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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.h206
1 files changed, 186 insertions, 20 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h
index 27cbc35299..7babcfeed1 100644
--- a/drivers/gles2/rasterizer_scene_gles2.h
+++ b/drivers/gles2/rasterizer_scene_gles2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -35,10 +35,12 @@
#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/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"
@@ -47,7 +49,6 @@
#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"
*/
@@ -59,6 +60,11 @@ public:
SHADOW_FILTER_PCF13,
};
+ enum {
+ INSTANCE_ATTRIB_BASE = 8,
+ INSTANCE_BONE_BASE = 13,
+ };
+
ShadowFilterMode shadow_filter_mode;
RID default_material;
@@ -94,10 +100,14 @@ public:
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;
@@ -107,7 +117,6 @@ public:
// SsaoShaderGLES3 ssao_shader;
// SsaoBlurShaderGLES3 ssao_blur_shader;
// ExposureShaderGLES3 exposure_shader;
- // TonemapShaderGLES3 tonemap_shader;
/*
struct SceneDataUBO {
@@ -191,19 +200,25 @@ public:
int directional_light_count;
int reflection_probe_count;
- bool cull_front;
- bool cull_disabled;
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 */
@@ -245,6 +260,7 @@ public:
GLuint fbo;
GLuint depth;
+ GLuint color;
Map<RID, uint32_t> shadow_owners;
};
@@ -268,6 +284,7 @@ public:
struct DirectionalShadow {
GLuint fbo;
GLuint depth;
+ GLuint color;
int light_count;
int size;
@@ -287,6 +304,37 @@ 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 color[6];
+ GLuint depth;
+ GLuint cubemap;
+
+ 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);
@@ -302,25 +350,112 @@ public:
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;
- 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 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(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(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(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) {
}
};
@@ -331,14 +466,16 @@ public:
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, 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);
@@ -349,7 +486,7 @@ 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);
@@ -399,6 +536,7 @@ public:
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);
+ virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_shadow_cubemaps; }
LightInstance **render_light_instances;
int render_directional_lights;
@@ -424,6 +562,7 @@ public:
enum {
MAX_LIGHTS = 255,
+ MAX_REFLECTION_PROBES = 255,
DEFAULT_MAX_ELEMENTS = 65536
};
@@ -438,6 +577,7 @@ public:
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
@@ -520,6 +660,27 @@ public:
}
}
+ 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() {
@@ -568,6 +729,7 @@ public:
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 Transform &p_view_transform,
@@ -581,14 +743,18 @@ public:
bool p_alpha_pass,
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 _draw_sky(RasterizerStorageGLES2::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);
- _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 _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 Transform &p_view_transform);
+ _FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass);
+ _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);
+ void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
+
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);
virtual bool free(RID p_rid);