diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 76d8972ad98..e9c5de9daf1 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -395,6 +395,10 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p RID xforms_uniform_set = surf->owner->transforms_uniform_set; SceneShaderForwardClustered::ShaderSpecialization pipeline_specialization = p_params->base_specialization; + pipeline_specialization.multimesh = bool(surf->owner->base_flags & INSTANCE_DATA_FLAG_MULTIMESH); + pipeline_specialization.multimesh_format_2d = bool(surf->owner->base_flags & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D); + pipeline_specialization.multimesh_has_color = bool(surf->owner->base_flags & INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR); + pipeline_specialization.multimesh_has_custom_data = bool(surf->owner->base_flags & INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA); if constexpr (p_pass_mode == PASS_MODE_COLOR) { pipeline_specialization.use_light_soft_shadows = element_info.uses_softshadow; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 532b5b6484e..00a70e3690f 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -374,6 +374,10 @@ void SceneShaderForwardClustered::ShaderData::_create_pipeline(PipelineKey p_pip sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT; specialization_constants.push_back(sc); + sc.constant_id = 1; + sc.int_value = p_pipeline_key.shader_specialization.packed_1; + specialization_constants.push_back(sc); + RID shader_rid = get_shader_variant(p_pipeline_key.version, p_pipeline_key.color_pass_flags, p_pipeline_key.ubershader); ERR_FAIL_COND(shader_rid.is_null()); diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index 8d79539b3d7..e1ed85779e7 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -117,7 +117,17 @@ public: uint32_t packed_0; }; - uint32_t packed_1; + union { + struct { + uint32_t multimesh : 1; + uint32_t multimesh_format_2d : 1; + uint32_t multimesh_has_color : 1; + uint32_t multimesh_has_custom_data : 1; + }; + + uint32_t packed_1; + }; + uint32_t packed_2; }; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 978ce097d34..259f9bb1f97 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -911,14 +911,19 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color Color clear_color = p_default_bg_color; bool load_color = false; bool copy_canvas = false; + bool use_ambient_cubemap = false; + bool use_reflection_cubemap = false; if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black } else if (is_environment(p_render_data->environment)) { + RS::EnvironmentAmbientSource ambient_source = environment_get_ambient_source(p_render_data->environment); RS::EnvironmentBG bg_mode = environment_get_background(p_render_data->environment); float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment); bg_energy_multiplier *= environment_get_bg_intensity(p_render_data->environment); RS::EnvironmentReflectionSource reflection_source = environment_get_reflection_source(p_render_data->environment); + use_ambient_cubemap = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && bg_mode == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY; + use_reflection_cubemap = (reflection_source == RS::ENV_REFLECTION_SOURCE_BG && bg_mode == RS::ENV_BG_SKY) || reflection_source == RS::ENV_REFLECTION_SOURCE_SKY; if (p_render_data->camera_attributes.is_valid()) { bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); @@ -963,7 +968,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } // setup sky if used for ambient, reflections, or background - if (draw_sky || draw_sky_fog_only || (reflection_source == RS::ENV_REFLECTION_SOURCE_BG && bg_mode == RS::ENV_BG_SKY) || reflection_source == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) { + if (draw_sky || draw_sky_fog_only || (reflection_source == RS::ENV_REFLECTION_SOURCE_BG && bg_mode == RS::ENV_BG_SKY) || reflection_source == RS::ENV_REFLECTION_SOURCE_SKY || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); @@ -1008,13 +1013,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color SceneShaderForwardMobile::ShaderSpecialization base_specialization = scene_shader.default_specialization; { - //figure out spec constants - - if (p_render_data->directional_light_count > 0) { - base_specialization.use_directional_soft_shadows = p_render_data->directional_light_soft_shadows; - } else { - base_specialization.disable_directional_lights = true; - } + base_specialization.use_directional_soft_shadows = p_render_data->directional_light_count > 0 ? p_render_data->directional_light_soft_shadows : false; + base_specialization.directional_lights = p_render_data->directional_light_count; if (!is_environment(p_render_data->environment) || !environment_get_fog_enabled(p_render_data->environment)) { base_specialization.disable_fog = true; @@ -1023,6 +1023,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (p_render_data->environment.is_valid() && environment_get_fog_mode(p_render_data->environment) == RS::EnvironmentFogMode::ENV_FOG_MODE_DEPTH) { base_specialization.use_depth_fog = true; } + + base_specialization.scene_use_ambient_cubemap = use_ambient_cubemap; + base_specialization.scene_use_reflection_cubemap = use_reflection_cubemap; + base_specialization.scene_roughness_limiter_enabled = p_render_data->render_buffers.is_valid() && screen_space_roughness_limiter_is_active(); } { @@ -2144,7 +2148,10 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr } SceneShaderForwardMobile::ShaderSpecialization pipeline_specialization = p_params->base_specialization; - pipeline_specialization.is_multimesh = bool(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH); + pipeline_specialization.multimesh = bool(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH); + pipeline_specialization.multimesh_format_2d = bool(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D); + pipeline_specialization.multimesh_has_color = bool(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR); + pipeline_specialization.multimesh_has_custom_data = bool(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA); SceneState::PushConstant push_constant; push_constant.base_index = i + p_params->element_offset; @@ -2165,10 +2172,10 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr } else { pipeline_specialization.use_light_projector = inst->use_projector; pipeline_specialization.use_light_soft_shadows = inst->use_soft_shadow; - pipeline_specialization.disable_omni_lights = inst->omni_light_count == 0; - pipeline_specialization.disable_spot_lights = inst->spot_light_count == 0; - pipeline_specialization.disable_reflection_probes = inst->reflection_probe_count == 0; - pipeline_specialization.disable_decals = inst->decals_count == 0; + pipeline_specialization.omni_lights = inst->omni_light_count; + pipeline_specialization.spot_lights = inst->spot_light_count; + pipeline_specialization.reflection_probes = inst->reflection_probe_count; + pipeline_specialization.decals = inst->decals_count; #ifdef DEBUG_ENABLED if (unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_LIGHTING)) { diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 6323d7dd6a8..4525b50b6e5 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -237,6 +237,7 @@ void SceneShaderForwardMobile::ShaderData::_create_pipeline(PipelineKey p_pipeli "VERSION:", p_pipeline_key.version, "SPEC PACKED #0:", p_pipeline_key.shader_specialization.packed_0, "SPEC PACKED #1:", p_pipeline_key.shader_specialization.packed_1, + "SPEC PACKED #2:", p_pipeline_key.shader_specialization.packed_2, "RENDER PASS:", p_pipeline_key.render_pass, "WIREFRAME:", p_pipeline_key.wireframe); #endif diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h index a27da6c72d3..f0afeebe799 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h @@ -65,25 +65,35 @@ public: uint32_t use_directional_soft_shadows : 1; uint32_t decal_use_mipmaps : 1; uint32_t projector_use_mipmaps : 1; - uint32_t disable_omni_lights : 1; - uint32_t disable_spot_lights : 1; - uint32_t disable_reflection_probes : 1; - uint32_t disable_directional_lights : 1; - uint32_t disable_decals : 1; uint32_t disable_fog : 1; uint32_t use_depth_fog : 1; - uint32_t is_multimesh : 1; uint32_t use_lightmap_bicubic_filter : 1; + uint32_t multimesh : 1; + uint32_t multimesh_format_2d : 1; + uint32_t multimesh_has_color : 1; + uint32_t multimesh_has_custom_data : 1; + uint32_t scene_use_ambient_cubemap : 1; + uint32_t scene_use_reflection_cubemap : 1; + uint32_t scene_roughness_limiter_enabled : 1; + uint32_t padding : 5; uint32_t soft_shadow_samples : 6; uint32_t penumbra_shadow_samples : 6; - uint32_t directional_soft_shadow_samples : 6; }; uint32_t packed_0; }; union { - uint32_t directional_penumbra_shadow_samples : 6; + struct { + uint32_t directional_soft_shadow_samples : 6; + uint32_t directional_penumbra_shadow_samples : 6; + uint32_t omni_lights : 4; + uint32_t spot_lights : 4; + uint32_t reflection_probes : 4; + uint32_t directional_lights : 4; + uint32_t decals : 4; + }; + uint32_t packed_1; }; diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 72236dcd9f7..81d3d87a22b 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -211,6 +211,13 @@ vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec } #endif +uint multimesh_stride() { + uint stride = sc_multimesh_format_2d() ? 2 : 3; + stride += sc_multimesh_has_color() ? 1 : 0; + stride += sc_multimesh_has_custom_data() ? 1 : 0; + return stride; +} + void vertex_shader(vec3 vertex_input, #ifdef NORMAL_USED in vec3 normal_input, @@ -219,7 +226,7 @@ void vertex_shader(vec3 vertex_input, in vec3 tangent_input, in vec3 binormal_input, #endif - in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { + in uint instance_index, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) color_interp = color_attrib; @@ -248,7 +255,7 @@ void vertex_shader(vec3 vertex_input, mat4 matrix; mat4 read_model_matrix = model_matrix; - if (is_multimesh) { + if (sc_multimesh()) { //multimesh, instances are for it #ifdef USE_PARTICLE_TRAILS @@ -296,25 +303,10 @@ void vertex_shader(vec3 vertex_input, #endif #else - uint stride = 0; - { - //TODO implement a small lookup table for the stride - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { - stride += 2; - } else { - stride += 3; - } - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { - stride += 1; - } - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { - stride += 1; - } - } - + uint stride = multimesh_stride(); uint offset = stride * (gl_InstanceIndex + multimesh_offset); - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { + if (sc_multimesh_format_2d()) { matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); offset += 2; } else { @@ -322,14 +314,14 @@ void vertex_shader(vec3 vertex_input, offset += 3; } - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { + if (sc_multimesh_has_color()) { #ifdef COLOR_USED color_interp *= transforms.data[offset]; #endif offset += 1; } - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { + if (sc_multimesh_has_custom_data()) { instance_custom = transforms.data[offset]; } @@ -427,7 +419,7 @@ void vertex_shader(vec3 vertex_input, // Then we combine the translations from the model matrix and the view matrix using emulated doubles. // We add the result to the vertex and ignore the final lost precision. vec3 model_origin = model_matrix[3].xyz; - if (is_multimesh) { + if (sc_multimesh()) { vertex = mat3(matrix) * vertex; model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision); } @@ -708,9 +700,7 @@ void _unpack_vertex_attributes(vec4 p_vertex_in, vec3 p_compressed_aabb_position void main() { uint instance_index = draw_call.instance_index; - - bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH); - if (!is_multimesh) { + if (!sc_multimesh()) { instance_index += gl_InstanceIndex; } @@ -753,7 +743,7 @@ void main() { prev_tangent, prev_binormal, #endif - instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); + instance_index, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); #else // Unused output. vec4 screen_position; @@ -792,7 +782,7 @@ void main() { tangent, binormal, #endif - instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); + instance_index, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); } #[fragment] diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index 7bfcb2fb127..8f153f7ed5d 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -59,6 +59,10 @@ uint sc_packed_0() { return draw_call.sc_packed_0; } +uint sc_packed_1() { + return draw_call.sc_packed_1; +} + uint uc_cull_mode() { return (draw_call.uc_packed_0 >> 0) & 3U; } @@ -67,11 +71,16 @@ uint uc_cull_mode() { // Pull the constants from the pipeline's specialization constants. layout(constant_id = 0) const uint pso_sc_packed_0 = 0; +layout(constant_id = 1) const uint pso_sc_packed_1 = 0; uint sc_packed_0() { return pso_sc_packed_0; } +uint sc_packed_1() { + return pso_sc_packed_1; +} + #endif bool sc_use_forward_gi() { @@ -122,6 +131,22 @@ uint sc_directional_penumbra_shadow_samples() { return (sc_packed_0() >> 26) & 63U; } +bool sc_multimesh() { + return ((sc_packed_1() >> 0) & 1U) != 0; +} + +bool sc_multimesh_format_2d() { + return ((sc_packed_1() >> 1) & 1U) != 0; +} + +bool sc_multimesh_has_color() { + return ((sc_packed_1() >> 2) & 1U) != 0; +} + +bool sc_multimesh_has_custom_data() { + return ((sc_packed_1() >> 3) & 1U) != 0; +} + float sc_luminance_multiplier() { // Not used in clustered renderer but we share some code with the mobile renderer that requires this. return 1.0; @@ -144,10 +169,6 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler; #define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 9) #define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 10) #define INSTANCE_FLAGS_PARTICLES (1 << 11) -#define INSTANCE_FLAGS_MULTIMESH (1 << 12) -#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) -#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) -#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) #define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 #define INSTANCE_FLAGS_FADE_SHIFT 24 //3 bits of stride diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 2f0e4e0bea0..404f658fa6e 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -178,6 +178,13 @@ vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec } #endif +uint multimesh_stride() { + uint stride = sc_multimesh_format_2d() ? 2 : 3; + stride += sc_multimesh_has_color() ? 1 : 0; + stride += sc_multimesh_has_custom_data() ? 1 : 0; + return stride; +} + void main() { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) @@ -208,7 +215,7 @@ void main() { mat4 matrix; mat4 read_model_matrix = model_matrix; - if (sc_is_multimesh()) { + if (sc_multimesh()) { //multimesh, instances are for it #ifdef USE_PARTICLE_TRAILS @@ -256,25 +263,10 @@ void main() { #endif #else - uint stride = 0; - { - //TODO implement a small lookup table for the stride - if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { - stride += 2; - } else { - stride += 3; - } - if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { - stride += 1; - } - if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { - stride += 1; - } - } - + uint stride = multimesh_stride(); uint offset = stride * gl_InstanceIndex; - if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { + if (sc_multimesh_format_2d()) { matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); offset += 2; } else { @@ -282,14 +274,14 @@ void main() { offset += 3; } - if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { + if (sc_multimesh_has_color()) { #ifdef COLOR_USED color_interp *= transforms.data[offset]; #endif offset += 1; } - if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { + if (sc_multimesh_has_custom_data()) { instance_custom = transforms.data[offset]; } @@ -404,7 +396,7 @@ void main() { // Then we combine the translations from the model matrix and the view matrix using emulated doubles. // We add the result to the vertex and ignore the final lost precision. vec3 model_origin = model_matrix[3].xyz; - if (sc_is_multimesh()) { + if (sc_multimesh()) { vertex = mat3(matrix) * vertex; model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision); } @@ -461,50 +453,24 @@ void main() { diffuse_light_interp = vec4(0.0); specular_light_interp = vec4(0.0); - if (!sc_disable_omni_lights()) { - uint light_indices = instances.data[draw_call.instance_index].omni_lights.x; - for (uint i = 0; i < 8; i++) { - uint light_index = light_indices & 0xFF; - if (i == 3) { - light_indices = instances.data[draw_call.instance_index].omni_lights.y; - } else { - light_indices = light_indices >> 8; - } - - if (light_index == 0xFF) { - break; - } - - light_process_omni_vertex(light_index, vertex, view, normal, roughness, - diffuse_light_interp.rgb, specular_light_interp.rgb); - } + uvec2 omni_light_indices = instances.data[draw_call.instance_index].omni_lights; + for (uint i = 0; i < sc_omni_lights(); i++) { + uint light_index = (i > 3) ? ((omni_light_indices.y >> ((i - 4) * 8)) & 0xFF) : ((omni_light_indices.x >> (i * 8)) & 0xFF); + light_process_omni_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb); } - if (!sc_disable_spot_lights()) { - uint light_indices = instances.data[draw_call.instance_index].spot_lights.x; - for (uint i = 0; i < 8; i++) { - uint light_index = light_indices & 0xFF; - if (i == 3) { - light_indices = instances.data[draw_call.instance_index].spot_lights.y; - } else { - light_indices = light_indices >> 8; - } - - if (light_index == 0xFF) { - break; - } - - light_process_spot_vertex(light_index, vertex, view, normal, roughness, - diffuse_light_interp.rgb, specular_light_interp.rgb); - } + uvec2 spot_light_indices = instances.data[draw_call.instance_index].spot_lights; + for (uint i = 0; i < sc_spot_lights(); i++) { + uint light_index = (i > 3) ? ((spot_light_indices.y >> ((i - 4) * 8)) & 0xFF) : ((spot_light_indices.x >> (i * 8)) & 0xFF); + light_process_spot_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb); } - if (!sc_disable_directional_lights()) { + if (sc_directional_lights() > 0) { // We process the first directional light separately as it may have shadows. vec3 directional_diffuse = vec3(0.0); vec3 directional_specular = vec3(0.0); - for (uint i = 0; i < scene_data.directional_light_count; i++) { + for (uint i = 0; i < sc_directional_lights(); i++) { if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) { continue; // Not masked, skip. } @@ -823,7 +789,7 @@ vec4 fog_process(vec3 vertex) { float sun_total = 0.0; vec3 view = normalize(vertex); - for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) { + for (uint i = 0; i < sc_directional_lights(); i++) { vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter; @@ -1110,97 +1076,83 @@ void main() { vec3 vertex_ddx = dFdx(vertex); vec3 vertex_ddy = dFdy(vertex); - if (!sc_disable_decals()) { //Decals - // must implement + uvec2 decal_indices = instances.data[draw_call.instance_index].decals; + for (uint i = 0; i < sc_decals(); i++) { + uint decal_index = (i > 3) ? ((decal_indices.y >> ((i - 4) * 8)) & 0xFF) : ((decal_indices.x >> (i * 8)) & 0xFF); + if (!bool(decals.data[decal_index].mask & instances.data[draw_call.instance_index].layer_mask)) { + continue; //not masked + } - uint decal_indices = instances.data[draw_call.instance_index].decals.x; - for (uint i = 0; i < 8; i++) { - uint decal_index = decal_indices & 0xFF; - if (i == 3) { - decal_indices = instances.data[draw_call.instance_index].decals.y; + vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz; + if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) { + continue; //out of decal + } + + float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); + + if (decals.data[decal_index].normal_fade > 0.0) { + fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); + } + + //we need ddx/ddy for mipmaps, so simulate them + vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; + vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; + + if (decals.data[decal_index].albedo_rect != vec4(0.0)) { + //has albedo + vec4 decal_albedo; + if (sc_decal_use_mipmaps()) { + decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); } else { - decal_indices = decal_indices >> 8; + decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0); } + decal_albedo *= decals.data[decal_index].modulate; + decal_albedo.a *= fade; + albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); - if (decal_index == 0xFF) { - break; - } - - if (!bool(decals.data[decal_index].mask & instances.data[draw_call.instance_index].layer_mask)) { - continue; //not masked - } - - vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz; - if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) { - continue; //out of decal - } - - float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); - - if (decals.data[decal_index].normal_fade > 0.0) { - fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); - } - - //we need ddx/ddy for mipmaps, so simulate them - vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; - vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; - - if (decals.data[decal_index].albedo_rect != vec4(0.0)) { - //has albedo - vec4 decal_albedo; + if (decals.data[decal_index].normal_rect != vec4(0.0)) { + vec3 decal_normal; if (sc_decal_use_mipmaps()) { - decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); + decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; } else { - decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0); + decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz; } - decal_albedo *= decals.data[decal_index].modulate; - decal_albedo.a *= fade; - albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); + decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software + decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); + //convert to view space, use xzy because y is up + decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz; - if (decals.data[decal_index].normal_rect != vec4(0.0)) { - vec3 decal_normal; - if (sc_decal_use_mipmaps()) { - decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; - } else { - decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz; - } - decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software - decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); - //convert to view space, use xzy because y is up - decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz; - - normal = normalize(mix(normal, decal_normal, decal_albedo.a)); - } - - if (decals.data[decal_index].orm_rect != vec4(0.0)) { - vec3 decal_orm; - if (sc_decal_use_mipmaps()) { - decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; - } else { - decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz; - } - ao = mix(ao, decal_orm.r, decal_albedo.a); - roughness = mix(roughness, decal_orm.g, decal_albedo.a); - metallic = mix(metallic, decal_orm.b, decal_albedo.a); - } + normal = normalize(mix(normal, decal_normal, decal_albedo.a)); } - if (decals.data[decal_index].emission_rect != vec4(0.0)) { - //emission is additive, so its independent from albedo + if (decals.data[decal_index].orm_rect != vec4(0.0)) { + vec3 decal_orm; if (sc_decal_use_mipmaps()) { - emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; } else { - emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; + decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz; } + ao = mix(ao, decal_orm.r, decal_albedo.a); + roughness = mix(roughness, decal_orm.g, decal_albedo.a); + metallic = mix(metallic, decal_orm.b, decal_albedo.a); } } - } //Decals + + if (decals.data[decal_index].emission_rect != vec4(0.0)) { + //emission is additive, so its independent from albedo + if (sc_decal_use_mipmaps()) { + emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + } else { + emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; + } + } + } #endif //!MODE_RENDER_DEPTH /////////////////////// LIGHTING ////////////////////////////// #ifdef NORMAL_USED - if (scene_data.roughness_limiter_enabled) { + if (sc_scene_roughness_limiter_enabled()) { //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; vec3 dndu = dFdx(normal), dndv = dFdy(normal); @@ -1225,7 +1177,7 @@ void main() { #ifndef AMBIENT_LIGHT_DISABLED - if (scene_data.use_reflection_cubemap) { + if (sc_scene_use_reflection_cubemap()) { #ifdef LIGHT_ANISOTROPY_USED // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; @@ -1266,7 +1218,7 @@ void main() { if (scene_data.use_ambient_light) { ambient_light = scene_data.ambient_light_color_energy.rgb; - if (scene_data.use_ambient_cubemap) { + if (sc_scene_use_ambient_cubemap()) { vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; #ifdef USE_RADIANCE_CUBEMAP_ARRAY vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; @@ -1285,7 +1237,7 @@ void main() { #endif // CUSTOM_IRRADIANCE_USED #ifdef LIGHT_CLEARCOAT_USED - if (scene_data.use_reflection_cubemap) { + if (sc_scene_use_reflection_cubemap()) { vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map float NoV = max(dot(n, view), 0.0001); vec3 ref_vec = reflect(-view, n); @@ -1393,12 +1345,10 @@ void main() { // skipping ssao, do we remove ssao totally? - if (!sc_disable_reflection_probes()) { //Reflection probes + if (sc_reflection_probes() > 0) { vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); - uint reflection_indices = instances.data[draw_call.instance_index].reflection_probes.x; - #ifdef LIGHT_ANISOTROPY_USED // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; @@ -1411,18 +1361,9 @@ void main() { vec3 ref_vec = normalize(reflect(-view, bent_normal)); ref_vec = mix(ref_vec, bent_normal, roughness * roughness); - for (uint i = 0; i < 8; i++) { - uint reflection_index = reflection_indices & 0xFF; - if (i == 3) { - reflection_indices = instances.data[draw_call.instance_index].reflection_probes.y; - } else { - reflection_indices = reflection_indices >> 8; - } - - if (reflection_index == 0xFF) { - break; - } - + uvec2 reflection_indices = instances.data[draw_call.instance_index].reflection_probes; + for (uint i = 0; i < sc_reflection_probes(); i++) { + uint reflection_index = (i > 3) ? ((reflection_indices.y >> ((i - 4) * 8)) & 0xFF) : ((reflection_indices.x >> (i * 8)) & 0xFF); reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); } @@ -1487,7 +1428,7 @@ void main() { specular_light += specular_light_interp.rgb * f0; #endif - if (!sc_disable_directional_lights()) { //directional light + if (sc_directional_lights() > 0) { #ifndef SHADOWS_DISABLED // Do shadow and lighting in two passes to reduce register pressure uint shadow0 = 0; @@ -1497,7 +1438,7 @@ void main() { // Only process the first light's shadow for vertex lighting. for (uint i = 0; i < 1; i++) { #else - for (uint i = 0; i < scene_data.directional_light_count; i++) { + for (uint i = 0; i < sc_directional_lights(); i++) { #endif if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) { @@ -1612,7 +1553,7 @@ void main() { #endif // SHADOWS_DISABLED #ifndef USE_VERTEX_LIGHTING - for (uint i = 0; i < scene_data.directional_light_count; i++) { + for (uint i = 0; i < sc_directional_lights(); i++) { if (!bool(directional_lights.data[i].mask & instances.data[draw_call.instance_index].layer_mask)) { continue; //not masked } @@ -1678,95 +1619,72 @@ void main() { } //directional light #ifndef USE_VERTEX_LIGHTING - if (!sc_disable_omni_lights()) { //omni lights - uint light_indices = instances.data[draw_call.instance_index].omni_lights.x; - for (uint i = 0; i < 8; i++) { - uint light_index = light_indices & 0xFF; - if (i == 3) { - light_indices = instances.data[draw_call.instance_index].omni_lights.y; - } else { - light_indices = light_indices >> 8; - } + uvec2 omni_indices = instances.data[draw_call.instance_index].omni_lights; + for (uint i = 0; i < sc_omni_lights(); i++) { + uint light_index = (i > 3) ? ((omni_indices.y >> ((i - 4) * 8)) & 0xFF) : ((omni_indices.x >> (i * 8)) & 0xFF); - if (light_index == 0xFF) { - break; - } + float shadow = light_process_omni_shadow(light_index, vertex, normal, scene_data.taa_frame_count); - float shadow = light_process_omni_shadow(light_index, vertex, normal, scene_data.taa_frame_count); + shadow = blur_shadow(shadow); - shadow = blur_shadow(shadow); - - // Fragment lighting - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, + // Fragment lighting + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED - backlight, + backlight, #endif /* #ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color, - transmittance_depth, - transmittance_boost, + transmittance_color, + transmittance_depth, + transmittance_boost, #endif */ #ifdef LIGHT_RIM_USED - rim, - rim_tint, + rim, + rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_roughness, normalize(normal_interp), + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, - binormal, anisotropy, + tangent, + binormal, anisotropy, #endif - diffuse_light, specular_light); - } - } //omni lights + diffuse_light, specular_light); + } - if (!sc_disable_spot_lights()) { //spot lights + uvec2 spot_indices = instances.data[draw_call.instance_index].spot_lights; + for (uint i = 0; i < sc_spot_lights(); i++) { + uint light_index = (i > 3) ? ((spot_indices.y >> ((i - 4) * 8)) & 0xFF) : ((spot_indices.x >> (i * 8)) & 0xFF); - uint light_indices = instances.data[draw_call.instance_index].spot_lights.x; - for (uint i = 0; i < 8; i++) { - uint light_index = light_indices & 0xFF; - if (i == 3) { - light_indices = instances.data[draw_call.instance_index].spot_lights.y; - } else { - light_indices = light_indices >> 8; - } + float shadow = light_process_spot_shadow(light_index, vertex, normal, scene_data.taa_frame_count); - if (light_index == 0xFF) { - break; - } + shadow = blur_shadow(shadow); - float shadow = light_process_spot_shadow(light_index, vertex, normal, scene_data.taa_frame_count); - - shadow = blur_shadow(shadow); - - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED - backlight, + backlight, #endif /* #ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color, - transmittance_depth, - transmittance_boost, + transmittance_color, + transmittance_depth, + transmittance_boost, #endif */ #ifdef LIGHT_RIM_USED - rim, - rim_tint, + rim, + rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_roughness, normalize(normal_interp), + clearcoat, clearcoat_roughness, normalize(normal_interp), #endif #ifdef LIGHT_ANISOTROPY_USED - tangent, - binormal, anisotropy, + tangent, + binormal, anisotropy, #endif - diffuse_light, specular_light); - } - } //spot lights + diffuse_light, specular_light); + } #endif // !VERTEX_LIGHTING #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl index df528973da6..2cc86482f6f 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -95,58 +95,82 @@ bool sc_projector_use_mipmaps() { return ((sc_packed_0() >> 4) & 1U) != 0; } -bool sc_disable_omni_lights() { +bool sc_disable_fog() { return ((sc_packed_0() >> 5) & 1U) != 0; } -bool sc_disable_spot_lights() { +bool sc_use_depth_fog() { return ((sc_packed_0() >> 6) & 1U) != 0; } -bool sc_disable_reflection_probes() { +bool sc_use_lightmap_bicubic_filter() { return ((sc_packed_0() >> 7) & 1U) != 0; } -bool sc_disable_directional_lights() { +bool sc_multimesh() { return ((sc_packed_0() >> 8) & 1U) != 0; } -bool sc_disable_decals() { +bool sc_multimesh_format_2d() { return ((sc_packed_0() >> 9) & 1U) != 0; } -bool sc_disable_fog() { +bool sc_multimesh_has_color() { return ((sc_packed_0() >> 10) & 1U) != 0; } -bool sc_use_depth_fog() { +bool sc_multimesh_has_custom_data() { return ((sc_packed_0() >> 11) & 1U) != 0; } -bool sc_is_multimesh() { +bool sc_scene_use_ambient_cubemap() { return ((sc_packed_0() >> 12) & 1U) != 0; } -bool sc_use_lightmap_bicubic_filter() { +bool sc_scene_use_reflection_cubemap() { return ((sc_packed_0() >> 13) & 1U) != 0; } -uint sc_soft_shadow_samples() { - return (sc_packed_0() >> 14) & 63U; +bool sc_scene_roughness_limiter_enabled() { + return ((sc_packed_0() >> 14) & 1U) != 0; } -uint sc_penumbra_shadow_samples() { +uint sc_soft_shadow_samples() { return (sc_packed_0() >> 20) & 63U; } -uint sc_directional_soft_shadow_samples() { +uint sc_penumbra_shadow_samples() { return (sc_packed_0() >> 26) & 63U; } -uint sc_directional_penumbra_shadow_samples() { +uint sc_directional_soft_shadow_samples() { return (sc_packed_1() >> 0) & 63U; } +uint sc_directional_penumbra_shadow_samples() { + return (sc_packed_1() >> 6) & 63U; +} + +uint sc_omni_lights() { + return (sc_packed_1() >> 12) & 15U; +} + +uint sc_spot_lights() { + return (sc_packed_1() >> 16) & 15U; +} + +uint sc_reflection_probes() { + return (sc_packed_1() >> 20) & 15U; +} + +uint sc_directional_lights() { + return (sc_packed_1() >> 24) & 15U; +} + +uint sc_decals() { + return (sc_packed_1() >> 28) & 15U; +} + float sc_luminance_multiplier() { return sc_packed_2(); } @@ -166,10 +190,6 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler; #define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 9) #define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 10) #define INSTANCE_FLAGS_PARTICLES (1 << 11) -#define INSTANCE_FLAGS_MULTIMESH (1 << 12) -#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) -#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) -#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) #define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 //3 bits of stride #define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF