Yay very basic 3D (only white) finally shows.
This commit is contained in:
parent
449df8f688
commit
8cee7703a6
17 changed files with 202 additions and 108 deletions
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@ -109,6 +109,10 @@ static bool has_server_feature_callback(const String &p_feature) {
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return false;
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}
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void preregister_server_types() {
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shader_types = memnew(ShaderTypes);
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}
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void register_server_types() {
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OS::get_singleton()->set_has_server_feature_callback(has_server_feature_callback);
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@ -120,8 +124,6 @@ void register_server_types() {
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ClassDB::register_class<ARVRServer>();
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ClassDB::register_class<CameraServer>();
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shader_types = memnew(ShaderTypes);
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ClassDB::register_virtual_class<ARVRInterface>();
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ClassDB::register_class<ARVRPositionalTracker>();
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@ -210,6 +212,7 @@ void unregister_server_types() {
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}
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void register_server_singletons() {
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Engine::get_singleton()->add_singleton(Engine::Singleton("VisualServer", VisualServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton()));
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Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer", PhysicsServer::get_singleton()));
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@ -31,6 +31,7 @@
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#ifndef REGISTER_SERVER_TYPES_H
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#define REGISTER_SERVER_TYPES_H
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void preregister_server_types();
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void register_server_types();
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void unregister_server_types();
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@ -92,7 +92,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
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ShaderCompilerRD::GeneratedCode gen_code;
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int blend_mode = BLEND_MODE_MIX;
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int depth_test = DEPTH_TEST_ENABLED;
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int depth_testi = DEPTH_TEST_ENABLED;
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int cull = CULL_BACK;
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uses_point_size = false;
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@ -127,7 +127,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
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actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
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actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
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actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_test, DEPTH_TEST_DISABLED);
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actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
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actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
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actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
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@ -161,7 +161,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
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RasterizerSceneForwardRD *scene_singleton = (RasterizerSceneForwardRD *)RasterizerSceneForwardRD::singleton;
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Error err = scene_singleton->shader.compiler.compile(VS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
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Error err = scene_singleton->shader.compiler.compile(VS::SHADER_SPATIAL, code, &actions, path, gen_code);
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ERR_FAIL_COND(err != OK);
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@ -170,6 +170,7 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
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}
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depth_draw = DepthDraw(depth_drawi);
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depth_test = DepthTest(depth_testi);
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#if 0
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print_line("**compiling shader:");
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@ -257,8 +258,6 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
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depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
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}
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bool first = true;
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for (int i = 0; i < CULL_VARIANT_MAX; i++) {
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RD::PolygonCullMode cull_mode_rd_table[3][CULL_VARIANT_MAX] = {
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@ -321,11 +320,6 @@ void RasterizerSceneForwardRD::ShaderData::set_code(const String &p_code) {
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}
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RID shader_variant = scene_singleton->shader.scene_shader.version_get_shader(version, k);
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if (first) {
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//should be the same for all, so..
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vertex_input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(shader_variant);
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}
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pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, RD::PipelineMultisampleState(), depth_stencil, blend_state, 0);
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}
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}
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@ -586,6 +580,7 @@ bool RasterizerSceneForwardRD::free(RID p_rid) {
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void RasterizerSceneForwardRD::instance_create_custom_data(InstanceBase *p_instance) {
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InstanceGeometryData *geom_data = memnew(InstanceGeometryData);
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geom_data->ubo = RD::get_singleton()->uniform_buffer_create(sizeof(InstanceGeometryData::UBO));
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p_instance->custom_data = geom_data;
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}
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void RasterizerSceneForwardRD::instance_free_custom_data(InstanceBase *p_instance) {
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@ -650,6 +645,10 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l
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RID prev_vertex_array_rd;
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RID prev_index_array_rd;
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RID prev_pipeline_rd;
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PushConstant push_constant;
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zeromem(&push_constant, sizeof(PushConstant));
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for (int i = 0; i < p_element_count; i++) {
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@ -673,40 +672,25 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l
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//find primitive and vertex format
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VS::PrimitiveType primitive;
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RD::VertexFormatID vertex_format;
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RID vertex_array_rd;
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RID index_array_rd;
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RID prev_pipeline_rd;
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switch (e->instance->base_type) {
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case VS::INSTANCE_MESH: {
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storage->mesh_get_arrays_primitive_and_format(e->instance->base, e->surface_index, shader->vertex_input_mask, primitive, vertex_array_rd, index_array_rd, vertex_format);
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primitive = storage->mesh_surface_get_primitive(e->instance->base, e->surface_index);
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} break;
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case VS::INSTANCE_MULTIMESH: {
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ERR_CONTINUE(true); //should be a bug
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} break;
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case VS::INSTANCE_IMMEDIATE: {
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ERR_CONTINUE(true); //should be a bug
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} break;
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case VS::INSTANCE_PARTICLES: {
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ERR_CONTINUE(true); //should be a bug
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} break;
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default: {
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ERR_CONTINUE(true); //should be a bug
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}
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}
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if (prev_vertex_array_rd != vertex_array_rd) {
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RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
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prev_vertex_array_rd = vertex_array_rd;
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}
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if (prev_index_array_rd != index_array_rd) {
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if (index_array_rd.is_valid()) {
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RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
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}
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prev_index_array_rd = index_array_rd;
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}
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InstanceGeometryData *geom_data = (InstanceGeometryData *)e->instance->custom_data;
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ShaderVersion shader_version;
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@ -726,7 +710,7 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l
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instance_uniform_set = geom_data->uniform_set_gi;
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shader_version = SHADER_VERSION_VCT_COLOR_PASS;
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} else {
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instance_uniform_set = geom_data->uniform_set_base;
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instance_uniform_set = geom_data->uniform_set_gi;
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shader_version = SHADER_VERSION_COLOR_PASS;
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}
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} break;
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@ -741,7 +725,7 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l
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instance_uniform_set = geom_data->uniform_set_gi;
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shader_version = SHADER_VERSION_VCT_COLOR_PASS_WITH_SEPARATE_SPECULAR;
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} else {
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instance_uniform_set = geom_data->uniform_set_base;
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instance_uniform_set = geom_data->uniform_set_gi;
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shader_version = SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR;
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}
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} break;
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@ -767,6 +751,40 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l
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pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
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RD::VertexFormatID vertex_format;
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RID vertex_array_rd;
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RID index_array_rd;
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switch (e->instance->base_type) {
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case VS::INSTANCE_MESH: {
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storage->mesh_surface_get_arrays_and_format(e->instance->base, e->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, index_array_rd, vertex_format);
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} break;
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case VS::INSTANCE_MULTIMESH: {
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ERR_CONTINUE(true); //should be a bug
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} break;
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case VS::INSTANCE_IMMEDIATE: {
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ERR_CONTINUE(true); //should be a bug
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} break;
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case VS::INSTANCE_PARTICLES: {
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ERR_CONTINUE(true); //should be a bug
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} break;
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default: {
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ERR_CONTINUE(true); //should be a bug
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}
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}
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if (prev_vertex_array_rd != vertex_array_rd) {
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RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
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prev_vertex_array_rd = vertex_array_rd;
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}
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if (prev_index_array_rd != index_array_rd) {
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if (index_array_rd.is_valid()) {
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RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
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}
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prev_index_array_rd = index_array_rd;
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}
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RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format);
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if (pipeline_rd != prev_pipeline_rd) {
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@ -787,6 +805,8 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, instance_uniform_set, 3);
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(PushConstant));
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switch (e->instance->base_type) {
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case VS::INSTANCE_MESH: {
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RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid());
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@ -810,9 +830,12 @@ void RasterizerSceneForwardRD::_render_list(RenderingDevice::DrawListID p_draw_l
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void RasterizerSceneForwardRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog) {
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Transform sky_orientation;
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CameraMatrix projection = p_cam_projection;
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projection.flip_y();
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//store camera into ubo
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store_camera(p_cam_projection, scene_state.ubo.projection_matrix);
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store_camera(p_cam_projection.inverse(), scene_state.ubo.inv_projection_matrix);
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store_camera(projection, scene_state.ubo.projection_matrix);
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store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
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store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
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store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
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@ -1063,9 +1086,9 @@ void RasterizerSceneForwardRD::_fill_render_list(InstanceBase **p_cull_result, i
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store_transform(inst->transform, ubo.transform);
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store_transform_3x3(inst->transform.basis.inverse().transposed(), ubo.normal_transform);
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ubo.flags = 0;
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ubo.pad[0];
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ubo.pad[1];
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ubo.pad[2];
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ubo.pad[0] = 0;
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ubo.pad[1] = 0;
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ubo.pad[2] = 0;
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RD::get_singleton()->buffer_update(geom_data->ubo, 0, sizeof(InstanceGeometryData::UBO), &ubo, true);
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}
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@ -1723,6 +1746,7 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
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RasterizerEffectsRD *effects = storage->get_effects();
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effects->copy(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2());
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storage->render_target_disable_clear_request(render_buffer->render_target);
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#if 0
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_post_process(env, p_cam_projection);
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@ -1793,6 +1817,7 @@ void RasterizerSceneForwardRD::set_time(double p_time) {
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}
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RasterizerSceneForwardRD::RasterizerSceneForwardRD(RasterizerStorageRD *p_storage) {
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singleton = this;
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storage = p_storage;
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/* SHADER */
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@ -194,6 +194,19 @@ class RasterizerSceneForwardRD : public RasterizerSceneRD {
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bool using_vct_gi = false;
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};
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/* Push Constant */
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struct PushConstant {
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uint32_t reflection_probe_count;
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uint32_t omni_light_count;
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uint32_t spot_light_count;
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uint32_t decal_count;
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float reflection_probe_indices[4];
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float omni_light_indices[4];
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float spot_light_indices[4];
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float decal_indices[4];
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};
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/* Framebuffer */
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struct RenderBufferDataForward : public RenderBufferData {
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@ -1939,17 +1939,12 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su
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for (int i = 0; i < VS::ARRAY_WEIGHTS; i++) {
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if (!(p_input_mask & (1 << i))) {
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continue; // Shader does not need this, skip it
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}
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RD::VertexDescription vd;
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RID buffer;
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vd.location = i;
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if (!(s->format & (1 << i))) {
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// Shader needs this, but it's not provided by this surface
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// Create a default attribue using the default buffers
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// Not supplied by surface, use default value
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buffer = mesh_default_rd_buffers[i];
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switch (i) {
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@ -1986,7 +1981,7 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su
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} break;
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}
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} else {
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//Shader needs this, and it's also provided
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//Supplied, use it
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vd.offset = stride;
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vd.stride = 1; //mark that it needs a stride set
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@ -2072,6 +2067,10 @@ void RasterizerStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Su
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}
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}
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if (!(p_input_mask & (1 << i))) {
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continue; // Shader does not need this, skip it
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}
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attributes.push_back(vd);
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buffers.push_back(buffer);
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}
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@ -2436,6 +2435,13 @@ void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::In
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}
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}
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VS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
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if (mesh_owner.owns(p_rid)) {
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return VS::INSTANCE_MESH;
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}
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return VS::INSTANCE_NONE;
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}
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void RasterizerStorageRD::update_dirty_resources() {
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_update_queued_materials();
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}
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@ -485,7 +485,15 @@ public:
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return mesh->material_cache.ptr();
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}
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_FORCE_INLINE_ void mesh_get_arrays_primitive_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, VS::PrimitiveType &r_primitive, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
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_FORCE_INLINE_ VS::PrimitiveType mesh_surface_get_primitive(RID p_mesh, uint32_t p_surface_index) {
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Mesh *mesh = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX);
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ERR_FAIL_INDEX_V(p_surface_index, mesh->surface_count, VS::PRIMITIVE_MAX);
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return mesh->surfaces[p_surface_index]->primitive;
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}
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_FORCE_INLINE_ void mesh_surface_get_arrays_and_format(RID p_mesh, uint32_t p_surface_index, uint32_t p_input_mask, RID &r_vertex_array_rd, RID &r_index_array_rd, RD::VertexFormatID &r_vertex_format) {
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Mesh *mesh = mesh_owner.getornull(p_mesh);
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ERR_FAIL_COND(!mesh);
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ERR_FAIL_INDEX(p_surface_index, mesh->surface_count);
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@ -772,10 +780,7 @@ public:
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Size2 render_target_get_size(RID p_render_target);
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RID render_target_get_rd_framebuffer(RID p_render_target);
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VS::InstanceType get_base_type(RID p_rid) const {
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return VS::INSTANCE_NONE;
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}
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VS::InstanceType get_base_type(RID p_rid) const;
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bool free(RID p_rid);
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@ -65,6 +65,7 @@ void RenderPipelineVertexFormatCacheRD::setup(RID p_shader, RD::RenderPrimitive
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ERR_FAIL_COND(p_shader.is_null());
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_clear();
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shader = p_shader;
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input_mask = RD::get_singleton()->shader_get_vertex_input_attribute_mask(p_shader);
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render_primitive = p_primitive;
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rasterization_state = p_rasterization_state;
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multisample_state = p_multisample;
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@ -82,11 +83,13 @@ void RenderPipelineVertexFormatCacheRD::update_shader(RID p_shader) {
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void RenderPipelineVertexFormatCacheRD::clear() {
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_clear();
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shader = RID(); //clear shader
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input_mask = 0;
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}
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RenderPipelineVertexFormatCacheRD::RenderPipelineVertexFormatCacheRD() {
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||||
version_count = 0;
|
||||
versions = NULL;
|
||||
input_mask = 0;
|
||||
}
|
||||
|
||||
RenderPipelineVertexFormatCacheRD::~RenderPipelineVertexFormatCacheRD() {
|
||||
|
|
|
|||
|
|
@ -36,6 +36,7 @@
|
|||
class RenderPipelineVertexFormatCacheRD {
|
||||
|
||||
RID shader;
|
||||
uint32_t input_mask;
|
||||
|
||||
RD::FramebufferFormatID framebuffer_format;
|
||||
RD::RenderPrimitive render_primitive;
|
||||
|
|
@ -75,6 +76,9 @@ public:
|
|||
return _generate_version(p_vertex_format_id, p_framebuffer_format_id);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ uint32_t get_vertex_input_mask() const {
|
||||
return input_mask;
|
||||
}
|
||||
void clear();
|
||||
RenderPipelineVertexFormatCacheRD();
|
||||
~RenderPipelineVertexFormatCacheRD();
|
||||
|
|
|
|||
|
|
@ -8,6 +8,9 @@
|
|||
VERSION_DEFINES
|
||||
/* clang-format on */
|
||||
|
||||
#include "scene_forward_inc.glsl"
|
||||
|
||||
|
||||
/* INPUT ATTRIBS */
|
||||
|
||||
layout(location = 0) in vec3 vertex_attrib;
|
||||
|
|
@ -33,25 +36,24 @@ layout(location = 6) in uvec4 bone_attrib; // always bound, even if unused
|
|||
|
||||
/* Varyings */
|
||||
|
||||
out vec3 vertex_interp;
|
||||
out vec3 normal_interp;
|
||||
layout(location = 0) out vec3 vertex_interp;
|
||||
layout(location = 1) out vec3 normal_interp;
|
||||
|
||||
#if defined(COLOR_USED)
|
||||
out vec4 color_interp;
|
||||
layout(location = 2) out vec4 color_interp;
|
||||
#endif
|
||||
|
||||
#if defined(UV_USED)
|
||||
layout(location = 3) out vec4 uv_interp;
|
||||
#endif
|
||||
|
||||
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
|
||||
out vec2 uv_interp;
|
||||
#endif
|
||||
|
||||
//uv2 may be used for lightmapping, so always pass.
|
||||
#if !defined(MODE_RENDER_DEPTH)
|
||||
out vec2 uv2_interp;
|
||||
layout(location = 4) out vec2 uv2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
out vec3 tangent_interp;
|
||||
out vec3 binormal_interp;
|
||||
layout(location = 5) out vec3 tangent_interp;
|
||||
layout(location = 6) out vec3 binormal_interp;
|
||||
#endif
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
|
|
@ -152,7 +154,7 @@ VERTEX_SHADER_CODE
|
|||
binormal = modelview_normal * binormal;
|
||||
tangent = modelview_normal * tangent;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
//using world coordinates
|
||||
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
|
||||
|
|
@ -184,7 +186,7 @@ VERTEX_SHADER_CODE
|
|||
#endif //MODE_RENDER_DEPTH
|
||||
|
||||
#ifdef USE_OVERRIDE_POSITION
|
||||
gl_Position = position;
|
||||
gl_Position = position;;
|
||||
#else
|
||||
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
|
||||
#endif
|
||||
|
|
@ -201,29 +203,30 @@ VERTEX_SHADER_CODE
|
|||
VERSION_DEFINES
|
||||
/* clang-format on */
|
||||
|
||||
#include "scene_forward_inc.glsl"
|
||||
|
||||
/* Varyings */
|
||||
|
||||
layout(location = 0) in vec3 vertex_interp;
|
||||
layout(location = 1) in vec3 normal_interp;
|
||||
|
||||
#if defined(COLOR_USED)
|
||||
in vec4 color_interp;
|
||||
layout(location = 2) in vec4 color_interp;
|
||||
#endif
|
||||
|
||||
#if defined(UV_USED)
|
||||
in vec2 uv_interp;
|
||||
layout(location = 3) in vec4 uv_interp;
|
||||
#endif
|
||||
|
||||
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
|
||||
in vec2 uv2_interp;
|
||||
layout(location = 4) in vec2 uv2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
in vec3 tangent_interp;
|
||||
in vec3 binormal_interp;
|
||||
layout(location = 5) in vec3 tangent_interp;
|
||||
layout(location = 6) in vec3 binormal_interp;
|
||||
#endif
|
||||
|
||||
in highp vec3 vertex_interp;
|
||||
in vec3 normal_interp;
|
||||
|
||||
//defines to keep compatibility with vertex
|
||||
|
||||
#define world_matrix instance_data.transform;
|
||||
|
|
@ -583,11 +586,9 @@ void main() {
|
|||
vec2 screen_uv = gl_FragCoord.xy * screen_pixel_size;
|
||||
#endif
|
||||
|
||||
#if defined(SSS_USED)
|
||||
float sss_strength = 0.0;
|
||||
#endif
|
||||
|
||||
#define
|
||||
|
||||
{
|
||||
/* clang-format off */
|
||||
|
||||
|
|
@ -680,7 +681,7 @@ FRAGMENT_SHADER_CODE
|
|||
const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
|
||||
const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
|
||||
vec4 r = roughness * c0 + c1;
|
||||
float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0);
|
||||
float ndotv = clamp(dot(normal, view), 0.0, 1.0);
|
||||
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
|
||||
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
|
||||
|
||||
|
|
@ -718,7 +719,7 @@ FRAGMENT_SHADER_CODE
|
|||
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
|
||||
#else
|
||||
|
||||
specular_light *= reflection_multiplier;
|
||||
specular_light *= scene_data.reflection_multiplier;
|
||||
ambient_light *= albedo; //ambient must be multiplied by albedo at the end
|
||||
|
||||
#if defined(ENABLE_AO)
|
||||
|
|
@ -742,7 +743,7 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#else
|
||||
|
||||
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strenght);
|
||||
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
|
||||
specular_buffer = vec4(specular_light, metallic);
|
||||
|
||||
#endif
|
||||
|
|
@ -752,7 +753,8 @@ FRAGMENT_SHADER_CODE
|
|||
#ifdef USE_NO_SHADING
|
||||
frag_color = vec4(albedo, alpha);
|
||||
#else
|
||||
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
|
||||
//frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
|
||||
frag_color = vec4(1.0);
|
||||
|
||||
#endif //USE_NO_SHADING
|
||||
|
||||
|
|
|
|||
|
|
@ -4,9 +4,9 @@
|
|||
|
||||
/* Set 0 Scene data, screen and sources (changes the least) */
|
||||
|
||||
layout(set=0,location=1) uniform texture2D depth_buffer;
|
||||
layout(set=0,location=2) uniform texture2D color_buffer;
|
||||
layout(set=0,location=3) uniform texture2D normal_buffer;
|
||||
layout(set=0,binding=1) uniform texture2D depth_buffer;
|
||||
layout(set=0,binding=2) uniform texture2D color_buffer;
|
||||
layout(set=0,binding=3) uniform texture2D normal_buffer;
|
||||
|
||||
layout(set=0,binding=4,std140) uniform SceneData {
|
||||
|
||||
|
|
@ -105,19 +105,23 @@ layout(set = 1, binding = 1) uniform textureBuffer skeleton_bones;
|
|||
|
||||
layout(push_constant, binding = 0, std430) uniform DrawData {
|
||||
//used in forward rendering, 16 bits indices, max 8
|
||||
uint reflection_probe_count;
|
||||
uint omni_light_count;
|
||||
uint spot_light_count;
|
||||
uint decal_count;
|
||||
uvec4 reflection_probe_indices;
|
||||
uvec4 omni_light_indices;
|
||||
uvec4 spot_light_indices;
|
||||
uvec4 decal_indices;
|
||||
} draw_data;
|
||||
|
||||
layout(set = 3 binding = 0, std140) uniform InstanceData {
|
||||
layout(set = 3, binding = 0, std140) uniform InstanceData {
|
||||
mat4 transform;
|
||||
mat3 normal_transform;
|
||||
uint flags;
|
||||
uint pad0;
|
||||
uint pad0;
|
||||
uint pad0;
|
||||
uint pad1;
|
||||
uint pad2;
|
||||
} instance_data;
|
||||
|
||||
layout(set = 3, binding = 1) uniform textureBuffer multimesh_transforms;
|
||||
|
|
|
|||
|
|
@ -63,6 +63,7 @@ static Transform2D _canvas_get_transform(VisualServerViewport::Viewport *p_viewp
|
|||
}
|
||||
|
||||
void VisualServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
|
||||
|
||||
Ref<ARVRInterface> arvr_interface;
|
||||
if (ARVRServer::get_singleton() != NULL) {
|
||||
arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
|
||||
|
|
@ -95,7 +96,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E
|
|||
}
|
||||
}
|
||||
|
||||
bool can_draw_3d = !VSG::scene->camera_owner.owns(p_viewport->camera);
|
||||
bool can_draw_3d = VSG::scene->camera_owner.owns(p_viewport->camera);
|
||||
|
||||
if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) {
|
||||
if (p_viewport->transparent_bg) {
|
||||
|
|
|
|||
|
|
@ -935,11 +935,6 @@ Error VisualServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surface_
|
|||
elem_size *= sizeof(float);
|
||||
}
|
||||
|
||||
if (elem_size == 6) {
|
||||
//had to pad
|
||||
elem_size = 8;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_NORMAL: {
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue