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Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.h')
-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h246
1 files changed, 172 insertions, 74 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index f47d1f1d4e..4236554d9d 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef RASTERIZERSCENEGLES2_H
#define RASTERIZERSCENEGLES2_H
@@ -52,12 +53,39 @@
class RasterizerSceneGLES2 : public RasterizerScene {
public:
+ enum ShadowFilterMode {
+ SHADOW_FILTER_NEAREST,
+ SHADOW_FILTER_PCF5,
+ SHADOW_FILTER_PCF13,
+ };
+
+ enum {
+ INSTANCE_ATTRIB_BASE = 8,
+ INSTANCE_BONE_BASE = 13,
+ };
+
+ ShadowFilterMode shadow_filter_mode;
+
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;
+
+ uint64_t render_pass;
uint64_t scene_pass;
+ uint32_t current_material_index;
+ uint32_t current_geometry_index;
+ uint32_t current_light_index;
+ uint32_t current_refprobe_index;
+ uint32_t current_shader_index;
RasterizerStorageGLES2 *storage;
struct State {
@@ -74,6 +102,8 @@ public:
GLuint sky_verts;
+ GLuint immediate_buffer;
+
// ResolveShaderGLES3 resolve_shader;
// ScreenSpaceReflectionShaderGLES3 ssr_shader;
// EffectBlurShaderGLES3 effect_blur_shader;
@@ -169,11 +199,21 @@ public:
bool cull_front;
bool cull_disabled;
bool used_sss;
- bool used_screen_texture;
bool using_contact_shadows;
VS::ViewportDebugDraw debug_draw;
*/
+
+ bool used_screen_texture;
+ bool shadow_is_dual_parabolloid;
+ float dual_parbolloid_direction;
+ float dual_parbolloid_zfar;
+
+ bool render_no_shadows;
+
+ Vector2 viewport_size;
+
+ Vector2 screen_pixel_size;
} state;
/* SHADOW ATLAS API */
@@ -257,6 +297,38 @@ public:
/* REFLECTION PROBE INSTANCE */
+ struct ReflectionProbeInstance : public RID_Data {
+
+ RasterizerStorageGLES2::ReflectionProbe *probe_ptr;
+ RID probe;
+ RID self;
+ RID atlas;
+
+ int reflection_atlas_index;
+
+ int render_step;
+ int reflection_index;
+
+ GLuint fbo[6];
+ GLuint cubemap;
+ GLuint depth;
+
+ GLuint fbo_blur;
+
+ int current_resolution;
+ mutable bool dirty;
+
+ uint64_t last_pass;
+ uint32_t index;
+
+ Transform transform;
+ };
+
+ mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
+
+ ReflectionProbeInstance **reflection_probe_instances;
+ int reflection_probe_count;
+
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);
@@ -283,14 +355,44 @@ public:
int canvas_max_layer;
- Environment() {
- bg_mode = VS::ENV_BG_CLEAR_COLOR;
- sky_custom_fov = 0.0;
- bg_energy = 1.0;
- sky_ambient = 0;
- ambient_energy = 1.0;
- ambient_sky_contribution = 0.0;
- canvas_max_layer = 0;
+ 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),
+ ambient_energy(1.0),
+ ambient_sky_contribution(0.0),
+ canvas_max_layer(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(0),
+ fog_height_max(100),
+ fog_height_curve(1) {
}
};
@@ -308,7 +410,7 @@ public:
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, bool p_bicubic_upscale);
+ 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);
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);
@@ -319,7 +421,7 @@ public:
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_curve, bool p_transmit, float p_transmit_curve);
+ 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);
@@ -370,6 +472,10 @@ public:
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);
+ LightInstance **render_light_instances;
+ int render_directional_lights;
+ int render_light_instance_count;
+
/* REFLECTION INSTANCE */
virtual RID gi_probe_instance_create();
@@ -379,40 +485,19 @@ public:
/* RENDER LIST */
+ enum LightMode {
+ LIGHTMODE_NORMAL,
+ LIGHTMODE_UNSHADED,
+ LIGHTMODE_LIGHTMAP,
+ LIGHTMODE_LIGHTMAP_CAPTURE,
+ };
+
struct RenderList {
+
enum {
- DEFAULT_MAX_ELEMENTS = 65536,
- SORT_FLAG_SKELETON = 1,
- SORT_FLAG_INSTANCING = 2,
- MAX_DIRECTIONAL_LIGHTS = 16,
- MAX_LIGHTS = 4096,
- MAX_REFLECTIONS = 1024,
-
- 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) << 49)
-#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 48)
-#define SORT_KEY_LIGHTMAP_CAPTURE_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 = 63,
- //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
+ MAX_LIGHTS = 255,
+ MAX_REFLECTION_PROBES = 255,
+ DEFAULT_MAX_ELEMENTS = 65536
};
int max_elements;
@@ -424,7 +509,38 @@ public:
RasterizerStorageGLES2::Material *material;
RasterizerStorageGLES2::GeometryOwner *owner;
- uint64_t sort_key;
+ bool use_accum; //is this an add pass for multipass
+ bool *use_accum_ptr;
+
+ union {
+ //TODO: should be endian swapped on big endian
+ struct {
+ int32_t depth_layer : 16;
+ int32_t priority : 16;
+ };
+
+ uint32_t depth_key;
+ };
+
+ union {
+ struct {
+ //from least significant to most significant in sort, TODO: should be endian swapped on big endian
+
+ uint64_t geometry_index : 14;
+ uint64_t instancing : 1;
+ uint64_t skeleton : 1;
+ uint64_t shader_index : 10;
+ uint64_t material_index : 10;
+ uint64_t light_index : 8;
+ uint64_t light_type2 : 1; // if 1==0 : nolight/directional, else omni/spot
+ uint64_t refprobe_1_index : 8;
+ uint64_t refprobe_0_index : 8;
+ uint64_t light_type1 : 1; //no light, directional is 0, omni spot is 1
+ uint64_t light_mode : 2; // LightMode enum
+ };
+
+ uint64_t sort_key;
+ };
};
Element *base_elements;
@@ -442,7 +558,11 @@ public:
struct SortByKey {
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
- return A->sort_key < B->sort_key;
+ if (A->depth_key == B->depth_key) {
+ return A->sort_key < B->sort_key;
+ } else {
+ return A->depth_key < B->depth_key;
+ }
}
};
@@ -473,29 +593,6 @@ public:
}
}
- 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);
- }
- }
-
// element adding and stuff
_FORCE_INLINE_ Element *add_element() {
@@ -546,7 +643,6 @@ public:
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
void _render_render_list(RenderList::Element **p_elements, int p_element_count,
- const RID *p_directional_lights, int p_directional_light_count,
const Transform &p_view_transform,
const CameraMatrix &p_projection,
RID p_shadow_atlas,
@@ -556,14 +652,16 @@ public:
float p_shadow_normal_bias,
bool p_reverse_cull,
bool p_alpha_pass,
- bool p_shadow,
- bool p_directional_add);
+ bool p_shadow);
void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy);
- void _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, Size2i p_skeleton_tex_size = Size2i(0, 0));
- void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
- void _render_geometry(RenderList::Element *p_element);
+ _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_reverse_cull, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
+ _FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
+ _FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
+ _FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform);
+ _FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env);
+ _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
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);
virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);