/**************************************************************************/ /* cluster_builder_rd.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 "cluster_builder_rd.h" #include "servers/rendering/rendering_device.h" #include "servers/rendering/rendering_server_globals.h" ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() { RD::VertexFormatID vertex_format; { Vector attributes; { RD::VertexAttribute va; va.format = RD::DATA_FORMAT_R32G32B32_SFLOAT; va.stride = sizeof(float) * 3; attributes.push_back(va); } vertex_format = RD::get_singleton()->vertex_format_create(attributes); } { RD::FramebufferFormatID fb_format; RD::PipelineColorBlendState blend_state; String defines; if (RD::get_singleton()->has_feature(RD::SUPPORTS_FRAGMENT_SHADER_WITH_ONLY_SIDE_EFFECTS)) { fb_format = RD::get_singleton()->framebuffer_format_create_empty(); blend_state = RD::PipelineColorBlendState::create_disabled(); } else { Vector afs; afs.push_back(RD::AttachmentFormat()); afs.write[0].usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; fb_format = RD::get_singleton()->framebuffer_format_create(afs); defines = "\n#define USE_ATTACHMENT\n"; } Vector versions; versions.push_back(""); cluster_render.cluster_render_shader.initialize(versions, defines); cluster_render.shader_version = cluster_render.cluster_render_shader.version_create(); cluster_render.shader = cluster_render.cluster_render_shader.version_get_shader(cluster_render.shader_version, 0); cluster_render.shader_pipelines[ClusterRender::PIPELINE_NORMAL] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0); RD::PipelineMultisampleState ms; ms.sample_count = RD::TEXTURE_SAMPLES_4; cluster_render.shader_pipelines[ClusterRender::PIPELINE_MSAA] = RD::get_singleton()->render_pipeline_create(cluster_render.shader, fb_format, vertex_format, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), ms, RD::PipelineDepthStencilState(), blend_state, 0); } { Vector versions; versions.push_back(""); cluster_store.cluster_store_shader.initialize(versions); cluster_store.shader_version = cluster_store.cluster_store_shader.version_create(); cluster_store.shader = cluster_store.cluster_store_shader.version_get_shader(cluster_store.shader_version, 0); cluster_store.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_store.shader); } { Vector versions; versions.push_back(""); cluster_debug.cluster_debug_shader.initialize(versions); cluster_debug.shader_version = cluster_debug.cluster_debug_shader.version_create(); cluster_debug.shader = cluster_debug.cluster_debug_shader.version_get_shader(cluster_debug.shader_version, 0); cluster_debug.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_debug.shader); } { // Sphere mesh data. static const uint32_t icosphere_vertex_count = 42; static const float icosphere_vertices[icosphere_vertex_count * 3] = { 0, 0, -1, 0.7236073, -0.5257253, -0.4472195, -0.276388, -0.8506492, -0.4472199, -0.8944262, 0, -0.4472156, -0.276388, 0.8506492, -0.4472199, 0.7236073, 0.5257253, -0.4472195, 0.276388, -0.8506492, 0.4472199, -0.7236073, -0.5257253, 0.4472195, -0.7236073, 0.5257253, 0.4472195, 0.276388, 0.8506492, 0.4472199, 0.8944262, 0, 0.4472156, 0, 0, 1, -0.1624555, -0.4999952, -0.8506544, 0.4253227, -0.3090114, -0.8506542, 0.2628688, -0.8090116, -0.5257377, 0.8506479, 0, -0.5257359, 0.4253227, 0.3090114, -0.8506542, -0.5257298, 0, -0.8506517, -0.6881894, -0.4999969, -0.5257362, -0.1624555, 0.4999952, -0.8506544, -0.6881894, 0.4999969, -0.5257362, 0.2628688, 0.8090116, -0.5257377, 0.9510579, -0.3090126, 0, 0.9510579, 0.3090126, 0, 0, -1, 0, 0.5877856, -0.8090167, 0, -0.9510579, -0.3090126, 0, -0.5877856, -0.8090167, 0, -0.5877856, 0.8090167, 0, -0.9510579, 0.3090126, 0, 0.5877856, 0.8090167, 0, 0, 1, 0, 0.6881894, -0.4999969, 0.5257362, -0.2628688, -0.8090116, 0.5257377, -0.8506479, 0, 0.5257359, -0.2628688, 0.8090116, 0.5257377, 0.6881894, 0.4999969, 0.5257362, 0.1624555, -0.4999952, 0.8506544, 0.5257298, 0, 0.8506517, -0.4253227, -0.3090114, 0.8506542, -0.4253227, 0.3090114, 0.8506542, 0.1624555, 0.4999952, 0.8506544 }; static const uint32_t icosphere_triangle_count = 80; static const uint32_t icosphere_triangle_indices[icosphere_triangle_count * 3] = { 0, 13, 12, 1, 13, 15, 0, 12, 17, 0, 17, 19, 0, 19, 16, 1, 15, 22, 2, 14, 24, 3, 18, 26, 4, 20, 28, 5, 21, 30, 1, 22, 25, 2, 24, 27, 3, 26, 29, 4, 28, 31, 5, 30, 23, 6, 32, 37, 7, 33, 39, 8, 34, 40, 9, 35, 41, 10, 36, 38, 38, 41, 11, 38, 36, 41, 36, 9, 41, 41, 40, 11, 41, 35, 40, 35, 8, 40, 40, 39, 11, 40, 34, 39, 34, 7, 39, 39, 37, 11, 39, 33, 37, 33, 6, 37, 37, 38, 11, 37, 32, 38, 32, 10, 38, 23, 36, 10, 23, 30, 36, 30, 9, 36, 31, 35, 9, 31, 28, 35, 28, 8, 35, 29, 34, 8, 29, 26, 34, 26, 7, 34, 27, 33, 7, 27, 24, 33, 24, 6, 33, 25, 32, 6, 25, 22, 32, 22, 10, 32, 30, 31, 9, 30, 21, 31, 21, 4, 31, 28, 29, 8, 28, 20, 29, 20, 3, 29, 26, 27, 7, 26, 18, 27, 18, 2, 27, 24, 25, 6, 24, 14, 25, 14, 1, 25, 22, 23, 10, 22, 15, 23, 15, 5, 23, 16, 21, 5, 16, 19, 21, 19, 4, 21, 19, 20, 4, 19, 17, 20, 17, 3, 20, 17, 18, 3, 17, 12, 18, 12, 2, 18, 15, 16, 5, 15, 13, 16, 13, 0, 16, 12, 14, 2, 12, 13, 14, 13, 1, 14 }; Vector vertex_data; vertex_data.resize(sizeof(float) * icosphere_vertex_count * 3); memcpy(vertex_data.ptrw(), icosphere_vertices, vertex_data.size()); sphere_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data); Vector index_data; index_data.resize(sizeof(uint32_t) * icosphere_triangle_count * 3); memcpy(index_data.ptrw(), icosphere_triangle_indices, index_data.size()); sphere_index_buffer = RD::get_singleton()->index_buffer_create(icosphere_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data); Vector buffers; buffers.push_back(sphere_vertex_buffer); sphere_vertex_array = RD::get_singleton()->vertex_array_create(icosphere_vertex_count, vertex_format, buffers); sphere_index_array = RD::get_singleton()->index_array_create(sphere_index_buffer, 0, icosphere_triangle_count * 3); float min_d = 1e20; for (uint32_t i = 0; i < icosphere_triangle_count; i++) { Vector3 vertices[3]; for (uint32_t j = 0; j < 3; j++) { uint32_t index = icosphere_triangle_indices[i * 3 + j]; for (uint32_t k = 0; k < 3; k++) { vertices[j][k] = icosphere_vertices[index * 3 + k]; } } Plane p(vertices[0], vertices[1], vertices[2]); min_d = MIN(Math::abs(p.d), min_d); } sphere_overfit = 1.0 / min_d; } { // Cone mesh data. static const uint32_t cone_vertex_count = 99; static const float cone_vertices[cone_vertex_count * 3] = { 0, 1, -1, 0.1950903, 0.9807853, -1, 0.3826835, 0.9238795, -1, 0.5555703, 0.8314696, -1, 0.7071068, 0.7071068, -1, 0.8314697, 0.5555702, -1, 0.9238795, 0.3826834, -1, 0.9807853, 0.1950903, -1, 1, 0, -1, 0.9807853, -0.1950902, -1, 0.9238796, -0.3826833, -1, 0.8314697, -0.5555702, -1, 0.7071068, -0.7071068, -1, 0.5555702, -0.8314697, -1, 0.3826833, -0.9238796, -1, 0.1950901, -0.9807853, -1, -3.25841e-7, -1, -1, -0.1950907, -0.9807852, -1, -0.3826839, -0.9238793, -1, -0.5555707, -0.8314693, -1, -0.7071073, -0.7071063, -1, -0.83147, -0.5555697, -1, -0.9238799, -0.3826827, -1, 0, 0, 0, -0.9807854, -0.1950894, -1, -1, 9.65599e-7, -1, -0.9807851, 0.1950913, -1, -0.9238791, 0.3826845, -1, -0.8314689, 0.5555713, -1, -0.7071059, 0.7071077, -1, -0.5555691, 0.8314704, -1, -0.3826821, 0.9238801, -1, -0.1950888, 0.9807856, -1 }; static const uint32_t cone_triangle_count = 62; static const uint32_t cone_triangle_indices[cone_triangle_count * 3] = { 0, 23, 1, 1, 23, 2, 2, 23, 3, 3, 23, 4, 4, 23, 5, 5, 23, 6, 6, 23, 7, 7, 23, 8, 8, 23, 9, 9, 23, 10, 10, 23, 11, 11, 23, 12, 12, 23, 13, 13, 23, 14, 14, 23, 15, 15, 23, 16, 16, 23, 17, 17, 23, 18, 18, 23, 19, 19, 23, 20, 20, 23, 21, 21, 23, 22, 22, 23, 24, 24, 23, 25, 25, 23, 26, 26, 23, 27, 27, 23, 28, 28, 23, 29, 29, 23, 30, 30, 23, 31, 31, 23, 32, 32, 23, 0, 7, 15, 24, 32, 0, 1, 1, 2, 3, 3, 4, 5, 5, 6, 3, 6, 7, 3, 7, 8, 9, 9, 10, 7, 10, 11, 7, 11, 12, 15, 12, 13, 15, 13, 14, 15, 15, 16, 17, 17, 18, 19, 19, 20, 24, 20, 21, 24, 21, 22, 24, 24, 25, 26, 26, 27, 28, 28, 29, 30, 30, 31, 32, 32, 1, 3, 15, 17, 24, 17, 19, 24, 24, 26, 32, 26, 28, 32, 28, 30, 32, 32, 3, 7, 7, 11, 15, 32, 7, 24 }; Vector vertex_data; vertex_data.resize(sizeof(float) * cone_vertex_count * 3); memcpy(vertex_data.ptrw(), cone_vertices, vertex_data.size()); cone_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data); Vector index_data; index_data.resize(sizeof(uint32_t) * cone_triangle_count * 3); memcpy(index_data.ptrw(), cone_triangle_indices, index_data.size()); cone_index_buffer = RD::get_singleton()->index_buffer_create(cone_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data); Vector buffers; buffers.push_back(cone_vertex_buffer); cone_vertex_array = RD::get_singleton()->vertex_array_create(cone_vertex_count, vertex_format, buffers); cone_index_array = RD::get_singleton()->index_array_create(cone_index_buffer, 0, cone_triangle_count * 3); float min_d = 1e20; for (uint32_t i = 0; i < cone_triangle_count; i++) { Vector3 vertices[3]; int32_t zero_index = -1; for (uint32_t j = 0; j < 3; j++) { uint32_t index = cone_triangle_indices[i * 3 + j]; for (uint32_t k = 0; k < 3; k++) { vertices[j][k] = cone_vertices[index * 3 + k]; } if (vertices[j] == Vector3()) { zero_index = j; } } if (zero_index != -1) { Vector3 a = vertices[(zero_index + 1) % 3]; Vector3 b = vertices[(zero_index + 2) % 3]; Vector3 c = a + Vector3(0, 0, 1); Plane p(a, b, c); min_d = MIN(Math::abs(p.d), min_d); } } cone_overfit = 1.0 / min_d; } { // Box mesh data. static const uint32_t box_vertex_count = 8; static const float box_vertices[box_vertex_count * 3] = { -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1 }; static const uint32_t box_triangle_count = 12; static const uint32_t box_triangle_indices[box_triangle_count * 3] = { 1, 2, 0, 3, 6, 2, 7, 4, 6, 5, 0, 4, 6, 0, 2, 3, 5, 7, 1, 3, 2, 3, 7, 6, 7, 5, 4, 5, 1, 0, 6, 4, 0, 3, 1, 5 }; Vector vertex_data; vertex_data.resize(sizeof(float) * box_vertex_count * 3); memcpy(vertex_data.ptrw(), box_vertices, vertex_data.size()); box_vertex_buffer = RD::get_singleton()->vertex_buffer_create(vertex_data.size(), vertex_data); Vector index_data; index_data.resize(sizeof(uint32_t) * box_triangle_count * 3); memcpy(index_data.ptrw(), box_triangle_indices, index_data.size()); box_index_buffer = RD::get_singleton()->index_buffer_create(box_triangle_count * 3, RD::INDEX_BUFFER_FORMAT_UINT32, index_data); Vector buffers; buffers.push_back(box_vertex_buffer); box_vertex_array = RD::get_singleton()->vertex_array_create(box_vertex_count, vertex_format, buffers); box_index_array = RD::get_singleton()->index_array_create(box_index_buffer, 0, box_triangle_count * 3); } } ClusterBuilderSharedDataRD::~ClusterBuilderSharedDataRD() { RD::get_singleton()->free(sphere_vertex_buffer); RD::get_singleton()->free(sphere_index_buffer); RD::get_singleton()->free(cone_vertex_buffer); RD::get_singleton()->free(cone_index_buffer); RD::get_singleton()->free(box_vertex_buffer); RD::get_singleton()->free(box_index_buffer); cluster_render.cluster_render_shader.version_free(cluster_render.shader_version); cluster_store.cluster_store_shader.version_free(cluster_store.shader_version); cluster_debug.cluster_debug_shader.version_free(cluster_debug.shader_version); } ///////////////////////////// void ClusterBuilderRD::_clear() { if (cluster_buffer.is_null()) { return; } RD::get_singleton()->free(cluster_buffer); RD::get_singleton()->free(cluster_render_buffer); RD::get_singleton()->free(element_buffer); cluster_buffer = RID(); cluster_render_buffer = RID(); element_buffer = RID(); memfree(render_elements); render_elements = nullptr; render_element_max = 0; render_element_count = 0; RD::get_singleton()->free(framebuffer); framebuffer = RID(); cluster_render_uniform_set = RID(); cluster_store_uniform_set = RID(); } void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer) { ERR_FAIL_COND(p_max_elements == 0); ERR_FAIL_COND(p_screen_size.x < 1); ERR_FAIL_COND(p_screen_size.y < 1); _clear(); screen_size = p_screen_size; cluster_screen_size.width = (p_screen_size.width - 1) / cluster_size + 1; cluster_screen_size.height = (p_screen_size.height - 1) / cluster_size + 1; max_elements_by_type = p_max_elements; if (max_elements_by_type % 32) { // Needs to be aligned to 32. max_elements_by_type += 32 - (max_elements_by_type % 32); } cluster_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (max_elements_by_type / 32 + 32) * ELEMENT_TYPE_MAX * 4; render_element_max = max_elements_by_type * ELEMENT_TYPE_MAX; uint32_t element_tag_bits_size = render_element_max / 32; uint32_t element_tag_depth_bits_size = render_element_max; cluster_render_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (element_tag_bits_size + element_tag_depth_bits_size) * 4; // Tag bits (element was used) and tag depth (depth range in which it was used). cluster_render_buffer = RD::get_singleton()->storage_buffer_create(cluster_render_buffer_size); cluster_buffer = RD::get_singleton()->storage_buffer_create(cluster_buffer_size); render_elements = static_cast(memalloc(sizeof(RenderElementData *) * render_element_max)); render_element_count = 0; element_buffer = RD::get_singleton()->storage_buffer_create(sizeof(RenderElementData) * render_element_max); uint32_t div_value = 1 << divisor; if (use_msaa) { framebuffer = RD::get_singleton()->framebuffer_create_empty(p_screen_size / div_value, RD::TEXTURE_SAMPLES_4); } else { framebuffer = RD::get_singleton()->framebuffer_create_empty(p_screen_size / div_value); } { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 1; u.append_id(state_uniform); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; u.append_id(element_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 3; u.append_id(cluster_render_buffer); uniforms.push_back(u); } cluster_render_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_render.shader, 0); } { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; u.append_id(cluster_render_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 2; u.append_id(cluster_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 3; u.append_id(element_buffer); uniforms.push_back(u); } cluster_store_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_store.shader, 0); } if (p_color_buffer.is_valid()) { Vector uniforms; { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.binding = 1; u.append_id(cluster_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 2; u.append_id(p_color_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 3; u.append_id(p_depth_buffer); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 4; u.append_id(p_depth_buffer_sampler); uniforms.push_back(u); } debug_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shared->cluster_debug.shader, 0); } else { debug_uniform_set = RID(); } } void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y) { view_xform = p_view_transform.affine_inverse(); projection = p_cam_projection; z_near = projection.get_z_near(); z_far = projection.get_z_far(); camera_orthogonal = p_cam_projection.is_orthogonal(); adjusted_projection = projection; if (!camera_orthogonal) { adjusted_projection.adjust_perspective_znear(0.0001); } Projection correction; correction.set_depth_correction(p_flip_y); projection = correction * projection; adjusted_projection = correction * adjusted_projection; // Reset counts. render_element_count = 0; for (uint32_t i = 0; i < ELEMENT_TYPE_MAX; i++) { cluster_count_by_type[i] = 0; } } void ClusterBuilderRD::bake_cluster() { RENDER_TIMESTAMP("> Bake 3D Cluster"); RD::get_singleton()->draw_command_begin_label("Bake Light Cluster"); // Clear cluster buffer. RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); if (render_element_count > 0) { // Clear render buffer. RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, RD::BARRIER_MASK_RASTER); { // Fill state uniform. StateUniform state; RendererRD::MaterialStorage::store_camera(adjusted_projection, state.projection); state.inv_z_far = 1.0 / z_far; state.screen_to_clusters_shift = get_shift_from_power_of_2(cluster_size); state.screen_to_clusters_shift -= divisor; //screen is smaller, shift one less state.cluster_screen_width = cluster_screen_size.x; state.cluster_depth_offset = (render_element_max / 32); state.cluster_data_size = state.cluster_depth_offset + render_element_max; RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); } // Update instances. RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); RENDER_TIMESTAMP("Render 3D Cluster Elements"); // Render elements. { RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD); ClusterBuilderSharedDataRD::ClusterRender::PushConstant push_constant = {}; RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, shared->cluster_render.shader_pipelines[use_msaa ? ClusterBuilderSharedDataRD::ClusterRender::PIPELINE_MSAA : ClusterBuilderSharedDataRD::ClusterRender::PIPELINE_NORMAL]); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, cluster_render_uniform_set, 0); for (uint32_t i = 0; i < render_element_count;) { push_constant.base_index = i; switch (render_elements[i].type) { case ELEMENT_TYPE_OMNI_LIGHT: { RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->sphere_vertex_array); RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->sphere_index_array); } break; case ELEMENT_TYPE_SPOT_LIGHT: { // If the spot angle is above a certain threshold, use a sphere instead of a cone for building the clusters // since the cone gets too flat/large (spot angle close to 90 degrees) or // can't even cover the affected area of the light (spot angle above 90 degrees). if (render_elements[i].has_wide_spot_angle) { RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->sphere_vertex_array); RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->sphere_index_array); } else { RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->cone_vertex_array); RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->cone_index_array); } } break; case ELEMENT_TYPE_DECAL: case ELEMENT_TYPE_REFLECTION_PROBE: { RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->box_vertex_array); RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->box_index_array); } break; } RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterRender::PushConstant)); uint32_t instances = 1; RD::get_singleton()->draw_list_draw(draw_list, true, instances); i += instances; } RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE); } // Store elements. RENDER_TIMESTAMP("Pack 3D Cluster Elements"); { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_store.shader_pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cluster_store_uniform_set, 0); ClusterBuilderSharedDataRD::ClusterStore::PushConstant push_constant; push_constant.cluster_render_data_size = render_element_max / 32 + render_element_max; push_constant.max_render_element_count_div_32 = render_element_max / 32; push_constant.cluster_screen_size[0] = cluster_screen_size.x; push_constant.cluster_screen_size[1] = cluster_screen_size.y; push_constant.render_element_count_div_32 = render_element_count > 0 ? (render_element_count - 1) / 32 + 1 : 0; push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32; push_constant.pad1 = 0; push_constant.pad2 = 0; RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterStore::PushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, cluster_screen_size.x, cluster_screen_size.y, 1); RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); } } else { RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); } RENDER_TIMESTAMP("< Bake 3D Cluster"); RD::get_singleton()->draw_command_end_label(); } void ClusterBuilderRD::debug(ElementType p_element) { ERR_FAIL_COND(debug_uniform_set.is_null()); RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shared->cluster_debug.shader_pipeline); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, debug_uniform_set, 0); ClusterBuilderSharedDataRD::ClusterDebug::PushConstant push_constant; push_constant.screen_size[0] = screen_size.x; push_constant.screen_size[1] = screen_size.y; push_constant.cluster_screen_size[0] = cluster_screen_size.x; push_constant.cluster_screen_size[1] = cluster_screen_size.y; push_constant.cluster_shift = get_shift_from_power_of_2(cluster_size); push_constant.cluster_type = p_element; push_constant.orthogonal = camera_orthogonal; push_constant.z_far = z_far; push_constant.z_near = z_near; push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32; RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterDebug::PushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, screen_size.x, screen_size.y, 1); RD::get_singleton()->compute_list_end(); } RID ClusterBuilderRD::get_cluster_buffer() const { return cluster_buffer; } uint32_t ClusterBuilderRD::get_cluster_size() const { return cluster_size; } uint32_t ClusterBuilderRD::get_max_cluster_elements() const { return max_elements_by_type; } void ClusterBuilderRD::set_shared(ClusterBuilderSharedDataRD *p_shared) { shared = p_shared; } ClusterBuilderRD::ClusterBuilderRD() { state_uniform = RD::get_singleton()->uniform_buffer_create(sizeof(StateUniform)); } ClusterBuilderRD::~ClusterBuilderRD() { _clear(); RD::get_singleton()->free(state_uniform); }