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mirror of https://github.com/godotengine/godot.git synced 2025-11-18 14:21:41 +00:00

Add shader based background mode

This commit is contained in:
Bastiaan Olij
2019-09-15 19:58:38 +10:00
committed by clayjohn
parent 1a532d53cc
commit c3fee7ba6c
26 changed files with 871 additions and 67 deletions

View File

@@ -76,6 +76,8 @@ static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_arra
}
}
}
/* SCENE SHADER */
void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
//compile
@@ -345,6 +347,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_default_texture_param(const Strin
default_texture_params[p_name] = p_texture;
}
}
void RasterizerSceneHighEndRD::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
Map<int, StringName> order;
@@ -377,6 +380,7 @@ bool RasterizerSceneHighEndRD::ShaderData::is_param_texture(const StringName &p_
bool RasterizerSceneHighEndRD::ShaderData::is_animated() const {
return false;
}
bool RasterizerSceneHighEndRD::ShaderData::casts_shadows() const {
return false;
}
@@ -499,6 +503,7 @@ void RasterizerSceneHighEndRD::MaterialData::update_parameters(const Map<StringN
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->shader.scene_shader.version_get_shader(shader_data->version, 0), MATERIAL_UNIFORM_SET);
}
RasterizerSceneHighEndRD::MaterialData::~MaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
@@ -517,6 +522,255 @@ RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_create_material_fu
return material_data;
}
/* SKY SHADER */
void RasterizerSceneHighEndRD::SkyShaderData::set_code(const String &p_code) {
//compile
code = p_code;
valid = false;
ubo_size = 0;
uniforms.clear();
if (code == String()) {
return; //just invalid, but no error
}
ShaderCompilerRD::GeneratedCode gen_code;
ShaderCompilerRD::IdentifierActions actions;
// actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
// actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
actions.uniforms = &uniforms;
RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
Error err = scene_singleton->sky_shader.compiler.compile(VS::SHADER_SKY, code, &actions, path, gen_code);
ERR_FAIL_COND(err != OK);
if (version.is_null()) {
version = scene_singleton->sky_shader.shader.version_create();
}
#if 0
print_line("**compiling shader:");
print_line("**defines:\n");
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
// print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
// print_line("\n**vertex_code:\n" + gen_code.vertex);
print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
print_line("\n**fragment_code:\n" + gen_code.fragment);
print_line("\n**light_code:\n" + gen_code.light);
#endif
scene_singleton->sky_shader.shader.version_set_code(version, gen_code.uniforms, gen_code.vertex_global, gen_code.vertex, gen_code.fragment_global, gen_code.light, gen_code.fragment, gen_code.defines);
ERR_FAIL_COND(!scene_singleton->sky_shader.shader.version_is_valid(version));
ubo_size = gen_code.uniform_total_size;
ubo_offsets = gen_code.uniform_offsets;
texture_uniforms = gen_code.texture_uniforms;
//update pipelines
for (int i = 0; i < SKY_VERSION_MAX; i++) {
RD::PipelineDepthStencilState depth_stencil_state;
depth_stencil_state.enable_depth_test = false;
RID shader_variant = scene_singleton->sky_shader.shader.version_get_shader(version, i);
pipelines[i].setup(shader_variant, RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
}
valid = true;
}
void RasterizerSceneHighEndRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
if (!p_texture.is_valid()) {
default_texture_params.erase(p_name);
} else {
default_texture_params[p_name] = p_texture;
}
}
void RasterizerSceneHighEndRD::SkyShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
Map<int, StringName> order;
for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
if (E->get().texture_order >= 0) {
order[E->get().texture_order + 100000] = E->key();
} else {
order[E->get().order] = E->key();
}
}
for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
pi.name = E->get();
p_param_list->push_back(pi);
}
}
bool RasterizerSceneHighEndRD::SkyShaderData::is_param_texture(const StringName &p_param) const {
if (!uniforms.has(p_param)) {
return false;
}
return uniforms[p_param].texture_order >= 0;
}
bool RasterizerSceneHighEndRD::SkyShaderData::is_animated() const {
return false;
}
bool RasterizerSceneHighEndRD::SkyShaderData::casts_shadows() const {
return false;
}
Variant RasterizerSceneHighEndRD::SkyShaderData::get_default_parameter(const StringName &p_parameter) const {
if (uniforms.has(p_parameter)) {
ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
}
return Variant();
}
RasterizerSceneHighEndRD::SkyShaderData::SkyShaderData() {
valid = false;
}
RasterizerSceneHighEndRD::SkyShaderData::~SkyShaderData() {
RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
ERR_FAIL_COND(!scene_singleton);
//pipeline variants will clear themselves if shader is gone
if (version.is_valid()) {
scene_singleton->sky_shader.shader.version_free(version);
}
}
RasterizerStorageRD::ShaderData *RasterizerSceneHighEndRD::_create_sky_shader_func() {
SkyShaderData *shader_data = memnew(SkyShaderData);
return shader_data;
}
void RasterizerSceneHighEndRD::SkyMaterialData::set_render_priority(int p_priority) {
priority = p_priority - VS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
}
void RasterizerSceneHighEndRD::SkyMaterialData::set_next_pass(RID p_pass) {
next_pass = p_pass;
}
void RasterizerSceneHighEndRD::SkyMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
RasterizerSceneHighEndRD *scene_singleton = (RasterizerSceneHighEndRD *)RasterizerSceneHighEndRD::singleton;
if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
p_uniform_dirty = true;
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
uniform_buffer = RID();
}
ubo_data.resize(shader_data->ubo_size);
if (ubo_data.size()) {
uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
}
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
//check whether buffer changed
if (p_uniform_dirty && ubo_data.size()) {
update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw());
}
uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
if ((uint32_t)texture_cache.size() != tex_uniform_count) {
texture_cache.resize(tex_uniform_count);
p_textures_dirty = true;
//clear previous uniform set
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
uniform_set = RID();
}
}
if (p_textures_dirty && tex_uniform_count) {
update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
}
if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
// This material does not require an uniform set, so don't create it.
return;
}
if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
//no reason to update uniform set, only UBO (or nothing) was needed to update
return;
}
Vector<RD::Uniform> uniforms;
{
if (shader_data->ubo_size) {
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
u.binding = 0;
u.ids.push_back(uniform_buffer);
uniforms.push_back(u);
}
const RID *textures = texture_cache.ptrw();
for (uint32_t i = 0; i < tex_uniform_count; i++) {
RD::Uniform u;
u.type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1 + i;
u.ids.push_back(textures[i]);
uniforms.push_back(u);
}
}
uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_singleton->sky_shader.shader.version_get_shader(shader_data->version, 0), 2);
}
RasterizerSceneHighEndRD::SkyMaterialData::~SkyMaterialData() {
if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
RD::get_singleton()->free(uniform_set);
}
if (uniform_buffer.is_valid()) {
RD::get_singleton()->free(uniform_buffer);
}
}
RasterizerStorageRD::MaterialData *RasterizerSceneHighEndRD::_create_sky_material_func(SkyShaderData *p_shader) {
SkyMaterialData *material_data = memnew(SkyMaterialData);
material_data->shader_data = p_shader;
material_data->last_frame = false;
//update will happen later anyway so do nothing.
return material_data;
}
RasterizerSceneHighEndRD::RenderBufferDataHighEnd::~RenderBufferDataHighEnd() {
clear();
}
@@ -1294,6 +1548,39 @@ void RasterizerSceneHighEndRD::_draw_sky(RD::DrawListID p_draw_list, RD::Framebu
ERR_FAIL_COND(!is_environment(p_environment));
RID env_material = environment_get_bg_material(p_environment);
ERR_FAIL_COND(!env_material.is_valid());
SkyMaterialData *material = NULL;
if (env_material.is_valid()) {
material = (SkyMaterialData *)storage->material_get_data(env_material, RasterizerStorageRD::SHADER_TYPE_SKY);
if (!material || !material->shader_data->valid) {
material = NULL;
}
}
if (!material) {
env_material = sky_shader.default_material;
material = (SkyMaterialData *)storage->material_get_data(env_material, RasterizerStorageRD::SHADER_TYPE_SKY);
}
ERR_FAIL_COND(!material);
SkyShaderData *shader_data = material->shader_data;
ERR_FAIL_COND(!shader_data);
RenderPipelineVertexFormatCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_BACKGROUND];
//@TODO need to gather parameters we source from our environment settings and feed into our material/shader
// such as bg energy, sky transform, etc.
// some we should remove and make part of our material settings instead of environment settings
/*
TODO need to change this to use our sky shader instead
RID sky = environment_get_sky(p_environment);
ERR_FAIL_COND(!sky.is_valid());
RID panorama = sky_get_panorama_texture_rd(sky);
@@ -1320,6 +1607,7 @@ void RasterizerSceneHighEndRD::_draw_sky(RD::DrawListID p_draw_list, RD::Framebu
sky_transform = p_transform.basis * sky_transform;
storage->get_effects()->render_panorama(p_draw_list, p_fb_format, panorama, camera, sky_transform, 1.0, multiplier);
*/
}
void RasterizerSceneHighEndRD::_setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment) {
@@ -1809,7 +2097,9 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
case VS::ENV_BG_SKY: {
RID sky = environment_get_sky(p_environment);
if (sky.is_valid()) {
// TODO: change this, we need to check if our radiance texture is dirty and needs updating...
radiance_uniform_set = sky_get_radiance_uniform_set_rd(sky, default_shader_rd, RADIANCE_UNIFORM_SET);
draw_sky = true;
}
} break;
@@ -2371,7 +2661,7 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
singleton = this;
storage = p_storage;
/* SHADER */
/* SCENE SHADER */
{
String defines;
@@ -2596,6 +2886,41 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
shader.compiler.initialize(actions);
}
/* SKY SHADER */
{
// Initialize sky, we may need two modes here
Vector<String> sky_modes;
sky_modes.push_back(""); // background
sky_shader.shader.initialize(sky_modes);
}
// register our shader funds
storage->shader_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_SKY, _create_sky_shader_funcs);
storage->material_set_data_request_function(RasterizerStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs);
{
ShaderCompilerRD::DefaultIdentifierActions actions;
actions.renames["COLOR"] = "color";
actions.renames["EYEDIR"] = "cube_normal";
// actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
// actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
// are these correct?
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
actions.texture_layout_set = 2;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
sky_shader.compiler.initialize(actions);
}
//render list
render_list.max_elements = GLOBAL_DEF_RST("rendering/limits/rendering/max_renderable_elements", (int)128000);
render_list.init();
@@ -2621,6 +2946,17 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
default_shader_rd = shader.scene_shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
}
{
// default material and shader for sky shader
sky_shader.default_shader = storage->shader_create();
storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void fragment() { COLOR = vec3(0.0, 0.0, 0.0); } \n");
sky_shader.default_material = storage->material_create();
storage->material_set_shader(sky_shader.default_material, sky_shader.default_shader);
MaterialData *md = (MaterialData *)storage->material_get_data(sky_shader.default_material, RasterizerStorageRD::SHADER_TYPE_SKY);
sky_shader.default_shader_rd = sky_shader.shader.version_get_shader(md->shader_data->version, SKY_VERSION_BACKGROUND);
}
{
overdraw_material_shader = storage->shader_create();