virtualx-engine/drivers/gles3/rasterizer_scene_gles3.h

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31 KiB
C++

/**************************************************************************/
/* rasterizer_scene_gles3.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef RASTERIZER_SCENE_GLES3_H
#define RASTERIZER_SCENE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/math/projection.h"
#include "core/templates/paged_allocator.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "drivers/gles3/shaders/effects/cubemap_filter.glsl.gen.h"
#include "drivers/gles3/shaders/sky.glsl.gen.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
#include "shader_gles3.h"
#include "storage/light_storage.h"
#include "storage/material_storage.h"
#include "storage/render_scene_buffers_gles3.h"
#include "storage/utilities.h"
enum RenderListType {
RENDER_LIST_OPAQUE, //used for opaque objects
RENDER_LIST_ALPHA, //used for transparent objects
RENDER_LIST_SECONDARY, //used for shadows and other objects
RENDER_LIST_MAX
};
enum PassMode {
PASS_MODE_COLOR,
PASS_MODE_COLOR_TRANSPARENT,
PASS_MODE_SHADOW,
PASS_MODE_DEPTH,
PASS_MODE_MATERIAL,
};
// These should share as much as possible with SkyUniform Location
enum SceneUniformLocation {
SCENE_TONEMAP_UNIFORM_LOCATION,
SCENE_GLOBALS_UNIFORM_LOCATION,
SCENE_DATA_UNIFORM_LOCATION,
SCENE_MATERIAL_UNIFORM_LOCATION,
SCENE_EMPTY1, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
SCENE_OMNILIGHT_UNIFORM_LOCATION,
SCENE_SPOTLIGHT_UNIFORM_LOCATION,
SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
SCENE_MULTIVIEW_UNIFORM_LOCATION,
SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION,
SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION,
SCENE_EMPTY2, // Unused, put here to avoid conflicts with SKY_MULTIVIEW_UNIFORM_LOCATION.
};
enum SkyUniformLocation {
SKY_TONEMAP_UNIFORM_LOCATION,
SKY_GLOBALS_UNIFORM_LOCATION,
SKY_EMPTY1, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
SKY_MATERIAL_UNIFORM_LOCATION,
SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
SKY_EMPTY2, // Unused, put here to avoid conflicts with SCENE_OMNILIGHT_UNIFORM_LOCATION.
SKY_EMPTY3, // Unused, put here to avoid conflicts with SCENE_SPOTLIGHT_UNIFORM_LOCATION.
SKY_EMPTY4, // Unused, put here to avoid conflicts with SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
SKY_EMPTY5, // Unused, put here to avoid conflicts with SCENE_MULTIVIEW_UNIFORM_LOCATION.
SKY_EMPTY6, // Unused, put here to avoid conflicts with SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION.
SKY_EMPTY7, // Unused, put here to avoid conflicts with SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION.
SKY_MULTIVIEW_UNIFORM_LOCATION,
};
struct RenderDataGLES3 {
Ref<RenderSceneBuffersGLES3> render_buffers;
bool transparent_bg = false;
Transform3D cam_transform;
Transform3D inv_cam_transform;
Projection cam_projection;
bool cam_orthogonal = false;
uint32_t camera_visible_layers = 0xFFFFFFFF;
// For billboards to cast correct shadows.
Transform3D main_cam_transform;
// For stereo rendering
uint32_t view_count = 1;
Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
float z_near = 0.0;
float z_far = 0.0;
const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
RID environment;
RID camera_attributes;
RID shadow_atlas;
RID reflection_probe;
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;
uint32_t directional_shadow_count = 0;
uint32_t spot_light_count = 0;
uint32_t omni_light_count = 0;
float luminance_multiplier = 1.0;
RenderingMethod::RenderInfo *render_info = nullptr;
/* Shadow data */
const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
int render_shadow_count = 0;
};
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3 : public RendererSceneRender {
private:
static RasterizerSceneGLES3 *singleton;
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
uint64_t scene_pass = 0;
template <typename T>
struct InstanceSort {
float depth;
T *instance = nullptr;
bool operator<(const InstanceSort &p_sort) const {
return depth < p_sort.depth;
}
};
struct SceneGlobals {
RID shader_default_version;
RID default_material;
RID default_shader;
RID overdraw_material;
RID overdraw_shader;
} scene_globals;
GLES3::SceneMaterialData *default_material_data_ptr = nullptr;
GLES3::SceneMaterialData *overdraw_material_data_ptr = nullptr;
/* LIGHT INSTANCE */
struct LightData {
float position[3];
float inv_radius;
float direction[3]; // Only used by SpotLight
float size;
float color[3];
float attenuation;
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
float shadow_opacity;
float pad[3];
uint32_t bake_mode;
};
static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");
struct DirectionalLightData {
float direction[3];
float energy;
float color[3];
float size;
uint32_t enabled; // For use by SkyShaders
uint32_t bake_mode;
float shadow_opacity;
float specular;
};
static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");
struct ShadowData {
float shadow_matrix[16];
float light_position[3];
float shadow_normal_bias;
float pad[3];
float shadow_atlas_pixel_size;
};
static_assert(sizeof(ShadowData) % 16 == 0, "ShadowData size must be a multiple of 16 bytes");
struct DirectionalShadowData {
float direction[3];
float shadow_atlas_pixel_size;
float shadow_normal_bias[4];
float shadow_split_offsets[4];
float shadow_matrices[4][16];
float fade_from;
float fade_to;
uint32_t blend_splits; // Not exposed to the shader.
uint32_t pad;
};
static_assert(sizeof(DirectionalShadowData) % 16 == 0, "DirectionalShadowData size must be a multiple of 16 bytes");
class GeometryInstanceGLES3;
// Cached data for drawing surfaces
struct GeometryInstanceSurface {
enum {
FLAG_PASS_DEPTH = 1,
FLAG_PASS_OPAQUE = 2,
FLAG_PASS_ALPHA = 4,
FLAG_PASS_SHADOW = 8,
FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
FLAG_USES_SCREEN_TEXTURE = 2048,
FLAG_USES_DEPTH_TEXTURE = 4096,
FLAG_USES_NORMAL_TEXTURE = 8192,
FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384,
};
union {
struct {
uint64_t lod_index : 8;
uint64_t surface_index : 8;
uint64_t geometry_id : 32;
uint64_t material_id_low : 16;
uint64_t material_id_hi : 16;
uint64_t shader_id : 32;
uint64_t uses_softshadow : 1;
uint64_t uses_projector : 1;
uint64_t uses_forward_gi : 1;
uint64_t uses_lightmap : 1;
uint64_t depth_layer : 4;
uint64_t priority : 8;
};
struct {
uint64_t sort_key1;
uint64_t sort_key2;
};
} sort;
RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
uint32_t flags = 0;
uint32_t surface_index = 0;
uint32_t lod_index = 0;
uint32_t index_count = 0;
int32_t light_pass_index = -1;
bool finished_base_pass = false;
void *surface = nullptr;
GLES3::SceneShaderData *shader = nullptr;
GLES3::SceneMaterialData *material = nullptr;
void *surface_shadow = nullptr;
GLES3::SceneShaderData *shader_shadow = nullptr;
GLES3::SceneMaterialData *material_shadow = nullptr;
GeometryInstanceSurface *next = nullptr;
GeometryInstanceGLES3 *owner = nullptr;
};
struct GeometryInstanceLightmapSH {
Color sh[9];
};
class GeometryInstanceGLES3 : public RenderGeometryInstanceBase {
public:
//used during rendering
bool store_transform_cache = true;
int32_t instance_count = 0;
bool can_sdfgi = false;
bool using_projectors = false;
bool using_softshadows = false;
struct LightPass {
int32_t light_id = -1; // Position in the light uniform buffer.
int32_t shadow_id = -1; // Position in the shadow uniform buffer.
RID light_instance_rid;
bool is_omni = false;
};
LocalVector<LightPass> light_passes;
uint32_t paired_omni_light_count = 0;
uint32_t paired_spot_light_count = 0;
LocalVector<RID> paired_omni_lights;
LocalVector<RID> paired_spot_lights;
LocalVector<uint32_t> omni_light_gl_cache;
LocalVector<uint32_t> spot_light_gl_cache;
LocalVector<RID> paired_reflection_probes;
LocalVector<RID> reflection_probe_rid_cache;
LocalVector<Transform3D> reflection_probes_local_transform_cache;
RID lightmap_instance;
Rect2 lightmap_uv_scale;
uint32_t lightmap_slice_index;
GeometryInstanceLightmapSH *lightmap_sh = nullptr;
// Used during setup.
GeometryInstanceSurface *surface_caches = nullptr;
SelfList<GeometryInstanceGLES3> dirty_list_element;
GeometryInstanceGLES3() :
dirty_list_element(this) {}
virtual void _mark_dirty() override;
virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
virtual void set_lightmap_capture(const Color *p_sh9) override;
virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override;
virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override {}
};
enum {
INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3,
INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4,
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5,
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7,
INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8,
INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9,
INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10,
INSTANCE_DATA_FLAG_PARTICLES = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
};
static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list;
// Use PagedAllocator instead of RID to maximize performance
PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc;
PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc;
void _geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
struct SceneState {
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
float inv_view_matrix[16];
float view_matrix[16];
float main_cam_inv_view_matrix[16];
float viewport_size[2];
float screen_pixel_size[2];
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
uint32_t pad2;
float emissive_exposure_normalization;
uint32_t use_ambient_light = 0;
uint32_t use_ambient_cubemap = 0;
uint32_t use_reflection_cubemap = 0;
float fog_aerial_perspective;
float time;
float radiance_inverse_xform[12];
uint32_t directional_light_count;
float z_far;
float z_near;
float IBL_exposure_normalization;
uint32_t fog_enabled;
uint32_t fog_mode;
float fog_density;
float fog_height;
float fog_height_density;
float fog_depth_curve;
float fog_sun_scatter;
float fog_depth_begin;
float fog_light_color[3];
float fog_depth_end;
float shadow_bias;
float luminance_multiplier;
uint32_t camera_visible_layers;
bool pancake_shadows;
};
static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
struct MultiviewUBO {
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
};
static_assert(sizeof(MultiviewUBO) % 16 == 0, "Multiview UBO size must be a multiple of 16 bytes");
struct TonemapUBO {
float exposure = 1.0;
float white = 1.0;
int32_t tonemapper = 0;
int32_t pad = 0;
int32_t pad2 = 0;
float brightness = 1.0;
float contrast = 1.0;
float saturation = 1.0;
};
static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
UBO ubo;
GLuint ubo_buffer = 0;
MultiviewUBO multiview_ubo;
GLuint multiview_buffer = 0;
GLuint tonemap_buffer = 0;
bool used_depth_prepass = false;
GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
bool current_blend_enabled = false;
bool current_depth_draw_enabled = false;
bool current_depth_test_enabled = false;
bool current_scissor_test_enabled = false;
void reset_gl_state() {
glDisable(GL_BLEND);
current_blend_enabled = false;
glDisable(GL_SCISSOR_TEST);
current_scissor_test_enabled = false;
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
cull_mode = GLES3::SceneShaderData::CULL_BACK;
glDepthMask(GL_FALSE);
current_depth_draw_enabled = false;
glDisable(GL_DEPTH_TEST);
current_depth_test_enabled = false;
}
void set_gl_cull_mode(GLES3::SceneShaderData::Cull p_mode) {
if (cull_mode != p_mode) {
if (p_mode == GLES3::SceneShaderData::CULL_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
// Last time was disabled, so enable and set proper face.
glEnable(GL_CULL_FACE);
}
glCullFace(p_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
}
cull_mode = p_mode;
}
}
void enable_gl_blend(bool p_enabled) {
if (current_blend_enabled != p_enabled) {
if (p_enabled) {
glEnable(GL_BLEND);
} else {
glDisable(GL_BLEND);
}
current_blend_enabled = p_enabled;
}
}
void enable_gl_scissor_test(bool p_enabled) {
if (current_scissor_test_enabled != p_enabled) {
if (p_enabled) {
glEnable(GL_SCISSOR_TEST);
} else {
glDisable(GL_SCISSOR_TEST);
}
current_scissor_test_enabled = p_enabled;
}
}
void enable_gl_depth_draw(bool p_enabled) {
if (current_depth_draw_enabled != p_enabled) {
glDepthMask(p_enabled ? GL_TRUE : GL_FALSE);
current_depth_draw_enabled = p_enabled;
}
}
void enable_gl_depth_test(bool p_enabled) {
if (current_depth_test_enabled != p_enabled) {
if (p_enabled) {
glEnable(GL_DEPTH_TEST);
} else {
glDisable(GL_DEPTH_TEST);
}
current_depth_test_enabled = p_enabled;
}
}
bool texscreen_copied = false;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
LightData *omni_lights = nullptr;
LightData *spot_lights = nullptr;
ShadowData *positional_shadows = nullptr;
InstanceSort<GLES3::LightInstance> *omni_light_sort;
InstanceSort<GLES3::LightInstance> *spot_light_sort;
GLuint omni_light_buffer = 0;
GLuint spot_light_buffer = 0;
GLuint positional_shadow_buffer = 0;
uint32_t omni_light_count = 0;
uint32_t spot_light_count = 0;
RS::ShadowQuality positional_shadow_quality = RS::ShadowQuality::SHADOW_QUALITY_SOFT_LOW;
DirectionalLightData *directional_lights = nullptr;
GLuint directional_light_buffer = 0;
DirectionalShadowData *directional_shadows = nullptr;
GLuint directional_shadow_buffer = 0;
RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality::SHADOW_QUALITY_SOFT_LOW;
} scene_state;
struct RenderListParameters {
GeometryInstanceSurface **elements = nullptr;
int element_count = 0;
bool reverse_cull = false;
uint64_t spec_constant_base_flags = 0;
bool force_wireframe = false;
Vector2 uv_offset = Vector2(0, 0);
RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false, Vector2 p_uv_offset = Vector2()) {
elements = p_elements;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
spec_constant_base_flags = p_spec_constant_base_flags;
force_wireframe = p_force_wireframe;
uv_offset = p_uv_offset;
}
};
struct RenderList {
LocalVector<GeometryInstanceSurface *> elements;
void clear() {
elements.clear();
}
//should eventually be replaced by radix
struct SortByKey {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
}
};
void sort_by_key() {
SortArray<GeometryInstanceSurface *, SortByKey> sorter;
sorter.sort(elements.ptr(), elements.size());
}
void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
SortArray<GeometryInstanceSurface *, SortByKey> sorter;
sorter.sort(elements.ptr() + p_from, p_size);
}
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->owner->depth < B->owner->depth);
}
};
void sort_by_depth() { //used for shadows
SortArray<GeometryInstanceSurface *, SortByDepth> sorter;
sorter.sort(elements.ptr(), elements.size());
}
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
}
};
void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
}
_FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) {
elements.push_back(p_element);
}
};
RenderList render_list[RENDER_LIST_MAX];
void _setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count, uint32_t &r_directional_shadow_count);
void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows, float p_shadow_bias = 0.0);
void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
void _render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size = Size2i(1, 1));
void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
void _render_post_processing(const RenderDataGLES3 *p_render_data);
template <PassMode p_pass_mode>
_FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false);
protected:
double time;
double time_step = 0;
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_amount = 0.25;
float screen_space_roughness_limiter_limit = 0.18;
void _render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, GLuint p_fbo);
/* Camera Attributes */
struct CameraAttributes {
float exposure_multiplier = 1.0;
float exposure_normalization = 1.0;
};
bool use_physical_light_units = false;
mutable RID_Owner<CameraAttributes, true> camera_attributes_owner;
/* Environment */
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
float ssao_adaptive_target = 0.5;
int ssao_blur_passes = 2;
float ssao_fadeout_from = 50.0;
float ssao_fadeout_to = 300.0;
bool glow_bicubic_upscale = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
/* Sky */
struct SkyGlobals {
float fog_aerial_perspective = 0.0;
Color fog_light_color;
float fog_sun_scatter = 0.0;
bool fog_enabled = false;
float fog_density = 0.0;
float z_far = 0.0;
uint32_t directional_light_count = 0;
DirectionalLightData *directional_lights = nullptr;
DirectionalLightData *last_frame_directional_lights = nullptr;
uint32_t last_frame_directional_light_count = 0;
GLuint directional_light_buffer = 0;
RID shader_default_version;
RID default_material;
RID default_shader;
RID fog_material;
RID fog_shader;
GLuint screen_triangle = 0;
GLuint screen_triangle_array = 0;
uint32_t max_directional_lights = 4;
uint32_t roughness_layers = 8;
} sky_globals;
struct Sky {
// Screen Buffers
GLuint half_res_pass = 0;
GLuint half_res_framebuffer = 0;
GLuint quarter_res_pass = 0;
GLuint quarter_res_framebuffer = 0;
Size2i screen_size = Size2i(0, 0);
// Radiance Cubemap
GLuint radiance = 0;
GLuint radiance_framebuffer = 0;
GLuint raw_radiance = 0;
RID material;
GLuint uniform_buffer;
int radiance_size = 256;
int mipmap_count = 1;
RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
//ReflectionData reflection;
bool reflection_dirty = false;
bool dirty = false;
int processing_layer = 0;
Sky *dirty_list = nullptr;
float baked_exposure = 1.0;
//State to track when radiance cubemap needs updating
GLES3::SkyMaterialData *prev_material;
Vector3 prev_position = Vector3(0.0, 0.0, 0.0);
float prev_time = 0.0f;
};
Sky *dirty_sky_list = nullptr;
mutable RID_Owner<Sky, true> sky_owner;
void _setup_sky(const RenderDataGLES3 *p_render_data, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size);
void _invalidate_sky(Sky *p_sky);
void _update_dirty_skys();
void _update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier);
void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y, bool p_apply_color_adjustments_in_post);
void _free_sky_data(Sky *p_sky);
// Needed for a single argument calls (material and uv2).
PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
PagedArray<RenderGeometryInstance *> cull_argument;
public:
static RasterizerSceneGLES3 *get_singleton() { return singleton; }
RasterizerCanvasGLES3 *canvas = nullptr;
RenderGeometryInstance *geometry_instance_create(RID p_base) override;
void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
uint32_t geometry_instance_get_pair_mask() override;
/* SDFGI UPDATE */
void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override {
return 0;
}
AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override {
return AABB();
}
uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override {
return 0;
}
/* SKY API */
RID sky_allocate() override;
void sky_initialize(RID p_rid) override;
void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
void sky_set_material(RID p_sky, RID p_material) override;
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
float sky_get_baked_exposure(RID p_sky) const;
/* ENVIRONMENT API */
void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
void environment_set_volumetric_fog_filter_active(bool p_enable) override;
Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
_FORCE_INLINE_ bool is_using_physical_light_units() {
return use_physical_light_units;
}
void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
RID fog_volume_instance_create(RID p_fog_volume) override;
void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
RID voxel_gi_instance_create(RID p_voxel_gi) override;
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
bool voxel_gi_needs_update(RID p_probe) const override;
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
void voxel_gi_set_quality(RS::VoxelGIQuality) override;
void render_scene(const Ref<RenderSceneBuffers> &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_attributes, RID p_compositor, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
void set_scene_pass(uint64_t p_pass) override {
scene_pass = p_pass;
}
_FORCE_INLINE_ uint64_t get_scene_pass() {
return scene_pass;
}
void set_time(double p_time, double p_step) override;
void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
return debug_draw;
}
Ref<RenderSceneBuffers> render_buffers_create() override;
void gi_set_use_half_resolution(bool p_enable) override;
void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override;
bool screen_space_roughness_limiter_is_active() const override;
void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;
void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region);
bool free(RID p_rid) override;
void update() override;
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
void decals_set_filter(RS::DecalFilter p_filter) override;
void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
RasterizerSceneGLES3();
~RasterizerSceneGLES3();
};
#endif // GLES3_ENABLED
#endif // RASTERIZER_SCENE_GLES3_H