initial commit, 4.5 stable
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2025-09-16 20:46:46 -04:00
commit 9d30169a8d
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#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
if "RD_GLSL" in env["BUILDERS"]:
# find all include files
gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")]
# find all shader code(all glsl files excluding our include files)
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
# make sure we recompile shaders if include files change
env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
# compile shaders
for glsl_file in glsl_files:
env.RD_GLSL(glsl_file)

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#define M_PI 3.14159265359
#define MAX_VIEWS 2
#include "../decal_data_inc.glsl"
#include "../scene_data_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
#endif
#define USING_MOBILE_RENDERER
layout(push_constant, std430) uniform DrawCall {
uint uv_offset;
uint instance_index;
uint multimesh_motion_vectors_current_offset;
uint multimesh_motion_vectors_previous_offset;
#ifdef UBERSHADER
uint sc_packed_0;
uint sc_packed_1;
float sc_packed_2;
uint uc_packed_0;
#endif
}
draw_call;
/* Specialization Constants */
#ifdef UBERSHADER
#define POLYGON_CULL_DISABLED 0
#define POLYGON_CULL_FRONT 1
#define POLYGON_CULL_BACK 2
// Pull the constants from the draw call's push constants.
uint sc_packed_0() {
return draw_call.sc_packed_0;
}
uint sc_packed_1() {
return draw_call.sc_packed_1;
}
float sc_packed_2() {
return draw_call.sc_packed_2;
}
uint uc_cull_mode() {
return (draw_call.uc_packed_0 >> 0) & 3U;
}
#else
// 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;
layout(constant_id = 2) const float pso_sc_packed_2 = 2.0;
uint sc_packed_0() {
return pso_sc_packed_0;
}
uint sc_packed_1() {
return pso_sc_packed_1;
}
float sc_packed_2() {
return pso_sc_packed_2;
}
#endif
bool sc_use_light_projector() {
return ((sc_packed_0() >> 0) & 1U) != 0;
}
bool sc_use_light_soft_shadows() {
return ((sc_packed_0() >> 1) & 1U) != 0;
}
bool sc_use_directional_soft_shadows() {
return ((sc_packed_0() >> 2) & 1U) != 0;
}
bool sc_decal_use_mipmaps() {
return ((sc_packed_0() >> 3) & 1U) != 0;
}
bool sc_projector_use_mipmaps() {
return ((sc_packed_0() >> 4) & 1U) != 0;
}
bool sc_disable_fog() {
return ((sc_packed_0() >> 5) & 1U) != 0;
}
bool sc_use_depth_fog() {
return ((sc_packed_0() >> 6) & 1U) != 0;
}
bool sc_use_fog_aerial_perspective() {
return ((sc_packed_0() >> 7) & 1U) != 0;
}
bool sc_use_fog_sun_scatter() {
return ((sc_packed_0() >> 8) & 1U) != 0;
}
bool sc_use_fog_height_density() {
return ((sc_packed_0() >> 9) & 1U) != 0;
}
bool sc_use_lightmap_bicubic_filter() {
return ((sc_packed_0() >> 10) & 1U) != 0;
}
bool sc_multimesh() {
return ((sc_packed_0() >> 11) & 1U) != 0;
}
bool sc_multimesh_format_2d() {
return ((sc_packed_0() >> 12) & 1U) != 0;
}
bool sc_multimesh_has_color() {
return ((sc_packed_0() >> 13) & 1U) != 0;
}
bool sc_multimesh_has_custom_data() {
return ((sc_packed_0() >> 14) & 1U) != 0;
}
bool sc_scene_use_ambient_cubemap() {
return ((sc_packed_0() >> 15) & 1U) != 0;
}
bool sc_scene_use_reflection_cubemap() {
return ((sc_packed_0() >> 16) & 1U) != 0;
}
bool sc_scene_roughness_limiter_enabled() {
return ((sc_packed_0() >> 17) & 1U) != 0;
}
uint sc_soft_shadow_samples() {
return (sc_packed_0() >> 20) & 63U;
}
uint sc_penumbra_shadow_samples() {
return (sc_packed_0() >> 26) & 63U;
}
uint sc_directional_soft_shadow_samples() {
return (sc_packed_1() >> 0) & 63U;
}
uint sc_directional_penumbra_shadow_samples() {
return (sc_packed_1() >> 6) & 63U;
}
#define SHADER_COUNT_NONE 0
#define SHADER_COUNT_SINGLE 1
#define SHADER_COUNT_MULTIPLE 2
uint option_to_count(uint option, uint bound) {
switch (option) {
case SHADER_COUNT_NONE:
return 0;
case SHADER_COUNT_SINGLE:
return 1;
case SHADER_COUNT_MULTIPLE:
return bound;
}
}
uint sc_omni_lights(uint bound) {
uint option = (sc_packed_1() >> 12) & 3U;
return option_to_count(option, bound);
}
uint sc_spot_lights(uint bound) {
uint option = (sc_packed_1() >> 14) & 3U;
return option_to_count(option, bound);
}
uint sc_reflection_probes(uint bound) {
uint option = (sc_packed_1() >> 16) & 3U;
return option_to_count(option, bound);
}
uint sc_directional_lights(uint bound) {
uint option = (sc_packed_1() >> 18) & 3U;
return option_to_count(option, bound);
}
uint sc_decals(uint bound) {
if (((sc_packed_1() >> 20) & 1U) != 0) {
return bound;
} else {
return 0;
}
}
bool sc_directional_light_blend_split(uint i) {
return ((sc_packed_1() >> (21 + i)) & 1U) != 0;
}
half sc_luminance_multiplier() {
return half(sc_packed_2());
}
/* Set 0: Base Pass (never changes) */
#include "../light_data_inc.glsl"
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
#define INSTANCE_FLAGS_DYNAMIC (1 << 3)
#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4)
#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5)
#define INSTANCE_FLAGS_USE_SDFGI (1 << 6)
#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 7)
#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 8)
#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_PARTICLE_TRAIL_SHIFT 16
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
layout(set = 0, binding = 6, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
#define LIGHTMAP_FLAG_USE_DIRECTION 1
#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
#define LIGHTMAP_SHADOWMASK_MODE_NONE 0
#define LIGHTMAP_SHADOWMASK_MODE_REPLACE 1
#define LIGHTMAP_SHADOWMASK_MODE_OVERLAY 2
#define LIGHTMAP_SHADOWMASK_MODE_ONLY 3
struct Lightmap {
mat3 normal_xform;
vec2 light_texture_size;
float exposure_normalization;
uint flags;
};
layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
struct LightmapCapture {
vec4 sh[9];
};
layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
layout(set = 0, binding = 9) uniform texture2D decal_atlas;
layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_shader_uniforms;
layout(set = 0, binding = 13) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
/* Set 1: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
SceneData data;
SceneData prev_data;
}
scene_data_block;
struct InstanceData {
highp mat4 transform; // 64 - 64
highp mat4 prev_transform;
uint flags; // 04 - 68
uint instance_uniforms_ofs; // Base offset in global buffer for instance variables. // 04 - 72
uint gi_offset; // GI information when using lightmapping (VCT or lightmap index). // 04 - 76
uint layer_mask; // 04 - 80
vec4 lightmap_uv_scale; // 16 - 96 Doubles as uv_offset when needed.
uvec2 reflection_probes; // 08 - 104
uvec2 omni_lights; // 08 - 112
uvec2 spot_lights; // 08 - 120
uvec2 decals; // 08 - 128
vec4 compressed_aabb_position_pad; // 16 - 144 // Only .xyz is used. .w is padding.
vec4 compressed_aabb_size_pad; // 16 - 160 // Only .xyz is used. .w is padding.
vec4 uv_scale; // 16 - 176
};
layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer {
InstanceData data[];
}
instances;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
#else
layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
#endif
layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
// this needs to change to providing just the lightmap we're using..
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES * 2];
#ifdef USE_MULTIVIEW
layout(set = 1, binding = 9) uniform texture2DArray depth_buffer;
layout(set = 1, binding = 10) uniform texture2DArray color_buffer;
#define multiviewSampler sampler2DArray
#else
layout(set = 1, binding = 9) uniform texture2D depth_buffer;
layout(set = 1, binding = 10) uniform texture2D color_buffer;
#define multiviewSampler sampler2D
#endif // USE_MULTIVIEW
layout(set = 1, binding = 11) uniform sampler decal_sampler;
layout(set = 1, binding = 12) uniform sampler light_projector_sampler;
layout(set = 1, binding = 13 + 0) uniform sampler SAMPLER_NEAREST_CLAMP;
layout(set = 1, binding = 13 + 1) uniform sampler SAMPLER_LINEAR_CLAMP;
layout(set = 1, binding = 13 + 2) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP;
layout(set = 1, binding = 13 + 3) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
layout(set = 1, binding = 13 + 4) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
layout(set = 1, binding = 13 + 5) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
layout(set = 1, binding = 13 + 6) uniform sampler SAMPLER_NEAREST_REPEAT;
layout(set = 1, binding = 13 + 7) uniform sampler SAMPLER_LINEAR_REPEAT;
layout(set = 1, binding = 13 + 8) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT;
layout(set = 1, binding = 13 + 9) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT;
layout(set = 1, binding = 13 + 10) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
layout(set = 1, binding = 13 + 11) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
/* Set 2 Skeleton & Instancing (can change per item) */
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;
/* Set 3 User Material */