render_buffers) const {
|
||||
|
@ -2925,7 +2916,7 @@ Vector3i RendererSceneRenderRD::render_buffers_get_sdfgi_cascade_probe_offset(RI
|
|||
ERR_FAIL_COND_V(!rb, Vector3i());
|
||||
ERR_FAIL_COND_V(!rb->sdfgi, Vector3i());
|
||||
ERR_FAIL_UNSIGNED_INDEX_V(p_cascade, rb->sdfgi->cascades.size(), Vector3i());
|
||||
int32_t probe_divisor = rb->sdfgi->cascade_size / RendererSceneGIRD::SDFGI::PROBE_DIVISOR;
|
||||
int32_t probe_divisor = rb->sdfgi->cascade_size / RendererRD::GI::SDFGI::PROBE_DIVISOR;
|
||||
|
||||
return rb->sdfgi->cascades[p_cascade].position / probe_divisor;
|
||||
}
|
||||
|
@ -4615,8 +4606,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
|
|||
RD::Uniform u;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
|
||||
u.binding = 12;
|
||||
for (int i = 0; i < RendererSceneGIRD::MAX_VOXEL_GI_INSTANCES; i++) {
|
||||
u.append_id(rb->gi.voxel_gi_textures[i]);
|
||||
for (int i = 0; i < RendererRD::GI::MAX_VOXEL_GI_INSTANCES; i++) {
|
||||
u.append_id(rb->rbgi.voxel_gi_textures[i]);
|
||||
}
|
||||
uniforms.push_back(u);
|
||||
copy_uniforms.push_back(u);
|
||||
|
@ -4930,7 +4921,7 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo
|
|||
}
|
||||
}
|
||||
|
||||
void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) {
|
||||
void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID *p_normal_roughness_views, RID p_voxel_gi_buffer) {
|
||||
// Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time
|
||||
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
|
||||
|
||||
|
@ -5005,7 +4996,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
|
|||
|
||||
//start GI
|
||||
if (render_gi) {
|
||||
gi.process_gi(p_render_data->render_buffers, p_normal_roughness_buffer, p_voxel_gi_buffer, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
|
||||
gi.process_gi(p_render_data->render_buffers, p_normal_roughness_views, p_voxel_gi_buffer, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances, this);
|
||||
}
|
||||
|
||||
//Do shadow rendering (in parallel with GI)
|
||||
|
@ -5046,11 +5037,13 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
|
|||
}
|
||||
|
||||
if (p_use_ssao) {
|
||||
_process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection);
|
||||
// TODO make these proper stereo and thus use p_normal_roughness_views correctly
|
||||
_process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_views[0], p_render_data->cam_projection);
|
||||
}
|
||||
|
||||
if (p_use_ssil) {
|
||||
_process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection, p_render_data->cam_transform);
|
||||
// TODO make these proper stereo and thus use p_normal_roughness_views correctly
|
||||
_process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_views[0], p_render_data->cam_projection, p_render_data->cam_transform);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -5195,7 +5188,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
|
|||
//assign render indices to voxel_gi_instances
|
||||
if (is_dynamic_gi_supported()) {
|
||||
for (uint32_t i = 0; i < (uint32_t)p_voxel_gi_instances.size(); i++) {
|
||||
RendererSceneGIRD::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
|
||||
RendererRD::GI::VoxelGIInstance *voxel_gi_inst = gi.voxel_gi_instance_owner.get_or_null(p_voxel_gi_instances[i]);
|
||||
if (voxel_gi_inst) {
|
||||
voxel_gi_inst->render_index = i;
|
||||
}
|
||||
|
@ -5249,7 +5242,13 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
|
|||
|
||||
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
|
||||
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb != nullptr && rb->sdfgi != nullptr) {
|
||||
rb->sdfgi->debug_draw(render_data.cam_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture);
|
||||
Vector<RID> view_rids;
|
||||
|
||||
for (int v = 0; v < rb->views.size(); v++) {
|
||||
view_rids.push_back(rb->views[v].view_texture);
|
||||
}
|
||||
|
||||
rb->sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, rb->width, rb->height, rb->render_target, rb->texture, view_rids);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -5518,7 +5517,7 @@ bool RendererSceneRenderRD::free(RID p_rid) {
|
|||
} else if (lightmap_instance_owner.owns(p_rid)) {
|
||||
lightmap_instance_owner.free(p_rid);
|
||||
} else if (gi.voxel_gi_instance_owner.owns(p_rid)) {
|
||||
RendererSceneGIRD::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
|
||||
RendererRD::GI::VoxelGIInstance *voxel_gi = gi.voxel_gi_instance_owner.get_or_null(p_rid);
|
||||
if (voxel_gi->texture.is_valid()) {
|
||||
RD::get_singleton()->free(voxel_gi->texture);
|
||||
RD::get_singleton()->free(voxel_gi->write_buffer);
|
||||
|
|
|
@ -38,8 +38,8 @@
|
|||
#include "servers/rendering/renderer_rd/effects/bokeh_dof.h"
|
||||
#include "servers/rendering/renderer_rd/effects/copy_effects.h"
|
||||
#include "servers/rendering/renderer_rd/effects/tone_mapper.h"
|
||||
#include "servers/rendering/renderer_rd/environment/gi.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_environment_rd.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_gi_rd.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h"
|
||||
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h"
|
||||
|
@ -99,7 +99,7 @@ struct RenderDataRD {
|
|||
|
||||
class RendererSceneRenderRD : public RendererSceneRender {
|
||||
friend RendererSceneSkyRD;
|
||||
friend RendererSceneGIRD;
|
||||
friend RendererRD::GI;
|
||||
|
||||
protected:
|
||||
RendererStorageRD *storage = nullptr;
|
||||
|
@ -131,7 +131,7 @@ protected:
|
|||
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
|
||||
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) = 0;
|
||||
|
||||
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
|
||||
void _debug_sdfgi_probes(RID p_render_buffers, RID p_framebuffer, uint32_t p_view_count, const CameraMatrix *p_camera_with_transforms, bool p_will_continue_color, bool p_will_continue_depth);
|
||||
void _debug_draw_cluster(RID p_render_buffers);
|
||||
|
||||
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
|
||||
|
@ -151,7 +151,7 @@ protected:
|
|||
void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi);
|
||||
void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi);
|
||||
|
||||
void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer);
|
||||
void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID *p_normal_roughness_views, RID p_voxel_gi_buffer);
|
||||
|
||||
void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
|
||||
void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
|
||||
|
@ -163,7 +163,7 @@ protected:
|
|||
PagedArrayPool<GeometryInstance *> cull_argument_pool;
|
||||
PagedArray<GeometryInstance *> cull_argument; //need this to exist
|
||||
|
||||
RendererSceneGIRD gi;
|
||||
RendererRD::GI gi;
|
||||
RendererSceneSkyRD sky;
|
||||
|
||||
RendererSceneEnvironmentRD *get_environment(RID p_environment) {
|
||||
|
@ -503,9 +503,9 @@ private:
|
|||
};
|
||||
Vector<View> views;
|
||||
|
||||
RendererSceneGIRD::SDFGI *sdfgi = nullptr;
|
||||
RendererRD::GI::SDFGI *sdfgi = nullptr;
|
||||
VolumetricFog *volumetric_fog = nullptr;
|
||||
RendererSceneGIRD::RenderBuffersGI gi;
|
||||
RendererRD::GI::RenderBuffersGI rbgi;
|
||||
|
||||
ClusterBuilderRD *cluster_builder = nullptr;
|
||||
|
||||
|
@ -606,9 +606,6 @@ private:
|
|||
RID temp;
|
||||
RID prev_velocity; // Last frame velocity buffer
|
||||
} taa;
|
||||
|
||||
RID ambient_buffer;
|
||||
RID reflection_buffer;
|
||||
};
|
||||
|
||||
/* GI */
|
||||
|
@ -997,6 +994,10 @@ public:
|
|||
virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0;
|
||||
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance) = 0;
|
||||
|
||||
/* GI */
|
||||
|
||||
RendererRD::GI *get_gi() { return &gi; }
|
||||
|
||||
/* SHADOW ATLAS API */
|
||||
|
||||
virtual RID shadow_atlas_create() override;
|
||||
|
|
|
@ -35,6 +35,7 @@
|
|||
#include "core/io/resource_loader.h"
|
||||
#include "core/math/math_defs.h"
|
||||
#include "renderer_compositor_rd.h"
|
||||
#include "servers/rendering/renderer_rd/environment/gi.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
|
||||
|
@ -173,336 +174,6 @@ void RendererStorageRD::visibility_notifier_call(RID p_notifier, bool p_enter, b
|
|||
}
|
||||
}
|
||||
|
||||
/* VOXEL GI */
|
||||
|
||||
RID RendererStorageRD::voxel_gi_allocate() {
|
||||
return voxel_gi_owner.allocate_rid();
|
||||
}
|
||||
void RendererStorageRD::voxel_gi_initialize(RID p_voxel_gi) {
|
||||
voxel_gi_owner.initialize_rid(p_voxel_gi, VoxelGI());
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
if (voxel_gi->octree_buffer.is_valid()) {
|
||||
RD::get_singleton()->free(voxel_gi->octree_buffer);
|
||||
RD::get_singleton()->free(voxel_gi->data_buffer);
|
||||
if (voxel_gi->sdf_texture.is_valid()) {
|
||||
RD::get_singleton()->free(voxel_gi->sdf_texture);
|
||||
}
|
||||
|
||||
voxel_gi->sdf_texture = RID();
|
||||
voxel_gi->octree_buffer = RID();
|
||||
voxel_gi->data_buffer = RID();
|
||||
voxel_gi->octree_buffer_size = 0;
|
||||
voxel_gi->data_buffer_size = 0;
|
||||
voxel_gi->cell_count = 0;
|
||||
}
|
||||
|
||||
voxel_gi->to_cell_xform = p_to_cell_xform;
|
||||
voxel_gi->bounds = p_aabb;
|
||||
voxel_gi->octree_size = p_octree_size;
|
||||
voxel_gi->level_counts = p_level_counts;
|
||||
|
||||
if (p_octree_cells.size()) {
|
||||
ERR_FAIL_COND(p_octree_cells.size() % 32 != 0); //cells size must be a multiple of 32
|
||||
|
||||
uint32_t cell_count = p_octree_cells.size() / 32;
|
||||
|
||||
ERR_FAIL_COND(p_data_cells.size() != (int)cell_count * 16); //see that data size matches
|
||||
|
||||
voxel_gi->cell_count = cell_count;
|
||||
voxel_gi->octree_buffer = RD::get_singleton()->storage_buffer_create(p_octree_cells.size(), p_octree_cells);
|
||||
voxel_gi->octree_buffer_size = p_octree_cells.size();
|
||||
voxel_gi->data_buffer = RD::get_singleton()->storage_buffer_create(p_data_cells.size(), p_data_cells);
|
||||
voxel_gi->data_buffer_size = p_data_cells.size();
|
||||
|
||||
if (p_distance_field.size()) {
|
||||
RD::TextureFormat tf;
|
||||
tf.format = RD::DATA_FORMAT_R8_UNORM;
|
||||
tf.width = voxel_gi->octree_size.x;
|
||||
tf.height = voxel_gi->octree_size.y;
|
||||
tf.depth = voxel_gi->octree_size.z;
|
||||
tf.texture_type = RD::TEXTURE_TYPE_3D;
|
||||
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
|
||||
Vector<Vector<uint8_t>> s;
|
||||
s.push_back(p_distance_field);
|
||||
voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView(), s);
|
||||
}
|
||||
#if 0
|
||||
{
|
||||
RD::TextureFormat tf;
|
||||
tf.format = RD::DATA_FORMAT_R8_UNORM;
|
||||
tf.width = voxel_gi->octree_size.x;
|
||||
tf.height = voxel_gi->octree_size.y;
|
||||
tf.depth = voxel_gi->octree_size.z;
|
||||
tf.type = RD::TEXTURE_TYPE_3D;
|
||||
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
|
||||
tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UNORM);
|
||||
tf.shareable_formats.push_back(RD::DATA_FORMAT_R8_UINT);
|
||||
voxel_gi->sdf_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
|
||||
}
|
||||
RID shared_tex;
|
||||
{
|
||||
RD::TextureView tv;
|
||||
tv.format_override = RD::DATA_FORMAT_R8_UINT;
|
||||
shared_tex = RD::get_singleton()->texture_create_shared(tv, voxel_gi->sdf_texture);
|
||||
}
|
||||
//update SDF texture
|
||||
Vector<RD::Uniform> uniforms;
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
||||
u.binding = 1;
|
||||
u.append_id(voxel_gi->octree_buffer);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
||||
u.binding = 2;
|
||||
u.append_id(voxel_gi->data_buffer);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
|
||||
u.binding = 3;
|
||||
u.append_id(shared_tex);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, voxel_gi_sdf_shader_version_shader, 0);
|
||||
|
||||
{
|
||||
uint32_t push_constant[4] = { 0, 0, 0, 0 };
|
||||
|
||||
for (int i = 0; i < voxel_gi->level_counts.size() - 1; i++) {
|
||||
push_constant[0] += voxel_gi->level_counts[i];
|
||||
}
|
||||
push_constant[1] = push_constant[0] + voxel_gi->level_counts[voxel_gi->level_counts.size() - 1];
|
||||
|
||||
print_line("offset: " + itos(push_constant[0]));
|
||||
print_line("size: " + itos(push_constant[1]));
|
||||
//create SDF
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, voxel_gi_sdf_shader_pipeline);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_set_push_constant(compute_list, push_constant, sizeof(uint32_t) * 4);
|
||||
RD::get_singleton()->compute_list_dispatch(compute_list, voxel_gi->octree_size.x / 4, voxel_gi->octree_size.y / 4, voxel_gi->octree_size.z / 4);
|
||||
RD::get_singleton()->compute_list_end();
|
||||
}
|
||||
|
||||
RD::get_singleton()->free(uniform_set);
|
||||
RD::get_singleton()->free(shared_tex);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
voxel_gi->version++;
|
||||
voxel_gi->data_version++;
|
||||
|
||||
voxel_gi->dependency.changed_notify(DEPENDENCY_CHANGED_AABB);
|
||||
}
|
||||
|
||||
AABB RendererStorageRD::voxel_gi_get_bounds(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, AABB());
|
||||
|
||||
return voxel_gi->bounds;
|
||||
}
|
||||
|
||||
Vector3i RendererStorageRD::voxel_gi_get_octree_size(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, Vector3i());
|
||||
return voxel_gi->octree_size;
|
||||
}
|
||||
|
||||
Vector<uint8_t> RendererStorageRD::voxel_gi_get_octree_cells(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
|
||||
|
||||
if (voxel_gi->octree_buffer.is_valid()) {
|
||||
return RD::get_singleton()->buffer_get_data(voxel_gi->octree_buffer);
|
||||
}
|
||||
return Vector<uint8_t>();
|
||||
}
|
||||
|
||||
Vector<uint8_t> RendererStorageRD::voxel_gi_get_data_cells(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
|
||||
|
||||
if (voxel_gi->data_buffer.is_valid()) {
|
||||
return RD::get_singleton()->buffer_get_data(voxel_gi->data_buffer);
|
||||
}
|
||||
return Vector<uint8_t>();
|
||||
}
|
||||
|
||||
Vector<uint8_t> RendererStorageRD::voxel_gi_get_distance_field(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, Vector<uint8_t>());
|
||||
|
||||
if (voxel_gi->data_buffer.is_valid()) {
|
||||
return RD::get_singleton()->texture_get_data(voxel_gi->sdf_texture, 0);
|
||||
}
|
||||
return Vector<uint8_t>();
|
||||
}
|
||||
|
||||
Vector<int> RendererStorageRD::voxel_gi_get_level_counts(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, Vector<int>());
|
||||
|
||||
return voxel_gi->level_counts;
|
||||
}
|
||||
|
||||
Transform3D RendererStorageRD::voxel_gi_get_to_cell_xform(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, Transform3D());
|
||||
|
||||
return voxel_gi->to_cell_xform;
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
voxel_gi->dynamic_range = p_range;
|
||||
voxel_gi->version++;
|
||||
}
|
||||
|
||||
float RendererStorageRD::voxel_gi_get_dynamic_range(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
|
||||
return voxel_gi->dynamic_range;
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_set_propagation(RID p_voxel_gi, float p_range) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
voxel_gi->propagation = p_range;
|
||||
voxel_gi->version++;
|
||||
}
|
||||
|
||||
float RendererStorageRD::voxel_gi_get_propagation(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
return voxel_gi->propagation;
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_set_energy(RID p_voxel_gi, float p_energy) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
voxel_gi->energy = p_energy;
|
||||
}
|
||||
|
||||
float RendererStorageRD::voxel_gi_get_energy(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
return voxel_gi->energy;
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_set_bias(RID p_voxel_gi, float p_bias) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
voxel_gi->bias = p_bias;
|
||||
}
|
||||
|
||||
float RendererStorageRD::voxel_gi_get_bias(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
return voxel_gi->bias;
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_set_normal_bias(RID p_voxel_gi, float p_normal_bias) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
voxel_gi->normal_bias = p_normal_bias;
|
||||
}
|
||||
|
||||
float RendererStorageRD::voxel_gi_get_normal_bias(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
return voxel_gi->normal_bias;
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
voxel_gi->anisotropy_strength = p_strength;
|
||||
}
|
||||
|
||||
float RendererStorageRD::voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
return voxel_gi->anisotropy_strength;
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
voxel_gi->interior = p_enable;
|
||||
}
|
||||
|
||||
void RendererStorageRD::voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND(!voxel_gi);
|
||||
|
||||
voxel_gi->use_two_bounces = p_enable;
|
||||
voxel_gi->version++;
|
||||
}
|
||||
|
||||
bool RendererStorageRD::voxel_gi_is_using_two_bounces(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, false);
|
||||
return voxel_gi->use_two_bounces;
|
||||
}
|
||||
|
||||
bool RendererStorageRD::voxel_gi_is_interior(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
return voxel_gi->interior;
|
||||
}
|
||||
|
||||
uint32_t RendererStorageRD::voxel_gi_get_version(RID p_voxel_gi) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
return voxel_gi->version;
|
||||
}
|
||||
|
||||
uint32_t RendererStorageRD::voxel_gi_get_data_version(RID p_voxel_gi) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, 0);
|
||||
return voxel_gi->data_version;
|
||||
}
|
||||
|
||||
RID RendererStorageRD::voxel_gi_get_octree_buffer(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, RID());
|
||||
return voxel_gi->octree_buffer;
|
||||
}
|
||||
|
||||
RID RendererStorageRD::voxel_gi_get_data_buffer(RID p_voxel_gi) const {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, RID());
|
||||
return voxel_gi->data_buffer;
|
||||
}
|
||||
|
||||
RID RendererStorageRD::voxel_gi_get_sdf_texture(RID p_voxel_gi) {
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_voxel_gi);
|
||||
ERR_FAIL_COND_V(!voxel_gi, RID());
|
||||
|
||||
return voxel_gi->sdf_texture;
|
||||
}
|
||||
|
||||
/* misc */
|
||||
|
||||
void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_instance) {
|
||||
|
@ -521,8 +192,8 @@ void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_
|
|||
} else if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_base)) {
|
||||
RendererRD::Decal *decal = RendererRD::TextureStorage::get_singleton()->get_decal(p_base);
|
||||
p_instance->update_dependency(&decal->dependency);
|
||||
} else if (voxel_gi_owner.owns(p_base)) {
|
||||
VoxelGI *gip = voxel_gi_owner.get_or_null(p_base);
|
||||
} else if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_base)) {
|
||||
RendererRD::GI::VoxelGI *gip = RendererRD::GI::get_singleton()->get_voxel_gi(p_base);
|
||||
p_instance->update_dependency(&gip->dependency);
|
||||
} else if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_base)) {
|
||||
RendererRD::Lightmap *lm = RendererRD::LightStorage::get_singleton()->get_lightmap(p_base);
|
||||
|
@ -558,7 +229,7 @@ RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const {
|
|||
if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_rid)) {
|
||||
return RS::INSTANCE_DECAL;
|
||||
}
|
||||
if (voxel_gi_owner.owns(p_rid)) {
|
||||
if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) {
|
||||
return RS::INSTANCE_VOXEL_GI;
|
||||
}
|
||||
if (RendererRD::LightStorage::get_singleton()->owns_light(p_rid)) {
|
||||
|
@ -636,11 +307,8 @@ bool RendererStorageRD::free(RID p_rid) {
|
|||
RendererRD::LightStorage::get_singleton()->reflection_probe_free(p_rid);
|
||||
} else if (RendererRD::TextureStorage::get_singleton()->owns_decal(p_rid)) {
|
||||
RendererRD::TextureStorage::get_singleton()->decal_free(p_rid);
|
||||
} else if (voxel_gi_owner.owns(p_rid)) {
|
||||
voxel_gi_allocate_data(p_rid, Transform3D(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
|
||||
VoxelGI *voxel_gi = voxel_gi_owner.get_or_null(p_rid);
|
||||
voxel_gi->dependency.deleted_notify(p_rid);
|
||||
voxel_gi_owner.free(p_rid);
|
||||
} else if (RendererRD::GI::get_singleton()->owns_voxel_gi(p_rid)) {
|
||||
RendererRD::GI::get_singleton()->voxel_gi_free(p_rid);
|
||||
} else if (RendererRD::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
|
||||
RendererRD::LightStorage::get_singleton()->lightmap_free(p_rid);
|
||||
} else if (RendererRD::LightStorage::get_singleton()->owns_light(p_rid)) {
|
||||
|
|
|
@ -36,7 +36,7 @@
|
|||
#include "core/templates/rid_owner.h"
|
||||
#include "servers/rendering/renderer_compositor.h"
|
||||
#include "servers/rendering/renderer_rd/effects_rd.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/shaders/environment/voxel_gi_sdf.glsl.gen.h"
|
||||
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
|
||||
#include "servers/rendering/renderer_scene_render.h"
|
||||
#include "servers/rendering/rendering_device.h"
|
||||
|
@ -147,42 +147,6 @@ private:
|
|||
|
||||
mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
|
||||
|
||||
/* VOXEL GI */
|
||||
|
||||
struct VoxelGI {
|
||||
RID octree_buffer;
|
||||
RID data_buffer;
|
||||
RID sdf_texture;
|
||||
|
||||
uint32_t octree_buffer_size = 0;
|
||||
uint32_t data_buffer_size = 0;
|
||||
|
||||
Vector<int> level_counts;
|
||||
|
||||
int cell_count = 0;
|
||||
|
||||
Transform3D to_cell_xform;
|
||||
AABB bounds;
|
||||
Vector3i octree_size;
|
||||
|
||||
float dynamic_range = 2.0;
|
||||
float energy = 1.0;
|
||||
float bias = 1.4;
|
||||
float normal_bias = 0.0;
|
||||
float propagation = 0.7;
|
||||
bool interior = false;
|
||||
bool use_two_bounces = false;
|
||||
|
||||
float anisotropy_strength = 0.5;
|
||||
|
||||
uint32_t version = 1;
|
||||
uint32_t data_version = 1;
|
||||
|
||||
Dependency dependency;
|
||||
};
|
||||
|
||||
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
|
||||
|
||||
/* EFFECTS */
|
||||
|
||||
EffectsRD *effects = nullptr;
|
||||
|
@ -192,54 +156,6 @@ public:
|
|||
|
||||
void base_update_dependency(RID p_base, DependencyTracker *p_instance);
|
||||
|
||||
/* VOXEL GI API */
|
||||
|
||||
RID voxel_gi_allocate();
|
||||
void voxel_gi_initialize(RID p_voxel_gi);
|
||||
|
||||
void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts);
|
||||
|
||||
AABB voxel_gi_get_bounds(RID p_voxel_gi) const;
|
||||
Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const;
|
||||
Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const;
|
||||
Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const;
|
||||
Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const;
|
||||
|
||||
Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const;
|
||||
Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const;
|
||||
|
||||
void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range);
|
||||
float voxel_gi_get_dynamic_range(RID p_voxel_gi) const;
|
||||
|
||||
void voxel_gi_set_propagation(RID p_voxel_gi, float p_range);
|
||||
float voxel_gi_get_propagation(RID p_voxel_gi) const;
|
||||
|
||||
void voxel_gi_set_energy(RID p_voxel_gi, float p_energy);
|
||||
float voxel_gi_get_energy(RID p_voxel_gi) const;
|
||||
|
||||
void voxel_gi_set_bias(RID p_voxel_gi, float p_bias);
|
||||
float voxel_gi_get_bias(RID p_voxel_gi) const;
|
||||
|
||||
void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range);
|
||||
float voxel_gi_get_normal_bias(RID p_voxel_gi) const;
|
||||
|
||||
void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable);
|
||||
bool voxel_gi_is_interior(RID p_voxel_gi) const;
|
||||
|
||||
void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable);
|
||||
bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const;
|
||||
|
||||
void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength);
|
||||
float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const;
|
||||
|
||||
uint32_t voxel_gi_get_version(RID p_probe);
|
||||
uint32_t voxel_gi_get_data_version(RID p_probe);
|
||||
|
||||
RID voxel_gi_get_octree_buffer(RID p_voxel_gi) const;
|
||||
RID voxel_gi_get_data_buffer(RID p_voxel_gi) const;
|
||||
|
||||
RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
|
||||
|
||||
/* FOG VOLUMES */
|
||||
|
||||
virtual RID fog_volume_allocate();
|
||||
|
|
|
@ -17,3 +17,4 @@ if "RD_GLSL" in env["BUILDERS"]:
|
|||
env.RD_GLSL(glsl_file)
|
||||
|
||||
SConscript("effects/SCsub")
|
||||
SConscript("environment/SCsub")
|
||||
|
|
17
servers/rendering/renderer_rd/shaders/environment/SCsub
Normal file
17
servers/rendering/renderer_rd/shaders/environment/SCsub
Normal file
|
@ -0,0 +1,17 @@
|
|||
#!/usr/bin/env python
|
||||
|
||||
Import("env")
|
||||
|
||||
if "RD_GLSL" in env["BUILDERS"]:
|
||||
# find all include files
|
||||
gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
|
||||
|
||||
# find all shader code(all glsl files excluding our include files)
|
||||
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
|
||||
|
||||
# make sure we recompile shaders if include files change
|
||||
env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files)
|
||||
|
||||
# compile shaders
|
||||
for glsl_file in glsl_files:
|
||||
env.RD_GLSL(glsl_file)
|
|
@ -86,19 +86,29 @@ voxel_gi_instances;
|
|||
|
||||
layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
|
||||
|
||||
layout(push_constant, std430) uniform Params {
|
||||
layout(set = 0, binding = 18, std140) uniform SceneData {
|
||||
mat4x4 inv_projection[2];
|
||||
mat4x4 cam_transform;
|
||||
vec4 eye_offset[2];
|
||||
|
||||
ivec2 screen_size;
|
||||
float z_near;
|
||||
float z_far;
|
||||
|
||||
vec4 proj_info;
|
||||
float pad1;
|
||||
float pad2;
|
||||
}
|
||||
scene_data;
|
||||
|
||||
layout(push_constant, std430) uniform Params {
|
||||
uint view_index;
|
||||
uint max_voxel_gi_instances;
|
||||
bool high_quality_vct;
|
||||
bool orthogonal;
|
||||
uint pad;
|
||||
|
||||
mat3x4 cam_rotation;
|
||||
vec4 proj_info;
|
||||
|
||||
float z_near;
|
||||
float z_far;
|
||||
float pad1;
|
||||
float pad2;
|
||||
}
|
||||
params;
|
||||
|
||||
|
@ -130,6 +140,16 @@ vec4 blend_color(vec4 src, vec4 dst) {
|
|||
}
|
||||
|
||||
vec3 reconstruct_position(ivec2 screen_pos) {
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec4 pos;
|
||||
pos.xy = (2.0 * vec2(screen_pos) / vec2(scene_data.screen_size)) - 1.0;
|
||||
pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r * 2.0 - 1.0;
|
||||
pos.w = 1.0;
|
||||
|
||||
pos = scene_data.inv_projection[params.view_index] * pos;
|
||||
|
||||
return pos.xyz / pos.w;
|
||||
#else
|
||||
vec3 pos;
|
||||
pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r;
|
||||
|
||||
|
@ -147,6 +167,7 @@ vec3 reconstruct_position(ivec2 screen_pos) {
|
|||
}
|
||||
|
||||
return pos;
|
||||
#endif
|
||||
}
|
||||
|
||||
void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) {
|
||||
|
@ -579,9 +600,10 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
|
|||
if (normal.length() > 0.5) {
|
||||
//valid normal, can do GI
|
||||
float roughness = normal_roughness.w;
|
||||
vertex = mat3(params.cam_rotation) * vertex;
|
||||
normal = normalize(mat3(params.cam_rotation) * normal);
|
||||
vec3 reflection = normalize(reflect(normalize(vertex), normal));
|
||||
vec3 view = -normalize(mat3(scene_data.cam_transform) * (vertex - scene_data.eye_offset[params.view_index].xyz));
|
||||
vertex = mat3(scene_data.cam_transform) * vertex;
|
||||
normal = normalize(mat3(scene_data.cam_transform) * normal);
|
||||
vec3 reflection = normalize(reflect(-view, normal));
|
||||
|
||||
#ifdef USE_SDFGI
|
||||
sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light);
|
||||
|
@ -629,7 +651,7 @@ void main() {
|
|||
#ifdef MODE_HALF_RES
|
||||
pos <<= 1;
|
||||
#endif
|
||||
if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
|
||||
if (any(greaterThanEqual(pos, scene_data.screen_size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
|
@ -40,10 +40,13 @@ layout(push_constant, std430) uniform Params {
|
|||
bool use_occlusion;
|
||||
float y_mult;
|
||||
|
||||
vec3 cam_extent;
|
||||
int probe_axis_size;
|
||||
float z_near;
|
||||
float reserved1;
|
||||
float reserved2;
|
||||
|
||||
mat4 cam_transform;
|
||||
mat4 inv_projection;
|
||||
}
|
||||
params;
|
||||
|
||||
|
@ -81,8 +84,9 @@ void main() {
|
|||
{
|
||||
ray_pos = params.cam_transform[3].xyz;
|
||||
|
||||
ray_dir.xy = params.cam_extent.xy * ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
|
||||
ray_dir.z = params.cam_extent.z;
|
||||
ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
|
||||
ray_dir.z = params.z_near;
|
||||
ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz;
|
||||
|
||||
ray_dir = normalize(mat3(params.cam_transform) * ray_dir);
|
||||
}
|
|
@ -2,13 +2,28 @@
|
|||
|
||||
#version 450
|
||||
|
||||
#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
|
||||
#extension GL_EXT_multiview : enable
|
||||
#endif
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
#ifdef has_VK_KHR_multiview
|
||||
#define ViewIndex gl_ViewIndex
|
||||
#else // has_VK_KHR_multiview
|
||||
// !BAS! This needs to become an input once we implement our fallback!
|
||||
#define ViewIndex 0
|
||||
#endif // has_VK_KHR_multiview
|
||||
#else // USE_MULTIVIEW
|
||||
// Set to zero, not supported in non stereo
|
||||
#define ViewIndex 0
|
||||
#endif //USE_MULTIVIEW
|
||||
|
||||
#VERSION_DEFINES
|
||||
|
||||
#define MAX_CASCADES 8
|
||||
#define MAX_VIEWS 2
|
||||
|
||||
layout(push_constant, std430) uniform Params {
|
||||
mat4 projection;
|
||||
|
||||
uint band_power;
|
||||
uint sections_in_band;
|
||||
uint band_mask;
|
||||
|
@ -68,6 +83,11 @@ cascades;
|
|||
layout(set = 0, binding = 4) uniform texture3D occlusion_texture;
|
||||
layout(set = 0, binding = 3) uniform sampler linear_sampler;
|
||||
|
||||
layout(set = 0, binding = 5, std140) uniform SceneData {
|
||||
mat4 projection[MAX_VIEWS];
|
||||
}
|
||||
scene_data;
|
||||
|
||||
void main() {
|
||||
#ifdef MODE_PROBES
|
||||
probe_index = gl_InstanceIndex;
|
||||
|
@ -85,7 +105,7 @@ void main() {
|
|||
|
||||
vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
|
||||
|
||||
gl_Position = params.projection * vec4(vertex, 1.0);
|
||||
gl_Position = scene_data.projection[ViewIndex] * vec4(vertex, 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_VISIBILITY
|
||||
|
@ -144,7 +164,7 @@ void main() {
|
|||
|
||||
visibility = dot(texelFetch(sampler3D(occlusion_texture, linear_sampler), tex_pos, 0), layer_axis[occlusion_layer]);
|
||||
|
||||
gl_Position = params.projection * vec4(vertex, 1.0);
|
||||
gl_Position = scene_data.projection[ViewIndex] * vec4(vertex, 1.0);
|
||||
|
||||
#endif
|
||||
}
|
||||
|
@ -153,16 +173,32 @@ void main() {
|
|||
|
||||
#version 450
|
||||
|
||||
#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
|
||||
#extension GL_EXT_multiview : enable
|
||||
#endif
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
#ifdef has_VK_KHR_multiview
|
||||
#define ViewIndex gl_ViewIndex
|
||||
#else // has_VK_KHR_multiview
|
||||
// !BAS! This needs to become an input once we implement our fallback!
|
||||
#define ViewIndex 0
|
||||
#endif // has_VK_KHR_multiview
|
||||
#else // USE_MULTIVIEW
|
||||
// Set to zero, not supported in non stereo
|
||||
#define ViewIndex 0
|
||||
#endif //USE_MULTIVIEW
|
||||
|
||||
#VERSION_DEFINES
|
||||
|
||||
#define MAX_VIEWS 2
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
|
||||
layout(set = 0, binding = 3) uniform sampler linear_sampler;
|
||||
|
||||
layout(push_constant, std430) uniform Params {
|
||||
mat4 projection;
|
||||
|
||||
uint band_power;
|
||||
uint sections_in_band;
|
||||
uint band_mask;
|
|
@ -1231,12 +1231,20 @@ void fragment_shader(in SceneData scene_data) {
|
|||
if (scene_data.gi_upscale_for_msaa) {
|
||||
vec2 base_coord = screen_uv;
|
||||
vec2 closest_coord = base_coord;
|
||||
#ifdef USE_MULTIVIEW
|
||||
float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
|
||||
#else // USE_MULTIVIEW
|
||||
float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0);
|
||||
#endif // USE_MULTIVIEW
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
|
||||
vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
|
||||
#ifdef USE_MULTIVIEW
|
||||
float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
|
||||
#else // USE_MULTIVIEW
|
||||
float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
|
||||
#endif // USE_MULTIVIEW
|
||||
if (neighbour_ang > closest_ang) {
|
||||
closest_ang = neighbour_ang;
|
||||
closest_coord = neighbour_coord;
|
||||
|
@ -1249,8 +1257,13 @@ void fragment_shader(in SceneData scene_data) {
|
|||
coord = screen_uv;
|
||||
}
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0);
|
||||
vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0);
|
||||
#else // USE_MULTIVIEW
|
||||
vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
|
||||
vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
|
||||
#endif // USE_MULTIVIEW
|
||||
|
||||
ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
|
||||
specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
|
||||
|
|
|
@ -317,10 +317,16 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
|
|||
layout(set = 1, binding = 9) uniform texture2D depth_buffer;
|
||||
layout(set = 1, binding = 10) uniform texture2D color_buffer;
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
layout(set = 1, binding = 11) uniform texture2DArray normal_roughness_buffer;
|
||||
layout(set = 1, binding = 13) uniform texture2DArray ambient_buffer;
|
||||
layout(set = 1, binding = 14) uniform texture2DArray reflection_buffer;
|
||||
#else // USE_MULTIVIEW
|
||||
layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
|
||||
layout(set = 1, binding = 12) uniform texture2D ao_buffer;
|
||||
layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
|
||||
layout(set = 1, binding = 14) uniform texture2D reflection_buffer;
|
||||
#endif
|
||||
layout(set = 1, binding = 12) uniform texture2D ao_buffer;
|
||||
layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
|
||||
layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
|
||||
|
||||
|
|
|
@ -1894,7 +1894,7 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
|
|||
|
||||
} break;
|
||||
case RenderingServer::INSTANCE_VOXEL_GI: {
|
||||
new_aabb = RSG::storage->voxel_gi_get_bounds(p_instance->base);
|
||||
new_aabb = RSG::gi->voxel_gi_get_bounds(p_instance->base);
|
||||
|
||||
} break;
|
||||
case RenderingServer::INSTANCE_LIGHTMAP: {
|
||||
|
|
|
@ -122,48 +122,6 @@ public:
|
|||
|
||||
virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
|
||||
|
||||
/* VOXEL GI API */
|
||||
|
||||
virtual RID voxel_gi_allocate() = 0;
|
||||
virtual void voxel_gi_initialize(RID p_rid) = 0;
|
||||
|
||||
virtual void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) = 0;
|
||||
|
||||
virtual AABB voxel_gi_get_bounds(RID p_voxel_gi) const = 0;
|
||||
virtual Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const = 0;
|
||||
virtual Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const = 0;
|
||||
virtual Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const = 0;
|
||||
virtual Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const = 0;
|
||||
virtual Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) = 0;
|
||||
virtual float voxel_gi_get_dynamic_range(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) = 0;
|
||||
virtual float voxel_gi_get_propagation(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_energy(RID p_voxel_gi, float p_energy) = 0;
|
||||
virtual float voxel_gi_get_energy(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_bias(RID p_voxel_gi, float p_bias) = 0;
|
||||
virtual float voxel_gi_get_bias(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) = 0;
|
||||
virtual float voxel_gi_get_normal_bias(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) = 0;
|
||||
virtual bool voxel_gi_is_interior(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) = 0;
|
||||
virtual bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) = 0;
|
||||
virtual float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const = 0;
|
||||
|
||||
virtual uint32_t voxel_gi_get_version(RID p_probe) = 0;
|
||||
|
||||
/* FOG VOLUMES */
|
||||
|
||||
virtual RID fog_volume_allocate() = 0;
|
||||
|
|
|
@ -409,6 +409,7 @@ RenderingServerDefault::RenderingServerDefault(bool p_create_thread) :
|
|||
RSG::mesh_storage = RSG::rasterizer->get_mesh_storage();
|
||||
RSG::particles_storage = RSG::rasterizer->get_particles_storage();
|
||||
RSG::texture_storage = RSG::rasterizer->get_texture_storage();
|
||||
RSG::gi = RSG::rasterizer->get_gi();
|
||||
RSG::storage = RSG::rasterizer->get_storage();
|
||||
RSG::canvas_render = RSG::rasterizer->get_canvas();
|
||||
sr->set_scene_render(RSG::rasterizer->get_scene());
|
||||
|
|
|
@ -436,8 +436,8 @@ public:
|
|||
#undef ServerName
|
||||
#undef server_name
|
||||
|
||||
#define ServerName RendererStorage
|
||||
#define server_name RSG::storage
|
||||
#define ServerName RendererGI
|
||||
#define server_name RSG::gi
|
||||
|
||||
FUNCRIDSPLIT(voxel_gi)
|
||||
|
||||
|
|
|
@ -37,6 +37,7 @@ RendererMaterialStorage *RenderingServerGlobals::material_storage = nullptr;
|
|||
RendererMeshStorage *RenderingServerGlobals::mesh_storage = nullptr;
|
||||
RendererParticlesStorage *RenderingServerGlobals::particles_storage = nullptr;
|
||||
RendererTextureStorage *RenderingServerGlobals::texture_storage = nullptr;
|
||||
RendererGI *RenderingServerGlobals::gi = nullptr;
|
||||
RendererStorage *RenderingServerGlobals::storage = nullptr;
|
||||
RendererCanvasRender *RenderingServerGlobals::canvas_render = nullptr;
|
||||
RendererCompositor *RenderingServerGlobals::rasterizer = nullptr;
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#ifndef RENDERING_SERVER_GLOBALS_H
|
||||
#define RENDERING_SERVER_GLOBALS_H
|
||||
|
||||
#include "servers/rendering/environment/renderer_gi.h"
|
||||
#include "servers/rendering/renderer_canvas_cull.h"
|
||||
#include "servers/rendering/renderer_canvas_render.h"
|
||||
#include "servers/rendering/renderer_scene.h"
|
||||
|
@ -53,6 +54,7 @@ public:
|
|||
static RendererMeshStorage *mesh_storage;
|
||||
static RendererParticlesStorage *particles_storage;
|
||||
static RendererTextureStorage *texture_storage;
|
||||
static RendererGI *gi;
|
||||
static RendererStorage *storage;
|
||||
static RendererCanvasRender *canvas_render;
|
||||
static RendererCompositor *rasterizer;
|
||||
|
|
Loading…
Reference in a new issue