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- /**************************************************************************/
- /* rasterizer_scene_gles3.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef RASTERIZER_SCENE_GLES3_H
- #define RASTERIZER_SCENE_GLES3_H
- /* Must come before shaders or the Windows build fails... */
- #include "rasterizer_storage_gles3.h"
- #include "drivers/gles3/shaders/cube_to_dp.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 RasterizerSceneGLES3 : public RasterizerScene {
- public:
- enum ShadowFilterMode {
- SHADOW_FILTER_NEAREST,
- SHADOW_FILTER_PCF5,
- SHADOW_FILTER_PCF13,
- };
- ShadowFilterMode shadow_filter_mode;
- uint64_t shadow_atlas_realloc_tolerance_msec;
- enum SubSurfaceScatterQuality {
- SSS_QUALITY_LOW,
- SSS_QUALITY_MEDIUM,
- SSS_QUALITY_HIGH,
- };
- SubSurfaceScatterQuality subsurface_scatter_quality;
- float subsurface_scatter_size;
- bool subsurface_scatter_follow_surface;
- bool subsurface_scatter_weight_samples;
- uint64_t render_pass;
- uint64_t scene_pass;
- uint32_t current_material_index;
- uint32_t current_geometry_index;
- 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;
- RasterizerStorageGLES3 *storage;
- Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
- int exposure_shrink_size;
- 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;
- SceneShaderGLES3 scene_shader;
- CubeToDpShaderGLES3 cube_to_dp_shader;
- 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 Specification 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;
- float ambient_occlusion_affect_ssao;
- float opaque_prepass_threshold;
- uint32_t fog_depth_enabled;
- float fog_depth_begin;
- float fog_depth_end;
- float fog_density;
- 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;
- uint32_t view_index;
- // make sure this struct is padded to be a multiple of 16 bytes for webgl
- float pad[3];
- } ubo_data;
- static_assert(sizeof(SceneDataUBO) % 16 == 0, "SceneDataUBO size must be a multiple of 16 bytes");
- GLuint scene_ubo;
- struct EnvironmentRadianceUBO {
- float transform[16];
- float ambient_contribution;
- uint8_t padding[12];
- } env_radiance_data;
- GLuint env_radiance_ubo;
- GLuint sky_verts;
- 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 used_screen_texture;
- bool used_depth_prepass;
- bool used_depth_texture;
- bool prepared_depth_texture;
- bool bound_depth_texture;
- VS::ViewportDebugDraw debug_draw;
- } state;
- /* SHADOW ATLAS API */
- 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; //not in use
- }
- } quadrants[4];
- int size_order[4];
- uint32_t smallest_subdiv;
- int size;
- GLuint fbo;
- GLuint depth;
- Map<RID, uint32_t> shadow_owners;
- };
- struct ShadowCubeMap {
- GLuint fbo_id[6];
- GLuint cubemap;
- uint32_t size;
- };
- Vector<ShadowCubeMap> shadow_cubemaps;
- RID_Owner<ShadowAtlas> shadow_atlas_owner;
- int directional_shadow_size;
- void directional_shadow_create();
- 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 = 0;
- GLuint depth = 0;
- int light_count = 0;
- int size = 0;
- int current_light = 0;
- } 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 */
- struct ReflectionAtlas : public RID_Data {
- int subdiv;
- int size;
- struct Reflection {
- RID owner;
- uint64_t last_frame;
- };
- GLuint fbo[6];
- GLuint color;
- Vector<Reflection> reflections;
- };
- mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
- 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 */
- struct ReflectionCubeMap {
- GLuint fbo_id[6];
- GLuint cubemap;
- GLuint depth;
- int size;
- };
- Vector<ReflectionCubeMap> reflection_cubemaps;
- /* REFLECTION PROBE INSTANCE */
- struct ReflectionProbeInstance : public RID_Data {
- RasterizerStorageGLES3::ReflectionProbe *probe_ptr;
- RID probe;
- RID self;
- RID atlas;
- int reflection_atlas_index;
- int render_step;
- uint64_t last_pass;
- int reflection_index;
- Transform transform;
- };
- struct ReflectionProbeDataUBO {
- float box_extents[4];
- float box_ofs[4];
- float params[4]; // intensity, 0, 0, boxproject
- float ambient[4]; //color, probe contrib
- float atlas_clamp[4];
- float local_matrix[16]; //up to here for spot and omni, rest is for directional
- //notes: for ambientblend, use distance to edge to blend between already existing global environment
- };
- mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
- 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;
- int camera_feed_id;
- Color ambient_color;
- float ambient_energy;
- float ambient_sky_contribution;
- int canvas_max_layer;
- bool ssr_enabled;
- int ssr_max_steps;
- float ssr_fade_in;
- float ssr_fade_out;
- float ssr_depth_tolerance;
- bool ssr_roughness;
- bool ssao_enabled;
- float ssao_intensity;
- float ssao_radius;
- float ssao_intensity2;
- float ssao_radius2;
- float ssao_bias;
- float ssao_light_affect;
- float ssao_ao_channel_affect;
- Color ssao_color;
- VS::EnvironmentSSAOQuality ssao_quality;
- float ssao_bilateral_sharpness;
- VS::EnvironmentSSAOBlur ssao_filter;
- bool glow_enabled;
- int glow_levels;
- float glow_intensity;
- float glow_strength;
- float glow_bloom;
- VS::EnvironmentGlowBlendMode glow_blend_mode;
- float glow_hdr_bleed_threshold;
- float glow_hdr_bleed_scale;
- float glow_hdr_luminance_cap;
- bool glow_bicubic_upscale;
- bool glow_high_quality;
- float glow_map_strength;
- RID glow_map;
- VS::EnvironmentToneMapper tone_mapper;
- float tone_mapper_exposure;
- float tone_mapper_exposure_white;
- bool auto_exposure;
- float auto_exposure_speed;
- float auto_exposure_min;
- float auto_exposure_max;
- float auto_exposure_grey;
- bool dof_blur_far_enabled;
- float dof_blur_far_distance;
- float dof_blur_far_transition;
- float dof_blur_far_amount;
- VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
- bool dof_blur_near_enabled;
- float dof_blur_near_distance;
- float dof_blur_near_transition;
- float dof_blur_near_amount;
- VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
- bool adjustments_enabled;
- float adjustments_brightness;
- float adjustments_contrast;
- float adjustments_saturation;
- RID color_correction;
- 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),
- camera_feed_id(0),
- ambient_energy(1.0),
- ambient_sky_contribution(0.0),
- canvas_max_layer(0),
- ssr_enabled(false),
- ssr_max_steps(64),
- ssr_fade_in(0.15),
- ssr_fade_out(2.0),
- ssr_depth_tolerance(0.2),
- ssr_roughness(true),
- ssao_enabled(false),
- ssao_intensity(1.0),
- ssao_radius(1.0),
- ssao_intensity2(1.0),
- ssao_radius2(0.0),
- ssao_bias(0.01),
- ssao_light_affect(0),
- ssao_ao_channel_affect(0),
- ssao_quality(VS::ENV_SSAO_QUALITY_LOW),
- ssao_bilateral_sharpness(4),
- ssao_filter(VS::ENV_SSAO_BLUR_3x3),
- glow_enabled(false),
- glow_levels((1 << 2) | (1 << 4)),
- glow_intensity(0.8),
- glow_strength(1.0),
- glow_bloom(0.0),
- glow_blend_mode(VS::GLOW_BLEND_MODE_SOFTLIGHT),
- glow_hdr_bleed_threshold(1.0),
- glow_hdr_bleed_scale(2.0),
- glow_hdr_luminance_cap(12.0),
- glow_bicubic_upscale(false),
- glow_high_quality(false),
- tone_mapper(VS::ENV_TONE_MAPPER_LINEAR),
- tone_mapper_exposure(1.0),
- tone_mapper_exposure_white(1.0),
- auto_exposure(false),
- auto_exposure_speed(0.5),
- auto_exposure_min(0.05),
- auto_exposure_max(8),
- auto_exposure_grey(0.4),
- dof_blur_far_enabled(false),
- dof_blur_far_distance(10),
- dof_blur_far_transition(5),
- dof_blur_far_amount(0.1),
- dof_blur_far_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
- dof_blur_near_enabled(false),
- dof_blur_near_distance(2),
- dof_blur_near_transition(1),
- dof_blur_near_amount(0.1),
- dof_blur_near_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
- adjustments_enabled(false),
- adjustments_brightness(1.0),
- adjustments_contrast(1.0),
- adjustments_saturation(1.0),
- 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(10),
- fog_height_max(0),
- fog_height_curve(1) {
- }
- };
- 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_camera_feed_id(RID p_env, int p_camera_feed_id);
- 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, bool p_high_quality);
- virtual void environment_set_glow_map(RID p_env, float p_glow_map_strength, RID p_glow_map);
- 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 LightDataUBO {
- float light_pos_inv_radius[4];
- float light_direction_attenuation[4];
- float light_color_energy[4];
- float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
- float light_clamp[4];
- float light_shadow_color_contact[4];
- union {
- struct {
- float matrix1[16]; //up to here for spot and omni, rest is for directional
- float matrix2[16];
- float matrix3[16];
- float matrix4[16];
- };
- float matrix[4 * 16];
- } shadow;
- float shadow_split_offsets[4];
- float fade_from;
- float pad[3];
- };
- 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;
- RasterizerStorageGLES3::Light *light_ptr;
- Transform transform;
- Vector3 light_vector;
- Vector3 spot_vector;
- float linear_att;
- uint64_t shadow_pass;
- uint64_t last_scene_pass;
- uint64_t last_scene_shadow_pass;
- uint64_t last_pass;
- uint16_t light_index;
- uint16_t light_directional_index;
- uint32_t current_shadow_atlas_key;
- Vector2 dp;
- Rect2 directional_rect;
- Set<RID> shadow_atlases; //shadow atlases where this light is registered
- LightInstance() {}
- };
- 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);
- /* REFLECTION INSTANCE */
- struct GIProbeInstance : public RID_Data {
- RID data;
- RasterizerStorageGLES3::GIProbe *probe;
- GLuint tex_cache;
- Vector3 cell_size_cache;
- Vector3 bounds;
- Transform transform_to_data;
- GIProbeInstance() :
- probe(nullptr),
- tex_cache(0) {
- }
- };
- mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
- 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 */
- struct RenderList {
- enum {
- DEFAULT_MAX_ELEMENTS = 65536,
- SORT_FLAG_SKELETON = 1,
- SORT_FLAG_INSTANCING = 2,
- MAX_DIRECTIONAL_LIGHTS = 16,
- DEFAULT_MAX_LIGHTS = 4096,
- DEFAULT_MAX_REFLECTIONS = 1024,
- DEFAULT_MAX_LIGHTS_PER_OBJECT = 32,
- SORT_KEY_PRIORITY_SHIFT = 56,
- SORT_KEY_PRIORITY_MASK = 0xFF,
- //depth layer for opaque (56-52)
- SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52,
- SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF,
- //64 bits unsupported in MSVC
- #define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 50)
- #define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 49)
- #define SORT_KEY_LIGHTMAP_CAPTURE_FLAG (uint64_t(1) << 48)
- #define SORT_KEY_LIGHTMAP_LAYERED_FLAG (uint64_t(1) << 47)
- #define SORT_KEY_LIGHTMAP_FLAG (uint64_t(1) << 46)
- #define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 45)
- #define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 44)
- SORT_KEY_SHADING_SHIFT = 44,
- SORT_KEY_SHADING_MASK = 127,
- //44-28 material index
- SORT_KEY_MATERIAL_INDEX_SHIFT = 28,
- //28-8 geometry index
- SORT_KEY_GEOMETRY_INDEX_SHIFT = 8,
- //bits 5-7 geometry type
- SORT_KEY_GEOMETRY_TYPE_SHIFT = 5,
- //bits 0-5 for flags
- SORT_KEY_OPAQUE_PRE_PASS = 8,
- SORT_KEY_CULL_DISABLED_FLAG = 4,
- SORT_KEY_SKELETON_FLAG = 2,
- SORT_KEY_MIRROR_FLAG = 1
- };
- int max_elements;
- int max_lights;
- int max_reflections;
- int max_lights_per_object;
- struct Element {
- RasterizerScene::InstanceBase *instance;
- RasterizerStorageGLES3::Geometry *geometry;
- RasterizerStorageGLES3::Material *material;
- RasterizerStorageGLES3::GeometryOwner *owner;
- 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;
- }
- //should eventually be replaced by radix
- struct SortByKey {
- _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->sort_key < B->sort_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 {
- uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
- uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
- if (layer_A == layer_B) {
- return A->instance->depth > B->instance->depth;
- } else {
- return layer_A < layer_B;
- }
- }
- };
- 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);
- }
- }
- _FORCE_INLINE_ Element *add_element() {
- if (element_count + alpha_element_count >= max_elements) {
- return nullptr;
- }
- 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 nullptr;
- }
- 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]; // assign elements
- }
- }
- RenderList() {
- max_elements = DEFAULT_MAX_ELEMENTS;
- max_lights = DEFAULT_MAX_LIGHTS;
- max_reflections = DEFAULT_MAX_REFLECTIONS;
- }
- ~RenderList() {
- memdelete_arr(elements);
- memdelete_arr(base_elements);
- }
- };
- LightInstance *directional_light;
- LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
- RID first_directional_light;
- RenderList render_list;
- _FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
- _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass);
- _FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform);
- _FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
- void _setup_light(RenderList::Element *e, const Transform &p_view_transform);
- void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
- _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
- _FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
- void _draw_sky(RasterizerStorageGLES3::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);
- void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, const int p_eye = 0, bool p_no_fog = false);
- void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows);
- void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas);
- void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env);
- void _copy_screen(bool p_invalidate_color = false, bool p_invalidate_depth = false);
- void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug
- void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
- void _blur_effect_buffer();
- void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
- void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
- void _prepare_depth_texture();
- void _bind_depth_texture();
- bool _element_needs_directional_add(RenderList::Element *e);
- virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, 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);
- private:
- _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array);
- _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array);
- static const GLenum gl_primitive[];
- static const GLenum _cube_side_enum[6];
- public:
- void iteration();
- void initialize();
- void finalize();
- RasterizerSceneGLES3();
- ~RasterizerSceneGLES3();
- };
- #endif // RASTERIZER_SCENE_GLES3_H
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