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mirror of https://github.com/godotengine/godot.git synced 2025-11-17 14:11:06 +00:00

Reorganize renderer code.

So it can hopefully be made more cache efficient afterwards.
This commit is contained in:
reduz
2020-12-31 09:42:56 -03:00
parent 8a1c37dc22
commit 9a2f18f8e7
13 changed files with 864 additions and 390 deletions

View File

@@ -31,6 +31,7 @@
#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_H
#define RENDERING_SERVER_SCENE_RENDER_FORWARD_H
#include "core/templates/paged_allocator.h"
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
@@ -46,7 +47,8 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
enum {
SDFGI_MAX_CASCADES = 8,
MAX_GI_PROBES = 8
MAX_GI_PROBES = 8,
MAX_LIGHTMAPS = 8
};
/* Scene Shader */
@@ -266,7 +268,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
void _update_render_base_uniform_set();
RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture);
RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes);
RID _setup_render_pass_uniform_set(RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps);
struct LightmapData {
float normal_xform[12];
@@ -385,7 +387,10 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
RID uniform_buffer;
LightmapData *lightmaps;
LightmapData lightmaps[MAX_LIGHTMAPS];
RID lightmap_ids[MAX_LIGHTMAPS];
bool lightmap_has_sh[MAX_LIGHTMAPS];
uint32_t lightmaps_used = 0;
uint32_t max_lightmaps;
RID lightmap_buffer;
@@ -408,11 +413,13 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
/* Render List */
struct GeometryInstanceForward;
struct RenderList {
int max_elements;
struct Element {
RendererSceneRender::InstanceBase *instance;
GeometryInstanceForward *instance;
MaterialData *material;
union {
struct {
@@ -567,28 +574,89 @@ class RendererSceneRenderForward : public RendererSceneRenderRD {
};
void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
void _setup_lightmaps(const PagedArray<InstanceBase *> &p_lightmaps, const Transform &p_cam_transform);
void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
void _fill_instances(RenderList::Element **p_elements, int p_element_count, bool p_for_depth, bool p_has_sdfgi = false, bool p_has_opaque_gi = false);
void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderList::Element **p_elements, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
_FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
_FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
_FORCE_INLINE_ void _add_geometry(GeometryInstanceForward *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
_FORCE_INLINE_ void _add_geometry_with_material(GeometryInstanceForward *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false);
void _fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false);
void _fill_render_list(const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false);
Map<Size2i, RID> sdfgi_framebuffer_size_cache;
struct GeometryInstanceForward : public GeometryInstance {
RID base;
RS::InstanceType base_type;
RID skeleton;
RID mesh_instance;
uint32_t layer_mask = 1;
float depth = 0;
int depth_layer = 0;
RID gi_probe_instances[MAX_GI_PROBES];
uint32_t gi_probe_instance_count = 0;
Vector<RID> surface_materials;
RID material_override;
Transform transform;
AABB aabb;
AABB transformed_aabb;
float lod_bias = 0.0;
int32_t shader_parameters_offset = -1;
bool use_dynamic_gi = false;
bool use_baked_light = false;
bool cast_double_sided_shaodows = false;
bool mirror = false;
RID lightmap_instance;
Rect2 lightmap_uv_scale;
uint32_t lightmap_slice_index = 0;
Color *lightmap_sh = nullptr;
};
PagedAllocator<GeometryInstanceForward> geometry_instance_alloc;
bool low_end = false;
protected:
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<InstanceBase *> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
virtual void _render_shadow(RID p_framebuffer, const PagedArray<InstanceBase *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_uv2(const PagedArray<InstanceBase *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<InstanceBase *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<InstanceBase *> &p_instances);
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, int p_directional_light_count, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_lod_threshold);
virtual void _render_shadow(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
public:
virtual GeometryInstance *geometry_instance_create(RID p_base);
virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
virtual uint32_t geometry_instance_get_pair_mask();
virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
virtual void set_time(double p_time, double p_step);
virtual bool free(RID p_rid);