Merge pull request #59984 from BastiaanOlij/more_storage_20220407

More work on splitting up RendererStorage
This commit is contained in:
Clay John 2022-04-18 21:27:46 -07:00 committed by GitHub
commit 1d2177938d
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GPG key ID: 4AEE18F83AFDEB23
65 changed files with 8851 additions and 8596 deletions

View file

@ -38,9 +38,9 @@
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_server_default.h"
#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/texture_storage.h"
#ifndef GLES_OVER_GL
#define glClearDepth glClearDepthf
@ -116,9 +116,11 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
}
void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
storage->frame.current_rt = nullptr;
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
storage->_set_current_render_target(p_to_render_target);
texture_storage->frame.current_rt = nullptr;
texture_storage->_set_current_render_target(p_to_render_target);
Transform2D canvas_transform_inverse = p_canvas_transform.affine_inverse();
@ -130,7 +132,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
//update canvas state uniform buffer
StateBuffer state_buffer;
Size2i ssize = storage->render_target_get_size(p_to_render_target);
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
Transform3D screen_transform;
screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
@ -149,11 +151,11 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.canvas_modulate[2] = p_modulate.b;
state_buffer.canvas_modulate[3] = p_modulate.a;
Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
state_buffer.time = storage->frame.time;
state_buffer.time = texture_storage->frame.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
state_buffer.directional_light_count = 0; //directional_light_count;
@ -166,7 +168,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
@ -881,19 +883,21 @@ void RasterizerCanvasGLES3::update() {
}
void RasterizerCanvasGLES3::canvas_begin() {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
state.using_transparent_rt = false;
if (storage->frame.current_rt) {
storage->bind_framebuffer(storage->frame.current_rt->fbo);
state.using_transparent_rt = storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT];
if (texture_storage->frame.current_rt) {
glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->frame.current_rt->fbo);
state.using_transparent_rt = texture_storage->frame.current_rt->flags[GLES3::TextureStorage::RENDER_TARGET_TRANSPARENT];
}
if (storage->frame.current_rt && storage->frame.current_rt->clear_requested) {
const Color &col = storage->frame.current_rt->clear_color;
if (texture_storage->frame.current_rt && texture_storage->frame.current_rt->clear_requested) {
const Color &col = texture_storage->frame.current_rt->clear_color;
glClearColor(col.r, col.g, col.b, col.a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
storage->frame.current_rt->clear_requested = false;
texture_storage->frame.current_rt->clear_requested = false;
}
reset_canvas();
@ -934,7 +938,7 @@ void RasterizerCanvasGLES3::_bind_canvas_texture(RID p_texture, RS::CanvasItemTe
ct = t->canvas_texture;
} else {
ct = GLES3::CanvasTextureStorage::get_singleton()->get_canvas_texture(p_texture);
ct = GLES3::TextureStorage::get_singleton()->get_canvas_texture(p_texture);
}
if (!ct) {
@ -1041,6 +1045,8 @@ void RasterizerCanvasGLES3::_set_uniforms() {
}
void RasterizerCanvasGLES3::reset_canvas() {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
@ -1049,7 +1055,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
// Default to Mix.
glBlendEquation(GL_FUNC_ADD);
if (storage->frame.current_rt && storage->frame.current_rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
if (texture_storage->frame.current_rt && texture_storage->frame.current_rt->flags[GLES3::TextureStorage::RENDER_TARGET_TRANSPARENT]) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
@ -1255,7 +1261,7 @@ void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
}
void RasterizerCanvasGLES3::initialize() {
GLES3::CanvasTextureStorage *canvas_texture_storage = GLES3::CanvasTextureStorage::get_singleton();
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
// quad buffer
@ -1450,8 +1456,8 @@ void fragment() {
material_storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
}
default_canvas_texture = canvas_texture_storage->canvas_texture_allocate();
canvas_texture_storage->canvas_texture_initialize(default_canvas_texture);
default_canvas_texture = texture_storage->canvas_texture_allocate();
texture_storage->canvas_texture_initialize(default_canvas_texture);
state.using_light = nullptr;
state.using_transparent_rt = false;
@ -1470,13 +1476,13 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
}
RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
GLES3::CanvasTextureStorage *canvas_texture_storage = GLES3::CanvasTextureStorage::get_singleton();
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
state.canvas_shader.version_free(state.canvas_shader_default_version);
material_storage->material_free(default_canvas_group_material);
material_storage->shader_free(default_canvas_group_shader);
canvas_texture_storage->canvas_texture_free(default_canvas_texture);
texture_storage->canvas_texture_free(default_canvas_texture);
singleton = nullptr;
}

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@ -37,7 +37,6 @@
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_compositor.h"
#include "storage/canvas_texture_storage.h"
#include "storage/material_storage.h"
#include "storage/texture_storage.h"

View file

@ -34,6 +34,7 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "storage/texture_storage.h"
#define _EXT_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242
#define _EXT_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243
@ -87,6 +88,8 @@
#endif
void RasterizerGLES3::begin_frame(double frame_step) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
frame++;
delta = frame_step;
@ -95,9 +98,9 @@ void RasterizerGLES3::begin_frame(double frame_step) {
double time_roll_over = GLOBAL_GET("rendering/limits/time/time_rollover_secs");
time_total = Math::fmod(time_total, time_roll_over);
storage.frame.time = time_total;
storage.frame.count++;
storage.frame.delta = frame_step;
texture_storage->frame.time = time_total;
texture_storage->frame.count++;
texture_storage->frame.delta = frame_step;
storage.update_dirty_resources();
@ -269,9 +272,10 @@ void RasterizerGLES3::prepare_for_blitting_render_targets() {
}
void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect) {
ERR_FAIL_COND(storage.frame.current_rt);
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
ERR_FAIL_COND(texture_storage->frame.current_rt);
GLES3::RenderTarget *rt = storage.render_target_owner.get_or_null(p_render_target);
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
ERR_FAIL_COND(!rt);
// TODO: do we need a keep 3d linear option?
@ -282,16 +286,17 @@ void RasterizerGLES3::_blit_render_target_to_screen(RID p_render_target, Display
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
glBlitFramebuffer(0, 0, rt->width, rt->height, 0, p_screen_rect.size.y, p_screen_rect.size.x, 0, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
// is this p_screen useless in a multi window environment?
void RasterizerGLES3::blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) {
// do this once off for all blits
storage.bind_framebuffer_system();
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
storage.frame.current_rt = nullptr;
texture_storage->frame.current_rt = nullptr;
for (int i = 0; i < p_amount; i++) {
const BlitToScreen &blit = p_render_targets[i];

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@ -37,12 +37,11 @@
#include "rasterizer_scene_gles3.h"
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_compositor.h"
#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
#include "storage/decal_atlas_storage.h"
#include "storage/light_storage.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
#include "storage/render_target_storage.h"
#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
class RasterizerGLES3 : public RendererCompositor {
@ -54,11 +53,11 @@ private:
protected:
GLES3::Config config;
GLES3::CanvasTextureStorage canvas_texture_storage;
GLES3::TextureStorage texture_storage;
GLES3::DecalAtlasStorage decal_atlas_storage;
GLES3::MaterialStorage material_storage;
GLES3::MeshStorage mesh_storage;
GLES3::ParticlesStorage particles_storage;
GLES3::LightStorage light_storage;
RasterizerStorageGLES3 storage;
RasterizerCanvasGLES3 canvas;
RasterizerSceneGLES3 scene;
@ -66,11 +65,11 @@ protected:
void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect);
public:
RendererCanvasTextureStorage *get_canvas_texture_storage() { return &canvas_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; }
RendererDecalAtlasStorage *get_decal_atlas_storage() { return &decal_atlas_storage; }
RendererStorage *get_storage() { return &storage; }
RendererCanvasRender *get_canvas() { return &canvas; }
RendererSceneRender *get_scene() { return &scene; }

File diff suppressed because it is too large Load diff

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@ -40,10 +40,8 @@
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "storage/canvas_texture_storage.h"
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/render_target_storage.h"
#include "storage/texture_storage.h"
// class RasterizerCanvasGLES3;
@ -54,8 +52,6 @@ public:
// RasterizerCanvasGLES3 *canvas;
// RasterizerSceneGLES3 *scene;
static GLuint system_fbo;
GLES3::Config *config;
struct Resources {
@ -118,6 +114,8 @@ public:
/////////////////////////////////////////////////////////////////////////////////////////
public:
virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
/* SKY API */
// not sure if used in godot 4?
struct Sky {
@ -132,78 +130,6 @@ public:
RID sky_create();
void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
/* Light API */
RID directional_light_allocate() override;
void directional_light_initialize(RID p_rid) override;
RID omni_light_allocate() override;
void omni_light_initialize(RID p_rid) override;
RID spot_light_allocate() override;
void spot_light_initialize(RID p_rid) override;
RID reflection_probe_allocate() override;
void reflection_probe_initialize(RID p_rid) override;
void light_set_color(RID p_light, const Color &p_color) override;
void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
void light_set_shadow(RID p_light, bool p_enabled) override;
void light_set_projector(RID p_light, RID p_texture) override;
void light_set_negative(RID p_light, bool p_enable) override;
void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override;
void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
bool light_directional_get_blend_splits(RID p_light) const override;
void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
bool light_has_shadow(RID p_light) const override;
bool light_has_projector(RID p_light) const override;
RS::LightType light_get_type(RID p_light) const override;
AABB light_get_aabb(RID p_light) const override;
float light_get_param(RID p_light, RS::LightParam p_param) override;
Color light_get_color(RID p_light) override;
RS::LightBakeMode light_get_bake_mode(RID p_light) override;
uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
uint64_t light_get_version(RID p_light) const override;
/* PROBE API */
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
AABB reflection_probe_get_aabb(RID p_probe) const override;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
Vector3 reflection_probe_get_extents(RID p_probe) const override;
Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
float reflection_probe_get_origin_max_distance(RID p_probe) const override;
bool reflection_probe_renders_shadows(RID p_probe) const override;
void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
/* VOXEL GI API */
RID voxel_gi_allocate() override;
@ -245,104 +171,10 @@ public:
uint32_t voxel_gi_get_version(RID p_voxel_gi) override;
/* LIGHTMAP CAPTURE */
RID lightmap_allocate() override;
void lightmap_initialize(RID p_rid) override;
void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
AABB lightmap_get_aabb(RID p_lightmap) const override;
void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
bool lightmap_is_interior(RID p_lightmap) const override;
void lightmap_set_probe_capture_update_speed(float p_speed) override;
float lightmap_get_probe_capture_update_speed() const override;
/* OCCLUDER */
void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
/* PARTICLES */
RID particles_allocate() override;
void particles_initialize(RID p_rid) override;
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override;
void particles_set_emitting(RID p_particles, bool p_emitting) override;
void particles_set_amount(RID p_particles, int p_amount) override;
void particles_set_lifetime(RID p_particles, double p_lifetime) override;
void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
void particles_set_pre_process_time(RID p_particles, double p_time) override;
void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
void particles_set_speed_scale(RID p_particles, double p_scale) override;
void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
void particles_set_process_material(RID p_particles, RID p_material) override;
RID particles_get_process_material(RID p_particles) const override;
void particles_set_fixed_fps(RID p_particles, int p_fps) override;
void particles_set_interpolate(RID p_particles, bool p_enable) override;
void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
void particles_restart(RID p_particles) override;
void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
void particles_set_draw_passes(RID p_particles, int p_count) override;
void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
void particles_request_process(RID p_particles) override;
AABB particles_get_current_aabb(RID p_particles) override;
AABB particles_get_aabb(RID p_particles) const override;
void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
bool particles_get_emitting(RID p_particles) override;
int particles_get_draw_passes(RID p_particles) const override;
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
void particles_add_collision(RID p_particles, RID p_instance) override;
void particles_remove_collision(RID p_particles, RID p_instance) override;
void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
void update_particles() override;
bool particles_is_inactive(RID p_particles) const override;
/* PARTICLES COLLISION */
RID particles_collision_allocate() override;
void particles_collision_initialize(RID p_rid) override;
void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
void particles_collision_height_field_update(RID p_particles_collision) override;
void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
AABB particles_collision_get_aabb(RID p_particles_collision) const override;
bool particles_collision_is_heightfield(RID p_particles_collision) const override;
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
RID particles_collision_instance_create(RID p_collision) override;
void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
/* FOG VOLUMES */
RID fog_volume_allocate() override;
@ -363,43 +195,6 @@ public:
AABB visibility_notifier_get_aabb(RID p_notifier) const override;
void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
// RENDER TARGET
mutable RID_PtrOwner<GLES3::RenderTarget> render_target_owner;
void _render_target_clear(GLES3::RenderTarget *rt);
void _render_target_allocate(GLES3::RenderTarget *rt);
void _set_current_render_target(RID p_render_target);
RID render_target_create() override;
void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
Size2i render_target_get_size(RID p_render_target);
RID render_target_get_texture(RID p_render_target) override;
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
bool render_target_was_used(RID p_render_target) override;
void render_target_clear_used(RID p_render_target);
void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
// new
void render_target_set_as_unused(RID p_render_target) override {
render_target_clear_used(p_render_target);
}
void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
bool render_target_is_clear_requested(RID p_render_target) override;
Color render_target_get_clear_request_color(RID p_render_target) override;
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
// access from canvas
// GLES3::RenderTarget * render_target_get(RID p_render_target);
@ -439,24 +234,6 @@ public:
bool free(RID p_rid) override;
struct Frame {
GLES3::RenderTarget *current_rt;
// these 2 may have been superseded by the equivalents in the render target.
// these may be able to be removed.
bool clear_request;
Color clear_request_color;
float time;
float delta;
uint64_t count;
Frame() {
// current_rt = nullptr;
// clear_request = false;
}
} frame;
void initialize();
void finalize();
@ -498,34 +275,9 @@ public:
return String();
}
// make access easier to these
struct Dimensions {
// render target
int rt_width;
int rt_height;
// window
int win_width;
int win_height;
Dimensions() {
rt_width = 0;
rt_height = 0;
win_width = 0;
win_height = 0;
}
} _dims;
void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const;
bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const;
void bind_framebuffer(GLuint framebuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
}
void bind_framebuffer_system() {
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
}
RasterizerStorageGLES3();
~RasterizerStorageGLES3();
};

View file

@ -1,96 +0,0 @@
/*************************************************************************/
/* canvas_texture_storage.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. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "canvas_texture_storage.h"
using namespace GLES3;
CanvasTextureStorage *CanvasTextureStorage::singleton = nullptr;
CanvasTextureStorage *CanvasTextureStorage::get_singleton() {
return singleton;
}
CanvasTextureStorage::CanvasTextureStorage() {
singleton = this;
}
CanvasTextureStorage::~CanvasTextureStorage() {
singleton = nullptr;
}
RID CanvasTextureStorage::canvas_texture_allocate() {
return canvas_texture_owner.allocate_rid();
}
void CanvasTextureStorage::canvas_texture_initialize(RID p_rid) {
canvas_texture_owner.initialize_rid(p_rid);
}
void CanvasTextureStorage::canvas_texture_free(RID p_rid) {
canvas_texture_owner.free(p_rid);
}
void CanvasTextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
switch (p_channel) {
case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
ct->diffuse = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
ct->normal_map = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
ct->specular = p_texture;
} break;
}
}
void CanvasTextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->specular_color.r = p_specular_color.r;
ct->specular_color.g = p_specular_color.g;
ct->specular_color.b = p_specular_color.b;
ct->specular_color.a = p_shininess;
}
void CanvasTextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->texture_filter = p_filter;
}
void CanvasTextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->texture_repeat = p_repeat;
}
#endif // !GLES3_ENABLED

View file

@ -1,87 +0,0 @@
/*************************************************************************/
/* canvas_texture_storage.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 CANVAS_TEXTURE_STORAGE_GLES3_H
#define CANVAS_TEXTURE_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/rid_owner.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
namespace GLES3 {
struct CanvasTexture {
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
};
class CanvasTextureStorage : public RendererCanvasTextureStorage {
private:
static CanvasTextureStorage *singleton;
RID_Owner<CanvasTexture, true> canvas_texture_owner;
public:
static CanvasTextureStorage *get_singleton();
CanvasTextureStorage();
virtual ~CanvasTextureStorage();
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
virtual RID canvas_texture_allocate() override;
virtual void canvas_texture_initialize(RID p_rid) override;
virtual void canvas_texture_free(RID p_rid) override;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
};
} // namespace GLES3
#endif // !GLES3_ENABLED
#endif // !CANVAS_TEXTURE_STORAGE_GLES3_H

View file

@ -40,6 +40,10 @@ Config *Config::singleton = nullptr;
Config::Config() {
singleton = this;
should_orphan = true;
// If this is to early we need to change our code similar to what we're doing in RendererRD,
// and instantiate our storage classes when we are ready to do so in the order we want.
initialize();
}
Config::~Config() {

View file

@ -1,75 +0,0 @@
/*************************************************************************/
/* decal_atlas_storage.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. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "decal_atlas_storage.h"
using namespace GLES3;
RID DecalAtlasStorage::decal_allocate() {
return RID();
}
void DecalAtlasStorage::decal_initialize(RID p_rid) {
}
void DecalAtlasStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
}
void DecalAtlasStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
}
void DecalAtlasStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
}
void DecalAtlasStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
}
void DecalAtlasStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
}
void DecalAtlasStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
}
void DecalAtlasStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
}
void DecalAtlasStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
}
void DecalAtlasStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
}
AABB DecalAtlasStorage::decal_get_aabb(RID p_decal) const {
return AABB();
}
#endif // !GLES3_ENABLED

View file

@ -1,67 +0,0 @@
/*************************************************************************/
/* decal_atlas_storage.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 DECAL_ATLAS_STORAGE_GLES3_H
#define DECAL_ATLAS_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/rid_owner.h"
#include "servers/rendering/storage/decal_atlas_storage.h"
namespace GLES3 {
class DecalAtlasStorage : public RendererDecalAtlasStorage {
public:
virtual RID decal_allocate() override;
virtual void decal_initialize(RID p_rid) override;
virtual void decal_free(RID p_rid) override{};
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
virtual AABB decal_get_aabb(RID p_decal) const override;
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
};
} // namespace GLES3
#endif // !GLES3_ENABLED
#endif // !DECAL_ATLAS_STORAGE_GLES3_H

View file

@ -0,0 +1,316 @@
/*************************************************************************/
/* light_storage.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. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "light_storage.h"
#include "config.h"
using namespace GLES3;
LightStorage *LightStorage::singleton = nullptr;
LightStorage *LightStorage::get_singleton() {
return singleton;
}
LightStorage::LightStorage() {
singleton = this;
}
LightStorage::~LightStorage() {
singleton = nullptr;
}
/* Light API */
RID LightStorage::directional_light_allocate() {
return RID();
}
void LightStorage::directional_light_initialize(RID p_rid) {
}
RID LightStorage::omni_light_allocate() {
return RID();
}
void LightStorage::omni_light_initialize(RID p_rid) {
}
RID LightStorage::spot_light_allocate() {
return RID();
}
void LightStorage::spot_light_initialize(RID p_rid) {
}
void LightStorage::light_free(RID p_rid) {
}
void LightStorage::light_set_color(RID p_light, const Color &p_color) {
}
void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
}
void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
}
void LightStorage::light_set_projector(RID p_light, RID p_texture) {
}
void LightStorage::light_set_negative(RID p_light, bool p_enable) {
}
void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) {
}
void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
}
void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
}
void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
}
void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
}
void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
}
void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
}
void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
}
bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
return false;
}
void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
}
RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const {
return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
}
RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) {
return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
}
RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) {
return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
}
bool LightStorage::light_has_shadow(RID p_light) const {
return false;
}
bool LightStorage::light_has_projector(RID p_light) const {
return false;
}
RS::LightType LightStorage::light_get_type(RID p_light) const {
return RS::LIGHT_OMNI;
}
AABB LightStorage::light_get_aabb(RID p_light) const {
return AABB();
}
float LightStorage::light_get_param(RID p_light, RS::LightParam p_param) {
return 0.0;
}
Color LightStorage::light_get_color(RID p_light) {
return Color();
}
RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) {
return RS::LIGHT_BAKE_DISABLED;
}
uint32_t LightStorage::light_get_max_sdfgi_cascade(RID p_light) {
return 0;
}
uint64_t LightStorage::light_get_version(RID p_light) const {
return 0;
}
/* PROBE API */
RID LightStorage::reflection_probe_allocate() {
return RID();
}
void LightStorage::reflection_probe_initialize(RID p_rid) {
}
void LightStorage::reflection_probe_free(RID p_rid) {
}
void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
}
void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
}
void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
}
void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
}
void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
}
void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
}
void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
}
void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
}
void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
}
void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
}
void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
}
void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
}
void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
}
AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const {
return AABB();
}
RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const {
return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE;
}
uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const {
return 0;
}
Vector3 LightStorage::reflection_probe_get_extents(RID p_probe) const {
return Vector3();
}
Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const {
return Vector3();
}
float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const {
return 0.0;
}
bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const {
return false;
}
void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
}
float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
return 0.0;
}
/* LIGHTMAP CAPTURE */
RID LightStorage::lightmap_allocate() {
return RID();
}
void LightStorage::lightmap_initialize(RID p_rid) {
}
void LightStorage::lightmap_free(RID p_rid) {
}
void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
}
void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
}
void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
}
void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
}
PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const {
return PackedVector3Array();
}
PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const {
return PackedColorArray();
}
PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
return PackedInt32Array();
}
PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
return PackedInt32Array();
}
AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const {
return AABB();
}
void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
}
bool LightStorage::lightmap_is_interior(RID p_lightmap) const {
return false;
}
void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {
}
float LightStorage::lightmap_get_probe_capture_update_speed() const {
return 0;
}
#endif // !GLES3_ENABLED

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/*************************************************************************/
/* light_storage.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 LIGHT_STORAGE_GLES3_H
#define LIGHT_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/storage/light_storage.h"
namespace GLES3 {
class LightStorage : public RendererLightStorage {
private:
static LightStorage *singleton;
public:
static LightStorage *get_singleton();
LightStorage();
virtual ~LightStorage();
/* Light API */
virtual RID directional_light_allocate() override;
virtual void directional_light_initialize(RID p_rid) override;
virtual RID omni_light_allocate() override;
virtual void omni_light_initialize(RID p_rid) override;
virtual RID spot_light_allocate() override;
virtual void spot_light_initialize(RID p_rid) override;
virtual void light_free(RID p_rid) override;
virtual void light_set_color(RID p_light, const Color &p_color) override;
virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
virtual void light_set_shadow(RID p_light, bool p_enabled) override;
virtual void light_set_projector(RID p_light, RID p_texture) override;
virtual void light_set_negative(RID p_light, bool p_enable) override;
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override;
virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
virtual bool light_directional_get_blend_splits(RID p_light) const override;
virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
virtual bool light_has_shadow(RID p_light) const override;
virtual bool light_has_projector(RID p_light) const override;
virtual RS::LightType light_get_type(RID p_light) const override;
virtual AABB light_get_aabb(RID p_light) const override;
virtual float light_get_param(RID p_light, RS::LightParam p_param) override;
virtual Color light_get_color(RID p_light) override;
virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override;
virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
virtual uint64_t light_get_version(RID p_light) const override;
/* PROBE API */
virtual RID reflection_probe_allocate() override;
virtual void reflection_probe_initialize(RID p_rid) override;
virtual void reflection_probe_free(RID p_rid) override;
virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
virtual AABB reflection_probe_get_aabb(RID p_probe) const override;
virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const override;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override;
virtual bool reflection_probe_renders_shadows(RID p_probe) const override;
/* LIGHTMAP CAPTURE */
virtual RID lightmap_allocate() override;
virtual void lightmap_initialize(RID p_rid) override;
virtual void lightmap_free(RID p_rid) override;
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
virtual AABB lightmap_get_aabb(RID p_lightmap) const override;
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
virtual bool lightmap_is_interior(RID p_lightmap) const override;
virtual void lightmap_set_probe_capture_update_speed(float p_speed) override;
virtual float lightmap_get_probe_capture_update_speed() const override;
};
} // namespace GLES3
#endif // !GLES3_ENABLED
#endif // !LIGHT_STORAGE_GLES3_H

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/*************************************************************************/
/* particles_storage.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. */
/*************************************************************************/
#ifdef GLES3_ENABLED
#include "particles_storage.h"
using namespace GLES3;
ParticlesStorage *ParticlesStorage::singleton = nullptr;
ParticlesStorage *ParticlesStorage::get_singleton() {
return singleton;
}
ParticlesStorage::ParticlesStorage() {
singleton = this;
}
ParticlesStorage::~ParticlesStorage() {
singleton = nullptr;
}
/* PARTICLES */
RID ParticlesStorage::particles_allocate() {
return RID();
}
void ParticlesStorage::particles_initialize(RID p_rid) {
}
void ParticlesStorage::particles_free(RID p_rid) {
}
void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
}
void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
}
void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
}
void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
}
void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
}
void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
}
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
}
void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
}
void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
}
void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
}
void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
}
void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
}
RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
return RID();
}
void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
}
void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
}
void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
}
void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
}
void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
}
void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
}
void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
}
void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
}
void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
}
void ParticlesStorage::particles_restart(RID p_particles) {
}
void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
}
void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_count) {
}
void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
}
void ParticlesStorage::particles_request_process(RID p_particles) {
}
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
return AABB();
}
AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
return AABB();
}
void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
}
bool ParticlesStorage::particles_get_emitting(RID p_particles) {
return false;
}
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
return 0;
}
RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
return RID();
}
void ParticlesStorage::particles_add_collision(RID p_particles, RID p_instance) {
}
void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_instance) {
}
void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
}
void ParticlesStorage::update_particles() {
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
return false;
}
/* PARTICLES COLLISION */
RID ParticlesStorage::particles_collision_allocate() {
return RID();
}
void ParticlesStorage::particles_collision_initialize(RID p_rid) {
}
void ParticlesStorage::particles_collision_free(RID p_rid) {
}
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
}
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
}
void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
}
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
}
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
}
void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
}
void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
}
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
}
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
}
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
}
AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
return AABB();
}
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
return false;
}
RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
return RID();
}
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
return RID();
}
void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
}
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
}
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
}
#endif // GLES3_ENABLED

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@ -0,0 +1,140 @@
/*************************************************************************/
/* particles_storage.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 PARTICLES_STORAGE_GLES3_H
#define PARTICLES_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/storage/particles_storage.h"
namespace GLES3 {
class ParticlesStorage : public RendererParticlesStorage {
private:
static ParticlesStorage *singleton;
public:
static ParticlesStorage *get_singleton();
ParticlesStorage();
virtual ~ParticlesStorage();
/* PARTICLES */
virtual RID particles_allocate() override;
virtual void particles_initialize(RID p_rid) override;
virtual void particles_free(RID p_rid) override;
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) override;
virtual void particles_set_amount(RID p_particles, int p_amount) override;
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
virtual void particles_set_pre_process_time(RID p_particles, double p_time) override;
virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
virtual void particles_set_speed_scale(RID p_particles, double p_scale) override;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
virtual void particles_set_process_material(RID p_particles, RID p_material) override;
virtual RID particles_get_process_material(RID p_particles) const override;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override;
virtual void particles_set_interpolate(RID p_particles, bool p_enable) override;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
virtual void particles_restart(RID p_particles) override;
virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
virtual void particles_set_draw_passes(RID p_particles, int p_count) override;
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
virtual void particles_request_process(RID p_particles) override;
virtual AABB particles_get_current_aabb(RID p_particles) override;
virtual AABB particles_get_aabb(RID p_particles) const override;
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
virtual bool particles_get_emitting(RID p_particles) override;
virtual int particles_get_draw_passes(RID p_particles) const override;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
virtual void particles_add_collision(RID p_particles, RID p_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_instance) override;
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
virtual void update_particles() override;
virtual bool particles_is_inactive(RID p_particles) const override;
/* PARTICLES COLLISION */
virtual RID particles_collision_allocate() override;
virtual void particles_collision_initialize(RID p_rid) override;
virtual void particles_collision_free(RID p_rid) override;
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
virtual void particles_collision_height_field_update(RID p_particles_collision) override;
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
virtual RID particles_collision_instance_create(RID p_collision) override;
virtual void particles_collision_instance_free(RID p_rid) override;
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // !PARTICLES_STORAGE_GLES3_H

View file

@ -1,132 +0,0 @@
/*************************************************************************/
/* render_target_storage.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 RENDER_TARGET_STORAGE_GLES3_H
#define RENDER_TARGET_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_storage.h" // included until we move stuff into storage/render_target_storage.h
// #include "servers/rendering/storage/render_target_storage.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
namespace GLES3 {
// NOTE, this class currently is just a container for the the RenderTarget struct and is not yet implemented further, we'll do that next after we finish with TextureStorage
struct RenderTarget {
RID self;
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
GLuint multisample_fbo = 0;
GLuint multisample_color = 0;
GLuint multisample_depth = 0;
bool multisample_active = false;
struct Effect {
GLuint fbo = 0;
int width = 0;
int height = 0;
GLuint color = 0;
};
Effect copy_screen_effect;
struct MipMaps {
struct Size {
GLuint fbo = 0;
GLuint color = 0;
int width = 0;
int height = 0;
};
Vector<Size> sizes;
GLuint color = 0;
int levels = 0;
};
MipMaps mip_maps[2];
struct External {
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
RID texture;
} external;
int x = 0;
int y = 0;
int width = 0;
int height = 0;
bool flags[RendererStorage::RENDER_TARGET_FLAG_MAX] = {};
// instead of allocating sized render targets immediately,
// defer this for faster startup
bool allocate_is_dirty = false;
bool used_in_frame = false;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
bool use_fxaa = false;
bool use_debanding = false;
RID texture;
bool used_dof_blur_near = false;
bool mip_maps_allocated = false;
Color clear_color = Color(1, 1, 1, 1);
bool clear_requested = false;
RenderTarget() {
for (int i = 0; i < RendererStorage::RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
external.fbo = 0;
}
};
} // namespace GLES3
#endif // !GLES3_ENABLED
#endif // !RENDER_TARGET_STORAGE_GLES3_H

View file

@ -43,6 +43,81 @@ TextureStorage *TextureStorage::get_singleton() {
TextureStorage::TextureStorage() {
singleton = this;
system_fbo = 0;
frame.count = 0;
frame.delta = 0;
frame.current_rt = nullptr;
frame.clear_request = false;
Config *config = Config::get_singleton();
//determine formats for depth textures (or renderbuffers)
if (config->support_depth_texture) {
// Will use texture for depth
// have to manually see if we can create a valid framebuffer texture using UNSIGNED_INT,
// as there is no extension to test for this.
GLuint fbo;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
GLuint depth;
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
glDeleteFramebuffers(1, &fbo);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &depth);
if (status != GL_FRAMEBUFFER_COMPLETE) {
// If it fails, test to see if it supports a framebuffer texture using UNSIGNED_SHORT
// This is needed because many OSX devices don't support either UNSIGNED_INT or UNSIGNED_SHORT
#ifdef GLES_OVER_GL
config->depth_internalformat = GL_DEPTH_COMPONENT16;
#else
// OES_depth_texture extension only specifies GL_DEPTH_COMPONENT.
config->depth_internalformat = GL_DEPTH_COMPONENT;
#endif
config->depth_type = GL_UNSIGNED_SHORT;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &depth);
glBindTexture(GL_TEXTURE_2D, depth);
glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, 32, 32, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
//if it fails again depth textures aren't supported, use rgba shadows and renderbuffer for depth
config->support_depth_texture = false;
config->use_rgba_3d_shadows = true;
}
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
glDeleteFramebuffers(1, &fbo);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteTextures(1, &depth);
}
}
}
TextureStorage::~TextureStorage() {
@ -65,6 +140,55 @@ bool TextureStorage::can_create_resources_async() const {
return false;
}
/* Canvas Texture API */
RID TextureStorage::canvas_texture_allocate() {
return canvas_texture_owner.allocate_rid();
}
void TextureStorage::canvas_texture_initialize(RID p_rid) {
canvas_texture_owner.initialize_rid(p_rid);
}
void TextureStorage::canvas_texture_free(RID p_rid) {
canvas_texture_owner.free(p_rid);
}
void TextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
switch (p_channel) {
case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
ct->diffuse = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
ct->normal_map = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
ct->specular = p_texture;
} break;
}
}
void TextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->specular_color.r = p_specular_color.r;
ct->specular_color.g = p_specular_color.g;
ct->specular_color.b = p_specular_color.b;
ct->specular_color.a = p_shininess;
}
void TextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->texture_filter = p_filter;
}
void TextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ct->texture_repeat = p_repeat;
}
/* Texture API */
static const GLenum _cube_side_enum[6] = {
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
@ -1208,4 +1332,812 @@ void TextureStorage::textures_keep_original(bool p_enable) {
Config::get_singleton()->keep_original_textures = p_enable;
}
/* DECAL API */
RID TextureStorage::decal_allocate() {
return RID();
}
void TextureStorage::decal_initialize(RID p_rid) {
}
void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
}
void TextureStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
}
void TextureStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
}
void TextureStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
}
void TextureStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
}
void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
}
void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
}
void TextureStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
}
void TextureStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
}
AABB TextureStorage::decal_get_aabb(RID p_decal) const {
return AABB();
}
/* RENDER TARGET API */
GLuint TextureStorage::system_fbo = 0;
void TextureStorage::_set_current_render_target(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
if (rt) {
if (rt->allocate_is_dirty) {
rt->allocate_is_dirty = false;
_render_target_allocate(rt);
}
frame.current_rt = rt;
ERR_FAIL_COND(!rt);
frame.clear_request = false;
glViewport(0, 0, rt->width, rt->height);
_dims.rt_width = rt->width;
_dims.rt_height = rt->height;
_dims.win_width = rt->width;
_dims.win_height = rt->height;
} else {
frame.current_rt = nullptr;
frame.clear_request = false;
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
}
void TextureStorage::_render_target_allocate(RenderTarget *rt) {
Config *config = Config::get_singleton();
// do not allocate a render target with no size
if (rt->width <= 0 || rt->height <= 0) {
return;
}
// do not allocate a render target that is attached to the screen
if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
rt->fbo = system_fbo;
return;
}
GLuint color_internal_format;
GLuint color_format;
GLuint color_type = GL_UNSIGNED_BYTE;
Image::Format image_format;
if (rt->flags[TextureStorage::RENDER_TARGET_TRANSPARENT]) {
#ifdef GLES_OVER_GL
color_internal_format = GL_RGBA8;
#else
color_internal_format = GL_RGBA;
#endif
color_format = GL_RGBA;
image_format = Image::FORMAT_RGBA8;
} else {
#ifdef GLES_OVER_GL
color_internal_format = GL_RGB8;
#else
color_internal_format = GL_RGB;
#endif
color_format = GL_RGB;
image_format = Image::FORMAT_RGB8;
}
rt->used_dof_blur_near = false;
rt->mip_maps_allocated = false;
{
/* Front FBO */
Texture *texture = get_texture(rt->texture);
ERR_FAIL_COND(!texture);
// framebuffer
glGenFramebuffers(1, &rt->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
// color
glGenTextures(1, &rt->color);
glBindTexture(GL_TEXTURE_2D, rt->color);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, nullptr);
if (texture->flags & TEXTURE_FLAG_FILTER) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
} else {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
// depth
if (config->support_depth_texture) {
glGenTextures(1, &rt->depth);
glBindTexture(GL_TEXTURE_2D, rt->depth);
glTexImage2D(GL_TEXTURE_2D, 0, config->depth_internalformat, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, config->depth_type, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
glRenderbufferStorage(GL_RENDERBUFFER, config->depth_buffer_internalformat, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
glDeleteFramebuffers(1, &rt->fbo);
if (config->support_depth_texture) {
glDeleteTextures(1, &rt->depth);
} else {
glDeleteRenderbuffers(1, &rt->depth);
}
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
rt->width = 0;
rt->height = 0;
rt->color = 0;
rt->depth = 0;
texture->tex_id = 0;
texture->active = false;
WARN_PRINT("Could not create framebuffer!!");
return;
}
texture->format = image_format;
texture->gl_format_cache = color_format;
texture->gl_type_cache = GL_UNSIGNED_BYTE;
texture->gl_internal_format_cache = color_internal_format;
texture->tex_id = rt->color;
texture->width = rt->width;
texture->alloc_width = rt->width;
texture->height = rt->height;
texture->alloc_height = rt->height;
texture->active = true;
texture_set_flags(rt->texture, texture->flags);
}
/* BACK FBO */
/* For MSAA */
#ifndef JAVASCRIPT_ENABLED
if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) {
rt->multisample_active = true;
static const int msaa_value[] = { 0, 2, 4, 8, 16 };
int msaa = msaa_value[rt->msaa];
int max_samples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
if (msaa > max_samples) {
WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
msaa = max_samples;
}
//regular fbo
glGenFramebuffers(1, &rt->multisample_fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->multisample_fbo);
glGenRenderbuffers(1, &rt->multisample_depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config->depth_buffer_internalformat, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
glGenRenderbuffers(1, &rt->multisample_color);
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->width, rt->height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
// Delete allocated resources and default to no MSAA
WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
printf("err status: %x\n", status);
rt->multisample_active = false;
glDeleteFramebuffers(1, &rt->multisample_fbo);
rt->multisample_fbo = 0;
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
glDeleteRenderbuffers(1, &rt->multisample_color);
rt->multisample_color = 0;
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
} else
#endif // JAVASCRIPT_ENABLED
{
rt->multisample_active = false;
}
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// copy texscreen buffers
// if (!(rt->flags[TextureStorage::RENDER_TARGET_NO_SAMPLING])) {
if (true) {
glGenTextures(1, &rt->copy_screen_effect.color);
glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
if (rt->flags[TextureStorage::RENDER_TARGET_TRANSPARENT]) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->copy_screen_effect.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
// Allocate mipmap chains for post_process effects
// if (!rt->flags[RendererStorage::RENDER_TARGET_NO_3D] && rt->width >= 2 && rt->height >= 2) {
if (rt->width >= 2 && rt->height >= 2) {
for (int i = 0; i < 2; i++) {
ERR_FAIL_COND(rt->mip_maps[i].sizes.size());
int w = rt->width;
int h = rt->height;
if (i > 0) {
w >>= 1;
h >>= 1;
}
int level = 0;
int fb_w = w;
int fb_h = h;
while (true) {
RenderTarget::MipMaps::Size mm;
mm.width = w;
mm.height = h;
rt->mip_maps[i].sizes.push_back(mm);
w >>= 1;
h >>= 1;
if (w < 2 || h < 2) {
break;
}
level++;
}
GLsizei width = fb_w;
GLsizei height = fb_h;
if (config->render_to_mipmap_supported) {
glGenTextures(1, &rt->mip_maps[i].color);
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].color);
for (int l = 0; l < level + 1; l++) {
glTexImage2D(GL_TEXTURE_2D, l, color_internal_format, width, height, 0, color_format, color_type, nullptr);
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
}
#ifdef GLES_OVER_GL
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
#endif
} else {
// Can't render to specific levels of a mipmap in ES 2.0 or Webgl so create a texture for each level
for (int l = 0; l < level + 1; l++) {
glGenTextures(1, &rt->mip_maps[i].sizes.write[l].color);
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[l].color);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, width, height, 0, color_format, color_type, nullptr);
width = MAX(1, (width / 2));
height = MAX(1, (height / 2));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
glDisable(GL_SCISSOR_TEST);
glColorMask(1, 1, 1, 1);
glDepthMask(GL_TRUE);
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
RenderTarget::MipMaps::Size &mm = rt->mip_maps[i].sizes.write[j];
glGenFramebuffers(1, &mm.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
if (config->render_to_mipmap_supported) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].color, j);
} else {
glBindTexture(GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->mip_maps[i].sizes[j].color, 0);
}
bool used_depth = false;
if (j == 0 && i == 0) { //use always
if (config->support_depth_texture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
used_depth = true;
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
WARN_PRINT_ONCE("Cannot allocate mipmaps for 3D post processing effects");
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
return;
}
glClearColor(1.0, 0.0, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
if (used_depth) {
glClearDepth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
}
}
rt->mip_maps[i].levels = level;
if (config->render_to_mipmap_supported) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
}
rt->mip_maps_allocated = true;
}
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
}
void TextureStorage::_render_target_clear(RenderTarget *rt) {
Config *config = Config::get_singleton();
// there is nothing to clear when DIRECT_TO_SCREEN is used
if (rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
return;
}
if (rt->fbo) {
glDeleteFramebuffers(1, &rt->fbo);
glDeleteTextures(1, &rt->color);
rt->fbo = 0;
}
if (rt->external.fbo != 0) {
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
// clean up our texture
Texture *t = get_texture(rt->external.texture);
t->alloc_height = 0;
t->alloc_width = 0;
t->width = 0;
t->height = 0;
t->active = false;
texture_free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
}
if (rt->depth) {
if (config->support_depth_texture) {
glDeleteTextures(1, &rt->depth);
} else {
glDeleteRenderbuffers(1, &rt->depth);
}
rt->depth = 0;
}
Texture *tex = get_texture(rt->texture);
tex->alloc_height = 0;
tex->alloc_width = 0;
tex->width = 0;
tex->height = 0;
tex->active = false;
if (rt->copy_screen_effect.color) {
glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
rt->copy_screen_effect.fbo = 0;
glDeleteTextures(1, &rt->copy_screen_effect.color);
rt->copy_screen_effect.color = 0;
}
for (int i = 0; i < 2; i++) {
if (rt->mip_maps[i].sizes.size()) {
for (int j = 0; j < rt->mip_maps[i].sizes.size(); j++) {
glDeleteFramebuffers(1, &rt->mip_maps[i].sizes[j].fbo);
glDeleteTextures(1, &rt->mip_maps[i].sizes[j].color);
}
glDeleteTextures(1, &rt->mip_maps[i].color);
rt->mip_maps[i].sizes.clear();
rt->mip_maps[i].levels = 0;
rt->mip_maps[i].color = 0;
}
}
if (rt->multisample_active) {
glDeleteFramebuffers(1, &rt->multisample_fbo);
rt->multisample_fbo = 0;
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
glDeleteRenderbuffers(1, &rt->multisample_color);
rt->multisample_color = 0;
}
}
RID TextureStorage::render_target_create() {
RenderTarget *rt = memnew(RenderTarget);
Texture *t = memnew(Texture);
t->type = RenderingDevice::TEXTURE_TYPE_2D;
t->flags = 0;
t->width = 0;
t->height = 0;
t->alloc_height = 0;
t->alloc_width = 0;
t->format = Image::FORMAT_R8;
t->target = GL_TEXTURE_2D;
t->gl_format_cache = 0;
t->gl_internal_format_cache = 0;
t->gl_type_cache = 0;
t->data_size = 0;
t->total_data_size = 0;
t->ignore_mipmaps = false;
t->compressed = false;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
t->render_target = rt;
rt->texture = make_rid(t);
return render_target_owner.make_rid(rt);
}
void TextureStorage::render_target_free(RID p_rid) {
RenderTarget *rt = render_target_owner.get_or_null(p_rid);
_render_target_clear(rt);
Texture *t = get_texture(rt->texture);
if (t) {
texture_free(rt->texture);
memdelete(t);
}
render_target_owner.free(p_rid);
memdelete(rt);
}
void TextureStorage::render_target_set_position(RID p_render_target, int p_x, int p_y) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->x = p_x;
rt->y = p_y;
}
void TextureStorage::render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (p_width == rt->width && p_height == rt->height) {
return;
}
_render_target_clear(rt);
rt->width = p_width;
rt->height = p_height;
// print_line("render_target_set_size " + itos(p_render_target.get_id()) + ", w " + itos(p_width) + " h " + itos(p_height));
rt->allocate_is_dirty = true;
//_render_target_allocate(rt);
}
// TODO: convert to Size2i internally
Size2i TextureStorage::render_target_get_size(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Size2());
return Size2i(rt->width, rt->height);
}
RID TextureStorage::render_target_get_texture(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
if (rt->external.fbo == 0) {
return rt->texture;
} else {
return rt->external.texture;
}
}
void TextureStorage::render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
Config *config = Config::get_singleton();
if (p_texture_id == 0) {
if (rt->external.fbo != 0) {
// free this
glDeleteFramebuffers(1, &rt->external.fbo);
// and this
if (rt->external.depth != 0) {
glDeleteRenderbuffers(1, &rt->external.depth);
}
// clean up our texture
Texture *t = get_texture(rt->external.texture);
t->alloc_height = 0;
t->alloc_width = 0;
t->width = 0;
t->height = 0;
t->active = false;
texture_free(rt->external.texture);
memdelete(t);
rt->external.fbo = 0;
rt->external.color = 0;
rt->external.depth = 0;
}
} else {
Texture *t;
if (rt->external.fbo == 0) {
// create our fbo
glGenFramebuffers(1, &rt->external.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
// allocate a texture
t = memnew(Texture);
t->type = RenderingDevice::TEXTURE_TYPE_2D;
t->flags = 0;
t->width = 0;
t->height = 0;
t->alloc_height = 0;
t->alloc_width = 0;
t->format = Image::FORMAT_RGBA8;
t->target = GL_TEXTURE_2D;
t->gl_format_cache = 0;
t->gl_internal_format_cache = 0;
t->gl_type_cache = 0;
t->data_size = 0;
t->compressed = false;
t->srgb = false;
t->total_data_size = 0;
t->ignore_mipmaps = false;
t->mipmaps = 1;
t->active = true;
t->tex_id = 0;
t->render_target = rt;
rt->external.texture = make_rid(t);
} else {
// bind our frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, rt->external.fbo);
// find our texture
t = get_texture(rt->external.texture);
}
// set our texture
t->tex_id = p_texture_id;
rt->external.color = p_texture_id;
// size shouldn't be different
t->width = rt->width;
t->height = rt->height;
t->alloc_height = rt->width;
t->alloc_width = rt->height;
// Switch our texture on our frame buffer
{
// set our texture as the destination for our framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, p_texture_id, 0);
// seeing we're rendering into this directly, better also use our depth buffer, just use our existing one :)
if (config->support_depth_texture) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
} else {
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
}
}
// check status and unbind
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, GLES3::TextureStorage::system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
printf("framebuffer fail, status: %x\n", status);
}
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
void TextureStorage::render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
// When setting DIRECT_TO_SCREEN, you need to clear before the value is set, but allocate after as
// those functions change how they operate depending on the value of DIRECT_TO_SCREEN
if (p_flag == RENDER_TARGET_DIRECT_TO_SCREEN && p_value != rt->flags[RENDER_TARGET_DIRECT_TO_SCREEN]) {
_render_target_clear(rt);
rt->flags[p_flag] = p_value;
_render_target_allocate(rt);
}
rt->flags[p_flag] = p_value;
switch (p_flag) {
case RENDER_TARGET_TRANSPARENT:
/*
case RENDER_TARGET_HDR:
case RENDER_TARGET_NO_3D:
case RENDER_TARGET_NO_SAMPLING:
case RENDER_TARGET_NO_3D_EFFECTS: */
{
//must reset for these formats
_render_target_clear(rt);
_render_target_allocate(rt);
}
break;
default: {
}
}
}
bool TextureStorage::render_target_was_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->used_in_frame;
}
void TextureStorage::render_target_clear_used(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->used_in_frame = false;
}
void TextureStorage::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (rt->msaa == p_msaa) {
return;
}
_render_target_clear(rt);
rt->msaa = p_msaa;
_render_target_allocate(rt);
}
void TextureStorage::render_target_set_use_fxaa(RID p_render_target, bool p_fxaa) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->use_fxaa = p_fxaa;
}
void TextureStorage::render_target_set_use_debanding(RID p_render_target, bool p_debanding) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
if (p_debanding) {
WARN_PRINT_ONCE("Debanding is not supported in the OpenGL backend. Switch to the Vulkan backend and make sure HDR is enabled.");
}
rt->use_debanding = p_debanding;
}
void TextureStorage::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = true;
rt->clear_color = p_clear_color;
// ERR_FAIL_COND(!frame.current_rt);
// frame.clear_request = true;
// frame.clear_request_color = p_color;
}
bool TextureStorage::render_target_is_clear_requested(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, false);
return rt->clear_requested;
}
Color TextureStorage::render_target_get_clear_request_color(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, Color());
return rt->clear_color;
}
void TextureStorage::render_target_disable_clear_request(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND(!rt);
rt->clear_requested = false;
}
void TextureStorage::render_target_do_clear_request(RID p_render_target) {
}
void TextureStorage::render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) {
}
Rect2i TextureStorage::render_target_get_sdf_rect(RID p_render_target) const {
return Rect2i();
}
void TextureStorage::render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) {
}
#endif // GLES3_ENABLED

View file

@ -33,13 +33,20 @@
#ifdef GLES3_ENABLED
#include "canvas_texture_storage.h"
#include "config.h"
#include "core/os/os.h"
#include "core/templates/rid_owner.h"
#include "render_target_storage.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/storage/texture_storage.h"
// This must come first to avoid windows.h mess
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
namespace GLES3 {
#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
@ -90,6 +97,24 @@ enum OpenGLTextureFlags {
TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
};
struct CanvasTexture {
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
};
struct RenderTarget;
struct Texture {
RID self;
@ -296,6 +321,81 @@ private:
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
struct RenderTarget {
RID self;
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
GLuint multisample_fbo = 0;
GLuint multisample_color = 0;
GLuint multisample_depth = 0;
bool multisample_active = false;
struct Effect {
GLuint fbo = 0;
int width = 0;
int height = 0;
GLuint color = 0;
};
Effect copy_screen_effect;
struct MipMaps {
struct Size {
GLuint fbo = 0;
GLuint color = 0;
int width = 0;
int height = 0;
};
Vector<Size> sizes;
GLuint color = 0;
int levels = 0;
};
MipMaps mip_maps[2];
struct External {
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
RID texture;
} external;
int x = 0;
int y = 0;
int width = 0;
int height = 0;
bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX] = {};
// instead of allocating sized render targets immediately,
// defer this for faster startup
bool allocate_is_dirty = false;
bool used_in_frame = false;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
bool use_fxaa = false;
bool use_debanding = false;
RID texture;
bool used_dof_blur_near = false;
bool mip_maps_allocated = false;
Color clear_color = Color(1, 1, 1, 1);
bool clear_requested = false;
RenderTarget() {
for (int i = 0; i < RendererTextureStorage::RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
external.fbo = 0;
}
};
class TextureStorage : public RendererTextureStorage {
private:
static TextureStorage *singleton;
@ -303,6 +403,12 @@ private:
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
/* Canvas Texture API */
RID_Owner<CanvasTexture, true> canvas_texture_owner;
/* Texture API */
mutable RID_PtrOwner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
@ -310,12 +416,50 @@ private:
void texture_set_proxy(RID p_texture, RID p_proxy);
/* Render Target API */
mutable RID_PtrOwner<RenderTarget> render_target_owner;
// make access easier to these
struct Dimensions {
// render target
int rt_width;
int rt_height;
// window
int win_width;
int win_height;
Dimensions() {
rt_width = 0;
rt_height = 0;
win_width = 0;
win_height = 0;
}
} _dims;
public:
static TextureStorage *get_singleton();
TextureStorage();
virtual ~TextureStorage();
/* Canvas Texture API */
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
virtual RID canvas_texture_allocate() override;
virtual void canvas_texture_initialize(RID p_rid) override;
virtual void canvas_texture_free(RID p_rid) override;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
/* Texture API */
Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
RID make_rid(Texture *p_texture) { return texture_owner.make_rid(p_texture); };
@ -380,6 +524,86 @@ public:
void texture_set_shrink_all_x2_on_set_data(bool p_enable);
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
void textures_keep_original(bool p_enable);
/* DECAL API */
virtual RID decal_allocate() override;
virtual void decal_initialize(RID p_rid) override;
virtual void decal_free(RID p_rid) override{};
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
virtual AABB decal_get_aabb(RID p_decal) const override;
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
/* RENDER TARGET API */
static GLuint system_fbo;
struct Frame {
GLES3::RenderTarget *current_rt;
// these 2 may have been superseded by the equivalents in the render target.
// these may be able to be removed.
bool clear_request;
Color clear_request_color;
float time;
float delta;
uint64_t count;
Frame() {
// current_rt = nullptr;
// clear_request = false;
}
} frame;
RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
void _render_target_clear(RenderTarget *rt);
void _render_target_allocate(RenderTarget *rt);
void _set_current_render_target(RID p_render_target);
virtual RID render_target_create() override;
virtual void render_target_free(RID p_rid) override;
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
Size2i render_target_get_size(RID p_render_target);
virtual RID render_target_get_texture(RID p_render_target) override;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
virtual bool render_target_was_used(RID p_render_target) override;
void render_target_clear_used(RID p_render_target);
void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
// new
void render_target_set_as_unused(RID p_render_target) override {
render_target_clear_used(p_render_target);
}
void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
bool render_target_is_clear_requested(RID p_render_target) override;
Color render_target_get_clear_request_color(RID p_render_target) override;
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
};
} // namespace GLES3

View file

@ -34,6 +34,7 @@
#include "../openxr_api.h"
#include "../openxr_util.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_globals.h"
#include "servers/rendering_server.h"
@ -439,7 +440,7 @@ bool OpenXRVulkanExtension::copy_render_target_to_image(RID p_from_render_target
ERR_FAIL_COND_V(p_from_render_target.is_null(), false);
ERR_FAIL_NULL_V(RendererStorageRD::base_singleton, false);
RID source_image = RendererStorageRD::base_singleton->render_target_get_rd_texture(p_from_render_target);
RID source_image = RendererRD::TextureStorage::get_singleton()->render_target_get_rd_texture(p_from_render_target);
ERR_FAIL_COND_V(source_image.is_null(), false);
RID depth_image; // TODO implement

View file

@ -37,10 +37,10 @@
#include "servers/rendering/dummy/rasterizer_canvas_dummy.h"
#include "servers/rendering/dummy/rasterizer_scene_dummy.h"
#include "servers/rendering/dummy/rasterizer_storage_dummy.h"
#include "servers/rendering/dummy/storage/canvas_texture_storage.h"
#include "servers/rendering/dummy/storage/decal_atlas_storage.h"
#include "servers/rendering/dummy/storage/light_storage.h"
#include "servers/rendering/dummy/storage/material_storage.h"
#include "servers/rendering/dummy/storage/mesh_storage.h"
#include "servers/rendering/dummy/storage/particles_storage.h"
#include "servers/rendering/dummy/storage/texture_storage.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering_server.h"
@ -52,20 +52,20 @@ private:
protected:
RasterizerCanvasDummy canvas;
RendererDummy::CanvasTextureStorage canvas_texture_storage;
RendererDummy::LightStorage light_storage;
RendererDummy::MaterialStorage material_storage;
RendererDummy::MeshStorage mesh_storage;
RendererDummy::ParticlesStorage particles_storage;
RendererDummy::TextureStorage texture_storage;
RendererDummy::DecalAtlasStorage decal_atlas_storage;
RasterizerStorageDummy storage;
RasterizerSceneDummy scene;
public:
RendererCanvasTextureStorage *get_canvas_texture_storage() override { return &canvas_texture_storage; };
RendererLightStorage *get_light_storage() override { return &light_storage; };
RendererMaterialStorage *get_material_storage() override { return &material_storage; };
RendererMeshStorage *get_mesh_storage() override { return &mesh_storage; };
RendererParticlesStorage *get_particles_storage() override { return &particles_storage; };
RendererTextureStorage *get_texture_storage() override { return &texture_storage; };
RendererDecalAtlasStorage *get_decal_atlas_storage() override { return &decal_atlas_storage; };
RendererStorage *get_storage() override { return &storage; }
RendererCanvasRender *get_canvas() override { return &canvas; }
RendererSceneRender *get_scene() override { return &scene; }

View file

@ -36,76 +36,6 @@
class RasterizerStorageDummy : public RendererStorage {
public:
/* Light API */
RID directional_light_allocate() override { return RID(); }
void directional_light_initialize(RID p_rid) override {}
RID omni_light_allocate() override { return RID(); }
void omni_light_initialize(RID p_rid) override {}
RID spot_light_allocate() override { return RID(); }
void spot_light_initialize(RID p_rid) override {}
RID reflection_probe_allocate() override { return RID(); }
void reflection_probe_initialize(RID p_rid) override {}
void light_set_color(RID p_light, const Color &p_color) override {}
void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override {}
void light_set_shadow(RID p_light, bool p_enabled) override {}
void light_set_projector(RID p_light, RID p_texture) override {}
void light_set_negative(RID p_light, bool p_enable) override {}
void light_set_cull_mask(RID p_light, uint32_t p_mask) override {}
void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override {}
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override {}
void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override {}
void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override {}
void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override {}
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {}
void light_directional_set_blend_splits(RID p_light, bool p_enable) override {}
bool light_directional_get_blend_splits(RID p_light) const override { return false; }
void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override {}
RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; }
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
bool light_has_shadow(RID p_light) const override { return false; }
bool light_has_projector(RID p_light) const override { return false; }
RS::LightType light_get_type(RID p_light) const override { return RS::LIGHT_OMNI; }
AABB light_get_aabb(RID p_light) const override { return AABB(); }
float light_get_param(RID p_light, RS::LightParam p_param) override { return 0.0; }
Color light_get_color(RID p_light) override { return Color(); }
RS::LightBakeMode light_get_bake_mode(RID p_light) override { return RS::LIGHT_BAKE_DISABLED; }
uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; }
uint64_t light_get_version(RID p_light) const override { return 0; }
/* PROBE API */
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override {}
void reflection_probe_set_intensity(RID p_probe, float p_intensity) override {}
void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override {}
void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override {}
void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override {}
void reflection_probe_set_max_distance(RID p_probe, float p_distance) override {}
void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override {}
void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override {}
void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override {}
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override {}
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override {}
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override {}
void reflection_probe_set_resolution(RID p_probe, int p_resolution) override {}
void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override {}
float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override { return 0.0; }
AABB reflection_probe_get_aabb(RID p_probe) const override { return AABB(); }
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override { return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE; }
uint32_t reflection_probe_get_cull_mask(RID p_probe) const override { return 0; }
Vector3 reflection_probe_get_extents(RID p_probe) const override { return Vector3(); }
Vector3 reflection_probe_get_origin_offset(RID p_probe) const override { return Vector3(); }
float reflection_probe_get_origin_max_distance(RID p_probe) const override { return 0.0; }
bool reflection_probe_renders_shadows(RID p_probe) const override { return false; }
void base_update_dependency(RID p_base, DependencyTracker *p_instance) override {}
/* VOXEL GI API */
@ -149,105 +79,10 @@ public:
uint32_t voxel_gi_get_version(RID p_voxel_gi) override { return 0; }
/* LIGHTMAP CAPTURE */
RID lightmap_allocate() override { return RID(); }
void lightmap_initialize(RID p_rid) override {}
void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override {}
void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override {}
void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override {}
void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override {}
PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override { return PackedVector3Array(); }
PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override { return PackedColorArray(); }
PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override { return PackedInt32Array(); }
PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override { return PackedInt32Array(); }
AABB lightmap_get_aabb(RID p_lightmap) const override { return AABB(); }
void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override {}
bool lightmap_is_interior(RID p_lightmap) const override { return false; }
void lightmap_set_probe_capture_update_speed(float p_speed) override {}
float lightmap_get_probe_capture_update_speed() const override { return 0; }
/* OCCLUDER */
void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices) {}
/* PARTICLES */
RID particles_allocate() override { return RID(); }
void particles_initialize(RID p_rid) override {}
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override {}
void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override {}
void particles_set_emitting(RID p_particles, bool p_emitting) override {}
void particles_set_amount(RID p_particles, int p_amount) override {}
void particles_set_lifetime(RID p_particles, double p_lifetime) override {}
void particles_set_one_shot(RID p_particles, bool p_one_shot) override {}
void particles_set_pre_process_time(RID p_particles, double p_time) override {}
void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override {}
void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override {}
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override {}
void particles_set_speed_scale(RID p_particles, double p_scale) override {}
void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override {}
void particles_set_process_material(RID p_particles, RID p_material) override {}
RID particles_get_process_material(RID p_particles) const override { return RID(); }
void particles_set_fixed_fps(RID p_particles, int p_fps) override {}
void particles_set_interpolate(RID p_particles, bool p_enable) override {}
void particles_set_fractional_delta(RID p_particles, bool p_enable) override {}
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override {}
void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override {}
void particles_set_collision_base_size(RID p_particles, real_t p_size) override {}
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override {}
void particles_set_trails(RID p_particles, bool p_enable, double p_length) override {}
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override {}
void particles_restart(RID p_particles) override {}
void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override {}
void particles_set_draw_passes(RID p_particles, int p_count) override {}
void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override {}
void particles_request_process(RID p_particles) override {}
AABB particles_get_current_aabb(RID p_particles) override { return AABB(); }
AABB particles_get_aabb(RID p_particles) const override { return AABB(); }
void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override {}
bool particles_get_emitting(RID p_particles) override { return false; }
int particles_get_draw_passes(RID p_particles) const override { return 0; }
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override { return RID(); }
void particles_add_collision(RID p_particles, RID p_instance) override {}
void particles_remove_collision(RID p_particles, RID p_instance) override {}
void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override {}
void update_particles() override {}
/* PARTICLES COLLISION */
RID particles_collision_allocate() override { return RID(); }
void particles_collision_initialize(RID p_rid) override {}
void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override {}
void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override {}
void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override {}
void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override {}
void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override {}
void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override {}
void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override {}
void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override {}
void particles_collision_height_field_update(RID p_particles_collision) override {}
void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override {}
AABB particles_collision_get_aabb(RID p_particles_collision) const override { return AABB(); }
bool particles_collision_is_heightfield(RID p_particles_collision) const override { return false; }
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override { return RID(); }
RID particles_collision_instance_create(RID p_collision) override { return RID(); }
void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override {}
void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override {}
bool particles_is_inactive(RID p_particles) const override { return false; }
/* FOG VOLUMES */
RID fog_volume_allocate() override { return RID(); }
@ -268,26 +103,7 @@ public:
virtual AABB visibility_notifier_get_aabb(RID p_notifier) const override { return AABB(); }
virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override {}
/* RENDER TARGET */
RID render_target_create() override { return RID(); }
void render_target_set_position(RID p_render_target, int p_x, int p_y) override {}
void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override {}
RID render_target_get_texture(RID p_render_target) override { return RID(); }
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override {}
void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override {}
bool render_target_was_used(RID p_render_target) override { return false; }
void render_target_set_as_unused(RID p_render_target) override {}
void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override {}
bool render_target_is_clear_requested(RID p_render_target) override { return false; }
Color render_target_get_clear_request_color(RID p_render_target) override { return Color(); }
void render_target_disable_clear_request(RID p_render_target) override {}
void render_target_do_clear_request(RID p_render_target) override {}
void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override {}
Rect2i render_target_get_sdf_rect(RID p_render_target) const override { return Rect2i(); }
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override {}
/* STORAGE */
RS::InstanceType get_base_type(RID p_rid) const override { return RS::INSTANCE_NONE; }
bool free(RID p_rid) override {

View file

@ -1,53 +0,0 @@
/*************************************************************************/
/* canvas_texture_storage.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 CANVAS_TEXTURE_STORAGE_DUMMY_H
#define CANVAS_TEXTURE_STORAGE_DUMMY_H
#include "servers/rendering/storage/canvas_texture_storage.h"
namespace RendererDummy {
class CanvasTextureStorage : public RendererCanvasTextureStorage {
public:
virtual RID canvas_texture_allocate() override { return RID(); };
virtual void canvas_texture_initialize(RID p_rid) override{};
virtual void canvas_texture_free(RID p_rid) override{};
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override{};
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override{};
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override{};
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override{};
};
} // namespace RendererDummy
#endif // !CANVAS_TEXTURE_STORAGE_DUMMY_H

View file

@ -1,62 +0,0 @@
/*************************************************************************/
/* decal_atlas_storage.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 DECAL_ATLAS_STORAGE_DUMMY_H
#define DECAL_ATLAS_STORAGE_DUMMY_H
#include "servers/rendering/storage/decal_atlas_storage.h"
namespace RendererDummy {
class DecalAtlasStorage : public RendererDecalAtlasStorage {
public:
virtual RID decal_allocate() override { return RID(); }
virtual void decal_initialize(RID p_rid) override {}
virtual void decal_free(RID p_rid) override{};
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override {}
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override {}
virtual void decal_set_emission_energy(RID p_decal, float p_energy) override {}
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override {}
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override {}
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override {}
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override {}
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override {}
virtual void decal_set_normal_fade(RID p_decal, float p_fade) override {}
virtual AABB decal_get_aabb(RID p_decal) const override { return AABB(); }
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
};
} // namespace RendererDummy
#endif // !DECAL_ATLAS_STORAGE_DUMMY_H

View file

@ -0,0 +1,135 @@
/*************************************************************************/
/* light_storage.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 LIGHT_STORAGE_DUMMY_H
#define LIGHT_STORAGE_DUMMY_H
#include "servers/rendering/storage/light_storage.h"
namespace RendererDummy {
class LightStorage : public RendererLightStorage {
public:
/* Light API */
virtual RID directional_light_allocate() override { return RID(); }
virtual void directional_light_initialize(RID p_rid) override {}
virtual RID omni_light_allocate() override { return RID(); }
virtual void omni_light_initialize(RID p_rid) override {}
virtual RID spot_light_allocate() override { return RID(); }
virtual void spot_light_initialize(RID p_rid) override {}
virtual void light_free(RID p_rid) override {}
virtual void light_set_color(RID p_light, const Color &p_color) override {}
virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override {}
virtual void light_set_shadow(RID p_light, bool p_enabled) override {}
virtual void light_set_projector(RID p_light, RID p_texture) override {}
virtual void light_set_negative(RID p_light, bool p_enable) override {}
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override {}
virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override {}
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override {}
virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override {}
virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override {}
virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override {}
virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override {}
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override {}
virtual bool light_directional_get_blend_splits(RID p_light) const override { return false; }
virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override {}
virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override { return RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY; }
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override { return RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; }
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override { return RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; }
virtual bool light_has_shadow(RID p_light) const override { return false; }
virtual bool light_has_projector(RID p_light) const override { return false; }
virtual RS::LightType light_get_type(RID p_light) const override { return RS::LIGHT_OMNI; }
virtual AABB light_get_aabb(RID p_light) const override { return AABB(); }
virtual float light_get_param(RID p_light, RS::LightParam p_param) override { return 0.0; }
virtual Color light_get_color(RID p_light) override { return Color(); }
virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override { return RS::LIGHT_BAKE_DISABLED; }
virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; }
virtual uint64_t light_get_version(RID p_light) const override { return 0; }
/* PROBE API */
virtual RID reflection_probe_allocate() override { return RID(); }
virtual void reflection_probe_initialize(RID p_rid) override {}
virtual void reflection_probe_free(RID p_rid) override {}
virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override {}
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override {}
virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override {}
virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override {}
virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override {}
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override {}
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override {}
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override {}
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override {}
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override {}
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override {}
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override {}
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override {}
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override {}
virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override { return 0.0; }
virtual AABB reflection_probe_get_aabb(RID p_probe) const override { return AABB(); }
virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override { return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE; }
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override { return 0; }
virtual Vector3 reflection_probe_get_extents(RID p_probe) const override { return Vector3(); }
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override { return Vector3(); }
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override { return 0.0; }
virtual bool reflection_probe_renders_shadows(RID p_probe) const override { return false; }
/* LIGHTMAP CAPTURE */
virtual RID lightmap_allocate() override { return RID(); }
virtual void lightmap_initialize(RID p_rid) override {}
virtual void lightmap_free(RID p_rid) override {}
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override {}
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override {}
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override {}
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override {}
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override { return PackedVector3Array(); }
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override { return PackedColorArray(); }
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override { return PackedInt32Array(); }
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override { return PackedInt32Array(); }
virtual AABB lightmap_get_aabb(RID p_lightmap) const override { return AABB(); }
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override {}
virtual bool lightmap_is_interior(RID p_lightmap) const override { return false; }
virtual void lightmap_set_probe_capture_update_speed(float p_speed) override {}
virtual float lightmap_get_probe_capture_update_speed() const override { return 0; }
};
} // namespace RendererDummy
#endif // !LIGHT_STORAGE_DUMMY_H

View file

@ -0,0 +1,126 @@
/*************************************************************************/
/* particles_storage.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 PARTICLES_STORAGE_DUMMY_H
#define PARTICLES_STORAGE_DUMMY_H
#include "servers/rendering/storage/particles_storage.h"
namespace RendererDummy {
class ParticlesStorage : public RendererParticlesStorage {
public:
/* PARTICLES */
virtual RID particles_allocate() override { return RID(); }
virtual void particles_initialize(RID p_rid) override {}
virtual void particles_free(RID p_rid) override {}
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override {}
virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override {}
virtual void particles_set_emitting(RID p_particles, bool p_emitting) override {}
virtual void particles_set_amount(RID p_particles, int p_amount) override {}
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override {}
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override {}
virtual void particles_set_pre_process_time(RID p_particles, double p_time) override {}
virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override {}
virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override {}
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override {}
virtual void particles_set_speed_scale(RID p_particles, double p_scale) override {}
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override {}
virtual void particles_set_process_material(RID p_particles, RID p_material) override {}
virtual RID particles_get_process_material(RID p_particles) const override { return RID(); }
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override {}
virtual void particles_set_interpolate(RID p_particles, bool p_enable) override {}
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override {}
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override {}
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override {}
virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override {}
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override {}
virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override {}
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override {}
virtual void particles_restart(RID p_particles) override {}
virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override {}
virtual void particles_set_draw_passes(RID p_particles, int p_count) override {}
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override {}
virtual void particles_request_process(RID p_particles) override {}
virtual AABB particles_get_current_aabb(RID p_particles) override { return AABB(); }
virtual AABB particles_get_aabb(RID p_particles) const override { return AABB(); }
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override {}
virtual bool particles_get_emitting(RID p_particles) override { return false; }
virtual int particles_get_draw_passes(RID p_particles) const override { return 0; }
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override { return RID(); }
virtual void particles_add_collision(RID p_particles, RID p_instance) override {}
virtual void particles_remove_collision(RID p_particles, RID p_instance) override {}
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override {}
virtual void update_particles() override {}
/* PARTICLES COLLISION */
virtual RID particles_collision_allocate() override { return RID(); }
virtual void particles_collision_initialize(RID p_rid) override {}
virtual void particles_collision_free(RID p_rid) override {}
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override {}
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override {}
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override {}
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override {}
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override {}
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override {}
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override {}
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override {}
virtual void particles_collision_height_field_update(RID p_particles_collision) override {}
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override {}
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override { return AABB(); }
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override { return false; }
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override { return RID(); }
virtual RID particles_collision_instance_create(RID p_collision) override { return RID(); }
virtual void particles_collision_instance_free(RID p_rid) override {}
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override {}
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override {}
virtual bool particles_is_inactive(RID p_particles) const override { return false; }
};
} // namespace RendererDummy
#endif // !PARTICLES_STORAGE_DUMMY_H

View file

@ -52,6 +52,20 @@ public:
virtual bool can_create_resources_async() const override { return false; }
/* Canvas Texture API */
virtual RID canvas_texture_allocate() override { return RID(); };
virtual void canvas_texture_initialize(RID p_rid) override{};
virtual void canvas_texture_free(RID p_rid) override{};
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override{};
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override{};
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override{};
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override{};
/* Texture API */
DummyTexture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
@ -109,6 +123,48 @@ public:
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override{};
virtual Size2 texture_size_with_proxy(RID p_proxy) override { return Size2(); };
/* DECAL API */
virtual RID decal_allocate() override { return RID(); }
virtual void decal_initialize(RID p_rid) override {}
virtual void decal_free(RID p_rid) override{};
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override {}
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override {}
virtual void decal_set_emission_energy(RID p_decal, float p_energy) override {}
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override {}
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override {}
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override {}
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override {}
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override {}
virtual void decal_set_normal_fade(RID p_decal, float p_fade) override {}
virtual AABB decal_get_aabb(RID p_decal) const override { return AABB(); }
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
/* RENDER TARGET */
virtual RID render_target_create() override { return RID(); }
virtual void render_target_free(RID p_rid) override {}
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override {}
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override {}
virtual RID render_target_get_texture(RID p_render_target) override { return RID(); }
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override {}
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override {}
virtual bool render_target_was_used(RID p_render_target) override { return false; }
virtual void render_target_set_as_unused(RID p_render_target) override {}
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override {}
virtual bool render_target_is_clear_requested(RID p_render_target) override { return false; }
virtual Color render_target_get_clear_request_color(RID p_render_target) override { return Color(); }
virtual void render_target_disable_clear_request(RID p_render_target) override {}
virtual void render_target_do_clear_request(RID p_render_target) override {}
virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override {}
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override { return Rect2i(); }
virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override {}
};
} // namespace RendererDummy

View file

@ -34,7 +34,7 @@
#include "renderer_viewport.h"
#include "rendering_server_default.h"
#include "rendering_server_globals.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
#include "servers/rendering/storage/texture_storage.h"
static const int z_range = RS::CANVAS_ITEM_Z_MAX - RS::CANVAS_ITEM_Z_MIN + 1;
@ -1338,7 +1338,7 @@ void RendererCanvasCull::canvas_item_add_particles(RID p_item, RID p_particles,
part->texture = p_texture;
//take the chance and request processing for them, at least once until they become visible again
RSG::storage->particles_request_process(p_particles);
RSG::particles_storage->particles_request_process(p_particles);
}
void RendererCanvasCull::canvas_item_add_multimesh(RID p_item, RID p_mesh, RID p_texture) {
@ -1851,26 +1851,26 @@ void RendererCanvasCull::canvas_set_shadow_texture_size(int p_size) {
}
RID RendererCanvasCull::canvas_texture_allocate() {
return RSG::canvas_texture_storage->canvas_texture_allocate();
return RSG::texture_storage->canvas_texture_allocate();
}
void RendererCanvasCull::canvas_texture_initialize(RID p_rid) {
RSG::canvas_texture_storage->canvas_texture_initialize(p_rid);
RSG::texture_storage->canvas_texture_initialize(p_rid);
}
void RendererCanvasCull::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
RSG::canvas_texture_storage->canvas_texture_set_channel(p_canvas_texture, p_channel, p_texture);
RSG::texture_storage->canvas_texture_set_channel(p_canvas_texture, p_channel, p_texture);
}
void RendererCanvasCull::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) {
RSG::canvas_texture_storage->canvas_texture_set_shading_parameters(p_canvas_texture, p_base_color, p_shininess);
RSG::texture_storage->canvas_texture_set_shading_parameters(p_canvas_texture, p_base_color, p_shininess);
}
void RendererCanvasCull::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
RSG::canvas_texture_storage->canvas_texture_set_texture_filter(p_canvas_texture, p_filter);
RSG::texture_storage->canvas_texture_set_texture_filter(p_canvas_texture, p_filter);
}
void RendererCanvasCull::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
RSG::canvas_texture_storage->canvas_texture_set_texture_repeat(p_canvas_texture, p_repeat);
RSG::texture_storage->canvas_texture_set_texture_repeat(p_canvas_texture, p_repeat);
}
void RendererCanvasCull::canvas_item_set_default_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) {

View file

@ -32,6 +32,7 @@
#define RENDERINGSERVERCANVASRENDER_H
#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
#include "servers/rendering/renderer_storage.h"
class RendererCanvasRender {
@ -419,7 +420,7 @@ public:
case Item::Command::TYPE_PARTICLES: {
const Item::CommandParticles *particles_cmd = static_cast<const Item::CommandParticles *>(c);
if (particles_cmd->particles.is_valid()) {
AABB aabb = RendererStorage::base_singleton->particles_get_aabb(particles_cmd->particles);
AABB aabb = RendererRD::ParticlesStorage::get_singleton()->particles_get_aabb(particles_cmd->particles);
r = Rect2(aabb.position.x, aabb.position.y, aabb.size.x, aabb.size.y);
}

View file

@ -34,10 +34,10 @@
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
#include "servers/rendering/storage/decal_atlas_storage.h"
#include "servers/rendering/storage/light_storage.h"
#include "servers/rendering/storage/material_storage.h"
#include "servers/rendering/storage/mesh_storage.h"
#include "servers/rendering/storage/particles_storage.h"
#include "servers/rendering/storage/texture_storage.h"
#include "servers/rendering_server.h"
@ -75,11 +75,11 @@ protected:
public:
static RendererCompositor *create();
virtual RendererCanvasTextureStorage *get_canvas_texture_storage() = 0;
virtual RendererLightStorage *get_light_storage() = 0;
virtual RendererMaterialStorage *get_material_storage() = 0;
virtual RendererMeshStorage *get_mesh_storage() = 0;
virtual RendererParticlesStorage *get_particles_storage() = 0;
virtual RendererTextureStorage *get_texture_storage() = 0;
virtual RendererDecalAtlasStorage *get_decal_atlas_storage() = 0;
virtual RendererStorage *get_storage() = 0;
virtual RendererCanvasRender *get_canvas() = 0;
virtual RendererSceneRender *get_scene() = 0;

View file

@ -30,8 +30,10 @@
#include "render_forward_clustered.h"
#include "core/config/project_settings.h"
#include "servers/rendering/renderer_rd/storage_rd/decal_atlas_storage.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"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_default.h"
@ -839,7 +841,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
} else {
if (p_render_data->reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
scene_state.ubo.use_ambient_light = false;
} else {
scene_state.ubo.use_ambient_light = true;
@ -1230,7 +1232,7 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
scene_state.lightmap_ids[i] = p_lightmaps[i];
scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
scene_state.lightmaps_used++;
}
@ -1338,7 +1340,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
color_only_framebuffer = color_framebuffer;
depth_framebuffer = reflection_probe_instance_get_depth_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
if (RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
p_render_data->environment = RID(); //no environment on interiors
env = nullptr;
}
@ -2025,14 +2027,17 @@ void RenderForwardClustered::_base_uniforms_changed() {
}
void RenderForwardClustered::_update_render_base_uniform_set() {
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version()) || base_uniform_set_updated) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version()) || base_uniform_set_updated) {
base_uniform_set_updated = false;
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
lightmap_texture_array_version = storage->lightmap_array_get_version();
lightmap_texture_array_version = light_storage->lightmap_array_get_version();
Vector<RD::Uniform> uniforms;
@ -2040,18 +2045,18 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
Vector<RID> ids;
ids.resize(12);
RID *ids_ptr = ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[0] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
@ -2073,19 +2078,19 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID sampler;
switch (decals_get_filter()) {
case RS::DECAL_FILTER_NEAREST: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@ -2100,19 +2105,19 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID sampler;
switch (light_projectors_get_filter()) {
case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@ -2167,7 +2172,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture();
RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
u.append_id(decal_atlas);
uniforms.push_back(u);
}
@ -2175,7 +2180,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture_srgb();
RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb();
u.append_id(decal_atlas);
uniforms.push_back(u);
}
@ -2209,6 +2214,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas, int p_index) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RenderBufferDataForwardClustered *rb = nullptr;
if (p_render_data && p_render_data->render_buffers.is_valid()) {
@ -2298,7 +2304,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
if (p_render_data && i < p_render_data->lightmaps->size()) {
RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
RID texture = storage->lightmap_get_texture(base);
RID texture = light_storage->lightmap_get_texture(base);
RID rd_texture = texture_storage->texture_get_rd_texture(texture);
u.append_id(rd_texture);
} else {
@ -2780,6 +2786,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
@ -2836,10 +2843,10 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
} break;
#endif
case RS::INSTANCE_PARTICLES: {
int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
for (int j = 0; j < draw_passes; j++) {
RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
if (!mesh.is_valid()) {
continue;
}
@ -2855,7 +2862,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
}
}
ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
} break;
@ -2892,10 +2899,10 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
//for particles, stride is the trail size
ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT);
if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
if (!particles_storage->particles_is_using_local_coords(ginstance->data->base)) {
store_transform = false;
}
ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
ginstance->transforms_uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {

View file

@ -30,8 +30,10 @@
#include "render_forward_mobile.h"
#include "core/config/project_settings.h"
#include "servers/rendering/renderer_rd/storage_rd/decal_atlas_storage.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"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_device.h"
#include "servers/rendering/rendering_server_default.h"
@ -377,7 +379,7 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_
for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
if (p_render_data && i < p_render_data->lightmaps->size()) {
RID base = lightmap_instance_get_lightmap((*p_render_data->lightmaps)[i]);
RID texture = storage->lightmap_get_texture(base);
RID texture = RendererRD::LightStorage::get_singleton()->lightmap_get_texture(base);
RID rd_texture = texture_storage->texture_get_rd_texture(texture);
u.append_id(rd_texture);
} else {
@ -465,7 +467,7 @@ void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, c
to_lm = to_lm.inverse().transposed(); //will transform normals
RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
scene_state.lightmap_ids[i] = p_lightmaps[i];
scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
scene_state.lightmap_has_sh[i] = RendererRD::LightStorage::get_singleton()->lightmap_uses_spherical_harmonics(lightmap);
scene_state.lightmaps_used++;
}
@ -553,7 +555,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
framebuffer = reflection_probe_instance_get_framebuffer(p_render_data->reflection_probe, p_render_data->reflection_probe_pass);
if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
if (RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
p_render_data->environment = RID(); //no environment on interiors
env = nullptr;
}
@ -1137,14 +1139,17 @@ void RenderForwardMobile::_base_uniforms_changed() {
}
void RenderForwardMobile::_update_render_base_uniform_set() {
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != light_storage->lightmap_array_get_version())) {
if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
RD::get_singleton()->free(render_base_uniform_set);
}
// This is all loaded into set 0
lightmap_texture_array_version = storage->lightmap_array_get_version();
lightmap_texture_array_version = light_storage->lightmap_array_get_version();
Vector<RD::Uniform> uniforms;
@ -1152,18 +1157,18 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
Vector<RID> ids;
ids.resize(12);
RID *ids_ptr = ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
@ -1185,19 +1190,19 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RID sampler;
switch (decals_get_filter()) {
case RS::DECAL_FILTER_NEAREST: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_NEAREST_MIPMAPS: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@ -1212,19 +1217,19 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RID sampler;
switch (light_projectors_get_filter()) {
case RS::LIGHT_PROJECTOR_FILTER_NEAREST: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: {
sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
} break;
}
@ -1279,7 +1284,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 11;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture();
RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
u.append_id(decal_atlas);
uniforms.push_back(u);
}
@ -1287,7 +1292,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
RD::Uniform u;
u.binding = 12;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
RID decal_atlas = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture_srgb();
RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_srgb();
u.append_id(decal_atlas);
uniforms.push_back(u);
}
@ -1667,7 +1672,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
} else {
if (p_render_data->reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
scene_state.ubo.use_ambient_light = false;
} else {
scene_state.ubo.use_ambient_light = true;
@ -2449,6 +2454,7 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward
void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
@ -2505,10 +2511,10 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
} break;
#endif
case RS::INSTANCE_PARTICLES: {
int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
for (int j = 0; j < draw_passes; j++) {
RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
if (!mesh.is_valid()) {
continue;
}
@ -2524,7 +2530,7 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
}
}
ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
} break;
@ -2563,10 +2569,10 @@ void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry
//for particles, stride is the trail size
ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT);
if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
if (!particles_storage->particles_is_using_local_coords(ginstance->data->base)) {
store_transform = false;
}
ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
ginstance->transforms_uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {

View file

@ -35,9 +35,8 @@
#include "core/math/math_defs.h"
#include "core/math/math_funcs.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/canvas_texture_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/decal_atlas_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
@ -364,7 +363,7 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
bool use_normal;
bool use_specular;
bool success = RendererRD::CanvasTextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
bool success = RendererRD::TextureStorage::get_singleton()->canvas_texture_get_uniform_set(p_texture, p_base_filter, p_base_repeat, shader.default_version_rd_shader, CANVAS_TEXTURE_UNIFORM_SET, uniform_set, size, specular_shininess, use_normal, use_specular);
//something odd happened
if (!success) {
_bind_canvas_texture(p_draw_list, default_canvas_texture, p_base_filter, p_base_repeat, r_last_texture, push_constant, r_texpixel_size);
@ -401,7 +400,9 @@ void RendererCanvasRenderRD::_bind_canvas_texture(RD::DrawListID p_draw_list, RI
void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_render_target, const Item *p_item, RD::FramebufferFormatID p_framebuffer_format, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, Light *p_lights, PipelineVariants *p_pipeline_variants) {
//create an empty push constant
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
RS::CanvasItemTextureFilter current_filter = default_filter;
RS::CanvasItemTextureRepeat current_repeat = default_repeat;
@ -780,24 +781,24 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
} else if (c->type == Item::Command::TYPE_PARTICLES) {
const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
ERR_BREAK(storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
storage->particles_request_process(pt->particles);
ERR_BREAK(particles_storage->particles_get_mode(pt->particles) != RS::PARTICLES_MODE_2D);
particles_storage->particles_request_process(pt->particles);
if (storage->particles_is_inactive(pt->particles)) {
if (particles_storage->particles_is_inactive(pt->particles)) {
break;
}
RenderingServerDefault::redraw_request(); // active particles means redraw request
bool local_coords = true;
int dpc = storage->particles_get_draw_passes(pt->particles);
int dpc = particles_storage->particles_get_draw_passes(pt->particles);
if (dpc == 0) {
break; //nothing to draw
}
uint32_t divisor = 1;
instance_count = storage->particles_get_amount(pt->particles, divisor);
instance_count = particles_storage->particles_get_amount(pt->particles, divisor);
RID uniform_set = storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
RID uniform_set = particles_storage->particles_get_instance_buffer_uniform_set(pt->particles, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET);
push_constant.flags |= divisor;
@ -806,10 +807,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.flags |= FLAGS_INSTANCING_HAS_COLORS;
push_constant.flags |= FLAGS_INSTANCING_HAS_CUSTOM_DATA;
mesh = storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
mesh = particles_storage->particles_get_draw_pass_mesh(pt->particles, 0); //higher ones are ignored
texture = pt->texture;
if (storage->particles_has_collision(pt->particles) && storage->render_target_is_sdf_enabled(p_render_target)) {
if (particles_storage->particles_has_collision(pt->particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
//pass collision information
Transform2D xform;
if (local_coords) {
@ -818,19 +819,19 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
xform = p_canvas_transform_inverse;
}
RID sdf_texture = storage->render_target_get_sdf_texture(p_render_target);
RID sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
Rect2 to_screen;
{
Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_render_target);
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
to_screen.position = -sdf_rect.position * to_screen.size;
}
storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
} else {
storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), RID());
}
}
@ -931,6 +932,9 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, bool p_backbuffer) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
//re create canvas state
Vector<RD::Uniform> uniforms;
@ -954,7 +958,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 3;
u.append_id(RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture());
u.append_id(RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture());
uniforms.push_back(u);
}
@ -980,9 +984,9 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
u.binding = 6;
RID screen;
if (p_backbuffer) {
screen = storage->render_target_get_rd_texture(p_to_render_target);
screen = texture_storage->render_target_get_rd_texture(p_to_render_target);
} else {
screen = storage->render_target_get_rd_backbuffer(p_to_render_target);
screen = texture_storage->render_target_get_rd_backbuffer(p_to_render_target);
if (screen.is_null()) { //unallocated backbuffer
screen = RendererRD::TextureStorage::get_singleton()->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
}
@ -995,7 +999,7 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 7;
RID sdf = storage->render_target_get_sdf_texture(p_to_render_target);
RID sdf = texture_storage->render_target_get_sdf_texture(p_to_render_target);
u.append_id(sdf);
uniforms.push_back(u);
}
@ -1005,18 +1009,18 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
Vector<RID> ids;
ids.resize(12);
RID *ids_ptr = ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 8, ids);
@ -1033,9 +1037,9 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
if (p_backbuffer) {
storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
} else {
storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
texture_storage->render_target_set_framebuffer_uniform_set(p_to_render_target, uniform_set);
}
return uniform_set;
@ -1043,6 +1047,8 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
Item *current_clip = nullptr;
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
@ -1053,21 +1059,21 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
Vector<Color> clear_colors;
if (p_to_backbuffer) {
framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
framebuffer = texture_storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
fb_uniform_set = texture_storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
} else {
framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
framebuffer = texture_storage->render_target_get_rd_framebuffer(p_to_render_target);
if (storage->render_target_is_clear_requested(p_to_render_target)) {
if (texture_storage->render_target_is_clear_requested(p_to_render_target)) {
clear = true;
clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
storage->render_target_disable_clear_request(p_to_render_target);
clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target));
texture_storage->render_target_disable_clear_request(p_to_render_target);
}
#ifndef _MSC_VER
#warning TODO obtain from framebuffer format eventually when this is implemented
#endif
fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
}
if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
@ -1136,6 +1142,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
}
void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton();
@ -1264,7 +1271,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
if (clight->texture.is_valid()) {
Rect2 atlas_rect = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
Rect2 atlas_rect = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture_rect(clight->texture);
state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
@ -1294,7 +1301,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
//update canvas state uniform buffer
State::Buffer state_buffer;
Size2i ssize = storage->render_target_get_size(p_to_render_target);
Size2i ssize = texture_storage->render_target_get_size(p_to_render_target);
Transform3D screen_transform;
screen_transform.translate(-(ssize.width / 2.0f), -(ssize.height / 2.0f), 0.0f);
@ -1313,7 +1320,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
state_buffer.canvas_modulate[2] = p_modulate.b;
state_buffer.canvas_modulate[3] = p_modulate.a;
Size2 render_target_size = storage->render_target_get_size(p_to_render_target);
Size2 render_target_size = texture_storage->render_target_get_size(p_to_render_target);
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
@ -1330,7 +1337,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
state_buffer.screen_to_sdf[0] = 1.0 / state_buffer.sdf_to_screen[0];
state_buffer.screen_to_sdf[1] = 1.0 / state_buffer.sdf_to_screen[1];
Rect2 sdf_rect = storage->render_target_get_sdf_rect(p_to_render_target);
Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_to_render_target);
Rect2 sdf_tex_rect(sdf_rect.position / canvas_scale, sdf_rect.size / canvas_scale);
state_buffer.sdf_to_tex[0] = 1.0 / sdf_tex_rect.size.width;
@ -1420,9 +1427,9 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
} else {
storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
texture_storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
}
backbuffer_copy = false;
@ -1442,7 +1449,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
item_count = 0;
if (ci->canvas_group->blur_mipmaps) {
storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
texture_storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
}
canvas_group_owner = nullptr;
@ -1457,7 +1464,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
backbuffer_copy = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
@ -1490,7 +1497,7 @@ RID RendererCanvasRenderRD::light_create() {
}
void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
RendererRD::DecalAtlasStorage *decal_atlas_storage = RendererRD::DecalAtlasStorage::get_singleton();
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
ERR_FAIL_COND(!cl);
@ -1498,12 +1505,12 @@ void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) {
return;
}
if (cl->texture.is_valid()) {
decal_atlas_storage->texture_remove_from_decal_atlas(cl->texture);
texture_storage->texture_remove_from_decal_atlas(cl->texture);
}
cl->texture = p_texture;
if (cl->texture.is_valid()) {
decal_atlas_storage->texture_add_to_decal_atlas(cl->texture);
texture_storage->texture_add_to_decal_atlas(cl->texture);
}
}
@ -1703,8 +1710,10 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
}
void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) {
RID fb = storage->render_target_get_sdf_framebuffer(p_render_target);
Rect2i rect = storage->render_target_get_sdf_rect(p_render_target);
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RID fb = texture_storage->render_target_get_sdf_framebuffer(p_render_target);
Rect2i rect = texture_storage->render_target_get_sdf_rect(p_render_target);
Transform2D to_sdf;
to_sdf.elements[0] *= rect.size.width;
@ -1761,7 +1770,7 @@ void RendererCanvasRenderRD::render_sdf(RID p_render_target, LightOccluderInstan
RD::get_singleton()->draw_list_end();
storage->render_target_sdf_process(p_render_target); //done rendering, process it
texture_storage->render_target_sdf_process(p_render_target); //done rendering, process it
}
RID RendererCanvasRenderRD::occluder_polygon_create() {
@ -2258,7 +2267,7 @@ void RendererCanvasRenderRD::update() {
}
RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
RendererRD::CanvasTextureStorage *canvas_texture_storage = RendererRD::CanvasTextureStorage::get_singleton();
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
storage = p_storage;
@ -2590,8 +2599,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
state.default_transforms_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET);
}
default_canvas_texture = canvas_texture_storage->canvas_texture_allocate();
canvas_texture_storage->canvas_texture_initialize(default_canvas_texture);
default_canvas_texture = texture_storage->canvas_texture_allocate();
texture_storage->canvas_texture_initialize(default_canvas_texture);
state.shadow_texture_size = GLOBAL_GET("rendering/2d/shadow_atlas/size");
@ -2712,6 +2721,6 @@ RendererCanvasRenderRD::~RendererCanvasRenderRD() {
}
RD::get_singleton()->free(state.shadow_texture);
RendererRD::CanvasTextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
RendererRD::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
//pipelines don't need freeing, they are all gone after shaders are gone
}

View file

@ -44,7 +44,7 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID
}
for (int i = 0; i < p_amount; i++) {
RID texture = storage->render_target_get_texture(p_render_targets[i].render_target);
RID texture = texture_storage->render_target_get_texture(p_render_targets[i].render_target);
ERR_CONTINUE(texture.is_null());
RID rd_texture = texture_storage->texture_get_rd_texture(texture);
ERR_CONTINUE(rd_texture.is_null());
@ -155,11 +155,11 @@ void RendererCompositorRD::finalize() {
memdelete(scene);
memdelete(canvas);
memdelete(storage);
memdelete(decal_atlas_storage);
memdelete(particles_storage);
memdelete(light_storage);
memdelete(mesh_storage);
memdelete(material_storage);
memdelete(texture_storage);
memdelete(canvas_texture_storage);
//only need to erase these, the rest are erased by cascade
blit.shader.version_free(blit.shader_version);
@ -288,11 +288,11 @@ RendererCompositorRD::RendererCompositorRD() {
singleton = this;
time = 0;
canvas_texture_storage = memnew(RendererRD::CanvasTextureStorage);
texture_storage = memnew(RendererRD::TextureStorage);
decal_atlas_storage = memnew(RendererRD::DecalAtlasStorage);
material_storage = memnew(RendererRD::MaterialStorage);
mesh_storage = memnew(RendererRD::MeshStorage);
light_storage = memnew(RendererRD::LightStorage);
particles_storage = memnew(RendererRD::ParticlesStorage);
storage = memnew(RendererStorageRD);
canvas = memnew(RendererCanvasRenderRD(storage));

View file

@ -39,10 +39,10 @@
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/canvas_texture_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/decal_atlas_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
@ -50,11 +50,11 @@ class RendererCompositorRD : public RendererCompositor {
protected:
UniformSetCacheRD *uniform_set_cache = nullptr;
RendererCanvasRenderRD *canvas = nullptr;
RendererRD::CanvasTextureStorage *canvas_texture_storage;
RendererRD::LightStorage *light_storage;
RendererRD::MaterialStorage *material_storage;
RendererRD::MeshStorage *mesh_storage;
RendererRD::ParticlesStorage *particles_storage;
RendererRD::TextureStorage *texture_storage;
RendererRD::DecalAtlasStorage *decal_atlas_storage;
RendererStorageRD *storage = nullptr;
RendererSceneRenderRD *scene = nullptr;
@ -98,10 +98,10 @@ protected:
static uint64_t frame;
public:
RendererCanvasTextureStorage *get_canvas_texture_storage() { return canvas_texture_storage; }
RendererDecalAtlasStorage *get_decal_atlas_storage() { return decal_atlas_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; };
RendererStorage *get_storage() { return storage; }
RendererCanvasRender *get_canvas() { return canvas; }

View file

@ -32,6 +32,8 @@
#include "core/config/project_settings.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFFF, 0x7FFFFFFF, 0x7FFFFFFF);
@ -41,6 +43,8 @@ const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFF
void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
storage = p_gi->storage;
gi = p_gi;
num_cascades = p_env->sdfgi_cascades;
@ -387,7 +391,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.binding = 2;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
@ -669,7 +673,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 6;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@ -949,7 +953,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env,
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 1;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@ -1110,6 +1114,7 @@ void RendererSceneGIRD::SDFGI::update_cascades() {
void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, const Transform3D &p_transform, int p_width, int p_height, RID p_render_target, RID p_texture) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (!debug_uniform_set.is_valid() || !RD::get_singleton()->uniform_set_is_valid(debug_uniform_set)) {
Vector<RD::Uniform> uniforms;
@ -1176,7 +1181,7 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
RD::Uniform u;
u.binding = 8;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
@ -1245,11 +1250,13 @@ void RendererSceneGIRD::SDFGI::debug_draw(const CameraMatrix &p_projection, cons
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_width, p_height, 1);
RD::get_singleton()->compute_list_end();
Size2 rtsize = storage->render_target_get_size(p_render_target);
storage->get_effects()->copy_to_fb_rect(p_texture, storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
Size2 rtsize = texture_storage->render_target_get_size(p_render_target);
storage->get_effects()->copy_to_fb_rect(p_texture, texture_storage->render_target_get_rd_framebuffer(p_render_target), Rect2(Vector2(), rtsize), true);
}
void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
SDFGIShader::DebugProbesPushConstant push_constant;
for (int i = 0; i < 4; i++) {
@ -1296,7 +1303,7 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr
RD::Uniform u;
u.binding = 3;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
@ -1458,7 +1465,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->directional_lights->get(j));
ERR_CONTINUE(!li);
if (storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
if (RSG::light_storage->light_directional_get_sky_mode(li->light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
continue;
}
@ -1468,14 +1475,14 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].direction[0] = dir.x;
lights[idx].direction[1] = dir.y;
lights[idx].direction[2] = dir.z;
Color color = storage->light_get_color(li->light);
Color color = RSG::light_storage->light_get_color(li->light);
color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = RS::LIGHT_DIRECTIONAL;
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
idx++;
}
@ -1492,7 +1499,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_scene_render->render_state.sdfgi_update_data->positional_light_instances[j]);
ERR_CONTINUE(!li);
uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light);
if (i > max_sdfgi_cascade) {
continue;
}
@ -1513,18 +1520,18 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
lights[idx].position[0] = pos.x;
lights[idx].position[1] = pos.y;
lights[idx].position[2] = pos.z;
Color color = storage->light_get_color(li->light);
Color color = RSG::light_storage->light_get_color(li->light);
color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].type = storage->light_get_type(li->light);
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
lights[idx].type = RSG::light_storage->light_get_type(li->light);
lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@ -1928,7 +1935,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_positional_light_cull_result[i][j]);
ERR_CONTINUE(!li);
uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(li->light);
if (p_cascade_indices[i] > max_sdfgi_cascade) {
continue;
}
@ -1937,7 +1944,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
continue;
}
lights[idx].type = storage->light_get_type(li->light);
lights[idx].type = RSG::light_storage->light_get_type(li->light);
Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
if (lights[idx].type == RS::LIGHT_DIRECTIONAL) {
@ -1952,17 +1959,17 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
lights[idx].position[0] = pos.x;
lights[idx].position[1] = pos.y;
lights[idx].position[2] = pos.z;
Color color = storage->light_get_color(li->light);
Color color = RSG::light_storage->light_get_color(li->light);
color = color.srgb_to_linear();
lights[idx].color[0] = color.r;
lights[idx].color[1] = color.g;
lights[idx].color[2] = color.b;
lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = storage->light_has_shadow(li->light);
lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
lights[idx].energy = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@ -2019,6 +2026,8 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
// VoxelGIInstance
void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects, RendererSceneRenderRD *p_scene_render) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
uint32_t data_version = storage->voxel_gi_get_data_version(probe);
// (RE)CREATE IF NEEDED
@ -2111,7 +2120,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@ -2265,7 +2274,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
@ -2334,7 +2343,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 10;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@ -2387,22 +2396,22 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
RID light_instance = p_light_instances[i];
RID light = p_scene_render->light_instance_get_base_light(light_instance);
l.type = storage->light_get_type(light);
if (l.type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
l.type = RSG::light_storage->light_get_type(light);
if (l.type == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(light) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
light_count--;
continue;
}
l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
Color color = storage->light_get_color(light).srgb_to_linear();
l.attenuation = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
l.energy = RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
l.radius = to_cell.basis.xform(Vector3(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
Color color = RSG::light_storage->light_get_color(light).srgb_to_linear();
l.color[0] = color.r;
l.color[1] = color.g;
l.color[2] = color.b;
l.cos_spot_angle = Math::cos(Math::deg2rad(storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
l.inv_spot_attenuation = 1.0f / storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
l.cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance);
@ -2417,7 +2426,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
l.direction[1] = dir.y;
l.direction[2] = dir.z;
l.has_shadow = storage->light_has_shadow(light);
l.has_shadow = RSG::light_storage->light_has_shadow(light);
}
RD::get_singleton()->buffer_update(gi->voxel_gi_lights_uniform, 0, sizeof(VoxelGILight) * light_count, gi->voxel_gi_lights);
@ -2722,6 +2731,8 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
}
void RendererSceneGIRD::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha) {
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
if (mipmaps.size() == 0) {
return;
}
@ -2770,7 +2781,7 @@ void RendererSceneGIRD::VoxelGIInstance::debug(RD::DrawListID p_draw_list, RID p
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 3;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@ -2811,6 +2822,7 @@ RendererSceneGIRD::~RendererSceneGIRD() {
void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p_sky) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
storage = p_storage;
@ -2936,7 +2948,7 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 1;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
@ -3129,6 +3141,7 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra
void RendererSceneGIRD::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) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
RD::get_singleton()->draw_command_begin_label("GI Render");
@ -3254,14 +3267,14 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 6;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 7;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}

View file

@ -45,7 +45,6 @@
#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/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/rendering_device.h"

View file

@ -33,7 +33,6 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/decal_atlas_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/rendering_server_default.h"
@ -690,7 +689,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_needs_redraw(RID p_instanc
return true;
}
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
return true;
}
@ -714,12 +713,12 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
RD::get_singleton()->draw_command_begin_label("Reflection probe render");
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->size != 256) {
WARN_PRINT("ReflectionProbes set to UPDATE_ALWAYS must have an atlas size of 256. Please update the atlas size in the ProjectSettings.");
reflection_atlas_set_size(p_reflection_atlas, 256, atlas->count);
}
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS && atlas->reflection.is_valid() && atlas->reflections[0].data.layers[0].mipmaps.size() != 8) {
// Invalidate reflection atlas, need to regenerate
RD::get_singleton()->free(atlas->reflection);
atlas->reflection = RID();
@ -736,7 +735,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
if (atlas->reflection.is_null()) {
int mipmaps = MIN(sky.roughness_layers, Image::get_image_required_mipmaps(atlas->size, atlas->size, Image::FORMAT_RGBAH) + 1);
mipmaps = storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
mipmaps = RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS ? 8 : mipmaps; // always use 8 mipmaps with real time filtering
{
//reflection atlas was unused, create:
RD::TextureFormat tf;
@ -760,7 +759,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_begin_render(RID p_instanc
}
atlas->reflections.resize(atlas->count);
for (int i = 0; i < atlas->count; i++) {
atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
atlas->reflections.write[i].data.update_reflection_data(storage, atlas->size, mipmaps, false, atlas->reflection, i * 6, RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS, sky.roughness_layers, _render_buffers_get_color_format());
for (int j = 0; j < 6; j++) {
atlas->reflections.write[i].fbs[j] = reflection_probe_create_framebuffer(atlas->reflections.write[i].data.layers[0].mipmaps[0].views[j], atlas->depth_buffer);
}
@ -828,7 +827,7 @@ bool RendererSceneRenderRD::reflection_probe_instance_postprocess_step(RID p_ins
return false;
}
if (storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
if (RSG::light_storage->reflection_probe_get_update_mode(rpi->probe) == RS::REFLECTION_PROBE_UPDATE_ALWAYS) {
// Using real time reflections, all roughness is done in one step
atlas->reflections.write[rpi->atlas_index].data.create_reflection_fast_filter(storage, false);
rpi->rendering = false;
@ -1346,7 +1345,7 @@ int RendererSceneRenderRD::get_directional_light_shadow_size(RID p_light_intance
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_intance);
ERR_FAIL_COND_V(!light_instance, 0);
switch (storage->light_directional_get_shadow_mode(light_instance->light)) {
switch (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light)) {
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
break; //none
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
@ -1408,7 +1407,7 @@ RID RendererSceneRenderRD::light_instance_create(RID p_light) {
light_instance->self = li;
light_instance->light = p_light;
light_instance->light_type = storage->light_get_type(p_light);
light_instance->light_type = RSG::light_storage->light_get_type(p_light);
if (light_instance->light_type != RS::LIGHT_DIRECTIONAL) {
light_instance->forward_id = _allocate_forward_id(light_instance->light_type == RS::LIGHT_OMNI ? FORWARD_ID_TYPE_OMNI_LIGHT : FORWARD_ID_TYPE_SPOT_LIGHT);
}
@ -2557,7 +2556,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = p_render_data->view_count;
storage->get_effects()->tonemapper(rb->internal_texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
storage->get_effects()->tonemapper(rb->internal_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
RD::get_singleton()->draw_command_end_label();
}
@ -2570,7 +2569,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RD::get_singleton()->draw_command_end_label();
}
storage->render_target_disable_clear_request(rb->render_target);
texture_storage->render_target_disable_clear_request(rb->render_target);
}
void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data) {
@ -2647,7 +2646,8 @@ void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
ERR_FAIL_COND(!rb);
storage->render_target_disable_clear_request(rb->render_target);
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
texture_storage->render_target_disable_clear_request(rb->render_target);
}
void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
@ -2665,64 +2665,64 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID
shadow_atlas_texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_BLACK);
}
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
if (directional_shadow_get_texture().is_valid()) {
RID shadow_atlas_texture = directional_shadow_get_texture();
Size2 rtsize = storage->render_target_get_size(rb->render_target);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
effects->copy_to_fb_rect(shadow_atlas_texture, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
RID decal_atlas = RendererRD::DecalAtlasStorage::get_singleton()->decal_atlas_get_texture();
RID decal_atlas = RendererRD::TextureStorage::get_singleton()->decal_atlas_get_texture();
if (decal_atlas.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
effects->copy_to_fb_rect(decal_atlas, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) {
if (rb->luminance.current.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
effects->copy_to_fb_rect(rb->luminance.current, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
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()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
RID ambient_texture = rb->ambient_buffer;
RID reflection_texture = rb->reflection_buffer;
effects->copy_to_fb_rect(ambient_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false, false, true, reflection_texture);
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);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS) {
if (p_occlusion_buffer.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
Size2 rtsize = texture_storage->render_target_get_size(rb->render_target);
effects->copy_to_fb_rect(texture_storage->texture_get_rd_texture(p_occlusion_buffer), texture_storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize), true, false);
}
}
}
@ -2943,6 +2943,9 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() {
}
void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view");
if (!_render_buffers_can_be_storage()) {
@ -2952,7 +2955,7 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
if (p_width != p_internal_width) {
float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias;
storage->sampler_rd_configure_custom(fsr_mipmap_bias);
material_storage->sampler_rd_configure_custom(fsr_mipmap_bias);
update_uniform_sets();
}
@ -3040,11 +3043,11 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count);
}
RID target_texture = storage->render_target_get_rd_texture(rb->render_target);
RID target_texture = texture_storage->render_target_get_rd_texture(rb->render_target);
rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_view_count);
if (is_clustered_enabled()) {
rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture);
rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture);
}
}
@ -3189,6 +3192,7 @@ RendererSceneRenderRD::RenderBufferData *RendererSceneRenderRD::render_buffers_g
}
void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflections, const Transform3D &p_camera_inverse_transform, RID p_environment) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
cluster.reflection_count = 0;
for (uint32_t i = 0; i < (uint32_t)p_reflections.size(); i++) {
@ -3223,30 +3227,30 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
Cluster::ReflectionData &reflection_ubo = cluster.reflections[i];
Vector3 extents = storage->reflection_probe_get_extents(base_probe);
Vector3 extents = light_storage->reflection_probe_get_extents(base_probe);
rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
rpi->cull_mask = light_storage->reflection_probe_get_cull_mask(base_probe);
reflection_ubo.box_extents[0] = extents.x;
reflection_ubo.box_extents[1] = extents.y;
reflection_ubo.box_extents[2] = extents.z;
reflection_ubo.index = rpi->atlas_index;
Vector3 origin_offset = storage->reflection_probe_get_origin_offset(base_probe);
Vector3 origin_offset = light_storage->reflection_probe_get_origin_offset(base_probe);
reflection_ubo.box_offset[0] = origin_offset.x;
reflection_ubo.box_offset[1] = origin_offset.y;
reflection_ubo.box_offset[2] = origin_offset.z;
reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
reflection_ubo.mask = light_storage->reflection_probe_get_cull_mask(base_probe);
reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
reflection_ubo.intensity = light_storage->reflection_probe_get_intensity(base_probe);
reflection_ubo.ambient_mode = light_storage->reflection_probe_get_ambient_mode(base_probe);
reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
reflection_ubo.exterior = !light_storage->reflection_probe_is_interior(base_probe);
reflection_ubo.box_project = light_storage->reflection_probe_is_box_projection(base_probe);
Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
Color ambient_linear = light_storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
float interior_ambient_energy = light_storage->reflection_probe_get_ambient_color_energy(base_probe);
reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
@ -3268,7 +3272,8 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
}
void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const Transform3D &p_camera_transform, RID p_shadow_atlas, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_positional_light_count, bool &r_directional_light_soft_shadows) {
RendererRD::DecalAtlasStorage *decal_atlas_storage = RendererRD::DecalAtlasStorage::get_singleton();
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
Transform3D inverse_transform = p_camera_transform.affine_inverse();
@ -3291,10 +3296,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
ERR_CONTINUE(base.is_null());
RS::LightType type = storage->light_get_type(base);
RS::LightType type = light_storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
if (r_directional_light_count >= cluster.max_directional_lights || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
continue;
}
@ -3308,19 +3313,19 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
float sign = storage->light_is_negative(base) ? -1 : 1;
float sign = light_storage->light_is_negative(base) ? -1 : 1;
light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
Color linear_col = storage->light_get_color(base).srgb_to_linear();
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
light_data.color[0] = linear_col.r;
light_data.color[1] = linear_col.g;
light_data.color[2] = linear_col.b;
light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
light_data.mask = storage->light_get_cull_mask(base);
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
light_data.mask = light_storage->light_get_cull_mask(base);
float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
@ -3328,15 +3333,15 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
}
light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
light_data.shadow_enabled = p_using_shadows && light_storage->light_has_shadow(base);
float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
if (storage->light_has_shadow(base)) {
if (light_storage->light_has_shadow(base)) {
r_directional_light_soft_shadows = true;
}
} else {
@ -3344,10 +3349,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
if (light_data.shadow_enabled) {
RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base);
RS::LightDirectionalShadowMode smode = light_storage->light_directional_get_shadow_mode(base);
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base);
light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base);
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
CameraMatrix matrix = li->shadow_transform[j].camera;
@ -3363,9 +3368,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
float bias_scale = li->shadow_transform[j].bias_scale;
light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
light_data.shadow_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
light_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
light_data.shadow_transmittance_bias[j] = light_storage->light_get_transmittance_bias(base) * bias_scale;
light_data.shadow_z_range[j] = li->shadow_transform[j].farplane;
light_data.shadow_range_begin[j] = li->shadow_transform[j].range_begin;
RendererStorageRD::store_camera(shadow_mtx, light_data.shadow_matrices[j]);
@ -3392,14 +3397,14 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.softshadow_angle = angular_diameter;
light_data.bake_mode = storage->light_get_bake_mode(base);
light_data.bake_mode = light_storage->light_get_bake_mode(base);
if (angular_diameter <= 0.0) {
light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
@ -3415,9 +3420,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
const real_t distance = camera_plane.distance_to(li->transform.origin);
if (storage->light_is_distance_fade_enabled(li->light)) {
const float fade_begin = storage->light_get_distance_fade_begin(li->light);
const float fade_length = storage->light_get_distance_fade_length(li->light);
if (light_storage->light_is_distance_fade_enabled(li->light)) {
const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
const float fade_length = light_storage->light_get_distance_fade_length(li->light);
if (distance > fade_begin) {
if (distance > fade_begin + fade_length) {
@ -3438,9 +3443,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
const real_t distance = camera_plane.distance_to(li->transform.origin);
if (storage->light_is_distance_fade_enabled(li->light)) {
const float fade_begin = storage->light_get_distance_fade_begin(li->light);
const float fade_length = storage->light_get_distance_fade_length(li->light);
if (light_storage->light_is_distance_fade_enabled(li->light)) {
const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
const float fade_length = light_storage->light_get_distance_fade_length(li->light);
if (distance > fade_begin) {
if (distance > fade_begin + fade_length) {
@ -3490,10 +3495,10 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
Transform3D light_transform = li->transform;
float sign = storage->light_is_negative(base) ? -1 : 1;
Color linear_col = storage->light_get_color(base).srgb_to_linear();
float sign = light_storage->light_is_negative(base) ? -1 : 1;
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
// Reuse fade begin, fade length and distance for shadow LOD determination later.
float fade_begin = 0.0;
@ -3501,9 +3506,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
real_t distance = 0.0;
float fade = 1.0;
if (storage->light_is_distance_fade_enabled(li->light)) {
fade_begin = storage->light_get_distance_fade_begin(li->light);
fade_length = storage->light_get_distance_fade_length(li->light);
if (light_storage->light_is_distance_fade_enabled(li->light)) {
fade_begin = light_storage->light_get_distance_fade_begin(li->light);
fade_length = light_storage->light_get_distance_fade_length(li->light);
distance = camera_plane.distance_to(li->transform.origin);
if (distance > fade_begin) {
@ -3512,15 +3517,15 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
light_data.color[0] = linear_col.r * energy;
light_data.color[1] = linear_col.g * energy;
light_data.color[2] = linear_col.b * energy;
light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
light_data.bake_mode = storage->light_get_bake_mode(base);
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
light_data.bake_mode = light_storage->light_get_bake_mode(base);
float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
Vector3 pos = inverse_transform.xform(light_transform.origin);
@ -3535,25 +3540,25 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
light_data.size = size;
light_data.inv_spot_attenuation = 1.0f / storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
light_data.mask = storage->light_get_cull_mask(base);
light_data.mask = light_storage->light_get_cull_mask(base);
light_data.atlas_rect[0] = 0;
light_data.atlas_rect[1] = 0;
light_data.atlas_rect[2] = 0;
light_data.atlas_rect[3] = 0;
RID projector = storage->light_get_projector(base);
RID projector = light_storage->light_get_projector(base);
if (projector.is_valid()) {
Rect2 rect = decal_atlas_storage->decal_atlas_get_texture_rect(projector);
Rect2 rect = texture_storage->decal_atlas_get_texture_rect(projector);
if (type == RS::LIGHT_SPOT) {
light_data.projector_rect[0] = rect.position.x;
@ -3576,8 +3581,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
bool in_shadow_range = true;
if (needs_shadow && storage->light_is_distance_fade_enabled(li->light)) {
if (distance > storage->light_get_distance_fade_shadow(li->light)) {
if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
if (distance > light_storage->light_get_distance_fade_shadow(li->light)) {
// Out of range, don't draw shadows to improve performance.
in_shadow_range = false;
}
@ -3589,15 +3594,15 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_enabled = true;
float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
light_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
if (type == RS::LIGHT_SPOT) {
light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
} else { //omni
light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
light_data.shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
}
light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
light_data.transmittance_bias = light_storage->light_get_transmittance_bias(base);
Vector2i omni_offset;
Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
@ -3607,8 +3612,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.atlas_rect[2] = rect.size.width;
light_data.atlas_rect[3] = rect.size.height;
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
light_data.soft_shadow_scale = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.shadow_volumetric_fog_fade = 1.0 / light_storage->light_get_shadow_volumetric_fog_fade(base);
if (type == RS::LIGHT_OMNI) {
Transform3D proj = (inverse_transform * light_transform).inverse();
@ -3645,7 +3650,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_enabled = false;
}
li->cull_mask = storage->light_get_cull_mask(base);
li->cull_mask = light_storage->light_get_cull_mask(base);
if (current_cluster_builder != nullptr) {
current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
@ -3669,7 +3674,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
RendererRD::DecalAtlasStorage *decal_atlas_storage = RendererRD::DecalAtlasStorage::get_singleton();
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
Transform3D uv_xform;
uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
@ -3694,9 +3699,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
if (decal_atlas_storage->decal_is_distance_fade_enabled(decal)) {
float fade_begin = decal_atlas_storage->decal_get_distance_fade_begin(decal);
float fade_length = decal_atlas_storage->decal_get_distance_fade_length(decal);
if (texture_storage->decal_is_distance_fade_enabled(decal)) {
float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
float fade_length = texture_storage->decal_get_distance_fade_length(decal);
if (distance > fade_begin) {
if (distance > fade_begin + fade_length) {
@ -3724,15 +3729,15 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
_map_forward_id(FORWARD_ID_TYPE_DECAL, di->forward_id, i);
}
di->cull_mask = decal_atlas_storage->decal_get_cull_mask(decal);
di->cull_mask = texture_storage->decal_get_cull_mask(decal);
Transform3D xform = di->transform;
float fade = 1.0;
if (decal_atlas_storage->decal_is_distance_fade_enabled(decal)) {
if (texture_storage->decal_is_distance_fade_enabled(decal)) {
real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
float fade_begin = decal_atlas_storage->decal_get_distance_fade_begin(decal);
float fade_length = decal_atlas_storage->decal_get_distance_fade_length(decal);
float fade_begin = texture_storage->decal_get_distance_fade_begin(decal);
float fade_length = texture_storage->decal_get_distance_fade_length(decal);
if (distance > fade_begin) {
fade = 1.0 - (distance - fade_begin) / fade_length;
@ -3741,7 +3746,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
Cluster::DecalData &dd = cluster.decals[i];
Vector3 decal_extents = decal_atlas_storage->decal_get_extents(decal);
Vector3 decal_extents = texture_storage->decal_get_extents(decal);
Transform3D scale_xform;
scale_xform.basis.scale(decal_extents);
@ -3754,12 +3759,12 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.normal[0] = normal.x;
dd.normal[1] = normal.y;
dd.normal[2] = normal.z;
dd.normal_fade = decal_atlas_storage->decal_get_normal_fade(decal);
dd.normal_fade = texture_storage->decal_get_normal_fade(decal);
RID albedo_tex = decal_atlas_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
RID emission_tex = decal_atlas_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
RID albedo_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
RID emission_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
if (albedo_tex.is_valid()) {
Rect2 rect = decal_atlas_storage->decal_atlas_get_texture_rect(albedo_tex);
Rect2 rect = texture_storage->decal_atlas_get_texture_rect(albedo_tex);
dd.albedo_rect[0] = rect.position.x;
dd.albedo_rect[1] = rect.position.y;
dd.albedo_rect[2] = rect.size.x;
@ -3774,10 +3779,10 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.albedo_rect[3] = 0;
}
RID normal_tex = decal_atlas_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
RID normal_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
if (normal_tex.is_valid()) {
Rect2 rect = decal_atlas_storage->decal_atlas_get_texture_rect(normal_tex);
Rect2 rect = texture_storage->decal_atlas_get_texture_rect(normal_tex);
dd.normal_rect[0] = rect.position.x;
dd.normal_rect[1] = rect.position.y;
dd.normal_rect[2] = rect.size.x;
@ -3792,9 +3797,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.normal_rect[3] = 0;
}
RID orm_tex = decal_atlas_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
RID orm_tex = texture_storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
if (orm_tex.is_valid()) {
Rect2 rect = decal_atlas_storage->decal_atlas_get_texture_rect(orm_tex);
Rect2 rect = texture_storage->decal_atlas_get_texture_rect(orm_tex);
dd.orm_rect[0] = rect.position.x;
dd.orm_rect[1] = rect.position.y;
dd.orm_rect[2] = rect.size.x;
@ -3807,7 +3812,7 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
if (emission_tex.is_valid()) {
Rect2 rect = decal_atlas_storage->decal_atlas_get_texture_rect(emission_tex);
Rect2 rect = texture_storage->decal_atlas_get_texture_rect(emission_tex);
dd.emission_rect[0] = rect.position.x;
dd.emission_rect[1] = rect.position.y;
dd.emission_rect[2] = rect.size.x;
@ -3819,16 +3824,16 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.emission_rect[3] = 0;
}
Color modulate = decal_atlas_storage->decal_get_modulate(decal);
Color modulate = texture_storage->decal_get_modulate(decal);
dd.modulate[0] = modulate.r;
dd.modulate[1] = modulate.g;
dd.modulate[2] = modulate.b;
dd.modulate[3] = modulate.a * fade;
dd.emission_energy = decal_atlas_storage->decal_get_emission_energy(decal) * fade;
dd.albedo_mix = decal_atlas_storage->decal_get_albedo_mix(decal);
dd.mask = decal_atlas_storage->decal_get_cull_mask(decal);
dd.upper_fade = decal_atlas_storage->decal_get_upper_fade(decal);
dd.lower_fade = decal_atlas_storage->decal_get_lower_fade(decal);
dd.emission_energy = texture_storage->decal_get_emission_energy(decal) * fade;
dd.albedo_mix = texture_storage->decal_get_albedo_mix(decal);
dd.mask = texture_storage->decal_get_cull_mask(decal);
dd.upper_fade = texture_storage->decal_get_upper_fade(decal);
dd.lower_fade = texture_storage->decal_get_lower_fade(decal);
if (current_cluster_builder != nullptr) {
current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
@ -4438,7 +4443,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 7;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
copy_uniforms.push_back(u);
}
@ -4500,7 +4505,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 13;
u.append_id(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
copy_uniforms.push_back(u);
}
@ -4809,6 +4814,7 @@ 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) {
// 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();
if (p_render_data->render_buffers.is_valid() && p_use_gi) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers);
@ -4828,9 +4834,9 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
for (int i = 0; i < render_state.render_shadow_count; i++) {
LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light);
if (storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
if (light_storage->light_get_type(li->light) == RS::LIGHT_DIRECTIONAL) {
render_state.directional_shadows.push_back(i);
} else if (storage->light_get_type(li->light) == RS::LIGHT_OMNI && storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
} else if (light_storage->light_get_type(li->light) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(li->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
render_state.cube_shadows.push_back(i);
} else {
render_state.shadows.push_back(i);
@ -4940,7 +4946,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
bool using_shadows = true;
if (p_render_data->reflection_probe.is_valid()) {
if (!storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
if (!RSG::light_storage->reflection_probe_renders_shadows(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) {
using_shadows = false;
}
} else {
@ -4974,6 +4980,8 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
}
void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
// getting this here now so we can direct call a bunch of things more easily
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
@ -5052,7 +5060,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
Color clear_color;
if (p_render_buffers.is_valid()) {
clear_color = storage->render_target_get_clear_request_color(rb->render_target);
clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
} else {
clear_color = storage->get_default_clear_color();
}
@ -5171,7 +5179,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
CameraMatrix light_projection;
Transform3D light_transform;
if (storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_DIRECTIONAL) {
//set pssm stuff
if (light_instance->last_scene_shadow_pass != scene_pass) {
light_instance->directional_rect = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
@ -5179,13 +5187,13 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
light_instance->last_scene_shadow_pass = scene_pass;
}
use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
use_pancake = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
atlas_rect = light_instance->directional_rect;
if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
atlas_rect.size.width /= 2;
atlas_rect.size.height /= 2;
@ -5196,7 +5204,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
} else if (p_pass == 3) {
atlas_rect.position += atlas_rect.size;
}
} else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
} else if (RSG::light_storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
atlas_rect.size.height /= 2;
if (p_pass == 0) {
@ -5210,7 +5218,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
render_fb = directional_shadow.fb;
render_texture = RID();
@ -5244,13 +5252,13 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
atlas_rect.size.width = shadow_size;
atlas_rect.size.height = shadow_size;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
zfar = RSG::light_storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
if (RSG::light_storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
render_fb = cubemap->side_fb[p_pass];
@ -5285,7 +5293,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
flip_y = true;
}
} else if (storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
} else if (RSG::light_storage->light_get_type(light_instance->light) == RS::LIGHT_SPOT) {
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
@ -5324,8 +5332,10 @@ void RendererSceneRenderRD::render_material(const Transform3D &p_cam_transform,
}
void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
RendererRD::ParticlesStorage *particles_storage = RendererRD::ParticlesStorage::get_singleton();
ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
CameraMatrix cm;
cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
@ -5335,7 +5345,7 @@ void RendererSceneRenderRD::render_particle_collider_heightfield(RID p_collider,
Transform3D cam_xform;
cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
RID fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
_render_particle_collider_heightfield(fb, cam_xform, cm, p_instances);
}
@ -5741,18 +5751,18 @@ void fog() {
Vector<RID> ids;
ids.resize(12);
RID *ids_ptr = ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
uniforms.push_back(u);

View file

@ -927,18 +927,18 @@ void sky() {
Vector<RID> ids;
ids.resize(12);
RID *ids_ptr = ids.ptrw();
ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids);
@ -1086,6 +1086,7 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
}
void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
@ -1181,8 +1182,8 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
ERR_CONTINUE(base.is_null());
RS::LightType type = storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
@ -1191,17 +1192,17 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;
float sign = storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
Color linear_col = storage->light_get_color(base).srgb_to_linear();
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
sky_light_data.enabled = true;
float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care

File diff suppressed because it is too large Load diff

View file

@ -36,9 +36,6 @@
#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/canvas_sdf.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_scene_render.h"
@ -126,363 +123,6 @@ public:
}
private:
/* TEXTURE API */
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
/* PARTICLES */
struct ParticleData {
float xform[16];
float velocity[3];
uint32_t active;
float color[4];
float custom[3];
float lifetime;
};
struct ParticlesFrameParams {
enum {
MAX_ATTRACTORS = 32,
MAX_COLLIDERS = 32,
MAX_3D_TEXTURES = 7
};
enum AttractorType {
ATTRACTOR_TYPE_SPHERE,
ATTRACTOR_TYPE_BOX,
ATTRACTOR_TYPE_VECTOR_FIELD,
};
struct Attractor {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
float strength;
float attenuation;
float directionality;
};
enum CollisionType {
COLLISION_TYPE_SPHERE,
COLLISION_TYPE_BOX,
COLLISION_TYPE_SDF,
COLLISION_TYPE_HEIGHT_FIELD,
COLLISION_TYPE_2D_SDF,
};
struct Collider {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
real_t scale;
uint32_t pad[2];
};
uint32_t emitting;
float system_phase;
float prev_system_phase;
uint32_t cycle;
real_t explosiveness;
real_t randomness;
float time;
float delta;
uint32_t frame;
uint32_t pad0;
uint32_t pad1;
uint32_t pad2;
uint32_t random_seed;
uint32_t attractor_count;
uint32_t collider_count;
float particle_size;
float emission_transform[16];
Attractor attractors[MAX_ATTRACTORS];
Collider colliders[MAX_COLLIDERS];
};
struct ParticleEmissionBufferData {
};
struct ParticleEmissionBuffer {
struct Data {
float xform[16];
float velocity[3];
uint32_t flags;
float color[4];
float custom[4];
};
int32_t particle_count;
int32_t particle_max;
uint32_t pad1;
uint32_t pad2;
Data data[1]; //its 2020 and empty arrays are still non standard in C++
};
struct Particles {
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
bool inactive = true;
double inactive_time = 0.0;
bool emitting = false;
bool one_shot = false;
int amount = 0;
double lifetime = 1.0;
double pre_process_time = 0.0;
real_t explosiveness = 0.0;
real_t randomness = 0.0;
bool restart_request = false;
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
bool use_local_coords = true;
bool has_collision_cache = false;
bool has_sdf_collision = false;
Transform2D sdf_collision_transform;
Rect2 sdf_collision_to_screen;
RID sdf_collision_texture;
RID process_material;
uint32_t frame_counter = 0;
RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
Vector<RID> draw_passes;
Vector<Transform3D> trail_bind_poses;
bool trail_bind_poses_dirty = false;
RID trail_bind_pose_buffer;
RID trail_bind_pose_uniform_set;
RID particle_buffer;
RID particle_instance_buffer;
RID frame_params_buffer;
uint32_t userdata_count = 0;
RID particles_material_uniform_set;
RID particles_copy_uniform_set;
RID particles_transforms_buffer_uniform_set;
RID collision_textures_uniform_set;
RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
uint32_t collision_3d_textures_used = 0;
RID collision_heightmap_texture;
RID particles_sort_buffer;
RID particles_sort_uniform_set;
bool dirty = false;
Particles *update_list = nullptr;
RID sub_emitter;
double phase = 0.0;
double prev_phase = 0.0;
uint64_t prev_ticks = 0;
uint32_t random_seed = 0;
uint32_t cycle_number = 0;
double speed_scale = 1.0;
int fixed_fps = 30;
bool interpolate = true;
bool fractional_delta = false;
double frame_remainder = 0;
real_t collision_base_size = 0.01;
bool clear = true;
bool force_sub_emit = false;
Transform3D emission_transform;
Vector<uint8_t> emission_buffer_data;
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
Set<RID> collisions;
Dependency dependency;
double trail_length = 1.0;
bool trails_enabled = false;
LocalVector<ParticlesFrameParams> frame_history;
LocalVector<ParticlesFrameParams> trail_params;
Particles() {
}
};
void _particles_process(Particles *p_particles, double p_delta);
void _particles_allocate_emission_buffer(Particles *particles);
void _particles_free_data(Particles *particles);
void _particles_update_buffers(Particles *particles);
struct ParticlesShader {
struct PushConstant {
float lifetime;
uint32_t clear;
uint32_t total_particles;
uint32_t trail_size;
uint32_t use_fractional_delta;
uint32_t sub_emitter_mode;
uint32_t can_emit;
uint32_t trail_pass;
};
ParticlesShaderRD shader;
ShaderCompiler compiler;
RID default_shader;
RID default_material;
RID default_shader_rd;
RID base_uniform_set;
struct CopyPushConstant {
float sort_direction[3];
uint32_t total_particles;
uint32_t trail_size;
uint32_t trail_total;
float frame_delta;
float frame_remainder;
float align_up[3];
uint32_t align_mode;
uint32_t order_by_lifetime;
uint32_t lifetime_split;
uint32_t lifetime_reverse;
uint32_t copy_mode_2d;
float inv_emission_transform[16];
};
enum {
MAX_USERDATAS = 6
};
enum {
COPY_MODE_FILL_INSTANCES,
COPY_MODE_FILL_SORT_BUFFER,
COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
COPY_MODE_MAX,
};
ParticlesCopyShaderRD copy_shader;
RID copy_shader_version;
RID copy_pipelines[COPY_MODE_MAX * (MAX_USERDATAS + 1)];
LocalVector<float> pose_update_buffer;
} particles_shader;
Particles *particle_update_list = nullptr;
struct ParticlesShaderData : public RendererRD::ShaderData {
bool valid;
RID version;
bool uses_collision = false;
//PipelineCacheRD pipelines[SKY_VERSION_MAX];
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String path;
String code;
Map<StringName, Map<int, RID>> default_texture_params;
RID pipeline;
bool uses_time = false;
bool userdatas_used[ParticlesShader::MAX_USERDATAS] = {};
uint32_t userdata_count = 0;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
ParticlesShaderData();
virtual ~ParticlesShaderData();
};
RendererRD::ShaderData *_create_particles_shader_func();
static RendererRD::ShaderData *_create_particles_shader_funcs() {
return base_singleton->_create_particles_shader_func();
}
struct ParticlesMaterialData : public RendererRD::MaterialData {
ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~ParticlesMaterialData();
};
RendererRD::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
static RendererRD::MaterialData *_create_particles_material_funcs(RendererRD::ShaderData *p_shader) {
return base_singleton->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
}
void update_particles();
mutable RID_Owner<Particles, true> particles_owner;
/* Particles Collision */
struct ParticlesCollision {
RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
uint32_t cull_mask = 0xFFFFFFFF;
float radius = 1.0;
Vector3 extents = Vector3(1, 1, 1);
float attractor_strength = 1.0;
float attractor_attenuation = 1.0;
float attractor_directionality = 0.0;
RID field_texture;
RID heightfield_texture;
RID heightfield_fb;
Size2i heightfield_fb_size;
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
Dependency dependency;
};
mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
struct ParticlesCollisionInstance {
RID collision;
Transform3D transform;
bool active = false;
};
mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
/* FOG VOLUMES */
struct FogVolume {
@ -507,57 +147,6 @@ private:
mutable RID_Owner<VisibilityNotifier> visibility_notifier_owner;
/* LIGHT */
struct Light {
RS::LightType type;
float param[RS::LIGHT_PARAM_MAX];
Color color = Color(1, 1, 1, 1);
RID projector;
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
uint32_t max_sdfgi_cascade = 2;
uint32_t cull_mask = 0xFFFFFFFF;
bool distance_fade = false;
real_t distance_fade_begin = 40.0;
real_t distance_fade_shadow = 50.0;
real_t distance_fade_length = 10.0;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
bool directional_blend_splits = false;
RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
uint64_t version = 0;
Dependency dependency;
};
mutable RID_Owner<Light, true> light_owner;
/* REFLECTION PROBE */
struct ReflectionProbe {
RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
int resolution = 256;
float intensity = 1.0;
RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
Color ambient_color;
float ambient_color_energy = 1.0;
float max_distance = 0;
Vector3 extents = Vector3(1, 1, 1);
Vector3 origin_offset;
bool interior = false;
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
Dependency dependency;
};
mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
/* VOXEL GI */
struct VoxelGI {
@ -594,116 +183,6 @@ private:
mutable RID_Owner<VoxelGI, true> voxel_gi_owner;
/* REFLECTION PROBE */
struct Lightmap {
RID light_texture;
bool uses_spherical_harmonics = false;
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
PackedInt32Array tetrahedra;
PackedInt32Array bsp_tree;
struct BSP {
static const int32_t EMPTY_LEAF = INT32_MIN;
float plane[4];
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
Dependency dependency;
};
bool using_lightmap_array; //high end uses this
/* for high end */
Vector<RID> lightmap_textures;
uint64_t lightmap_array_version = 0;
mutable RID_Owner<Lightmap, true> lightmap_owner;
float lightmap_probe_capture_update_speed = 4;
/* RENDER TARGET */
struct RenderTarget {
Size2i size;
uint32_t view_count;
RID framebuffer;
RID color;
//used for retrieving from CPU
RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
Image::Format image_format = Image::FORMAT_L8;
bool flags[RENDER_TARGET_FLAG_MAX];
bool sdf_enabled = false;
RID backbuffer; //used for effects
RID backbuffer_fb;
RID backbuffer_mipmap0;
Vector<RID> backbuffer_mipmaps;
RID framebuffer_uniform_set;
RID backbuffer_uniform_set;
RID sdf_buffer_write;
RID sdf_buffer_write_fb;
RID sdf_buffer_process[2];
RID sdf_buffer_read;
RID sdf_buffer_process_uniform_sets[2];
RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
Size2i process_size;
//texture generated for this owner (nor RD).
RID texture;
bool was_used;
//clear request
bool clear_requested;
Color clear_color;
};
mutable RID_Owner<RenderTarget> render_target_owner;
void _clear_render_target(RenderTarget *rt);
void _update_render_target(RenderTarget *rt);
void _create_render_target_backbuffer(RenderTarget *rt);
void _render_target_allocate_sdf(RenderTarget *rt);
void _render_target_clear_sdf(RenderTarget *rt);
Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
struct RenderTargetSDF {
enum {
SHADER_LOAD,
SHADER_LOAD_SHRINK,
SHADER_PROCESS,
SHADER_PROCESS_OPTIMIZED,
SHADER_STORE,
SHADER_STORE_SHRINK,
SHADER_MAX
};
struct PushConstant {
int32_t size[2];
int32_t stride;
int32_t shift;
int32_t base_size[2];
int32_t pad[2];
};
CanvasSdfShaderRD shader;
RID shader_version;
RID pipelines[SHADER_MAX];
} rt_sdf;
/* EFFECTS */
EffectsRD *effects = nullptr;
@ -711,185 +190,6 @@ private:
public:
//internal usage
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return default_rd_samplers[p_filter][p_repeat];
}
_FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return custom_rd_samplers[p_filter][p_repeat];
}
void sampler_rd_configure_custom(float mipmap_bias);
void sampler_rd_set_default(float p_mipmap_bias);
/* Light API */
void _light_initialize(RID p_rid, RS::LightType p_type);
RID directional_light_allocate();
void directional_light_initialize(RID p_light);
RID omni_light_allocate();
void omni_light_initialize(RID p_light);
RID spot_light_allocate();
void spot_light_initialize(RID p_light);
void light_set_color(RID p_light, const Color &p_color);
void light_set_param(RID p_light, RS::LightParam p_param, float p_value);
void light_set_shadow(RID p_light, bool p_enabled);
void light_set_projector(RID p_light, RID p_texture);
void light_set_negative(RID p_light, bool p_enable);
void light_set_cull_mask(RID p_light, uint32_t p_mask);
void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length);
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled);
void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode);
void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade);
void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode);
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode);
void light_directional_set_blend_splits(RID p_light, bool p_enable);
bool light_directional_get_blend_splits(RID p_light) const;
void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode);
RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light);
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light);
_FORCE_INLINE_ RS::LightType light_get_type(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->type;
}
AABB light_get_aabb(RID p_light) const;
_FORCE_INLINE_ float light_get_param(RID p_light, RS::LightParam p_param) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->param[p_param];
}
_FORCE_INLINE_ RID light_get_projector(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RID());
return light->projector;
}
_FORCE_INLINE_ Color light_get_color(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, Color());
return light->color;
}
_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->cull_mask;
}
_FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade;
}
_FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_begin;
}
_FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_shadow;
}
_FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_length;
}
_FORCE_INLINE_ bool light_has_shadow(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->shadow;
}
_FORCE_INLINE_ bool light_has_projector(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light_owner.owns(light->projector);
}
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->negative;
}
_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
}
_FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
}
RS::LightBakeMode light_get_bake_mode(RID p_light);
uint32_t light_get_max_sdfgi_cascade(RID p_light);
uint64_t light_get_version(RID p_light) const;
/* PROBE API */
RID reflection_probe_allocate();
void reflection_probe_initialize(RID p_reflection_probe);
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode);
void reflection_probe_set_intensity(RID p_probe, float p_intensity);
void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode);
void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color);
void reflection_probe_set_ambient_energy(RID p_probe, float p_energy);
void reflection_probe_set_max_distance(RID p_probe, float p_distance);
void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents);
void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset);
void reflection_probe_set_as_interior(RID p_probe, bool p_enable);
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable);
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable);
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers);
void reflection_probe_set_resolution(RID p_probe, int p_resolution);
void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio);
AABB reflection_probe_get_aabb(RID p_probe) const;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const;
uint32_t reflection_probe_get_cull_mask(RID p_probe) const;
Vector3 reflection_probe_get_extents(RID p_probe) const;
Vector3 reflection_probe_get_origin_offset(RID p_probe) const;
float reflection_probe_get_origin_max_distance(RID p_probe) const;
float reflection_probe_get_mesh_lod_threshold(RID p_probe) const;
int reflection_probe_get_resolution(RID p_probe) const;
bool reflection_probe_renders_shadows(RID p_probe) const;
float reflection_probe_get_intensity(RID p_probe) const;
bool reflection_probe_is_interior(RID p_probe) const;
bool reflection_probe_is_box_projection(RID p_probe) const;
RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const;
Color reflection_probe_get_ambient_color(RID p_probe) const;
float reflection_probe_get_ambient_color_energy(RID p_probe) const;
void base_update_dependency(RID p_base, DependencyTracker *p_instance);
/* VOXEL GI API */
@ -940,187 +240,6 @@ public:
RID voxel_gi_get_sdf_texture(RID p_voxel_gi);
/* LIGHTMAP CAPTURE */
RID lightmap_allocate();
void lightmap_initialize(RID p_lightmap);
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics);
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds);
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior);
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree);
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const;
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const;
virtual AABB lightmap_get_aabb(RID p_lightmap) const;
virtual bool lightmap_is_interior(RID p_lightmap) const;
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh);
virtual void lightmap_set_probe_capture_update_speed(float p_speed);
_FORCE_INLINE_ float lightmap_get_probe_capture_update_speed() const {
return lightmap_probe_capture_update_speed;
}
_FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, RID());
return lm->light_texture;
}
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->array_index;
}
_FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->uses_spherical_harmonics;
}
_FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
return lightmap_array_version;
}
_FORCE_INLINE_ int lightmap_array_get_size() const {
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
return lightmap_textures.size();
}
_FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const {
ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays
return lightmap_textures;
}
/* PARTICLES */
RID particles_allocate();
void particles_initialize(RID p_particles_collision);
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode);
void particles_set_emitting(RID p_particles, bool p_emitting);
void particles_set_amount(RID p_particles, int p_amount);
void particles_set_lifetime(RID p_particles, double p_lifetime);
void particles_set_one_shot(RID p_particles, bool p_one_shot);
void particles_set_pre_process_time(RID p_particles, double p_time);
void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio);
void particles_set_randomness_ratio(RID p_particles, real_t p_ratio);
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb);
void particles_set_speed_scale(RID p_particles, double p_scale);
void particles_set_use_local_coordinates(RID p_particles, bool p_enable);
void particles_set_process_material(RID p_particles, RID p_material);
RID particles_get_process_material(RID p_particles) const;
void particles_set_fixed_fps(RID p_particles, int p_fps);
void particles_set_interpolate(RID p_particles, bool p_enable);
void particles_set_fractional_delta(RID p_particles, bool p_enable);
void particles_set_collision_base_size(RID p_particles, real_t p_size);
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align);
void particles_set_trails(RID p_particles, bool p_enable, double p_length);
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses);
void particles_restart(RID p_particles);
void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles);
void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order);
void particles_set_draw_passes(RID p_particles, int p_count);
void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh);
void particles_request_process(RID p_particles);
AABB particles_get_current_aabb(RID p_particles);
AABB particles_get_aabb(RID p_particles) const;
void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform);
bool particles_get_emitting(RID p_particles);
int particles_get_draw_passes(RID p_particles) const;
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const;
void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
virtual bool particles_is_inactive(RID p_particles) const;
_FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
return particles->mode;
}
_FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
r_trail_divisor = particles->trail_bind_poses.size();
} else {
r_trail_divisor = 1;
}
return particles->amount * r_trail_divisor;
}
_FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
return particles->has_collision_cache;
}
_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, false);
return particles->use_local_coords;
}
_FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RID());
if (particles->particles_transforms_buffer_uniform_set.is_null()) {
_particles_update_buffers(particles);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.append_id(particles->particle_instance_buffer);
uniforms.push_back(u);
}
particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
}
return particles->particles_transforms_buffer_uniform_set;
}
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance);
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance);
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
/* PARTICLES COLLISION */
RID particles_collision_allocate();
void particles_collision_initialize(RID p_particles_collision);
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius); //for spheres
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength);
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality);
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve);
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const;
virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
/* FOG VOLUMES */
virtual RID fog_volume_allocate();
@ -1144,53 +263,6 @@ public:
virtual AABB visibility_notifier_get_aabb(RID p_notifier) const;
virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred);
//used from 2D and 3D
virtual RID particles_collision_instance_create(RID p_collision);
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform);
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active);
/* RENDER TARGET API */
RID render_target_create();
void render_target_set_position(RID p_render_target, int p_x, int p_y);
void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count);
RID render_target_get_texture(RID p_render_target);
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id);
void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value);
bool render_target_was_used(RID p_render_target);
void render_target_set_as_unused(RID p_render_target);
void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color);
virtual bool render_target_is_clear_requested(RID p_render_target);
virtual Color render_target_get_clear_request_color(RID p_render_target);
virtual void render_target_disable_clear_request(RID p_render_target);
virtual void render_target_do_clear_request(RID p_render_target);
virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale);
RID render_target_get_sdf_texture(RID p_render_target);
RID render_target_get_sdf_framebuffer(RID p_render_target);
void render_target_sdf_process(RID p_render_target);
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const;
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled);
bool render_target_is_sdf_enabled(RID p_render_target) const;
Size2 render_target_get_size(RID p_render_target);
RID render_target_get_rd_framebuffer(RID p_render_target);
RID render_target_get_rd_texture(RID p_render_target);
RID render_target_get_rd_backbuffer(RID p_render_target);
RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
RID render_target_get_framebuffer_uniform_set(RID p_render_target);
RID render_target_get_backbuffer_uniform_set(RID p_render_target);
void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set);
void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set);
RS::InstanceType get_base_type(RID p_rid) const;
bool free(RID p_rid);

View file

@ -1,235 +0,0 @@
/*************************************************************************/
/* canvas_texture_storage.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 "canvas_texture_storage.h"
#include "texture_storage.h"
// Until we move things into their own storage classes, also include our old class
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
using namespace RendererRD;
///////////////////////////////////////////////////////////////////////////
// CanvasTexture
void CanvasTexture::clear_sets() {
if (cleared_cache) {
return;
}
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
if (RD::get_singleton()->uniform_set_is_valid(uniform_sets[i][j])) {
RD::get_singleton()->free(uniform_sets[i][j]);
uniform_sets[i][j] = RID();
}
}
}
cleared_cache = true;
}
CanvasTexture::~CanvasTexture() {
clear_sets();
}
///////////////////////////////////////////////////////////////////////////
// CanvasTextureStorage
CanvasTextureStorage *CanvasTextureStorage::singleton = nullptr;
CanvasTextureStorage *CanvasTextureStorage::get_singleton() {
return singleton;
}
CanvasTextureStorage::CanvasTextureStorage() {
singleton = this;
}
CanvasTextureStorage::~CanvasTextureStorage() {
singleton = nullptr;
}
RID CanvasTextureStorage::canvas_texture_allocate() {
return canvas_texture_owner.allocate_rid();
}
void CanvasTextureStorage::canvas_texture_initialize(RID p_rid) {
canvas_texture_owner.initialize_rid(p_rid);
}
void CanvasTextureStorage::canvas_texture_free(RID p_rid) {
canvas_texture_owner.free(p_rid);
}
void CanvasTextureStorage::canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
switch (p_channel) {
case RS::CANVAS_TEXTURE_CHANNEL_DIFFUSE: {
ct->diffuse = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
ct->normal_map = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
ct->specular = p_texture;
} break;
}
ct->clear_sets();
}
void CanvasTextureStorage::canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
ct->specular_color.r = p_specular_color.r;
ct->specular_color.g = p_specular_color.g;
ct->specular_color.b = p_specular_color.b;
ct->specular_color.a = p_shininess;
ct->clear_sets();
}
void CanvasTextureStorage::canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
ct->texture_filter = p_filter;
ct->clear_sets();
}
void CanvasTextureStorage::canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) {
CanvasTexture *ct = canvas_texture_owner.get_or_null(p_canvas_texture);
ERR_FAIL_NULL(ct);
ct->texture_repeat = p_repeat;
ct->clear_sets();
}
bool CanvasTextureStorage::canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular) {
RendererStorageRD *storage = RendererStorageRD::base_singleton;
CanvasTexture *ct = nullptr;
TextureStorage *texture_storage = TextureStorage::get_singleton();
Texture *t = texture_storage->get_texture(p_texture);
// TODO once we have our texture storage split off we'll look into moving this code into canvas_texture
if (t) {
//regular texture
if (!t->canvas_texture) {
t->canvas_texture = memnew(CanvasTexture);
t->canvas_texture->diffuse = p_texture;
}
ct = t->canvas_texture;
} else {
ct = get_canvas_texture(p_texture);
}
if (!ct) {
return false; //invalid texture RID
}
RS::CanvasItemTextureFilter filter = ct->texture_filter != RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? ct->texture_filter : p_base_filter;
ERR_FAIL_COND_V(filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, false);
RS::CanvasItemTextureRepeat repeat = ct->texture_repeat != RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT ? ct->texture_repeat : p_base_repeat;
ERR_FAIL_COND_V(repeat == RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, false);
RID uniform_set = ct->uniform_sets[filter][repeat];
if (!RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//create and update
Vector<RD::Uniform> uniforms;
{ //diffuse
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 0;
t = texture_storage->get_texture(ct->diffuse);
if (!t) {
u.append_id(texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
ct->size_cache = Size2i(1, 1);
} else {
u.append_id(t->rd_texture);
ct->size_cache = Size2i(t->width_2d, t->height_2d);
}
uniforms.push_back(u);
}
{ //normal
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
t = texture_storage->get_texture(ct->normal_map);
if (!t) {
u.append_id(texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL));
ct->use_normal_cache = false;
} else {
u.append_id(t->rd_texture);
ct->use_normal_cache = true;
}
uniforms.push_back(u);
}
{ //specular
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 2;
t = texture_storage->get_texture(ct->specular);
if (!t) {
u.append_id(texture_storage->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE));
ct->use_specular_cache = false;
} else {
u.append_id(t->rd_texture);
ct->use_specular_cache = true;
}
uniforms.push_back(u);
}
{ //sampler
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
u.binding = 3;
u.append_id(storage->sampler_rd_get_default(filter, repeat));
uniforms.push_back(u);
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_base_shader, p_base_set);
ct->uniform_sets[filter][repeat] = uniform_set;
ct->cleared_cache = false;
}
r_uniform_set = uniform_set;
r_size = ct->size_cache;
r_specular_shininess = ct->specular_color;
r_use_normal = ct->use_normal_cache;
r_use_specular = ct->use_specular_cache;
return true;
}

View file

@ -1,90 +0,0 @@
/*************************************************************************/
/* canvas_texture_storage.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 CANVAS_TEXTURE_STORAGE_RD_H
#define CANVAS_TEXTURE_STORAGE_RD_H
#include "core/templates/rid_owner.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
namespace RendererRD {
class CanvasTexture {
public:
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
void clear_sets();
~CanvasTexture();
};
class CanvasTextureStorage : public RendererCanvasTextureStorage {
private:
static CanvasTextureStorage *singleton;
RID_Owner<RendererRD::CanvasTexture, true> canvas_texture_owner;
public:
static CanvasTextureStorage *get_singleton();
CanvasTextureStorage();
virtual ~CanvasTextureStorage();
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
virtual RID canvas_texture_allocate() override;
virtual void canvas_texture_initialize(RID p_rid) override;
virtual void canvas_texture_free(RID p_rid) override;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
};
} // namespace RendererRD
#endif // !CANVAS_TEXTURE_STORAGE_RD_H

View file

@ -1,437 +0,0 @@
/*************************************************************************/
/* decal_atlas_storage.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 "decal_atlas_storage.h"
#include "texture_storage.h"
// Should be able to remove this once we move effects into their own file and include the correct effects
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
using namespace RendererRD;
DecalAtlasStorage *DecalAtlasStorage::singleton = nullptr;
DecalAtlasStorage *DecalAtlasStorage::get_singleton() {
return singleton;
}
DecalAtlasStorage::DecalAtlasStorage() {
singleton = this;
{ // default atlas texture
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tformat.width = 4;
tformat.height = 4;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_2D;
Vector<uint8_t> pv;
pv.resize(16 * 4);
for (int i = 0; i < 16; i++) {
pv.set(i * 4 + 0, 0);
pv.set(i * 4 + 1, 0);
pv.set(i * 4 + 2, 0);
pv.set(i * 4 + 3, 255);
}
{
//take the chance and initialize decal atlas to something
Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
decal_atlas.texture_srgb = decal_atlas.texture;
}
}
}
DecalAtlasStorage::~DecalAtlasStorage() {
if (decal_atlas.textures.size()) {
ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas.");
}
if (decal_atlas.texture.is_valid()) {
RD::get_singleton()->free(decal_atlas.texture);
}
singleton = nullptr;
}
RID DecalAtlasStorage::decal_atlas_get_texture() const {
return decal_atlas.texture;
}
RID DecalAtlasStorage::decal_atlas_get_texture_srgb() const {
return decal_atlas.texture_srgb;
}
RID DecalAtlasStorage::decal_allocate() {
return decal_owner.allocate_rid();
}
void DecalAtlasStorage::decal_initialize(RID p_decal) {
decal_owner.initialize_rid(p_decal, Decal());
}
void DecalAtlasStorage::decal_free(RID p_rid) {
Decal *decal = decal_owner.get_or_null(p_rid);
for (int i = 0; i < RS::DECAL_TEXTURE_MAX; i++) {
if (decal->textures[i].is_valid() && TextureStorage::get_singleton()->owns_texture(decal->textures[i])) {
texture_remove_from_decal_atlas(decal->textures[i]);
}
}
decal->dependency.deleted_notify(p_rid);
decal_owner.free(p_rid);
}
void DecalAtlasStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->extents = p_extents;
decal->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
}
void DecalAtlasStorage::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
ERR_FAIL_INDEX(p_type, RS::DECAL_TEXTURE_MAX);
if (decal->textures[p_type] == p_texture) {
return;
}
ERR_FAIL_COND(p_texture.is_valid() && !TextureStorage::get_singleton()->owns_texture(p_texture));
if (decal->textures[p_type].is_valid() && TextureStorage::get_singleton()->owns_texture(decal->textures[p_type])) {
texture_remove_from_decal_atlas(decal->textures[p_type]);
}
decal->textures[p_type] = p_texture;
if (decal->textures[p_type].is_valid()) {
texture_add_to_decal_atlas(decal->textures[p_type]);
}
decal->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_DECAL);
}
void DecalAtlasStorage::decal_set_emission_energy(RID p_decal, float p_energy) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->emission_energy = p_energy;
}
void DecalAtlasStorage::decal_set_albedo_mix(RID p_decal, float p_mix) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->albedo_mix = p_mix;
}
void DecalAtlasStorage::decal_set_modulate(RID p_decal, const Color &p_modulate) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->modulate = p_modulate;
}
void DecalAtlasStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->cull_mask = p_layers;
decal->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
}
void DecalAtlasStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->distance_fade = p_enabled;
decal->distance_fade_begin = p_begin;
decal->distance_fade_length = p_length;
}
void DecalAtlasStorage::decal_set_fade(RID p_decal, float p_above, float p_below) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->upper_fade = p_above;
decal->lower_fade = p_below;
}
void DecalAtlasStorage::decal_set_normal_fade(RID p_decal, float p_fade) {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND(!decal);
decal->normal_fade = p_fade;
}
void DecalAtlasStorage::decal_atlas_mark_dirty_on_texture(RID p_texture) {
if (decal_atlas.textures.has(p_texture)) {
//belongs to decal atlas..
decal_atlas.dirty = true; //mark it dirty since it was most likely modified
}
}
void DecalAtlasStorage::decal_atlas_remove_texture(RID p_texture) {
if (decal_atlas.textures.has(p_texture)) {
decal_atlas.textures.erase(p_texture);
//there is not much a point of making it dirty, just let it be.
}
}
AABB DecalAtlasStorage::decal_get_aabb(RID p_decal) const {
Decal *decal = decal_owner.get_or_null(p_decal);
ERR_FAIL_COND_V(!decal, AABB());
return AABB(-decal->extents, decal->extents * 2.0);
}
void DecalAtlasStorage::update_decal_atlas() {
EffectsRD *effects = RendererStorageRD::base_singleton->get_effects();
if (!decal_atlas.dirty) {
return; //nothing to do
}
decal_atlas.dirty = false;
if (decal_atlas.texture.is_valid()) {
RD::get_singleton()->free(decal_atlas.texture);
decal_atlas.texture = RID();
decal_atlas.texture_srgb = RID();
decal_atlas.texture_mipmaps.clear();
}
int border = 1 << decal_atlas.mipmaps;
if (decal_atlas.textures.size()) {
//generate atlas
Vector<DecalAtlas::SortItem> itemsv;
itemsv.resize(decal_atlas.textures.size());
int base_size = 8;
const RID *K = nullptr;
int idx = 0;
while ((K = decal_atlas.textures.next(K))) {
DecalAtlas::SortItem &si = itemsv.write[idx];
Texture *src_tex = TextureStorage::get_singleton()->get_texture(*K);
si.size.width = (src_tex->width / border) + 1;
si.size.height = (src_tex->height / border) + 1;
si.pixel_size = Size2i(src_tex->width, src_tex->height);
if (base_size < si.size.width) {
base_size = nearest_power_of_2_templated(si.size.width);
}
si.texture = *K;
idx++;
}
//sort items by size
itemsv.sort();
//attempt to create atlas
int item_count = itemsv.size();
DecalAtlas::SortItem *items = itemsv.ptrw();
int atlas_height = 0;
while (true) {
Vector<int> v_offsetsv;
v_offsetsv.resize(base_size);
int *v_offsets = v_offsetsv.ptrw();
memset(v_offsets, 0, sizeof(int) * base_size);
int max_height = 0;
for (int i = 0; i < item_count; i++) {
//best fit
DecalAtlas::SortItem &si = items[i];
int best_idx = -1;
int best_height = 0x7FFFFFFF;
for (int j = 0; j <= base_size - si.size.width; j++) {
int height = 0;
for (int k = 0; k < si.size.width; k++) {
int h = v_offsets[k + j];
if (h > height) {
height = h;
if (height > best_height) {
break; //already bad
}
}
}
if (height < best_height) {
best_height = height;
best_idx = j;
}
}
//update
for (int k = 0; k < si.size.width; k++) {
v_offsets[k + best_idx] = best_height + si.size.height;
}
si.pos.x = best_idx;
si.pos.y = best_height;
if (si.pos.y + si.size.height > max_height) {
max_height = si.pos.y + si.size.height;
}
}
if (max_height <= base_size * 2) {
atlas_height = max_height;
break; //good ratio, break;
}
base_size *= 2;
}
decal_atlas.size.width = base_size * border;
decal_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
for (int i = 0; i < item_count; i++) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(items[i].texture);
t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
t->uv_rect.size = items[i].pixel_size;
t->uv_rect.position /= Size2(decal_atlas.size);
t->uv_rect.size /= Size2(decal_atlas.size);
}
} else {
//use border as size, so it at least has enough mipmaps
decal_atlas.size.width = border;
decal_atlas.size.height = border;
}
//blit textures
RD::TextureFormat tformat;
tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
tformat.width = decal_atlas.size.width;
tformat.height = decal_atlas.size.height;
tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tformat.texture_type = RD::TEXTURE_TYPE_2D;
tformat.mipmaps = decal_atlas.mipmaps;
tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM);
tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
RD::get_singleton()->texture_clear(decal_atlas.texture, Color(0, 0, 0, 0), 0, decal_atlas.mipmaps, 0, 1);
{
//create the framebuffer
Size2i s = decal_atlas.size;
for (int i = 0; i < decal_atlas.mipmaps; i++) {
DecalAtlas::MipMap mm;
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), decal_atlas.texture, 0, i);
Vector<RID> fb;
fb.push_back(mm.texture);
mm.fb = RD::get_singleton()->framebuffer_create(fb);
mm.size = s;
decal_atlas.texture_mipmaps.push_back(mm);
s.width = MAX(1, s.width >> 1);
s.height = MAX(1, s.height >> 1);
}
{
//create the SRGB variant
RD::TextureView rd_view;
rd_view.format_override = RD::DATA_FORMAT_R8G8B8A8_SRGB;
decal_atlas.texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, decal_atlas.texture);
}
}
RID prev_texture;
for (int i = 0; i < decal_atlas.texture_mipmaps.size(); i++) {
const DecalAtlas::MipMap &mm = decal_atlas.texture_mipmaps[i];
Color clear_color(0, 0, 0, 0);
if (decal_atlas.textures.size()) {
if (i == 0) {
Vector<Color> cc;
cc.push_back(clear_color);
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(mm.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, cc);
const RID *K = nullptr;
while ((K = decal_atlas.textures.next(K))) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K);
Texture *src_tex = TextureStorage::get_singleton()->get_texture(*K);
effects->copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list, false, t->panorama_to_dp_users > 0);
}
RD::get_singleton()->draw_list_end();
prev_texture = mm.texture;
} else {
effects->copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
prev_texture = mm.texture;
}
} else {
RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1);
}
}
}
void DecalAtlasStorage::texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
if (!decal_atlas.textures.has(p_texture)) {
DecalAtlas::Texture t;
t.users = 1;
t.panorama_to_dp_users = p_panorama_to_dp ? 1 : 0;
decal_atlas.textures[p_texture] = t;
decal_atlas.dirty = true;
} else {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
t->users++;
if (p_panorama_to_dp) {
t->panorama_to_dp_users++;
}
}
}
void DecalAtlasStorage::texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
ERR_FAIL_COND(!t);
t->users--;
if (p_panorama_to_dp) {
ERR_FAIL_COND(t->panorama_to_dp_users == 0);
t->panorama_to_dp_users--;
}
if (t->users == 0) {
decal_atlas.textures.erase(p_texture);
//do not mark it dirty, there is no need to since it remains working
}
}

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@ -1,211 +0,0 @@
/*************************************************************************/
/* decal_atlas_storage.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 DECAL_ATLAS_STORAGE_RD_H
#define DECAL_ATLAS_STORAGE_RD_H
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/storage/decal_atlas_storage.h"
namespace RendererRD {
struct DecalAtlas {
struct Texture {
int panorama_to_dp_users;
int users;
Rect2 uv_rect;
};
struct SortItem {
RID texture;
Size2i pixel_size;
Size2i size;
Point2i pos;
bool operator<(const SortItem &p_item) const {
//sort larger to smaller
if (size.height == p_item.size.height) {
return size.width > p_item.size.width;
} else {
return size.height > p_item.size.height;
}
}
};
HashMap<RID, Texture> textures;
bool dirty = true;
int mipmaps = 5;
RID texture;
RID texture_srgb;
struct MipMap {
RID fb;
RID texture;
Size2i size;
};
Vector<MipMap> texture_mipmaps;
Size2i size;
};
struct Decal {
Vector3 extents = Vector3(1, 1, 1);
RID textures[RS::DECAL_TEXTURE_MAX];
float emission_energy = 1.0;
float albedo_mix = 1.0;
Color modulate = Color(1, 1, 1, 1);
uint32_t cull_mask = (1 << 20) - 1;
float upper_fade = 0.3;
float lower_fade = 0.3;
bool distance_fade = false;
float distance_fade_begin = 10;
float distance_fade_length = 1;
float normal_fade = 0.0;
RendererStorage::Dependency dependency;
};
class DecalAtlasStorage : public RendererDecalAtlasStorage {
private:
static DecalAtlasStorage *singleton;
DecalAtlas decal_atlas;
mutable RID_Owner<Decal, true> decal_owner;
public:
static DecalAtlasStorage *get_singleton();
void update_decal_atlas();
DecalAtlasStorage();
virtual ~DecalAtlasStorage();
Decal *get_decal(RID p_rid) { return decal_owner.get_or_null(p_rid); };
bool owns_decal(RID p_rid) { return decal_owner.owns(p_rid); };
RID decal_atlas_get_texture() const;
RID decal_atlas_get_texture_srgb() const;
_FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
if (!t) {
return Rect2();
}
return t->uv_rect;
}
virtual RID decal_allocate() override;
virtual void decal_initialize(RID p_decal) override;
virtual void decal_free(RID p_rid) override;
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
void decal_atlas_mark_dirty_on_texture(RID p_texture);
void decal_atlas_remove_texture(RID p_texture);
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override;
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override;
_FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->extents;
}
_FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->textures[p_texture];
}
_FORCE_INLINE_ Color decal_get_modulate(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->modulate;
}
_FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->emission_energy;
}
_FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->albedo_mix;
}
_FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->cull_mask;
}
_FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->upper_fade;
}
_FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->lower_fade;
}
_FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->normal_fade;
}
_FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade;
}
_FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade_begin;
}
_FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade_length;
}
virtual AABB decal_get_aabb(RID p_decal) const override;
};
} // namespace RendererRD
#endif // !DECAL_ATLAS_STORAGE_RD_H

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@ -0,0 +1,788 @@
/*************************************************************************/
/* light_storage.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 "light_storage.h"
#include "core/config/project_settings.h"
#include "texture_storage.h"
using namespace RendererRD;
LightStorage *LightStorage::singleton = nullptr;
LightStorage *LightStorage::get_singleton() {
return singleton;
}
LightStorage::LightStorage() {
singleton = this;
TextureStorage *texture_storage = TextureStorage::get_singleton();
using_lightmap_array = true; // high end
if (using_lightmap_array) {
uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
if (textures_per_stage <= 256) {
lightmap_textures.resize(32);
} else {
lightmap_textures.resize(1024);
}
for (int i = 0; i < lightmap_textures.size(); i++) {
lightmap_textures.write[i] = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
}
}
lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
}
LightStorage::~LightStorage() {
singleton = nullptr;
}
/* LIGHT */
void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
Light light;
light.type = p_type;
light.param[RS::LIGHT_PARAM_ENERGY] = 1.0;
light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
light.param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE] = 0.1;
light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
light_owner.initialize_rid(p_light, light);
}
RID LightStorage::directional_light_allocate() {
return light_owner.allocate_rid();
}
void LightStorage::directional_light_initialize(RID p_light) {
_light_initialize(p_light, RS::LIGHT_DIRECTIONAL);
}
RID LightStorage::omni_light_allocate() {
return light_owner.allocate_rid();
}
void LightStorage::omni_light_initialize(RID p_light) {
_light_initialize(p_light, RS::LIGHT_OMNI);
}
RID LightStorage::spot_light_allocate() {
return light_owner.allocate_rid();
}
void LightStorage::spot_light_initialize(RID p_light) {
_light_initialize(p_light, RS::LIGHT_SPOT);
}
void LightStorage::light_free(RID p_rid) {
light_set_projector(p_rid, RID()); //clear projector
// delete the texture
Light *light = light_owner.get_or_null(p_rid);
light->dependency.deleted_notify(p_rid);
light_owner.free(p_rid);
}
void LightStorage::light_set_color(RID p_light, const Color &p_color) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->color = p_color;
}
void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX);
if (light->param[p_param] == p_value) {
return;
}
switch (p_param) {
case RS::LIGHT_PARAM_RANGE:
case RS::LIGHT_PARAM_SPOT_ANGLE:
case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
case RS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
} break;
case RS::LIGHT_PARAM_SIZE: {
if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
//changing from no size to size and the opposite
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
}
} break;
default: {
}
}
light->param[p_param] = p_value;
}
void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->shadow = p_enabled;
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_projector(RID p_light, RID p_texture) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
if (light->projector == p_texture) {
return;
}
if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
texture_storage->texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
}
light->projector = p_texture;
if (light->type != RS::LIGHT_DIRECTIONAL) {
if (light->projector.is_valid()) {
texture_storage->texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
}
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
}
}
void LightStorage::light_set_negative(RID p_light, bool p_enable) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->negative = p_enable;
}
void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->cull_mask = p_mask;
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->distance_fade = p_enabled;
light->distance_fade_begin = p_begin;
light->distance_fade_shadow = p_shadow;
light->distance_fade_length = p_length;
}
void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->reverse_cull = p_enabled;
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->bake_mode = p_bake_mode;
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->max_sdfgi_cascade = p_cascade;
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->omni_shadow_mode = p_mode;
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
}
RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_OMNI_SHADOW_CUBE);
return light->omni_shadow_mode;
}
void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->directional_shadow_mode = p_mode;
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
}
void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->directional_blend_splits = p_enable;
light->version++;
light->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_LIGHT);
}
bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, false);
return light->directional_blend_splits;
}
void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND(!light);
light->directional_sky_mode = p_mode;
}
RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
return light->directional_sky_mode;
}
RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
return light->directional_shadow_mode;
}
uint32_t LightStorage::light_get_max_sdfgi_cascade(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->max_sdfgi_cascade;
}
RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_BAKE_DISABLED);
return light->bake_mode;
}
uint64_t LightStorage::light_get_version(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->version;
}
AABB LightStorage::light_get_aabb(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, AABB());
switch (light->type) {
case RS::LIGHT_SPOT: {
float len = light->param[RS::LIGHT_PARAM_RANGE];
float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
};
case RS::LIGHT_OMNI: {
float r = light->param[RS::LIGHT_PARAM_RANGE];
return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
};
case RS::LIGHT_DIRECTIONAL: {
return AABB();
};
}
ERR_FAIL_V(AABB());
}
/* REFLECTION PROBE */
RID LightStorage::reflection_probe_allocate() {
return reflection_probe_owner.allocate_rid();
}
void LightStorage::reflection_probe_initialize(RID p_reflection_probe) {
reflection_probe_owner.initialize_rid(p_reflection_probe, ReflectionProbe());
}
void LightStorage::reflection_probe_free(RID p_rid) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
reflection_probe->dependency.deleted_notify(p_rid);
reflection_probe_owner.free(p_rid);
};
void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->update_mode = p_mode;
reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->intensity = p_intensity;
}
void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->ambient_mode = p_mode;
}
void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->ambient_color = p_color;
}
void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->ambient_color_energy = p_energy;
}
void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->max_distance = p_distance;
reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
if (reflection_probe->extents == p_extents) {
return;
}
reflection_probe->extents = p_extents;
reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->origin_offset = p_offset;
reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->interior = p_enable;
reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->box_projection = p_enable;
}
void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->enable_shadows = p_enable;
reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->cull_mask = p_layers;
reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
ERR_FAIL_COND(p_resolution < 32);
reflection_probe->resolution = p_resolution;
}
void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND(!reflection_probe);
reflection_probe->mesh_lod_threshold = p_ratio;
reflection_probe->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_REFLECTION_PROBE);
}
AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, AABB());
AABB aabb;
aabb.position = -reflection_probe->extents;
aabb.size = reflection_probe->extents * 2.0;
return aabb;
}
RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_UPDATE_ALWAYS);
return reflection_probe->update_mode;
}
uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->cull_mask;
}
Vector3 LightStorage::reflection_probe_get_extents(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
return reflection_probe->extents;
}
Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Vector3());
return reflection_probe->origin_offset;
}
bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, false);
return reflection_probe->enable_shadows;
}
float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->max_distance;
}
float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->mesh_lod_threshold;
}
int LightStorage::reflection_probe_get_resolution(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->resolution;
}
float LightStorage::reflection_probe_get_intensity(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->intensity;
}
bool LightStorage::reflection_probe_is_interior(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, false);
return reflection_probe->interior;
}
bool LightStorage::reflection_probe_is_box_projection(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, false);
return reflection_probe->box_projection;
}
RS::ReflectionProbeAmbientMode LightStorage::reflection_probe_get_ambient_mode(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_AMBIENT_DISABLED);
return reflection_probe->ambient_mode;
}
Color LightStorage::reflection_probe_get_ambient_color(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, Color());
return reflection_probe->ambient_color;
}
float LightStorage::reflection_probe_get_ambient_color_energy(RID p_probe) const {
const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe);
ERR_FAIL_COND_V(!reflection_probe, 0);
return reflection_probe->ambient_color_energy;
}
/* LIGHTMAP API */
RID LightStorage::lightmap_allocate() {
return lightmap_owner.allocate_rid();
}
void LightStorage::lightmap_initialize(RID p_lightmap) {
lightmap_owner.initialize_rid(p_lightmap, Lightmap());
}
void LightStorage::lightmap_free(RID p_rid) {
lightmap_set_textures(p_rid, RID(), false);
Lightmap *lightmap = lightmap_owner.get_or_null(p_rid);
lightmap->dependency.deleted_notify(p_rid);
lightmap_owner.free(p_rid);
}
void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
lightmap_array_version++;
//erase lightmap users
if (lm->light_texture.is_valid()) {
RendererRD::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(lm->light_texture);
if (t) {
t->lightmap_users.erase(p_lightmap);
}
}
RendererRD::Texture *t = RendererRD::TextureStorage::get_singleton()->get_texture(p_light);
lm->light_texture = p_light;
lm->uses_spherical_harmonics = p_uses_spherical_haromics;
RID default_2d_array = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
if (!t) {
if (using_lightmap_array) {
if (lm->array_index >= 0) {
lightmap_textures.write[lm->array_index] = default_2d_array;
lm->array_index = -1;
}
}
return;
}
t->lightmap_users.insert(p_lightmap);
if (using_lightmap_array) {
if (lm->array_index < 0) {
//not in array, try to put in array
for (int i = 0; i < lightmap_textures.size(); i++) {
if (lightmap_textures[i] == default_2d_array) {
lm->array_index = i;
break;
}
}
}
ERR_FAIL_COND_MSG(lm->array_index < 0, "Maximum amount of lightmaps in use (" + itos(lightmap_textures.size()) + ") has been exceeded, lightmap will nod display properly.");
lightmap_textures.write[lm->array_index] = t->rd_texture;
}
}
void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
lm->bounds = p_bounds;
}
void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
lm->interior = p_interior;
}
void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
if (p_points.size()) {
ERR_FAIL_COND(p_points.size() * 9 != p_point_sh.size());
ERR_FAIL_COND((p_tetrahedra.size() % 4) != 0);
ERR_FAIL_COND((p_bsp_tree.size() % 6) != 0);
}
lm->points = p_points;
lm->bsp_tree = p_bsp_tree;
lm->point_sh = p_point_sh;
lm->tetrahedra = p_tetrahedra;
}
PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedVector3Array());
return lm->points;
}
PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedColorArray());
return lm->point_sh;
}
PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedInt32Array());
return lm->tetrahedra;
}
PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, PackedInt32Array());
return lm->bsp_tree;
}
void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {
lightmap_probe_capture_update_speed = p_speed;
}
void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND(!lm);
for (int i = 0; i < 9; i++) {
r_sh[i] = Color(0, 0, 0, 0);
}
if (!lm->points.size() || !lm->bsp_tree.size() || !lm->tetrahedra.size()) {
return;
}
static_assert(sizeof(Lightmap::BSP) == 24);
const Lightmap::BSP *bsp = (const Lightmap::BSP *)lm->bsp_tree.ptr();
int32_t node = 0;
while (node >= 0) {
if (Plane(bsp[node].plane[0], bsp[node].plane[1], bsp[node].plane[2], bsp[node].plane[3]).is_point_over(p_point)) {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(bsp[node].over >= 0 && bsp[node].over < node);
#endif
node = bsp[node].over;
} else {
#ifdef DEBUG_ENABLED
ERR_FAIL_COND(bsp[node].under >= 0 && bsp[node].under < node);
#endif
node = bsp[node].under;
}
}
if (node == Lightmap::BSP::EMPTY_LEAF) {
return; //nothing could be done
}
node = ABS(node) - 1;
uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4];
Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] };
const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] };
Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point);
for (int i = 0; i < 4; i++) {
float c = CLAMP(barycentric[i], 0.0, 1.0);
for (int j = 0; j < 9; j++) {
r_sh[j] += sh_colors[i][j] * c;
}
}
}
bool LightStorage::lightmap_is_interior(RID p_lightmap) const {
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, false);
return lm->interior;
}
AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const {
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, AABB());
return lm->bounds;
}

View file

@ -0,0 +1,370 @@
/*************************************************************************/
/* light_storage.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 LIGHT_STORAGE_RD_H
#define LIGHT_STORAGE_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/storage/light_storage.h"
namespace RendererRD {
/* LIGHT */
struct Light {
RS::LightType type;
float param[RS::LIGHT_PARAM_MAX];
Color color = Color(1, 1, 1, 1);
RID projector;
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
uint32_t max_sdfgi_cascade = 2;
uint32_t cull_mask = 0xFFFFFFFF;
bool distance_fade = false;
real_t distance_fade_begin = 40.0;
real_t distance_fade_shadow = 50.0;
real_t distance_fade_length = 10.0;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
bool directional_blend_splits = false;
RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
uint64_t version = 0;
RendererStorage::Dependency dependency;
};
/* REFLECTION PROBE */
struct ReflectionProbe {
RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
int resolution = 256;
float intensity = 1.0;
RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
Color ambient_color;
float ambient_color_energy = 1.0;
float max_distance = 0;
Vector3 extents = Vector3(1, 1, 1);
Vector3 origin_offset;
bool interior = false;
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
RendererStorage::Dependency dependency;
};
/* LIGHTMAP */
struct Lightmap {
RID light_texture;
bool uses_spherical_harmonics = false;
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
PackedInt32Array tetrahedra;
PackedInt32Array bsp_tree;
struct BSP {
static const int32_t EMPTY_LEAF = INT32_MIN;
float plane[4];
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
RendererStorage::Dependency dependency;
};
class LightStorage : public RendererLightStorage {
private:
static LightStorage *singleton;
/* LIGHT */
mutable RID_Owner<Light, true> light_owner;
/* REFLECTION PROBE */
mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
/* LIGHTMAP */
bool using_lightmap_array;
Vector<RID> lightmap_textures;
uint64_t lightmap_array_version = 0;
float lightmap_probe_capture_update_speed = 4;
mutable RID_Owner<Lightmap, true> lightmap_owner;
public:
static LightStorage *get_singleton();
LightStorage();
virtual ~LightStorage();
/* LIGHT */
Light *get_light(RID p_rid) { return light_owner.get_or_null(p_rid); };
bool owns_light(RID p_rid) { return light_owner.owns(p_rid); };
void _light_initialize(RID p_rid, RS::LightType p_type);
virtual RID directional_light_allocate() override;
virtual void directional_light_initialize(RID p_light) override;
virtual RID omni_light_allocate() override;
virtual void omni_light_initialize(RID p_light) override;
virtual RID spot_light_allocate() override;
virtual void spot_light_initialize(RID p_light) override;
virtual void light_free(RID p_rid) override;
virtual void light_set_color(RID p_light, const Color &p_color) override;
virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
virtual void light_set_shadow(RID p_light, bool p_enabled) override;
virtual void light_set_projector(RID p_light, RID p_texture) override;
virtual void light_set_negative(RID p_light, bool p_enable) override;
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override;
virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
virtual bool light_directional_get_blend_splits(RID p_light) const override;
virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
virtual RS::LightType light_get_type(RID p_light) const override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->type;
}
virtual AABB light_get_aabb(RID p_light) const override;
virtual float light_get_param(RID p_light, RS::LightParam p_param) override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->param[p_param];
}
_FORCE_INLINE_ RID light_get_projector(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RID());
return light->projector;
}
virtual Color light_get_color(RID p_light) override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, Color());
return light->color;
}
_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->cull_mask;
}
_FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade;
}
_FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_begin;
}
_FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_shadow;
}
_FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_length;
}
virtual bool light_has_shadow(RID p_light) const override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->shadow;
}
virtual bool light_has_projector(RID p_light) const override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light_owner.owns(light->projector);
}
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->negative;
}
_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
}
_FORCE_INLINE_ float light_get_shadow_volumetric_fog_fade(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE];
}
virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override;
virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
virtual uint64_t light_get_version(RID p_light) const override;
/* REFLECTION PROBE */
ReflectionProbe *get_reflection_probe(RID p_rid) { return reflection_probe_owner.get_or_null(p_rid); };
bool owns_reflection_probe(RID p_rid) { return reflection_probe_owner.owns(p_rid); };
virtual RID reflection_probe_allocate() override;
virtual void reflection_probe_initialize(RID p_reflection_probe) override;
virtual void reflection_probe_free(RID p_rid) override;
virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
virtual AABB reflection_probe_get_aabb(RID p_probe) const override;
virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const override;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override;
virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
int reflection_probe_get_resolution(RID p_probe) const;
virtual bool reflection_probe_renders_shadows(RID p_probe) const override;
float reflection_probe_get_intensity(RID p_probe) const;
bool reflection_probe_is_interior(RID p_probe) const;
bool reflection_probe_is_box_projection(RID p_probe) const;
RS::ReflectionProbeAmbientMode reflection_probe_get_ambient_mode(RID p_probe) const;
Color reflection_probe_get_ambient_color(RID p_probe) const;
float reflection_probe_get_ambient_color_energy(RID p_probe) const;
/* LIGHTMAP */
Lightmap *get_lightmap(RID p_rid) { return lightmap_owner.get_or_null(p_rid); };
bool owns_lightmap(RID p_rid) { return lightmap_owner.owns(p_rid); };
virtual RID lightmap_allocate() override;
virtual void lightmap_initialize(RID p_lightmap) override;
virtual void lightmap_free(RID p_rid) override;
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
virtual AABB lightmap_get_aabb(RID p_lightmap) const override;
virtual bool lightmap_is_interior(RID p_lightmap) const override;
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
virtual void lightmap_set_probe_capture_update_speed(float p_speed) override;
virtual float lightmap_get_probe_capture_update_speed() const override {
return lightmap_probe_capture_update_speed;
}
_FORCE_INLINE_ RID lightmap_get_texture(RID p_lightmap) const {
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
ERR_FAIL_COND_V(!lm, RID());
return lm->light_texture;
}
_FORCE_INLINE_ int32_t lightmap_get_array_index(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, -1); //only for arrays
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->array_index;
}
_FORCE_INLINE_ bool lightmap_uses_spherical_harmonics(RID p_lightmap) const {
ERR_FAIL_COND_V(!using_lightmap_array, false); //only for arrays
const Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
return lm->uses_spherical_harmonics;
}
_FORCE_INLINE_ uint64_t lightmap_array_get_version() const {
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
return lightmap_array_version;
}
_FORCE_INLINE_ int lightmap_array_get_size() const {
ERR_FAIL_COND_V(!using_lightmap_array, 0); //only for arrays
return lightmap_textures.size();
}
_FORCE_INLINE_ const Vector<RID> &lightmap_array_get_textures() const {
ERR_FAIL_COND_V(!using_lightmap_array, lightmap_textures); //only for arrays
return lightmap_textures;
}
};
} // namespace RendererRD
#endif // !LIGHT_STORAGE_RD_H

View file

@ -1298,6 +1298,94 @@ MaterialStorage *MaterialStorage::get_singleton() {
MaterialStorage::MaterialStorage() {
singleton = this;
//default samplers
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
RD::SamplerState sampler_state;
switch (i) {
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
default: {
}
}
switch (j) {
case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
} break;
default: {
}
}
default_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
}
}
//custom sampler
sampler_rd_configure_custom(0.0f);
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
shader_data_request_func[i] = nullptr;
}
@ -1319,9 +1407,121 @@ MaterialStorage::~MaterialStorage() {
memdelete_arr(global_variables.buffer_dirty_regions);
RD::get_singleton()->free(global_variables.buffer);
//def samplers
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
RD::get_singleton()->free(default_rd_samplers[i][j]);
}
}
//custom samplers
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 0; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
if (custom_rd_samplers[i][j].is_valid()) {
RD::get_singleton()->free(custom_rd_samplers[i][j]);
}
}
}
singleton = nullptr;
}
/* Samplers */
void MaterialStorage::sampler_rd_configure_custom(float p_mipmap_bias) {
for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
RD::SamplerState sampler_state;
switch (i) {
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.max_lod = 0;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.lod_bias = p_mipmap_bias;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.lod_bias = p_mipmap_bias;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST;
sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.lod_bias = p_mipmap_bias;
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) {
sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST;
} else {
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
}
sampler_state.lod_bias = p_mipmap_bias;
sampler_state.use_anisotropy = true;
sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level"));
} break;
default: {
}
}
switch (j) {
case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT;
} break;
default: {
}
}
if (custom_rd_samplers[i][j].is_valid()) {
RD::get_singleton()->free(custom_rd_samplers[i][j]);
}
custom_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state);
}
}
}
/* GLOBAL VARIABLE API */
int32_t MaterialStorage::_global_variable_allocate(uint32_t p_elements) {

View file

@ -195,6 +195,11 @@ private:
friend struct MaterialData;
static MaterialStorage *singleton;
/* Samplers */
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
/* GLOBAL VARIABLE API */
GlobalVariables global_variables;
@ -222,6 +227,19 @@ public:
MaterialStorage();
virtual ~MaterialStorage();
/* Samplers */
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return default_rd_samplers[p_filter][p_repeat];
}
_FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
return custom_rd_samplers[p_filter][p_repeat];
}
void sampler_rd_configure_custom(float mipmap_bias);
// void sampler_rd_set_default(float p_mipmap_bias);
/* GLOBAL VARIABLE API */
void _update_global_variables();

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,565 @@
/*************************************************************************/
/* particles_storage.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 PARTICLES_STORAGE_RD_H
#define PARTICLES_STORAGE_RD_H
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h"
#include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/storage/particles_storage.h"
namespace RendererRD {
/* PARTICLES */
struct ParticleData {
float xform[16];
float velocity[3];
uint32_t active;
float color[4];
float custom[3];
float lifetime;
};
struct ParticlesFrameParams {
enum {
MAX_ATTRACTORS = 32,
MAX_COLLIDERS = 32,
MAX_3D_TEXTURES = 7
};
enum AttractorType {
ATTRACTOR_TYPE_SPHERE,
ATTRACTOR_TYPE_BOX,
ATTRACTOR_TYPE_VECTOR_FIELD,
};
struct Attractor {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
float strength;
float attenuation;
float directionality;
};
enum CollisionType {
COLLISION_TYPE_SPHERE,
COLLISION_TYPE_BOX,
COLLISION_TYPE_SDF,
COLLISION_TYPE_HEIGHT_FIELD,
COLLISION_TYPE_2D_SDF,
};
struct Collider {
float transform[16];
float extents[3]; //exents or radius
uint32_t type;
uint32_t texture_index; //texture index for vector field
real_t scale;
uint32_t pad[2];
};
uint32_t emitting;
float system_phase;
float prev_system_phase;
uint32_t cycle;
real_t explosiveness;
real_t randomness;
float time;
float delta;
uint32_t frame;
uint32_t pad0;
uint32_t pad1;
uint32_t pad2;
uint32_t random_seed;
uint32_t attractor_count;
uint32_t collider_count;
float particle_size;
float emission_transform[16];
Attractor attractors[MAX_ATTRACTORS];
Collider colliders[MAX_COLLIDERS];
};
struct ParticleEmissionBufferData {
};
struct ParticleEmissionBuffer {
struct Data {
float xform[16];
float velocity[3];
uint32_t flags;
float color[4];
float custom[4];
};
int32_t particle_count;
int32_t particle_max;
uint32_t pad1;
uint32_t pad2;
Data data[1]; //its 2020 and empty arrays are still non standard in C++
};
struct Particles {
RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
bool inactive = true;
double inactive_time = 0.0;
bool emitting = false;
bool one_shot = false;
int amount = 0;
double lifetime = 1.0;
double pre_process_time = 0.0;
real_t explosiveness = 0.0;
real_t randomness = 0.0;
bool restart_request = false;
AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
bool use_local_coords = true;
bool has_collision_cache = false;
bool has_sdf_collision = false;
Transform2D sdf_collision_transform;
Rect2 sdf_collision_to_screen;
RID sdf_collision_texture;
RID process_material;
uint32_t frame_counter = 0;
RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
Vector<RID> draw_passes;
Vector<Transform3D> trail_bind_poses;
bool trail_bind_poses_dirty = false;
RID trail_bind_pose_buffer;
RID trail_bind_pose_uniform_set;
RID particle_buffer;
RID particle_instance_buffer;
RID frame_params_buffer;
uint32_t userdata_count = 0;
RID particles_material_uniform_set;
RID particles_copy_uniform_set;
RID particles_transforms_buffer_uniform_set;
RID collision_textures_uniform_set;
RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
uint32_t collision_3d_textures_used = 0;
RID collision_heightmap_texture;
RID particles_sort_buffer;
RID particles_sort_uniform_set;
bool dirty = false;
Particles *update_list = nullptr;
RID sub_emitter;
double phase = 0.0;
double prev_phase = 0.0;
uint64_t prev_ticks = 0;
uint32_t random_seed = 0;
uint32_t cycle_number = 0;
double speed_scale = 1.0;
int fixed_fps = 30;
bool interpolate = true;
bool fractional_delta = false;
double frame_remainder = 0;
real_t collision_base_size = 0.01;
bool clear = true;
bool force_sub_emit = false;
Transform3D emission_transform;
Vector<uint8_t> emission_buffer_data;
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
Set<RID> collisions;
RendererStorage::Dependency dependency;
double trail_length = 1.0;
bool trails_enabled = false;
LocalVector<ParticlesFrameParams> frame_history;
LocalVector<ParticlesFrameParams> trail_params;
Particles() {
}
};
/* Particles Collision */
struct ParticlesCollision {
RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
uint32_t cull_mask = 0xFFFFFFFF;
float radius = 1.0;
Vector3 extents = Vector3(1, 1, 1);
float attractor_strength = 1.0;
float attractor_attenuation = 1.0;
float attractor_directionality = 0.0;
RID field_texture;
RID heightfield_texture;
RID heightfield_fb;
Size2i heightfield_fb_size;
RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
RendererStorage::Dependency dependency;
};
struct ParticlesCollisionInstance {
RID collision;
Transform3D transform;
bool active = false;
};
class ParticlesStorage : public RendererParticlesStorage {
private:
static ParticlesStorage *singleton;
/* PARTICLES */
void _particles_process(Particles *p_particles, double p_delta);
void _particles_allocate_emission_buffer(Particles *particles);
void _particles_free_data(Particles *particles);
void _particles_update_buffers(Particles *particles);
struct ParticlesShader {
struct PushConstant {
float lifetime;
uint32_t clear;
uint32_t total_particles;
uint32_t trail_size;
uint32_t use_fractional_delta;
uint32_t sub_emitter_mode;
uint32_t can_emit;
uint32_t trail_pass;
};
ParticlesShaderRD shader;
ShaderCompiler compiler;
RID default_shader;
RID default_material;
RID default_shader_rd;
RID base_uniform_set;
struct CopyPushConstant {
float sort_direction[3];
uint32_t total_particles;
uint32_t trail_size;
uint32_t trail_total;
float frame_delta;
float frame_remainder;
float align_up[3];
uint32_t align_mode;
uint32_t order_by_lifetime;
uint32_t lifetime_split;
uint32_t lifetime_reverse;
uint32_t copy_mode_2d;
float inv_emission_transform[16];
};
enum {
MAX_USERDATAS = 6
};
enum {
COPY_MODE_FILL_INSTANCES,
COPY_MODE_FILL_SORT_BUFFER,
COPY_MODE_FILL_INSTANCES_WITH_SORT_BUFFER,
COPY_MODE_MAX,
};
ParticlesCopyShaderRD copy_shader;
RID copy_shader_version;
RID copy_pipelines[COPY_MODE_MAX * (MAX_USERDATAS + 1)];
LocalVector<float> pose_update_buffer;
} particles_shader;
Particles *particle_update_list = nullptr;
mutable RID_Owner<Particles, true> particles_owner;
/* Particle Shader */
struct ParticlesShaderData : public ShaderData {
bool valid;
RID version;
bool uses_collision = false;
//PipelineCacheRD pipelines[SKY_VERSION_MAX];
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
Vector<uint32_t> ubo_offsets;
uint32_t ubo_size;
String path;
String code;
Map<StringName, Map<int, RID>> default_texture_params;
RID pipeline;
bool uses_time = false;
bool userdatas_used[ParticlesShader::MAX_USERDATAS] = {};
uint32_t userdata_count = 0;
virtual void set_code(const String &p_Code);
virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index);
virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
virtual bool is_param_texture(const StringName &p_param) const;
virtual bool is_animated() const;
virtual bool casts_shadows() const;
virtual Variant get_default_parameter(const StringName &p_parameter) const;
virtual RS::ShaderNativeSourceCode get_native_source_code() const;
ParticlesShaderData();
virtual ~ParticlesShaderData();
};
ShaderData *_create_particles_shader_func();
static ShaderData *_create_particles_shader_funcs() {
return ParticlesStorage::get_singleton()->_create_particles_shader_func();
}
struct ParticlesMaterialData : public MaterialData {
ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
virtual ~ParticlesMaterialData();
};
MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);
static MaterialData *_create_particles_material_funcs(ShaderData *p_shader) {
return ParticlesStorage::get_singleton()->_create_particles_material_func(static_cast<ParticlesShaderData *>(p_shader));
}
/* Particles Collision */
mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
public:
static ParticlesStorage *get_singleton();
ParticlesStorage();
virtual ~ParticlesStorage();
/* PARTICLES */
Particles *get_particles(RID p_rid) { return particles_owner.get_or_null(p_rid); }
bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
virtual RID particles_allocate() override;
virtual void particles_initialize(RID p_particles_collision) override;
virtual void particles_free(RID p_rid) override;
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) override;
virtual void particles_set_amount(RID p_particles, int p_amount) override;
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) override;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
virtual void particles_set_pre_process_time(RID p_particles, double p_time) override;
virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
virtual void particles_set_speed_scale(RID p_particles, double p_scale) override;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
virtual void particles_set_process_material(RID p_particles, RID p_material) override;
virtual RID particles_get_process_material(RID p_particles) const override;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) override;
virtual void particles_set_interpolate(RID p_particles, bool p_enable) override;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
virtual void particles_restart(RID p_particles) override;
virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override;
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
virtual void particles_set_draw_passes(RID p_particles, int p_count) override;
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
virtual void particles_request_process(RID p_particles) override;
virtual AABB particles_get_current_aabb(RID p_particles) override;
virtual AABB particles_get_aabb(RID p_particles) const override;
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
virtual bool particles_get_emitting(RID p_particles) override;
virtual int particles_get_draw_passes(RID p_particles) const override;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
virtual bool particles_is_inactive(RID p_particles) const override;
_FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
return particles->mode;
}
_FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles, uint32_t &r_trail_divisor) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
if (particles->trails_enabled && particles->trail_bind_poses.size() > 1) {
r_trail_divisor = particles->trail_bind_poses.size();
} else {
r_trail_divisor = 1;
}
return particles->amount * r_trail_divisor;
}
_FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, 0);
return particles->has_collision_cache;
}
_FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, false);
return particles->use_local_coords;
}
_FORCE_INLINE_ RID particles_get_instance_buffer_uniform_set(RID p_particles, RID p_shader, uint32_t p_set) {
Particles *particles = particles_owner.get_or_null(p_particles);
ERR_FAIL_COND_V(!particles, RID());
if (particles->particles_transforms_buffer_uniform_set.is_null()) {
_particles_update_buffers(particles);
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.binding = 0;
u.append_id(particles->particle_instance_buffer);
uniforms.push_back(u);
}
particles->particles_transforms_buffer_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, p_shader, p_set);
}
return particles->particles_transforms_buffer_uniform_set;
}
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) override;
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
virtual void update_particles() override;
/* Particles Collision */
ParticlesCollision *get_particles_collision(RID p_rid) { return particles_collision_owner.get_or_null(p_rid); }
bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }
virtual RID particles_collision_allocate() override;
virtual void particles_collision_initialize(RID p_particles_collision) override;
virtual void particles_collision_free(RID p_rid) override;
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override; //for spheres
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override; //for non-spheres
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override; //for SDF and vector field, heightfield is dynamic
virtual void particles_collision_height_field_update(RID p_particles_collision) override; //for SDF and vector field
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override; //for SDF and vector field
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
//used from 2D and 3D
ParticlesCollisionInstance *get_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.get_or_null(p_rid); }
bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
virtual RID particles_collision_instance_create(RID p_collision) override;
virtual void particles_collision_instance_free(RID p_rid) override;
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
};
} // namespace RendererRD
#endif // !PARTICLES_STORAGE_RD_H

File diff suppressed because it is too large Load diff

View file

@ -31,8 +31,9 @@
#ifndef TEXTURE_STORAGE_RD_H
#define TEXTURE_STORAGE_RD_H
#include "canvas_texture_storage.h"
#include "core/templates/rid_owner.h"
#include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/storage/texture_storage.h"
namespace RendererRD {
@ -54,6 +55,27 @@ enum DefaultRDTexture {
DEFAULT_RD_TEXTURE_MAX
};
class CanvasTexture {
public:
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
RID uniform_sets[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
void clear_sets();
~CanvasTexture();
};
class Texture {
public:
enum Type {
@ -118,10 +140,138 @@ public:
void cleanup();
};
struct DecalAtlas {
struct Texture {
int panorama_to_dp_users;
int users;
Rect2 uv_rect;
};
struct SortItem {
RID texture;
Size2i pixel_size;
Size2i size;
Point2i pos;
bool operator<(const SortItem &p_item) const {
//sort larger to smaller
if (size.height == p_item.size.height) {
return size.width > p_item.size.width;
} else {
return size.height > p_item.size.height;
}
}
};
HashMap<RID, Texture> textures;
bool dirty = true;
int mipmaps = 5;
RID texture;
RID texture_srgb;
struct MipMap {
RID fb;
RID texture;
Size2i size;
};
Vector<MipMap> texture_mipmaps;
Size2i size;
};
struct Decal {
Vector3 extents = Vector3(1, 1, 1);
RID textures[RS::DECAL_TEXTURE_MAX];
float emission_energy = 1.0;
float albedo_mix = 1.0;
Color modulate = Color(1, 1, 1, 1);
uint32_t cull_mask = (1 << 20) - 1;
float upper_fade = 0.3;
float lower_fade = 0.3;
bool distance_fade = false;
float distance_fade_begin = 10;
float distance_fade_length = 1;
float normal_fade = 0.0;
RendererStorage::Dependency dependency;
};
struct RenderTarget {
Size2i size;
uint32_t view_count;
RID framebuffer;
RID color;
//used for retrieving from CPU
RD::DataFormat color_format = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
RD::DataFormat color_format_srgb = RD::DATA_FORMAT_R4G4_UNORM_PACK8;
Image::Format image_format = Image::FORMAT_L8;
bool flags[RendererTextureStorage::RENDER_TARGET_FLAG_MAX];
bool sdf_enabled = false;
RID backbuffer; //used for effects
RID backbuffer_fb;
RID backbuffer_mipmap0;
Vector<RID> backbuffer_mipmaps;
RID framebuffer_uniform_set;
RID backbuffer_uniform_set;
RID sdf_buffer_write;
RID sdf_buffer_write_fb;
RID sdf_buffer_process[2];
RID sdf_buffer_read;
RID sdf_buffer_process_uniform_sets[2];
RS::ViewportSDFOversize sdf_oversize = RS::VIEWPORT_SDF_OVERSIZE_120_PERCENT;
RS::ViewportSDFScale sdf_scale = RS::VIEWPORT_SDF_SCALE_50_PERCENT;
Size2i process_size;
//texture generated for this owner (nor RD).
RID texture;
bool was_used;
//clear request
bool clear_requested;
Color clear_color;
};
struct RenderTargetSDF {
enum {
SHADER_LOAD,
SHADER_LOAD_SHRINK,
SHADER_PROCESS,
SHADER_PROCESS_OPTIMIZED,
SHADER_STORE,
SHADER_STORE_SHRINK,
SHADER_MAX
};
struct PushConstant {
int32_t size[2];
int32_t stride;
int32_t shift;
int32_t base_size[2];
int32_t pad[2];
};
CanvasSdfShaderRD shader;
RID shader_version;
RID pipelines[SHADER_MAX];
};
class TextureStorage : public RendererTextureStorage {
private:
static TextureStorage *singleton;
/* Canvas Texture API */
RID_Owner<RendererRD::CanvasTexture, true> canvas_texture_owner;
/* Texture API */
//textures can be created from threads, so this RID_Owner is thread safe
mutable RID_Owner<Texture, true> texture_owner;
@ -145,6 +295,25 @@ private:
Ref<Image> _validate_texture_format(const Ref<Image> &p_image, TextureToRDFormat &r_format);
void _texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0, bool p_immediate = false);
/* DECAL API */
DecalAtlas decal_atlas;
mutable RID_Owner<Decal, true> decal_owner;
/* RENDER TARGET API */
mutable RID_Owner<RenderTarget> render_target_owner;
void _clear_render_target(RenderTarget *rt);
void _update_render_target(RenderTarget *rt);
void _create_render_target_backbuffer(RenderTarget *rt);
void _render_target_allocate_sdf(RenderTarget *rt);
void _render_target_clear_sdf(RenderTarget *rt);
Rect2i _render_target_get_sdf_rect(const RenderTarget *rt) const;
RenderTargetSDF rt_sdf;
public:
static TextureStorage *get_singleton();
@ -157,6 +326,25 @@ public:
TextureStorage();
virtual ~TextureStorage();
/* Canvas Texture API */
CanvasTexture *get_canvas_texture(RID p_rid) { return canvas_texture_owner.get_or_null(p_rid); };
bool owns_canvas_texture(RID p_rid) { return canvas_texture_owner.owns(p_rid); };
virtual RID canvas_texture_allocate() override;
virtual void canvas_texture_initialize(RID p_rid) override;
virtual void canvas_texture_free(RID p_rid) override;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) override;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) override;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) override;
bool canvas_texture_get_uniform_set(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, RID p_base_shader, int p_base_set, RID &r_uniform_set, Size2i &r_size, Color &r_specular_shininess, bool &r_use_normal, bool &r_use_specular);
/* Texture API */
Texture *get_texture(RID p_rid) { return texture_owner.get_or_null(p_rid); };
bool owns_texture(RID p_rid) { return texture_owner.owns(p_rid); };
@ -224,6 +412,153 @@ public:
}
return Size2i(tex->width_2d, tex->height_2d);
}
/* DECAL API */
void update_decal_atlas();
Decal *get_decal(RID p_rid) { return decal_owner.get_or_null(p_rid); };
bool owns_decal(RID p_rid) { return decal_owner.owns(p_rid); };
RID decal_atlas_get_texture() const;
RID decal_atlas_get_texture_srgb() const;
_FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) {
DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
if (!t) {
return Rect2();
}
return t->uv_rect;
}
virtual RID decal_allocate() override;
virtual void decal_initialize(RID p_decal) override;
virtual void decal_free(RID p_rid) override;
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
virtual void decal_set_emission_energy(RID p_decal, float p_energy) override;
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override;
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) override;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) override;
void decal_atlas_mark_dirty_on_texture(RID p_texture);
void decal_atlas_remove_texture(RID p_texture);
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override;
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override;
_FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->extents;
}
_FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->textures[p_texture];
}
_FORCE_INLINE_ Color decal_get_modulate(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->modulate;
}
_FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->emission_energy;
}
_FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->albedo_mix;
}
_FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->cull_mask;
}
_FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->upper_fade;
}
_FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->lower_fade;
}
_FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->normal_fade;
}
_FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade;
}
_FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade_begin;
}
_FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) {
const Decal *decal = decal_owner.get_or_null(p_decal);
return decal->distance_fade_length;
}
virtual AABB decal_get_aabb(RID p_decal) const override;
/* RENDER TARGET API */
RenderTarget *get_render_target(RID p_rid) { return render_target_owner.get_or_null(p_rid); };
bool owns_render_target(RID p_rid) { return render_target_owner.owns(p_rid); };
virtual RID render_target_create() override;
virtual void render_target_free(RID p_rid) override;
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
virtual RID render_target_get_texture(RID p_render_target) override;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
virtual bool render_target_was_used(RID p_render_target) override;
virtual void render_target_set_as_unused(RID p_render_target) override;
void render_target_copy_to_back_buffer(RID p_render_target, const Rect2i &p_region, bool p_gen_mipmaps);
void render_target_clear_back_buffer(RID p_render_target, const Rect2i &p_region, const Color &p_color);
void render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region);
RID render_target_get_back_buffer_uniform_set(RID p_render_target, RID p_base_shader);
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
virtual bool render_target_is_clear_requested(RID p_render_target) override;
virtual Color render_target_get_clear_request_color(RID p_render_target) override;
virtual void render_target_disable_clear_request(RID p_render_target) override;
virtual void render_target_do_clear_request(RID p_render_target) override;
virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
RID render_target_get_sdf_texture(RID p_render_target);
RID render_target_get_sdf_framebuffer(RID p_render_target);
void render_target_sdf_process(RID p_render_target);
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
bool render_target_is_sdf_enabled(RID p_render_target) const;
Size2 render_target_get_size(RID p_render_target);
RID render_target_get_rd_framebuffer(RID p_render_target);
RID render_target_get_rd_texture(RID p_render_target);
RID render_target_get_rd_backbuffer(RID p_render_target);
RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);
RID render_target_get_framebuffer_uniform_set(RID p_render_target);
RID render_target_get_backbuffer_uniform_set(RID p_render_target);
void render_target_set_framebuffer_uniform_set(RID p_render_target, RID p_uniform_set);
void render_target_set_backbuffer_uniform_set(RID p_render_target, RID p_uniform_set);
};
} // namespace RendererRD

View file

@ -228,7 +228,7 @@ void RendererSceneCull::_instance_pair(Instance *p_A, Instance *p_B) {
voxel_gi->lights.insert(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
RSG::storage->particles_add_collision(A->base, collision->instance);
RSG::particles_storage->particles_add_collision(A->base, collision->instance);
}
}
@ -344,7 +344,7 @@ void RendererSceneCull::_instance_unpair(Instance *p_A, Instance *p_B) {
voxel_gi->lights.erase(A);
} else if (B->base_type == RS::INSTANCE_PARTICLES_COLLISION && A->base_type == RS::INSTANCE_PARTICLES) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(B->base_data);
RSG::storage->particles_remove_collision(A->base, collision->instance);
RSG::particles_storage->particles_remove_collision(A->base, collision->instance);
}
}
@ -521,7 +521,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (scenario && instance->visible && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
if (scenario && instance->visible && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
scenario->dynamic_lights.erase(light->instance);
}
@ -619,7 +619,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = memnew(InstanceLightData);
if (scenario && RSG::storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
if (scenario && RSG::light_storage->light_get_type(p_base) == RS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
@ -659,8 +659,8 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) {
} break;
case RS::INSTANCE_PARTICLES_COLLISION: {
InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData);
collision->instance = RSG::storage->particles_collision_instance_create(p_base);
RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible);
collision->instance = RSG::particles_storage->particles_collision_instance_create(p_base);
RSG::particles_storage->particles_collision_instance_set_active(collision->instance, instance->visible);
instance->base_data = collision;
} break;
case RS::INSTANCE_FOG_VOLUME: {
@ -801,7 +801,7 @@ void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (RSG::storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
if (RSG::light_storage->light_get_type(instance->base) == RS::LIGHT_DIRECTIONAL) {
light->D = scenario->directional_lights.push_back(instance);
}
} break;
@ -930,7 +930,7 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
if (instance->base_type == RS::INSTANCE_LIGHT) {
InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data);
if (instance->scenario && RSG::storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
if (instance->scenario && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
if (p_visible) {
instance->scenario->dynamic_lights.push_back(light->instance);
} else {
@ -941,7 +941,7 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) {
if (instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data);
RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible);
RSG::particles_storage->particles_collision_instance_set_active(collision->instance, p_visible);
}
if (instance->base_type == RS::INSTANCE_FOG_VOLUME) {
@ -1490,8 +1490,8 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
scene_render->light_instance_set_aabb(light->instance, p_instance->transform.xform(p_instance->aabb));
light->shadow_dirty = true;
RS::LightBakeMode bake_mode = RSG::storage->light_get_bake_mode(p_instance->base);
if (RSG::storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
RS::LightBakeMode bake_mode = RSG::light_storage->light_get_bake_mode(p_instance->base);
if (RSG::light_storage->light_get_type(p_instance->base) != RS::LIGHT_DIRECTIONAL && bake_mode != light->bake_mode) {
if (p_instance->visible && p_instance->scenario && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) {
p_instance->scenario->dynamic_lights.erase(light->instance);
}
@ -1503,7 +1503,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
}
}
uint32_t max_sdfgi_cascade = RSG::storage->light_get_max_sdfgi_cascade(p_instance->base);
uint32_t max_sdfgi_cascade = RSG::light_storage->light_get_max_sdfgi_cascade(p_instance->base);
if (light->max_sdfgi_cascade != max_sdfgi_cascade) {
light->max_sdfgi_cascade = max_sdfgi_cascade; //should most likely make sdfgi dirty in scenario
}
@ -1529,15 +1529,15 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
scene_render->voxel_gi_instance_set_transform_to_data(voxel_gi->probe_instance, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
RSG::storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
RSG::particles_storage->particles_set_emission_transform(p_instance->base, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) {
InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(p_instance->base_data);
//remove materials no longer used and un-own them
if (RSG::storage->particles_collision_is_heightfield(p_instance->base)) {
if (RSG::particles_storage->particles_collision_is_heightfield(p_instance->base)) {
heightfield_particle_colliders_update_list.insert(p_instance);
}
RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
RSG::particles_storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform);
} else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) {
InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data);
scene_render->fog_volume_instance_set_transform(volume->instance, p_instance->transform);
@ -1646,8 +1646,8 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
case RS::INSTANCE_LIGHT: {
InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data);
idata.instance_data_rid = light_data->instance.get_id();
light_data->uses_projector = RSG::storage->light_has_projector(p_instance->base);
light_data->uses_softshadow = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
light_data->uses_projector = RSG::light_storage->light_has_projector(p_instance->base);
light_data->uses_softshadow = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE) > CMP_EPSILON;
} break;
case RS::INSTANCE_REFLECTION_PROBE: {
@ -1740,7 +1740,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) {
pair.pair_mask |= RS::INSTANCE_GEOMETRY_MASK;
pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY];
if (RSG::storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
if (RSG::light_storage->light_get_bake_mode(p_instance->base) == RS::LIGHT_BAKE_DYNAMIC) {
pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI);
pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES];
}
@ -1864,12 +1864,12 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
if (p_instance->custom_aabb) {
new_aabb = *p_instance->custom_aabb;
} else {
new_aabb = RSG::storage->particles_get_aabb(p_instance->base);
new_aabb = RSG::particles_storage->particles_get_aabb(p_instance->base);
}
} break;
case RenderingServer::INSTANCE_PARTICLES_COLLISION: {
new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base);
new_aabb = RSG::particles_storage->particles_collision_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_FOG_VOLUME: {
@ -1879,15 +1879,15 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
new_aabb = RSG::storage->visibility_notifier_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_LIGHT: {
new_aabb = RSG::storage->light_get_aabb(p_instance->base);
new_aabb = RSG::light_storage->light_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_REFLECTION_PROBE: {
new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
new_aabb = RSG::light_storage->reflection_probe_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_DECAL: {
new_aabb = RSG::decal_atlas_storage->decal_get_aabb(p_instance->base);
new_aabb = RSG::texture_storage->decal_get_aabb(p_instance->base);
} break;
case RenderingServer::INSTANCE_VOXEL_GI: {
@ -1895,7 +1895,7 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) {
} break;
case RenderingServer::INSTANCE_LIGHTMAP: {
new_aabb = RSG::storage->lightmap_get_aabb(p_instance->base);
new_aabb = RSG::light_storage->lightmap_get_aabb(p_instance->base);
} break;
default: {
@ -1923,7 +1923,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
for (Set<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) {
Instance *lightmap = E->get();
bool interior = RSG::storage->lightmap_is_interior(lightmap->base);
bool interior = RSG::light_storage->lightmap_is_interior(lightmap->base);
if (inside && !interior) {
continue; //we are inside, ignore exteriors
@ -1934,13 +1934,13 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
Vector3 lm_pos = to_bounds.xform(center);
AABB bounds = RSG::storage->lightmap_get_aabb(lightmap->base);
AABB bounds = RSG::light_storage->lightmap_get_aabb(lightmap->base);
if (!bounds.has_point(lm_pos)) {
continue; //not in this lightmap
}
Color sh[9];
RSG::storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
RSG::light_storage->lightmap_tap_sh_light(lightmap->base, lm_pos, sh);
//rotate it
Basis rot = lightmap->transform.basis.orthonormalized();
@ -1997,19 +1997,19 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
light_transform.orthonormalize(); //scale does not count on lights
real_t max_distance = p_cam_projection.get_z_far();
real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
real_t shadow_max = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
max_distance = MIN(shadow_max, max_distance);
}
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
real_t pancake_size = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
real_t range = max_distance - min_distance;
int splits = 0;
switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
switch (RSG::light_storage->light_directional_get_shadow_mode(p_instance->base)) {
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
splits = 1;
break;
@ -2025,14 +2025,14 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
distances[0] = min_distance;
for (int i = 0; i < splits; i++) {
distances[i + 1] = min_distance + RSG::storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
distances[i + 1] = min_distance + RSG::light_storage->light_get_param(p_instance->base, RS::LightParam(RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET + i)) * range;
};
distances[splits] = max_distance;
real_t texture_size = scene_render->get_directional_light_shadow_size(light->instance);
bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
bool overlap = RSG::light_storage->light_directional_get_blend_splits(p_instance->base);
cull.shadow_count = p_shadow_index + 1;
cull.shadows[p_shadow_index].cascade_count = splits;
@ -2139,7 +2139,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
z_min_cam = z_vec.dot(center) - radius;
{
float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
float soft_shadow_angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
if (soft_shadow_angle > 0.0) {
float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
@ -2215,11 +2215,11 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
bool animated_material_found = false;
switch (RSG::storage->light_get_type(p_instance->base)) {
switch (RSG::light_storage->light_get_type(p_instance->base)) {
case RS::LIGHT_DIRECTIONAL: {
} break;
case RS::LIGHT_OMNI: {
RS::LightOmniShadowMode shadow_mode = RSG::storage->light_omni_get_shadow_mode(p_instance->base);
RS::LightOmniShadowMode shadow_mode = RSG::light_storage->light_omni_get_shadow_mode(p_instance->base);
if (shadow_mode == RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !scene_render->light_instances_can_render_shadow_cube()) {
if (max_shadows_used + 2 > MAX_UPDATE_SHADOWS) {
@ -2229,7 +2229,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
//using this one ensures that raster deferred will have it
RENDER_TIMESTAMP("Cull OmniLight3D Shadow Paraboloid, Half " + itos(i));
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t z = i == 0 ? -1 : 1;
Vector<Plane> planes;
@ -2290,7 +2290,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
return true;
}
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
cm.set_perspective(90, 1, radius * 0.005f, radius);
@ -2374,8 +2374,8 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
return true;
}
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
real_t radius = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
real_t angle = RSG::light_storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
@ -2623,7 +2623,7 @@ void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_d
void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to) {
uint64_t frame_number = RSG::rasterizer->get_frame_number();
float lightmap_probe_update_speed = RSG::storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
float lightmap_probe_update_speed = RSG::light_storage->lightmap_get_probe_capture_update_speed() * RSG::rasterizer->get_frame_delta_time();
uint32_t sdfgi_last_light_index = 0xFFFFFFFF;
uint32_t sdfgi_last_light_cascade = 0xFFFFFFFF;
@ -2654,7 +2654,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
if (base_type == RS::INSTANCE_LIGHT) {
cull_result.lights.push_back(idata.instance);
cull_result.light_instances.push_back(RID::from_uint64(idata.instance_data_rid));
if (cull_data.shadow_atlas.is_valid() && RSG::storage->light_has_shadow(idata.base_rid)) {
if (cull_data.shadow_atlas.is_valid() && RSG::light_storage->light_has_shadow(idata.base_rid)) {
scene_render->light_instance_mark_visible(RID::from_uint64(idata.instance_data_rid)); //mark it visible for shadow allocation later
}
@ -2714,14 +2714,14 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul
mesh_visible = true;
} else if (base_type == RS::INSTANCE_PARTICLES) {
//particles visible? process them
if (RSG::storage->particles_is_inactive(idata.base_rid)) {
if (RSG::particles_storage->particles_is_inactive(idata.base_rid)) {
//but if nothing is going on, don't do it.
keep = false;
} else {
cull_data.cull->lock.lock();
RSG::storage->particles_request_process(idata.base_rid);
RSG::particles_storage->particles_request_process(idata.base_rid);
cull_data.cull->lock.unlock();
RSG::storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
RSG::particles_storage->particles_set_view_axis(idata.base_rid, -cull_data.cam_transform.basis.get_axis(2).normalized(), cull_data.cam_transform.basis.get_axis(1).normalized());
//particles visible? request redraw
RenderingServerDefault::redraw_request();
}
@ -2948,7 +2948,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
//check shadow..
if (light) {
if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::storage->light_has_shadow(E->base) && !(RSG::storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::storage->light_directional_get_sky_mode(E->base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY)) {
if (p_using_shadows && p_shadow_atlas.is_valid() && RSG::light_storage->light_has_shadow(E->base) && !(RSG::light_storage->light_get_type(E->base) == RS::LIGHT_DIRECTIONAL && RSG::light_storage->light_directional_get_sky_mode(E->base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY)) {
lights_with_shadow.push_back(E);
}
//add to list
@ -3070,7 +3070,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
for (uint32_t i = 0; i < (uint32_t)scene_cull_result.lights.size(); i++) {
Instance *ins = scene_cull_result.lights[i];
if (!p_shadow_atlas.is_valid() || !RSG::storage->light_has_shadow(ins->base)) {
if (!p_shadow_atlas.is_valid() || !RSG::light_storage->light_has_shadow(ins->base)) {
continue;
}
@ -3087,9 +3087,9 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
// near plane half width and height
Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents();
switch (RSG::storage->light_get_type(ins->base)) {
switch (RSG::light_storage->light_get_type(ins->base)) {
case RS::LIGHT_OMNI: {
float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
float radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
//get two points parallel to near plane
Vector3 points[2] = {
@ -3112,8 +3112,8 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
coverage = screen_diameter / (vp_half_extents.x + vp_half_extents.y);
} break;
case RS::LIGHT_SPOT: {
float radius = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
float angle = RSG::storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
float radius = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_RANGE);
float angle = RSG::light_storage->light_get_param(ins->base, RS::LIGHT_PARAM_SPOT_ANGLE);
float w = radius * Math::sin(Math::deg2rad(angle));
float d = radius * Math::cos(Math::deg2rad(angle));
@ -3303,11 +3303,11 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
Vector3(0, -1, 0)
};
Vector3 extents = RSG::storage->reflection_probe_get_extents(p_instance->base);
Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base);
float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base);
Vector3 extents = RSG::light_storage->reflection_probe_get_extents(p_instance->base);
Vector3 origin_offset = RSG::light_storage->reflection_probe_get_origin_offset(p_instance->base);
float max_distance = RSG::light_storage->reflection_probe_get_origin_max_distance(p_instance->base);
float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas);
float mesh_lod_threshold = RSG::storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size;
float mesh_lod_threshold = RSG::light_storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size;
Vector3 edge = view_normals[p_step] * extents;
float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
@ -3325,7 +3325,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
RID shadow_atlas;
bool use_shadows = RSG::storage->reflection_probe_renders_shadows(p_instance->base);
bool use_shadows = RSG::light_storage->reflection_probe_renders_shadows(p_instance->base);
if (use_shadows) {
shadow_atlas = scenario->reflection_probe_shadow_atlas;
}
@ -3341,7 +3341,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
RendererSceneRender::CameraData camera_data;
camera_data.set_camera(xform, cm, false, false);
_render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
_render_scene(&camera_data, RID(), environment, RID(), RSG::light_storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows);
} else {
//do roughness postprocess step until it believes it's done
@ -3363,7 +3363,7 @@ void RendererSceneCull::render_probes() {
SelfList<InstanceReflectionProbeData> *next = ref_probe->next();
RID base = ref_probe->self()->owner->base;
switch (RSG::storage->reflection_probe_get_update_mode(base)) {
switch (RSG::light_storage->reflection_probe_get_update_mode(base)) {
case RS::REFLECTION_PROBE_UPDATE_ONCE: {
if (busy) { //already rendering something
break;
@ -3432,16 +3432,16 @@ void RendererSceneCull::render_probes() {
if (
instance_caches[idx] != instance_light->instance ||
cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
cache->type != RSG::storage->light_get_type(instance->base) ||
cache->has_shadow != RSG::light_storage->light_has_shadow(instance->base) ||
cache->type != RSG::light_storage->light_get_type(instance->base) ||
cache->transform != instance->transform ||
cache->color != RSG::storage->light_get_color(instance->base) ||
cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
cache->color != RSG::light_storage->light_get_color(instance->base) ||
cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
cache->spot_angle != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
cache->spot_attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION)) {
cache_dirty = true;
}
}
@ -3463,17 +3463,17 @@ void RendererSceneCull::render_probes() {
if (
instance_caches[idx] != instance_light->instance ||
cache->has_shadow != RSG::storage->light_has_shadow(instance->base) ||
cache->type != RSG::storage->light_get_type(instance->base) ||
cache->has_shadow != RSG::light_storage->light_has_shadow(instance->base) ||
cache->type != RSG::light_storage->light_get_type(instance->base) ||
cache->transform != instance->transform ||
cache->color != RSG::storage->light_get_color(instance->base) ||
cache->energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
cache->bake_energy != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
cache->radius != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
cache->spot_angle != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
cache->spot_attenuation != RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
cache->sky_mode != RSG::storage->light_directional_get_sky_mode(instance->base)) {
cache->color != RSG::light_storage->light_get_color(instance->base) ||
cache->energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY) ||
cache->bake_energy != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY) ||
cache->radius != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE) ||
cache->attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION) ||
cache->spot_angle != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE) ||
cache->spot_attenuation != RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION) ||
cache->sky_mode != RSG::light_storage->light_directional_get_sky_mode(instance->base)) {
cache_dirty = true;
}
}
@ -3509,16 +3509,16 @@ void RendererSceneCull::render_probes() {
InstanceVoxelGIData::LightCache *cache = &caches[idx];
instance_caches[idx] = instance_light->instance;
cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
cache->type = RSG::storage->light_get_type(instance->base);
cache->has_shadow = RSG::light_storage->light_has_shadow(instance->base);
cache->type = RSG::light_storage->light_get_type(instance->base);
cache->transform = instance->transform;
cache->color = RSG::storage->light_get_color(instance->base);
cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
cache->color = RSG::light_storage->light_get_color(instance->base);
cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
cache->spot_angle = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
cache->spot_attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
}
@ -3531,17 +3531,17 @@ void RendererSceneCull::render_probes() {
InstanceVoxelGIData::LightCache *cache = &caches[idx];
instance_caches[idx] = instance_light->instance;
cache->has_shadow = RSG::storage->light_has_shadow(instance->base);
cache->type = RSG::storage->light_get_type(instance->base);
cache->has_shadow = RSG::light_storage->light_has_shadow(instance->base);
cache->type = RSG::light_storage->light_get_type(instance->base);
cache->transform = instance->transform;
cache->color = RSG::storage->light_get_color(instance->base);
cache->energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
cache->bake_energy = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
cache->radius = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
cache->attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
cache->spot_angle = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
cache->spot_attenuation = RSG::storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
cache->sky_mode = RSG::storage->light_directional_get_sky_mode(instance->base);
cache->color = RSG::light_storage->light_get_color(instance->base);
cache->energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ENERGY);
cache->bake_energy = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_INDIRECT_ENERGY);
cache->radius = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_RANGE);
cache->attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_ATTENUATION);
cache->spot_angle = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
cache->spot_attenuation = RSG::light_storage->light_get_param(instance->base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
cache->sky_mode = RSG::light_storage->light_directional_get_sky_mode(instance->base);
idx++;
}
@ -3592,7 +3592,7 @@ void RendererSceneCull::render_particle_colliders() {
while (heightfield_particle_colliders_update_list.front()) {
Instance *hfpc = heightfield_particle_colliders_update_list.front()->get();
if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::storage->particles_collision_is_heightfield(hfpc->base)) {
if (hfpc->scenario && hfpc->base_type == RS::INSTANCE_PARTICLES_COLLISION && RSG::particles_storage->particles_collision_is_heightfield(hfpc->base)) {
//update heightfield
instance_cull_result.clear();
scene_cull_result.geometry_instances.clear();
@ -3686,7 +3686,7 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
// update the process material dependency
RID particle_material = RSG::storage->particles_get_process_material(p_instance->base);
RID particle_material = RSG::particles_storage->particles_get_process_material(p_instance->base);
if (particle_material.is_valid()) {
RSG::material_storage->material_update_dependency(particle_material, &p_instance->dependency_tracker);
}
@ -3776,10 +3776,10 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) {
} else if (p_instance->base_type == RS::INSTANCE_PARTICLES) {
bool cast_shadows = false;
int dp = RSG::storage->particles_get_draw_passes(p_instance->base);
int dp = RSG::particles_storage->particles_get_draw_passes(p_instance->base);
for (int i = 0; i < dp; i++) {
RID mesh = RSG::storage->particles_get_draw_pass_mesh(p_instance->base, i);
RID mesh = RSG::particles_storage->particles_get_draw_pass_mesh(p_instance->base, i);
if (!mesh.is_valid()) {
continue;
}

View file

@ -119,80 +119,6 @@ public:
Set<Dependency *> dependencies;
};
/* Light API */
virtual RID directional_light_allocate() = 0;
virtual void directional_light_initialize(RID p_rid) = 0;
virtual RID omni_light_allocate() = 0;
virtual void omni_light_initialize(RID p_rid) = 0;
virtual RID spot_light_allocate() = 0;
virtual void spot_light_initialize(RID p_rid) = 0;
virtual void light_set_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) = 0;
virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
virtual void light_set_projector(RID p_light, RID p_texture) = 0;
virtual void light_set_negative(RID p_light, bool p_enable) = 0;
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) = 0;
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) = 0;
virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) = 0;
virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) = 0;
virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) = 0;
virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const = 0;
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
virtual bool light_has_shadow(RID p_light) const = 0;
virtual bool light_has_projector(RID p_light) const = 0;
virtual RS::LightType light_get_type(RID p_light) const = 0;
virtual AABB light_get_aabb(RID p_light) const = 0;
virtual float light_get_param(RID p_light, RS::LightParam p_param) = 0;
virtual Color light_get_color(RID p_light) = 0;
virtual RS::LightBakeMode light_get_bake_mode(RID p_light) = 0;
virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) = 0;
virtual uint64_t light_get_version(RID p_light) const = 0;
/* PROBE API */
virtual RID reflection_probe_allocate() = 0;
virtual void reflection_probe_initialize(RID p_rid) = 0;
virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) = 0;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) = 0;
virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) = 0;
virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) = 0;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) = 0;
virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0;
virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0;
virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;
virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const = 0;
virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) = 0;
/* VOXEL GI API */
@ -237,103 +163,6 @@ public:
virtual uint32_t voxel_gi_get_version(RID p_probe) = 0;
/* LIGHTMAP */
virtual RID lightmap_allocate() = 0;
virtual void lightmap_initialize(RID p_rid) = 0;
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) = 0;
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) = 0;
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) = 0;
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) = 0;
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const = 0;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const = 0;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const = 0;
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const = 0;
virtual AABB lightmap_get_aabb(RID p_lightmap) const = 0;
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) = 0;
virtual bool lightmap_is_interior(RID p_lightmap) const = 0;
virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0;
virtual float lightmap_get_probe_capture_update_speed() const = 0;
/* PARTICLES */
virtual RID particles_allocate() = 0;
virtual void particles_initialize(RID p_rid) = 0;
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) = 0;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
virtual bool particles_get_emitting(RID p_particles) = 0;
virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) = 0;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
virtual void particles_set_pre_process_time(RID p_particles, double p_time) = 0;
virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) = 0;
virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) = 0;
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
virtual void particles_set_speed_scale(RID p_particles, double p_scale) = 0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
virtual RID particles_get_process_material(RID p_particles) const = 0;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) = 0;
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) = 0;
virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) = 0;
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) = 0;
virtual void particles_restart(RID p_particles) = 0;
virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
virtual bool particles_is_inactive(RID p_particles) const = 0;
virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) = 0;
virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
virtual void particles_request_process(RID p_particles) = 0;
virtual AABB particles_get_current_aabb(RID p_particles) = 0;
virtual AABB particles_get_aabb(RID p_particles) const = 0;
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0;
virtual int particles_get_draw_passes(RID p_particles) const = 0;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) = 0;
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) = 0;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) = 0;
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) = 0;
virtual void update_particles() = 0;
/* PARTICLES COLLISION */
virtual RID particles_collision_allocate() = 0;
virtual void particles_collision_initialize(RID p_rid) = 0;
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) = 0;
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const = 0;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0;
/* FOG VOLUMES */
virtual RID fog_volume_allocate() = 0;
@ -355,38 +184,6 @@ public:
virtual AABB visibility_notifier_get_aabb(RID p_notifier) const = 0;
virtual void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) = 0;
//used from 2D and 3D
virtual RID particles_collision_instance_create(RID p_collision) = 0;
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) = 0;
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) = 0;
/* RENDER TARGET */
enum RenderTargetFlags {
RENDER_TARGET_TRANSPARENT,
RENDER_TARGET_DIRECT_TO_SCREEN,
RENDER_TARGET_FLAG_MAX
};
virtual RID render_target_create() = 0;
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) = 0;
virtual RID render_target_get_texture(RID p_render_target) = 0;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
virtual bool render_target_was_used(RID p_render_target) = 0;
virtual void render_target_set_as_unused(RID p_render_target) = 0;
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) = 0;
virtual bool render_target_is_clear_requested(RID p_render_target) = 0;
virtual Color render_target_get_clear_request_color(RID p_render_target) = 0;
virtual void render_target_disable_clear_request(RID p_render_target) = 0;
virtual void render_target_do_clear_request(RID p_render_target) = 0;
virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) = 0;
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const = 0;
virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) = 0;
virtual RS::InstanceType get_base_type(RID p_rid) const = 0;
virtual bool free(RID p_rid) = 0;

View file

@ -34,6 +34,7 @@
#include "renderer_canvas_cull.h"
#include "renderer_scene_cull.h"
#include "rendering_server_globals.h"
#include "storage/texture_storage.h"
static Transform2D _canvas_get_transform(RendererViewport::Viewport *p_viewport, RendererCanvasCull::Canvas *p_canvas, RendererViewport::Viewport::CanvasData *p_canvas_data, const Vector2 &p_vp_size) {
Transform2D xf = p_viewport->global_transform;
@ -222,7 +223,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
_configure_3d_render_buffers(p_viewport);
}
RSG::storage->render_target_request_clear(p_viewport->render_target, bgcolor);
RSG::texture_storage->render_target_request_clear(p_viewport->render_target, bgcolor);
if (!scenario_draw_canvas_bg && can_draw_3d) {
_draw_3d(p_viewport);
@ -243,7 +244,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
if (p_viewport->sdf_active) {
//process SDF
Rect2 sdf_rect = RSG::storage->render_target_get_sdf_rect(p_viewport->render_target);
Rect2 sdf_rect = RSG::texture_storage->render_target_get_sdf_rect(p_viewport->render_target);
RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
@ -266,11 +267,11 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
RSG::canvas_render->render_sdf(p_viewport->render_target, occluders);
RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, true);
p_viewport->sdf_active = false; // if used, gets set active again
} else {
RSG::storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
RSG::texture_storage->render_target_mark_sdf_enabled(p_viewport->render_target, false);
}
Rect2 shadow_rect;
@ -529,9 +530,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
}
if (RSG::storage->render_target_is_clear_requested(p_viewport->render_target)) {
if (RSG::texture_storage->render_target_is_clear_requested(p_viewport->render_target)) {
//was never cleared in the end, force clear it
RSG::storage->render_target_do_clear_request(p_viewport->render_target);
RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
}
if (p_viewport->measure_render_time) {
@ -595,7 +596,7 @@ void RendererViewport::draw_viewports() {
vp->occlusion_buffer_dirty = vp->occlusion_buffer_dirty || (vp->size != xr_size);
vp->size = xr_size;
uint32_t view_count = xr_interface->get_view_count();
RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count);
RSG::texture_storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count);
// Inform xr interface we're about to render its viewport, if this returns false we don't render
visible = xr_interface->pre_draw_viewport(vp->render_target);
@ -610,7 +611,7 @@ void RendererViewport::draw_viewports() {
visible = true;
}
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::storage->render_target_was_used(vp->render_target)) {
if (vp->update_mode == RS::VIEWPORT_UPDATE_WHEN_VISIBLE && RSG::texture_storage->render_target_was_used(vp->render_target)) {
visible = true;
}
@ -641,11 +642,11 @@ void RendererViewport::draw_viewports() {
RENDER_TIMESTAMP("> Render Viewport " + itos(i));
RSG::storage->render_target_set_as_unused(vp->render_target);
RSG::texture_storage->render_target_set_as_unused(vp->render_target);
if (vp->use_xr && xr_interface.is_valid()) {
// check for an external texture destination (disabled for now, not yet supported)
// RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
RSG::storage->render_target_set_external_texture(vp->render_target, 0);
// RSG::texture_storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
RSG::texture_storage->render_target_set_external_texture(vp->render_target, 0);
// render...
RSG::scene->set_debug_draw_mode(vp->debug_draw);
@ -667,7 +668,7 @@ void RendererViewport::draw_viewports() {
}
}
} else {
RSG::storage->render_target_set_external_texture(vp->render_target, 0);
RSG::texture_storage->render_target_set_external_texture(vp->render_target, 0);
RSG::scene->set_debug_draw_mode(vp->debug_draw);
@ -726,7 +727,7 @@ void RendererViewport::viewport_initialize(RID p_rid) {
viewport_owner.initialize_rid(p_rid);
Viewport *viewport = viewport_owner.get_or_null(p_rid);
viewport->self = p_rid;
viewport->render_target = RSG::storage->render_target_create();
viewport->render_target = RSG::texture_storage->render_target_create();
viewport->shadow_atlas = RSG::scene->shadow_atlas_create();
viewport->viewport_render_direct_to_screen = false;
@ -808,7 +809,7 @@ void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_heig
viewport->size = Size2(p_width, p_height);
uint32_t view_count = viewport->get_view_count();
RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
RSG::texture_storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count);
_configure_3d_render_buffers(viewport);
viewport->occlusion_buffer_dirty = true;
@ -849,8 +850,8 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_
// If using OpenGL we can optimize this operation by rendering directly to system_fbo
// instead of rendering to fbo and copying to system_fbo after
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
RSG::storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
RSG::texture_storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count());
RSG::texture_storage->render_target_set_position(viewport->render_target, p_rect.position.x, p_rect.position.y);
}
viewport->viewport_to_screen_rect = p_rect;
@ -858,8 +859,8 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_
} else {
// if render_direct_to_screen was used, reset size and position
if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) {
RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
}
viewport->viewport_to_screen_rect = Rect2();
@ -877,17 +878,17 @@ void RendererViewport::viewport_set_render_direct_to_screen(RID p_viewport, bool
// if disabled, reset render_target size and position
if (!p_enable) {
RSG::storage->render_target_set_position(viewport->render_target, 0, 0);
RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
RSG::texture_storage->render_target_set_position(viewport->render_target, 0, 0);
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count());
}
RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
RSG::texture_storage->render_target_set_flag(viewport->render_target, RendererTextureStorage::RENDER_TARGET_DIRECT_TO_SCREEN, p_enable);
viewport->viewport_render_direct_to_screen = p_enable;
// if attached to screen already, setup screen size and position, this needs to happen after setting flag to avoid an unnecessary buffer allocation
if (RSG::rasterizer->is_low_end() && viewport->viewport_to_screen_rect != Rect2() && p_enable) {
RSG::storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->get_view_count());
RSG::storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
RSG::texture_storage->render_target_set_size(viewport->render_target, viewport->viewport_to_screen_rect.size.x, viewport->viewport_to_screen_rect.size.y, viewport->get_view_count());
RSG::texture_storage->render_target_set_position(viewport->render_target, viewport->viewport_to_screen_rect.position.x, viewport->viewport_to_screen_rect.position.y);
}
}
@ -902,7 +903,7 @@ RID RendererViewport::viewport_get_texture(RID p_viewport) const {
const Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND_V(!viewport, RID());
return RSG::storage->render_target_get_texture(viewport->render_target);
return RSG::texture_storage->render_target_get_texture(viewport->render_target);
}
RID RendererViewport::viewport_get_occluder_debug_texture(RID p_viewport) const {
@ -995,7 +996,7 @@ void RendererViewport::viewport_set_transparent_background(RID p_viewport, bool
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
RSG::storage->render_target_set_flag(viewport->render_target, RendererStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
RSG::texture_storage->render_target_set_flag(viewport->render_target, RendererTextureStorage::RENDER_TARGET_TRANSPARENT, p_enabled);
viewport->transparent_bg = p_enabled;
}
@ -1178,14 +1179,14 @@ void RendererViewport::viewport_set_sdf_oversize_and_scale(RID p_viewport, RS::V
Viewport *viewport = viewport_owner.get_or_null(p_viewport);
ERR_FAIL_COND(!viewport);
RSG::storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
RSG::texture_storage->render_target_set_sdf_size_and_scale(viewport->render_target, p_size, p_scale);
}
bool RendererViewport::free(RID p_rid) {
if (viewport_owner.owns(p_rid)) {
Viewport *viewport = viewport_owner.get_or_null(p_rid);
RSG::storage->free(viewport->render_target);
RSG::texture_storage->render_target_free(viewport->render_target);
RSG::scene->free(viewport->shadow_atlas);
if (viewport->render_buffers.is_valid()) {
RSG::scene->free(viewport->render_buffers);

View file

@ -84,7 +84,7 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) {
frame_setup_time = double(OS::get_singleton()->get_ticks_usec() - time_usec) / 1000.0;
RSG::storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered
RSG::particles_storage->update_particles(); //need to be done after instances are updated (colliders and particle transforms), and colliders are rendered
RSG::scene->render_probes();
@ -398,10 +398,10 @@ RenderingServerDefault::RenderingServerDefault(bool p_create_thread) :
RendererSceneCull *sr = memnew(RendererSceneCull);
RSG::scene = sr;
RSG::rasterizer = RendererCompositor::create();
RSG::canvas_texture_storage = RSG::rasterizer->get_canvas_texture_storage();
RSG::decal_atlas_storage = RSG::rasterizer->get_decal_atlas_storage();
RSG::light_storage = RSG::rasterizer->get_light_storage();
RSG::material_storage = RSG::rasterizer->get_material_storage();
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::storage = RSG::rasterizer->get_storage();
RSG::canvas_render = RSG::rasterizer->get_canvas();

View file

@ -351,8 +351,8 @@ public:
#undef ServerName
#undef server_name
#define ServerName RendererStorage
#define server_name RSG::storage
#define ServerName RendererLightStorage
#define server_name RSG::light_storage
FUNCRIDSPLIT(directional_light)
FUNCRIDSPLIT(omni_light)
@ -394,13 +394,27 @@ public:
FUNC2(reflection_probe_set_resolution, RID, int)
FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float)
/* LIGHTMAP */
FUNCRIDSPLIT(lightmap)
FUNC3(lightmap_set_textures, RID, RID, bool)
FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
FUNC2(lightmap_set_probe_interior, RID, bool)
FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
FUNC1(lightmap_set_probe_capture_update_speed, float)
/* DECAL API */
#undef ServerName
#undef server_name
#define ServerName RendererDecalAtlasStorage
#define server_name RSG::decal_atlas_storage
#define ServerName RendererTextureStorage
#define server_name RSG::texture_storage
FUNCRIDSPLIT(decal)
@ -443,22 +457,14 @@ public:
FUNC2(voxel_gi_set_interior, RID, bool)
FUNC2(voxel_gi_set_use_two_bounces, RID, bool)
/* LIGHTMAP */
FUNCRIDSPLIT(lightmap)
FUNC3(lightmap_set_textures, RID, RID, bool)
FUNC2(lightmap_set_probe_bounds, RID, const AABB &)
FUNC2(lightmap_set_probe_interior, RID, bool)
FUNC5(lightmap_set_probe_capture_data, RID, const PackedVector3Array &, const PackedColorArray &, const PackedInt32Array &, const PackedInt32Array &)
FUNC1RC(PackedVector3Array, lightmap_get_probe_capture_points, RID)
FUNC1RC(PackedColorArray, lightmap_get_probe_capture_sh, RID)
FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_tetrahedra, RID)
FUNC1RC(PackedInt32Array, lightmap_get_probe_capture_bsp_tree, RID)
FUNC1(lightmap_set_probe_capture_update_speed, float)
/* PARTICLES */
#undef ServerName
#undef server_name
#define ServerName RendererParticlesStorage
#define server_name RSG::particles_storage
FUNCRIDSPLIT(particles)
FUNC2(particles_set_mode, RID, ParticlesMode)
@ -514,6 +520,12 @@ public:
/* FOG VOLUME */
#undef ServerName
#undef server_name
#define ServerName RendererStorage
#define server_name RSG::storage
FUNCRIDSPLIT(fog_volume)
FUNC2(fog_volume_set_shape, RID, FogVolumeShape)

View file

@ -32,10 +32,10 @@
bool RenderingServerGlobals::threaded = false;
RendererCanvasTextureStorage *RenderingServerGlobals::canvas_texture_storage = nullptr;
RendererDecalAtlasStorage *RenderingServerGlobals::decal_atlas_storage = nullptr;
RendererLightStorage *RenderingServerGlobals::light_storage = nullptr;
RendererMaterialStorage *RenderingServerGlobals::material_storage = nullptr;
RendererMeshStorage *RenderingServerGlobals::mesh_storage = nullptr;
RendererParticlesStorage *RenderingServerGlobals::particles_storage = nullptr;
RendererTextureStorage *RenderingServerGlobals::texture_storage = nullptr;
RendererStorage *RenderingServerGlobals::storage = nullptr;
RendererCanvasRender *RenderingServerGlobals::canvas_render = nullptr;

View file

@ -34,10 +34,10 @@
#include "servers/rendering/renderer_canvas_cull.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/storage/canvas_texture_storage.h"
#include "servers/rendering/storage/decal_atlas_storage.h"
#include "servers/rendering/storage/light_storage.h"
#include "servers/rendering/storage/material_storage.h"
#include "servers/rendering/storage/mesh_storage.h"
#include "servers/rendering/storage/particles_storage.h"
#include "servers/rendering/storage/texture_storage.h"
class RendererCanvasCull;
@ -48,11 +48,11 @@ class RenderingServerGlobals {
public:
static bool threaded;
static RendererCanvasTextureStorage *canvas_texture_storage;
static RendererLightStorage *light_storage;
static RendererMaterialStorage *material_storage;
static RendererMeshStorage *mesh_storage;
static RendererParticlesStorage *particles_storage;
static RendererTextureStorage *texture_storage;
static RendererDecalAtlasStorage *decal_atlas_storage;
static RendererStorage *storage;
static RendererCanvasRender *canvas_render;
static RendererCompositor *rasterizer;

View file

@ -1,51 +0,0 @@
/*************************************************************************/
/* canvas_texture_storage.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 CANVAS_TEXTURE_STORAGE_H
#define CANVAS_TEXTURE_STORAGE_H
#include "servers/rendering_server.h"
class RendererCanvasTextureStorage {
public:
virtual ~RendererCanvasTextureStorage(){};
virtual RID canvas_texture_allocate() = 0;
virtual void canvas_texture_initialize(RID p_rid) = 0;
virtual void canvas_texture_free(RID p_rid) = 0;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0;
};
#endif // !CANVAS_TEXTURE_STORAGE_H

View file

@ -1,60 +0,0 @@
/*************************************************************************/
/* decal_atlas_storage.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 DECAL_ATLAS_STORAGE_H
#define DECAL_ATLAS_STORAGE_H
#include "servers/rendering_server.h"
class RendererDecalAtlasStorage {
public:
virtual ~RendererDecalAtlasStorage(){};
virtual RID decal_allocate() = 0;
virtual void decal_initialize(RID p_rid) = 0;
virtual void decal_free(RID p_rid) = 0;
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0;
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) = 0;
virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0;
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0;
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) = 0;
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) = 0;
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) = 0;
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0;
virtual AABB decal_get_aabb(RID p_decal) const = 0;
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
};
#endif // !DECAL_ATLAS_STORAGE_H

View file

@ -0,0 +1,139 @@
/*************************************************************************/
/* light_storage.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 LIGHT_STORAGE_H
#define LIGHT_STORAGE_H
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering_server.h"
class RendererLightStorage {
public:
virtual ~RendererLightStorage() {}
/* Light API */
virtual RID directional_light_allocate() = 0;
virtual void directional_light_initialize(RID p_rid) = 0;
virtual RID omni_light_allocate() = 0;
virtual void omni_light_initialize(RID p_rid) = 0;
virtual RID spot_light_allocate() = 0;
virtual void spot_light_initialize(RID p_rid) = 0;
virtual void light_free(RID p_rid) = 0;
virtual void light_set_color(RID p_light, const Color &p_color) = 0;
virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) = 0;
virtual void light_set_shadow(RID p_light, bool p_enabled) = 0;
virtual void light_set_projector(RID p_light, RID p_texture) = 0;
virtual void light_set_negative(RID p_light, bool p_enable) = 0;
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) = 0;
virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) = 0;
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) = 0;
virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) = 0;
virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) = 0;
virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) = 0;
virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) = 0;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual bool light_directional_get_blend_splits(RID p_light) const = 0;
virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) = 0;
virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const = 0;
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) = 0;
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) = 0;
virtual bool light_has_shadow(RID p_light) const = 0;
virtual bool light_has_projector(RID p_light) const = 0;
virtual RS::LightType light_get_type(RID p_light) const = 0;
virtual AABB light_get_aabb(RID p_light) const = 0;
virtual float light_get_param(RID p_light, RS::LightParam p_param) = 0;
virtual Color light_get_color(RID p_light) = 0;
virtual RS::LightBakeMode light_get_bake_mode(RID p_light) = 0;
virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) = 0;
virtual uint64_t light_get_version(RID p_light) const = 0;
/* PROBE API */
virtual RID reflection_probe_allocate() = 0;
virtual void reflection_probe_initialize(RID p_rid) = 0;
virtual void reflection_probe_free(RID p_rid) = 0;
virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) = 0;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) = 0;
virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) = 0;
virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) = 0;
virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) = 0;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0;
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0;
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) = 0;
virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0;
virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0;
virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0;
virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const = 0;
/* LIGHTMAP */
virtual RID lightmap_allocate() = 0;
virtual void lightmap_initialize(RID p_rid) = 0;
virtual void lightmap_free(RID p_rid) = 0;
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) = 0;
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) = 0;
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) = 0;
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) = 0;
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const = 0;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const = 0;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const = 0;
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const = 0;
virtual AABB lightmap_get_aabb(RID p_lightmap) const = 0;
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) = 0;
virtual bool lightmap_is_interior(RID p_lightmap) const = 0;
virtual void lightmap_set_probe_capture_update_speed(float p_speed) = 0;
virtual float lightmap_get_probe_capture_update_speed() const = 0;
};
#endif // !LIGHT_STORAGE_H

View file

@ -0,0 +1,129 @@
/*************************************************************************/
/* particles_storage.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 PARTICLES_STORAGE_H
#define PARTICLES_STORAGE_H
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering_server.h"
class RendererParticlesStorage {
public:
virtual ~RendererParticlesStorage() {}
/* PARTICLES */
virtual RID particles_allocate() = 0;
virtual void particles_initialize(RID p_rid) = 0;
virtual void particles_free(RID p_rid) = 0;
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) = 0;
virtual void particles_set_emitting(RID p_particles, bool p_emitting) = 0;
virtual bool particles_get_emitting(RID p_particles) = 0;
virtual void particles_set_amount(RID p_particles, int p_amount) = 0;
virtual void particles_set_lifetime(RID p_particles, double p_lifetime) = 0;
virtual void particles_set_one_shot(RID p_particles, bool p_one_shot) = 0;
virtual void particles_set_pre_process_time(RID p_particles, double p_time) = 0;
virtual void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) = 0;
virtual void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) = 0;
virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) = 0;
virtual void particles_set_speed_scale(RID p_particles, double p_scale) = 0;
virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable) = 0;
virtual void particles_set_process_material(RID p_particles, RID p_material) = 0;
virtual RID particles_get_process_material(RID p_particles) const = 0;
virtual void particles_set_fixed_fps(RID p_particles, int p_fps) = 0;
virtual void particles_set_interpolate(RID p_particles, bool p_enable) = 0;
virtual void particles_set_fractional_delta(RID p_particles, bool p_enable) = 0;
virtual void particles_set_collision_base_size(RID p_particles, real_t p_size) = 0;
virtual void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) = 0;
virtual void particles_set_trails(RID p_particles, bool p_enable, double p_length) = 0;
virtual void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) = 0;
virtual void particles_restart(RID p_particles) = 0;
virtual void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) = 0;
virtual void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) = 0;
virtual bool particles_is_inactive(RID p_particles) const = 0;
virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) = 0;
virtual void particles_set_draw_passes(RID p_particles, int p_count) = 0;
virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) = 0;
virtual void particles_request_process(RID p_particles) = 0;
virtual AABB particles_get_current_aabb(RID p_particles) = 0;
virtual AABB particles_get_aabb(RID p_particles) const = 0;
virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0;
virtual int particles_get_draw_passes(RID p_particles) const = 0;
virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const = 0;
virtual void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) = 0;
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) = 0;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) = 0;
virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) = 0;
virtual void update_particles() = 0;
/* PARTICLES COLLISION */
virtual RID particles_collision_allocate() = 0;
virtual void particles_collision_initialize(RID p_rid) = 0;
virtual void particles_collision_free(RID p_rid) = 0;
virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) = 0;
virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0;
virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres
virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres
virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0;
virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0;
virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0;
virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic
virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const = 0;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0;
//used from 2D and 3D
virtual RID particles_collision_instance_create(RID p_collision) = 0;
virtual void particles_collision_instance_free(RID p_rid) = 0;
virtual void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) = 0;
virtual void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) = 0;
};
#endif // !PARTICLES_STORAGE_H

View file

@ -35,6 +35,19 @@
class RendererTextureStorage {
public:
/* Canvas Texture API */
virtual RID canvas_texture_allocate() = 0;
virtual void canvas_texture_initialize(RID p_rid) = 0;
virtual void canvas_texture_free(RID p_rid) = 0;
virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0;
virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0;
virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0;
/* Texture API */
virtual bool can_create_resources_async() const = 0;
virtual ~RendererTextureStorage(){};
@ -75,6 +88,55 @@ public:
virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
/* Decal API */
virtual RID decal_allocate() = 0;
virtual void decal_initialize(RID p_rid) = 0;
virtual void decal_free(RID p_rid) = 0;
virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0;
virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) = 0;
virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0;
virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0;
virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) = 0;
virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) = 0;
virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) = 0;
virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0;
virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0;
virtual AABB decal_get_aabb(RID p_decal) const = 0;
virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
/* RENDER TARGET */
enum RenderTargetFlags {
RENDER_TARGET_TRANSPARENT,
RENDER_TARGET_DIRECT_TO_SCREEN,
RENDER_TARGET_FLAG_MAX
};
virtual RID render_target_create() = 0;
virtual void render_target_free(RID p_rid) = 0;
virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0;
virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) = 0;
virtual RID render_target_get_texture(RID p_render_target) = 0;
virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) = 0;
virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) = 0;
virtual bool render_target_was_used(RID p_render_target) = 0;
virtual void render_target_set_as_unused(RID p_render_target) = 0;
virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) = 0;
virtual bool render_target_is_clear_requested(RID p_render_target) = 0;
virtual Color render_target_get_clear_request_color(RID p_render_target) = 0;
virtual void render_target_disable_clear_request(RID p_render_target) = 0;
virtual void render_target_do_clear_request(RID p_render_target) = 0;
virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) = 0;
virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const = 0;
virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) = 0;
};
#endif // !TEXTURE_STORAGE_H

View file

@ -30,6 +30,7 @@
#include "xr_interface_extension.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/rendering_server_globals.h"
@ -339,10 +340,10 @@ void XRInterfaceExtension::notification(int p_what) {
RID XRInterfaceExtension::get_render_target_texture(RID p_render_target) {
// In due time this will need to be enhance to return the correct INTERNAL RID for the chosen rendering engine.
// So once a GLES driver is implemented we'll return that and the implemented plugin needs to handle this correctly too.
RendererStorageRD *rd_storage = RendererStorageRD::base_singleton;
ERR_FAIL_NULL_V_MSG(rd_storage, RID(), "Renderer storage not setup");
RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
ERR_FAIL_NULL_V_MSG(texture_storage, RID(), "Texture storage not setup");
return rd_storage->render_target_get_rd_texture(p_render_target);
return texture_storage->render_target_get_rd_texture(p_render_target);
}
/*