2634 lines
102 KiB
C++
2634 lines
102 KiB
C++
/*************************************************************************/
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/* rasterizer_scene_gles3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "rasterizer_scene_gles3.h"
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#include "core/config/project_settings.h"
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#include "core/templates/sort_array.h"
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#include "servers/rendering/rendering_server_default.h"
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#include "servers/rendering/rendering_server_globals.h"
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#include "storage/config.h"
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#include "storage/light_storage.h"
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#include "storage/mesh_storage.h"
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#include "storage/texture_storage.h"
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#ifdef GLES3_ENABLED
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RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
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RenderGeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
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RS::InstanceType type = RSG::utilities->get_base_type(p_base);
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ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
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GeometryInstanceGLES3 *ginstance = geometry_instance_alloc.alloc();
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ginstance->data = memnew(GeometryInstanceGLES3::Data);
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ginstance->data->base = p_base;
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ginstance->data->base_type = type;
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ginstance->_mark_dirty();
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return ginstance;
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}
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uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() {
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return (1 << RS::INSTANCE_LIGHT);
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}
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void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) {
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GLES3::Config *config = GLES3::Config::get_singleton();
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omni_light_count = 0;
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spot_light_count = 0;
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omni_lights.clear();
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spot_lights.clear();
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for (uint32_t i = 0; i < p_light_instance_count; i++) {
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RS::LightType type = RasterizerSceneGLES3::get_singleton()->light_instance_get_type(p_light_instances[i]);
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switch (type) {
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case RS::LIGHT_OMNI: {
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if (omni_light_count < (uint32_t)config->max_lights_per_object) {
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omni_lights.push_back(p_light_instances[i]);
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omni_light_count++;
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}
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} break;
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case RS::LIGHT_SPOT: {
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if (spot_light_count < (uint32_t)config->max_lights_per_object) {
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spot_lights.push_back(p_light_instances[i]);
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spot_light_count++;
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}
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} break;
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default:
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break;
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}
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}
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}
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void RasterizerSceneGLES3::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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GeometryInstanceSurface *surf = ginstance->surface_caches;
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while (surf) {
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GeometryInstanceSurface *next = surf->next;
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geometry_instance_surface_alloc.free(surf);
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surf = next;
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}
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memdelete(ginstance->data);
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geometry_instance_alloc.free(ginstance);
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}
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void RasterizerSceneGLES3::GeometryInstanceGLES3::_mark_dirty() {
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if (dirty_list_element.in_list()) {
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return;
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}
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//clear surface caches
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GeometryInstanceSurface *surf = surface_caches;
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while (surf) {
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GeometryInstanceSurface *next = surf->next;
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RasterizerSceneGLES3::get_singleton()->geometry_instance_surface_alloc.free(surf);
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surf = next;
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}
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surface_caches = nullptr;
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RasterizerSceneGLES3::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element);
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}
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void RasterizerSceneGLES3::GeometryInstanceGLES3::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
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}
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void RasterizerSceneGLES3::GeometryInstanceGLES3::set_lightmap_capture(const Color *p_sh9) {
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}
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void RasterizerSceneGLES3::_update_dirty_geometry_instances() {
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while (geometry_instance_dirty_list.first()) {
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_geometry_instance_update(geometry_instance_dirty_list.first()->self());
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}
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}
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void RasterizerSceneGLES3::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) {
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switch (p_notification) {
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case Dependency::DEPENDENCY_CHANGED_MATERIAL:
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case Dependency::DEPENDENCY_CHANGED_MESH:
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case Dependency::DEPENDENCY_CHANGED_PARTICLES:
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case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
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case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
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static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
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} break;
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case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata);
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if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
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ginstance->instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
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}
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} break;
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default: {
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//rest of notifications of no interest
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} break;
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}
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}
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void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
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static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
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}
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void RasterizerSceneGLES3::_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) {
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GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
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bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
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bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha);
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bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
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bool has_alpha = has_base_alpha || has_blend_alpha;
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uint32_t flags = 0;
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if (p_material->shader_data->uses_screen_texture) {
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flags |= GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE;
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}
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if (p_material->shader_data->uses_depth_texture) {
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flags |= GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE;
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}
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if (p_material->shader_data->uses_normal_texture) {
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flags |= GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE;
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}
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if (ginstance->data->cast_double_sided_shadows) {
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flags |= GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS;
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}
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if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
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//material is only meant for alpha pass
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flags |= GeometryInstanceSurface::FLAG_PASS_ALPHA;
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if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED)) {
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flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
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flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
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}
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} else {
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flags |= GeometryInstanceSurface::FLAG_PASS_OPAQUE;
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flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
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flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
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}
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GLES3::SceneMaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
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flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
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RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
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if (shadow_mesh.is_valid()) {
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surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface);
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}
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} else {
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material_shadow = p_material;
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}
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GeometryInstanceSurface *sdcache = geometry_instance_surface_alloc.alloc();
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sdcache->flags = flags;
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sdcache->shader = p_material->shader_data;
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sdcache->material = p_material;
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sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface);
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sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface);
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sdcache->surface_index = p_surface;
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if (ginstance->data->dirty_dependencies) {
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RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
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}
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//shadow
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sdcache->shader_shadow = material_shadow->shader_data;
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sdcache->material_shadow = material_shadow;
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sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
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sdcache->owner = ginstance;
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sdcache->next = ginstance->surface_caches;
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ginstance->surface_caches = sdcache;
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//sortkey
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sdcache->sort.sort_key1 = 0;
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sdcache->sort.sort_key2 = 0;
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sdcache->sort.surface_index = p_surface;
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sdcache->sort.material_id_low = p_material_id & 0x0000FFFF;
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sdcache->sort.material_id_hi = p_material_id >> 16;
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sdcache->sort.shader_id = p_shader_id;
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sdcache->sort.geometry_id = p_mesh.get_local_index();
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sdcache->sort.priority = p_material->priority;
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}
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void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material_data, RID p_mat_src, RID p_mesh) {
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GLES3::SceneMaterialData *material_data = p_material_data;
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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_geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh);
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while (material_data->next_pass.is_valid()) {
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RID next_pass = material_data->next_pass;
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material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(next_pass, RS::SHADER_SPATIAL));
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if (!material_data || !material_data->shader_data->valid) {
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break;
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}
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if (ginstance->data->dirty_dependencies) {
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material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
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}
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_geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh);
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}
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}
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void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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RID m_src;
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m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
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GLES3::SceneMaterialData *material_data = nullptr;
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if (m_src.is_valid()) {
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material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL));
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if (!material_data || !material_data->shader_data->valid) {
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material_data = nullptr;
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}
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}
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if (material_data) {
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if (ginstance->data->dirty_dependencies) {
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material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
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}
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} else {
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material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
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m_src = scene_globals.default_material;
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}
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ERR_FAIL_COND(!material_data);
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_geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
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if (ginstance->data->material_overlay.is_valid()) {
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m_src = ginstance->data->material_overlay;
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material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL));
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if (material_data && material_data->shader_data->valid) {
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if (ginstance->data->dirty_dependencies) {
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material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
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}
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_geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
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}
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}
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}
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void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
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GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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if (ginstance->data->dirty_dependencies) {
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ginstance->data->dependency_tracker.update_begin();
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}
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//add geometry for drawing
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switch (ginstance->data->base_type) {
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case RS::INSTANCE_MESH: {
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const RID *materials = nullptr;
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uint32_t surface_count;
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RID mesh = ginstance->data->base;
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materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
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if (materials) {
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//if no materials, no surfaces.
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const RID *inst_materials = ginstance->data->surface_materials.ptr();
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uint32_t surf_mat_count = ginstance->data->surface_materials.size();
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for (uint32_t j = 0; j < surface_count; j++) {
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RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
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_geometry_instance_add_surface(ginstance, j, material, mesh);
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}
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}
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ginstance->instance_count = -1;
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} break;
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case RS::INSTANCE_MULTIMESH: {
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RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base);
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if (mesh.is_valid()) {
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const RID *materials = nullptr;
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uint32_t surface_count;
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materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
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if (materials) {
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for (uint32_t j = 0; j < surface_count; j++) {
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_geometry_instance_add_surface(ginstance, j, materials[j], mesh);
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}
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}
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ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base);
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}
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} break;
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case RS::INSTANCE_PARTICLES: {
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} break;
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default: {
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}
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}
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bool store_transform = true;
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ginstance->base_flags = 0;
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if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
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ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
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if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
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ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
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}
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if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) {
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ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
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}
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if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) {
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ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
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}
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//ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_globals.default_shader_rd, TRANSFORMS_UNIFORM_SET);
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} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
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} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
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}
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ginstance->store_transform_cache = store_transform;
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if (ginstance->data->dirty_dependencies) {
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ginstance->data->dependency_tracker.update_end();
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ginstance->data->dirty_dependencies = false;
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}
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ginstance->dirty_list_element.remove_from_list();
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}
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/* SHADOW ATLAS API */
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RID RasterizerSceneGLES3::shadow_atlas_create() {
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return RID();
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}
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void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
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}
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void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
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}
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bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
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return false;
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}
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void RasterizerSceneGLES3::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
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}
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|
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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::_free_sky_data(Sky *p_sky) {
|
|
if (p_sky->radiance != 0) {
|
|
glDeleteTextures(1, &p_sky->radiance);
|
|
p_sky->radiance = 0;
|
|
glDeleteFramebuffers(1, &p_sky->radiance_framebuffer);
|
|
p_sky->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;
|
|
|
|
_free_sky_data(sky);
|
|
_invalidate_sky(sky);
|
|
}
|
|
|
|
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;
|
|
_invalidate_sky(sky);
|
|
}
|
|
|
|
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;
|
|
_invalidate_sky(sky);
|
|
}
|
|
|
|
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) {
|
|
sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1;
|
|
// Left uninitialized, will attach a texture at render time
|
|
glGenFramebuffers(1, &sky->radiance_framebuffer);
|
|
|
|
GLenum internal_format = GL_RGB10_A2;
|
|
|
|
glGenTextures(1, &sky->radiance);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
|
|
|
|
#ifdef GLES_OVER_GL
|
|
GLenum format = GL_RGBA;
|
|
GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV;
|
|
//TODO, on low-end compare this to allocating each face of each mip individually
|
|
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
|
|
for (int i = 0; i < 6; i++) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
|
|
}
|
|
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
#else
|
|
glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
|
|
#endif
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
|
|
|
|
glGenTextures(1, &sky->raw_radiance);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
|
|
|
|
#ifdef GLES_OVER_GL
|
|
//TODO, on low-end compare this to allocating each face of each mip individually
|
|
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
|
|
for (int i = 0; i < 6; i++) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
|
|
}
|
|
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
#else
|
|
glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
|
|
#endif
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
|
|
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_setup_sky(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size) {
|
|
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
ERR_FAIL_COND(p_env.is_null());
|
|
|
|
GLES3::SkyMaterialData *material = nullptr;
|
|
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env));
|
|
|
|
RID sky_material;
|
|
|
|
GLES3::SkyShaderData *shader_data = nullptr;
|
|
|
|
if (sky) {
|
|
sky_material = sky->material;
|
|
|
|
if (sky_material.is_valid()) {
|
|
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
if (!material || !material->shader_data->valid) {
|
|
material = nullptr;
|
|
}
|
|
}
|
|
|
|
if (!material) {
|
|
sky_material = sky_globals.default_material;
|
|
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
}
|
|
|
|
ERR_FAIL_COND(!material);
|
|
|
|
shader_data = material->shader_data;
|
|
|
|
ERR_FAIL_COND(!shader_data);
|
|
|
|
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
|
|
sky->prev_time = time;
|
|
sky->reflection_dirty = true;
|
|
RenderingServerDefault::redraw_request();
|
|
}
|
|
|
|
if (material != sky->prev_material) {
|
|
sky->prev_material = material;
|
|
sky->reflection_dirty = true;
|
|
}
|
|
|
|
if (material->uniform_set_updated) {
|
|
material->uniform_set_updated = false;
|
|
sky->reflection_dirty = true;
|
|
}
|
|
|
|
if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
|
|
sky->prev_position = p_transform.origin;
|
|
sky->reflection_dirty = true;
|
|
}
|
|
|
|
if (shader_data->uses_light) {
|
|
sky_globals.directional_light_count = 0;
|
|
for (int i = 0; i < (int)p_lights.size(); i++) {
|
|
LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
|
|
if (!li) {
|
|
continue;
|
|
}
|
|
RID base = li->light;
|
|
|
|
ERR_CONTINUE(base.is_null());
|
|
|
|
RS::LightType type = light_storage->light_get_type(base);
|
|
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
|
|
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
|
|
Transform3D light_transform = li->transform;
|
|
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
|
|
|
|
sky_light_data.direction[0] = world_direction.x;
|
|
sky_light_data.direction[1] = world_direction.y;
|
|
sky_light_data.direction[2] = world_direction.z;
|
|
|
|
float sign = light_storage->light_is_negative(base) ? -1 : 1;
|
|
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
|
|
|
|
Color linear_col = light_storage->light_get_color(base);
|
|
sky_light_data.color[0] = linear_col.r;
|
|
sky_light_data.color[1] = linear_col.g;
|
|
sky_light_data.color[2] = linear_col.b;
|
|
|
|
sky_light_data.enabled = true;
|
|
|
|
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
|
|
if (angular_diameter > 0.0) {
|
|
angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
|
|
} else {
|
|
angular_diameter = 0.0;
|
|
}
|
|
sky_light_data.size = angular_diameter;
|
|
sky_globals.directional_light_count++;
|
|
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Check whether the directional_light_buffer changes
|
|
bool light_data_dirty = false;
|
|
|
|
// Light buffer is dirty if we have fewer or more lights
|
|
// If we have fewer lights, make sure that old lights are disabled
|
|
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
|
|
light_data_dirty = true;
|
|
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
|
|
sky_globals.directional_lights[i].enabled = false;
|
|
}
|
|
}
|
|
|
|
if (!light_data_dirty) {
|
|
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
|
|
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
|
|
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
|
|
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
|
|
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
|
|
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
|
|
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
|
|
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
|
|
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
|
|
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
|
|
light_data_dirty = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (light_data_dirty) {
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
|
|
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
|
|
sky_globals.directional_lights = temp;
|
|
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
|
|
sky->reflection_dirty = true;
|
|
}
|
|
}
|
|
|
|
if (!sky->radiance) {
|
|
_invalidate_sky(sky);
|
|
_update_dirty_skys();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform) {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
ERR_FAIL_COND(p_env.is_null());
|
|
|
|
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env));
|
|
ERR_FAIL_COND(!sky);
|
|
|
|
GLES3::SkyMaterialData *material_data = nullptr;
|
|
RID sky_material;
|
|
|
|
RS::EnvironmentBG background = environment_get_background(p_env);
|
|
|
|
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);
|
|
|
|
// Camera
|
|
Projection camera;
|
|
|
|
if (environment_get_sky_custom_fov(p_env)) {
|
|
float near_plane = p_projection.get_z_near();
|
|
float far_plane = p_projection.get_z_far();
|
|
float aspect = p_projection.get_aspect();
|
|
|
|
camera.set_perspective(environment_get_sky_custom_fov(p_env), aspect, near_plane, far_plane);
|
|
} else {
|
|
camera = p_projection;
|
|
}
|
|
Basis sky_transform = environment_get_sky_orientation(p_env);
|
|
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);
|
|
|
|
glBindVertexArray(sky_globals.screen_triangle_array);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform) {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
ERR_FAIL_COND(p_env.is_null());
|
|
|
|
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env));
|
|
ERR_FAIL_COND(!sky);
|
|
|
|
GLES3::SkyMaterialData *material_data = nullptr;
|
|
RID sky_material;
|
|
|
|
RS::EnvironmentBG background = environment_get_background(p_env);
|
|
|
|
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);
|
|
|
|
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
|
|
RS::SkyMode sky_mode = sky->mode;
|
|
|
|
if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
|
|
if (shader_data->uses_time || shader_data->uses_position) {
|
|
update_single_frame = true;
|
|
sky_mode = RS::SKY_MODE_REALTIME;
|
|
} else if (shader_data->uses_light || shader_data->ubo_size > 0) {
|
|
update_single_frame = false;
|
|
sky_mode = RS::SKY_MODE_INCREMENTAL;
|
|
} else {
|
|
update_single_frame = true;
|
|
sky_mode = RS::SKY_MODE_QUALITY;
|
|
}
|
|
}
|
|
|
|
if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
|
|
// On the first frame after creating sky, rebuild in single frame
|
|
update_single_frame = true;
|
|
sky_mode = RS::SKY_MODE_QUALITY;
|
|
}
|
|
|
|
int max_processing_layer = sky->mipmap_count;
|
|
|
|
// Update radiance cubemap
|
|
if (sky->reflection_dirty && (sky->processing_layer > max_processing_layer || update_single_frame)) {
|
|
static const Vector3 view_normals[6] = {
|
|
Vector3(+1, 0, 0),
|
|
Vector3(-1, 0, 0),
|
|
Vector3(0, +1, 0),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, 0, +1),
|
|
Vector3(0, 0, -1)
|
|
};
|
|
static const Vector3 view_up[6] = {
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, 0, +1),
|
|
Vector3(0, 0, -1),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, -1, 0)
|
|
};
|
|
|
|
Projection cm;
|
|
cm.set_perspective(90, 1, 0.01, 10.0);
|
|
Projection correction;
|
|
correction.set_depth_correction(true);
|
|
cm = correction * cm;
|
|
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.matrix[2][0], cm.matrix[0][0], cm.matrix[2][1], cm.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
|
|
glBindVertexArray(sky_globals.screen_triangle_array);
|
|
|
|
glViewport(0, 0, sky->radiance_size, sky->radiance_size);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, sky->radiance_framebuffer);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, sky->raw_radiance, 0);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
}
|
|
|
|
if (update_single_frame) {
|
|
for (int i = 0; i < max_processing_layer; i++) {
|
|
_filter_sky_radiance(sky, i);
|
|
}
|
|
} else {
|
|
_filter_sky_radiance(sky, 0); //Just copy over the first mipmap
|
|
}
|
|
sky->processing_layer = 1;
|
|
|
|
sky->reflection_dirty = false;
|
|
} else {
|
|
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
|
|
_filter_sky_radiance(sky, sky->processing_layer);
|
|
sky->processing_layer++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Helper functions for IBL filtering
|
|
|
|
Vector3 importance_sample_GGX(Vector2 xi, float roughness4) {
|
|
// Compute distribution direction
|
|
float phi = 2.0 * Math_PI * xi.x;
|
|
float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y));
|
|
float sin_theta = sqrt(1.0 - cos_theta * cos_theta);
|
|
|
|
// Convert to spherical direction
|
|
Vector3 half_vector;
|
|
half_vector.x = sin_theta * cos(phi);
|
|
half_vector.y = sin_theta * sin(phi);
|
|
half_vector.z = cos_theta;
|
|
|
|
return half_vector;
|
|
}
|
|
|
|
float distribution_GGX(float NdotH, float roughness4) {
|
|
float NdotH2 = NdotH * NdotH;
|
|
float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
|
|
denom = Math_PI * denom * denom;
|
|
|
|
return roughness4 / denom;
|
|
}
|
|
|
|
float radical_inverse_vdC(uint32_t bits) {
|
|
bits = (bits << 16) | (bits >> 16);
|
|
bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
|
|
bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
|
|
bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
|
|
bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
|
|
|
|
return float(bits) * 2.3283064365386963e-10;
|
|
}
|
|
|
|
Vector2 hammersley(uint32_t i, uint32_t N) {
|
|
return Vector2(float(i) / float(N), radical_inverse_vdC(i));
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, p_sky->raw_radiance);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, p_sky->radiance_framebuffer);
|
|
|
|
CubemapFilterShaderGLES3::ShaderVariant mode = CubemapFilterShaderGLES3::MODE_DEFAULT;
|
|
|
|
if (p_base_layer == 0) {
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
// Copy over base layer without filtering.
|
|
mode = CubemapFilterShaderGLES3::MODE_COPY;
|
|
}
|
|
|
|
int size = p_sky->radiance_size >> p_base_layer;
|
|
glViewport(0, 0, size, size);
|
|
glBindVertexArray(sky_globals.screen_triangle_array);
|
|
|
|
material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
|
|
|
|
if (p_base_layer > 0) {
|
|
const uint32_t sample_counts[4] = { 1, sky_globals.ggx_samples / 4, sky_globals.ggx_samples / 2, sky_globals.ggx_samples };
|
|
uint32_t sample_count = sample_counts[MIN(3, p_base_layer)];
|
|
|
|
float roughness = float(p_base_layer) / (p_sky->mipmap_count);
|
|
float roughness4 = roughness * roughness;
|
|
roughness4 *= roughness4;
|
|
|
|
float solid_angle_texel = 4.0 * Math_PI / float(6 * size * size);
|
|
|
|
LocalVector<float> sample_directions;
|
|
sample_directions.resize(4 * sample_count);
|
|
|
|
uint32_t index = 0;
|
|
float weight = 0.0;
|
|
for (uint32_t i = 0; i < sample_count; i++) {
|
|
Vector2 xi = hammersley(i, sample_count);
|
|
Vector3 dir = importance_sample_GGX(xi, roughness4);
|
|
Vector3 light_vec = (2.0 * dir.z * dir - Vector3(0.0, 0.0, 1.0));
|
|
|
|
if (light_vec.z < 0.0) {
|
|
continue;
|
|
}
|
|
|
|
sample_directions[index * 4] = light_vec.x;
|
|
sample_directions[index * 4 + 1] = light_vec.y;
|
|
sample_directions[index * 4 + 2] = light_vec.z;
|
|
|
|
float D = distribution_GGX(dir.z, roughness4);
|
|
float pdf = D * dir.z / (4.0 * dir.z) + 0.0001;
|
|
|
|
float solid_angle_sample = 1.0 / (float(sample_count) * pdf + 0.0001);
|
|
|
|
float mip_level = MAX(0.5 * log2(solid_angle_sample / solid_angle_texel) + float(MAX(1, p_base_layer - 3)), 1.0);
|
|
|
|
sample_directions[index * 4 + 3] = mip_level;
|
|
weight += light_vec.z;
|
|
index++;
|
|
}
|
|
|
|
glUniform4fv(material_storage->shaders.cubemap_filter_shader.version_get_uniform(CubemapFilterShaderGLES3::SAMPLE_DIRECTIONS_MIP, scene_globals.cubemap_filter_shader_version, mode), sample_count, sample_directions.ptr());
|
|
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::WEIGHT, weight, scene_globals.cubemap_filter_shader_version, mode);
|
|
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::SAMPLE_COUNT, index, scene_globals.cubemap_filter_shader_version, mode);
|
|
}
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer);
|
|
#ifdef DEBUG_ENABLED
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
|
|
}
|
|
#endif
|
|
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
}
|
|
glBindVertexArray(0);
|
|
glViewport(0, 0, p_sky->screen_size.x, p_sky->screen_size.y);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
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 */
|
|
|
|
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_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
|
|
}
|
|
|
|
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) {
|
|
}
|
|
|
|
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_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_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) {
|
|
return Ref<Image>();
|
|
}
|
|
|
|
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::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
|
|
RID li = light_instance_owner.make_rid(LightInstance());
|
|
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(li);
|
|
|
|
light_instance->self = li;
|
|
light_instance->light = p_light;
|
|
light_instance->light_type = RSG::light_storage->light_get_type(p_light);
|
|
|
|
return li;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
|
|
ERR_FAIL_COND(!light_instance);
|
|
|
|
light_instance->transform = p_transform;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
|
|
ERR_FAIL_COND(!light_instance);
|
|
|
|
light_instance->aabb = p_aabb;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const Projection &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<RenderGeometryInstance *> &p_dynamic_objects) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) {
|
|
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
|
|
|
|
if (p_render_list == RENDER_LIST_OPAQUE) {
|
|
scene_state.used_screen_texture = false;
|
|
scene_state.used_normal_texture = false;
|
|
scene_state.used_depth_texture = false;
|
|
}
|
|
|
|
Plane near_plane;
|
|
if (p_render_data->cam_orthogonal) {
|
|
near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
|
|
near_plane.d += p_render_data->cam_projection.get_z_near();
|
|
}
|
|
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
|
|
|
|
RenderList *rl = &render_list[p_render_list];
|
|
|
|
// Parse any updates on our geometry, updates surface caches and such
|
|
_update_dirty_geometry_instances();
|
|
|
|
if (!p_append) {
|
|
rl->clear();
|
|
if (p_render_list == RENDER_LIST_OPAQUE) {
|
|
render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
|
|
}
|
|
}
|
|
|
|
//fill list
|
|
|
|
for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
|
|
GeometryInstanceGLES3 *inst = static_cast<GeometryInstanceGLES3 *>((*p_render_data->instances)[i]);
|
|
|
|
if (p_render_data->cam_orthogonal) {
|
|
Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
|
|
inst->depth = near_plane.distance_to(support_min);
|
|
} else {
|
|
Vector3 aabb_center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
|
|
inst->depth = p_render_data->cam_transform.origin.distance_to(aabb_center);
|
|
}
|
|
uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
|
|
|
|
uint32_t flags = inst->base_flags; //fill flags if appropriate
|
|
|
|
if (inst->non_uniform_scale) {
|
|
flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
|
|
}
|
|
|
|
// Sets the index values for lookup in the shader
|
|
// This has to be done after _setup_lights was called this frame
|
|
// TODO, check shadow status of lights here, if using shadows, skip here and add below
|
|
if (p_pass_mode == PASS_MODE_COLOR) {
|
|
if (inst->omni_light_count) {
|
|
inst->omni_light_gl_cache.resize(inst->omni_light_count);
|
|
for (uint32_t j = 0; j < inst->omni_light_count; j++) {
|
|
inst->omni_light_gl_cache[j] = light_instance_get_gl_id(inst->omni_lights[j]);
|
|
}
|
|
}
|
|
if (inst->spot_light_count) {
|
|
inst->spot_light_gl_cache.resize(inst->spot_light_count);
|
|
for (uint32_t j = 0; j < inst->spot_light_count; j++) {
|
|
inst->spot_light_gl_cache[j] = light_instance_get_gl_id(inst->spot_lights[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
inst->flags_cache = flags;
|
|
|
|
GeometryInstanceSurface *surf = inst->surface_caches;
|
|
|
|
while (surf) {
|
|
// LOD
|
|
|
|
if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
|
|
//lod
|
|
Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
|
|
Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
|
|
|
|
float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
|
|
float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
|
|
|
|
float distance = 0.0;
|
|
|
|
if (distance_min * distance_max < 0.0) {
|
|
//crossing plane
|
|
distance = 0.0;
|
|
} else if (distance_min >= 0.0) {
|
|
distance = distance_min;
|
|
} else if (distance_max <= 0.0) {
|
|
distance = -distance_max;
|
|
}
|
|
|
|
if (p_render_data->cam_orthogonal) {
|
|
distance = 1.0;
|
|
}
|
|
|
|
uint32_t indices;
|
|
surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
|
|
/*
|
|
if (p_render_data->render_info) {
|
|
indices = _indices_to_primitives(surf->primitive, indices);
|
|
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
|
|
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
|
|
} else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
|
|
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
|
|
}
|
|
}
|
|
*/
|
|
} else {
|
|
surf->lod_index = 0;
|
|
/*
|
|
if (p_render_data->render_info) {
|
|
uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
|
|
to_draw = _indices_to_primitives(surf->primitive, to_draw);
|
|
to_draw *= inst->instance_count;
|
|
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
|
|
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
|
|
} else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
|
|
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
// ADD Element
|
|
if (p_pass_mode == PASS_MODE_COLOR) {
|
|
#ifdef DEBUG_ENABLED
|
|
bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
|
|
#else
|
|
bool force_alpha = false;
|
|
#endif
|
|
if (!force_alpha && (surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
|
|
rl->add_element(surf);
|
|
}
|
|
if (force_alpha || (surf->flags & GeometryInstanceSurface::FLAG_PASS_ALPHA)) {
|
|
render_list[RENDER_LIST_ALPHA].add_element(surf);
|
|
}
|
|
|
|
if (surf->flags & GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE) {
|
|
scene_state.used_screen_texture = true;
|
|
}
|
|
if (surf->flags & GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE) {
|
|
scene_state.used_normal_texture = true;
|
|
}
|
|
if (surf->flags & GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE) {
|
|
scene_state.used_depth_texture = true;
|
|
}
|
|
|
|
/*
|
|
Add elements here if there are shadows
|
|
*/
|
|
|
|
} else if (p_pass_mode == PASS_MODE_SHADOW) {
|
|
if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) {
|
|
rl->add_element(surf);
|
|
}
|
|
} else {
|
|
if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
|
|
rl->add_element(surf);
|
|
}
|
|
}
|
|
|
|
surf->sort.depth_layer = depth_layer;
|
|
|
|
surf = surf->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Needs to be called after _setup_lights so that directional_light_count is accurate.
|
|
void RasterizerSceneGLES3::_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) {
|
|
Projection correction;
|
|
correction.set_depth_correction(p_flip_y);
|
|
Projection projection = correction * p_render_data->cam_projection;
|
|
//store camera into ubo
|
|
GLES3::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
|
|
GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
|
|
GLES3::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
|
|
GLES3::MaterialStorage::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix);
|
|
|
|
scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
|
|
|
|
scene_state.ubo.z_far = p_render_data->z_far;
|
|
scene_state.ubo.z_near = p_render_data->z_near;
|
|
|
|
scene_state.ubo.viewport_size[0] = p_screen_size.x;
|
|
scene_state.ubo.viewport_size[1] = p_screen_size.y;
|
|
|
|
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
|
|
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
|
|
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
|
|
|
|
//time global variables
|
|
scene_state.ubo.time = time;
|
|
|
|
if (is_environment(p_render_data->environment)) {
|
|
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
|
|
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
|
|
|
|
float bg_energy = environment_get_bg_energy(p_render_data->environment);
|
|
scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
|
|
|
|
scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
|
|
|
|
//ambient
|
|
if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
|
|
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
|
|
color = color.srgb_to_linear();
|
|
|
|
scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
|
|
scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
|
|
scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
|
|
scene_state.ubo.use_ambient_light = true;
|
|
scene_state.ubo.use_ambient_cubemap = false;
|
|
} else {
|
|
float energy = environment_get_ambient_light_energy(p_render_data->environment);
|
|
Color color = environment_get_ambient_light(p_render_data->environment);
|
|
color = color.srgb_to_linear();
|
|
scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
|
|
scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
|
|
scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
|
|
|
|
Basis sky_transform = environment_get_sky_orientation(p_render_data->environment);
|
|
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
|
|
GLES3::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
|
|
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
|
|
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
|
|
}
|
|
|
|
//specular
|
|
RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment);
|
|
if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
|
|
scene_state.ubo.use_reflection_cubemap = true;
|
|
} else {
|
|
scene_state.ubo.use_reflection_cubemap = false;
|
|
}
|
|
|
|
scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment);
|
|
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
|
|
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
|
|
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
|
|
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
|
|
|
|
Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
|
|
float fog_energy = environment_get_fog_light_energy(p_render_data->environment);
|
|
|
|
scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
|
|
scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
|
|
scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
|
|
|
|
scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
|
|
|
|
} else {
|
|
}
|
|
|
|
if (scene_state.ubo_buffer == 0) {
|
|
glGenBuffers(1, &scene_state.ubo_buffer);
|
|
}
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
}
|
|
|
|
// Puts lights into Uniform Buffers. Needs to be called before _fill_list as this caches the index of each light in the Uniform Buffer
|
|
void RasterizerSceneGLES3::_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) {
|
|
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
|
|
GLES3::Config *config = GLES3::Config::get_singleton();
|
|
|
|
const Transform3D inverse_transform = p_render_data->inv_cam_transform;
|
|
|
|
const PagedArray<RID> &lights = *p_render_data->lights;
|
|
|
|
r_directional_light_count = 0;
|
|
r_omni_light_count = 0;
|
|
r_spot_light_count = 0;
|
|
|
|
int num_lights = lights.size();
|
|
|
|
for (int i = 0; i < num_lights; i++) {
|
|
LightInstance *li = light_instance_owner.get_or_null(lights[i]);
|
|
if (!li) {
|
|
continue;
|
|
}
|
|
RID base = li->light;
|
|
|
|
ERR_CONTINUE(base.is_null());
|
|
|
|
RS::LightType type = light_storage->light_get_type(base);
|
|
switch (type) {
|
|
case RS::LIGHT_DIRECTIONAL: {
|
|
if (r_directional_light_count >= RendererSceneRender::MAX_DIRECTIONAL_LIGHTS || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
|
|
continue;
|
|
}
|
|
|
|
DirectionalLightData &light_data = scene_state.directional_lights[r_directional_light_count];
|
|
|
|
Transform3D light_transform = li->transform;
|
|
|
|
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
|
|
|
|
light_data.direction[0] = direction.x;
|
|
light_data.direction[1] = direction.y;
|
|
light_data.direction[2] = direction.z;
|
|
|
|
float sign = light_storage->light_is_negative(base) ? -1 : 1;
|
|
|
|
light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
|
|
|
|
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
|
|
light_data.color[0] = linear_col.r;
|
|
light_data.color[1] = linear_col.g;
|
|
light_data.color[2] = linear_col.b;
|
|
|
|
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
|
|
light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
|
|
|
|
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
|
|
|
|
r_directional_light_count++;
|
|
} break;
|
|
case RS::LIGHT_OMNI: {
|
|
if (r_omni_light_count >= (uint32_t)config->max_renderable_lights) {
|
|
continue;
|
|
}
|
|
|
|
const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
|
|
|
|
if (light_storage->light_is_distance_fade_enabled(li->light)) {
|
|
const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
|
|
const float fade_length = light_storage->light_get_distance_fade_length(li->light);
|
|
|
|
if (distance > fade_begin) {
|
|
if (distance > fade_begin + fade_length) {
|
|
// Out of range, don't draw this light to improve performance.
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
li->gl_id = r_omni_light_count;
|
|
|
|
scene_state.omni_light_sort[r_omni_light_count].instance = li;
|
|
scene_state.omni_light_sort[r_omni_light_count].depth = distance;
|
|
r_omni_light_count++;
|
|
} break;
|
|
case RS::LIGHT_SPOT: {
|
|
if (r_spot_light_count >= (uint32_t)config->max_renderable_lights) {
|
|
continue;
|
|
}
|
|
|
|
const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
|
|
|
|
if (light_storage->light_is_distance_fade_enabled(li->light)) {
|
|
const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
|
|
const float fade_length = light_storage->light_get_distance_fade_length(li->light);
|
|
|
|
if (distance > fade_begin) {
|
|
if (distance > fade_begin + fade_length) {
|
|
// Out of range, don't draw this light to improve performance.
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
li->gl_id = r_spot_light_count;
|
|
|
|
scene_state.spot_light_sort[r_spot_light_count].instance = li;
|
|
scene_state.spot_light_sort[r_spot_light_count].depth = distance;
|
|
r_spot_light_count++;
|
|
} break;
|
|
}
|
|
}
|
|
|
|
if (r_omni_light_count) {
|
|
SortArray<InstanceSort<LightInstance>> sorter;
|
|
sorter.sort(scene_state.omni_light_sort, r_omni_light_count);
|
|
}
|
|
|
|
if (r_spot_light_count) {
|
|
SortArray<InstanceSort<LightInstance>> sorter;
|
|
sorter.sort(scene_state.spot_light_sort, r_spot_light_count);
|
|
}
|
|
|
|
for (uint32_t i = 0; i < (r_omni_light_count + r_spot_light_count); i++) {
|
|
uint32_t index = (i < r_omni_light_count) ? i : i - (r_omni_light_count);
|
|
LightData &light_data = (i < r_omni_light_count) ? scene_state.omni_lights[index] : scene_state.spot_lights[index];
|
|
//RS::LightType type = (i < omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
|
|
LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance;
|
|
RID base = li->light;
|
|
|
|
Transform3D light_transform = li->transform;
|
|
Vector3 pos = inverse_transform.xform(light_transform.origin);
|
|
|
|
light_data.position[0] = pos.x;
|
|
light_data.position[1] = pos.y;
|
|
light_data.position[2] = pos.z;
|
|
|
|
float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
|
|
light_data.inv_radius = 1.0 / radius;
|
|
|
|
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
|
|
|
|
light_data.direction[0] = direction.x;
|
|
light_data.direction[1] = direction.y;
|
|
light_data.direction[2] = direction.z;
|
|
|
|
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
|
|
|
|
light_data.size = size;
|
|
|
|
float sign = light_storage->light_is_negative(base) ? -1 : 1;
|
|
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
|
|
|
|
// Reuse fade begin, fade length and distance for shadow LOD determination later.
|
|
float fade_begin = 0.0;
|
|
float fade_length = 0.0;
|
|
real_t distance = 0.0;
|
|
|
|
float fade = 1.0;
|
|
if (light_storage->light_is_distance_fade_enabled(li->light)) {
|
|
fade_begin = light_storage->light_get_distance_fade_begin(li->light);
|
|
fade_length = light_storage->light_get_distance_fade_length(li->light);
|
|
distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
|
|
|
|
if (distance > fade_begin) {
|
|
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
|
|
fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
|
|
}
|
|
}
|
|
|
|
float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
|
|
|
|
light_data.color[0] = linear_col.r * energy;
|
|
light_data.color[1] = linear_col.g * energy;
|
|
light_data.color[2] = linear_col.b * energy;
|
|
|
|
light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
|
|
|
|
light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
|
|
|
|
float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
|
|
light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
|
|
|
|
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
|
|
|
|
light_data.shadow_opacity = 0.0;
|
|
}
|
|
|
|
// TODO, to avoid stalls, should rotate between 3 buffers based on frame index.
|
|
// TODO, consider mapping the buffer as in 2D
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_OMNILIGHT_UNIFORM_LOCATION, scene_state.omni_light_buffer);
|
|
if (r_omni_light_count) {
|
|
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_omni_light_count, scene_state.omni_lights);
|
|
}
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_SPOTLIGHT_UNIFORM_LOCATION, scene_state.spot_light_buffer);
|
|
if (r_spot_light_count) {
|
|
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_spot_light_count, scene_state.spot_lights);
|
|
}
|
|
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer);
|
|
if (r_directional_light_count) {
|
|
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DirectionalLightData) * r_directional_light_count, scene_state.directional_lights);
|
|
}
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &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();
|
|
GLES3::Config *config = GLES3::Config::get_singleton();
|
|
RENDER_TIMESTAMP("Setup 3D Scene");
|
|
|
|
RenderBuffers *rb = nullptr;
|
|
if (p_render_buffers.is_valid()) {
|
|
rb = render_buffers_owner.get_or_null(p_render_buffers);
|
|
ERR_FAIL_COND(!rb);
|
|
}
|
|
|
|
// Assign render data
|
|
// Use the format from rendererRD
|
|
RenderDataGLES3 render_data;
|
|
{
|
|
render_data.render_buffers = p_render_buffers;
|
|
render_data.transparent_bg = rb->is_transparent;
|
|
// Our first camera is used by default
|
|
render_data.cam_transform = p_camera_data->main_transform;
|
|
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
|
|
render_data.cam_projection = p_camera_data->main_projection;
|
|
render_data.cam_orthogonal = 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_eye_offset[v] = p_camera_data->view_offset[v].origin;
|
|
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.environment = p_environment;
|
|
render_data.camera_effects = p_camera_effects;
|
|
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 = ∅
|
|
render_data.reflection_probes = ∅
|
|
}
|
|
|
|
bool reverse_cull = false;
|
|
|
|
///////////
|
|
// Fill Light lists here
|
|
//////////
|
|
|
|
GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_uniforms_get_uniform_buffer();
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
|
|
|
|
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 = texture_storage->get_default_clear_color();
|
|
}
|
|
|
|
bool fb_cleared = false;
|
|
|
|
Size2i screen_size;
|
|
screen_size.x = rb->width;
|
|
screen_size.y = rb->height;
|
|
|
|
bool use_wireframe = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME;
|
|
|
|
SceneState::TonemapUBO tonemap_ubo;
|
|
if (render_data.environment.is_valid()) {
|
|
tonemap_ubo.exposure = environment_get_exposure(render_data.environment);
|
|
tonemap_ubo.white = environment_get_white(render_data.environment);
|
|
tonemap_ubo.tonemapper = int32_t(environment_get_tone_mapper(render_data.environment));
|
|
}
|
|
|
|
if (scene_state.tonemap_buffer == 0) {
|
|
// Only create if using 3D
|
|
glGenBuffers(1, &scene_state.tonemap_buffer);
|
|
}
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_TONEMAP_UNIFORM_LOCATION, scene_state.tonemap_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::TonemapUBO), &tonemap_ubo, GL_STREAM_DRAW);
|
|
|
|
_setup_lights(&render_data, false, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count);
|
|
_setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, !render_data.reflection_probe.is_valid(), clear_color, false);
|
|
|
|
_fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR);
|
|
render_list[RENDER_LIST_OPAQUE].sort_by_key();
|
|
render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
|
|
|
|
bool draw_sky = false;
|
|
bool draw_sky_fog_only = false;
|
|
bool keep_color = false;
|
|
|
|
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 (render_data.environment.is_valid()) {
|
|
RS::EnvironmentBG bg_mode = environment_get_background(render_data.environment);
|
|
float bg_energy = environment_get_bg_energy(render_data.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;
|
|
if (environment_get_fog_enabled(render_data.environment)) {
|
|
draw_sky_fog_only = true;
|
|
GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color));
|
|
}
|
|
} break;
|
|
case RS::ENV_BG_COLOR: {
|
|
clear_color = environment_get_bg_color(render_data.environment);
|
|
clear_color.r *= bg_energy;
|
|
clear_color.g *= bg_energy;
|
|
clear_color.b *= bg_energy;
|
|
if (environment_get_fog_enabled(render_data.environment)) {
|
|
draw_sky_fog_only = true;
|
|
GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color));
|
|
}
|
|
} 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: {
|
|
}
|
|
}
|
|
// setup sky if used for ambient, reflections, or background
|
|
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
|
|
RENDER_TIMESTAMP("Setup Sky");
|
|
Projection projection = render_data.cam_projection;
|
|
if (render_data.reflection_probe.is_valid()) {
|
|
Projection correction;
|
|
correction.set_depth_correction(true);
|
|
projection = correction * render_data.cam_projection;
|
|
}
|
|
|
|
_setup_sky(render_data.environment, p_render_buffers, *render_data.lights, projection, render_data.cam_transform, screen_size);
|
|
|
|
if (environment_get_sky(render_data.environment).is_valid()) {
|
|
if (environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY || (environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_BG && environment_get_background(render_data.environment) == RS::ENV_BG_SKY)) {
|
|
_update_sky_radiance(render_data.environment, projection, render_data.cam_transform);
|
|
}
|
|
} else {
|
|
// do not try to draw sky if invalid
|
|
draw_sky = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
|
|
glViewport(0, 0, rb->width, rb->height);
|
|
|
|
// Do depth prepass if it's explicitly enabled
|
|
bool use_depth_prepass = config->use_depth_prepass;
|
|
|
|
// Don't do depth prepass we are rendering overdraw
|
|
use_depth_prepass = use_depth_prepass && get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
|
|
|
|
if (use_depth_prepass) {
|
|
RENDER_TIMESTAMP("Depth Prepass");
|
|
//pre z pass
|
|
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
|
|
|
|
glColorMask(0, 0, 0, 0);
|
|
glClearDepth(1.0f);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, 0, use_wireframe);
|
|
_render_list_template<PASS_MODE_DEPTH>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
|
|
|
|
glColorMask(1, 1, 1, 1);
|
|
|
|
fb_cleared = true;
|
|
scene_state.used_depth_prepass = true;
|
|
} else {
|
|
scene_state.used_depth_prepass = false;
|
|
}
|
|
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
if (render_data.transparent_bg) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
} else {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
scene_state.current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(GL_TRUE);
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
|
|
|
|
if (!fb_cleared) {
|
|
glClearDepth(1.0f);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
if (!keep_color) {
|
|
glClearBufferfv(GL_COLOR, 0, clear_color.components);
|
|
}
|
|
RENDER_TIMESTAMP("Render Opaque Pass");
|
|
uint32_t spec_constant_base_flags = 0;
|
|
|
|
{
|
|
// Specialization Constants that apply for entire rendering pass.
|
|
if (render_data.directional_light_count == 0) {
|
|
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
|
|
}
|
|
|
|
if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) {
|
|
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
|
|
}
|
|
}
|
|
// Render Opaque Objects.
|
|
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe);
|
|
|
|
_render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
|
|
|
|
if (draw_sky) {
|
|
RENDER_TIMESTAMP("Render Sky");
|
|
if (scene_state.current_depth_test != GLES3::SceneShaderData::DEPTH_TEST_ENABLED) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
}
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
|
|
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
|
|
|
|
_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform);
|
|
}
|
|
|
|
RENDER_TIMESTAMP("Render 3D Transparent Pass");
|
|
glEnable(GL_BLEND);
|
|
|
|
//Render transparent pass
|
|
RenderListParameters render_list_params_alpha(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe);
|
|
|
|
_render_list_template<PASS_MODE_COLOR_TRANSPARENT>(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true);
|
|
|
|
if (p_render_buffers.is_valid()) {
|
|
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
|
|
}
|
|
glDisable(GL_BLEND);
|
|
texture_storage->render_target_disable_clear_request(rb->render_target);
|
|
}
|
|
|
|
template <PassMode p_pass_mode>
|
|
void RasterizerSceneGLES3::_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) {
|
|
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
GLES3::Config *config = GLES3::Config::get_singleton();
|
|
|
|
GLuint prev_vertex_array_gl = 0;
|
|
GLuint prev_index_array_gl = 0;
|
|
|
|
GLES3::SceneMaterialData *prev_material_data = nullptr;
|
|
GLES3::SceneShaderData *prev_shader = nullptr;
|
|
GeometryInstanceGLES3 *prev_inst = nullptr;
|
|
SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
|
|
|
|
SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized.
|
|
|
|
switch (p_pass_mode) {
|
|
case PASS_MODE_COLOR:
|
|
case PASS_MODE_COLOR_TRANSPARENT: {
|
|
} break;
|
|
case PASS_MODE_COLOR_ADDITIVE: {
|
|
shader_variant = SceneShaderGLES3::MODE_ADDITIVE;
|
|
} break;
|
|
case PASS_MODE_SHADOW:
|
|
case PASS_MODE_DEPTH: {
|
|
shader_variant = SceneShaderGLES3::MODE_DEPTH;
|
|
} break;
|
|
}
|
|
|
|
if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
|
|
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 2);
|
|
GLuint texture_to_bind = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_CUBEMAP_BLACK))->tex_id;
|
|
if (p_render_data->environment.is_valid()) {
|
|
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_render_data->environment));
|
|
if (sky && sky->radiance != 0) {
|
|
texture_to_bind = sky->radiance;
|
|
// base_spec_constant |= USE_RADIANCE_MAP;
|
|
}
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
|
|
}
|
|
}
|
|
|
|
for (uint32_t i = p_from_element; i < p_to_element; i++) {
|
|
const GeometryInstanceSurface *surf = p_params->elements[i];
|
|
GeometryInstanceGLES3 *inst = surf->owner;
|
|
|
|
if (p_pass_mode == PASS_MODE_COLOR && !(surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
|
|
continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass
|
|
}
|
|
|
|
if (inst->instance_count == 0) {
|
|
continue;
|
|
}
|
|
|
|
//uint32_t base_spec_constants = p_params->spec_constant_base_flags;
|
|
|
|
GLES3::SceneShaderData *shader;
|
|
GLES3::SceneMaterialData *material_data;
|
|
void *mesh_surface;
|
|
|
|
if (p_pass_mode == PASS_MODE_SHADOW) {
|
|
shader = surf->shader_shadow;
|
|
material_data = surf->material_shadow;
|
|
mesh_surface = surf->surface_shadow;
|
|
} else {
|
|
shader = surf->shader;
|
|
material_data = surf->material;
|
|
mesh_surface = surf->surface;
|
|
}
|
|
|
|
if (!mesh_surface) {
|
|
continue;
|
|
}
|
|
|
|
if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
|
|
if (scene_state.current_depth_test != shader->depth_test) {
|
|
if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
|
|
glDisable(GL_DEPTH_TEST);
|
|
} else {
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
scene_state.current_depth_test = shader->depth_test;
|
|
}
|
|
}
|
|
|
|
if (scene_state.current_depth_draw != shader->depth_draw) {
|
|
switch (shader->depth_draw) {
|
|
case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
|
|
glDepthMask(p_pass_mode == PASS_MODE_COLOR);
|
|
} break;
|
|
case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
|
|
glDepthMask(GL_TRUE);
|
|
} break;
|
|
case GLES3::SceneShaderData::DEPTH_DRAW_DISABLED: {
|
|
glDepthMask(GL_FALSE);
|
|
} break;
|
|
}
|
|
|
|
scene_state.current_depth_draw = shader->depth_draw;
|
|
}
|
|
|
|
if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
|
|
GLES3::SceneShaderData::BlendMode desired_blend_mode;
|
|
if (p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
|
|
desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD;
|
|
} else {
|
|
desired_blend_mode = shader->blend_mode;
|
|
}
|
|
|
|
if (desired_blend_mode != scene_state.current_blend_mode) {
|
|
switch (desired_blend_mode) {
|
|
case GLES3::SceneShaderData::BLEND_MODE_MIX: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (p_render_data->transparent_bg) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
case GLES3::SceneShaderData::BLEND_MODE_ADD: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFunc(p_pass_mode == PASS_MODE_COLOR_TRANSPARENT ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
|
|
|
|
} break;
|
|
case GLES3::SceneShaderData::BLEND_MODE_SUB: {
|
|
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
} break;
|
|
case GLES3::SceneShaderData::BLEND_MODE_MUL: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (p_render_data->transparent_bg) {
|
|
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
|
|
} else {
|
|
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
case GLES3::SceneShaderData::BLEND_MODE_ALPHA_TO_COVERAGE: {
|
|
// Do nothing for now.
|
|
} break;
|
|
}
|
|
scene_state.current_blend_mode = desired_blend_mode;
|
|
}
|
|
}
|
|
|
|
//find cull variant
|
|
GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
|
|
|
|
if ((surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
|
|
cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
|
|
} else {
|
|
bool mirror = inst->mirror;
|
|
if (p_params->reverse_cull) {
|
|
mirror = !mirror;
|
|
}
|
|
if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) {
|
|
cull_mode = GLES3::SceneShaderData::CULL_BACK;
|
|
} else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) {
|
|
cull_mode = GLES3::SceneShaderData::CULL_FRONT;
|
|
}
|
|
}
|
|
|
|
if (scene_state.cull_mode != cull_mode) {
|
|
if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
|
|
glDisable(GL_CULL_FACE);
|
|
} else {
|
|
if (scene_state.cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
|
|
// Last time was disabled, so enable and set proper face.
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
glCullFace(cull_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
|
|
}
|
|
scene_state.cull_mode = cull_mode;
|
|
}
|
|
|
|
RS::PrimitiveType primitive = surf->primitive;
|
|
static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
|
|
GLenum primitive_gl = prim[int(primitive)];
|
|
|
|
GLuint vertex_array_gl = 0;
|
|
GLuint index_array_gl = 0;
|
|
|
|
//skeleton and blend shape
|
|
if (surf->owner->mesh_instance.is_valid()) {
|
|
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, shader->vertex_input_mask, vertex_array_gl);
|
|
} else {
|
|
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, shader->vertex_input_mask, vertex_array_gl);
|
|
}
|
|
|
|
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
|
|
|
|
if (prev_vertex_array_gl != vertex_array_gl) {
|
|
if (vertex_array_gl != 0) {
|
|
glBindVertexArray(vertex_array_gl);
|
|
}
|
|
prev_vertex_array_gl = vertex_array_gl;
|
|
}
|
|
|
|
bool use_index_buffer = index_array_gl != 0;
|
|
if (prev_index_array_gl != index_array_gl) {
|
|
if (index_array_gl != 0) {
|
|
// Bind index each time so we can use LODs
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
|
|
}
|
|
prev_index_array_gl = index_array_gl;
|
|
}
|
|
|
|
Transform3D world_transform;
|
|
if (inst->store_transform_cache) {
|
|
world_transform = inst->transform;
|
|
}
|
|
|
|
if (prev_material_data != material_data) {
|
|
material_data->bind_uniforms();
|
|
prev_material_data = material_data;
|
|
}
|
|
|
|
SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
|
|
if (inst->instance_count > 0) {
|
|
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
|
|
}
|
|
|
|
if (prev_shader != shader || prev_variant != instance_variant) {
|
|
material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant);
|
|
float opaque_prepass_threshold = 0.0;
|
|
if (p_pass_mode == PASS_MODE_DEPTH) {
|
|
opaque_prepass_threshold = 0.99;
|
|
} else if (p_pass_mode == PASS_MODE_SHADOW) {
|
|
opaque_prepass_threshold = 0.1;
|
|
}
|
|
|
|
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant);
|
|
|
|
prev_shader = shader;
|
|
prev_variant = instance_variant;
|
|
}
|
|
|
|
if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) {
|
|
// Rebind the light indices.
|
|
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant);
|
|
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant);
|
|
|
|
if (inst->omni_light_count) {
|
|
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
|
|
}
|
|
|
|
if (inst->spot_light_count) {
|
|
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
|
|
}
|
|
|
|
prev_inst = inst;
|
|
}
|
|
|
|
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant);
|
|
if (inst->instance_count > 0) {
|
|
// Using MultiMesh.
|
|
// Bind instance buffers.
|
|
|
|
GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
|
|
glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
|
|
uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base);
|
|
glEnableVertexAttribArray(12);
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
|
|
glVertexAttribDivisor(12, 1);
|
|
glEnableVertexAttribArray(13);
|
|
glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
|
|
glVertexAttribDivisor(13, 1);
|
|
glEnableVertexAttribArray(14);
|
|
glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8));
|
|
glVertexAttribDivisor(14, 1);
|
|
|
|
if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) {
|
|
glEnableVertexAttribArray(15);
|
|
glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float)));
|
|
glVertexAttribDivisor(15, 1);
|
|
}
|
|
if (use_index_buffer) {
|
|
glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count);
|
|
} else {
|
|
glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), inst->instance_count);
|
|
}
|
|
} else {
|
|
// Using regular Mesh.
|
|
if (use_index_buffer) {
|
|
glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
|
|
} else {
|
|
glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface));
|
|
}
|
|
}
|
|
if (inst->instance_count > 0) {
|
|
glDisableVertexAttribArray(12);
|
|
glDisableVertexAttribArray(13);
|
|
glDisableVertexAttribArray(14);
|
|
glDisableVertexAttribArray(15);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &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);
|
|
}
|
|
|
|
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_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, 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);
|
|
|
|
rb->is_transparent = rt->is_transparent;
|
|
|
|
// 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_COMPONENT24, 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 (is_environment(p_rid)) {
|
|
environment_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);
|
|
_free_sky_data(sky);
|
|
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 if (light_instance_owner.owns(p_rid)) {
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND_V(!light_instance, false);
|
|
light_instance_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) {
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}
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void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
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}
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RasterizerSceneGLES3::RasterizerSceneGLES3() {
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singleton = this;
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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GLES3::Config *config = GLES3::Config::get_singleton();
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{
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// Setup Lights
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config->max_renderable_lights = MIN(config->max_renderable_lights, config->max_uniform_buffer_size / (int)sizeof(RasterizerSceneGLES3::LightData));
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config->max_lights_per_object = MIN(config->max_lights_per_object, config->max_renderable_lights);
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uint32_t light_buffer_size = config->max_renderable_lights * sizeof(LightData);
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scene_state.omni_lights = memnew_arr(LightData, config->max_renderable_lights);
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scene_state.omni_light_sort = memnew_arr(InstanceSort<LightInstance>, config->max_renderable_lights);
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glGenBuffers(1, &scene_state.omni_light_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, scene_state.omni_light_buffer);
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glBufferData(GL_UNIFORM_BUFFER, light_buffer_size, nullptr, GL_STREAM_DRAW);
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scene_state.spot_lights = memnew_arr(LightData, config->max_renderable_lights);
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scene_state.spot_light_sort = memnew_arr(InstanceSort<LightInstance>, config->max_renderable_lights);
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glGenBuffers(1, &scene_state.spot_light_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, scene_state.spot_light_buffer);
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glBufferData(GL_UNIFORM_BUFFER, light_buffer_size, nullptr, GL_STREAM_DRAW);
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uint32_t directional_light_buffer_size = MAX_DIRECTIONAL_LIGHTS * sizeof(DirectionalLightData);
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scene_state.directional_lights = memnew_arr(DirectionalLightData, MAX_DIRECTIONAL_LIGHTS);
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glGenBuffers(1, &scene_state.directional_light_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, scene_state.directional_light_buffer);
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glBufferData(GL_UNIFORM_BUFFER, directional_light_buffer_size, nullptr, GL_STREAM_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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{
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sky_globals.max_directional_lights = 4;
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uint32_t directional_light_buffer_size = sky_globals.max_directional_lights * sizeof(DirectionalLightData);
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sky_globals.directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights);
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sky_globals.last_frame_directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights);
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sky_globals.last_frame_directional_light_count = sky_globals.max_directional_lights + 1;
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glGenBuffers(1, &sky_globals.directional_light_buffer);
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glBindBuffer(GL_UNIFORM_BUFFER, sky_globals.directional_light_buffer);
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glBufferData(GL_UNIFORM_BUFFER, directional_light_buffer_size, nullptr, GL_STREAM_DRAW);
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glBindBuffer(GL_UNIFORM_BUFFER, 0);
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}
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{
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String global_defines;
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global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
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global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n";
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global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
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global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "\n";
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material_storage->shaders.scene_shader.initialize(global_defines);
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scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
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material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
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}
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|
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{
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//default material and shader
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scene_globals.default_shader = material_storage->shader_allocate();
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material_storage->shader_initialize(scene_globals.default_shader);
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material_storage->shader_set_code(scene_globals.default_shader, R"(
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// Default 3D material shader (clustered).
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|
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shader_type spatial;
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|
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void vertex() {
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ROUGHNESS = 0.8;
|
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}
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|
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void fragment() {
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ALBEDO = vec3(0.6);
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ROUGHNESS = 0.8;
|
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METALLIC = 0.2;
|
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}
|
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)");
|
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scene_globals.default_material = material_storage->material_allocate();
|
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material_storage->material_initialize(scene_globals.default_material);
|
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material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
|
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}
|
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|
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{
|
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// Initialize Sky stuff
|
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sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
|
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sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
|
|
|
|
String global_defines;
|
|
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 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();
|
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material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
|
|
}
|
|
|
|
{
|
|
String global_defines;
|
|
global_defines += "\n#define MAX_SAMPLE_COUNT " + itos(sky_globals.ggx_samples) + "\n";
|
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material_storage->shaders.cubemap_filter_shader.initialize(global_defines);
|
|
scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create();
|
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material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, CubemapFilterShaderGLES3::MODE_DEFAULT);
|
|
}
|
|
|
|
{
|
|
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);
|
|
}
|
|
{
|
|
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);
|
|
}
|
|
|
|
{
|
|
glGenBuffers(1, &sky_globals.screen_triangle);
|
|
glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle);
|
|
|
|
const float qv[6] = {
|
|
-1.0f,
|
|
-1.0f,
|
|
3.0f,
|
|
-1.0f,
|
|
-1.0f,
|
|
3.0f,
|
|
};
|
|
|
|
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
|
|
glGenVertexArrays(1, &sky_globals.screen_triangle_array);
|
|
glBindVertexArray(sky_globals.screen_triangle_array);
|
|
glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle);
|
|
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
|
|
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
|
|
glBindVertexArray(0);
|
|
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
|
}
|
|
|
|
#ifdef GLES_OVER_GL
|
|
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
|
|
#endif
|
|
|
|
// MultiMesh may read from color when color is disabled, so make sure that the color defaults to white instead of black;
|
|
glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
|
|
}
|
|
|
|
RasterizerSceneGLES3::~RasterizerSceneGLES3() {
|
|
glDeleteBuffers(1, &scene_state.directional_light_buffer);
|
|
glDeleteBuffers(1, &scene_state.omni_light_buffer);
|
|
glDeleteBuffers(1, &scene_state.spot_light_buffer);
|
|
memdelete_arr(scene_state.directional_lights);
|
|
memdelete_arr(scene_state.omni_lights);
|
|
memdelete_arr(scene_state.spot_lights);
|
|
memdelete_arr(scene_state.omni_light_sort);
|
|
memdelete_arr(scene_state.spot_light_sort);
|
|
|
|
// Scene Shader
|
|
GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.cubemap_filter_shader.version_free(scene_globals.cubemap_filter_shader_version);
|
|
RSG::material_storage->material_free(scene_globals.default_material);
|
|
RSG::material_storage->shader_free(scene_globals.default_shader);
|
|
|
|
// Sky Shader
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
|
|
RSG::material_storage->material_free(sky_globals.default_material);
|
|
RSG::material_storage->shader_free(sky_globals.default_shader);
|
|
RSG::material_storage->material_free(sky_globals.fog_material);
|
|
RSG::material_storage->shader_free(sky_globals.fog_shader);
|
|
glDeleteBuffers(1, &sky_globals.screen_triangle);
|
|
glDeleteVertexArrays(1, &sky_globals.screen_triangle_array);
|
|
glDeleteTextures(1, &sky_globals.radical_inverse_vdc_cache_tex);
|
|
glDeleteBuffers(1, &sky_globals.directional_light_buffer);
|
|
memdelete_arr(sky_globals.directional_lights);
|
|
memdelete_arr(sky_globals.last_frame_directional_lights);
|
|
|
|
singleton = nullptr;
|
|
}
|
|
|
|
#endif // GLES3_ENABLED
|