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- /**************************************************************************/
- /* cluster_builder_rd.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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 CLUSTER_BUILDER_RD_H
- #define CLUSTER_BUILDER_RD_H
- #include "servers/rendering/renderer_rd/shaders/cluster_debug.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/cluster_render.glsl.gen.h"
- #include "servers/rendering/renderer_rd/shaders/cluster_store.glsl.gen.h"
- #include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
- class ClusterBuilderSharedDataRD {
- friend class ClusterBuilderRD;
- RID sphere_vertex_buffer;
- RID sphere_vertex_array;
- RID sphere_index_buffer;
- RID sphere_index_array;
- float sphere_overfit = 0.0; // Because an icosphere is not a perfect sphere, we need to enlarge it to cover the sphere area.
- RID cone_vertex_buffer;
- RID cone_vertex_array;
- RID cone_index_buffer;
- RID cone_index_array;
- float cone_overfit = 0.0; // Because an cone mesh is not a perfect cone, we need to enlarge it to cover the actual cone area.
- RID box_vertex_buffer;
- RID box_vertex_array;
- RID box_index_buffer;
- RID box_index_array;
- enum Divisor {
- DIVISOR_1,
- DIVISOR_2,
- DIVISOR_4,
- };
- struct ClusterRender {
- struct PushConstant {
- uint32_t base_index;
- uint32_t pad0;
- uint32_t pad1;
- uint32_t pad2;
- };
- ClusterRenderShaderRD cluster_render_shader;
- RID shader_version;
- RID shader;
- enum PipelineVersion {
- PIPELINE_NORMAL,
- PIPELINE_MSAA,
- PIPELINE_MAX
- };
- RID shader_pipelines[PIPELINE_MAX];
- } cluster_render;
- struct ClusterStore {
- struct PushConstant {
- uint32_t cluster_render_data_size; // how much data for a single cluster takes
- uint32_t max_render_element_count_div_32; // divided by 32
- uint32_t cluster_screen_size[2];
- uint32_t render_element_count_div_32; // divided by 32
- uint32_t max_cluster_element_count_div_32; // divided by 32
- uint32_t pad1;
- uint32_t pad2;
- };
- ClusterStoreShaderRD cluster_store_shader;
- RID shader_version;
- RID shader;
- RID shader_pipeline;
- } cluster_store;
- struct ClusterDebug {
- struct PushConstant {
- uint32_t screen_size[2];
- uint32_t cluster_screen_size[2];
- uint32_t cluster_shift;
- uint32_t cluster_type;
- float z_near;
- float z_far;
- uint32_t orthogonal;
- uint32_t max_cluster_element_count_div_32;
- uint32_t pad1;
- uint32_t pad2;
- };
- ClusterDebugShaderRD cluster_debug_shader;
- RID shader_version;
- RID shader;
- RID shader_pipeline;
- } cluster_debug;
- public:
- ClusterBuilderSharedDataRD();
- ~ClusterBuilderSharedDataRD();
- };
- class ClusterBuilderRD {
- public:
- static constexpr float WIDE_SPOT_ANGLE_THRESHOLD_DEG = 60.0f;
- enum LightType {
- LIGHT_TYPE_OMNI,
- LIGHT_TYPE_SPOT
- };
- enum BoxType {
- BOX_TYPE_REFLECTION_PROBE,
- BOX_TYPE_DECAL,
- };
- enum ElementType {
- ELEMENT_TYPE_OMNI_LIGHT,
- ELEMENT_TYPE_SPOT_LIGHT,
- ELEMENT_TYPE_DECAL,
- ELEMENT_TYPE_REFLECTION_PROBE,
- ELEMENT_TYPE_MAX,
- };
- private:
- ClusterBuilderSharedDataRD *shared = nullptr;
- struct RenderElementData {
- uint32_t type; // 0-4
- uint32_t touches_near;
- uint32_t touches_far;
- uint32_t original_index;
- float transform_inv[12]; // Transposed transform for less space.
- float scale[3];
- uint32_t has_wide_spot_angle;
- }; // Keep aligned to 32 bytes.
- uint32_t cluster_count_by_type[ELEMENT_TYPE_MAX] = {};
- uint32_t max_elements_by_type = 0;
- RenderElementData *render_elements = nullptr;
- uint32_t render_element_count = 0;
- uint32_t render_element_max = 0;
- Transform3D view_xform;
- Projection adjusted_projection;
- Projection projection;
- float z_far = 0;
- float z_near = 0;
- bool camera_orthogonal = false;
- enum Divisor {
- DIVISOR_1,
- DIVISOR_2,
- DIVISOR_4,
- };
- uint32_t cluster_size = 32;
- #if defined(MACOS_ENABLED) || defined(IOS_ENABLED)
- // Results in visual artifacts on macOS and iOS when using MSAA and subgroups.
- // Using subgroups and disabling MSAA is the optimal solution for now and also works
- // with MoltenVK.
- bool use_msaa = false;
- #else
- bool use_msaa = true;
- #endif
- Divisor divisor = DIVISOR_4;
- Size2i screen_size;
- Size2i cluster_screen_size;
- RID framebuffer;
- RID cluster_render_buffer; // Used for creating.
- RID cluster_buffer; // Used for rendering.
- RID element_buffer; // Used for storing, to hint element touches far plane or near plane.
- uint32_t cluster_render_buffer_size = 0;
- uint32_t cluster_buffer_size = 0;
- RID cluster_render_uniform_set;
- RID cluster_store_uniform_set;
- // Persistent data.
- void _clear();
- struct StateUniform {
- float projection[16];
- float inv_z_far;
- uint32_t screen_to_clusters_shift; // Shift to obtain coordinates in block indices.
- uint32_t cluster_screen_width;
- uint32_t cluster_data_size; // How much data is needed for a single cluster.
- uint32_t cluster_depth_offset;
- uint32_t pad0;
- uint32_t pad1;
- uint32_t pad2;
- };
- RID state_uniform;
- RID debug_uniform_set;
- public:
- void setup(Size2i p_screen_size, uint32_t p_max_elements, RID p_depth_buffer, RID p_depth_buffer_sampler, RID p_color_buffer);
- void begin(const Transform3D &p_view_transform, const Projection &p_cam_projection, bool p_flip_y);
- _FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) {
- if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) {
- return; // Max number elements reached.
- }
- if (p_type == LIGHT_TYPE_SPOT && cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT] == max_elements_by_type) {
- return; // Max number elements reached.
- }
- RenderElementData &e = render_elements[render_element_count];
- Transform3D xform = view_xform * p_transform;
- float radius = xform.basis.get_uniform_scale();
- if (radius < 0.98 || radius > 1.02) {
- xform.basis.orthonormalize();
- }
- radius *= p_radius;
- if (p_type == LIGHT_TYPE_OMNI) {
- radius *= shared->sphere_overfit; // Overfit icosphere.
- float depth = -xform.origin.z;
- if (camera_orthogonal) {
- e.touches_near = (depth - radius) < z_near;
- } else {
- // Contains camera inside light.
- float radius2 = radius * shared->sphere_overfit; // Overfit again for outer size (camera may be outside actual sphere but behind an icosphere vertex)
- e.touches_near = xform.origin.length_squared() < radius2 * radius2;
- }
- e.touches_far = (depth + radius) > z_far;
- e.scale[0] = radius;
- e.scale[1] = radius;
- e.scale[2] = radius;
- e.type = ELEMENT_TYPE_OMNI_LIGHT;
- e.original_index = cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT];
- RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
- cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++;
- } else /*LIGHT_TYPE_SPOT */ {
- radius *= shared->cone_overfit; // Overfit icosphere
- real_t len = Math::tan(Math::deg_to_rad(p_spot_aperture)) * radius;
- // Approximate, probably better to use a cone support function.
- float max_d = -1e20;
- float min_d = 1e20;
- #define CONE_MINMAX(m_x, m_y) \
- { \
- float d = -xform.xform(Vector3(len * m_x, len * m_y, -radius)).z; \
- min_d = MIN(d, min_d); \
- max_d = MAX(d, max_d); \
- }
- CONE_MINMAX(1, 1);
- CONE_MINMAX(-1, 1);
- CONE_MINMAX(-1, -1);
- CONE_MINMAX(1, -1);
- if (camera_orthogonal) {
- e.touches_near = min_d < z_near;
- } else {
- Plane base_plane(-xform.basis.get_column(Vector3::AXIS_Z), xform.origin);
- float dist = base_plane.distance_to(Vector3());
- if (dist >= 0 && dist < radius) {
- // Contains camera inside light, check angle.
- float angle = Math::rad_to_deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
- e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit
- } else {
- e.touches_near = false;
- }
- }
- e.touches_far = max_d > z_far;
- // If the spot angle is above the threshold, use a sphere instead of a cone for building the clusters
- // since the cone gets too flat/large (spot angle close to 90 degrees) or
- // can't even cover the affected area of the light (spot angle above 90 degrees).
- if (p_spot_aperture > WIDE_SPOT_ANGLE_THRESHOLD_DEG) {
- e.scale[0] = radius;
- e.scale[1] = radius;
- e.scale[2] = radius;
- e.has_wide_spot_angle = true;
- } else {
- e.scale[0] = len * shared->cone_overfit;
- e.scale[1] = len * shared->cone_overfit;
- e.scale[2] = radius;
- e.has_wide_spot_angle = false;
- }
- e.type = ELEMENT_TYPE_SPOT_LIGHT;
- e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; // Use omni light since they share index.
- RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
- cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]++;
- }
- render_element_count++;
- }
- _FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform3D &p_transform, const Vector3 &p_half_size) {
- if (p_box_type == BOX_TYPE_DECAL && cluster_count_by_type[ELEMENT_TYPE_DECAL] == max_elements_by_type) {
- return; // Max number elements reached.
- }
- if (p_box_type == BOX_TYPE_REFLECTION_PROBE && cluster_count_by_type[ELEMENT_TYPE_REFLECTION_PROBE] == max_elements_by_type) {
- return; // Max number elements reached.
- }
- RenderElementData &e = render_elements[render_element_count];
- Transform3D xform = view_xform * p_transform;
- // Extract scale and scale the matrix by it, makes things simpler.
- Vector3 scale = p_half_size;
- for (uint32_t i = 0; i < 3; i++) {
- float s = xform.basis.rows[i].length();
- scale[i] *= s;
- xform.basis.rows[i] /= s;
- };
- float box_depth = Math::abs(xform.basis.xform_inv(Vector3(0, 0, -1)).dot(scale));
- float depth = -xform.origin.z;
- if (camera_orthogonal) {
- e.touches_near = depth - box_depth < z_near;
- } else {
- // Contains camera inside box.
- Vector3 inside = xform.xform_inv(Vector3(0, 0, 0)).abs();
- e.touches_near = inside.x < scale.x && inside.y < scale.y && inside.z < scale.z;
- }
- e.touches_far = depth + box_depth > z_far;
- e.scale[0] = scale.x;
- e.scale[1] = scale.y;
- e.scale[2] = scale.z;
- e.type = (p_box_type == BOX_TYPE_DECAL) ? ELEMENT_TYPE_DECAL : ELEMENT_TYPE_REFLECTION_PROBE;
- e.original_index = cluster_count_by_type[e.type];
- RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv);
- cluster_count_by_type[e.type]++;
- render_element_count++;
- }
- void bake_cluster();
- void debug(ElementType p_element);
- RID get_cluster_buffer() const;
- uint32_t get_cluster_size() const;
- uint32_t get_max_cluster_elements() const;
- void set_shared(ClusterBuilderSharedDataRD *p_shared);
- ClusterBuilderRD();
- ~ClusterBuilderRD();
- };
- #endif // CLUSTER_BUILDER_RD_H
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