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- /*************************************************************************/
- /* rasterizer_scene_gles2.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* 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 RASTERIZERSCENEGLES2_H
- #define RASTERIZERSCENEGLES2_H
- /* Must come before shaders or the Windows build fails... */
- #include "rasterizer_storage_gles2.h"
- #include "shaders/cube_to_dp.glsl.gen.h"
- #include "shaders/scene.glsl.gen.h"
- /*
- #include "drivers/gles3/shaders/effect_blur.glsl.gen.h"
- #include "drivers/gles3/shaders/exposure.glsl.gen.h"
- #include "drivers/gles3/shaders/resolve.glsl.gen.h"
- #include "drivers/gles3/shaders/scene.glsl.gen.h"
- #include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h"
- #include "drivers/gles3/shaders/ssao.glsl.gen.h"
- #include "drivers/gles3/shaders/ssao_blur.glsl.gen.h"
- #include "drivers/gles3/shaders/ssao_minify.glsl.gen.h"
- #include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h"
- #include "drivers/gles3/shaders/tonemap.glsl.gen.h"
- */
- class RasterizerSceneGLES2 : public RasterizerScene {
- public:
- enum ShadowFilterMode {
- SHADOW_FILTER_NEAREST,
- SHADOW_FILTER_PCF5,
- SHADOW_FILTER_PCF13,
- };
- enum {
- INSTANCE_ATTRIB_BASE = 8,
- INSTANCE_BONE_BASE = 13,
- };
- ShadowFilterMode shadow_filter_mode;
- RID default_material;
- RID default_material_twosided;
- RID default_shader;
- RID default_shader_twosided;
- RID default_worldcoord_material;
- RID default_worldcoord_material_twosided;
- RID default_worldcoord_shader;
- RID default_worldcoord_shader_twosided;
- RID default_overdraw_material;
- RID default_overdraw_shader;
- uint64_t render_pass;
- uint64_t scene_pass;
- uint32_t current_material_index;
- uint32_t current_geometry_index;
- uint32_t current_light_index;
- uint32_t current_refprobe_index;
- uint32_t current_shader_index;
- RasterizerStorageGLES2 *storage;
- struct State {
- bool texscreen_copied;
- int current_blend_mode;
- float current_line_width;
- int current_depth_draw;
- bool current_depth_test;
- GLuint current_main_tex;
- SceneShaderGLES2 scene_shader;
- CubeToDpShaderGLES2 cube_to_dp_shader;
- GLuint sky_verts;
- GLuint immediate_buffer;
- Color default_ambient;
- // ResolveShaderGLES3 resolve_shader;
- // ScreenSpaceReflectionShaderGLES3 ssr_shader;
- // EffectBlurShaderGLES3 effect_blur_shader;
- // SubsurfScatteringShaderGLES3 sss_shader;
- // SsaoMinifyShaderGLES3 ssao_minify_shader;
- // SsaoShaderGLES3 ssao_shader;
- // SsaoBlurShaderGLES3 ssao_blur_shader;
- // ExposureShaderGLES3 exposure_shader;
- // TonemapShaderGLES3 tonemap_shader;
- /*
- struct SceneDataUBO {
- //this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes
- float projection_matrix[16];
- float inv_projection_matrix[16];
- float camera_inverse_matrix[16];
- float camera_matrix[16];
- float ambient_light_color[4];
- float bg_color[4];
- float fog_color_enabled[4];
- float fog_sun_color_amount[4];
- float ambient_energy;
- float bg_energy;
- float z_offset;
- float z_slope_scale;
- float shadow_dual_paraboloid_render_zfar;
- float shadow_dual_paraboloid_render_side;
- float viewport_size[2];
- float screen_pixel_size[2];
- float shadow_atlas_pixel_size[2];
- float shadow_directional_pixel_size[2];
- float time;
- float z_far;
- float reflection_multiplier;
- float subsurface_scatter_width;
- float ambient_occlusion_affect_light;
- uint32_t fog_depth_enabled;
- float fog_depth_begin;
- float fog_depth_curve;
- uint32_t fog_transmit_enabled;
- float fog_transmit_curve;
- uint32_t fog_height_enabled;
- float fog_height_min;
- float fog_height_max;
- float fog_height_curve;
- // make sure this struct is padded to be a multiple of 16 bytes for webgl
- } ubo_data;
- GLuint scene_ubo;
- struct EnvironmentRadianceUBO {
- float transform[16];
- float ambient_contribution;
- uint8_t padding[12];
- } env_radiance_data;
- GLuint env_radiance_ubo;
- GLuint sky_array;
- GLuint directional_ubo;
- GLuint spot_array_ubo;
- GLuint omni_array_ubo;
- GLuint reflection_array_ubo;
- GLuint immediate_buffer;
- GLuint immediate_array;
- uint32_t ubo_light_size;
- uint8_t *spot_array_tmp;
- uint8_t *omni_array_tmp;
- uint8_t *reflection_array_tmp;
- int max_ubo_lights;
- int max_forward_lights_per_object;
- int max_ubo_reflections;
- int max_skeleton_bones;
- bool used_contact_shadows;
- int spot_light_count;
- int omni_light_count;
- int directional_light_count;
- int reflection_probe_count;
- bool cull_front;
- bool cull_disabled;
- bool used_sss;
- bool using_contact_shadows;
- VS::ViewportDebugDraw debug_draw;
- */
- bool used_screen_texture;
- bool shadow_is_dual_parabolloid;
- float dual_parbolloid_direction;
- float dual_parbolloid_zfar;
- bool render_no_shadows;
- Vector2 viewport_size;
- Vector2 screen_pixel_size;
- } state;
- /* SHADOW ATLAS API */
- uint64_t shadow_atlas_realloc_tolerance_msec;
- struct ShadowAtlas : public RID_Data {
- enum {
- QUADRANT_SHIFT = 27,
- SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
- SHADOW_INVALID = 0xFFFFFFFF,
- };
- struct Quadrant {
- uint32_t subdivision;
- struct Shadow {
- RID owner;
- uint64_t version;
- uint64_t alloc_tick;
- Shadow() {
- version = 0;
- alloc_tick = 0;
- }
- };
- Vector<Shadow> shadows;
- Quadrant() {
- subdivision = 0;
- }
- } quadrants[4];
- int size_order[4];
- uint32_t smallest_subdiv;
- int size;
- GLuint fbo;
- GLuint depth;
- GLuint color;
- Map<RID, uint32_t> shadow_owners;
- };
- struct ShadowCubeMap {
- GLuint fbo[6];
- GLuint cubemap;
- uint32_t size;
- };
- Vector<ShadowCubeMap> shadow_cubemaps;
- RID_Owner<ShadowAtlas> shadow_atlas_owner;
- RID shadow_atlas_create();
- void shadow_atlas_set_size(RID p_atlas, int p_size);
- void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
- bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
- bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
- struct DirectionalShadow {
- GLuint fbo;
- GLuint depth;
- GLuint color;
- int light_count;
- int size;
- int current_light;
- } directional_shadow;
- virtual int get_directional_light_shadow_size(RID p_light_intance);
- virtual void set_directional_shadow_count(int p_count);
- /* REFLECTION PROBE ATLAS API */
- virtual RID reflection_atlas_create();
- virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size);
- virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv);
- /* REFLECTION CUBEMAPS */
- /* REFLECTION PROBE INSTANCE */
- struct ReflectionProbeInstance : public RID_Data {
- RasterizerStorageGLES2::ReflectionProbe *probe_ptr;
- RID probe;
- RID self;
- RID atlas;
- int reflection_atlas_index;
- int render_step;
- int reflection_index;
- GLuint fbo[6];
- GLuint color[6];
- GLuint depth;
- GLuint cubemap;
- int current_resolution;
- mutable bool dirty;
- uint64_t last_pass;
- uint32_t index;
- Transform transform;
- };
- mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
- ReflectionProbeInstance **reflection_probe_instances;
- int reflection_probe_count;
- virtual RID reflection_probe_instance_create(RID p_probe);
- virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
- virtual void reflection_probe_release_atlas_index(RID p_instance);
- virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
- virtual bool reflection_probe_instance_has_reflection(RID p_instance);
- virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
- virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
- /* ENVIRONMENT API */
- struct Environment : public RID_Data {
- VS::EnvironmentBG bg_mode;
- RID sky;
- float sky_custom_fov;
- Basis sky_orientation;
- Color bg_color;
- float bg_energy;
- float sky_ambient;
- Color ambient_color;
- float ambient_energy;
- float ambient_sky_contribution;
- int canvas_max_layer;
- bool fog_enabled;
- Color fog_color;
- Color fog_sun_color;
- float fog_sun_amount;
- bool fog_depth_enabled;
- float fog_depth_begin;
- float fog_depth_end;
- float fog_depth_curve;
- bool fog_transmit_enabled;
- float fog_transmit_curve;
- bool fog_height_enabled;
- float fog_height_min;
- float fog_height_max;
- float fog_height_curve;
- Environment() :
- bg_mode(VS::ENV_BG_CLEAR_COLOR),
- sky_custom_fov(0.0),
- bg_energy(1.0),
- sky_ambient(0),
- ambient_energy(1.0),
- ambient_sky_contribution(0.0),
- canvas_max_layer(0),
- fog_enabled(false),
- fog_color(Color(0.5, 0.5, 0.5)),
- fog_sun_color(Color(0.8, 0.8, 0.0)),
- fog_sun_amount(0),
- fog_depth_enabled(true),
- fog_depth_begin(10),
- fog_depth_end(0),
- fog_depth_curve(1),
- fog_transmit_enabled(true),
- fog_transmit_curve(1),
- fog_height_enabled(false),
- fog_height_min(0),
- fog_height_max(100),
- fog_height_curve(1) {
- }
- };
- mutable RID_Owner<Environment> environment_owner;
- virtual RID environment_create();
- virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
- virtual void environment_set_sky(RID p_env, RID p_sky);
- virtual void environment_set_sky_custom_fov(RID p_env, float p_scale);
- virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
- virtual void environment_set_bg_color(RID p_env, const Color &p_color);
- virtual void environment_set_bg_energy(RID p_env, float p_energy);
- virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
- virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
- virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
- virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
- virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale);
- virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
- virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
- virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
- virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
- virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);
- virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount);
- virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve);
- virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
- virtual bool is_environment(RID p_env);
- virtual VS::EnvironmentBG environment_get_background(RID p_env);
- virtual int environment_get_canvas_max_layer(RID p_env);
- /* LIGHT INSTANCE */
- struct LightInstance : public RID_Data {
- struct ShadowTransform {
- CameraMatrix camera;
- Transform transform;
- float farplane;
- float split;
- float bias_scale;
- };
- ShadowTransform shadow_transform[4];
- RID self;
- RID light;
- RasterizerStorageGLES2::Light *light_ptr;
- Transform transform;
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att;
- // TODO passes and all that stuff ?
- uint64_t last_scene_pass;
- uint64_t last_scene_shadow_pass;
- uint16_t light_index;
- uint16_t light_directional_index;
- Rect2 directional_rect;
- Set<RID> shadow_atlases; // atlases where this light is registered
- };
- mutable RID_Owner<LightInstance> light_instance_owner;
- virtual RID light_instance_create(RID p_light);
- virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
- virtual void light_instance_mark_visible(RID p_light_instance);
- virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_shadow_cubemaps; }
- LightInstance **render_light_instances;
- int render_directional_lights;
- int render_light_instance_count;
- /* REFLECTION INSTANCE */
- virtual RID gi_probe_instance_create();
- virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data);
- virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
- virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds);
- /* RENDER LIST */
- enum LightMode {
- LIGHTMODE_NORMAL,
- LIGHTMODE_UNSHADED,
- LIGHTMODE_LIGHTMAP,
- LIGHTMODE_LIGHTMAP_CAPTURE,
- };
- struct RenderList {
- enum {
- MAX_LIGHTS = 255,
- MAX_REFLECTION_PROBES = 255,
- DEFAULT_MAX_ELEMENTS = 65536,
- SORT_KEY_PRIORITY_SHIFT = 56
- };
- int max_elements;
- struct Element {
- RasterizerScene::InstanceBase *instance;
- RasterizerStorageGLES2::Geometry *geometry;
- RasterizerStorageGLES2::Material *material;
- RasterizerStorageGLES2::GeometryOwner *owner;
- bool use_accum; //is this an add pass for multipass
- bool *use_accum_ptr;
- union {
- //TODO: should be endian swapped on big endian
- struct {
- int32_t depth_layer : 16;
- int32_t priority : 16;
- };
- uint32_t depth_key;
- };
- union {
- struct {
- //from least significant to most significant in sort, TODO: should be endian swapped on big endian
- uint64_t geometry_index : 14;
- uint64_t instancing : 1;
- uint64_t skeleton : 1;
- uint64_t shader_index : 10;
- uint64_t material_index : 10;
- uint64_t light_index : 8;
- uint64_t light_type2 : 1; // if 1==0 : nolight/directional, else omni/spot
- uint64_t refprobe_1_index : 8;
- uint64_t refprobe_0_index : 8;
- uint64_t light_type1 : 1; //no light, directional is 0, omni spot is 1
- uint64_t light_mode : 2; // LightMode enum
- };
- uint64_t sort_key;
- };
- };
- Element *base_elements;
- Element **elements;
- int element_count;
- int alpha_element_count;
- void clear() {
- element_count = 0;
- alpha_element_count = 0;
- }
- // sorts
- struct SortByKey {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- if (A->depth_key == B->depth_key) {
- return A->sort_key < B->sort_key;
- } else {
- return A->depth_key < B->depth_key;
- }
- }
- };
- void sort_by_key(bool p_alpha) {
- SortArray<Element *, SortByKey> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
- }
- struct SortByDepth {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->instance->depth < B->instance->depth;
- }
- };
- void sort_by_depth(bool p_alpha) { //used for shadows
- SortArray<Element *, SortByDepth> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
- }
- struct SortByReverseDepthAndPriority {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- if (A->priority == B->priority) {
- return A->instance->depth > B->instance->depth;
- } else {
- return A->priority < B->priority;
- }
- }
- };
- void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
- SortArray<Element *, SortByReverseDepthAndPriority> sorter;
- if (p_alpha) {
- sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
- } else {
- sorter.sort(elements, element_count);
- }
- }
- // element adding and stuff
- _FORCE_INLINE_ Element *add_element() {
- if (element_count + alpha_element_count >= max_elements)
- return NULL;
- elements[element_count] = &base_elements[element_count];
- return elements[element_count++];
- }
- _FORCE_INLINE_ Element *add_alpha_element() {
- if (element_count + alpha_element_count >= max_elements) {
- return NULL;
- }
- int idx = max_elements - alpha_element_count - 1;
- elements[idx] = &base_elements[idx];
- alpha_element_count++;
- return elements[idx];
- }
- void init() {
- element_count = 0;
- alpha_element_count = 0;
- elements = memnew_arr(Element *, max_elements);
- base_elements = memnew_arr(Element, max_elements);
- for (int i = 0; i < max_elements; i++) {
- elements[i] = &base_elements[i];
- }
- }
- RenderList() {
- max_elements = DEFAULT_MAX_ELEMENTS;
- }
- ~RenderList() {
- memdelete_arr(elements);
- memdelete_arr(base_elements);
- }
- };
- RenderList render_list;
- void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
- void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
- void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
- void _render_render_list(RenderList::Element **p_elements, int p_element_count,
- const Transform &p_view_transform,
- const CameraMatrix &p_projection,
- RID p_shadow_atlas,
- Environment *p_env,
- GLuint p_base_env,
- float p_shadow_bias,
- float p_shadow_normal_bias,
- bool p_reverse_cull,
- bool p_alpha_pass,
- bool p_shadow);
- void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation);
- _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
- _FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
- _FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
- _FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass);
- _FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env);
- _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
- virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
- virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
- virtual bool free(RID p_rid);
- virtual void set_scene_pass(uint64_t p_pass);
- virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
- void iteration();
- void initialize();
- void finalize();
- RasterizerSceneGLES2();
- };
- #endif // RASTERIZERSCENEGLES2_H
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