diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 793 |
1 files changed, 0 insertions, 793 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h deleted file mode 100644 index 2181186e71..0000000000 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ /dev/null @@ -1,793 +0,0 @@ -/*************************************************************************/ -/* rasterizer_scene_gles2.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* 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. */ -/*************************************************************************/ - -#pragma once -// dummy - -#include "drivers/gles_common/rasterizer_platforms.h" -#ifdef GLES2_BACKEND_ENABLED - -#include "core/math/camera_matrix.h" -#include "core/templates/rid_owner.h" -#include "core/templates/self_list.h" -#include "drivers/gles_common/rasterizer_common_stubs.h" -#include "scene/resources/mesh.h" -#include "servers/rendering/renderer_compositor.h" -#include "servers/rendering_server.h" -#include "shaders/scene.glsl.gen.h" - -class RasterizerSceneGLES2 : public StubsScene { -public: - struct State { - SceneShaderGLES2 scene_shader; - - } state; - -public: - RasterizerSceneGLES2() {} - ~RasterizerSceneGLES2() {} -}; - -#ifdef GODOT_3 - -/* Must come before shaders or the Windows build fails... */ -#include "drivers/gles_common/rasterizer_version.h" -#include "rasterizer_storage_gles2.h" - -#include "shaders/cube_to_dp.glsl.gen.h" -#include "shaders/effect_blur.glsl.gen.h" -#include "shaders/scene.glsl.gen.h" -#include "shaders/tonemap.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" - -*/ - -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 { - bool texscreen_copied; - int current_blend_mode; - float current_line_width; - int current_depth_draw; - bool current_depth_test; - GLuint current_main_tex; - - SceneShaderGLES2 scene_shader; - CubeToDpShaderGLES2 cube_to_dp_shader; - TonemapShaderGLES2 tonemap_shader; - EffectBlurShaderGLES2 effect_blur_shader; - - GLuint sky_verts; - - GLuint immediate_buffer; - Color default_ambient; - Color default_bg; - - // 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; - - /* - struct SceneDataUBO { - //this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton 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; - - uint32_t fog_depth_enabled; - float fog_depth_begin; - 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; - // make sure this struct is padded to be a multiple of 16 bytes for webgl - - } ubo_data; - - GLuint scene_ubo; - - struct EnvironmentRadianceUBO { - float transform[16]; - float ambient_contribution; - uint8_t padding[12]; - - } env_radiance_data; - - GLuint env_radiance_ubo; - - 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 used_sss; - bool using_contact_shadows; - - VS::ViewportDebugDraw debug_draw; - */ - - bool cull_front; - bool cull_disabled; - - 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 */ - - uint64_t shadow_atlas_realloc_tolerance_msec; - - 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; - } - } quadrants[4]; - - int size_order[4]; - uint32_t smallest_subdiv; - - int size; - - GLuint fbo; - GLuint depth; - GLuint color; - - Map<RID, uint32_t> shadow_owners; - }; - - struct ShadowCubeMap { - GLuint fbo[6]; - GLuint cubemap; - uint32_t size; - }; - - Vector<ShadowCubeMap> shadow_cubemaps; - - RID_Owner<ShadowAtlas> shadow_atlas_owner; - - 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; - GLuint depth; - GLuint color; - - int light_count; - int size; - int current_light; - } 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 */ - - 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 */ - - /* 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 color[6]; - GLuint depth; - GLuint cubemap; - - int current_resolution; - mutable bool dirty; - - uint64_t last_pass; - uint32_t index; - - Transform3D 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 Transform3D &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 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 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(GD_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), - glow_enabled(false), - glow_levels((1 << 2) | (1 << 4)), - glow_intensity(0.8), - glow_strength(1.0), - glow_bloom(0.0), - glow_blend_mode(GD_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), - 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(GD_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(GD_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) { - } - }; - - mutable RID_Owner<Environment> environment_owner; - - virtual RID environment_create(); - - virtual void environment_set_background(RID p_env, GD_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, GD_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, GD_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, GD_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); - 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, GD_VS::EnvironmentSSAOQuality p_quality, GD_VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); - - virtual void environment_set_tonemap(RID p_env, GD_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 GD_VS::EnvironmentBG environment_get_background(RID p_env); - virtual int environment_get_canvas_max_layer(RID p_env); - - /* LIGHT INSTANCE */ - - struct LightInstance : public RID_Data { - struct ShadowTransform { - CameraMatrix camera; - Transform3D transform; - float farplane; - float split; - float bias_scale; - }; - - ShadowTransform shadow_transform[4]; - - RID self; - RID light; - - RasterizerStorageGLES2::Light *light_ptr; - Transform3D transform; - - Vector3 light_vector; - Vector3 spot_vector; - float linear_att; - - // TODO passes and all that stuff ? - uint64_t last_scene_pass; - uint64_t last_scene_shadow_pass; - - uint16_t light_index; - uint16_t light_directional_index; - - Rect2 directional_rect; - - Set<RID> shadow_atlases; // atlases where this light is registered - }; - - 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 Transform3D &p_transform); - virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &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); - virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_shadow_cubemaps; } - - LightInstance **render_light_instances; - int render_directional_lights; - int render_light_instance_count; - - /* REFLECTION INSTANCE */ - - 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 Transform3D &p_xform); - virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds); - - /* RENDER LIST */ - - enum LightMode { - LIGHTMODE_NORMAL, - LIGHTMODE_UNSHADED, - LIGHTMODE_LIGHTMAP, - LIGHTMODE_LIGHTMAP_CAPTURE, - }; - - struct RenderList { - enum { - MAX_LIGHTS = 255, - MAX_REFLECTION_PROBES = 255, - DEFAULT_MAX_ELEMENTS = 65536 - }; - - int max_elements; - - struct Element { - InstanceBaseDependency *instance; - - RasterizerStorageGLES2::Geometry *geometry; - RasterizerStorageGLES2::Material *material; - RasterizerStorageGLES2::GeometryOwner *owner; - - bool use_accum; //is this an add pass for multipass - bool *use_accum_ptr; - bool front_facing; - - 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; - Element **elements; - - int element_count; - int alpha_element_count; - - void clear() { - element_count = 0; - alpha_element_count = 0; - } - - // sorts - - struct SortByKey { - _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { - if (A->depth_key == B->depth_key) { - return A->sort_key < B->sort_key; - } else { - return A->depth_key < B->depth_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 { - if (A->priority == B->priority) { - return A->instance->depth > B->instance->depth; - } else { - return A->priority < B->priority; - } - } - }; - - 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() { - if (element_count + alpha_element_count >= max_elements) - return NULL; - - 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 NULL; - } - - 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]; - } - } - - RenderList() { - max_elements = DEFAULT_MAX_ELEMENTS; - } - - ~RenderList() { - memdelete_arr(elements); - memdelete_arr(base_elements); - } - }; - - RenderList render_list; - - void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass); - void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass); - - void _copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer); - 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 Transform3D &p_view_transform, - const CameraMatrix &p_projection, - RID p_shadow_atlas, - Environment *p_env, - GLuint p_base_env, - float p_shadow_bias, - float p_shadow_normal_bias, - bool p_reverse_cull, - bool p_alpha_pass, - bool p_shadow); - - void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform3D &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation); - - _FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull); - _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, 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 Transform3D &p_view_transform, bool accum_pass); - _FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform3D &p_view_transform, Environment *p_env); - _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element); - - void _post_process(Environment *env, const CameraMatrix &p_cam_projection); - - virtual void render_scene(const Transform3D &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); - virtual bool free(RID p_rid); - - virtual void set_scene_pass(uint64_t p_pass); - virtual void set_debug_draw_mode(GD_VS::ViewportDebugDraw p_debug_draw); - - void iteration(); - void initialize(); - void finalize(); - RasterizerSceneGLES2(); -}; - -#endif // godot 3 - -#endif // GLES2_BACKEND_ENABLED |