| 1 | /**************************************************************************/ |
| 2 | /* scene_shader_forward_mobile.cpp */ |
| 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 | #include "scene_shader_forward_mobile.h" |
| 32 | #include "core/config/project_settings.h" |
| 33 | #include "core/math/math_defs.h" |
| 34 | #include "render_forward_mobile.h" |
| 35 | #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" |
| 36 | #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" |
| 37 | |
| 38 | using namespace RendererSceneRenderImplementation; |
| 39 | |
| 40 | /* ShaderData */ |
| 41 | |
| 42 | void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { |
| 43 | //compile |
| 44 | |
| 45 | code = p_code; |
| 46 | valid = false; |
| 47 | ubo_size = 0; |
| 48 | uniforms.clear(); |
| 49 | |
| 50 | if (code.is_empty()) { |
| 51 | return; //just invalid, but no error |
| 52 | } |
| 53 | |
| 54 | ShaderCompiler::GeneratedCode gen_code; |
| 55 | |
| 56 | int blend_mode = BLEND_MODE_MIX; |
| 57 | int depth_testi = DEPTH_TEST_ENABLED; |
| 58 | int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF; |
| 59 | int cull = CULL_BACK; |
| 60 | |
| 61 | uses_point_size = false; |
| 62 | uses_alpha = false; |
| 63 | uses_alpha_clip = false; |
| 64 | uses_alpha_antialiasing = false; |
| 65 | uses_blend_alpha = false; |
| 66 | uses_depth_prepass_alpha = false; |
| 67 | uses_discard = false; |
| 68 | uses_roughness = false; |
| 69 | uses_normal = false; |
| 70 | bool wireframe = false; |
| 71 | |
| 72 | unshaded = false; |
| 73 | uses_vertex = false; |
| 74 | uses_sss = false; |
| 75 | uses_transmittance = false; |
| 76 | uses_time = false; |
| 77 | writes_modelview_or_projection = false; |
| 78 | uses_world_coordinates = false; |
| 79 | uses_particle_trails = false; |
| 80 | |
| 81 | int depth_drawi = DEPTH_DRAW_OPAQUE; |
| 82 | |
| 83 | ShaderCompiler::IdentifierActions actions; |
| 84 | actions.entry_point_stages["vertex" ] = ShaderCompiler::STAGE_VERTEX; |
| 85 | actions.entry_point_stages["fragment" ] = ShaderCompiler::STAGE_FRAGMENT; |
| 86 | actions.entry_point_stages["light" ] = ShaderCompiler::STAGE_FRAGMENT; |
| 87 | |
| 88 | actions.render_mode_values["blend_add" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); |
| 89 | actions.render_mode_values["blend_mix" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); |
| 90 | actions.render_mode_values["blend_sub" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB); |
| 91 | actions.render_mode_values["blend_mul" ] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL); |
| 92 | |
| 93 | actions.render_mode_values["alpha_to_coverage" ] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE); |
| 94 | actions.render_mode_values["alpha_to_coverage_and_one" ] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE); |
| 95 | |
| 96 | actions.render_mode_values["depth_draw_never" ] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED); |
| 97 | actions.render_mode_values["depth_draw_opaque" ] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE); |
| 98 | actions.render_mode_values["depth_draw_always" ] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS); |
| 99 | |
| 100 | actions.render_mode_values["depth_test_disabled" ] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED); |
| 101 | |
| 102 | actions.render_mode_values["cull_disabled" ] = Pair<int *, int>(&cull, CULL_DISABLED); |
| 103 | actions.render_mode_values["cull_front" ] = Pair<int *, int>(&cull, CULL_FRONT); |
| 104 | actions.render_mode_values["cull_back" ] = Pair<int *, int>(&cull, CULL_BACK); |
| 105 | |
| 106 | actions.render_mode_flags["unshaded" ] = &unshaded; |
| 107 | actions.render_mode_flags["wireframe" ] = &wireframe; |
| 108 | actions.render_mode_flags["particle_trails" ] = &uses_particle_trails; |
| 109 | |
| 110 | actions.usage_flag_pointers["ALPHA" ] = &uses_alpha; |
| 111 | actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD" ] = &uses_alpha_clip; |
| 112 | actions.usage_flag_pointers["ALPHA_HASH_SCALE" ] = &uses_alpha_clip; |
| 113 | actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE" ] = &uses_alpha_antialiasing; |
| 114 | actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE" ] = &uses_alpha_antialiasing; |
| 115 | actions.render_mode_flags["depth_prepass_alpha" ] = &uses_depth_prepass_alpha; |
| 116 | |
| 117 | actions.usage_flag_pointers["SSS_STRENGTH" ] = &uses_sss; |
| 118 | actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH" ] = &uses_transmittance; |
| 119 | |
| 120 | actions.usage_flag_pointers["DISCARD" ] = &uses_discard; |
| 121 | actions.usage_flag_pointers["TIME" ] = &uses_time; |
| 122 | actions.usage_flag_pointers["ROUGHNESS" ] = &uses_roughness; |
| 123 | actions.usage_flag_pointers["NORMAL" ] = &uses_normal; |
| 124 | actions.usage_flag_pointers["NORMAL_MAP" ] = &uses_normal; |
| 125 | |
| 126 | actions.usage_flag_pointers["POINT_SIZE" ] = &uses_point_size; |
| 127 | actions.usage_flag_pointers["POINT_COORD" ] = &uses_point_size; |
| 128 | |
| 129 | actions.write_flag_pointers["MODELVIEW_MATRIX" ] = &writes_modelview_or_projection; |
| 130 | actions.write_flag_pointers["PROJECTION_MATRIX" ] = &writes_modelview_or_projection; |
| 131 | actions.write_flag_pointers["VERTEX" ] = &uses_vertex; |
| 132 | |
| 133 | actions.uniforms = &uniforms; |
| 134 | |
| 135 | SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton; |
| 136 | |
| 137 | Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code); |
| 138 | ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed." ); |
| 139 | |
| 140 | if (version.is_null()) { |
| 141 | version = shader_singleton->shader.version_create(); |
| 142 | } |
| 143 | |
| 144 | depth_draw = DepthDraw(depth_drawi); |
| 145 | depth_test = DepthTest(depth_testi); |
| 146 | uses_vertex_time = gen_code.uses_vertex_time; |
| 147 | uses_fragment_time = gen_code.uses_fragment_time; |
| 148 | uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; |
| 149 | uses_screen_texture = gen_code.uses_screen_texture; |
| 150 | uses_depth_texture = gen_code.uses_depth_texture; |
| 151 | uses_normal_texture = gen_code.uses_normal_roughness_texture; |
| 152 | |
| 153 | #ifdef DEBUG_ENABLED |
| 154 | if (uses_sss) { |
| 155 | WARN_PRINT_ONCE_ED("Sub-surface scattering is only available when using the Forward+ rendering backend." ); |
| 156 | } |
| 157 | |
| 158 | if (uses_transmittance) { |
| 159 | WARN_PRINT_ONCE_ED("Transmittance is only available when using the Forward+ rendering backend." ); |
| 160 | } |
| 161 | #endif |
| 162 | |
| 163 | #if 0 |
| 164 | print_line("**compiling shader:" ); |
| 165 | print_line("**defines:\n" ); |
| 166 | for (int i = 0; i < gen_code.defines.size(); i++) { |
| 167 | print_line(gen_code.defines[i]); |
| 168 | } |
| 169 | |
| 170 | HashMap<String, String>::Iterator el = gen_code.code.begin(); |
| 171 | while (el) { |
| 172 | print_line("\n**code " + el->key + ":\n" + el->value); |
| 173 | ++el; |
| 174 | } |
| 175 | |
| 176 | print_line("\n**uniforms:\n" + gen_code.uniforms); |
| 177 | print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); |
| 178 | print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); |
| 179 | #endif |
| 180 | |
| 181 | shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); |
| 182 | ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version)); |
| 183 | |
| 184 | ubo_size = gen_code.uniform_total_size; |
| 185 | ubo_offsets = gen_code.uniform_offsets; |
| 186 | texture_uniforms = gen_code.texture_uniforms; |
| 187 | |
| 188 | //blend modes |
| 189 | |
| 190 | // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage |
| 191 | if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) { |
| 192 | blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE; |
| 193 | } |
| 194 | |
| 195 | RD::PipelineColorBlendState::Attachment blend_attachment; |
| 196 | |
| 197 | switch (blend_mode) { |
| 198 | case BLEND_MODE_MIX: { |
| 199 | blend_attachment.enable_blend = true; |
| 200 | blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
| 201 | blend_attachment.color_blend_op = RD::BLEND_OP_ADD; |
| 202 | blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
| 203 | blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
| 204 | blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
| 205 | blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
| 206 | |
| 207 | } break; |
| 208 | case BLEND_MODE_ADD: { |
| 209 | blend_attachment.enable_blend = true; |
| 210 | blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
| 211 | blend_attachment.color_blend_op = RD::BLEND_OP_ADD; |
| 212 | blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
| 213 | blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; |
| 214 | blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
| 215 | blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
| 216 | uses_blend_alpha = true; //force alpha used because of blend |
| 217 | |
| 218 | } break; |
| 219 | case BLEND_MODE_SUB: { |
| 220 | blend_attachment.enable_blend = true; |
| 221 | blend_attachment.alpha_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT; |
| 222 | blend_attachment.color_blend_op = RD::BLEND_OP_REVERSE_SUBTRACT; |
| 223 | blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
| 224 | blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE; |
| 225 | blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
| 226 | blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
| 227 | uses_blend_alpha = true; //force alpha used because of blend |
| 228 | |
| 229 | } break; |
| 230 | case BLEND_MODE_MUL: { |
| 231 | blend_attachment.enable_blend = true; |
| 232 | blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
| 233 | blend_attachment.color_blend_op = RD::BLEND_OP_ADD; |
| 234 | blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR; |
| 235 | blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO; |
| 236 | blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA; |
| 237 | blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO; |
| 238 | uses_blend_alpha = true; //force alpha used because of blend |
| 239 | } break; |
| 240 | case BLEND_MODE_ALPHA_TO_COVERAGE: { |
| 241 | blend_attachment.enable_blend = true; |
| 242 | blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD; |
| 243 | blend_attachment.color_blend_op = RD::BLEND_OP_ADD; |
| 244 | blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA; |
| 245 | blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; |
| 246 | blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE; |
| 247 | blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO; |
| 248 | } |
| 249 | } |
| 250 | |
| 251 | RD::PipelineColorBlendState blend_state_blend; |
| 252 | blend_state_blend.attachments.push_back(blend_attachment); |
| 253 | RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1); |
| 254 | RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2); |
| 255 | RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1); |
| 256 | RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2); |
| 257 | |
| 258 | //update pipelines |
| 259 | |
| 260 | RD::PipelineDepthStencilState depth_stencil_state; |
| 261 | |
| 262 | if (depth_test != DEPTH_TEST_DISABLED) { |
| 263 | depth_stencil_state.enable_depth_test = true; |
| 264 | depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL; |
| 265 | depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false; |
| 266 | } |
| 267 | |
| 268 | for (int i = 0; i < CULL_VARIANT_MAX; i++) { |
| 269 | RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = { |
| 270 | { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK }, |
| 271 | { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT }, |
| 272 | { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED } |
| 273 | }; |
| 274 | |
| 275 | RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull]; |
| 276 | |
| 277 | for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { |
| 278 | RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = { |
| 279 | RD::RENDER_PRIMITIVE_POINTS, |
| 280 | RD::RENDER_PRIMITIVE_LINES, |
| 281 | RD::RENDER_PRIMITIVE_LINESTRIPS, |
| 282 | RD::RENDER_PRIMITIVE_TRIANGLES, |
| 283 | RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS, |
| 284 | }; |
| 285 | |
| 286 | RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j]; |
| 287 | |
| 288 | for (int k = 0; k < SHADER_VERSION_MAX; k++) { |
| 289 | if (!static_cast<SceneShaderForwardMobile *>(singleton)->shader.is_variant_enabled(k)) { |
| 290 | continue; |
| 291 | } |
| 292 | RD::PipelineRasterizationState raster_state; |
| 293 | raster_state.cull_mode = cull_mode_rd; |
| 294 | raster_state.wireframe = wireframe; |
| 295 | |
| 296 | RD::PipelineColorBlendState blend_state; |
| 297 | RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; |
| 298 | RD::PipelineMultisampleState multisample_state; |
| 299 | |
| 300 | if (uses_alpha || uses_blend_alpha) { |
| 301 | // only allow these flags to go through if we have some form of msaa |
| 302 | if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) { |
| 303 | multisample_state.enable_alpha_to_coverage = true; |
| 304 | } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) { |
| 305 | multisample_state.enable_alpha_to_coverage = true; |
| 306 | multisample_state.enable_alpha_to_one = true; |
| 307 | } |
| 308 | |
| 309 | if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) { |
| 310 | blend_state = blend_state_blend; |
| 311 | if (depth_draw == DEPTH_DRAW_OPAQUE && !uses_alpha_clip) { |
| 312 | depth_stencil.enable_depth_write = false; //alpha does not draw depth |
| 313 | } |
| 314 | } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || k == SHADER_VERSION_SHADOW_PASS_DP) { |
| 315 | //none, blend state contains nothing |
| 316 | } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { |
| 317 | blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way |
| 318 | } else { |
| 319 | pipelines[i][j][k].clear(); |
| 320 | continue; // do not use this version (will error if using it is attempted) |
| 321 | } |
| 322 | } else { |
| 323 | if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_MULTIVIEW || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW) { |
| 324 | blend_state = blend_state_opaque; |
| 325 | } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_SHADOW_PASS_MULTIVIEW || k == SHADER_VERSION_SHADOW_PASS_DP) { |
| 326 | //none, leave empty |
| 327 | } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { |
| 328 | blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way |
| 329 | } else { |
| 330 | // ??? |
| 331 | } |
| 332 | } |
| 333 | |
| 334 | RID shader_variant = shader_singleton->shader.version_get_shader(version, k); |
| 335 | pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants); |
| 336 | } |
| 337 | } |
| 338 | } |
| 339 | |
| 340 | valid = true; |
| 341 | } |
| 342 | |
| 343 | bool SceneShaderForwardMobile::ShaderData::is_animated() const { |
| 344 | return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex); |
| 345 | } |
| 346 | |
| 347 | bool SceneShaderForwardMobile::ShaderData::casts_shadows() const { |
| 348 | bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; |
| 349 | bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha; |
| 350 | bool has_alpha = has_base_alpha || uses_blend_alpha; |
| 351 | |
| 352 | return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); |
| 353 | } |
| 354 | |
| 355 | RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const { |
| 356 | SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton; |
| 357 | |
| 358 | return shader_singleton->shader.version_get_native_source_code(version); |
| 359 | } |
| 360 | |
| 361 | SceneShaderForwardMobile::ShaderData::ShaderData() : |
| 362 | shader_list_element(this) { |
| 363 | } |
| 364 | |
| 365 | SceneShaderForwardMobile::ShaderData::~ShaderData() { |
| 366 | SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton; |
| 367 | ERR_FAIL_COND(!shader_singleton); |
| 368 | //pipeline variants will clear themselves if shader is gone |
| 369 | if (version.is_valid()) { |
| 370 | shader_singleton->shader.version_free(version); |
| 371 | } |
| 372 | } |
| 373 | |
| 374 | RendererRD::MaterialStorage::ShaderData *SceneShaderForwardMobile::_create_shader_func() { |
| 375 | ShaderData *shader_data = memnew(ShaderData); |
| 376 | singleton->shader_list.add(&shader_data->shader_list_element); |
| 377 | return shader_data; |
| 378 | } |
| 379 | |
| 380 | void SceneShaderForwardMobile::MaterialData::set_render_priority(int p_priority) { |
| 381 | priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits |
| 382 | } |
| 383 | |
| 384 | void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) { |
| 385 | next_pass = p_pass; |
| 386 | } |
| 387 | |
| 388 | bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { |
| 389 | SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton; |
| 390 | |
| 391 | return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET, true, true, RD::BARRIER_MASK_RASTER); |
| 392 | } |
| 393 | |
| 394 | SceneShaderForwardMobile::MaterialData::~MaterialData() { |
| 395 | free_parameters_uniform_set(uniform_set); |
| 396 | } |
| 397 | |
| 398 | RendererRD::MaterialStorage::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) { |
| 399 | MaterialData *material_data = memnew(MaterialData); |
| 400 | material_data->shader_data = p_shader; |
| 401 | //update will happen later anyway so do nothing. |
| 402 | return material_data; |
| 403 | } |
| 404 | |
| 405 | /* Scene Shader */ |
| 406 | |
| 407 | SceneShaderForwardMobile *SceneShaderForwardMobile::singleton = nullptr; |
| 408 | |
| 409 | SceneShaderForwardMobile::SceneShaderForwardMobile() { |
| 410 | // there should be only one of these, contained within our RenderForwardMobile singleton. |
| 411 | singleton = this; |
| 412 | } |
| 413 | |
| 414 | void SceneShaderForwardMobile::init(const String p_defines) { |
| 415 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
| 416 | |
| 417 | /* SCENE SHADER */ |
| 418 | |
| 419 | { |
| 420 | Vector<String> shader_versions; |
| 421 | shader_versions.push_back("" ); // SHADER_VERSION_COLOR_PASS |
| 422 | shader_versions.push_back("\n#define USE_LIGHTMAP\n" ); // SHADER_VERSION_LIGHTMAP_COLOR_PASS |
| 423 | shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n" ); // SHADER_VERSION_SHADOW_PASS, should probably change this to MODE_RENDER_SHADOW because we don't have a depth pass here... |
| 424 | shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n" ); // SHADER_VERSION_SHADOW_PASS_DP |
| 425 | shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n" ); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL |
| 426 | |
| 427 | // multiview versions of our shaders |
| 428 | shader_versions.push_back("\n#define USE_MULTIVIEW\n" ); // SHADER_VERSION_COLOR_PASS_MULTIVIEW |
| 429 | shader_versions.push_back("\n#define USE_MULTIVIEW\n#define USE_LIGHTMAP\n" ); // SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW |
| 430 | shader_versions.push_back("\n#define USE_MULTIVIEW\n#define MODE_RENDER_DEPTH\n" ); // SHADER_VERSION_SHADOW_PASS_MULTIVIEW |
| 431 | |
| 432 | shader.initialize(shader_versions, p_defines); |
| 433 | |
| 434 | if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) { |
| 435 | shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_MULTIVIEW, false); |
| 436 | shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_MULTIVIEW, false); |
| 437 | shader.set_variant_enabled(SHADER_VERSION_SHADOW_PASS_MULTIVIEW, false); |
| 438 | } |
| 439 | } |
| 440 | |
| 441 | material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_shader_funcs); |
| 442 | material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_3D, _create_material_funcs); |
| 443 | |
| 444 | { |
| 445 | //shader compiler |
| 446 | ShaderCompiler::DefaultIdentifierActions actions; |
| 447 | |
| 448 | actions.renames["MODEL_MATRIX" ] = "read_model_matrix" ; |
| 449 | actions.renames["MODEL_NORMAL_MATRIX" ] = "model_normal_matrix" ; |
| 450 | actions.renames["VIEW_MATRIX" ] = "read_view_matrix" ; |
| 451 | actions.renames["INV_VIEW_MATRIX" ] = "inv_view_matrix" ; |
| 452 | actions.renames["PROJECTION_MATRIX" ] = "projection_matrix" ; |
| 453 | actions.renames["INV_PROJECTION_MATRIX" ] = "inv_projection_matrix" ; |
| 454 | actions.renames["MODELVIEW_MATRIX" ] = "modelview" ; |
| 455 | actions.renames["MODELVIEW_NORMAL_MATRIX" ] = "modelview_normal" ; |
| 456 | |
| 457 | actions.renames["VERTEX" ] = "vertex" ; |
| 458 | actions.renames["NORMAL" ] = "normal" ; |
| 459 | actions.renames["TANGENT" ] = "tangent" ; |
| 460 | actions.renames["BINORMAL" ] = "binormal" ; |
| 461 | actions.renames["POSITION" ] = "position" ; |
| 462 | actions.renames["UV" ] = "uv_interp" ; |
| 463 | actions.renames["UV2" ] = "uv2_interp" ; |
| 464 | actions.renames["COLOR" ] = "color_interp" ; |
| 465 | actions.renames["POINT_SIZE" ] = "gl_PointSize" ; |
| 466 | actions.renames["INSTANCE_ID" ] = "gl_InstanceIndex" ; |
| 467 | actions.renames["VERTEX_ID" ] = "gl_VertexIndex" ; |
| 468 | |
| 469 | actions.renames["ALPHA_SCISSOR_THRESHOLD" ] = "alpha_scissor_threshold" ; |
| 470 | actions.renames["ALPHA_HASH_SCALE" ] = "alpha_hash_scale" ; |
| 471 | actions.renames["ALPHA_ANTIALIASING_EDGE" ] = "alpha_antialiasing_edge" ; |
| 472 | actions.renames["ALPHA_TEXTURE_COORDINATE" ] = "alpha_texture_coordinate" ; |
| 473 | |
| 474 | //builtins |
| 475 | |
| 476 | actions.renames["TIME" ] = "scene_data_block.data.time" ; |
| 477 | actions.renames["EXPOSURE" ] = "(1.0 / scene_data_block.data.emissive_exposure_normalization)" ; |
| 478 | actions.renames["PI" ] = _MKSTR(Math_PI); |
| 479 | actions.renames["TAU" ] = _MKSTR(Math_TAU); |
| 480 | actions.renames["E" ] = _MKSTR(Math_E); |
| 481 | actions.renames["VIEWPORT_SIZE" ] = "read_viewport_size" ; |
| 482 | |
| 483 | actions.renames["FRAGCOORD" ] = "gl_FragCoord" ; |
| 484 | actions.renames["FRONT_FACING" ] = "gl_FrontFacing" ; |
| 485 | actions.renames["NORMAL_MAP" ] = "normal_map" ; |
| 486 | actions.renames["NORMAL_MAP_DEPTH" ] = "normal_map_depth" ; |
| 487 | actions.renames["ALBEDO" ] = "albedo" ; |
| 488 | actions.renames["ALPHA" ] = "alpha" ; |
| 489 | actions.renames["METALLIC" ] = "metallic" ; |
| 490 | actions.renames["SPECULAR" ] = "specular" ; |
| 491 | actions.renames["ROUGHNESS" ] = "roughness" ; |
| 492 | actions.renames["RIM" ] = "rim" ; |
| 493 | actions.renames["RIM_TINT" ] = "rim_tint" ; |
| 494 | actions.renames["CLEARCOAT" ] = "clearcoat" ; |
| 495 | actions.renames["CLEARCOAT_ROUGHNESS" ] = "clearcoat_roughness" ; |
| 496 | actions.renames["ANISOTROPY" ] = "anisotropy" ; |
| 497 | actions.renames["ANISOTROPY_FLOW" ] = "anisotropy_flow" ; |
| 498 | actions.renames["SSS_STRENGTH" ] = "sss_strength" ; |
| 499 | actions.renames["SSS_TRANSMITTANCE_COLOR" ] = "transmittance_color" ; |
| 500 | actions.renames["SSS_TRANSMITTANCE_DEPTH" ] = "transmittance_depth" ; |
| 501 | actions.renames["SSS_TRANSMITTANCE_BOOST" ] = "transmittance_boost" ; |
| 502 | actions.renames["BACKLIGHT" ] = "backlight" ; |
| 503 | actions.renames["AO" ] = "ao" ; |
| 504 | actions.renames["AO_LIGHT_AFFECT" ] = "ao_light_affect" ; |
| 505 | actions.renames["EMISSION" ] = "emission" ; |
| 506 | actions.renames["POINT_COORD" ] = "gl_PointCoord" ; |
| 507 | actions.renames["INSTANCE_CUSTOM" ] = "instance_custom" ; |
| 508 | actions.renames["SCREEN_UV" ] = "screen_uv" ; |
| 509 | actions.renames["DEPTH" ] = "gl_FragDepth" ; |
| 510 | actions.renames["FOG" ] = "fog" ; |
| 511 | actions.renames["RADIANCE" ] = "custom_radiance" ; |
| 512 | actions.renames["IRRADIANCE" ] = "custom_irradiance" ; |
| 513 | actions.renames["BONE_INDICES" ] = "bone_attrib" ; |
| 514 | actions.renames["BONE_WEIGHTS" ] = "weight_attrib" ; |
| 515 | actions.renames["CUSTOM0" ] = "custom0_attrib" ; |
| 516 | actions.renames["CUSTOM1" ] = "custom1_attrib" ; |
| 517 | actions.renames["CUSTOM2" ] = "custom2_attrib" ; |
| 518 | actions.renames["CUSTOM3" ] = "custom3_attrib" ; |
| 519 | actions.renames["OUTPUT_IS_SRGB" ] = "SHADER_IS_SRGB" ; |
| 520 | |
| 521 | actions.renames["NODE_POSITION_WORLD" ] = "read_model_matrix[3].xyz" ; |
| 522 | actions.renames["CAMERA_POSITION_WORLD" ] = "scene_data.inv_view_matrix[3].xyz" ; |
| 523 | actions.renames["CAMERA_DIRECTION_WORLD" ] = "scene_data.view_matrix[3].xyz" ; |
| 524 | actions.renames["CAMERA_VISIBLE_LAYERS" ] = "scene_data.camera_visible_layers" ; |
| 525 | actions.renames["NODE_POSITION_VIEW" ] = "(scene_data.view_matrix * read_model_matrix)[3].xyz" ; |
| 526 | |
| 527 | actions.renames["VIEW_INDEX" ] = "ViewIndex" ; |
| 528 | actions.renames["VIEW_MONO_LEFT" ] = "0" ; |
| 529 | actions.renames["VIEW_RIGHT" ] = "1" ; |
| 530 | actions.renames["EYE_OFFSET" ] = "eye_offset" ; |
| 531 | |
| 532 | //for light |
| 533 | actions.renames["VIEW" ] = "view" ; |
| 534 | actions.renames["SPECULAR_AMOUNT" ] = "specular_amount" ; |
| 535 | actions.renames["LIGHT_COLOR" ] = "light_color" ; |
| 536 | actions.renames["LIGHT_IS_DIRECTIONAL" ] = "is_directional" ; |
| 537 | actions.renames["LIGHT" ] = "light" ; |
| 538 | actions.renames["ATTENUATION" ] = "attenuation" ; |
| 539 | actions.renames["DIFFUSE_LIGHT" ] = "diffuse_light" ; |
| 540 | actions.renames["SPECULAR_LIGHT" ] = "specular_light" ; |
| 541 | |
| 542 | actions.usage_defines["NORMAL" ] = "#define NORMAL_USED\n" ; |
| 543 | actions.usage_defines["TANGENT" ] = "#define TANGENT_USED\n" ; |
| 544 | actions.usage_defines["BINORMAL" ] = "@TANGENT" ; |
| 545 | actions.usage_defines["RIM" ] = "#define LIGHT_RIM_USED\n" ; |
| 546 | actions.usage_defines["RIM_TINT" ] = "@RIM" ; |
| 547 | actions.usage_defines["CLEARCOAT" ] = "#define LIGHT_CLEARCOAT_USED\n" ; |
| 548 | actions.usage_defines["CLEARCOAT_ROUGHNESS" ] = "@CLEARCOAT" ; |
| 549 | actions.usage_defines["ANISOTROPY" ] = "#define LIGHT_ANISOTROPY_USED\n" ; |
| 550 | actions.usage_defines["ANISOTROPY_FLOW" ] = "@ANISOTROPY" ; |
| 551 | actions.usage_defines["AO" ] = "#define AO_USED\n" ; |
| 552 | actions.usage_defines["AO_LIGHT_AFFECT" ] = "#define AO_USED\n" ; |
| 553 | actions.usage_defines["UV" ] = "#define UV_USED\n" ; |
| 554 | actions.usage_defines["UV2" ] = "#define UV2_USED\n" ; |
| 555 | actions.usage_defines["BONE_INDICES" ] = "#define BONES_USED\n" ; |
| 556 | actions.usage_defines["BONE_WEIGHTS" ] = "#define WEIGHTS_USED\n" ; |
| 557 | actions.usage_defines["CUSTOM0" ] = "#define CUSTOM0_USED\n" ; |
| 558 | actions.usage_defines["CUSTOM1" ] = "#define CUSTOM1_USED\n" ; |
| 559 | actions.usage_defines["CUSTOM2" ] = "#define CUSTOM2_USED\n" ; |
| 560 | actions.usage_defines["CUSTOM3" ] = "#define CUSTOM3_USED\n" ; |
| 561 | actions.usage_defines["NORMAL_MAP" ] = "#define NORMAL_MAP_USED\n" ; |
| 562 | actions.usage_defines["NORMAL_MAP_DEPTH" ] = "@NORMAL_MAP" ; |
| 563 | actions.usage_defines["COLOR" ] = "#define COLOR_USED\n" ; |
| 564 | actions.usage_defines["INSTANCE_CUSTOM" ] = "#define ENABLE_INSTANCE_CUSTOM\n" ; |
| 565 | actions.usage_defines["POSITION" ] = "#define OVERRIDE_POSITION\n" ; |
| 566 | |
| 567 | actions.usage_defines["ALPHA_SCISSOR_THRESHOLD" ] = "#define ALPHA_SCISSOR_USED\n" ; |
| 568 | actions.usage_defines["ALPHA_HASH_SCALE" ] = "#define ALPHA_HASH_USED\n" ; |
| 569 | actions.usage_defines["ALPHA_ANTIALIASING_EDGE" ] = "#define ALPHA_ANTIALIASING_EDGE_USED\n" ; |
| 570 | actions.usage_defines["ALPHA_TEXTURE_COORDINATE" ] = "@ALPHA_ANTIALIASING_EDGE" ; |
| 571 | |
| 572 | actions.usage_defines["SSS_STRENGTH" ] = "#define ENABLE_SSS\n" ; |
| 573 | actions.usage_defines["SSS_TRANSMITTANCE_DEPTH" ] = "#define ENABLE_TRANSMITTANCE\n" ; |
| 574 | actions.usage_defines["BACKLIGHT" ] = "#define LIGHT_BACKLIGHT_USED\n" ; |
| 575 | actions.usage_defines["SCREEN_UV" ] = "#define SCREEN_UV_USED\n" ; |
| 576 | |
| 577 | actions.usage_defines["DIFFUSE_LIGHT" ] = "#define USE_LIGHT_SHADER_CODE\n" ; |
| 578 | actions.usage_defines["SPECULAR_LIGHT" ] = "#define USE_LIGHT_SHADER_CODE\n" ; |
| 579 | |
| 580 | actions.usage_defines["FOG" ] = "#define CUSTOM_FOG_USED\n" ; |
| 581 | actions.usage_defines["RADIANCE" ] = "#define CUSTOM_RADIANCE_USED\n" ; |
| 582 | actions.usage_defines["IRRADIANCE" ] = "#define CUSTOM_IRRADIANCE_USED\n" ; |
| 583 | |
| 584 | actions.usage_defines["MODEL_MATRIX" ] = "#define MODEL_MATRIX_USED\n" ; |
| 585 | |
| 586 | actions.render_mode_defines["skip_vertex_transform" ] = "#define SKIP_TRANSFORM_USED\n" ; |
| 587 | actions.render_mode_defines["world_vertex_coords" ] = "#define VERTEX_WORLD_COORDS_USED\n" ; |
| 588 | actions.render_mode_defines["ensure_correct_normals" ] = "#define ENSURE_CORRECT_NORMALS\n" ; |
| 589 | actions.render_mode_defines["cull_front" ] = "#define DO_SIDE_CHECK\n" ; |
| 590 | actions.render_mode_defines["cull_disabled" ] = "#define DO_SIDE_CHECK\n" ; |
| 591 | actions.render_mode_defines["particle_trails" ] = "#define USE_PARTICLE_TRAILS\n" ; |
| 592 | actions.render_mode_defines["depth_prepass_alpha" ] = "#define USE_OPAQUE_PREPASS\n" ; |
| 593 | |
| 594 | bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley" ); |
| 595 | if (!force_lambert) { |
| 596 | actions.render_mode_defines["diffuse_burley" ] = "#define DIFFUSE_BURLEY\n" ; |
| 597 | } |
| 598 | |
| 599 | actions.render_mode_defines["diffuse_lambert_wrap" ] = "#define DIFFUSE_LAMBERT_WRAP\n" ; |
| 600 | actions.render_mode_defines["diffuse_toon" ] = "#define DIFFUSE_TOON\n" ; |
| 601 | |
| 602 | actions.render_mode_defines["sss_mode_skin" ] = "#define SSS_MODE_SKIN\n" ; |
| 603 | |
| 604 | actions.render_mode_defines["specular_schlick_ggx" ] = "#define SPECULAR_SCHLICK_GGX\n" ; |
| 605 | |
| 606 | actions.render_mode_defines["specular_toon" ] = "#define SPECULAR_TOON\n" ; |
| 607 | actions.render_mode_defines["specular_disabled" ] = "#define SPECULAR_DISABLED\n" ; |
| 608 | actions.render_mode_defines["shadows_disabled" ] = "#define SHADOWS_DISABLED\n" ; |
| 609 | actions.render_mode_defines["ambient_light_disabled" ] = "#define AMBIENT_LIGHT_DISABLED\n" ; |
| 610 | actions.render_mode_defines["shadow_to_opacity" ] = "#define USE_SHADOW_TO_OPACITY\n" ; |
| 611 | actions.render_mode_defines["unshaded" ] = "#define MODE_UNSHADED\n" ; |
| 612 | actions.render_mode_defines["debug_shadow_splits" ] = "#define DEBUG_DRAW_PSSM_SPLITS\n" ; |
| 613 | actions.render_mode_defines["fog_disabled" ] = "#define FOG_DISABLED\n" ; |
| 614 | |
| 615 | actions.base_texture_binding_index = 1; |
| 616 | actions.texture_layout_set = RenderForwardMobile::MATERIAL_UNIFORM_SET; |
| 617 | actions.base_uniform_string = "material." ; |
| 618 | actions.base_varying_index = 10; |
| 619 | |
| 620 | actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; |
| 621 | actions.default_repeat = ShaderLanguage::REPEAT_ENABLE; |
| 622 | actions.global_buffer_array_variable = "global_shader_uniforms.data" ; |
| 623 | actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs" ; |
| 624 | |
| 625 | actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture |
| 626 | actions.check_multiview_samplers = RendererCompositorRD::get_singleton()->is_xr_enabled(); // Make sure we check sampling multiview textures. |
| 627 | |
| 628 | compiler.initialize(actions); |
| 629 | } |
| 630 | |
| 631 | { |
| 632 | //default material and shader |
| 633 | default_shader = material_storage->shader_allocate(); |
| 634 | material_storage->shader_initialize(default_shader); |
| 635 | material_storage->shader_set_code(default_shader, R"( |
| 636 | // Default 3D material shader (mobile). |
| 637 | |
| 638 | shader_type spatial; |
| 639 | |
| 640 | void vertex() { |
| 641 | ROUGHNESS = 0.8; |
| 642 | } |
| 643 | |
| 644 | void fragment() { |
| 645 | ALBEDO = vec3(0.6); |
| 646 | ROUGHNESS = 0.8; |
| 647 | METALLIC = 0.2; |
| 648 | } |
| 649 | )" ); |
| 650 | default_material = material_storage->material_allocate(); |
| 651 | material_storage->material_initialize(default_material); |
| 652 | material_storage->material_set_shader(default_material, default_shader); |
| 653 | |
| 654 | MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); |
| 655 | default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS); |
| 656 | |
| 657 | default_material_shader_ptr = md->shader_data; |
| 658 | default_material_uniform_set = md->uniform_set; |
| 659 | } |
| 660 | |
| 661 | { |
| 662 | overdraw_material_shader = material_storage->shader_allocate(); |
| 663 | material_storage->shader_initialize(overdraw_material_shader); |
| 664 | // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. |
| 665 | material_storage->shader_set_code(overdraw_material_shader, R"( |
| 666 | // 3D editor Overdraw debug draw mode shader (mobile). |
| 667 | |
| 668 | shader_type spatial; |
| 669 | |
| 670 | render_mode blend_add, unshaded; |
| 671 | |
| 672 | void fragment() { |
| 673 | ALBEDO = vec3(0.4, 0.8, 0.8); |
| 674 | ALPHA = 0.1; |
| 675 | } |
| 676 | )" ); |
| 677 | overdraw_material = material_storage->material_allocate(); |
| 678 | material_storage->material_initialize(overdraw_material); |
| 679 | material_storage->material_set_shader(overdraw_material, overdraw_material_shader); |
| 680 | |
| 681 | MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); |
| 682 | overdraw_material_shader_ptr = md->shader_data; |
| 683 | overdraw_material_uniform_set = md->uniform_set; |
| 684 | } |
| 685 | |
| 686 | { |
| 687 | debug_shadow_splits_material_shader = material_storage->shader_allocate(); |
| 688 | material_storage->shader_initialize(debug_shadow_splits_material_shader); |
| 689 | // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. |
| 690 | material_storage->shader_set_code(debug_shadow_splits_material_shader, R"( |
| 691 | // 3D debug shadow splits mode shader(mobile). |
| 692 | |
| 693 | shader_type spatial; |
| 694 | |
| 695 | render_mode debug_shadow_splits; |
| 696 | |
| 697 | void fragment() { |
| 698 | ALBEDO = vec3(1.0, 1.0, 1.0); |
| 699 | } |
| 700 | )" ); |
| 701 | debug_shadow_splits_material = material_storage->material_allocate(); |
| 702 | material_storage->material_initialize(debug_shadow_splits_material); |
| 703 | material_storage->material_set_shader(debug_shadow_splits_material, debug_shadow_splits_material_shader); |
| 704 | |
| 705 | MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(debug_shadow_splits_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); |
| 706 | debug_shadow_splits_material_shader_ptr = md->shader_data; |
| 707 | debug_shadow_splits_material_uniform_set = md->uniform_set; |
| 708 | } |
| 709 | |
| 710 | { |
| 711 | default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256); |
| 712 | Vector<RD::Uniform> uniforms; |
| 713 | RD::Uniform u; |
| 714 | u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; |
| 715 | u.append_id(default_vec4_xform_buffer); |
| 716 | u.binding = 0; |
| 717 | uniforms.push_back(u); |
| 718 | |
| 719 | default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RenderForwardMobile::TRANSFORMS_UNIFORM_SET); |
| 720 | } |
| 721 | { |
| 722 | RD::SamplerState sampler; |
| 723 | sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR; |
| 724 | sampler.min_filter = RD::SAMPLER_FILTER_LINEAR; |
| 725 | sampler.enable_compare = true; |
| 726 | sampler.compare_op = RD::COMPARE_OP_LESS; |
| 727 | shadow_sampler = RD::get_singleton()->sampler_create(sampler); |
| 728 | } |
| 729 | } |
| 730 | |
| 731 | void SceneShaderForwardMobile::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) { |
| 732 | default_specialization_constants = p_constants; |
| 733 | for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) { |
| 734 | for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) { |
| 735 | for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { |
| 736 | for (int k = 0; k < SHADER_VERSION_MAX; k++) { |
| 737 | E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants); |
| 738 | } |
| 739 | } |
| 740 | } |
| 741 | } |
| 742 | } |
| 743 | |
| 744 | SceneShaderForwardMobile::~SceneShaderForwardMobile() { |
| 745 | RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); |
| 746 | |
| 747 | RD::get_singleton()->free(default_vec4_xform_buffer); |
| 748 | RD::get_singleton()->free(shadow_sampler); |
| 749 | |
| 750 | material_storage->shader_free(overdraw_material_shader); |
| 751 | material_storage->shader_free(default_shader); |
| 752 | material_storage->shader_free(debug_shadow_splits_material_shader); |
| 753 | |
| 754 | material_storage->material_free(overdraw_material); |
| 755 | material_storage->material_free(default_material); |
| 756 | material_storage->material_free(debug_shadow_splits_material); |
| 757 | } |
| 758 | |