#ifndef RASTERIZERSCENEGLES3_H #define RASTERIZERSCENEGLES3_H #include "rasterizer_storage_gles3.h" #include "drivers/gles3/shaders/scene.glsl.h" class RasterizerSceneGLES3 : public RasterizerScene { public: uint64_t render_pass; uint32_t current_material_index; uint32_t current_geometry_index; RID default_material; RID default_shader; RasterizerStorageGLES3 *storage; struct State { bool current_depth_test; bool current_depth_mask; bool texscreen_copied; int current_blend_mode; SceneShaderGLES3 scene_shader; struct SceneDataUBO { float projection_matrix[16]; float camera_inverse_matrix[16]; float camera_matrix[16]; float time[4]; float ambient_light[4]; } ubo_data; GLuint scene_ubo; GLuint skybox_verts; GLuint skybox_array; } state; /* ENVIRONMENT API */ struct Environment : public RID_Data { VS::EnvironmentBG bg_mode; RID skybox_color; RID skybox_radiance; RID skybox_irradiance; float skybox_scale; Color bg_color; float energy; float skybox_ambient; Color ambient_color; float ambient_anergy; float ambient_skybox_energy; int canvas_max_layer; Environment() { bg_mode=VS::ENV_BG_CLEAR_COLOR; skybox_scale=1.0; energy=1.0; skybox_ambient=0; ambient_anergy=1.0; ambient_skybox_energy=0.0; canvas_max_layer=0; } }; RID_Owner environment_owner; virtual RID environment_create(); virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size,int p_irradiance_size); virtual void environment_set_skybox_scale(RID p_env,float p_scale); 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_skybox_energy=0.0); virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode); 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_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper); virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness); virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast); virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation); virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp); /* RENDER LIST */ struct RenderList { enum { DEFAULT_MAX_ELEMENTS=65536, MAX_LIGHTS=4, SORT_FLAG_SKELETON=1, SORT_FLAG_INSTANCING=2, SORT_KEY_DEPTH_LAYER_SHIFT=58, SORT_KEY_LIGHT_TYPE_SHIFT=54, //type is most important SORT_KEY_LIGHT_INDEX_SHIFT=38, //type is most important SORT_KEY_MATERIAL_INDEX_SHIFT=22, SORT_KEY_GEOMETRY_INDEX_SHIFT=6, SORT_KEY_GEOMETRY_TYPE_SHIFT=2, SORT_KEY_SKELETON_FLAG=2, SORT_KEY_MIRROR_FLAG=1 }; int max_elements; struct Element { RasterizerScene::InstanceBase *instance; RasterizerStorageGLES3::Geometry *geometry; RasterizerStorageGLES3::Material *material; RasterizerStorageGLES3::GeometryOwner *owner; uint64_t sort_key; bool *additive_ptr; bool additive; }; Element *_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 sorter; if (p_alpha) { sorter.sort(&elements[max_elements-alpha_element_count-1],alpha_element_count); } else { sorter.sort(elements,element_count); } } _FORCE_INLINE_ Element* add_element() { if (element_count+alpha_element_count>=max_elements) return NULL; elements[element_count]=&_elements[element_count]; return elements[element_count++]; } _FORCE_INLINE_ Element* add_alpha_element() { if (element_count+alpha_element_count>=max_elements) return NULL; int idx = max_elements-alpha_element_count-1; elements[idx]=&_elements[idx]; alpha_element_count++; return elements[idx]; } void init() { element_count = 0; alpha_element_count =0; elements=memnew_arr(Element*,max_elements); _elements=memnew_arr(Element,max_elements); for (int i=0;i