rasterizer_scene_gles3.h 32 KB

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  1. /**************************************************************************/
  2. /* rasterizer_scene_gles3.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef RASTERIZER_SCENE_GLES3_H
  31. #define RASTERIZER_SCENE_GLES3_H
  32. #ifdef GLES3_ENABLED
  33. #include "core/math/projection.h"
  34. #include "core/templates/paged_allocator.h"
  35. #include "core/templates/rid_owner.h"
  36. #include "core/templates/self_list.h"
  37. #include "drivers/gles3/shaders/effects/cubemap_filter.glsl.gen.h"
  38. #include "drivers/gles3/shaders/sky.glsl.gen.h"
  39. #include "scene/resources/mesh.h"
  40. #include "servers/rendering/renderer_compositor.h"
  41. #include "servers/rendering/renderer_scene_render.h"
  42. #include "servers/rendering_server.h"
  43. #include "shader_gles3.h"
  44. #include "storage/light_storage.h"
  45. #include "storage/material_storage.h"
  46. #include "storage/render_scene_buffers_gles3.h"
  47. #include "storage/utilities.h"
  48. enum RenderListType {
  49. RENDER_LIST_OPAQUE, //used for opaque objects
  50. RENDER_LIST_ALPHA, //used for transparent objects
  51. RENDER_LIST_SECONDARY, //used for shadows and other objects
  52. RENDER_LIST_MAX
  53. };
  54. enum PassMode {
  55. PASS_MODE_COLOR,
  56. PASS_MODE_COLOR_TRANSPARENT,
  57. PASS_MODE_SHADOW,
  58. PASS_MODE_DEPTH,
  59. PASS_MODE_MATERIAL,
  60. };
  61. // These should share as much as possible with SkyUniform Location
  62. enum SceneUniformLocation {
  63. SCENE_TONEMAP_UNIFORM_LOCATION,
  64. SCENE_GLOBALS_UNIFORM_LOCATION,
  65. SCENE_DATA_UNIFORM_LOCATION,
  66. SCENE_MATERIAL_UNIFORM_LOCATION,
  67. SCENE_EMPTY1, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
  68. SCENE_OMNILIGHT_UNIFORM_LOCATION,
  69. SCENE_SPOTLIGHT_UNIFORM_LOCATION,
  70. SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
  71. SCENE_MULTIVIEW_UNIFORM_LOCATION,
  72. SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION,
  73. SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION,
  74. SCENE_EMPTY2, // Unused, put here to avoid conflicts with SKY_MULTIVIEW_UNIFORM_LOCATION.
  75. };
  76. enum SkyUniformLocation {
  77. SKY_TONEMAP_UNIFORM_LOCATION,
  78. SKY_GLOBALS_UNIFORM_LOCATION,
  79. SKY_EMPTY1, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
  80. SKY_MATERIAL_UNIFORM_LOCATION,
  81. SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
  82. SKY_EMPTY2, // Unused, put here to avoid conflicts with SCENE_OMNILIGHT_UNIFORM_LOCATION.
  83. SKY_EMPTY3, // Unused, put here to avoid conflicts with SCENE_SPOTLIGHT_UNIFORM_LOCATION.
  84. SKY_EMPTY4, // Unused, put here to avoid conflicts with SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
  85. SKY_EMPTY5, // Unused, put here to avoid conflicts with SCENE_MULTIVIEW_UNIFORM_LOCATION.
  86. SKY_EMPTY6, // Unused, put here to avoid conflicts with SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION.
  87. SKY_EMPTY7, // Unused, put here to avoid conflicts with SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION.
  88. SKY_MULTIVIEW_UNIFORM_LOCATION,
  89. };
  90. struct RenderDataGLES3 {
  91. Ref<RenderSceneBuffersGLES3> render_buffers;
  92. bool transparent_bg = false;
  93. Transform3D cam_transform;
  94. Transform3D inv_cam_transform;
  95. Projection cam_projection;
  96. bool cam_orthogonal = false;
  97. bool cam_frustum = false;
  98. uint32_t camera_visible_layers = 0xFFFFFFFF;
  99. // For billboards to cast correct shadows.
  100. Transform3D main_cam_transform;
  101. // For stereo rendering
  102. uint32_t view_count = 1;
  103. Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
  104. Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  105. float z_near = 0.0;
  106. float z_far = 0.0;
  107. const PagedArray<RenderGeometryInstance *> *instances = nullptr;
  108. const PagedArray<RID> *lights = nullptr;
  109. const PagedArray<RID> *reflection_probes = nullptr;
  110. RID environment;
  111. RID camera_attributes;
  112. RID shadow_atlas;
  113. RID reflection_probe;
  114. int reflection_probe_pass = 0;
  115. float lod_distance_multiplier = 0.0;
  116. float screen_mesh_lod_threshold = 0.0;
  117. uint32_t directional_light_count = 0;
  118. uint32_t directional_shadow_count = 0;
  119. uint32_t spot_light_count = 0;
  120. uint32_t omni_light_count = 0;
  121. float luminance_multiplier = 1.0;
  122. RenderingMethod::RenderInfo *render_info = nullptr;
  123. /* Shadow data */
  124. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  125. int render_shadow_count = 0;
  126. };
  127. class RasterizerCanvasGLES3;
  128. class RasterizerSceneGLES3 : public RendererSceneRender {
  129. private:
  130. static RasterizerSceneGLES3 *singleton;
  131. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  132. uint64_t scene_pass = 0;
  133. template <typename T>
  134. struct InstanceSort {
  135. float depth;
  136. T *instance = nullptr;
  137. bool operator<(const InstanceSort &p_sort) const {
  138. return depth < p_sort.depth;
  139. }
  140. };
  141. struct SceneGlobals {
  142. RID shader_default_version;
  143. RID default_material;
  144. RID default_shader;
  145. RID overdraw_material;
  146. RID overdraw_shader;
  147. } scene_globals;
  148. GLES3::SceneMaterialData *default_material_data_ptr = nullptr;
  149. GLES3::SceneMaterialData *overdraw_material_data_ptr = nullptr;
  150. /* LIGHT INSTANCE */
  151. struct LightData {
  152. float position[3];
  153. float inv_radius;
  154. float direction[3]; // Only used by SpotLight
  155. float size;
  156. float color[3];
  157. float attenuation;
  158. float inv_spot_attenuation;
  159. float cos_spot_angle;
  160. float specular_amount;
  161. float shadow_opacity;
  162. float pad[3];
  163. uint32_t bake_mode;
  164. };
  165. static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");
  166. struct DirectionalLightData {
  167. float direction[3];
  168. float energy;
  169. float color[3];
  170. float size;
  171. uint32_t enabled; // For use by SkyShaders
  172. uint32_t bake_mode;
  173. float shadow_opacity;
  174. float specular;
  175. };
  176. static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");
  177. struct ShadowData {
  178. float shadow_matrix[16];
  179. float light_position[3];
  180. float shadow_normal_bias;
  181. float pad[3];
  182. float shadow_atlas_pixel_size;
  183. };
  184. static_assert(sizeof(ShadowData) % 16 == 0, "ShadowData size must be a multiple of 16 bytes");
  185. struct DirectionalShadowData {
  186. float direction[3];
  187. float shadow_atlas_pixel_size;
  188. float shadow_normal_bias[4];
  189. float shadow_split_offsets[4];
  190. float shadow_matrices[4][16];
  191. float fade_from;
  192. float fade_to;
  193. uint32_t blend_splits; // Not exposed to the shader.
  194. uint32_t pad;
  195. };
  196. static_assert(sizeof(DirectionalShadowData) % 16 == 0, "DirectionalShadowData size must be a multiple of 16 bytes");
  197. class GeometryInstanceGLES3;
  198. // Cached data for drawing surfaces
  199. struct GeometryInstanceSurface {
  200. enum {
  201. FLAG_PASS_DEPTH = 1,
  202. FLAG_PASS_OPAQUE = 2,
  203. FLAG_PASS_ALPHA = 4,
  204. FLAG_PASS_SHADOW = 8,
  205. FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
  206. FLAG_USES_SCREEN_TEXTURE = 2048,
  207. FLAG_USES_DEPTH_TEXTURE = 4096,
  208. FLAG_USES_NORMAL_TEXTURE = 8192,
  209. FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384,
  210. };
  211. union {
  212. struct {
  213. uint64_t lod_index : 8;
  214. uint64_t surface_index : 8;
  215. uint64_t geometry_id : 32;
  216. uint64_t material_id_low : 16;
  217. uint64_t material_id_hi : 16;
  218. uint64_t shader_id : 32;
  219. uint64_t uses_softshadow : 1;
  220. uint64_t uses_projector : 1;
  221. uint64_t uses_forward_gi : 1;
  222. uint64_t uses_lightmap : 1;
  223. uint64_t depth_layer : 4;
  224. uint64_t priority : 8;
  225. };
  226. struct {
  227. uint64_t sort_key1;
  228. uint64_t sort_key2;
  229. };
  230. } sort;
  231. RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
  232. uint32_t flags = 0;
  233. uint32_t surface_index = 0;
  234. uint32_t lod_index = 0;
  235. uint32_t index_count = 0;
  236. int32_t light_pass_index = -1;
  237. bool finished_base_pass = false;
  238. void *surface = nullptr;
  239. GLES3::SceneShaderData *shader = nullptr;
  240. GLES3::SceneMaterialData *material = nullptr;
  241. void *surface_shadow = nullptr;
  242. GLES3::SceneShaderData *shader_shadow = nullptr;
  243. GLES3::SceneMaterialData *material_shadow = nullptr;
  244. GeometryInstanceSurface *next = nullptr;
  245. GeometryInstanceGLES3 *owner = nullptr;
  246. };
  247. struct GeometryInstanceLightmapSH {
  248. Color sh[9];
  249. };
  250. class GeometryInstanceGLES3 : public RenderGeometryInstanceBase {
  251. public:
  252. //used during rendering
  253. bool store_transform_cache = true;
  254. int32_t instance_count = 0;
  255. bool can_sdfgi = false;
  256. bool using_projectors = false;
  257. bool using_softshadows = false;
  258. struct LightPass {
  259. int32_t light_id = -1; // Position in the light uniform buffer.
  260. int32_t shadow_id = -1; // Position in the shadow uniform buffer.
  261. RID light_instance_rid;
  262. bool is_omni = false;
  263. };
  264. LocalVector<LightPass> light_passes;
  265. uint32_t paired_omni_light_count = 0;
  266. uint32_t paired_spot_light_count = 0;
  267. LocalVector<RID> paired_omni_lights;
  268. LocalVector<RID> paired_spot_lights;
  269. LocalVector<uint32_t> omni_light_gl_cache;
  270. LocalVector<uint32_t> spot_light_gl_cache;
  271. LocalVector<RID> paired_reflection_probes;
  272. LocalVector<RID> reflection_probe_rid_cache;
  273. LocalVector<Transform3D> reflection_probes_local_transform_cache;
  274. RID lightmap_instance;
  275. Rect2 lightmap_uv_scale;
  276. uint32_t lightmap_slice_index;
  277. GeometryInstanceLightmapSH *lightmap_sh = nullptr;
  278. // Used during setup.
  279. GeometryInstanceSurface *surface_caches = nullptr;
  280. SelfList<GeometryInstanceGLES3> dirty_list_element;
  281. GeometryInstanceGLES3() :
  282. dirty_list_element(this) {}
  283. virtual void _mark_dirty() override;
  284. virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
  285. virtual void set_lightmap_capture(const Color *p_sh9) override;
  286. virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override;
  287. virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
  288. virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
  289. virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
  290. virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override {}
  291. };
  292. enum {
  293. INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3,
  294. INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4,
  295. INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5,
  296. INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7,
  297. INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8,
  298. INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9,
  299. INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10,
  300. INSTANCE_DATA_FLAG_PARTICLES = 1 << 11,
  301. INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
  302. INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
  303. INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
  304. INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
  305. };
  306. static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
  307. static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
  308. SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list;
  309. // Use PagedAllocator instead of RID to maximize performance
  310. PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc;
  311. PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc;
  312. void _geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
  313. void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh);
  314. void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
  315. void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
  316. void _update_dirty_geometry_instances();
  317. struct SceneState {
  318. struct UBO {
  319. float projection_matrix[16];
  320. float inv_projection_matrix[16];
  321. float inv_view_matrix[16];
  322. float view_matrix[16];
  323. float main_cam_inv_view_matrix[16];
  324. float viewport_size[2];
  325. float screen_pixel_size[2];
  326. float ambient_light_color_energy[4];
  327. float ambient_color_sky_mix;
  328. uint32_t pad2;
  329. float emissive_exposure_normalization;
  330. uint32_t use_ambient_light = 0;
  331. uint32_t use_ambient_cubemap = 0;
  332. uint32_t use_reflection_cubemap = 0;
  333. float fog_aerial_perspective;
  334. float time;
  335. float radiance_inverse_xform[12];
  336. uint32_t directional_light_count;
  337. float z_far;
  338. float z_near;
  339. float IBL_exposure_normalization;
  340. uint32_t fog_enabled;
  341. uint32_t fog_mode;
  342. float fog_density;
  343. float fog_height;
  344. float fog_height_density;
  345. float fog_depth_curve;
  346. float fog_sun_scatter;
  347. float fog_depth_begin;
  348. float fog_light_color[3];
  349. float fog_depth_end;
  350. float shadow_bias;
  351. float luminance_multiplier;
  352. uint32_t camera_visible_layers;
  353. bool pancake_shadows;
  354. };
  355. static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
  356. static_assert(sizeof(UBO) < 16384, "Scene UBO size must be 16384 bytes or smaller");
  357. struct MultiviewUBO {
  358. float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
  359. float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
  360. float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
  361. };
  362. static_assert(sizeof(MultiviewUBO) % 16 == 0, "Multiview UBO size must be a multiple of 16 bytes");
  363. static_assert(sizeof(MultiviewUBO) < 16384, "MultiviewUBO size must be 16384 bytes or smaller");
  364. struct TonemapUBO {
  365. float exposure = 1.0;
  366. float white = 1.0;
  367. int32_t tonemapper = 0;
  368. int32_t pad = 0;
  369. int32_t pad2 = 0;
  370. float brightness = 1.0;
  371. float contrast = 1.0;
  372. float saturation = 1.0;
  373. };
  374. static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
  375. UBO ubo;
  376. GLuint ubo_buffer = 0;
  377. MultiviewUBO multiview_ubo;
  378. GLuint multiview_buffer = 0;
  379. GLuint tonemap_buffer = 0;
  380. bool used_depth_prepass = false;
  381. GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
  382. GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
  383. bool current_blend_enabled = false;
  384. bool current_depth_draw_enabled = false;
  385. bool current_depth_test_enabled = false;
  386. bool current_scissor_test_enabled = false;
  387. void reset_gl_state() {
  388. glDisable(GL_BLEND);
  389. current_blend_enabled = false;
  390. glDisable(GL_SCISSOR_TEST);
  391. current_scissor_test_enabled = false;
  392. glCullFace(GL_BACK);
  393. glEnable(GL_CULL_FACE);
  394. cull_mode = GLES3::SceneShaderData::CULL_BACK;
  395. glDepthMask(GL_FALSE);
  396. current_depth_draw_enabled = false;
  397. glDisable(GL_DEPTH_TEST);
  398. current_depth_test_enabled = false;
  399. }
  400. void set_gl_cull_mode(GLES3::SceneShaderData::Cull p_mode) {
  401. if (cull_mode != p_mode) {
  402. if (p_mode == GLES3::SceneShaderData::CULL_DISABLED) {
  403. glDisable(GL_CULL_FACE);
  404. } else {
  405. if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
  406. // Last time was disabled, so enable and set proper face.
  407. glEnable(GL_CULL_FACE);
  408. }
  409. glCullFace(p_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
  410. }
  411. cull_mode = p_mode;
  412. }
  413. }
  414. void enable_gl_blend(bool p_enabled) {
  415. if (current_blend_enabled != p_enabled) {
  416. if (p_enabled) {
  417. glEnable(GL_BLEND);
  418. } else {
  419. glDisable(GL_BLEND);
  420. }
  421. current_blend_enabled = p_enabled;
  422. }
  423. }
  424. void enable_gl_scissor_test(bool p_enabled) {
  425. if (current_scissor_test_enabled != p_enabled) {
  426. if (p_enabled) {
  427. glEnable(GL_SCISSOR_TEST);
  428. } else {
  429. glDisable(GL_SCISSOR_TEST);
  430. }
  431. current_scissor_test_enabled = p_enabled;
  432. }
  433. }
  434. void enable_gl_depth_draw(bool p_enabled) {
  435. if (current_depth_draw_enabled != p_enabled) {
  436. glDepthMask(p_enabled ? GL_TRUE : GL_FALSE);
  437. current_depth_draw_enabled = p_enabled;
  438. }
  439. }
  440. void enable_gl_depth_test(bool p_enabled) {
  441. if (current_depth_test_enabled != p_enabled) {
  442. if (p_enabled) {
  443. glEnable(GL_DEPTH_TEST);
  444. } else {
  445. glDisable(GL_DEPTH_TEST);
  446. }
  447. current_depth_test_enabled = p_enabled;
  448. }
  449. }
  450. bool texscreen_copied = false;
  451. bool used_screen_texture = false;
  452. bool used_normal_texture = false;
  453. bool used_depth_texture = false;
  454. LightData *omni_lights = nullptr;
  455. LightData *spot_lights = nullptr;
  456. ShadowData *positional_shadows = nullptr;
  457. InstanceSort<GLES3::LightInstance> *omni_light_sort;
  458. InstanceSort<GLES3::LightInstance> *spot_light_sort;
  459. GLuint omni_light_buffer = 0;
  460. GLuint spot_light_buffer = 0;
  461. GLuint positional_shadow_buffer = 0;
  462. uint32_t omni_light_count = 0;
  463. uint32_t spot_light_count = 0;
  464. RS::ShadowQuality positional_shadow_quality = RS::ShadowQuality::SHADOW_QUALITY_SOFT_LOW;
  465. DirectionalLightData *directional_lights = nullptr;
  466. GLuint directional_light_buffer = 0;
  467. DirectionalShadowData *directional_shadows = nullptr;
  468. GLuint directional_shadow_buffer = 0;
  469. RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality::SHADOW_QUALITY_SOFT_LOW;
  470. } scene_state;
  471. struct RenderListParameters {
  472. GeometryInstanceSurface **elements = nullptr;
  473. int element_count = 0;
  474. bool reverse_cull = false;
  475. uint64_t spec_constant_base_flags = 0;
  476. bool force_wireframe = false;
  477. Vector2 uv_offset = Vector2(0, 0);
  478. RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false, Vector2 p_uv_offset = Vector2()) {
  479. elements = p_elements;
  480. element_count = p_element_count;
  481. reverse_cull = p_reverse_cull;
  482. spec_constant_base_flags = p_spec_constant_base_flags;
  483. force_wireframe = p_force_wireframe;
  484. uv_offset = p_uv_offset;
  485. }
  486. };
  487. struct RenderList {
  488. LocalVector<GeometryInstanceSurface *> elements;
  489. void clear() {
  490. elements.clear();
  491. }
  492. //should eventually be replaced by radix
  493. struct SortByKey {
  494. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
  495. return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
  496. }
  497. };
  498. void sort_by_key() {
  499. SortArray<GeometryInstanceSurface *, SortByKey> sorter;
  500. sorter.sort(elements.ptr(), elements.size());
  501. }
  502. void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
  503. SortArray<GeometryInstanceSurface *, SortByKey> sorter;
  504. sorter.sort(elements.ptr() + p_from, p_size);
  505. }
  506. struct SortByDepth {
  507. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
  508. return (A->owner->depth < B->owner->depth);
  509. }
  510. };
  511. void sort_by_depth() { //used for shadows
  512. SortArray<GeometryInstanceSurface *, SortByDepth> sorter;
  513. sorter.sort(elements.ptr(), elements.size());
  514. }
  515. struct SortByReverseDepthAndPriority {
  516. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
  517. return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
  518. }
  519. };
  520. void sort_by_reverse_depth_and_priority() { //used for alpha
  521. SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter;
  522. sorter.sort(elements.ptr(), elements.size());
  523. }
  524. _FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) {
  525. elements.push_back(p_element);
  526. }
  527. };
  528. RenderList render_list[RENDER_LIST_MAX];
  529. void _setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count, uint32_t &r_directional_shadow_count);
  530. void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows, float p_shadow_bias = 0.0);
  531. void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
  532. void _render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size = Size2i(1, 1));
  533. void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
  534. void _render_post_processing(const RenderDataGLES3 *p_render_data);
  535. template <PassMode p_pass_mode>
  536. _FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false);
  537. protected:
  538. double time;
  539. double time_step = 0;
  540. bool screen_space_roughness_limiter = false;
  541. float screen_space_roughness_limiter_amount = 0.25;
  542. float screen_space_roughness_limiter_limit = 0.18;
  543. void _render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, GLuint p_fbo);
  544. /* Camera Attributes */
  545. struct CameraAttributes {
  546. float exposure_multiplier = 1.0;
  547. float exposure_normalization = 1.0;
  548. };
  549. bool use_physical_light_units = false;
  550. mutable RID_Owner<CameraAttributes, true> camera_attributes_owner;
  551. /* Environment */
  552. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  553. bool ssao_half_size = false;
  554. float ssao_adaptive_target = 0.5;
  555. int ssao_blur_passes = 2;
  556. float ssao_fadeout_from = 50.0;
  557. float ssao_fadeout_to = 300.0;
  558. bool glow_bicubic_upscale = false;
  559. RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
  560. bool lightmap_bicubic_upscale = false;
  561. /* Sky */
  562. struct SkyGlobals {
  563. float fog_aerial_perspective = 0.0;
  564. Color fog_light_color;
  565. float fog_sun_scatter = 0.0;
  566. bool fog_enabled = false;
  567. float fog_density = 0.0;
  568. float z_far = 0.0;
  569. uint32_t directional_light_count = 0;
  570. DirectionalLightData *directional_lights = nullptr;
  571. DirectionalLightData *last_frame_directional_lights = nullptr;
  572. uint32_t last_frame_directional_light_count = 0;
  573. GLuint directional_light_buffer = 0;
  574. RID shader_default_version;
  575. RID default_material;
  576. RID default_shader;
  577. RID fog_material;
  578. RID fog_shader;
  579. GLuint screen_triangle = 0;
  580. GLuint screen_triangle_array = 0;
  581. uint32_t max_directional_lights = 4;
  582. uint32_t roughness_layers = 8;
  583. } sky_globals;
  584. struct Sky {
  585. // Screen Buffers
  586. GLuint half_res_pass = 0;
  587. GLuint half_res_framebuffer = 0;
  588. GLuint quarter_res_pass = 0;
  589. GLuint quarter_res_framebuffer = 0;
  590. Size2i screen_size = Size2i(0, 0);
  591. // Radiance Cubemap
  592. GLuint radiance = 0;
  593. GLuint radiance_framebuffer = 0;
  594. GLuint raw_radiance = 0;
  595. RID material;
  596. GLuint uniform_buffer;
  597. int radiance_size = 256;
  598. int mipmap_count = 1;
  599. RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
  600. //ReflectionData reflection;
  601. bool reflection_dirty = false;
  602. bool dirty = false;
  603. int processing_layer = 0;
  604. Sky *dirty_list = nullptr;
  605. float baked_exposure = 1.0;
  606. //State to track when radiance cubemap needs updating
  607. GLES3::SkyMaterialData *prev_material;
  608. Vector3 prev_position = Vector3(0.0, 0.0, 0.0);
  609. float prev_time = 0.0f;
  610. };
  611. Sky *dirty_sky_list = nullptr;
  612. mutable RID_Owner<Sky, true> sky_owner;
  613. void _setup_sky(const RenderDataGLES3 *p_render_data, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size);
  614. void _invalidate_sky(Sky *p_sky);
  615. void _update_dirty_skys();
  616. void _update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier);
  617. void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y, bool p_apply_color_adjustments_in_post);
  618. void _free_sky_data(Sky *p_sky);
  619. // Needed for a single argument calls (material and uv2).
  620. PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
  621. PagedArray<RenderGeometryInstance *> cull_argument;
  622. public:
  623. static RasterizerSceneGLES3 *get_singleton() { return singleton; }
  624. RasterizerCanvasGLES3 *canvas = nullptr;
  625. RenderGeometryInstance *geometry_instance_create(RID p_base) override;
  626. void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
  627. uint32_t geometry_instance_get_pair_mask() override;
  628. /* PIPELINES */
  629. virtual void mesh_generate_pipelines(RID p_mesh, bool p_background_compilation) override {}
  630. virtual uint32_t get_pipeline_compilations(RS::PipelineSource p_source) override { return 0; }
  631. /* SDFGI UPDATE */
  632. void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
  633. int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override {
  634. return 0;
  635. }
  636. AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override {
  637. return AABB();
  638. }
  639. uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override {
  640. return 0;
  641. }
  642. /* SKY API */
  643. RID sky_allocate() override;
  644. void sky_initialize(RID p_rid) override;
  645. void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  646. void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  647. void sky_set_material(RID p_sky, RID p_material) override;
  648. Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  649. float sky_get_baked_exposure(RID p_sky) const;
  650. /* ENVIRONMENT API */
  651. void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  652. void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  653. void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
  654. void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
  655. void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  656. void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  657. void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  658. void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  659. void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  660. Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  661. _FORCE_INLINE_ bool is_using_physical_light_units() {
  662. return use_physical_light_units;
  663. }
  664. void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  665. void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  666. RID fog_volume_instance_create(RID p_fog_volume) override;
  667. void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
  668. void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
  669. RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
  670. Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
  671. RID voxel_gi_instance_create(RID p_voxel_gi) override;
  672. void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  673. bool voxel_gi_needs_update(RID p_probe) const override;
  674. void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
  675. void voxel_gi_set_quality(RS::VoxelGIQuality) override;
  676. void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
  677. void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
  678. void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
  679. void set_scene_pass(uint64_t p_pass) override {
  680. scene_pass = p_pass;
  681. }
  682. _FORCE_INLINE_ uint64_t get_scene_pass() {
  683. return scene_pass;
  684. }
  685. void set_time(double p_time, double p_step) override;
  686. void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  687. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  688. return debug_draw;
  689. }
  690. Ref<RenderSceneBuffers> render_buffers_create() override;
  691. void gi_set_use_half_resolution(bool p_enable) override;
  692. void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override;
  693. bool screen_space_roughness_limiter_is_active() const override;
  694. void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  695. void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  696. TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;
  697. void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region);
  698. bool free(RID p_rid) override;
  699. void update() override;
  700. void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  701. void decals_set_filter(RS::DecalFilter p_filter) override;
  702. void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  703. virtual void lightmaps_set_bicubic_filter(bool p_enable) override;
  704. RasterizerSceneGLES3();
  705. ~RasterizerSceneGLES3();
  706. };
  707. #endif // GLES3_ENABLED
  708. #endif // RASTERIZER_SCENE_GLES3_H