summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_scene_gles3.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp1740
1 files changed, 1707 insertions, 33 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 1382573461..68657b9152 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -29,71 +29,183 @@
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_server_default.h"
+#include "storage/config.h"
#ifdef GLES3_ENABLED
-// TODO: 3D support not implemented yet.
+uint64_t RasterizerSceneGLES3::auto_exposure_counter = 2;
-RasterizerSceneGLES3::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
- return nullptr;
+RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
+
+RasterizerSceneGLES3 *RasterizerSceneGLES3::get_singleton() {
+ return singleton;
+}
+
+RendererSceneRender::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = storage->get_base_type(p_base);
+ ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
+
+ GeometryInstanceGLES3 *ginstance = geometry_instance_alloc.alloc();
+ ginstance->data = memnew(GeometryInstanceGLES3::Data);
+
+ ginstance->data->base = p_base;
+ ginstance->data->base_type = type;
+
+ _geometry_instance_mark_dirty(ginstance);
+
+ return ginstance;
}
void RasterizerSceneGLES3::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->skeleton = p_skeleton;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
}
void RasterizerSceneGLES3::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_override = p_override;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
}
void RasterizerSceneGLES3::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_overlay = p_overlay;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
}
-void RasterizerSceneGLES3::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) {
+void RasterizerSceneGLES3::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->surface_materials = p_materials;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
}
void RasterizerSceneGLES3::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->mesh_instance = p_mesh_instance;
+
+ _geometry_instance_mark_dirty(ginstance);
}
-void RasterizerSceneGLES3::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) {
+void RasterizerSceneGLES3::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->transform = p_transform;
+ ginstance->mirror = p_transform.basis.determinant() < 0;
+ ginstance->data->aabb = p_aabb;
+ ginstance->transformed_aabb = p_transformed_aabb;
+
+ Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
+ // handle non uniform scale here
+
+ float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
+ float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+ ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
+
+ ginstance->lod_model_scale = max_scale;
}
void RasterizerSceneGLES3::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->layer_mask = p_layer_mask;
}
void RasterizerSceneGLES3::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lod_bias = p_lod_bias;
}
void RasterizerSceneGLES3::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
}
void RasterizerSceneGLES3::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->fade_near = p_enable_near;
+ ginstance->fade_near_begin = p_near_begin;
+ ginstance->fade_near_end = p_near_end;
+ ginstance->fade_far = p_enable_far;
+ ginstance->fade_far_begin = p_far_begin;
+ ginstance->fade_far_end = p_far_end;
}
void RasterizerSceneGLES3::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->parent_fade_alpha = p_alpha;
}
void RasterizerSceneGLES3::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_baked_light = p_enable;
+
+ _geometry_instance_mark_dirty(ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_dynamic_gi = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->shader_parameters_offset = p_offset;
+ _geometry_instance_mark_dirty(ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->cast_double_sided_shadows = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
}
uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() {
- return 0;
+ return 0; //(1 << RS::INSTANCE_LIGHT);
+ // For now, nothing is paired
}
void RasterizerSceneGLES3::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->omni_light_count = 0;
+ ginstance->spot_light_count = 0;
}
void RasterizerSceneGLES3::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
@@ -106,9 +218,314 @@ void RasterizerSceneGLES3::geometry_instance_pair_voxel_gi_instances(GeometryIns
}
void RasterizerSceneGLES3::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
}
void RasterizerSceneGLES3::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ GeometryInstanceSurface *surf = ginstance->surface_caches;
+ while (surf) {
+ GeometryInstanceSurface *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+ memdelete(ginstance->data);
+ geometry_instance_alloc.free(ginstance);
+}
+
+void RasterizerSceneGLES3::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+ if (ginstance->dirty_list_element.in_list()) {
+ return;
+ }
+
+ //clear surface caches
+ GeometryInstanceSurface *surf = ginstance->surface_caches;
+
+ while (surf) {
+ GeometryInstanceSurface *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+
+ ginstance->surface_caches = nullptr;
+
+ geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+}
+
+void RasterizerSceneGLES3::_update_dirty_geometry_instances() {
+ while (geometry_instance_dirty_list.first()) {
+ _geometry_instance_update(geometry_instance_dirty_list.first()->self());
+ }
+}
+
+void RasterizerSceneGLES3::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
+ case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata);
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+ } break;
+ default: {
+ //rest of notifications of no interest
+ } break;
+ }
+}
+
+void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+}
+
+void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+
+ bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
+ bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha);
+ bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+
+ uint32_t flags = 0;
+
+ if (p_material->shader_data->uses_screen_texture) {
+ flags |= GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_depth_texture) {
+ flags |= GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_normal_texture) {
+ flags |= GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE;
+ }
+
+ if (ginstance->data->cast_double_sided_shadows) {
+ flags |= GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS;
+ }
+
+ if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
+ //material is only meant for alpha pass
+ flags |= GeometryInstanceSurface::FLAG_PASS_ALPHA;
+ if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED)) {
+ flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
+ }
+ } else {
+ flags |= GeometryInstanceSurface::FLAG_PASS_OPAQUE;
+ flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
+ }
+
+ GLES3::SceneMaterialData *material_shadow = nullptr;
+ void *surface_shadow = nullptr;
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
+ flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL;
+ material_shadow = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
+
+ RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
+
+ if (shadow_mesh.is_valid()) {
+ surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface);
+ }
+
+ } else {
+ material_shadow = p_material;
+ }
+
+ GeometryInstanceSurface *sdcache = geometry_instance_surface_alloc.alloc();
+
+ sdcache->flags = flags;
+
+ sdcache->shader = p_material->shader_data;
+ sdcache->material = p_material;
+ sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface);
+ sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface);
+ sdcache->surface_index = p_surface;
+
+ if (ginstance->data->dirty_dependencies) {
+ storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ }
+
+ //shadow
+ sdcache->shader_shadow = material_shadow->shader_data;
+ sdcache->material_shadow = material_shadow;
+
+ sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
+
+ sdcache->owner = ginstance;
+
+ sdcache->next = ginstance->surface_caches;
+ ginstance->surface_caches = sdcache;
+
+ //sortkey
+
+ sdcache->sort.sort_key1 = 0;
+ sdcache->sort.sort_key2 = 0;
+
+ sdcache->sort.surface_index = p_surface;
+ sdcache->sort.material_id_low = p_material_id & 0x0000FFFF;
+ sdcache->sort.material_id_hi = p_material_id >> 16;
+ sdcache->sort.shader_id = p_shader_id;
+ sdcache->sort.geometry_id = p_mesh.get_local_index();
+ sdcache->sort.priority = p_material->priority;
+}
+
+void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material_data, RID p_mat_src, RID p_mesh) {
+ GLES3::SceneMaterialData *material_data = p_material_data;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh);
+
+ while (material_data->next_pass.is_valid()) {
+ RID next_pass = material_data->next_pass;
+ material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(next_pass, RS::SHADER_SPATIAL));
+ if (!material_data || !material_data->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
+void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ RID m_src;
+
+ m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
+
+ GLES3::SceneMaterialData *material_data = nullptr;
+
+ if (m_src.is_valid()) {
+ material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL));
+ if (!material_data || !material_data->shader_data->valid) {
+ material_data = nullptr;
+ }
+ }
+
+ if (material_data) {
+ if (ginstance->data->dirty_dependencies) {
+ material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+ } else {
+ material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
+ m_src = scene_globals.default_material;
+ }
+
+ ERR_FAIL_COND(!material_data);
+
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
+
+ if (ginstance->data->material_overlay.is_valid()) {
+ m_src = ginstance->data->material_overlay;
+
+ material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL));
+ if (material_data && material_data->shader_data->valid) {
+ if (ginstance->data->dirty_dependencies) {
+ material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+
+ _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
+ }
+ }
+}
+
+void RasterizerSceneGLES3::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_begin();
+ }
+
+ //add geometry for drawing
+ switch (ginstance->data->base_type) {
+ case RS::INSTANCE_MESH: {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+ RID mesh = ginstance->data->base;
+
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ //if no materials, no surfaces.
+ const RID *inst_materials = ginstance->data->surface_materials.ptr();
+ uint32_t surf_mat_count = ginstance->data->surface_materials.size();
+
+ for (uint32_t j = 0; j < surface_count; j++) {
+ RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
+ _geometry_instance_add_surface(ginstance, j, material, mesh);
+ }
+ }
+
+ ginstance->instance_count = 1;
+
+ } break;
+
+ case RS::INSTANCE_MULTIMESH: {
+ RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base);
+ if (mesh.is_valid()) {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t j = 0; j < surface_count; j++) {
+ _geometry_instance_add_surface(ginstance, j, materials[j], mesh);
+ }
+ }
+
+ ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+
+ } break;
+ case RS::INSTANCE_PARTICLES: {
+ } break;
+
+ default: {
+ }
+ }
+
+ //Fill push constant
+
+ bool store_transform = true;
+ ginstance->base_flags = 0;
+
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ }
+ if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ }
+ if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ }
+
+ //ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_globals.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ } else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
+ }
+
+ ginstance->store_transform_cache = store_transform;
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_end();
+ ginstance->data->dirty_dependencies = false;
+ }
+
+ ginstance->dirty_list_element.remove_from_list();
}
/* SHADOW ATLAS API */
@@ -137,39 +554,164 @@ int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance)
void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
}
-/* SDFGI UPDATE */
+/* SKY API */
-void RasterizerSceneGLES3::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
+void RasterizerSceneGLES3::Sky::free() {
+ if (radiance != 0) {
+ glDeleteTextures(1, &radiance);
+ radiance = 0;
+ glDeleteFramebuffers(1, &radiance_framebuffer);
+ radiance_framebuffer = 0;
+ }
}
-int RasterizerSceneGLES3::sdfgi_get_pending_region_count(RID p_render_buffers) const {
- return 0;
+RID RasterizerSceneGLES3::sky_allocate() {
+ return sky_owner.allocate_rid();
}
-AABB RasterizerSceneGLES3::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
- return AABB();
+void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
+ sky_owner.initialize_rid(p_rid);
}
-uint32_t RasterizerSceneGLES3::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
- return 0;
+void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
+ ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
+
+ if (sky->radiance_size == p_radiance_size) {
+ return; // No need to update
+ }
+
+ sky->radiance_size = p_radiance_size;
+
+ sky->free();
}
-/* SKY API */
+void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
-RID RasterizerSceneGLES3::sky_allocate() {
- return RID();
+ if (sky->mode == p_mode) {
+ return;
+ }
+
+ sky->mode = p_mode;
+
+ if (sky->mode == RS::SKY_MODE_REALTIME) {
+ WARN_PRINT_ONCE("The OpenGL renderer does not support the Real Time Sky Update Mode yet. Please use High Quality Mode instead");
+ }
}
-void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
+void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->material == p_material) {
+ return;
+ }
+
+ sky->material = p_material;
}
-void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
+ if (!p_sky->dirty) {
+ p_sky->dirty = true;
+ p_sky->dirty_list = dirty_sky_list;
+ dirty_sky_list = p_sky;
+ }
}
-void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_samples) {
+void RasterizerSceneGLES3::_update_dirty_skys() {
+ Sky *sky = dirty_sky_list;
+
+ while (sky) {
+ if (sky->radiance == 0) {
+ //int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
+
+ //uint32_t w = sky->radiance_size, h = sky->radiance_size;
+ //int layers = sky_globals.roughness_layers;
+ glGenFramebuffers(1, &sky->radiance_framebuffer);
+
+ glGenTextures(1, &sky->radiance);
+ }
+
+ sky->reflection_dirty = true;
+ sky->processing_layer = 0;
+
+ Sky *next = sky->dirty_list;
+ sky->dirty_list = nullptr;
+ sky->dirty = false;
+ sky = next;
+ }
+
+ dirty_sky_list = nullptr;
}
-void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
+void RasterizerSceneGLES3::_draw_sky(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ ERR_FAIL_COND(!p_env);
+
+ Sky *sky = sky_owner.get_or_null(p_env->sky);
+ ERR_FAIL_COND(!sky);
+
+ GLES3::SkyMaterialData *material_data = nullptr;
+ RID sky_material;
+
+ RS::EnvironmentBG background = p_env->background;
+
+ if (sky) {
+ ERR_FAIL_COND(!sky);
+ sky_material = sky->material;
+
+ if (sky_material.is_valid()) {
+ material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
+ if (!material_data || !material_data->shader_data->valid) {
+ material_data = nullptr;
+ }
+ }
+
+ if (!material_data) {
+ sky_material = sky_globals.default_material;
+ material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
+ }
+ } else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
+ sky_material = sky_globals.fog_material;
+ material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
+ }
+
+ ERR_FAIL_COND(!material_data);
+ material_data->bind_uniforms();
+
+ GLES3::SkyShaderData *shader_data = material_data->shader_data;
+
+ ERR_FAIL_COND(!shader_data);
+
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 2, p_sky.directional light data); // Directional light data
+
+ // Camera
+ CameraMatrix camera;
+
+ if (p_env->sky_custom_fov) {
+ float near_plane = p_projection.get_z_near();
+ float far_plane = p_projection.get_z_far();
+ float aspect = p_projection.get_aspect();
+
+ camera.set_perspective(p_env->sky_custom_fov, aspect, near_plane, far_plane);
+ } else {
+ camera = p_projection;
+ }
+ Basis sky_transform = p_env->sky_orientation;
+ sky_transform.invert();
+ sky_transform = p_transform.basis * sky_transform;
+
+ GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ // Bind a vertex array or else OpenGL complains. We won't actually use it
+ glBindVertexArray(sky_globals.quad_array);
+ glDrawArrays(GL_TRIANGLES, 0, 3);
}
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
@@ -179,52 +721,107 @@ Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bo
/* ENVIRONMENT API */
RID RasterizerSceneGLES3::environment_allocate() {
- return RID();
+ return environment_owner.allocate_rid();
}
void RasterizerSceneGLES3::environment_initialize(RID p_rid) {
+ environment_owner.initialize_rid(p_rid);
}
void RasterizerSceneGLES3::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->background = p_bg;
}
void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky = p_sky;
}
void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky_custom_fov = p_scale;
}
void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky_orientation = p_orientation;
}
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_color = p_color;
}
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_energy = p_energy;
}
void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->canvas_max_layer = p_max_layer;
}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->ambient_light = p_color;
+ env->ambient_source = p_ambient;
+ env->ambient_light_energy = p_energy;
+ env->ambient_sky_contribution = p_sky_contribution;
+ env->reflection_source = p_reflection_source;
}
void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
+ env->glow_enabled = p_enable;
+ env->glow_levels = p_levels;
+ env->glow_intensity = p_intensity;
+ env->glow_strength = p_strength;
+ env->glow_mix = p_mix;
+ env->glow_bloom = p_bloom_threshold;
+ env->glow_blend_mode = p_blend_mode;
+ env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
+ env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
+ env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
+ env->glow_map_strength = p_glow_map_strength;
+ env->glow_map = p_glow_map;
}
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
+ glow_bicubic_upscale = p_enable;
}
void RasterizerSceneGLES3::environment_glow_set_use_high_quality(bool p_enable) {
+ glow_high_quality = p_enable;
}
void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->ssr_enabled = p_enable;
+ env->ssr_max_steps = p_max_steps;
+ env->ssr_fade_in = p_fade_int;
+ env->ssr_fade_out = p_fade_out;
+ env->ssr_depth_tolerance = p_depth_tolerance;
}
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
}
void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
@@ -248,12 +845,43 @@ void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::Envi
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, RS::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) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->exposure = p_exposure;
+ env->tone_mapper = p_tone_mapper;
+ if (!env->auto_exposure && p_auto_exposure) {
+ env->auto_exposure_version = ++auto_exposure_counter;
+ }
+ env->auto_exposure = p_auto_exposure;
+ env->white = p_white;
+ env->min_luminance = p_min_luminance;
+ env->max_luminance = p_max_luminance;
+ env->auto_exp_speed = p_auto_exp_speed;
+ env->auto_exp_scale = p_auto_exp_scale;
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->adjustments_enabled = p_enable;
+ env->adjustments_brightness = p_brightness;
+ env->adjustments_contrast = p_contrast;
+ env->adjustments_saturation = p_saturation;
+ env->use_1d_color_correction = p_use_1d_color_correction;
+ env->color_correction = p_color_correction;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->fog_enabled = p_enable;
+ env->fog_light_color = p_light_color;
+ env->fog_light_energy = p_light_energy;
+ env->fog_sun_scatter = p_sun_scatter;
+ env->fog_density = p_density;
+ env->fog_height = p_height;
+ env->fog_height_density = p_height_density;
+ env->fog_aerial_perspective = p_aerial_perspective;
}
void RasterizerSceneGLES3::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
@@ -266,19 +894,25 @@ void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_e
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, Ref<Image>());
return Ref<Image>();
}
bool RasterizerSceneGLES3::is_environment(RID p_env) const {
- return false;
+ return environment_owner.owns(p_env);
}
RS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) const {
- return RS::ENV_BG_KEEP;
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
+ return env->background;
}
int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) const {
- return 0;
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->canvas_max_layer;
}
RID RasterizerSceneGLES3::camera_effects_allocate() {
@@ -408,29 +1042,912 @@ void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_inst
void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) {
}
-void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) {
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ scene_state.used_screen_texture = false;
+ scene_state.used_normal_texture = false;
+ scene_state.used_depth_texture = false;
+ }
+
+ Plane near_plane;
+ if (p_render_data->cam_orthogonal) {
+ near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
+ near_plane.d += p_render_data->cam_projection.get_z_near();
+ }
+ float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
+
+ RenderList *rl = &render_list[p_render_list];
+
+ // Parse any updates on our geometry, updates surface caches and such
+ _update_dirty_geometry_instances();
+
+ if (!p_append) {
+ rl->clear();
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
+ }
+ }
+
+ //fill list
+
+ for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
+ GeometryInstanceGLES3 *inst = static_cast<GeometryInstanceGLES3 *>((*p_render_data->instances)[i]);
+
+ if (p_render_data->cam_orthogonal) {
+ Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
+ inst->depth = near_plane.distance_to(support_min);
+ } else {
+ Vector3 aabb_center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
+ inst->depth = p_render_data->cam_transform.origin.distance_to(aabb_center);
+ }
+ uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
+
+ uint32_t flags = inst->base_flags; //fill flags if appropriate
+
+ if (inst->non_uniform_scale) {
+ flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
+ }
+
+ //Process lights here, determine if they need extra passes
+ if (p_pass_mode == PASS_MODE_COLOR) {
+ }
+
+ inst->flags_cache = flags;
+
+ GeometryInstanceSurface *surf = inst->surface_caches;
+
+ while (surf) {
+ // LOD
+
+ if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
+ //lod
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
+
+ float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
+ float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
+
+ float distance = 0.0;
+
+ if (distance_min * distance_max < 0.0) {
+ //crossing plane
+ distance = 0.0;
+ } else if (distance_min >= 0.0) {
+ distance = distance_min;
+ } else if (distance_max <= 0.0) {
+ distance = -distance_max;
+ }
+
+ if (p_render_data->cam_orthogonal) {
+ distance = 1.0;
+ }
+
+ uint32_t indices;
+ surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
+ /*
+ if (p_render_data->render_info) {
+ indices = _indices_to_primitives(surf->primitive, indices);
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
+ }
+ }
+ */
+ } else {
+ surf->lod_index = 0;
+ /*
+ if (p_render_data->render_info) {
+ uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ to_draw = _indices_to_primitives(surf->primitive, to_draw);
+ to_draw *= inst->instance_count;
+ if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
+ p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
+ }
+ }
+ */
+ }
+
+ // ADD Element
+ if (p_pass_mode == PASS_MODE_COLOR) {
+#ifdef DEBUG_ENABLED
+ bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
+#else
+ bool force_alpha = false;
+#endif
+ if (!force_alpha && (surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
+ rl->add_element(surf);
+ }
+ if (force_alpha || (surf->flags & GeometryInstanceSurface::FLAG_PASS_ALPHA)) {
+ render_list[RENDER_LIST_ALPHA].add_element(surf);
+ }
+
+ if (surf->flags & GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE) {
+ scene_state.used_screen_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE) {
+ scene_state.used_normal_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE) {
+ scene_state.used_depth_texture = true;
+ }
+
+ /*
+ Add elements here if there are shadows
+ */
+
+ } else if (p_pass_mode == PASS_MODE_SHADOW) {
+ if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) {
+ rl->add_element(surf);
+ }
+ } else {
+ if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
+ rl->add_element(surf);
+ }
+ }
+
+ surf->sort.depth_layer = depth_layer;
+
+ surf = surf->next;
+ }
+ }
+}
+
+void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows) {
+ CameraMatrix correction;
+ correction.set_depth_correction(p_flip_y);
+ CameraMatrix projection = correction * p_render_data->cam_projection;
+ //store camera into ubo
+ RasterizerStorageGLES3::store_camera(projection, scene_state.ubo.projection_matrix);
+ RasterizerStorageGLES3::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ RasterizerStorageGLES3::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
+ RasterizerStorageGLES3::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
+
+ scene_state.ubo.directional_light_count = 1;
+
+ scene_state.ubo.z_far = p_render_data->z_far;
+ scene_state.ubo.z_near = p_render_data->z_near;
+
+ scene_state.ubo.pancake_shadows = p_pancake_shadows;
+
+ scene_state.ubo.viewport_size[0] = p_screen_size.x;
+ scene_state.ubo.viewport_size[1] = p_screen_size.y;
+
+ Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
+ scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
+ scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
+
+ //time global variables
+ scene_state.ubo.time = time;
+
+ if (is_environment(p_render_data->environment)) {
+ Environment *env = environment_owner.get_or_null(p_render_data->environment);
+ RS::EnvironmentBG env_bg = env->background;
+ RS::EnvironmentAmbientSource ambient_src = env->ambient_source;
+
+ float bg_energy = env->bg_energy;
+ scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
+
+ scene_state.ubo.ambient_color_sky_mix = env->ambient_sky_contribution;
+
+ //ambient
+ if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
+ Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : env->bg_color;
+ color = color.srgb_to_linear();
+
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
+ } else {
+ float energy = env->ambient_light_energy;
+ Color color = env->ambient_light;
+ color = color.srgb_to_linear();
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
+
+ Basis sky_transform = env->sky_orientation;
+ sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
+ RasterizerStorageGLES3::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+ }
+
+ scene_state.ubo.fog_enabled = env->fog_enabled;
+ scene_state.ubo.fog_density = env->fog_density;
+ scene_state.ubo.fog_height = env->fog_height;
+ scene_state.ubo.fog_height_density = env->fog_height_density;
+ scene_state.ubo.fog_aerial_perspective = env->fog_aerial_perspective;
+
+ Color fog_color = env->fog_light_color.srgb_to_linear();
+ float fog_energy = env->fog_light_energy;
+
+ scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+
+ scene_state.ubo.fog_sun_scatter = env->fog_sun_scatter;
+
+ } else {
+ }
+
+ if (scene_state.ubo_buffer == 0) {
+ glGenBuffers(1, &scene_state.ubo_buffer);
+ }
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
-void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::Config *config = GLES3::Config::get_singleton();
+ RENDER_TIMESTAMP("Setup 3D Scene");
+
+ RenderBuffers *rb = nullptr;
+ if (p_render_buffers.is_valid()) {
+ rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+ }
+
+ // Assign render data
+ // Use the format from rendererRD
+ RenderDataGLES3 render_data;
+ {
+ render_data.render_buffers = p_render_buffers;
+ render_data.transparent_bg = rb->is_transparent;
+ // Our first camera is used by default
+ render_data.cam_transform = p_camera_data->main_transform;
+ render_data.cam_projection = p_camera_data->main_projection;
+ render_data.view_projection[0] = p_camera_data->main_projection;
+ render_data.cam_orthogonal = p_camera_data->is_orthogonal;
+
+ render_data.view_count = p_camera_data->view_count;
+ for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.view_projection[v] = p_camera_data->view_projection[v];
+ }
+
+ render_data.z_near = p_camera_data->main_projection.get_z_near();
+ render_data.z_far = p_camera_data->main_projection.get_z_far();
+
+ render_data.instances = &p_instances;
+ render_data.lights = &p_lights;
+ render_data.reflection_probes = &p_reflection_probes;
+ render_data.environment = p_environment;
+ render_data.camera_effects = p_camera_effects;
+ render_data.shadow_atlas = p_shadow_atlas;
+ render_data.reflection_atlas = p_reflection_atlas;
+ render_data.reflection_probe = p_reflection_probe;
+ render_data.reflection_probe_pass = p_reflection_probe_pass;
+
+ // this should be the same for all cameras..
+ render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
+ render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ render_data.screen_mesh_lod_threshold = 0.0;
+ } else {
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
+ }
+ render_data.render_info = r_render_info;
+ }
+
+ PagedArray<RID> empty;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ render_data.lights = &empty;
+ render_data.reflection_probes = &empty;
+ }
+
+ bool reverse_cull = false;
+
+ ///////////
+ // Fill Light lists here
+ //////////
+
+ GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_variables_get_uniform_buffer();
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
+
+ Color clear_color;
+ if (p_render_buffers.is_valid()) {
+ clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
+ } else {
+ clear_color = storage->get_default_clear_color();
+ }
+
+ Environment *env = environment_owner.get_or_null(p_environment);
+
+ bool fb_cleared = false;
+
+ Size2i screen_size;
+ screen_size.x = rb->width;
+ screen_size.y = rb->height;
+
+ SceneState::TonemapUBO tonemap_ubo;
+ if (is_environment(p_environment)) {
+ tonemap_ubo.exposure = env->exposure;
+ tonemap_ubo.white = env->white;
+ tonemap_ubo.tonemapper = int32_t(env->tone_mapper);
+ }
+
+ if (scene_state.tonemap_buffer == 0) {
+ // Only create if using 3D
+ glGenBuffers(1, &scene_state.tonemap_buffer);
+ }
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_TONEMAP_UNIFORM_LOCATION, scene_state.tonemap_buffer);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::TonemapUBO), &tonemap_ubo, GL_STREAM_DRAW);
+
+ _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, !render_data.reflection_probe.is_valid(), clear_color, false);
+
+ _fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR);
+ render_list[RENDER_LIST_OPAQUE].sort_by_key();
+ render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
+
+ glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+ glViewport(0, 0, rb->width, rb->height);
+
+ // Do depth prepass if it's explicitly enabled
+ bool use_depth_prepass = config->use_depth_prepass;
+
+ // Don't do depth prepass we are rendering overdraw
+ use_depth_prepass = use_depth_prepass && get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
+
+ if (use_depth_prepass) {
+ //pre z pass
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glDisable(GL_SCISSOR_TEST);
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
+
+ glColorMask(0, 0, 0, 0);
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ uint32_t spec_constant_base_flags = 0;
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, render_data.lod_camera_plane, render_data.lod_distance_multiplier, render_data.screen_mesh_lod_threshold);
+ _render_list_template<PASS_MODE_DEPTH>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
+
+ glColorMask(1, 1, 1, 1);
+
+ fb_cleared = true;
+ scene_state.used_depth_prepass = true;
+ } else {
+ scene_state.used_depth_prepass = false;
+ }
+
+ glBlendEquation(GL_FUNC_ADD);
+
+ if (render_data.transparent_bg) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_BLEND);
+ }
+ scene_state.current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glDepthMask(GL_TRUE);
+ scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
+ scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
+
+ if (!fb_cleared) {
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ bool draw_sky = false;
+ bool keep_color = false;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
+ } else if (is_environment(p_environment)) {
+ RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
+ float bg_energy = env->bg_energy; //environment_get_bg_energy(p_environment);
+ switch (bg_mode) {
+ case RS::ENV_BG_CLEAR_COLOR: {
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ } break;
+ case RS::ENV_BG_COLOR: {
+ clear_color = env->bg_color; //environment_get_bg_color(p_environment);
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ } break;
+ case RS::ENV_BG_SKY: {
+ draw_sky = true;
+ } break;
+ case RS::ENV_BG_CANVAS: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_KEEP: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_CAMERA_FEED: {
+ } break;
+ default: {
+ }
+ }
+ // Draw sky cubemap
+ }
+
+ if (!keep_color) {
+ glClearBufferfv(GL_COLOR, 0, clear_color.components);
+ }
+
+ uint32_t spec_constant_base_flags = 0;
+ //Render Opaque Objects
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, render_data.lod_camera_plane, render_data.lod_distance_multiplier, render_data.screen_mesh_lod_threshold);
+
+ _render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
+
+ if (draw_sky) {
+ if (scene_state.current_depth_test != GLES3::SceneShaderData::DEPTH_TEST_ENABLED) {
+ glEnable(GL_DEPTH_TEST);
+ scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
+ }
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+ glDisable(GL_BLEND);
+ glEnable(GL_CULL_FACE);
+ glCullFace(GL_BACK);
+ scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
+ scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
+
+ _draw_sky(env, render_data.cam_projection, render_data.cam_transform);
+ }
+
+ glEnable(GL_BLEND);
+
+ //Render transparent pass
+ RenderListParameters render_list_params_alpha(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, render_data.lod_camera_plane, render_data.lod_distance_multiplier, render_data.screen_mesh_lod_threshold);
+
+ _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true);
+
+ if (p_render_buffers.is_valid()) {
+ /*
+ RENDER_TIMESTAMP("Tonemap");
+ _render_buffers_post_process_and_tonemap(&render_data);
+ */
+
+ _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
+ }
+ glDisable(GL_BLEND);
+ texture_storage->render_target_disable_clear_request(rb->render_target);
+}
+
+template <PassMode p_pass_mode>
+void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) {
+ GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+
+ GLuint prev_vertex_array_gl = 0;
+ GLuint prev_index_array_gl = 0;
+
+ GLES3::SceneMaterialData *prev_material_data = nullptr;
+ GLES3::SceneShaderData *prev_shader = nullptr;
+
+ SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized.
+
+ switch (p_pass_mode) {
+ case PASS_MODE_COLOR:
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ } break;
+ case PASS_MODE_COLOR_ADDITIVE: {
+ shader_variant = SceneShaderGLES3::MODE_ADDITIVE;
+ } break;
+ case PASS_MODE_SHADOW:
+ case PASS_MODE_DEPTH: {
+ shader_variant = SceneShaderGLES3::MODE_DEPTH;
+ } break;
+ }
+
+ for (uint32_t i = p_from_element; i < p_to_element; i++) {
+ const GeometryInstanceSurface *surf = p_params->elements[i];
+ const GeometryInstanceGLES3 *inst = surf->owner;
+
+ if (p_pass_mode == PASS_MODE_COLOR && !(surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
+ continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass
+ }
+
+ if (inst->instance_count == 0) {
+ continue;
+ }
+
+ //uint32_t base_spec_constants = p_params->spec_constant_base_flags;
+
+ GLES3::SceneShaderData *shader;
+ GLES3::SceneMaterialData *material_data;
+ void *mesh_surface;
+
+ if (p_pass_mode == PASS_MODE_SHADOW) {
+ shader = surf->shader_shadow;
+ material_data = surf->material_shadow;
+ mesh_surface = surf->surface_shadow;
+ } else {
+ shader = surf->shader;
+ material_data = surf->material;
+ mesh_surface = surf->surface;
+ }
+
+ if (!mesh_surface) {
+ continue;
+ }
+
+ if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
+ if (scene_state.current_depth_test != shader->depth_test) {
+ if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
+ glDisable(GL_DEPTH_TEST);
+ } else {
+ glEnable(GL_DEPTH_TEST);
+ }
+ scene_state.current_depth_test = shader->depth_test;
+ }
+ }
+
+ if (scene_state.current_depth_draw != shader->depth_draw) {
+ switch (shader->depth_draw) {
+ case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
+ glDepthMask(p_pass_mode == PASS_MODE_COLOR);
+ } break;
+ case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
+ glDepthMask(GL_TRUE);
+ } break;
+ case GLES3::SceneShaderData::DEPTH_DRAW_DISABLED: {
+ glDepthMask(GL_FALSE);
+ } break;
+ }
+
+ scene_state.current_depth_draw = shader->depth_draw;
+ }
+
+ if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
+ GLES3::SceneShaderData::BlendMode desired_blend_mode;
+ if (p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
+ desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD;
+ } else {
+ desired_blend_mode = shader->blend_mode;
+ }
+
+ if (desired_blend_mode != scene_state.current_blend_mode) {
+ switch (desired_blend_mode) {
+ case GLES3::SceneShaderData::BLEND_MODE_MIX: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (p_render_data->transparent_bg) {
+ glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ } else {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ } break;
+ case GLES3::SceneShaderData::BLEND_MODE_ADD: {
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(p_pass_mode == PASS_MODE_COLOR_TRANSPARENT ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
+
+ } break;
+ case GLES3::SceneShaderData::BLEND_MODE_SUB: {
+ glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ } break;
+ case GLES3::SceneShaderData::BLEND_MODE_MUL: {
+ glBlendEquation(GL_FUNC_ADD);
+ if (p_render_data->transparent_bg) {
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
+ } else {
+ glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
+ }
+
+ } break;
+ case GLES3::SceneShaderData::BLEND_MODE_ALPHA_TO_COVERAGE: {
+ // Do nothing for now.
+ } break;
+ }
+ scene_state.current_blend_mode = desired_blend_mode;
+ }
+ }
+
+ //find cull variant
+ GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
+
+ if ((surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
+ cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
+ } else {
+ bool mirror = inst->mirror;
+ if (p_params->reverse_cull) {
+ mirror = !mirror;
+ }
+ if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) {
+ cull_mode = GLES3::SceneShaderData::CULL_BACK;
+ } else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) {
+ cull_mode = GLES3::SceneShaderData::CULL_FRONT;
+ }
+ }
+
+ if (scene_state.cull_mode != cull_mode) {
+ if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ if (scene_state.cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
+ // Last time was disabled, so enable and set proper face.
+ glEnable(GL_CULL_FACE);
+ }
+ glCullFace(cull_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
+ }
+ scene_state.cull_mode = cull_mode;
+ }
+
+ RS::PrimitiveType primitive = surf->primitive;
+ static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
+ GLenum primitive_gl = prim[int(primitive)];
+
+ GLuint vertex_array_gl = 0;
+ GLuint index_array_gl = 0;
+
+ //skeleton and blend shape
+ if (surf->owner->mesh_instance.is_valid()) {
+ mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, shader->vertex_input_mask, vertex_array_gl);
+ } else {
+ mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, shader->vertex_input_mask, vertex_array_gl);
+ }
+
+ index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
+
+ if (prev_vertex_array_gl != vertex_array_gl) {
+ glBindVertexArray(vertex_array_gl);
+ prev_vertex_array_gl = vertex_array_gl;
+ }
+
+ bool use_index_buffer = false;
+ if (prev_index_array_gl != index_array_gl) {
+ if (index_array_gl != 0) {
+ // Bind index each time so we can use LODs
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
+ use_index_buffer = true;
+ }
+ prev_index_array_gl = index_array_gl;
+ }
+
+ // Update pipeline information here
+
+ Transform3D world_transform;
+ if (inst->store_transform_cache) {
+ world_transform = inst->transform;
+ }
+
+ if (prev_material_data != material_data) {
+ material_data->bind_uniforms();
+ }
+
+ if (prev_shader != shader) {
+ GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_bind_shader(shader->version, shader_variant);
+ }
+
+ GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, shader_variant);
+
+ if (use_index_buffer) {
+ glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
+ } else {
+ glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface));
+ }
+ }
+}
+
+void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
}
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
}
-void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) {
-}
-
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
+ time = p_time;
+ time_step = p_step;
}
void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
+ debug_draw = p_debug_draw;
}
RID RasterizerSceneGLES3::render_buffers_create() {
- return RID();
+ RenderBuffers rb;
+ return render_buffers_owner.make_rid(rb);
+}
+
+/* BACK FBO */
+/* For MSAA */
+/*
+#ifndef JAVASCRIPT_ENABLED
+ if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) {
+ rt->multisample_active = true;
+
+ static const int msaa_value[] = { 0, 2, 4, 8, 16 };
+ int msaa = msaa_value[rt->msaa];
+
+ int max_samples = 0;
+ glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+ if (msaa > max_samples) {
+ WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
+ msaa = max_samples;
+ }
+
+ //regular fbo
+ glGenFramebuffers(1, &rt->multisample_fbo);
+ bind_framebuffer(rt->multisample_fbo);
+
+ glGenRenderbuffers(1, &rt->multisample_depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->size.x, rt->size.y);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
+
+ glGenRenderbuffers(1, &rt->multisample_color);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->size.x, rt->size.y);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ // Delete allocated resources and default to no MSAA
+ WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
+ printf("err status: %x\n", status);
+ rt->multisample_active = false;
+
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+ rt->multisample_color = 0;
+ }
+
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ bind_framebuffer(0);
+
+ } else
+#endif // JAVASCRIPT_ENABLED
+ {
+ rt->multisample_active = false;
+ }
+ */
+
+// copy texscreen buffers
+// if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) {
+/*
+if (false) {
+glGenTextures(1, &rt->copy_screen_effect.color);
+glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
+
+if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->size.x, rt->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+} else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->size.x, rt->size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
+}
+
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
+bind_framebuffer(rt->copy_screen_effect.fbo);
+glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
+
+glClearColor(0, 0, 0, 0);
+glClear(GL_COLOR_BUFFER_BIT);
+
+GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _clear_render_target(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
+}
}
+*/
void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ //rb->internal_width = p_internal_width; // ignore for now
+ //rb->internal_height = p_internal_height;
+ rb->width = p_width;
+ rb->height = p_height;
+ //rb->fsr_sharpness = p_fsr_sharpness;
+ rb->render_target = p_render_target;
+ //rb->msaa = p_msaa;
+ //rb->screen_space_aa = p_screen_space_aa;
+ //rb->use_debanding = p_use_debanding;
+ //rb->view_count = p_view_count;
+
+ _free_render_buffer_data(rb);
+
+ GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
+
+ rb->is_transparent = rt->flags[RendererTextureStorage::RENDER_TARGET_TRANSPARENT];
+
+ // framebuffer
+ glGenFramebuffers(1, &rb->framebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+
+ glGenTextures(1, &rb->depth_texture);
+ glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rb->depth_texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _free_render_buffer_data(rb);
+ WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
+ return;
+ }
+}
+
+void RasterizerSceneGLES3::_free_render_buffer_data(RenderBuffers *rb) {
+ if (rb->depth_texture) {
+ glDeleteTextures(1, &rb->depth_texture);
+ rb->depth_texture = 0;
+ }
+ if (rb->framebuffer) {
+ glDeleteFramebuffers(1, &rb->framebuffer);
+ rb->framebuffer = 0;
+ }
+}
+
+//clear render buffers
+/*
+
+
+ if (rt->copy_screen_effect.color) {
+ glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
+ rt->copy_screen_effect.fbo = 0;
+
+ glDeleteTextures(1, &rt->copy_screen_effect.color);
+ rt->copy_screen_effect.color = 0;
+ }
+
+ if (rt->multisample_active) {
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+
+ rt->multisample_color = 0;
+ }
+*/
+
+void RasterizerSceneGLES3::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
}
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
@@ -454,10 +1971,27 @@ TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const Vector
}
bool RasterizerSceneGLES3::free(RID p_rid) {
- return false;
+ if (environment_owner.owns(p_rid)) {
+ environment_owner.free(p_rid);
+ } else if (sky_owner.owns(p_rid)) {
+ Sky *sky = sky_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!sky, false);
+ sky->free();
+ sky_owner.free(p_rid);
+ } else if (render_buffers_owner.owns(p_rid)) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!rb, false);
+ _free_render_buffer_data(rb);
+ render_buffers_owner.free(p_rid);
+
+ } else {
+ return false;
+ }
+ return true;
}
void RasterizerSceneGLES3::update() {
+ _update_dirty_skys();
}
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
@@ -469,7 +2003,147 @@ void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
-RasterizerSceneGLES3::RasterizerSceneGLES3() {
+RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ storage = p_storage;
+
+ {
+ String global_defines;
+ global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
+ material_storage->shaders.scene_shader.initialize(global_defines);
+ scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
+ material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
+ }
+
+ {
+ //default material and shader
+ scene_globals.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(scene_globals.default_shader);
+ material_storage->shader_set_code(scene_globals.default_shader, R"(
+// Default 3D material shader (clustered).
+
+shader_type spatial;
+
+void vertex() {
+ ROUGHNESS = 0.8;
+}
+
+void fragment() {
+ ALBEDO = vec3(0.6);
+ ROUGHNESS = 0.8;
+ METALLIC = 0.2;
+}
+)");
+ scene_globals.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(scene_globals.default_material);
+ material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
+ }
+
+ {
+ // Initialize Sky stuff
+ sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
+ sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
+
+ String global_defines;
+ global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
+ global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
+ material_storage->shaders.sky_shader.initialize(global_defines);
+ sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
+ material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
+ }
+
+ {
+ sky_globals.default_shader = material_storage->shader_allocate();
+
+ material_storage->shader_initialize(sky_globals.default_shader);
+
+ material_storage->shader_set_code(sky_globals.default_shader, R"(
+// Default sky shader.
+
+shader_type sky;
+
+void sky() {
+ COLOR = vec3(0.0);
+}
+)");
+ sky_globals.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(sky_globals.default_material);
+
+ material_storage->material_set_shader(sky_globals.default_material, sky_globals.default_shader);
+ }
+ {
+ sky_globals.fog_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(sky_globals.fog_shader);
+
+ material_storage->shader_set_code(sky_globals.fog_shader, R"(
+// Default clear color sky shader.
+
+shader_type sky;
+
+uniform vec4 clear_color;
+
+void sky() {
+ COLOR = clear_color.rgb;
+}
+)");
+ sky_globals.fog_material = material_storage->material_allocate();
+ material_storage->material_initialize(sky_globals.fog_material);
+
+ material_storage->material_set_shader(sky_globals.fog_material, sky_globals.fog_shader);
+ }
+ {
+ {
+ //quad buffers
+
+ glGenBuffers(1, &sky_globals.quad);
+ glBindBuffer(GL_ARRAY_BUFFER, sky_globals.quad);
+ {
+ const float qv[16] = {
+ -1,
+ -1,
+ 0,
+ 0,
+ -1,
+ 1,
+ 0,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
+ 1,
+ -1,
+ 1,
+ 0,
+ };
+
+ glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+
+ glGenVertexArrays(1, &sky_globals.quad_array);
+ glBindVertexArray(sky_globals.quad_array);
+ glBindBuffer(GL_ARRAY_BUFFER, sky_globals.quad);
+ glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, nullptr);
+ glEnableVertexAttribArray(RS::ARRAY_VERTEX);
+ glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8));
+ glEnableVertexAttribArray(RS::ARRAY_TEX_UV);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ }
+ }
+}
+
+RasterizerSceneGLES3::~RasterizerSceneGLES3() {
+ GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version);
+ storage->free(scene_globals.default_material);
+ storage->free(scene_globals.default_shader);
+ GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
+ storage->free(sky_globals.default_material);
+ storage->free(sky_globals.default_shader);
+ storage->free(sky_globals.fog_material);
+ storage->free(sky_globals.fog_shader);
}
#endif // GLES3_ENABLED