729 lines
19 KiB
C++
729 lines
19 KiB
C++
#ifndef RASTERIZERSCENEGLES3_H
|
|
#define RASTERIZERSCENEGLES3_H
|
|
|
|
#include "rasterizer_storage_gles3.h"
|
|
#include "drivers/gles3/shaders/scene.glsl.h"
|
|
#include "drivers/gles3/shaders/cube_to_dp.glsl.h"
|
|
#include "drivers/gles3/shaders/resolve.glsl.h"
|
|
#include "drivers/gles3/shaders/screen_space_reflection.glsl.h"
|
|
#include "drivers/gles3/shaders/effect_blur.glsl.h"
|
|
#include "drivers/gles3/shaders/subsurf_scattering.glsl.h"
|
|
#include "drivers/gles3/shaders/ssao_minify.glsl.h"
|
|
#include "drivers/gles3/shaders/ssao.glsl.h"
|
|
#include "drivers/gles3/shaders/ssao_blur.glsl.h"
|
|
#include "drivers/gles3/shaders/exposure.glsl.h"
|
|
#include "drivers/gles3/shaders/tonemap.glsl.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;
|
|
|
|
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;
|
|
|
|
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;
|
|
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 {
|
|
|
|
float projection_matrix[16];
|
|
float camera_inverse_matrix[16];
|
|
float camera_matrix[16];
|
|
float time[4];
|
|
float ambient_light_color[4];
|
|
float bg_color[4];
|
|
float ambient_energy;
|
|
float bg_energy;
|
|
float shadow_z_offset;
|
|
float shadow_slope_scale;
|
|
float shadow_dual_paraboloid_render_zfar;
|
|
float shadow_dual_paraboloid_render_side;
|
|
float shadow_atlas_pixel_size[2];
|
|
float shadow_directional_pixel_size[2];
|
|
float reflection_multiplier;
|
|
float subsurface_scatter_width;
|
|
float ambient_occlusion_affect_light;
|
|
|
|
} ubo_data;
|
|
|
|
GLuint scene_ubo;
|
|
|
|
struct EnvironmentRadianceUBO {
|
|
|
|
float transform[16];
|
|
float box_min[4]; //unused for now
|
|
float box_max[4];
|
|
float ambient_contribution;
|
|
|
|
} env_radiance_data;
|
|
|
|
GLuint env_radiance_ubo;
|
|
|
|
GLuint brdf_texture;
|
|
|
|
GLuint skybox_verts;
|
|
GLuint skybox_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;
|
|
|
|
|
|
|
|
int spot_light_count;
|
|
int omni_light_count;
|
|
int directional_light_count;
|
|
int reflection_probe_count;
|
|
|
|
bool cull_front;
|
|
bool used_sss;
|
|
|
|
} 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;
|
|
int size;
|
|
};
|
|
|
|
Vector<ShadowCubeMap> shadow_cubemaps;
|
|
|
|
RID_Owner<ShadowAtlas> shadow_atlas_owner;
|
|
|
|
RID shadow_atlas_create();
|
|
void shadow_atlas_set_size(RID p_atlas,int p_size);
|
|
void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision);
|
|
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
|
|
bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version);
|
|
|
|
|
|
struct DirectionalShadow {
|
|
GLuint fbo;
|
|
GLuint depth;
|
|
int light_count;
|
|
int size;
|
|
int current_light;
|
|
} directional_shadow;
|
|
|
|
virtual int get_directional_light_shadow_size(RID p_light_intance);
|
|
virtual void set_directional_shadow_count(int p_count);
|
|
|
|
/* REFLECTION PROBE ATLAS API */
|
|
|
|
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 skybox;
|
|
float skybox_scale;
|
|
|
|
Color bg_color;
|
|
float bg_energy;
|
|
float skybox_ambient;
|
|
|
|
Color ambient_color;
|
|
float ambient_energy;
|
|
float ambient_skybox_contribution;
|
|
|
|
int canvas_max_layer;
|
|
|
|
bool ssr_enabled;
|
|
int ssr_max_steps;
|
|
float ssr_accel;
|
|
float ssr_fade;
|
|
float ssr_depth_tolerance;
|
|
bool ssr_smooth;
|
|
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;
|
|
Color ssao_color;
|
|
bool 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_treshold;
|
|
float glow_hdr_bleed_scale;
|
|
bool glow_bicubic_upscale;
|
|
|
|
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;
|
|
|
|
Environment() {
|
|
bg_mode=VS::ENV_BG_CLEAR_COLOR;
|
|
skybox_scale=1.0;
|
|
bg_energy=1.0;
|
|
skybox_ambient=0;
|
|
ambient_energy=1.0;
|
|
ambient_skybox_contribution=0.0;
|
|
canvas_max_layer=0;
|
|
|
|
ssr_enabled=false;
|
|
ssr_max_steps=64;
|
|
ssr_accel=0.04;
|
|
ssr_fade=2.0;
|
|
ssr_depth_tolerance=0.2;
|
|
ssr_smooth=true;
|
|
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_filter=true;
|
|
|
|
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;
|
|
|
|
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_treshold=1.0;
|
|
glow_hdr_bleed_scale=2.0;
|
|
glow_bicubic_upscale=false;
|
|
|
|
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;
|
|
|
|
}
|
|
};
|
|
|
|
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_skybox(RID p_env,RID p_skybox);
|
|
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_contribution=0.0);
|
|
|
|
virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_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_far_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_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale);
|
|
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
|
|
|
|
virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness);
|
|
virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur);
|
|
|
|
|
|
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);
|
|
|
|
|
|
/* 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[4];
|
|
float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
|
|
float shadow_matrix2[16];
|
|
float shadow_matrix3[16];
|
|
float shadow_matrix4[16];
|
|
float shadow_split_offsets[4];
|
|
|
|
};
|
|
|
|
struct LightInstance : public RID_Data {
|
|
|
|
struct ShadowTransform {
|
|
|
|
CameraMatrix camera;
|
|
Transform transform;
|
|
float far;
|
|
float split;
|
|
};
|
|
|
|
|
|
|
|
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);
|
|
virtual void light_instance_mark_visible(RID p_light_instance);
|
|
|
|
/* REFLECTION INSTANCE */
|
|
|
|
struct GIProbeInstance : public RID_Data {
|
|
RID data;
|
|
GLuint tex_cache;
|
|
Vector3 cell_size_cache;
|
|
Vector3 bounds;
|
|
Transform transform_to_data;
|
|
};
|
|
|
|
|
|
|
|
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_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,
|
|
MAX_LIGHTS=4096,
|
|
|
|
|
|
SORT_KEY_DEPTH_LAYER_SHIFT=60,
|
|
SORT_KEY_UNSHADED_FLAG=uint64_t(1)<<59,
|
|
SORT_KEY_NO_DIRECTIONAL_FLAG=uint64_t(1)<<58,
|
|
SORT_KEY_GI_PROBES_FLAG=uint64_t(1)<<57,
|
|
SORT_KEY_SHADING_SHIFT=57,
|
|
SORT_KEY_SHADING_MASK=7,
|
|
SORT_KEY_MATERIAL_INDEX_SHIFT=40,
|
|
SORT_KEY_GEOMETRY_INDEX_SHIFT=20,
|
|
SORT_KEY_GEOMETRY_TYPE_SHIFT=15,
|
|
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;
|
|
|
|
};
|
|
|
|
|
|
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<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) {
|
|
|
|
SortArray<Element*,SortByDepth> 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 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<max_elements;i++)
|
|
elements[i]=&_elements[i]; // assign elements
|
|
|
|
}
|
|
|
|
|
|
RenderList() {
|
|
|
|
max_elements=DEFAULT_MAX_ELEMENTS;
|
|
}
|
|
|
|
~RenderList() {
|
|
memdelete_arr(elements);
|
|
memdelete_arr(_elements);
|
|
}
|
|
};
|
|
|
|
|
|
LightInstance *directional_light;
|
|
LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
|
|
|
|
|
|
|
|
RenderList render_list;
|
|
|
|
_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull);
|
|
|
|
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
|
|
_FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection);
|
|
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
|
|
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
|
|
_FORCE_INLINE_ 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, GLuint p_base_env, 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_shadow);
|
|
|
|
void _draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox, const CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale);
|
|
|
|
void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform& p_cam_transform);
|
|
void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transformm, 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();
|
|
void _copy_to_front_buffer(Environment *env);
|
|
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_shadow);
|
|
|
|
void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
|
|
void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
|
|
|
|
virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass);
|
|
virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count);
|
|
virtual bool free(RID p_rid);
|
|
|
|
void _generate_brdf();
|
|
|
|
virtual void set_scene_pass(uint64_t p_pass);
|
|
|
|
void iteration();
|
|
void initialize();
|
|
void finalize();
|
|
RasterizerSceneGLES3();
|
|
};
|
|
|
|
#endif // RASTERIZERSCENEGLES3_H
|