| 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    */ | 
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| 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   */ | 
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| 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 |  |