virtualx-engine/drivers/gles3/rasterizer_scene_gles3.h
Hugo Locurcio 4fefb136ea
Backport DirectionalLight fade_start property to 3.x
- Implement shadow fading when using the Orthogonal shadow mode
  (like in `master`).

This allows customizing the distance at which directional shadows
start to fade away. Shadow fading will also always start at the same
distance now, regardless of the current shadow mode in use.

This is useful for enclosed levels to prevent shadows from fading
at all with a well-tuned maximum distance.

The default fade start value (0.8) results in fading happening later
in the distance compared to the previous behavior, where fading started
from the last shadow split distance (0.6 in PSSM 4 Splits and
0.1 in PSSM 2 Splits).
2023-11-20 12:41:55 +01:00

884 lines
28 KiB
C++

/**************************************************************************/
/* rasterizer_scene_gles3.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef RASTERIZER_SCENE_GLES3_H
#define RASTERIZER_SCENE_GLES3_H
/* Must come before shaders or the Windows build fails... */
#include "rasterizer_storage_gles3.h"
#include "drivers/gles3/shaders/cube_to_dp.glsl.gen.h"
#include "drivers/gles3/shaders/effect_blur.glsl.gen.h"
#include "drivers/gles3/shaders/exposure.glsl.gen.h"
#include "drivers/gles3/shaders/resolve.glsl.gen.h"
#include "drivers/gles3/shaders/scene.glsl.gen.h"
#include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h"
#include "drivers/gles3/shaders/ssao.glsl.gen.h"
#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h"
#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h"
#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h"
#include "drivers/gles3/shaders/tonemap.glsl.gen.h"
class RasterizerSceneGLES3 : public RasterizerScene {
public:
enum ShadowFilterMode {
SHADOW_FILTER_NEAREST,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF13,
};
ShadowFilterMode shadow_filter_mode;
uint64_t shadow_atlas_realloc_tolerance_msec;
enum SubSurfaceScatterQuality {
SSS_QUALITY_LOW,
SSS_QUALITY_MEDIUM,
SSS_QUALITY_HIGH,
};
SubSurfaceScatterQuality subsurface_scatter_quality;
float subsurface_scatter_size;
bool subsurface_scatter_follow_surface;
bool subsurface_scatter_weight_samples;
uint64_t render_pass;
uint64_t scene_pass;
uint32_t current_material_index;
uint32_t current_geometry_index;
RID default_material;
RID default_material_twosided;
RID default_shader;
RID default_shader_twosided;
RID default_worldcoord_material;
RID default_worldcoord_material_twosided;
RID default_worldcoord_shader;
RID default_worldcoord_shader_twosided;
RID default_overdraw_material;
RID default_overdraw_shader;
RasterizerStorageGLES3 *storage;
Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
int exposure_shrink_size;
struct State {
bool texscreen_copied;
int current_blend_mode;
float current_line_width;
int current_depth_draw;
bool current_depth_test;
GLuint current_main_tex;
SceneShaderGLES3 scene_shader;
CubeToDpShaderGLES3 cube_to_dp_shader;
ResolveShaderGLES3 resolve_shader;
ScreenSpaceReflectionShaderGLES3 ssr_shader;
EffectBlurShaderGLES3 effect_blur_shader;
SubsurfScatteringShaderGLES3 sss_shader;
SsaoMinifyShaderGLES3 ssao_minify_shader;
SsaoShaderGLES3 ssao_shader;
SsaoBlurShaderGLES3 ssao_blur_shader;
ExposureShaderGLES3 exposure_shader;
TonemapShaderGLES3 tonemap_shader;
struct SceneDataUBO {
//this is a std140 compatible struct. Please read the OpenGL 3.3 Specification spec before doing any changes
float projection_matrix[16];
float inv_projection_matrix[16];
float camera_inverse_matrix[16];
float camera_matrix[16];
float ambient_light_color[4];
float bg_color[4];
float fog_color_enabled[4];
float fog_sun_color_amount[4];
float ambient_energy;
float bg_energy;
float z_offset;
float z_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
float viewport_size[2];
float screen_pixel_size[2];
float shadow_atlas_pixel_size[2];
float shadow_directional_pixel_size[2];
float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
float ambient_occlusion_affect_ssao;
float opaque_prepass_threshold;
uint32_t fog_depth_enabled;
float fog_depth_begin;
float fog_depth_end;
float fog_density;
float fog_depth_curve;
uint32_t fog_transmit_enabled;
float fog_transmit_curve;
uint32_t fog_height_enabled;
float fog_height_min;
float fog_height_max;
float fog_height_curve;
uint32_t view_index;
// make sure this struct is padded to be a multiple of 16 bytes for webgl
float pad[3];
} ubo_data;
static_assert(sizeof(SceneDataUBO) % 16 == 0, "SceneDataUBO size must be a multiple of 16 bytes");
GLuint scene_ubo;
struct EnvironmentRadianceUBO {
float transform[16];
float ambient_contribution;
uint8_t padding[12];
} env_radiance_data;
GLuint env_radiance_ubo;
GLuint sky_verts;
GLuint sky_array;
GLuint directional_ubo;
GLuint spot_array_ubo;
GLuint omni_array_ubo;
GLuint reflection_array_ubo;
GLuint immediate_buffer;
GLuint immediate_array;
uint32_t ubo_light_size;
uint8_t *spot_array_tmp;
uint8_t *omni_array_tmp;
uint8_t *reflection_array_tmp;
int max_ubo_lights;
int max_forward_lights_per_object;
int max_ubo_reflections;
int max_skeleton_bones;
bool used_contact_shadows;
int spot_light_count;
int omni_light_count;
int directional_light_count;
int reflection_probe_count;
bool cull_front;
bool cull_disabled;
bool used_sss;
bool used_screen_texture;
bool used_depth_prepass;
bool used_depth_texture;
bool prepared_depth_texture;
bool bound_depth_texture;
VS::ViewportDebugDraw debug_draw;
} state;
/* SHADOW ATLAS API */
struct ShadowAtlas : public RID_Data {
enum {
QUADRANT_SHIFT = 27,
SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
SHADOW_INVALID = 0xFFFFFFFF
};
struct Quadrant {
uint32_t subdivision;
struct Shadow {
RID owner;
uint64_t version;
uint64_t alloc_tick;
Shadow() {
version = 0;
alloc_tick = 0;
}
};
Vector<Shadow> shadows;
Quadrant() {
subdivision = 0; //not in use
}
} quadrants[4];
int size_order[4];
uint32_t smallest_subdiv;
int size;
GLuint fbo;
GLuint depth;
Map<RID, uint32_t> shadow_owners;
};
struct ShadowCubeMap {
GLuint fbo_id[6];
GLuint cubemap;
uint32_t size;
};
Vector<ShadowCubeMap> shadow_cubemaps;
RID_Owner<ShadowAtlas> shadow_atlas_owner;
int directional_shadow_size;
void directional_shadow_create();
RID shadow_atlas_create();
void shadow_atlas_set_size(RID p_atlas, int p_size);
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
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);
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
struct DirectionalShadow {
GLuint fbo = 0;
GLuint depth = 0;
int light_count = 0;
int size = 0;
int current_light = 0;
} directional_shadow;
virtual int get_directional_light_shadow_size(RID p_light_intance);
virtual void set_directional_shadow_count(int p_count);
/* REFLECTION PROBE ATLAS API */
struct ReflectionAtlas : public RID_Data {
int subdiv;
int size;
struct Reflection {
RID owner;
uint64_t last_frame;
};
GLuint fbo[6];
GLuint color;
Vector<Reflection> reflections;
};
mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
virtual RID reflection_atlas_create();
virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size);
virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv);
/* REFLECTION CUBEMAPS */
struct ReflectionCubeMap {
GLuint fbo_id[6];
GLuint cubemap;
GLuint depth;
int size;
};
Vector<ReflectionCubeMap> reflection_cubemaps;
/* REFLECTION PROBE INSTANCE */
struct ReflectionProbeInstance : public RID_Data {
RasterizerStorageGLES3::ReflectionProbe *probe_ptr;
RID probe;
RID self;
RID atlas;
int reflection_atlas_index;
int render_step;
uint64_t last_pass;
int reflection_index;
Transform transform;
};
struct ReflectionProbeDataUBO {
float box_extents[4];
float box_ofs[4];
float params[4]; // intensity, 0, 0, boxproject
float ambient[4]; //color, probe contrib
float atlas_clamp[4];
float local_matrix[16]; //up to here for spot and omni, rest is for directional
//notes: for ambientblend, use distance to edge to blend between already existing global environment
};
mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
virtual RID reflection_probe_instance_create(RID p_probe);
virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
virtual void reflection_probe_release_atlas_index(RID p_instance);
virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
virtual bool reflection_probe_instance_has_reflection(RID p_instance);
virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
/* ENVIRONMENT API */
struct Environment : public RID_Data {
VS::EnvironmentBG bg_mode;
RID sky;
float sky_custom_fov;
Basis sky_orientation;
Color bg_color;
float bg_energy;
float sky_ambient;
int camera_feed_id;
Color ambient_color;
float ambient_energy;
float ambient_sky_contribution;
int canvas_max_layer;
bool ssr_enabled;
int ssr_max_steps;
float ssr_fade_in;
float ssr_fade_out;
float ssr_depth_tolerance;
bool ssr_roughness;
bool ssao_enabled;
float ssao_intensity;
float ssao_radius;
float ssao_intensity2;
float ssao_radius2;
float ssao_bias;
float ssao_light_affect;
float ssao_ao_channel_affect;
Color ssao_color;
VS::EnvironmentSSAOQuality ssao_quality;
float ssao_bilateral_sharpness;
VS::EnvironmentSSAOBlur ssao_filter;
bool glow_enabled;
int glow_levels;
float glow_intensity;
float glow_strength;
float glow_bloom;
VS::EnvironmentGlowBlendMode glow_blend_mode;
float glow_hdr_bleed_threshold;
float glow_hdr_bleed_scale;
float glow_hdr_luminance_cap;
bool glow_bicubic_upscale;
bool glow_high_quality;
VS::EnvironmentToneMapper tone_mapper;
float tone_mapper_exposure;
float tone_mapper_exposure_white;
bool auto_exposure;
float auto_exposure_speed;
float auto_exposure_min;
float auto_exposure_max;
float auto_exposure_grey;
bool dof_blur_far_enabled;
float dof_blur_far_distance;
float dof_blur_far_transition;
float dof_blur_far_amount;
VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
bool dof_blur_near_enabled;
float dof_blur_near_distance;
float dof_blur_near_transition;
float dof_blur_near_amount;
VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
bool adjustments_enabled;
float adjustments_brightness;
float adjustments_contrast;
float adjustments_saturation;
RID color_correction;
bool fog_enabled;
Color fog_color;
Color fog_sun_color;
float fog_sun_amount;
bool fog_depth_enabled;
float fog_depth_begin;
float fog_depth_end;
float fog_depth_curve;
bool fog_transmit_enabled;
float fog_transmit_curve;
bool fog_height_enabled;
float fog_height_min;
float fog_height_max;
float fog_height_curve;
Environment() :
bg_mode(VS::ENV_BG_CLEAR_COLOR),
sky_custom_fov(0.0),
bg_energy(1.0),
sky_ambient(0),
camera_feed_id(0),
ambient_energy(1.0),
ambient_sky_contribution(0.0),
canvas_max_layer(0),
ssr_enabled(false),
ssr_max_steps(64),
ssr_fade_in(0.15),
ssr_fade_out(2.0),
ssr_depth_tolerance(0.2),
ssr_roughness(true),
ssao_enabled(false),
ssao_intensity(1.0),
ssao_radius(1.0),
ssao_intensity2(1.0),
ssao_radius2(0.0),
ssao_bias(0.01),
ssao_light_affect(0),
ssao_ao_channel_affect(0),
ssao_quality(VS::ENV_SSAO_QUALITY_LOW),
ssao_bilateral_sharpness(4),
ssao_filter(VS::ENV_SSAO_BLUR_3x3),
glow_enabled(false),
glow_levels((1 << 2) | (1 << 4)),
glow_intensity(0.8),
glow_strength(1.0),
glow_bloom(0.0),
glow_blend_mode(VS::GLOW_BLEND_MODE_SOFTLIGHT),
glow_hdr_bleed_threshold(1.0),
glow_hdr_bleed_scale(2.0),
glow_hdr_luminance_cap(12.0),
glow_bicubic_upscale(false),
glow_high_quality(false),
tone_mapper(VS::ENV_TONE_MAPPER_LINEAR),
tone_mapper_exposure(1.0),
tone_mapper_exposure_white(1.0),
auto_exposure(false),
auto_exposure_speed(0.5),
auto_exposure_min(0.05),
auto_exposure_max(8),
auto_exposure_grey(0.4),
dof_blur_far_enabled(false),
dof_blur_far_distance(10),
dof_blur_far_transition(5),
dof_blur_far_amount(0.1),
dof_blur_far_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
dof_blur_near_enabled(false),
dof_blur_near_distance(2),
dof_blur_near_transition(1),
dof_blur_near_amount(0.1),
dof_blur_near_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
adjustments_enabled(false),
adjustments_brightness(1.0),
adjustments_contrast(1.0),
adjustments_saturation(1.0),
fog_enabled(false),
fog_color(Color(0.5, 0.5, 0.5)),
fog_sun_color(Color(0.8, 0.8, 0.0)),
fog_sun_amount(0),
fog_depth_enabled(true),
fog_depth_begin(10),
fog_depth_end(0),
fog_depth_curve(1),
fog_transmit_enabled(true),
fog_transmit_curve(1),
fog_height_enabled(false),
fog_height_min(10),
fog_height_max(0),
fog_height_curve(1) {
}
};
RID_Owner<Environment> environment_owner;
virtual RID environment_create();
virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
virtual void environment_set_sky(RID p_env, RID p_sky);
virtual void environment_set_sky_custom_fov(RID p_env, float p_scale);
virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
virtual void environment_set_bg_color(RID p_env, const Color &p_color);
virtual void environment_set_bg_energy(RID p_env, float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id);
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);
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);
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, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality);
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
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);
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
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);
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount);
virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve);
virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
virtual bool is_environment(RID p_env);
virtual VS::EnvironmentBG environment_get_background(RID p_env);
virtual int environment_get_canvas_max_layer(RID p_env);
/* LIGHT INSTANCE */
struct LightDataUBO {
float light_pos_inv_radius[4];
float light_direction_attenuation[4];
float light_color_energy[4];
float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
float light_clamp[4];
float light_shadow_color_contact[4];
union {
struct {
float matrix1[16]; //up to here for spot and omni, rest is for directional
float matrix2[16];
float matrix3[16];
float matrix4[16];
};
float matrix[4 * 16];
} shadow;
float shadow_split_offsets[4];
float fade_from;
float fade_to;
float pad[2];
};
struct LightInstance : public RID_Data {
struct ShadowTransform {
CameraMatrix camera;
Transform transform;
float farplane;
float split;
float bias_scale;
};
ShadowTransform shadow_transform[4];
RID self;
RID light;
RasterizerStorageGLES3::Light *light_ptr;
Transform transform;
Vector3 light_vector;
Vector3 spot_vector;
float linear_att;
uint64_t shadow_pass;
uint64_t last_scene_pass;
uint64_t last_scene_shadow_pass;
uint64_t last_pass;
uint16_t light_index;
uint16_t light_directional_index;
uint32_t current_shadow_atlas_key;
Vector2 dp;
Rect2 directional_rect;
Set<RID> shadow_atlases; //shadow atlases where this light is registered
LightInstance() {}
};
mutable RID_Owner<LightInstance> light_instance_owner;
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
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);
virtual void light_instance_mark_visible(RID p_light_instance);
/* REFLECTION INSTANCE */
struct GIProbeInstance : public RID_Data {
RID data;
RasterizerStorageGLES3::GIProbe *probe;
GLuint tex_cache;
Vector3 cell_size_cache;
Vector3 bounds;
Transform transform_to_data;
GIProbeInstance() :
probe(nullptr),
tex_cache(0) {
}
};
mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
virtual RID gi_probe_instance_create();
virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data);
virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds);
/* RENDER LIST */
struct RenderList {
enum {
DEFAULT_MAX_ELEMENTS = 65536,
SORT_FLAG_SKELETON = 1,
SORT_FLAG_INSTANCING = 2,
MAX_DIRECTIONAL_LIGHTS = 16,
DEFAULT_MAX_LIGHTS = 4096,
DEFAULT_MAX_REFLECTIONS = 1024,
DEFAULT_MAX_LIGHTS_PER_OBJECT = 32,
SORT_KEY_PRIORITY_SHIFT = 56,
SORT_KEY_PRIORITY_MASK = 0xFF,
//depth layer for opaque (56-52)
SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52,
SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF,
//64 bits unsupported in MSVC
#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 50)
#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 49)
#define SORT_KEY_LIGHTMAP_CAPTURE_FLAG (uint64_t(1) << 48)
#define SORT_KEY_LIGHTMAP_LAYERED_FLAG (uint64_t(1) << 47)
#define SORT_KEY_LIGHTMAP_FLAG (uint64_t(1) << 46)
#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 45)
#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 44)
SORT_KEY_SHADING_SHIFT = 44,
SORT_KEY_SHADING_MASK = 127,
//44-28 material index
SORT_KEY_MATERIAL_INDEX_SHIFT = 28,
//28-8 geometry index
SORT_KEY_GEOMETRY_INDEX_SHIFT = 8,
//bits 5-7 geometry type
SORT_KEY_GEOMETRY_TYPE_SHIFT = 5,
//bits 0-5 for flags
SORT_KEY_OPAQUE_PRE_PASS = 8,
SORT_KEY_CULL_DISABLED_FLAG = 4,
SORT_KEY_SKELETON_FLAG = 2,
SORT_KEY_MIRROR_FLAG = 1
};
int max_elements;
int max_lights;
int max_reflections;
int max_lights_per_object;
struct Element {
RasterizerScene::InstanceBase *instance;
RasterizerStorageGLES3::Geometry *geometry;
RasterizerStorageGLES3::Material *material;
RasterizerStorageGLES3::GeometryOwner *owner;
uint64_t sort_key;
};
Element *base_elements;
Element **elements;
int element_count;
int alpha_element_count;
void clear() {
element_count = 0;
alpha_element_count = 0;
}
//should eventually be replaced by radix
struct SortByKey {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
return A->sort_key < B->sort_key;
}
};
void sort_by_key(bool p_alpha) {
SortArray<Element *, SortByKey> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
sorter.sort(elements, element_count);
}
}
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
return A->instance->depth < B->instance->depth;
}
};
void sort_by_depth(bool p_alpha) { //used for shadows
SortArray<Element *, SortByDepth> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
sorter.sort(elements, element_count);
}
}
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
if (layer_A == layer_B) {
return A->instance->depth > B->instance->depth;
} else {
return layer_A < layer_B;
}
}
};
void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
SortArray<Element *, SortByReverseDepthAndPriority> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
} else {
sorter.sort(elements, element_count);
}
}
_FORCE_INLINE_ Element *add_element() {
if (element_count + alpha_element_count >= max_elements) {
return nullptr;
}
elements[element_count] = &base_elements[element_count];
return elements[element_count++];
}
_FORCE_INLINE_ Element *add_alpha_element() {
if (element_count + alpha_element_count >= max_elements) {
return nullptr;
}
int idx = max_elements - alpha_element_count - 1;
elements[idx] = &base_elements[idx];
alpha_element_count++;
return elements[idx];
}
void init() {
element_count = 0;
alpha_element_count = 0;
elements = memnew_arr(Element *, max_elements);
base_elements = memnew_arr(Element, max_elements);
for (int i = 0; i < max_elements; i++) {
elements[i] = &base_elements[i]; // assign elements
}
}
RenderList() {
max_elements = DEFAULT_MAX_ELEMENTS;
max_lights = DEFAULT_MAX_LIGHTS;
max_reflections = DEFAULT_MAX_REFLECTIONS;
}
~RenderList() {
memdelete_arr(elements);
memdelete_arr(base_elements);
}
};
LightInstance *directional_light;
LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
RID first_directional_light;
RenderList render_list;
_FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass);
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform);
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
void _setup_light(RenderList::Element *e, const Transform &p_view_transform);
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
_FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
_FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation);
void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, const int p_eye = 0, bool p_no_fog = false);
void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows);
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);
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);
void _copy_screen(bool p_invalidate_color = false, bool p_invalidate_depth = false);
void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
void _blur_effect_buffer();
void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
void _prepare_depth_texture();
void _bind_depth_texture();
bool _element_needs_directional_add(RenderList::Element *e);
virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, 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);
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);
virtual void set_scene_pass(uint64_t p_pass);
virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
private:
_FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_array);
_FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array);
static const GLenum gl_primitive[];
static const GLenum _cube_side_enum[6];
public:
void iteration();
void initialize();
void finalize();
RasterizerSceneGLES3();
~RasterizerSceneGLES3();
};
#endif // RASTERIZER_SCENE_GLES3_H