virtualx-engine/drivers/gles3/rasterizer_scene_gles3.cpp

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/*************************************************************************/
/* rasterizer_scene_gles3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
#include "core/config/project_settings.h"
#include "servers/rendering/rendering_server_default.h"
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#ifdef GLES3_ENABLED
uint64_t RasterizerSceneGLES3::auto_exposure_counter = 2;
RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
RasterizerSceneGLES3 *RasterizerSceneGLES3::get_singleton() {
return singleton;
}
RasterizerSceneGLES3::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
return nullptr;
}
void RasterizerSceneGLES3::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
}
void RasterizerSceneGLES3::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
}
void RasterizerSceneGLES3::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) {
}
void RasterizerSceneGLES3::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) {
}
void RasterizerSceneGLES3::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
}
void RasterizerSceneGLES3::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) {
}
void RasterizerSceneGLES3::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
}
void RasterizerSceneGLES3::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
}
void RasterizerSceneGLES3::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) {
}
void RasterizerSceneGLES3::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
}
void RasterizerSceneGLES3::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) {
}
void RasterizerSceneGLES3::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
}
void RasterizerSceneGLES3::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
}
void RasterizerSceneGLES3::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
}
void RasterizerSceneGLES3::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
}
void RasterizerSceneGLES3::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
}
void RasterizerSceneGLES3::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
}
uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() {
return 0;
}
void RasterizerSceneGLES3::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
}
void RasterizerSceneGLES3::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
}
void RasterizerSceneGLES3::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
}
void RasterizerSceneGLES3::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
}
void RasterizerSceneGLES3::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
}
void RasterizerSceneGLES3::geometry_instance_free(GeometryInstance *p_geometry_instance) {
}
/* SHADOW ATLAS API */
RID RasterizerSceneGLES3::shadow_atlas_create() {
return RID();
}
void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
}
void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
}
bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
return false;
}
void RasterizerSceneGLES3::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
}
int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) {
return 0;
}
void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
}
/* SKY API */
void RasterizerSceneGLES3::Sky::free() {
if (radiance != 0) {
glDeleteTextures(1, &radiance);
radiance = 0;
glDeleteFramebuffers(1, &radiance_framebuffer);
radiance_framebuffer = 0;
}
}
RID RasterizerSceneGLES3::sky_allocate() {
return sky_owner.allocate_rid();
}
void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
sky_owner.initialize_rid(p_rid);
}
void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
Sky *sky = sky_owner.get_or_null(p_sky);
ERR_FAIL_COND(!sky);
ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
if (sky->radiance_size == p_radiance_size) {
return; // No need to update
}
sky->radiance_size = p_radiance_size;
sky->free();
}
void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
Sky *sky = sky_owner.get_or_null(p_sky);
ERR_FAIL_COND(!sky);
if (sky->mode == p_mode) {
return;
}
sky->mode = p_mode;
if (sky->mode == RS::SKY_MODE_REALTIME) {
WARN_PRINT_ONCE("The OpenGL renderer does not support the Real Time Sky Update Mode yet. Please use High Quality Mode instead");
}
}
void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
Sky *sky = sky_owner.get_or_null(p_sky);
ERR_FAIL_COND(!sky);
if (sky->material == p_material) {
return;
}
sky->material = p_material;
}
void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
if (!p_sky->dirty) {
p_sky->dirty = true;
p_sky->dirty_list = dirty_sky_list;
dirty_sky_list = p_sky;
}
}
void RasterizerSceneGLES3::_update_dirty_skys() {
Sky *sky = dirty_sky_list;
while (sky) {
if (sky->radiance == 0) {
//int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
//uint32_t w = sky->radiance_size, h = sky->radiance_size;
//int layers = sky_globals.roughness_layers;
glGenFramebuffers(1, &sky->radiance_framebuffer);
glGenTextures(1, &sky->radiance);
}
sky->reflection_dirty = true;
sky->processing_layer = 0;
Sky *next = sky->dirty_list;
sky->dirty_list = nullptr;
sky->dirty = false;
sky = next;
}
dirty_sky_list = nullptr;
}
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void RasterizerSceneGLES3::_draw_sky(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
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Sky *sky = sky_owner.get_or_null(p_env->sky);
ERR_FAIL_COND(!sky);
GLES3::SkyMaterialData *material_data = nullptr;
RID sky_material;
RS::EnvironmentBG background = p_env->background;
if (sky) {
ERR_FAIL_COND(!sky);
sky_material = sky->material;
if (sky_material.is_valid()) {
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
if (!material_data || !material_data->shader_data->valid) {
material_data = nullptr;
}
}
if (!material_data) {
sky_material = sky_globals.default_material;
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
} else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_globals.fog_material;
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
ERR_FAIL_COND(!material_data);
material_data->bind_uniforms();
GLES3::SkyShaderData *shader_data = material_data->shader_data;
ERR_FAIL_COND(!shader_data);
glDepthMask(GL_FALSE);
glDepthFunc(GL_LEQUAL);
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glDisable(GL_BLEND);
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//glBindBufferBase(GL_UNIFORM_BUFFER, 2, p_sky.directional light data); // Directional light data
// Camera
CameraMatrix camera;
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if (p_env->sky_custom_fov) {
float near_plane = p_projection.get_z_near();
float far_plane = p_projection.get_z_far();
float aspect = p_projection.get_aspect();
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camera.set_perspective(p_env->sky_custom_fov, aspect, near_plane, far_plane);
} else {
camera = p_projection;
}
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Basis sky_transform = p_env->sky_orientation;
sky_transform.invert();
sky_transform = p_transform.basis * sky_transform;
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::EXPOSURE, p_env->exposure, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TONEMAPPER, p_env->tone_mapper, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::WHITE, p_env->white, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
// Bind a vertex array or else OpenGL complains. We won't actually use it
glBindVertexArray(sky_globals.quad_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
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//glDepthMask(GL_FALSE); // Leave off for transparent pass
glDepthFunc(GL_LESS);
}
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
return Ref<Image>();
}
/* ENVIRONMENT API */
RID RasterizerSceneGLES3::environment_allocate() {
return environment_owner.allocate_rid();
}
void RasterizerSceneGLES3::environment_initialize(RID p_rid) {
environment_owner.initialize_rid(p_rid);
}
void RasterizerSceneGLES3::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->background = p_bg;
}
void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->sky = p_sky;
}
void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->sky_custom_fov = p_scale;
}
void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->sky_orientation = p_orientation;
}
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->bg_color = p_color;
}
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->bg_energy = p_energy;
}
void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->canvas_max_layer = p_max_layer;
}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->ambient_light = p_color;
env->ambient_source = p_ambient;
env->ambient_light_energy = p_energy;
env->ambient_sky_contribution = p_sky_contribution;
env->reflection_source = p_reflection_source;
}
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void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
env->glow_enabled = p_enable;
env->glow_levels = p_levels;
env->glow_intensity = p_intensity;
env->glow_strength = p_strength;
env->glow_mix = p_mix;
env->glow_bloom = p_bloom_threshold;
env->glow_blend_mode = p_blend_mode;
env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
env->glow_map_strength = p_glow_map_strength;
env->glow_map = p_glow_map;
}
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
glow_bicubic_upscale = p_enable;
}
void RasterizerSceneGLES3::environment_glow_set_use_high_quality(bool p_enable) {
glow_high_quality = p_enable;
}
void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->ssr_enabled = p_enable;
env->ssr_max_steps = p_max_steps;
env->ssr_fade_in = p_fade_int;
env->ssr_fade_out = p_fade_out;
env->ssr_depth_tolerance = p_depth_tolerance;
}
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
}
void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES3::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) {
}
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void RasterizerSceneGLES3::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
}
void RasterizerSceneGLES3::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) {
}
void RasterizerSceneGLES3::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, RS::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) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->exposure = p_exposure;
env->tone_mapper = p_tone_mapper;
if (!env->auto_exposure && p_auto_exposure) {
env->auto_exposure_version = ++auto_exposure_counter;
}
env->auto_exposure = p_auto_exposure;
env->white = p_white;
env->min_luminance = p_min_luminance;
env->max_luminance = p_max_luminance;
env->auto_exp_speed = p_auto_exp_speed;
env->auto_exp_scale = p_auto_exp_scale;
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->adjustments_enabled = p_enable;
env->adjustments_brightness = p_brightness;
env->adjustments_contrast = p_contrast;
env->adjustments_saturation = p_saturation;
env->use_1d_color_correction = p_use_1d_color_correction;
env->color_correction = p_color_correction;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->fog_enabled = p_enable;
env->fog_light_color = p_light_color;
env->fog_light_energy = p_light_energy;
env->fog_sun_scatter = p_sun_scatter;
env->fog_density = p_density;
env->fog_height = p_height;
env->fog_height_density = p_height_density;
env->fog_aerial_perspective = p_aerial_perspective;
}
void RasterizerSceneGLES3::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_enable) {
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, Ref<Image>());
return Ref<Image>();
}
bool RasterizerSceneGLES3::is_environment(RID p_env) const {
return environment_owner.owns(p_env);
}
RS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
return env->background;
}
int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->canvas_max_layer;
}
RID RasterizerSceneGLES3::camera_effects_allocate() {
return RID();
}
void RasterizerSceneGLES3::camera_effects_initialize(RID p_rid) {
}
void RasterizerSceneGLES3::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
}
void RasterizerSceneGLES3::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
}
void RasterizerSceneGLES3::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
}
void RasterizerSceneGLES3::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
}
void RasterizerSceneGLES3::shadows_quality_set(RS::ShadowQuality p_quality) {
}
void RasterizerSceneGLES3::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
return RID();
}
void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
}
void RasterizerSceneGLES3::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
}
void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
}
void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
}
RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) {
return RID();
}
void RasterizerSceneGLES3::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
}
void RasterizerSceneGLES3::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
}
RID RasterizerSceneGLES3::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
return RID();
}
Vector3 RasterizerSceneGLES3::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
return Vector3();
}
RID RasterizerSceneGLES3::reflection_atlas_create() {
return RID();
}
int RasterizerSceneGLES3::reflection_atlas_get_size(RID p_ref_atlas) const {
return 0;
}
void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
}
RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) {
return RID();
}
void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
}
void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) {
}
bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) {
return false;
}
bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance) {
return false;
}
bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
return false;
}
bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) {
return true;
}
RID RasterizerSceneGLES3::decal_instance_create(RID p_decal) {
return RID();
}
void RasterizerSceneGLES3::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
}
RID RasterizerSceneGLES3::lightmap_instance_create(RID p_lightmap) {
return RID();
}
void RasterizerSceneGLES3::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
}
RID RasterizerSceneGLES3::voxel_gi_instance_create(RID p_voxel_gi) {
return RID();
}
void RasterizerSceneGLES3::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
}
bool RasterizerSceneGLES3::voxel_gi_needs_update(RID p_probe) const {
return false;
}
void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) {
}
void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) {
}
void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &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_effects, 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, RendererScene::RenderInfo *r_render_info) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
RENDER_TIMESTAMP("Setup 3D Scene");
// assign render data
// Use the format from rendererRD
RenderDataGLES3 render_data;
{
render_data.render_buffers = p_render_buffers;
// Our first camera is used by default
render_data.cam_transform = p_camera_data->main_transform;
render_data.cam_projection = p_camera_data->main_projection;
render_data.view_projection[0] = p_camera_data->main_projection;
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render_data.cam_ortogonal = p_camera_data->is_orthogonal;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
render_data.view_projection[v] = p_camera_data->view_projection[v];
}
render_data.z_near = p_camera_data->main_projection.get_z_near();
render_data.z_far = p_camera_data->main_projection.get_z_far();
render_data.instances = &p_instances;
render_data.lights = &p_lights;
render_data.reflection_probes = &p_reflection_probes;
//render_data.voxel_gi_instances = &p_voxel_gi_instances;
//render_data.decals = &p_decals;
//render_data.lightmaps = &p_lightmaps;
//render_data.fog_volumes = &p_fog_volumes;
render_data.environment = p_environment;
render_data.camera_effects = p_camera_effects;
render_data.shadow_atlas = p_shadow_atlas;
render_data.reflection_atlas = p_reflection_atlas;
render_data.reflection_probe = p_reflection_probe;
render_data.reflection_probe_pass = p_reflection_probe_pass;
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_mesh_lod_threshold = 0.0;
} else {
render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
render_data.render_info = r_render_info;
}
PagedArray<RID> empty;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
render_data.lights = &empty;
render_data.reflection_probes = &empty;
}
RenderBuffers *rb = nullptr;
//RasterizerStorageGLES3::RenderTarget *rt = nullptr;
if (p_render_buffers.is_valid()) {
rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
//rt = texture_storage->render_target_owner.get_or_null(rb->render_target);
//ERR_FAIL_COND(!rt);
}
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///////////
// Fill Light lists here
//////////
Color clear_color;
if (p_render_buffers.is_valid()) {
clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
} else {
clear_color = storage->get_default_clear_color();
}
Environment *env = environment_owner.get_or_null(p_environment);
bool fb_cleared = false;
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glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
/* Depth Prepass */
glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
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glViewport(0, 0, rb->width, rb->height);
if (!fb_cleared) {
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
}
bool draw_sky = false;
bool keep_color = false;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 1);
}
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (is_environment(p_environment)) {
RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
float bg_energy = env->bg_energy; //environment_get_bg_energy(p_environment);
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
} break;
case RS::ENV_BG_COLOR: {
clear_color = env->bg_color; //environment_get_bg_color(p_environment);
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
} break;
case RS::ENV_BG_SKY: {
draw_sky = true;
} break;
case RS::ENV_BG_CANVAS: {
keep_color = true;
} break;
case RS::ENV_BG_KEEP: {
keep_color = true;
} break;
case RS::ENV_BG_CAMERA_FEED: {
} break;
default: {
}
}
}
if (!keep_color) {
glClearBufferfv(GL_COLOR, 0, clear_color.components);
}
if (draw_sky) {
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_draw_sky(env, render_data.cam_projection, render_data.cam_transform);
}
if (p_render_buffers.is_valid()) {
/*
RENDER_TIMESTAMP("Tonemap");
_render_buffers_post_process_and_tonemap(&render_data);
*/
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
}
texture_storage->render_target_disable_clear_request(rb->render_target);
}
void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
}
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
}
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
time = p_time;
time_step = p_step;
}
void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
debug_draw = p_debug_draw;
}
RID RasterizerSceneGLES3::render_buffers_create() {
RenderBuffers rb;
return render_buffers_owner.make_rid(rb);
}
/* BACK FBO */
/* For MSAA */
/*
#ifndef JAVASCRIPT_ENABLED
if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) {
rt->multisample_active = true;
static const int msaa_value[] = { 0, 2, 4, 8, 16 };
int msaa = msaa_value[rt->msaa];
int max_samples = 0;
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
if (msaa > max_samples) {
WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
msaa = max_samples;
}
//regular fbo
glGenFramebuffers(1, &rt->multisample_fbo);
bind_framebuffer(rt->multisample_fbo);
glGenRenderbuffers(1, &rt->multisample_depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->size.x, rt->size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
glGenRenderbuffers(1, &rt->multisample_color);
glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->size.x, rt->size.y);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
// Delete allocated resources and default to no MSAA
WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
printf("err status: %x\n", status);
rt->multisample_active = false;
glDeleteFramebuffers(1, &rt->multisample_fbo);
rt->multisample_fbo = 0;
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
glDeleteRenderbuffers(1, &rt->multisample_color);
rt->multisample_color = 0;
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
bind_framebuffer(0);
} else
#endif // JAVASCRIPT_ENABLED
{
rt->multisample_active = false;
}
*/
// copy texscreen buffers
// if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) {
/*
if (false) {
glGenTextures(1, &rt->copy_screen_effect.color);
glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->size.x, rt->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->size.x, rt->size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
bind_framebuffer(rt->copy_screen_effect.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_clear_render_target(rt);
ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
}
*/
void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
//rb->internal_width = p_internal_width; // ignore for now
//rb->internal_height = p_internal_height;
rb->width = p_width;
rb->height = p_height;
//rb->fsr_sharpness = p_fsr_sharpness;
rb->render_target = p_render_target;
//rb->msaa = p_msaa;
//rb->screen_space_aa = p_screen_space_aa;
//rb->use_debanding = p_use_debanding;
//rb->view_count = p_view_count;
_free_render_buffer_data(rb);
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
// framebuffer
glGenFramebuffers(1, &rb->framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
glBindTexture(GL_TEXTURE_2D, rt->color);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
glGenTextures(1, &rb->depth_texture);
glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rb->depth_texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_free_render_buffer_data(rb);
WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
return;
}
}
void RasterizerSceneGLES3::_free_render_buffer_data(RenderBuffers *rb) {
if (rb->depth_texture) {
glDeleteTextures(1, &rb->depth_texture);
rb->depth_texture = 0;
}
if (rb->framebuffer) {
glDeleteFramebuffers(1, &rb->framebuffer);
rb->framebuffer = 0;
}
}
//clear render buffers
/*
if (rt->copy_screen_effect.color) {
glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
rt->copy_screen_effect.fbo = 0;
glDeleteTextures(1, &rt->copy_screen_effect.color);
rt->copy_screen_effect.color = 0;
}
if (rt->multisample_active) {
glDeleteFramebuffers(1, &rt->multisample_fbo);
rt->multisample_fbo = 0;
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
glDeleteRenderbuffers(1, &rt->multisample_color);
rt->multisample_color = 0;
}
*/
void RasterizerSceneGLES3::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
}
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
}
void RasterizerSceneGLES3::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) {
}
bool RasterizerSceneGLES3::screen_space_roughness_limiter_is_active() const {
return false;
}
void RasterizerSceneGLES3::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
}
void RasterizerSceneGLES3::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
}
TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
return TypedArray<Image>();
}
bool RasterizerSceneGLES3::free(RID p_rid) {
if (environment_owner.owns(p_rid)) {
environment_owner.free(p_rid);
} else if (sky_owner.owns(p_rid)) {
Sky *sky = sky_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!sky, false);
sky->free();
sky_owner.free(p_rid);
} else if (render_buffers_owner.owns(p_rid)) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!rb, false);
_free_render_buffer_data(rb);
render_buffers_owner.free(p_rid);
} else {
return false;
}
return true;
}
void RasterizerSceneGLES3::update() {
_update_dirty_skys();
}
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
}
void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
}
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
storage = p_storage;
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{
String global_defines;
global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
material_storage->shaders.scene_shader.initialize(global_defines);
scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
}
{
//default material and shader
scene_globals.default_shader = material_storage->shader_allocate();
material_storage->shader_initialize(scene_globals.default_shader);
material_storage->shader_set_code(scene_globals.default_shader, R"(
// Default 3D material shader (clustered).
shader_type spatial;
void vertex() {
ROUGHNESS = 0.8;
}
void fragment() {
ALBEDO = vec3(0.6);
ROUGHNESS = 0.8;
METALLIC = 0.2;
}
)");
scene_globals.default_material = material_storage->material_allocate();
material_storage->material_initialize(scene_globals.default_material);
material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
}
{
// Initialize Sky stuff
sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
String global_defines;
global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
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material_storage->shaders.sky_shader.initialize(global_defines);
sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
}
{
sky_globals.default_shader = material_storage->shader_allocate();
material_storage->shader_initialize(sky_globals.default_shader);
material_storage->shader_set_code(sky_globals.default_shader, R"(
// Default sky shader.
shader_type sky;
void sky() {
COLOR = vec3(0.0);
}
)");
sky_globals.default_material = material_storage->material_allocate();
material_storage->material_initialize(sky_globals.default_material);
material_storage->material_set_shader(sky_globals.default_material, sky_globals.default_shader);
}
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{
sky_globals.fog_shader = material_storage->shader_allocate();
material_storage->shader_initialize(sky_globals.fog_shader);
material_storage->shader_set_code(sky_globals.fog_shader, R"(
// Default clear color sky shader.
shader_type sky;
uniform vec4 clear_color;
void sky() {
COLOR = clear_color.rgb;
}
)");
sky_globals.fog_material = material_storage->material_allocate();
material_storage->material_initialize(sky_globals.fog_material);
material_storage->material_set_shader(sky_globals.fog_material, sky_globals.fog_shader);
}
{
{
//quad buffers
glGenBuffers(1, &sky_globals.quad);
glBindBuffer(GL_ARRAY_BUFFER, sky_globals.quad);
{
const float qv[16] = {
-1,
-1,
0,
0,
-1,
1,
0,
1,
1,
1,
1,
1,
1,
-1,
1,
0,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &sky_globals.quad_array);
glBindVertexArray(sky_globals.quad_array);
glBindBuffer(GL_ARRAY_BUFFER, sky_globals.quad);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
}
}
RasterizerSceneGLES3::~RasterizerSceneGLES3() {
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GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version);
storage->free(scene_globals.default_material);
storage->free(scene_globals.default_shader);
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GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
storage->free(sky_globals.default_material);
storage->free(sky_globals.default_shader);
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storage->free(sky_globals.fog_material);
storage->free(sky_globals.fog_shader);
}
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#endif // GLES3_ENABLED