| 1 | /**************************************************************************/ |
| 2 | /* scene_shader_forward_clustered.h */ |
| 3 | /**************************************************************************/ |
| 4 | /* This file is part of: */ |
| 5 | /* GODOT ENGINE */ |
| 6 | /* https://godotengine.org */ |
| 7 | /**************************************************************************/ |
| 8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
| 9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
| 10 | /* */ |
| 11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
| 12 | /* a copy of this software and associated documentation files (the */ |
| 13 | /* "Software"), to deal in the Software without restriction, including */ |
| 14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
| 15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
| 16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
| 17 | /* the following conditions: */ |
| 18 | /* */ |
| 19 | /* The above copyright notice and this permission notice shall be */ |
| 20 | /* included in all copies or substantial portions of the Software. */ |
| 21 | /* */ |
| 22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
| 23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
| 24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
| 25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
| 26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
| 27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
| 28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
| 29 | /**************************************************************************/ |
| 30 | |
| 31 | #ifndef SCENE_SHADER_FORWARD_CLUSTERED_H |
| 32 | #define SCENE_SHADER_FORWARD_CLUSTERED_H |
| 33 | |
| 34 | #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" |
| 35 | #include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h" |
| 36 | |
| 37 | namespace RendererSceneRenderImplementation { |
| 38 | |
| 39 | class SceneShaderForwardClustered { |
| 40 | private: |
| 41 | static SceneShaderForwardClustered *singleton; |
| 42 | |
| 43 | public: |
| 44 | enum ShaderGroup { |
| 45 | SHADER_GROUP_BASE, // Always compiled at the beginning. |
| 46 | SHADER_GROUP_ADVANCED, |
| 47 | SHADER_GROUP_MULTIVIEW, |
| 48 | SHADER_GROUP_ADVANCED_MULTIVIEW, |
| 49 | }; |
| 50 | |
| 51 | enum ShaderVersion { |
| 52 | SHADER_VERSION_DEPTH_PASS, |
| 53 | SHADER_VERSION_DEPTH_PASS_DP, |
| 54 | SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, |
| 55 | SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI, |
| 56 | SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL, |
| 57 | SHADER_VERSION_DEPTH_PASS_WITH_SDF, |
| 58 | SHADER_VERSION_DEPTH_PASS_MULTIVIEW, |
| 59 | SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, |
| 60 | SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, |
| 61 | SHADER_VERSION_COLOR_PASS, |
| 62 | SHADER_VERSION_MAX |
| 63 | }; |
| 64 | |
| 65 | enum ShaderColorPassFlags { |
| 66 | SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 0, |
| 67 | SHADER_COLOR_PASS_FLAG_LIGHTMAP = 1 << 1, |
| 68 | SHADER_COLOR_PASS_FLAG_MULTIVIEW = 1 << 2, |
| 69 | SHADER_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 3, |
| 70 | SHADER_COLOR_PASS_FLAG_COUNT = 1 << 4 |
| 71 | }; |
| 72 | |
| 73 | enum PipelineVersion { |
| 74 | PIPELINE_VERSION_DEPTH_PASS, |
| 75 | PIPELINE_VERSION_DEPTH_PASS_DP, |
| 76 | PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, |
| 77 | PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI, |
| 78 | PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL, |
| 79 | PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, |
| 80 | PIPELINE_VERSION_DEPTH_PASS_MULTIVIEW, |
| 81 | PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, |
| 82 | PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, |
| 83 | PIPELINE_VERSION_COLOR_PASS, |
| 84 | PIPELINE_VERSION_MAX |
| 85 | }; |
| 86 | |
| 87 | enum PipelineColorPassFlags { |
| 88 | PIPELINE_COLOR_PASS_FLAG_TRANSPARENT = 1 << 0, // Can't combine with SEPARATE_SPECULAR. |
| 89 | PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR = 1 << 1, // Can't combine with TRANSPARENT. |
| 90 | PIPELINE_COLOR_PASS_FLAG_LIGHTMAP = 1 << 2, |
| 91 | PIPELINE_COLOR_PASS_FLAG_MULTIVIEW = 1 << 3, |
| 92 | PIPELINE_COLOR_PASS_FLAG_MOTION_VECTORS = 1 << 4, |
| 93 | PIPELINE_COLOR_PASS_FLAG_COUNT = 1 << 5, |
| 94 | }; |
| 95 | |
| 96 | enum ShaderSpecializations { |
| 97 | SHADER_SPECIALIZATION_FORWARD_GI = 1 << 0, |
| 98 | SHADER_SPECIALIZATION_PROJECTOR = 1 << 1, |
| 99 | SHADER_SPECIALIZATION_SOFT_SHADOWS = 1 << 2, |
| 100 | SHADER_SPECIALIZATION_DIRECTIONAL_SOFT_SHADOWS = 1 << 3, |
| 101 | }; |
| 102 | |
| 103 | struct ShaderData : public RendererRD::MaterialStorage::ShaderData { |
| 104 | enum BlendMode { //used internally |
| 105 | BLEND_MODE_MIX, |
| 106 | BLEND_MODE_ADD, |
| 107 | BLEND_MODE_SUB, |
| 108 | BLEND_MODE_MUL, |
| 109 | BLEND_MODE_ALPHA_TO_COVERAGE |
| 110 | }; |
| 111 | |
| 112 | enum DepthDraw { |
| 113 | DEPTH_DRAW_DISABLED, |
| 114 | DEPTH_DRAW_OPAQUE, |
| 115 | DEPTH_DRAW_ALWAYS |
| 116 | }; |
| 117 | |
| 118 | enum DepthTest { |
| 119 | DEPTH_TEST_DISABLED, |
| 120 | DEPTH_TEST_ENABLED |
| 121 | }; |
| 122 | |
| 123 | enum Cull { |
| 124 | CULL_DISABLED, |
| 125 | CULL_FRONT, |
| 126 | CULL_BACK |
| 127 | }; |
| 128 | |
| 129 | enum CullVariant { |
| 130 | CULL_VARIANT_NORMAL, |
| 131 | CULL_VARIANT_REVERSED, |
| 132 | CULL_VARIANT_DOUBLE_SIDED, |
| 133 | CULL_VARIANT_MAX |
| 134 | |
| 135 | }; |
| 136 | |
| 137 | enum AlphaAntiAliasing { |
| 138 | ALPHA_ANTIALIASING_OFF, |
| 139 | ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE, |
| 140 | ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE |
| 141 | }; |
| 142 | |
| 143 | bool valid = false; |
| 144 | RID version; |
| 145 | uint32_t vertex_input_mask = 0; |
| 146 | PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_VERSION_MAX]; |
| 147 | PipelineCacheRD color_pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_COLOR_PASS_FLAG_COUNT]; |
| 148 | |
| 149 | Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; |
| 150 | |
| 151 | Vector<uint32_t> ubo_offsets; |
| 152 | uint32_t ubo_size = 0; |
| 153 | |
| 154 | String code; |
| 155 | |
| 156 | DepthDraw depth_draw = DEPTH_DRAW_OPAQUE; |
| 157 | DepthTest depth_test = DEPTH_TEST_ENABLED; |
| 158 | |
| 159 | bool uses_point_size = false; |
| 160 | bool uses_alpha = false; |
| 161 | bool uses_blend_alpha = false; |
| 162 | bool uses_alpha_clip = false; |
| 163 | bool uses_alpha_antialiasing = false; |
| 164 | bool uses_depth_prepass_alpha = false; |
| 165 | bool uses_discard = false; |
| 166 | bool uses_roughness = false; |
| 167 | bool uses_normal = false; |
| 168 | bool uses_particle_trails = false; |
| 169 | |
| 170 | bool unshaded = false; |
| 171 | bool uses_vertex = false; |
| 172 | bool uses_position = false; |
| 173 | bool uses_sss = false; |
| 174 | bool uses_transmittance = false; |
| 175 | bool uses_screen_texture = false; |
| 176 | bool uses_depth_texture = false; |
| 177 | bool uses_normal_texture = false; |
| 178 | bool uses_time = false; |
| 179 | bool uses_vertex_time = false; |
| 180 | bool uses_fragment_time = false; |
| 181 | bool writes_modelview_or_projection = false; |
| 182 | bool uses_world_coordinates = false; |
| 183 | bool uses_screen_texture_mipmaps = false; |
| 184 | Cull cull_mode = CULL_DISABLED; |
| 185 | |
| 186 | uint64_t last_pass = 0; |
| 187 | uint32_t index = 0; |
| 188 | |
| 189 | virtual void set_code(const String &p_Code); |
| 190 | |
| 191 | virtual bool is_animated() const; |
| 192 | virtual bool casts_shadows() const; |
| 193 | virtual RS::ShaderNativeSourceCode get_native_source_code() const; |
| 194 | |
| 195 | SelfList<ShaderData> shader_list_element; |
| 196 | ShaderData(); |
| 197 | virtual ~ShaderData(); |
| 198 | }; |
| 199 | |
| 200 | SelfList<ShaderData>::List shader_list; |
| 201 | |
| 202 | RendererRD::MaterialStorage::ShaderData *_create_shader_func(); |
| 203 | static RendererRD::MaterialStorage::ShaderData *_create_shader_funcs() { |
| 204 | return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func(); |
| 205 | } |
| 206 | |
| 207 | struct MaterialData : public RendererRD::MaterialStorage::MaterialData { |
| 208 | ShaderData *shader_data = nullptr; |
| 209 | RID uniform_set; |
| 210 | uint64_t last_pass = 0; |
| 211 | uint32_t index = 0; |
| 212 | RID next_pass; |
| 213 | uint8_t priority; |
| 214 | virtual void set_render_priority(int p_priority); |
| 215 | virtual void set_next_pass(RID p_pass); |
| 216 | virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); |
| 217 | virtual ~MaterialData(); |
| 218 | }; |
| 219 | |
| 220 | RendererRD::MaterialStorage::MaterialData *_create_material_func(ShaderData *p_shader); |
| 221 | static RendererRD::MaterialStorage::MaterialData *_create_material_funcs(RendererRD::MaterialStorage::ShaderData *p_shader) { |
| 222 | return static_cast<SceneShaderForwardClustered *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); |
| 223 | } |
| 224 | |
| 225 | SceneForwardClusteredShaderRD shader; |
| 226 | ShaderCompiler compiler; |
| 227 | |
| 228 | RID default_shader; |
| 229 | RID default_material; |
| 230 | RID overdraw_material_shader; |
| 231 | RID overdraw_material; |
| 232 | RID debug_shadow_splits_material_shader; |
| 233 | RID debug_shadow_splits_material; |
| 234 | RID default_shader_rd; |
| 235 | RID default_shader_sdfgi_rd; |
| 236 | |
| 237 | RID default_vec4_xform_buffer; |
| 238 | RID default_vec4_xform_uniform_set; |
| 239 | |
| 240 | RID shadow_sampler; |
| 241 | |
| 242 | RID default_material_uniform_set; |
| 243 | ShaderData *default_material_shader_ptr = nullptr; |
| 244 | |
| 245 | RID overdraw_material_uniform_set; |
| 246 | ShaderData *overdraw_material_shader_ptr = nullptr; |
| 247 | |
| 248 | RID debug_shadow_splits_material_uniform_set; |
| 249 | ShaderData *debug_shadow_splits_material_shader_ptr = nullptr; |
| 250 | |
| 251 | Vector<RD::PipelineSpecializationConstant> default_specialization_constants; |
| 252 | bool valid_color_pass_pipelines[PIPELINE_COLOR_PASS_FLAG_COUNT]; |
| 253 | SceneShaderForwardClustered(); |
| 254 | ~SceneShaderForwardClustered(); |
| 255 | |
| 256 | void init(const String p_defines); |
| 257 | void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants); |
| 258 | void enable_advanced_shader_group(bool p_needs_multiview = false); |
| 259 | }; |
| 260 | |
| 261 | } // namespace RendererSceneRenderImplementation |
| 262 | |
| 263 | #endif // SCENE_SHADER_FORWARD_CLUSTERED_H |
| 264 | |