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+/*************************************************************************/
+/* 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