diff options
Diffstat (limited to 'drivers/gles2/rasterizer_scene_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 793 |
1 files changed, 793 insertions, 0 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h new file mode 100644 index 0000000000..2181186e71 --- /dev/null +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -0,0 +1,793 @@ +/*************************************************************************/ +/* 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 |