virtualx-engine/drivers/gles3/storage/light_storage.h
Hugo Locurcio 09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00

340 lines
14 KiB
C++

/*************************************************************************/
/* light_storage.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef LIGHT_STORAGE_GLES3_H
#define LIGHT_STORAGE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/storage/light_storage.h"
#include "servers/rendering/storage/utilities.h"
#include "platform_config.h"
#ifndef OPENGL_INCLUDE_H
#include <GLES3/gl3.h>
#else
#include OPENGL_INCLUDE_H
#endif
namespace GLES3 {
/* LIGHT */
struct Light {
RS::LightType type;
float param[RS::LIGHT_PARAM_MAX];
Color color = Color(1, 1, 1, 1);
RID projector;
bool shadow = false;
bool negative = false;
bool reverse_cull = false;
RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
uint32_t max_sdfgi_cascade = 2;
uint32_t cull_mask = 0xFFFFFFFF;
bool distance_fade = false;
real_t distance_fade_begin = 40.0;
real_t distance_fade_shadow = 50.0;
real_t distance_fade_length = 10.0;
RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
bool directional_blend_splits = false;
RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
uint64_t version = 0;
Dependency dependency;
};
/* REFLECTION PROBE */
struct ReflectionProbe {
RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
int resolution = 256;
float intensity = 1.0;
RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
Color ambient_color;
float ambient_color_energy = 1.0;
float max_distance = 0;
Vector3 extents = Vector3(1, 1, 1);
Vector3 origin_offset;
bool interior = false;
bool box_projection = false;
bool enable_shadows = false;
uint32_t cull_mask = (1 << 20) - 1;
float mesh_lod_threshold = 0.01;
Dependency dependency;
};
/* LIGHTMAP */
struct Lightmap {
RID light_texture;
bool uses_spherical_harmonics = false;
bool interior = false;
AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
int32_t array_index = -1; //unassigned
PackedVector3Array points;
PackedColorArray point_sh;
PackedInt32Array tetrahedra;
PackedInt32Array bsp_tree;
struct BSP {
static const int32_t EMPTY_LEAF = INT32_MIN;
float plane[4];
int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
};
Dependency dependency;
};
class LightStorage : public RendererLightStorage {
private:
static LightStorage *singleton;
/* LIGHT */
mutable RID_Owner<Light, true> light_owner;
/* REFLECTION PROBE */
mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
/* LIGHTMAP */
Vector<RID> lightmap_textures;
mutable RID_Owner<Lightmap, true> lightmap_owner;
public:
static LightStorage *get_singleton();
LightStorage();
virtual ~LightStorage();
/* Light API */
Light *get_light(RID p_rid) { return light_owner.get_or_null(p_rid); };
bool owns_light(RID p_rid) { return light_owner.owns(p_rid); };
void _light_initialize(RID p_rid, RS::LightType p_type);
virtual RID directional_light_allocate() override;
virtual void directional_light_initialize(RID p_rid) override;
virtual RID omni_light_allocate() override;
virtual void omni_light_initialize(RID p_rid) override;
virtual RID spot_light_allocate() override;
virtual void spot_light_initialize(RID p_rid) override;
virtual void light_free(RID p_rid) override;
virtual void light_set_color(RID p_light, const Color &p_color) override;
virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
virtual void light_set_shadow(RID p_light, bool p_enabled) override;
virtual void light_set_projector(RID p_light, RID p_texture) override;
virtual void light_set_negative(RID p_light, bool p_enable) override;
virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override {}
virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
virtual bool light_directional_get_blend_splits(RID p_light) const override;
virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
virtual RS::LightType light_get_type(RID p_light) const override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->type;
}
virtual AABB light_get_aabb(RID p_light) const override;
virtual float light_get_param(RID p_light, RS::LightParam p_param) override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->param[p_param];
}
_FORCE_INLINE_ RID light_get_projector(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RID());
return light->projector;
}
virtual Color light_get_color(RID p_light) override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, Color());
return light->color;
}
_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0);
return light->cull_mask;
}
_FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade;
}
_FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_begin;
}
_FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_shadow;
}
_FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) {
const Light *light = light_owner.get_or_null(p_light);
return light->distance_fade_length;
}
virtual bool light_has_shadow(RID p_light) const override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->shadow;
}
virtual bool light_has_projector(RID p_light) const override {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light_owner.owns(light->projector);
}
_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
return light->negative;
}
_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
const Light *light = light_owner.get_or_null(p_light);
ERR_FAIL_COND_V(!light, 0.0);
return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
}
virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override;
virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; }
virtual uint64_t light_get_version(RID p_light) const override;
/* PROBE API */
virtual RID reflection_probe_allocate() override;
virtual void reflection_probe_initialize(RID p_rid) override;
virtual void reflection_probe_free(RID p_rid) override;
virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
virtual AABB reflection_probe_get_aabb(RID p_probe) const override;
virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
virtual Vector3 reflection_probe_get_extents(RID p_probe) const override;
virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override;
virtual bool reflection_probe_renders_shadows(RID p_probe) const override;
/* LIGHTMAP CAPTURE */
virtual RID lightmap_allocate() override;
virtual void lightmap_initialize(RID p_rid) override;
virtual void lightmap_free(RID p_rid) override;
virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
virtual AABB lightmap_get_aabb(RID p_lightmap) const override;
virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
virtual bool lightmap_is_interior(RID p_lightmap) const override;
virtual void lightmap_set_probe_capture_update_speed(float p_speed) override;
virtual float lightmap_get_probe_capture_update_speed() const override;
/* LIGHT SHADOW MAPPING */
/*
struct CanvasOccluder {
RID self;
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
LocalVector<Vector2> lines;
int len;
};
RID_Owner<CanvasOccluder> canvas_occluder_owner;
RID canvas_light_occluder_create();
void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector<Vector2> &p_lines);
*/
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // LIGHT_STORAGE_GLES3_H