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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp140
1 files changed, 14 insertions, 126 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index d106bb31c7..4c71edc24c 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -34,7 +34,6 @@
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/rendering_server_globals.h"
#include "storage/config.h"
-#include "storage/light_storage.h"
#include "storage/mesh_storage.h"
#include "storage/texture_storage.h"
@@ -70,7 +69,7 @@ void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID
spot_lights.clear();
for (uint32_t i = 0; i < p_light_instance_count; i++) {
- RS::LightType type = RasterizerSceneGLES3::get_singleton()->light_instance_get_type(p_light_instances[i]);
+ RS::LightType type = GLES3::LightStorage::get_singleton()->light_instance_get_type(p_light_instances[i]);
switch (type) {
case RS::LIGHT_OMNI: {
if (omni_light_count < (uint32_t)config->max_lights_per_object) {
@@ -399,32 +398,6 @@ void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_g
ginstance->dirty_list_element.remove_from_list();
}
-/* SHADOW ATLAS API */
-
-RID RasterizerSceneGLES3::shadow_atlas_create() {
- return RID();
-}
-
-void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
-}
-
-void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
-}
-
-bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
- return false;
-}
-
-void RasterizerSceneGLES3::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
-}
-
-int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) {
- return 0;
-}
-
-void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
-}
-
/* SKY API */
void RasterizerSceneGLES3::_free_sky_data(Sky *p_sky) {
@@ -625,7 +598,7 @@ void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, cons
if (shader_data->uses_light) {
sky_globals.directional_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
- LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
+ GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
if (!li) {
continue;
}
@@ -780,7 +753,7 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
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::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[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);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
@@ -881,7 +854,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.matrix[2][0], cm.matrix[0][0], cm.matrix[2][1], cm.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glBindVertexArray(sky_globals.screen_triangle_array);
@@ -1084,38 +1057,6 @@ void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQ
void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
}
-RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
- RID li = light_instance_owner.make_rid(LightInstance());
-
- LightInstance *light_instance = light_instance_owner.get_or_null(li);
-
- light_instance->self = li;
- light_instance->light = p_light;
- light_instance->light_type = RSG::light_storage->light_get_type(p_light);
-
- return li;
-}
-
-void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
- LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
- ERR_FAIL_COND(!light_instance);
-
- light_instance->transform = p_transform;
-}
-
-void RasterizerSceneGLES3::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
- LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
- ERR_FAIL_COND(!light_instance);
-
- light_instance->aabb = p_aabb;
-}
-
-void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
-}
-
-void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
-}
-
RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) {
return RID();
}
@@ -1134,57 +1075,6 @@ Vector3 RasterizerSceneGLES3::fog_volume_instance_get_position(RID p_fog_volume_
return Vector3();
}
-RID RasterizerSceneGLES3::reflection_atlas_create() {
- return RID();
-}
-
-int RasterizerSceneGLES3::reflection_atlas_get_size(RID p_ref_atlas) const {
- return 0;
-}
-
-void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
-}
-
-RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) {
- return RID();
-}
-
-void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
-}
-
-void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) {
-}
-
-bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) {
- return false;
-}
-
-bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance) {
- return false;
-}
-
-bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
- return false;
-}
-
-bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) {
- return true;
-}
-
-RID RasterizerSceneGLES3::decal_instance_create(RID p_decal) {
- return RID();
-}
-
-void RasterizerSceneGLES3::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
-}
-
-RID RasterizerSceneGLES3::lightmap_instance_create(RID p_lightmap) {
- return RID();
-}
-
-void RasterizerSceneGLES3::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
-}
-
RID RasterizerSceneGLES3::voxel_gi_instance_create(RID p_voxel_gi) {
return RID();
}
@@ -1257,13 +1147,13 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
if (inst->omni_light_count) {
inst->omni_light_gl_cache.resize(inst->omni_light_count);
for (uint32_t j = 0; j < inst->omni_light_count; j++) {
- inst->omni_light_gl_cache[j] = light_instance_get_gl_id(inst->omni_lights[j]);
+ inst->omni_light_gl_cache[j] = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(inst->omni_lights[j]);
}
}
if (inst->spot_light_count) {
inst->spot_light_gl_cache.resize(inst->spot_light_count);
for (uint32_t j = 0; j < inst->spot_light_count; j++) {
- inst->spot_light_gl_cache[j] = light_instance_get_gl_id(inst->spot_lights[j]);
+ inst->spot_light_gl_cache[j] = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(inst->spot_lights[j]);
}
}
}
@@ -1501,7 +1391,7 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
int num_lights = lights.size();
for (int i = 0; i < num_lights; i++) {
- LightInstance *li = light_instance_owner.get_or_null(lights[i]);
+ GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(lights[i]);
if (!li) {
continue;
}
@@ -1606,12 +1496,12 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
}
if (r_omni_light_count) {
- SortArray<InstanceSort<LightInstance>> sorter;
+ SortArray<InstanceSort<GLES3::LightInstance>> sorter;
sorter.sort(scene_state.omni_light_sort, r_omni_light_count);
}
if (r_spot_light_count) {
- SortArray<InstanceSort<LightInstance>> sorter;
+ SortArray<InstanceSort<GLES3::LightInstance>> sorter;
sorter.sort(scene_state.spot_light_sort, r_spot_light_count);
}
@@ -1619,7 +1509,7 @@ void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, b
uint32_t index = (i < r_omni_light_count) ? i : i - (r_omni_light_count);
LightData &light_data = (i < r_omni_light_count) ? scene_state.omni_lights[index] : scene_state.spot_lights[index];
RS::LightType type = (i < r_omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
- LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance;
+ GLES3::LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance;
RID base = li->light;
Transform3D light_transform = li->transform;
@@ -2390,10 +2280,8 @@ bool RasterizerSceneGLES3::free(RID p_rid) {
ERR_FAIL_COND_V(!sky, false);
_free_sky_data(sky);
sky_owner.free(p_rid);
- } else if (light_instance_owner.owns(p_rid)) {
- LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
- ERR_FAIL_COND_V(!light_instance, false);
- light_instance_owner.free(p_rid);
+ } else if (GLES3::LightStorage::get_singleton()->owns_light_instance(p_rid)) {
+ GLES3::LightStorage::get_singleton()->light_instance_free(p_rid);
} else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
//not much to delete, just free it
RSG::camera_attributes->camera_attributes_free(p_rid);
@@ -2433,13 +2321,13 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
uint32_t light_buffer_size = config->max_renderable_lights * sizeof(LightData);
scene_state.omni_lights = memnew_arr(LightData, config->max_renderable_lights);
- scene_state.omni_light_sort = memnew_arr(InstanceSort<LightInstance>, config->max_renderable_lights);
+ scene_state.omni_light_sort = memnew_arr(InstanceSort<GLES3::LightInstance>, config->max_renderable_lights);
glGenBuffers(1, &scene_state.omni_light_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.omni_light_buffer);
glBufferData(GL_UNIFORM_BUFFER, light_buffer_size, nullptr, GL_STREAM_DRAW);
scene_state.spot_lights = memnew_arr(LightData, config->max_renderable_lights);
- scene_state.spot_light_sort = memnew_arr(InstanceSort<LightInstance>, config->max_renderable_lights);
+ scene_state.spot_light_sort = memnew_arr(InstanceSort<GLES3::LightInstance>, config->max_renderable_lights);
glGenBuffers(1, &scene_state.spot_light_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.spot_light_buffer);
glBufferData(GL_UNIFORM_BUFFER, light_buffer_size, nullptr, GL_STREAM_DRAW);