828 lines
25 KiB
C++
828 lines
25 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) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 RASTERIZERSCENEGLES3_H
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#define RASTERIZERSCENEGLES3_H
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/* Must come before shaders or the Windows build fails... */
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#include "rasterizer_storage_gles3.h"
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#include "drivers/gles3/shaders/cube_to_dp.glsl.gen.h"
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#include "drivers/gles3/shaders/effect_blur.glsl.gen.h"
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#include "drivers/gles3/shaders/exposure.glsl.gen.h"
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#include "drivers/gles3/shaders/resolve.glsl.gen.h"
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#include "drivers/gles3/shaders/scene.glsl.gen.h"
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#include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h"
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#include "drivers/gles3/shaders/ssao.glsl.gen.h"
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#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h"
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#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h"
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#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h"
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#include "drivers/gles3/shaders/tonemap.glsl.gen.h"
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class RasterizerSceneGLES3 : public RasterizerScene {
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public:
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enum ShadowFilterMode {
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SHADOW_FILTER_NEAREST,
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SHADOW_FILTER_PCF5,
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SHADOW_FILTER_PCF13,
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};
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ShadowFilterMode shadow_filter_mode;
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uint64_t shadow_atlas_realloc_tolerance_msec;
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enum SubSurfaceScatterQuality {
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SSS_QUALITY_LOW,
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SSS_QUALITY_MEDIUM,
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SSS_QUALITY_HIGH,
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};
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SubSurfaceScatterQuality subsurface_scatter_quality;
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float subsurface_scatter_size;
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bool subsurface_scatter_follow_surface;
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bool subsurface_scatter_weight_samples;
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uint64_t render_pass;
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uint64_t scene_pass;
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uint32_t current_material_index;
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uint32_t current_geometry_index;
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RID default_material;
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RID default_material_twosided;
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RID default_shader;
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RID default_shader_twosided;
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RID default_overdraw_material;
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RID default_overdraw_shader;
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RasterizerStorageGLES3 *storage;
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Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
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int exposure_shrink_size;
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struct State {
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bool texscreen_copied;
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int current_blend_mode;
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float current_line_width;
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int current_depth_draw;
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bool current_depth_test;
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GLuint current_main_tex;
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SceneShaderGLES3 scene_shader;
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CubeToDpShaderGLES3 cube_to_dp_shader;
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ResolveShaderGLES3 resolve_shader;
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ScreenSpaceReflectionShaderGLES3 ssr_shader;
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EffectBlurShaderGLES3 effect_blur_shader;
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SubsurfScatteringShaderGLES3 sss_shader;
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SsaoMinifyShaderGLES3 ssao_minify_shader;
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SsaoShaderGLES3 ssao_shader;
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SsaoBlurShaderGLES3 ssao_blur_shader;
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ExposureShaderGLES3 exposure_shader;
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TonemapShaderGLES3 tonemap_shader;
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struct SceneDataUBO {
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float projection_matrix[16];
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float camera_inverse_matrix[16];
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float camera_matrix[16];
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float ambient_light_color[4];
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float bg_color[4];
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float fog_color_enabled[4];
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float fog_sun_color_amount[4];
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float ambient_energy;
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float bg_energy;
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float z_offset;
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float z_slope_scale;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_side;
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float screen_pixel_size[2];
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float shadow_atlas_pixel_size[2];
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float shadow_directional_pixel_size[2];
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float time;
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float z_far;
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float reflection_multiplier;
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float subsurface_scatter_width;
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float ambient_occlusion_affect_light;
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bool fog_depth_enabled;
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float fog_depth_begin;
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float fog_depth_curve;
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bool fog_transmit_enabled;
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float fog_transmit_curve;
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bool fog_height_enabled;
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float fog_height_min;
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float fog_height_max;
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float fog_height_curve;
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uint8_t padding[8];
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} ubo_data;
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GLuint scene_ubo;
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struct EnvironmentRadianceUBO {
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float transform[16];
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float ambient_contribution;
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uint8_t padding[12];
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} env_radiance_data;
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GLuint env_radiance_ubo;
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GLuint sky_verts;
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GLuint sky_array;
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GLuint directional_ubo;
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GLuint spot_array_ubo;
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GLuint omni_array_ubo;
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GLuint reflection_array_ubo;
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GLuint immediate_buffer;
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GLuint immediate_array;
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uint32_t ubo_light_size;
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uint8_t *spot_array_tmp;
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uint8_t *omni_array_tmp;
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uint8_t *reflection_array_tmp;
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int max_ubo_lights;
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int max_forward_lights_per_object;
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int max_ubo_reflections;
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int max_skeleton_bones;
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bool used_contact_shadows;
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int spot_light_count;
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int omni_light_count;
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int directional_light_count;
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int reflection_probe_count;
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bool cull_front;
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bool cull_disabled;
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bool used_sss;
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bool used_screen_texture;
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bool using_contact_shadows;
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VS::ViewportDebugDraw debug_draw;
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} state;
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/* SHADOW ATLAS API */
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struct ShadowAtlas : public RID_Data {
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enum {
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QUADRANT_SHIFT = 27,
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SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
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SHADOW_INVALID = 0xFFFFFFFF
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};
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struct Quadrant {
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uint32_t subdivision;
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struct Shadow {
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RID owner;
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uint64_t version;
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uint64_t alloc_tick;
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Shadow() {
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version = 0;
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alloc_tick = 0;
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}
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};
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Vector<Shadow> shadows;
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Quadrant() {
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subdivision = 0; //not in use
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}
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} quadrants[4];
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int size_order[4];
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uint32_t smallest_subdiv;
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int size;
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GLuint fbo;
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GLuint depth;
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Map<RID, uint32_t> shadow_owners;
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};
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struct ShadowCubeMap {
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GLuint fbo_id[6];
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GLuint cubemap;
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int size;
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};
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Vector<ShadowCubeMap> shadow_cubemaps;
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RID_Owner<ShadowAtlas> shadow_atlas_owner;
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RID shadow_atlas_create();
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void shadow_atlas_set_size(RID p_atlas, int p_size);
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void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
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bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
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bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
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struct DirectionalShadow {
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GLuint fbo;
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GLuint depth;
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int light_count;
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int size;
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int current_light;
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} directional_shadow;
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virtual int get_directional_light_shadow_size(RID p_light_intance);
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virtual void set_directional_shadow_count(int p_count);
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/* REFLECTION PROBE ATLAS API */
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struct ReflectionAtlas : public RID_Data {
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int subdiv;
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int size;
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struct Reflection {
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RID owner;
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uint64_t last_frame;
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};
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GLuint fbo[6];
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GLuint color;
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Vector<Reflection> reflections;
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};
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mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
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virtual RID reflection_atlas_create();
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virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size);
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virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv);
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/* REFLECTION CUBEMAPS */
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struct ReflectionCubeMap {
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GLuint fbo_id[6];
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GLuint cubemap;
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GLuint depth;
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int size;
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};
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Vector<ReflectionCubeMap> reflection_cubemaps;
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/* REFLECTION PROBE INSTANCE */
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struct ReflectionProbeInstance : public RID_Data {
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RasterizerStorageGLES3::ReflectionProbe *probe_ptr;
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RID probe;
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RID self;
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RID atlas;
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int reflection_atlas_index;
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int render_step;
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uint64_t last_pass;
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int reflection_index;
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Transform transform;
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};
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struct ReflectionProbeDataUBO {
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float box_extents[4];
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float box_ofs[4];
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float params[4]; // intensity, 0, 0, boxproject
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float ambient[4]; //color, probe contrib
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float atlas_clamp[4];
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float local_matrix[16]; //up to here for spot and omni, rest is for directional
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//notes: for ambientblend, use distance to edge to blend between already existing global environment
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};
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mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
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virtual RID reflection_probe_instance_create(RID p_probe);
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virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
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virtual void reflection_probe_release_atlas_index(RID p_instance);
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virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
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virtual bool reflection_probe_instance_has_reflection(RID p_instance);
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virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
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virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
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/* ENVIRONMENT API */
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struct Environment : public RID_Data {
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VS::EnvironmentBG bg_mode;
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RID sky;
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float sky_scale;
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Color bg_color;
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float bg_energy;
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float sky_ambient;
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Color ambient_color;
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float ambient_energy;
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float ambient_sky_contribution;
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int canvas_max_layer;
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bool ssr_enabled;
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int ssr_max_steps;
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float ssr_fade_in;
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float ssr_fade_out;
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float ssr_depth_tolerance;
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bool ssr_roughness;
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bool ssao_enabled;
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float ssao_intensity;
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float ssao_radius;
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float ssao_intensity2;
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float ssao_radius2;
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float ssao_bias;
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float ssao_light_affect;
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Color ssao_color;
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bool ssao_filter;
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bool glow_enabled;
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int glow_levels;
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float glow_intensity;
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float glow_strength;
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float glow_bloom;
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VS::EnvironmentGlowBlendMode glow_blend_mode;
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float glow_hdr_bleed_threshold;
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float glow_hdr_bleed_scale;
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bool glow_bicubic_upscale;
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VS::EnvironmentToneMapper tone_mapper;
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float tone_mapper_exposure;
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float tone_mapper_exposure_white;
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bool auto_exposure;
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float auto_exposure_speed;
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float auto_exposure_min;
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float auto_exposure_max;
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float auto_exposure_grey;
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bool dof_blur_far_enabled;
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float dof_blur_far_distance;
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float dof_blur_far_transition;
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float dof_blur_far_amount;
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VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
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bool dof_blur_near_enabled;
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float dof_blur_near_distance;
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float dof_blur_near_transition;
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float dof_blur_near_amount;
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VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
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bool adjustments_enabled;
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float adjustments_brightness;
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float adjustments_contrast;
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float adjustments_saturation;
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RID color_correction;
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bool fog_enabled;
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Color fog_color;
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Color fog_sun_color;
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float fog_sun_amount;
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bool fog_depth_enabled;
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float fog_depth_begin;
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float fog_depth_curve;
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bool fog_transmit_enabled;
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float fog_transmit_curve;
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bool fog_height_enabled;
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float fog_height_min;
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float fog_height_max;
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float fog_height_curve;
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Environment() {
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bg_mode = VS::ENV_BG_CLEAR_COLOR;
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sky_scale = 1.0;
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bg_energy = 1.0;
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sky_ambient = 0;
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ambient_energy = 1.0;
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ambient_sky_contribution = 0.0;
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canvas_max_layer = 0;
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ssr_enabled = false;
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ssr_max_steps = 64;
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ssr_fade_in = 0.15;
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ssr_fade_out = 2.0;
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ssr_depth_tolerance = 0.2;
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ssr_roughness = true;
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ssao_enabled = false;
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ssao_intensity = 1.0;
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ssao_radius = 1.0;
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ssao_intensity2 = 1.0;
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ssao_radius2 = 0.0;
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ssao_bias = 0.01;
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ssao_light_affect = 0;
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ssao_filter = true;
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tone_mapper = VS::ENV_TONE_MAPPER_LINEAR;
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tone_mapper_exposure = 1.0;
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tone_mapper_exposure_white = 1.0;
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auto_exposure = false;
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auto_exposure_speed = 0.5;
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auto_exposure_min = 0.05;
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auto_exposure_max = 8;
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auto_exposure_grey = 0.4;
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glow_enabled = false;
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glow_levels = (1 << 2) | (1 << 4);
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glow_intensity = 0.8;
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glow_strength = 1.0;
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glow_bloom = 0.0;
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glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT;
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glow_hdr_bleed_threshold = 1.0;
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glow_hdr_bleed_scale = 2.0;
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glow_bicubic_upscale = false;
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dof_blur_far_enabled = false;
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dof_blur_far_distance = 10;
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dof_blur_far_transition = 5;
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dof_blur_far_amount = 0.1;
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dof_blur_far_quality = VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
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dof_blur_near_enabled = false;
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dof_blur_near_distance = 2;
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dof_blur_near_transition = 1;
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dof_blur_near_amount = 0.1;
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dof_blur_near_quality = VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
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adjustments_enabled = false;
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adjustments_brightness = 1.0;
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adjustments_contrast = 1.0;
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adjustments_saturation = 1.0;
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fog_enabled = false;
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fog_color = Color(0.5, 0.5, 0.5);
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fog_sun_color = Color(0.8, 0.8, 0.0);
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fog_sun_amount = 0;
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fog_depth_enabled = true;
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fog_depth_begin = 10;
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fog_depth_curve = 1;
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fog_transmit_enabled = true;
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fog_transmit_curve = 1;
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fog_height_enabled = false;
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fog_height_min = 0;
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fog_height_max = 100;
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fog_height_curve = 1;
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}
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};
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RID_Owner<Environment> environment_owner;
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virtual RID environment_create();
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virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
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virtual void environment_set_sky(RID p_env, RID p_sky);
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virtual void environment_set_sky_scale(RID p_env, float p_scale);
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virtual void environment_set_bg_color(RID p_env, const Color &p_color);
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virtual void environment_set_bg_energy(RID p_env, float p_energy);
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virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
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virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
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virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
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virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
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virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
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virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
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virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect, const Color &p_color, bool p_blur);
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virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
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virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount);
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virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve);
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virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
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virtual bool is_environment(RID p_env);
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virtual VS::EnvironmentBG environment_get_background(RID p_env);
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virtual int environment_get_canvas_max_layer(RID p_env);
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/* LIGHT INSTANCE */
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struct LightDataUBO {
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float light_pos_inv_radius[4];
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float light_direction_attenuation[4];
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float light_color_energy[4];
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float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
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float light_clamp[4];
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float light_shadow_color_contact[4];
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float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
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float shadow_matrix2[16];
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float shadow_matrix3[16];
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float shadow_matrix4[16];
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float shadow_split_offsets[4];
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};
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struct LightInstance : public RID_Data {
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struct ShadowTransform {
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CameraMatrix camera;
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Transform transform;
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float farplane;
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float split;
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float bias_scale;
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};
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ShadowTransform shadow_transform[4];
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RID self;
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RID light;
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RasterizerStorageGLES3::Light *light_ptr;
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Transform transform;
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Vector3 light_vector;
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Vector3 spot_vector;
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float linear_att;
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uint64_t shadow_pass;
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uint64_t last_scene_pass;
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uint64_t last_scene_shadow_pass;
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uint64_t last_pass;
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uint16_t light_index;
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uint16_t light_directional_index;
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uint32_t current_shadow_atlas_key;
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Vector2 dp;
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Rect2 directional_rect;
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Set<RID> shadow_atlases; //shadow atlases where this light is registered
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LightInstance() {}
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};
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mutable RID_Owner<LightInstance> light_instance_owner;
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virtual RID light_instance_create(RID p_light);
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
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virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
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virtual void light_instance_mark_visible(RID p_light_instance);
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/* REFLECTION INSTANCE */
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struct GIProbeInstance : public RID_Data {
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RID data;
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RasterizerStorageGLES3::GIProbe *probe;
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GLuint tex_cache;
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Vector3 cell_size_cache;
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Vector3 bounds;
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Transform transform_to_data;
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GIProbeInstance() {
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probe = NULL;
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tex_cache = 0;
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}
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};
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mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
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virtual RID gi_probe_instance_create();
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virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data);
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virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
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virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds);
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/* RENDER LIST */
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struct RenderList {
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enum {
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DEFAULT_MAX_ELEMENTS = 65536,
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SORT_FLAG_SKELETON = 1,
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SORT_FLAG_INSTANCING = 2,
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MAX_DIRECTIONAL_LIGHTS = 16,
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MAX_LIGHTS = 4096,
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MAX_REFLECTIONS = 1024,
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SORT_KEY_DEPTH_LAYER_SHIFT = 60,
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//64 bits unsupported in MSVC
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#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59)
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#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58)
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#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 57)
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#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 56)
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SORT_KEY_SHADING_SHIFT = 56,
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SORT_KEY_SHADING_MASK = 15,
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SORT_KEY_MATERIAL_INDEX_SHIFT = 40,
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SORT_KEY_GEOMETRY_INDEX_SHIFT = 20,
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SORT_KEY_GEOMETRY_TYPE_SHIFT = 15,
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SORT_KEY_CULL_DISABLED_FLAG = 4,
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SORT_KEY_SKELETON_FLAG = 2,
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SORT_KEY_MIRROR_FLAG = 1
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};
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int max_elements;
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struct Element {
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RasterizerScene::InstanceBase *instance;
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RasterizerStorageGLES3::Geometry *geometry;
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RasterizerStorageGLES3::Material *material;
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RasterizerStorageGLES3::GeometryOwner *owner;
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uint64_t sort_key;
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};
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Element *base_elements;
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Element **elements;
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int element_count;
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int alpha_element_count;
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void clear() {
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element_count = 0;
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alpha_element_count = 0;
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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 Element *A, const Element *B) const {
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return A->sort_key < B->sort_key;
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}
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};
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void sort_by_key(bool p_alpha) {
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SortArray<Element *, SortByKey> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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}
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struct SortByDepth {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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return A->instance->depth < B->instance->depth;
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}
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};
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void sort_by_depth(bool p_alpha) { //used for shadows
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|
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SortArray<Element *, SortByDepth> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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}
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|
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struct SortByReverseDepth {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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return A->instance->depth > B->instance->depth;
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}
|
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};
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|
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void sort_by_reverse_depth(bool p_alpha) { //used for alpha
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|
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SortArray<Element *, SortByReverseDepth> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
|
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sorter.sort(elements, element_count);
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}
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}
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|
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_FORCE_INLINE_ Element *add_element() {
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|
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if (element_count + alpha_element_count >= max_elements)
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return NULL;
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elements[element_count] = &base_elements[element_count];
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return elements[element_count++];
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}
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_FORCE_INLINE_ Element *add_alpha_element() {
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|
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if (element_count + alpha_element_count >= max_elements)
|
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return NULL;
|
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int idx = max_elements - alpha_element_count - 1;
|
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elements[idx] = &base_elements[idx];
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alpha_element_count++;
|
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return elements[idx];
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}
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|
|
void init() {
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|
|
element_count = 0;
|
|
alpha_element_count = 0;
|
|
elements = memnew_arr(Element *, max_elements);
|
|
base_elements = memnew_arr(Element, max_elements);
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for (int i = 0; i < max_elements; i++)
|
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elements[i] = &base_elements[i]; // assign elements
|
|
}
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|
|
RenderList() {
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|
|
max_elements = DEFAULT_MAX_ELEMENTS;
|
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}
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|
|
~RenderList() {
|
|
memdelete_arr(elements);
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|
memdelete_arr(base_elements);
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}
|
|
};
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|
|
LightInstance *directional_light;
|
|
LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
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|
|
RenderList render_list;
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_FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
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_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass);
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|
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform);
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_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
|
|
_FORCE_INLINE_ void _setup_light(RenderList::Element *e, const Transform &p_view_transform);
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void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
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_FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow);
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_FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_shadow);
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void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy);
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void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform);
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|
void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows);
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|
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas);
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void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env);
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void _copy_screen(bool p_invalidate_color = false, bool p_invalidate_depth = false);
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|
void _copy_to_front_buffer(Environment *env);
|
|
void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug
|
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|
|
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_shadow);
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|
|
void _blur_effect_buffer();
|
|
void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
|
|
void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
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virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
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|
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
|
|
virtual bool free(RID p_rid);
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|
|
virtual void set_scene_pass(uint64_t p_pass);
|
|
virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
|
|
|
|
void iteration();
|
|
void initialize();
|
|
void finalize();
|
|
RasterizerSceneGLES3();
|
|
};
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#endif // RASTERIZERSCENEGLES3_H
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