975a8f9ada
Also add support for disabling omni and spot lights when not used
692 lines
26 KiB
C++
692 lines
26 KiB
C++
/*************************************************************************/
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/* rasterizer_scene_gles3.h */
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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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#ifndef RASTERIZER_SCENE_GLES3_H
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#define RASTERIZER_SCENE_GLES3_H
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#ifdef GLES3_ENABLED
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#include "core/math/projection.h"
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#include "core/templates/paged_allocator.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "scene/resources/mesh.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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#include "shader_gles3.h"
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#include "shaders/cubemap_filter.glsl.gen.h"
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#include "shaders/sky.glsl.gen.h"
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#include "storage/light_storage.h"
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#include "storage/material_storage.h"
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#include "storage/render_scene_buffers_gles3.h"
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#include "storage/utilities.h"
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enum RenderListType {
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RENDER_LIST_OPAQUE, //used for opaque objects
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RENDER_LIST_ALPHA, //used for transparent objects
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RENDER_LIST_SECONDARY, //used for shadows and other objects
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RENDER_LIST_MAX
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};
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enum PassMode {
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PASS_MODE_COLOR,
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PASS_MODE_COLOR_TRANSPARENT,
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PASS_MODE_COLOR_ADDITIVE,
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PASS_MODE_SHADOW,
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PASS_MODE_DEPTH,
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};
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// These should share as much as possible with SkyUniform Location
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enum SceneUniformLocation {
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SCENE_TONEMAP_UNIFORM_LOCATION,
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SCENE_GLOBALS_UNIFORM_LOCATION,
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SCENE_DATA_UNIFORM_LOCATION,
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SCENE_MATERIAL_UNIFORM_LOCATION,
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SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
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SCENE_OMNILIGHT_UNIFORM_LOCATION,
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SCENE_SPOTLIGHT_UNIFORM_LOCATION,
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SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
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SCENE_MULTIVIEW_UNIFORM_LOCATION,
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};
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enum SkyUniformLocation {
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SKY_TONEMAP_UNIFORM_LOCATION,
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SKY_GLOBALS_UNIFORM_LOCATION,
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SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
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SKY_MATERIAL_UNIFORM_LOCATION,
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SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
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};
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struct RenderDataGLES3 {
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Ref<RenderSceneBuffersGLES3> render_buffers;
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bool transparent_bg = false;
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Transform3D cam_transform;
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Transform3D inv_cam_transform;
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Projection cam_projection;
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bool cam_orthogonal = false;
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uint32_t camera_visible_layers = 0xFFFFFFFF;
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// For stereo rendering
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uint32_t view_count = 1;
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Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
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Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
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float z_near = 0.0;
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float z_far = 0.0;
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const PagedArray<RenderGeometryInstance *> *instances = nullptr;
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const PagedArray<RID> *lights = nullptr;
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const PagedArray<RID> *reflection_probes = nullptr;
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RID environment;
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RID camera_attributes;
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RID reflection_probe;
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int reflection_probe_pass = 0;
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float lod_distance_multiplier = 0.0;
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float screen_mesh_lod_threshold = 0.0;
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uint32_t directional_light_count = 0;
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uint32_t spot_light_count = 0;
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uint32_t omni_light_count = 0;
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RenderingMethod::RenderInfo *render_info = nullptr;
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};
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class RasterizerCanvasGLES3;
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class RasterizerSceneGLES3 : public RendererSceneRender {
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private:
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static RasterizerSceneGLES3 *singleton;
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RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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uint64_t scene_pass = 0;
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template <class T>
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struct InstanceSort {
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float depth;
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T *instance = nullptr;
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bool operator<(const InstanceSort &p_sort) const {
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return depth < p_sort.depth;
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}
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};
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struct SceneGlobals {
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RID shader_default_version;
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RID default_material;
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RID default_shader;
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RID cubemap_filter_shader_version;
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} scene_globals;
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/* LIGHT INSTANCE */
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struct LightData {
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float position[3];
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float inv_radius;
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float direction[3]; // Only used by SpotLight
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float size;
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float color[3];
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float attenuation;
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float inv_spot_attenuation;
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float cos_spot_angle;
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float specular_amount;
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float shadow_opacity;
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};
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static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");
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struct DirectionalLightData {
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float direction[3];
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float energy;
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float color[3];
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float size;
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uint32_t enabled; // For use by SkyShaders
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float pad[2];
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float specular;
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};
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static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");
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class GeometryInstanceGLES3;
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// Cached data for drawing surfaces
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struct GeometryInstanceSurface {
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enum {
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FLAG_PASS_DEPTH = 1,
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FLAG_PASS_OPAQUE = 2,
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FLAG_PASS_ALPHA = 4,
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FLAG_PASS_SHADOW = 8,
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FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
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FLAG_USES_SCREEN_TEXTURE = 2048,
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FLAG_USES_DEPTH_TEXTURE = 4096,
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FLAG_USES_NORMAL_TEXTURE = 8192,
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FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384,
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};
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union {
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struct {
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uint64_t lod_index : 8;
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uint64_t surface_index : 8;
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uint64_t geometry_id : 32;
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uint64_t material_id_low : 16;
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uint64_t material_id_hi : 16;
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uint64_t shader_id : 32;
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uint64_t uses_softshadow : 1;
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uint64_t uses_projector : 1;
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uint64_t uses_forward_gi : 1;
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uint64_t uses_lightmap : 1;
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uint64_t depth_layer : 4;
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uint64_t priority : 8;
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};
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struct {
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uint64_t sort_key1;
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uint64_t sort_key2;
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};
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} sort;
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RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
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uint32_t flags = 0;
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uint32_t surface_index = 0;
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uint32_t lod_index = 0;
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void *surface = nullptr;
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GLES3::SceneShaderData *shader = nullptr;
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GLES3::SceneMaterialData *material = nullptr;
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void *surface_shadow = nullptr;
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GLES3::SceneShaderData *shader_shadow = nullptr;
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GLES3::SceneMaterialData *material_shadow = nullptr;
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GeometryInstanceSurface *next = nullptr;
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GeometryInstanceGLES3 *owner = nullptr;
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};
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class GeometryInstanceGLES3 : public RenderGeometryInstanceBase {
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public:
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//used during rendering
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bool store_transform_cache = true;
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int32_t instance_count = 0;
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bool can_sdfgi = false;
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bool using_projectors = false;
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bool using_softshadows = false;
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uint32_t omni_light_count = 0;
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LocalVector<RID> omni_lights;
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uint32_t spot_light_count = 0;
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LocalVector<RID> spot_lights;
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LocalVector<uint32_t> omni_light_gl_cache;
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LocalVector<uint32_t> spot_light_gl_cache;
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//used during setup
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GeometryInstanceSurface *surface_caches = nullptr;
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SelfList<GeometryInstanceGLES3> dirty_list_element;
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GeometryInstanceGLES3() :
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dirty_list_element(this) {}
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virtual void _mark_dirty() override;
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virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
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virtual void set_lightmap_capture(const Color *p_sh9) override;
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virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override;
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virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
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virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
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virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
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virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override {}
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};
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enum {
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INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4,
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INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5,
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INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7,
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INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8,
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INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9,
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INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10,
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INSTANCE_DATA_FLAG_PARTICLES = 1 << 11,
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INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
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INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
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INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
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INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
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};
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static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
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static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
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SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list;
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// Use PagedAllocator instead of RID to maximize performance
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PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc;
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PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc;
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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);
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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);
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void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
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void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
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void _update_dirty_geometry_instances();
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struct SceneState {
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struct UBO {
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float projection_matrix[16];
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float inv_projection_matrix[16];
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float inv_view_matrix[16];
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float view_matrix[16];
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float viewport_size[2];
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float screen_pixel_size[2];
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float ambient_light_color_energy[4];
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float ambient_color_sky_mix;
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uint32_t material_uv2_mode;
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float emissive_exposure_normalization;
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uint32_t use_ambient_light = 0;
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uint32_t use_ambient_cubemap = 0;
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uint32_t use_reflection_cubemap = 0;
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float fog_aerial_perspective;
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float time;
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float radiance_inverse_xform[12];
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uint32_t directional_light_count;
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float z_far;
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float z_near;
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float IBL_exposure_normalization;
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uint32_t fog_enabled;
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float fog_density;
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float fog_height;
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float fog_height_density;
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float fog_light_color[3];
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float fog_sun_scatter;
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uint32_t camera_visible_layers;
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uint32_t pad1;
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uint32_t pad2;
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uint32_t pad3;
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};
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static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
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struct MultiviewUBO {
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float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
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float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
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float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
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};
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static_assert(sizeof(MultiviewUBO) % 16 == 0, "Multiview UBO size must be a multiple of 16 bytes");
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struct TonemapUBO {
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float exposure = 1.0;
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float white = 1.0;
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int32_t tonemapper = 0;
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int32_t pad = 0;
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};
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static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
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UBO ubo;
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GLuint ubo_buffer = 0;
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MultiviewUBO multiview_ubo;
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GLuint multiview_buffer = 0;
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GLuint tonemap_buffer = 0;
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bool used_depth_prepass = false;
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GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
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GLES3::SceneShaderData::DepthDraw current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
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GLES3::SceneShaderData::DepthTest current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED;
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GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
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bool texscreen_copied = false;
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bool used_screen_texture = false;
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bool used_normal_texture = false;
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bool used_depth_texture = false;
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LightData *omni_lights = nullptr;
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LightData *spot_lights = nullptr;
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InstanceSort<GLES3::LightInstance> *omni_light_sort;
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InstanceSort<GLES3::LightInstance> *spot_light_sort;
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GLuint omni_light_buffer = 0;
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GLuint spot_light_buffer = 0;
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uint32_t omni_light_count = 0;
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uint32_t spot_light_count = 0;
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DirectionalLightData *directional_lights = nullptr;
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GLuint directional_light_buffer = 0;
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} scene_state;
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struct RenderListParameters {
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GeometryInstanceSurface **elements = nullptr;
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int element_count = 0;
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bool reverse_cull = false;
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uint64_t spec_constant_base_flags = 0;
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bool force_wireframe = false;
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RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
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elements = p_elements;
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element_count = p_element_count;
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reverse_cull = p_reverse_cull;
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spec_constant_base_flags = p_spec_constant_base_flags;
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force_wireframe = p_force_wireframe;
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}
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};
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struct RenderList {
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LocalVector<GeometryInstanceSurface *> elements;
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void clear() {
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elements.clear();
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}
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//should eventually be replaced by radix
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struct SortByKey {
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_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
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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);
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}
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};
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void sort_by_key() {
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SortArray<GeometryInstanceSurface *, SortByKey> sorter;
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sorter.sort(elements.ptr(), elements.size());
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}
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void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
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SortArray<GeometryInstanceSurface *, SortByKey> sorter;
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sorter.sort(elements.ptr() + p_from, p_size);
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}
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struct SortByDepth {
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_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
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return (A->owner->depth < B->owner->depth);
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}
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};
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void sort_by_depth() { //used for shadows
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SortArray<GeometryInstanceSurface *, SortByDepth> sorter;
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sorter.sort(elements.ptr(), elements.size());
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}
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struct SortByReverseDepthAndPriority {
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_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
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return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
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}
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};
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void sort_by_reverse_depth_and_priority() { //used for alpha
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SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter;
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sorter.sort(elements.ptr(), elements.size());
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}
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_FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) {
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elements.push_back(p_element);
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}
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};
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RenderList render_list[RENDER_LIST_MAX];
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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);
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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);
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void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
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template <PassMode p_pass_mode>
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_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);
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protected:
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double time;
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double time_step = 0;
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bool screen_space_roughness_limiter = false;
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float screen_space_roughness_limiter_amount = 0.25;
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float screen_space_roughness_limiter_limit = 0.18;
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void _render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
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/* Camera Attributes */
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struct CameraAttributes {
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float exposure_multiplier = 1.0;
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float exposure_normalization = 1.0;
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};
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bool use_physical_light_units = false;
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mutable RID_Owner<CameraAttributes, true> camera_attributes_owner;
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/* Environment */
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RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
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bool ssao_half_size = false;
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float ssao_adaptive_target = 0.5;
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int ssao_blur_passes = 2;
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float ssao_fadeout_from = 50.0;
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float ssao_fadeout_to = 300.0;
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bool glow_bicubic_upscale = false;
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bool glow_high_quality = false;
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RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
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/* Sky */
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struct SkyGlobals {
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float fog_aerial_perspective = 0.0;
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Color fog_light_color;
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float fog_sun_scatter = 0.0;
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bool fog_enabled = false;
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float fog_density = 0.0;
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float z_far = 0.0;
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uint32_t directional_light_count = 0;
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DirectionalLightData *directional_lights = nullptr;
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DirectionalLightData *last_frame_directional_lights = nullptr;
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uint32_t last_frame_directional_light_count = 0;
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GLuint directional_light_buffer = 0;
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RID shader_default_version;
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RID default_material;
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RID default_shader;
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RID fog_material;
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RID fog_shader;
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GLuint screen_triangle = 0;
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GLuint screen_triangle_array = 0;
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GLuint radical_inverse_vdc_cache_tex = 0;
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uint32_t max_directional_lights = 4;
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uint32_t roughness_layers = 8;
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uint32_t ggx_samples = 128;
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} sky_globals;
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struct Sky {
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// Screen Buffers
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GLuint half_res_pass = 0;
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GLuint half_res_framebuffer = 0;
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GLuint quarter_res_pass = 0;
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GLuint quarter_res_framebuffer = 0;
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Size2i screen_size = Size2i(0, 0);
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// Radiance Cubemap
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GLuint radiance = 0;
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GLuint radiance_framebuffer = 0;
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GLuint raw_radiance = 0;
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RID material;
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GLuint uniform_buffer;
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int radiance_size = 256;
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int mipmap_count = 1;
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RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
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//ReflectionData reflection;
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bool reflection_dirty = false;
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bool dirty = false;
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int processing_layer = 0;
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Sky *dirty_list = nullptr;
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float baked_exposure = 1.0;
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//State to track when radiance cubemap needs updating
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GLES3::SkyMaterialData *prev_material;
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Vector3 prev_position = Vector3(0.0, 0.0, 0.0);
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float prev_time = 0.0f;
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};
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Sky *dirty_sky_list = nullptr;
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mutable RID_Owner<Sky, true> sky_owner;
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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);
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void _invalidate_sky(Sky *p_sky);
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void _update_dirty_skys();
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void _update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier);
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void _filter_sky_radiance(Sky *p_sky, int p_base_layer);
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void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier);
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void _free_sky_data(Sky *p_sky);
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public:
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static RasterizerSceneGLES3 *get_singleton() { return singleton; }
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RasterizerCanvasGLES3 *canvas = nullptr;
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RenderGeometryInstance *geometry_instance_create(RID p_base) override;
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void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
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uint32_t geometry_instance_get_pair_mask() override;
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/* SDFGI UPDATE */
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void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
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int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override {
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return 0;
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}
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AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override {
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return AABB();
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}
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uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override {
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return 0;
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}
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/* SKY API */
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RID sky_allocate() override;
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void sky_initialize(RID p_rid) override;
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void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
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void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
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void sky_set_material(RID p_sky, RID p_material) override;
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Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
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float sky_get_baked_exposure(RID p_sky) const;
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/* ENVIRONMENT API */
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void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
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void environment_glow_set_use_high_quality(bool p_enable) override;
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void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
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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;
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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;
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void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
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void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
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void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
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void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
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void environment_set_volumetric_fog_filter_active(bool p_enable) override;
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Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
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_FORCE_INLINE_ bool is_using_physical_light_units() {
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return use_physical_light_units;
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}
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void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
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void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
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RID fog_volume_instance_create(RID p_fog_volume) override;
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void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
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void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
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RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
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Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
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RID voxel_gi_instance_create(RID p_voxel_gi) override;
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void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
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bool voxel_gi_needs_update(RID p_probe) const override;
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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;
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void voxel_gi_set_quality(RS::VoxelGIQuality) override;
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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_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;
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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;
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void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
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void set_scene_pass(uint64_t p_pass) override {
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scene_pass = p_pass;
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}
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_FORCE_INLINE_ uint64_t get_scene_pass() {
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return scene_pass;
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}
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void set_time(double p_time, double p_step) override;
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void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
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_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
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return debug_draw;
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}
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Ref<RenderSceneBuffers> render_buffers_create() override;
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void gi_set_use_half_resolution(bool p_enable) override;
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void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override;
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bool screen_space_roughness_limiter_is_active() const override;
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void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
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void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
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TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;
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bool free(RID p_rid) override;
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void update() override;
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void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
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void decals_set_filter(RS::DecalFilter p_filter) override;
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void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
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RasterizerSceneGLES3();
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~RasterizerSceneGLES3();
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};
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#endif // GLES3_ENABLED
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#endif // RASTERIZER_SCENE_GLES3_H
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