/**************************************************************************/ /* 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 #ifdef GLES3_ENABLED #include "core/math/projection.h" #include "core/templates/paged_allocator.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "drivers/gles3/shaders/effects/cubemap_filter.glsl.gen.h" #include "drivers/gles3/shaders/sky.glsl.gen.h" #include "scene/resources/mesh.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" #include "shader_gles3.h" #include "storage/light_storage.h" #include "storage/material_storage.h" #include "storage/render_scene_buffers_gles3.h" #include "storage/utilities.h" enum RenderListType { RENDER_LIST_OPAQUE, //used for opaque objects RENDER_LIST_ALPHA, //used for transparent objects RENDER_LIST_SECONDARY, //used for shadows and other objects RENDER_LIST_MAX }; enum PassMode { PASS_MODE_COLOR, PASS_MODE_COLOR_TRANSPARENT, PASS_MODE_SHADOW, PASS_MODE_DEPTH, PASS_MODE_MATERIAL, }; // These should share as much as possible with SkyUniform Location enum SceneUniformLocation { SCENE_TONEMAP_UNIFORM_LOCATION, SCENE_GLOBALS_UNIFORM_LOCATION, SCENE_DATA_UNIFORM_LOCATION, SCENE_MATERIAL_UNIFORM_LOCATION, SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION. SCENE_OMNILIGHT_UNIFORM_LOCATION, SCENE_SPOTLIGHT_UNIFORM_LOCATION, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, SCENE_MULTIVIEW_UNIFORM_LOCATION, SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION, SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION, }; enum SkyUniformLocation { SKY_TONEMAP_UNIFORM_LOCATION, SKY_GLOBALS_UNIFORM_LOCATION, SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION. SKY_MATERIAL_UNIFORM_LOCATION, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, SKY_MULTIVIEW_UNIFORM_LOCATION, }; struct RenderDataGLES3 { Ref render_buffers; bool transparent_bg = false; Transform3D cam_transform; Transform3D inv_cam_transform; Projection cam_projection; bool cam_orthogonal = false; uint32_t camera_visible_layers = 0xFFFFFFFF; // For billboards to cast correct shadows. Transform3D main_cam_transform; // For stereo rendering uint32_t view_count = 1; Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS]; Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; float z_near = 0.0; float z_far = 0.0; const PagedArray *instances = nullptr; const PagedArray *lights = nullptr; const PagedArray *reflection_probes = nullptr; RID environment; RID camera_attributes; RID shadow_atlas; RID reflection_probe; int reflection_probe_pass = 0; float lod_distance_multiplier = 0.0; float screen_mesh_lod_threshold = 0.0; uint32_t directional_light_count = 0; uint32_t directional_shadow_count = 0; uint32_t spot_light_count = 0; uint32_t omni_light_count = 0; float luminance_multiplier = 1.0; RenderingMethod::RenderInfo *render_info = nullptr; /* Shadow data */ const RendererSceneRender::RenderShadowData *render_shadows = nullptr; int render_shadow_count = 0; }; class RasterizerCanvasGLES3; class RasterizerSceneGLES3 : public RendererSceneRender { private: static RasterizerSceneGLES3 *singleton; RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED; uint64_t scene_pass = 0; template struct InstanceSort { float depth; T *instance = nullptr; bool operator<(const InstanceSort &p_sort) const { return depth < p_sort.depth; } }; struct SceneGlobals { RID shader_default_version; RID default_material; RID default_shader; RID overdraw_material; RID overdraw_shader; } scene_globals; GLES3::SceneMaterialData *default_material_data_ptr = nullptr; GLES3::SceneMaterialData *overdraw_material_data_ptr = nullptr; /* LIGHT INSTANCE */ struct LightData { float position[3]; float inv_radius; float direction[3]; // Only used by SpotLight float size; float color[3]; float attenuation; float inv_spot_attenuation; float cos_spot_angle; float specular_amount; float shadow_opacity; float pad[3]; uint32_t bake_mode; }; static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes"); struct DirectionalLightData { float direction[3]; float energy; float color[3]; float size; uint32_t enabled; // For use by SkyShaders uint32_t bake_mode; float shadow_opacity; float specular; }; static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes"); struct ShadowData { float shadow_matrix[16]; float light_position[3]; float shadow_normal_bias; float pad[3]; float shadow_atlas_pixel_size; }; static_assert(sizeof(ShadowData) % 16 == 0, "ShadowData size must be a multiple of 16 bytes"); struct DirectionalShadowData { float direction[3]; float shadow_atlas_pixel_size; float shadow_normal_bias[4]; float shadow_split_offsets[4]; float shadow_matrices[4][16]; float fade_from; float fade_to; uint32_t blend_splits; // Not exposed to the shader. uint32_t pad; }; static_assert(sizeof(DirectionalShadowData) % 16 == 0, "DirectionalShadowData size must be a multiple of 16 bytes"); class GeometryInstanceGLES3; // Cached data for drawing surfaces struct GeometryInstanceSurface { enum { FLAG_PASS_DEPTH = 1, FLAG_PASS_OPAQUE = 2, FLAG_PASS_ALPHA = 4, FLAG_PASS_SHADOW = 8, FLAG_USES_SHARED_SHADOW_MATERIAL = 128, FLAG_USES_SCREEN_TEXTURE = 2048, FLAG_USES_DEPTH_TEXTURE = 4096, FLAG_USES_NORMAL_TEXTURE = 8192, FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384, }; union { struct { uint64_t lod_index : 8; uint64_t surface_index : 8; uint64_t geometry_id : 32; uint64_t material_id_low : 16; uint64_t material_id_hi : 16; uint64_t shader_id : 32; uint64_t uses_softshadow : 1; uint64_t uses_projector : 1; uint64_t uses_forward_gi : 1; uint64_t uses_lightmap : 1; uint64_t depth_layer : 4; uint64_t priority : 8; }; struct { uint64_t sort_key1; uint64_t sort_key2; }; } sort; RS::PrimitiveType primitive = RS::PRIMITIVE_MAX; uint32_t flags = 0; uint32_t surface_index = 0; uint32_t lod_index = 0; uint32_t index_count = 0; int32_t light_pass_index = -1; bool finished_base_pass = false; void *surface = nullptr; GLES3::SceneShaderData *shader = nullptr; GLES3::SceneMaterialData *material = nullptr; void *surface_shadow = nullptr; GLES3::SceneShaderData *shader_shadow = nullptr; GLES3::SceneMaterialData *material_shadow = nullptr; GeometryInstanceSurface *next = nullptr; GeometryInstanceGLES3 *owner = nullptr; }; struct GeometryInstanceLightmapSH { Color sh[9]; }; class GeometryInstanceGLES3 : public RenderGeometryInstanceBase { public: //used during rendering bool store_transform_cache = true; int32_t instance_count = 0; bool can_sdfgi = false; bool using_projectors = false; bool using_softshadows = false; struct LightPass { int32_t light_id = -1; // Position in the light uniform buffer. int32_t shadow_id = -1; // Position in the shadow uniform buffer. RID light_instance_rid; bool is_omni = false; }; LocalVector light_passes; uint32_t paired_omni_light_count = 0; uint32_t paired_spot_light_count = 0; LocalVector paired_omni_lights; LocalVector paired_spot_lights; LocalVector omni_light_gl_cache; LocalVector spot_light_gl_cache; LocalVector paired_reflection_probes; LocalVector reflection_probe_rid_cache; LocalVector reflection_probes_local_transform_cache; RID lightmap_instance; Rect2 lightmap_uv_scale; uint32_t lightmap_slice_index; GeometryInstanceLightmapSH *lightmap_sh = nullptr; // Used during setup. GeometryInstanceSurface *surface_caches = nullptr; SelfList dirty_list_element; GeometryInstanceGLES3() : dirty_list_element(this) {} virtual void _mark_dirty() override; virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; virtual void set_lightmap_capture(const Color *p_sh9) override; virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override; virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override; virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {} virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {} virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override {} }; enum { INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3, INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4, INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5, INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7, INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8, INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9, INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10, INSTANCE_DATA_FLAG_PARTICLES = 1 << 11, INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12, INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13, INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14, INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15, }; static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker); static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker); SelfList::List geometry_instance_dirty_list; // Use PagedAllocator instead of RID to maximize performance PagedAllocator geometry_instance_alloc; PagedAllocator geometry_instance_surface_alloc; void _geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance); void _update_dirty_geometry_instances(); struct SceneState { struct UBO { float projection_matrix[16]; float inv_projection_matrix[16]; float inv_view_matrix[16]; float view_matrix[16]; float main_cam_inv_view_matrix[16]; float viewport_size[2]; float screen_pixel_size[2]; float ambient_light_color_energy[4]; float ambient_color_sky_mix; uint32_t pad2; float emissive_exposure_normalization; uint32_t use_ambient_light = 0; uint32_t use_ambient_cubemap = 0; uint32_t use_reflection_cubemap = 0; float fog_aerial_perspective; float time; float radiance_inverse_xform[12]; uint32_t directional_light_count; float z_far; float z_near; float IBL_exposure_normalization; uint32_t fog_enabled; uint32_t fog_mode; float fog_density; float fog_height; float fog_height_density; float fog_depth_curve; float fog_sun_scatter; float fog_depth_begin; float fog_light_color[3]; float fog_depth_end; float shadow_bias; float luminance_multiplier; uint32_t camera_visible_layers; bool pancake_shadows; }; static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes"); struct MultiviewUBO { float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; }; static_assert(sizeof(MultiviewUBO) % 16 == 0, "Multiview UBO size must be a multiple of 16 bytes"); struct TonemapUBO { float exposure = 1.0; float white = 1.0; int32_t tonemapper = 0; int32_t pad = 0; int32_t pad2 = 0; float brightness = 1.0; float contrast = 1.0; float saturation = 1.0; }; static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes"); UBO ubo; GLuint ubo_buffer = 0; MultiviewUBO multiview_ubo; GLuint multiview_buffer = 0; GLuint tonemap_buffer = 0; bool used_depth_prepass = false; GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX; GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK; bool current_blend_enabled = false; bool current_depth_draw_enabled = false; bool current_depth_test_enabled = false; bool current_scissor_test_enabled = false; void reset_gl_state() { glDisable(GL_BLEND); current_blend_enabled = false; glDisable(GL_SCISSOR_TEST); current_scissor_test_enabled = false; glCullFace(GL_BACK); glEnable(GL_CULL_FACE); cull_mode = GLES3::SceneShaderData::CULL_BACK; glDepthMask(GL_FALSE); current_depth_draw_enabled = false; glDisable(GL_DEPTH_TEST); current_depth_test_enabled = false; } void set_gl_cull_mode(GLES3::SceneShaderData::Cull p_mode) { if (cull_mode != p_mode) { if (p_mode == GLES3::SceneShaderData::CULL_DISABLED) { glDisable(GL_CULL_FACE); } else { if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) { // Last time was disabled, so enable and set proper face. glEnable(GL_CULL_FACE); } glCullFace(p_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK); } cull_mode = p_mode; } } void enable_gl_blend(bool p_enabled) { if (current_blend_enabled != p_enabled) { if (p_enabled) { glEnable(GL_BLEND); } else { glDisable(GL_BLEND); } current_blend_enabled = p_enabled; } } void enable_gl_scissor_test(bool p_enabled) { if (current_scissor_test_enabled != p_enabled) { if (p_enabled) { glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } current_scissor_test_enabled = p_enabled; } } void enable_gl_depth_draw(bool p_enabled) { if (current_depth_draw_enabled != p_enabled) { glDepthMask(p_enabled ? GL_TRUE : GL_FALSE); current_depth_draw_enabled = p_enabled; } } void enable_gl_depth_test(bool p_enabled) { if (current_depth_test_enabled != p_enabled) { if (p_enabled) { glEnable(GL_DEPTH_TEST); } else { glDisable(GL_DEPTH_TEST); } current_depth_test_enabled = p_enabled; } } bool texscreen_copied = false; bool used_screen_texture = false; bool used_normal_texture = false; bool used_depth_texture = false; LightData *omni_lights = nullptr; LightData *spot_lights = nullptr; ShadowData *positional_shadows = nullptr; InstanceSort *omni_light_sort; InstanceSort *spot_light_sort; GLuint omni_light_buffer = 0; GLuint spot_light_buffer = 0; GLuint positional_shadow_buffer = 0; uint32_t omni_light_count = 0; uint32_t spot_light_count = 0; RS::ShadowQuality positional_shadow_quality = RS::ShadowQuality::SHADOW_QUALITY_SOFT_LOW; DirectionalLightData *directional_lights = nullptr; GLuint directional_light_buffer = 0; DirectionalShadowData *directional_shadows = nullptr; GLuint directional_shadow_buffer = 0; RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality::SHADOW_QUALITY_SOFT_LOW; } scene_state; struct RenderListParameters { GeometryInstanceSurface **elements = nullptr; int element_count = 0; bool reverse_cull = false; uint64_t spec_constant_base_flags = 0; bool force_wireframe = false; Vector2 uv_offset = Vector2(0, 0); RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false, Vector2 p_uv_offset = Vector2()) { elements = p_elements; element_count = p_element_count; reverse_cull = p_reverse_cull; spec_constant_base_flags = p_spec_constant_base_flags; force_wireframe = p_force_wireframe; uv_offset = p_uv_offset; } }; struct RenderList { LocalVector elements; void clear() { elements.clear(); } //should eventually be replaced by radix struct SortByKey { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2); } }; void sort_by_key() { SortArray sorter; sorter.sort(elements.ptr(), elements.size()); } void sort_by_key_range(uint32_t p_from, uint32_t p_size) { SortArray sorter; sorter.sort(elements.ptr() + p_from, p_size); } struct SortByDepth { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { return (A->owner->depth < B->owner->depth); } }; void sort_by_depth() { //used for shadows SortArray sorter; sorter.sort(elements.ptr(), elements.size()); } struct SortByReverseDepthAndPriority { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority); } }; void sort_by_reverse_depth_and_priority() { //used for alpha SortArray sorter; sorter.sort(elements.ptr(), elements.size()); } _FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) { elements.push_back(p_element); } }; RenderList render_list[RENDER_LIST_MAX]; void _setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count, uint32_t &r_directional_shadow_count); void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows, float p_shadow_bias = 0.0); void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false); void _render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size = Size2i(1, 1)); void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D()); void _render_post_processing(const RenderDataGLES3 *p_render_data); template _FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false); protected: double time; double time_step = 0; bool screen_space_roughness_limiter = false; float screen_space_roughness_limiter_amount = 0.25; float screen_space_roughness_limiter_limit = 0.18; void _render_buffers_debug_draw(Ref p_render_buffers, RID p_shadow_atlas, GLuint p_fbo); /* Camera Attributes */ struct CameraAttributes { float exposure_multiplier = 1.0; float exposure_normalization = 1.0; }; bool use_physical_light_units = false; mutable RID_Owner camera_attributes_owner; /* Environment */ RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM; bool ssao_half_size = false; float ssao_adaptive_target = 0.5; int ssao_blur_passes = 2; float ssao_fadeout_from = 50.0; float ssao_fadeout_to = 300.0; bool glow_bicubic_upscale = false; RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW; /* Sky */ struct SkyGlobals { float fog_aerial_perspective = 0.0; Color fog_light_color; float fog_sun_scatter = 0.0; bool fog_enabled = false; float fog_density = 0.0; float z_far = 0.0; uint32_t directional_light_count = 0; DirectionalLightData *directional_lights = nullptr; DirectionalLightData *last_frame_directional_lights = nullptr; uint32_t last_frame_directional_light_count = 0; GLuint directional_light_buffer = 0; RID shader_default_version; RID default_material; RID default_shader; RID fog_material; RID fog_shader; GLuint screen_triangle = 0; GLuint screen_triangle_array = 0; uint32_t max_directional_lights = 4; uint32_t roughness_layers = 8; } sky_globals; struct Sky { // Screen Buffers GLuint half_res_pass = 0; GLuint half_res_framebuffer = 0; GLuint quarter_res_pass = 0; GLuint quarter_res_framebuffer = 0; Size2i screen_size = Size2i(0, 0); // Radiance Cubemap GLuint radiance = 0; GLuint radiance_framebuffer = 0; GLuint raw_radiance = 0; RID material; GLuint uniform_buffer; int radiance_size = 256; int mipmap_count = 1; RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC; //ReflectionData reflection; bool reflection_dirty = false; bool dirty = false; int processing_layer = 0; Sky *dirty_list = nullptr; float baked_exposure = 1.0; //State to track when radiance cubemap needs updating GLES3::SkyMaterialData *prev_material; Vector3 prev_position = Vector3(0.0, 0.0, 0.0); float prev_time = 0.0f; }; Sky *dirty_sky_list = nullptr; mutable RID_Owner sky_owner; void _setup_sky(const RenderDataGLES3 *p_render_data, const PagedArray &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size); void _invalidate_sky(Sky *p_sky); void _update_dirty_skys(); void _update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier); void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y, bool p_apply_color_adjustments_in_post); void _free_sky_data(Sky *p_sky); // Needed for a single argument calls (material and uv2). PagedArrayPool cull_argument_pool; PagedArray cull_argument; public: static RasterizerSceneGLES3 *get_singleton() { return singleton; } RasterizerCanvasGLES3 *canvas = nullptr; RenderGeometryInstance *geometry_instance_create(RID p_base) override; void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override; uint32_t geometry_instance_get_pair_mask() override; /* SDFGI UPDATE */ void sdfgi_update(const Ref &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {} int sdfgi_get_pending_region_count(const Ref &p_render_buffers) const override { return 0; } AABB sdfgi_get_pending_region_bounds(const Ref &p_render_buffers, int p_region) const override { return AABB(); } uint32_t sdfgi_get_pending_region_cascade(const Ref &p_render_buffers, int p_region) const override { return 0; } /* SKY API */ RID sky_allocate() override; void sky_initialize(RID p_rid) override; void sky_set_radiance_size(RID p_sky, int p_radiance_size) override; void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override; void sky_set_material(RID p_sky, RID p_material) override; Ref sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override; float sky_get_baked_exposure(RID p_sky) const; /* ENVIRONMENT API */ void environment_glow_set_use_bicubic_upscale(bool p_enable) override; void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override; void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override; void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override; void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override; void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override; void environment_set_volumetric_fog_filter_active(bool p_enable) override; Ref environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override; _FORCE_INLINE_ bool is_using_physical_light_units() { return use_physical_light_units; } void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override; RID fog_volume_instance_create(RID p_fog_volume) override; void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override; void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override; RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override; Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override; RID voxel_gi_instance_create(RID p_voxel_gi) override; void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override; bool voxel_gi_needs_update(RID p_probe) const override; void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector &p_light_instances, const PagedArray &p_dynamic_objects) override; void voxel_gi_set_quality(RS::VoxelGIQuality) override; void render_scene(const Ref &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray &p_instances, const PagedArray &p_lights, const PagedArray &p_reflection_probes, const PagedArray &p_voxel_gi_instances, const PagedArray &p_decals, const PagedArray &p_lightmaps, const PagedArray &p_fog_volumes, RID p_environment, RID p_camera_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override; void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region) override; void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray &p_instances) override; void set_scene_pass(uint64_t p_pass) override { scene_pass = p_pass; } _FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; } void set_time(double p_time, double p_step) override; void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override; _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; } Ref render_buffers_create() override; void gi_set_use_half_resolution(bool p_enable) override; void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override; bool screen_space_roughness_limiter_is_active() const override; void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override; void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override; TypedArray bake_render_uv2(RID p_base, const TypedArray &p_material_overrides, const Size2i &p_image_size) override; void _render_uv2(const PagedArray &p_instances, GLuint p_framebuffer, const Rect2i &p_region); bool free(RID p_rid) override; void update() override; void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override; void decals_set_filter(RS::DecalFilter p_filter) override; void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override; RasterizerSceneGLES3(); ~RasterizerSceneGLES3(); }; #endif // GLES3_ENABLED #endif // RASTERIZER_SCENE_GLES3_H