diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 2492 |
1 files changed, 2454 insertions, 38 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 121dc86fb2..94ae8ecc8a 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -29,70 +29,207 @@ /*************************************************************************/ #include "rasterizer_scene_gles3.h" +#include "core/config/project_settings.h" +#include "core/templates/sort_array.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 *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); -RasterizerSceneGLES3::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) { - return nullptr; + 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 (1 << RS::INSTANCE_LIGHT); } 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); + + GLES3::Config *config = GLES3::Config::get_singleton(); + + ginstance->omni_light_count = 0; + ginstance->spot_light_count = 0; + ginstance->omni_lights.clear(); + ginstance->spot_lights.clear(); + + for (uint32_t i = 0; i < p_light_instance_count; i++) { + RS::LightType type = light_instance_get_type(p_light_instances[i]); + switch (type) { + case RS::LIGHT_OMNI: { + if (ginstance->omni_light_count < (uint32_t)config->max_lights_per_object) { + ginstance->omni_lights.push_back(p_light_instances[i]); + ginstance->omni_light_count++; + } + } break; + case RS::LIGHT_SPOT: { + if (ginstance->spot_light_count < (uint32_t)config->max_lights_per_object) { + ginstance->spot_lights.push_back(p_light_instances[i]); + ginstance->spot_light_count++; + } + } break; + default: + break; + } + } } 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) { @@ -105,9 +242,312 @@ 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: { + } + } + + 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 */ @@ -136,39 +576,518 @@ 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::_free_sky_data(Sky *p_sky) { + if (p_sky->radiance != 0) { + glDeleteTextures(1, &p_sky->radiance); + p_sky->radiance = 0; + glDeleteFramebuffers(1, &p_sky->radiance_framebuffer); + p_sky->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"); -/* SKY API */ + if (sky->radiance_size == p_radiance_size) { + return; // No need to update + } -RID RasterizerSceneGLES3::sky_allocate() { - return RID(); -} + sky->radiance_size = p_radiance_size; -void RasterizerSceneGLES3::sky_initialize(RID p_rid) { + _free_sky_data(sky); + _invalidate_sky(sky); } -void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) { -} +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); -void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_samples) { + if (sky->mode == p_mode) { + return; + } + + sky->mode = p_mode; + _invalidate_sky(sky); } 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; + _invalidate_sky(sky); +} + +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::_update_dirty_skys() { + Sky *sky = dirty_sky_list; + + while (sky) { + if (sky->radiance == 0) { + sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) + 1; + + // Left uninitialized, will attach a texture at render time + glGenFramebuffers(1, &sky->radiance_framebuffer); + + GLenum internal_format = GL_RGB10_A2; + + glGenTextures(1, &sky->radiance); + glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance); + +#ifdef GLES_OVER_GL + GLenum format = GL_RGBA; + GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV; + //TODO, on low-end compare this to allocating each face of each mip individually + // see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml + for (int i = 0; i < 6; i++) { + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr); + } + + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); +#else + glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size); +#endif + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count); + + glGenTextures(1, &sky->raw_radiance); + glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance); + +#ifdef GLES_OVER_GL + //TODO, on low-end compare this to allocating each face of each mip individually + // see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml + for (int i = 0; i < 6; i++) { + glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr); + } + + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); +#else + glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size); +#endif + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); + } + + 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::_setup_sky(Environment *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size) { + GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton(); + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + ERR_FAIL_COND(!p_env); + + GLES3::SkyMaterialData *material = nullptr; + Sky *sky = sky_owner.get_or_null(p_env->sky); + + RID sky_material; + + GLES3::SkyShaderData *shader_data = nullptr; + + if (sky) { + sky_material = sky->material; + + if (sky_material.is_valid()) { + material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); + if (!material || !material->shader_data->valid) { + material = nullptr; + } + } + + if (!material) { + sky_material = sky_globals.default_material; + material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); + } + + ERR_FAIL_COND(!material); + + shader_data = material->shader_data; + + ERR_FAIL_COND(!shader_data); + + if (shader_data->uses_time && time - sky->prev_time > 0.00001) { + sky->prev_time = time; + sky->reflection_dirty = true; + RenderingServerDefault::redraw_request(); + } + + if (material != sky->prev_material) { + sky->prev_material = material; + sky->reflection_dirty = true; + } + + if (material->uniform_set_updated) { + material->uniform_set_updated = false; + sky->reflection_dirty = true; + } + + if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) { + sky->prev_position = p_transform.origin; + sky->reflection_dirty = true; + } + + 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]); + if (!li) { + continue; + } + RID base = li->light; + + ERR_CONTINUE(base.is_null()); + + RS::LightType type = light_storage->light_get_type(base); + if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { + DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count]; + Transform3D light_transform = li->transform; + Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); + + sky_light_data.direction[0] = world_direction.x; + sky_light_data.direction[1] = world_direction.y; + sky_light_data.direction[2] = world_direction.z; + + float sign = light_storage->light_is_negative(base) ? -1 : 1; + sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); + + Color linear_col = light_storage->light_get_color(base); + sky_light_data.color[0] = linear_col.r; + sky_light_data.color[1] = linear_col.g; + sky_light_data.color[2] = linear_col.b; + + sky_light_data.enabled = true; + + float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + if (angular_diameter > 0.0) { + angular_diameter = Math::tan(Math::deg2rad(angular_diameter)); + } else { + angular_diameter = 0.0; + } + sky_light_data.size = angular_diameter; + sky_globals.directional_light_count++; + if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) { + break; + } + } + } + // Check whether the directional_light_buffer changes + bool light_data_dirty = false; + + // Light buffer is dirty if we have fewer or more lights + // If we have fewer lights, make sure that old lights are disabled + if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) { + light_data_dirty = true; + for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) { + sky_globals.directional_lights[i].enabled = false; + } + } + + if (!light_data_dirty) { + for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) { + if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] || + sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] || + sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] || + sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy || + sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] || + sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] || + sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] || + sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled || + sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) { + light_data_dirty = true; + break; + } + } + } + + if (light_data_dirty) { + glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer); + glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + + DirectionalLightData *temp = sky_globals.last_frame_directional_lights; + sky_globals.last_frame_directional_lights = sky_globals.directional_lights; + sky_globals.directional_lights = temp; + sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count; + sky->reflection_dirty = true; + } + } + + if (!sky->radiance) { + _update_dirty_skys(); + } + } +} + +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); + + // 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); + + glBindVertexArray(sky_globals.screen_triangle_array); + glDrawArrays(GL_TRIANGLES, 0, 3); +} + +void RasterizerSceneGLES3::_update_sky_radiance(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); + + bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; + RS::SkyMode sky_mode = sky->mode; + + if (sky_mode == RS::SKY_MODE_AUTOMATIC) { + if (shader_data->uses_time || shader_data->uses_position) { + update_single_frame = true; + sky_mode = RS::SKY_MODE_REALTIME; + } else if (shader_data->uses_light || shader_data->ubo_size > 0) { + update_single_frame = false; + sky_mode = RS::SKY_MODE_INCREMENTAL; + } else { + update_single_frame = true; + sky_mode = RS::SKY_MODE_QUALITY; + } + } + + if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) { + // On the first frame after creating sky, rebuild in single frame + update_single_frame = true; + sky_mode = RS::SKY_MODE_QUALITY; + } + + int max_processing_layer = sky->mipmap_count; + + // Update radiance cubemap + if (sky->reflection_dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) { + static const Vector3 view_normals[6] = { + Vector3(+1, 0, 0), + Vector3(-1, 0, 0), + Vector3(0, +1, 0), + Vector3(0, -1, 0), + Vector3(0, 0, +1), + Vector3(0, 0, -1) + }; + static const Vector3 view_up[6] = { + Vector3(0, -1, 0), + Vector3(0, -1, 0), + Vector3(0, 0, +1), + Vector3(0, 0, -1), + Vector3(0, -1, 0), + Vector3(0, -1, 0) + }; + + CameraMatrix cm; + cm.set_perspective(90, 1, 0.01, 10.0); + CameraMatrix correction; + correction.set_depth_correction(true); + cm = correction * cm; + + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); + + 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); + + // Bind a vertex array or else OpenGL complains. We won't actually use it + glBindVertexArray(sky_globals.screen_triangle_array); + + glViewport(0, 0, sky->radiance_size, sky->radiance_size); + glBindFramebuffer(GL_FRAMEBUFFER, sky->radiance_framebuffer); + + for (int i = 0; i < 6; i++) { + Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); + GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, sky->raw_radiance, 0); + glDrawArrays(GL_TRIANGLES, 0, 3); + } + + if (update_single_frame) { + for (int i = 0; i < max_processing_layer; i++) { + _filter_sky_radiance(sky, i); + } + } else { + _filter_sky_radiance(sky, 0); //Just copy over the first mipmap + } + sky->processing_layer = 1; + + sky->reflection_dirty = false; + } else { + if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) { + _filter_sky_radiance(sky, sky->processing_layer); + sky->processing_layer++; + } + } +} + +void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) { + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_CUBE_MAP, p_sky->raw_radiance); + glBindFramebuffer(GL_FRAMEBUFFER, p_sky->radiance_framebuffer); + + CubemapFilterShaderGLES3::ShaderVariant mode = CubemapFilterShaderGLES3::MODE_DEFAULT; + + if (p_base_layer == 0) { + glGenerateMipmap(GL_TEXTURE_CUBE_MAP); + mode = CubemapFilterShaderGLES3::MODE_COPY; + + //Copy over base layer + } + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_2D, sky_globals.radical_inverse_vdc_cache_tex); + + int size = p_sky->radiance_size >> p_base_layer; + glViewport(0, 0, size, size); + glBindVertexArray(sky_globals.screen_triangle_array); + + material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode); + material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::SAMPLE_COUNT, sky_globals.ggx_samples, scene_globals.cubemap_filter_shader_version, mode); + material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, float(p_base_layer) / (p_sky->mipmap_count - 1.0), scene_globals.cubemap_filter_shader_version, mode); + material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_SIZE, float(size), scene_globals.cubemap_filter_shader_version, mode); + + for (int i = 0; i < 6; i++) { + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); +#endif + material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode); + + glDrawArrays(GL_TRIANGLES, 0, 3); + } + glBindVertexArray(0); + glViewport(0, 0, p_sky->screen_size.x, p_sky->screen_size.y); + glBindFramebuffer(GL_FRAMEBUFFER, 0); } Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { @@ -178,52 +1097,107 @@ 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) { @@ -247,12 +1221,43 @@ 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) { @@ -265,19 +1270,25 @@ 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() { @@ -306,13 +1317,29 @@ void RasterizerSceneGLES3::directional_shadow_quality_set(RS::ShadowQuality p_qu } RID RasterizerSceneGLES3::light_instance_create(RID p_light) { - return RID(); + 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 CameraMatrix &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) { @@ -407,29 +1434,1170 @@ 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; + } + + // Sets the index values for lookup in the shader + // This has to be done after _setup_lights was called this frame + // TODO, check shadow status of lights here, if using shadows, skip here and add below + if (p_pass_mode == PASS_MODE_COLOR) { + 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]); + } + } + 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->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; + } + } +} + +// Needs to be called after _setup_lights so that directional_light_count is accurate. +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->inv_cam_transform, scene_state.ubo.view_matrix); + + scene_state.ubo.directional_light_count = p_render_data->directional_light_count; + + scene_state.ubo.z_far = p_render_data->z_far; + scene_state.ubo.z_near = p_render_data->z_near; + + 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; + scene_state.ubo.use_ambient_light = true; + scene_state.ubo.use_ambient_cubemap = false; + } 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.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; + scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; + } + + //specular + RS::EnvironmentReflectionSource ref_src = env->reflection_source; + if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { + scene_state.ubo.use_reflection_cubemap = true; + } else { + scene_state.ubo.use_reflection_cubemap = false; + } + + 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); +} + +// Puts lights into Uniform Buffers. Needs to be called before _fill_list as this caches the index of each light in the Uniform Buffer +void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count) { + GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton(); + GLES3::Config *config = GLES3::Config::get_singleton(); + + const Transform3D inverse_transform = p_render_data->inv_cam_transform; + + const PagedArray<RID> &lights = *p_render_data->lights; + + r_directional_light_count = 0; + r_omni_light_count = 0; + r_spot_light_count = 0; + + int num_lights = lights.size(); + + for (int i = 0; i < num_lights; i++) { + LightInstance *li = light_instance_owner.get_or_null(lights[i]); + if (!li) { + continue; + } + RID base = li->light; + + ERR_CONTINUE(base.is_null()); + + RS::LightType type = light_storage->light_get_type(base); + switch (type) { + case RS::LIGHT_DIRECTIONAL: { + if (r_directional_light_count >= RendererSceneRender::MAX_DIRECTIONAL_LIGHTS || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { + continue; + } + + DirectionalLightData &light_data = scene_state.directional_lights[r_directional_light_count]; + + Transform3D light_transform = li->transform; + + Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized(); + + light_data.direction[0] = direction.x; + light_data.direction[1] = direction.y; + light_data.direction[2] = direction.z; + + float sign = light_storage->light_is_negative(base) ? -1 : 1; + + light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI; + + Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); + light_data.color[0] = linear_col.r; + light_data.color[1] = linear_col.g; + light_data.color[2] = linear_col.b; + + float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset + + light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR); -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) { -} + r_directional_light_count++; + } break; + case RS::LIGHT_OMNI: { + if (r_omni_light_count >= (uint32_t)config->max_renderable_lights) { + continue; + } -void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) { + const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin); + + if (light_storage->light_is_distance_fade_enabled(li->light)) { + const float fade_begin = light_storage->light_get_distance_fade_begin(li->light); + const float fade_length = light_storage->light_get_distance_fade_length(li->light); + + if (distance > fade_begin) { + if (distance > fade_begin + fade_length) { + // Out of range, don't draw this light to improve performance. + continue; + } + } + } + + li->gl_id = r_omni_light_count; + + scene_state.omni_light_sort[r_omni_light_count].instance = li; + scene_state.omni_light_sort[r_omni_light_count].depth = distance; + r_omni_light_count++; + } break; + case RS::LIGHT_SPOT: { + if (r_spot_light_count >= (uint32_t)config->max_renderable_lights) { + continue; + } + + const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin); + + if (light_storage->light_is_distance_fade_enabled(li->light)) { + const float fade_begin = light_storage->light_get_distance_fade_begin(li->light); + const float fade_length = light_storage->light_get_distance_fade_length(li->light); + + if (distance > fade_begin) { + if (distance > fade_begin + fade_length) { + // Out of range, don't draw this light to improve performance. + continue; + } + } + } + + li->gl_id = r_spot_light_count; + + scene_state.spot_light_sort[r_spot_light_count].instance = li; + scene_state.spot_light_sort[r_spot_light_count].depth = distance; + r_spot_light_count++; + } break; + } + } + + if (r_omni_light_count) { + SortArray<InstanceSort<LightInstance>> sorter; + sorter.sort(scene_state.omni_light_sort, r_omni_light_count); + } + + if (r_spot_light_count) { + SortArray<InstanceSort<LightInstance>> sorter; + sorter.sort(scene_state.spot_light_sort, r_spot_light_count); + } + + for (uint32_t i = 0; i < (r_omni_light_count + r_spot_light_count); i++) { + 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 < 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; + RID base = li->light; + + Transform3D light_transform = li->transform; + Vector3 pos = inverse_transform.xform(light_transform.origin); + + light_data.position[0] = pos.x; + light_data.position[1] = pos.y; + light_data.position[2] = pos.z; + + float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE)); + light_data.inv_radius = 1.0 / radius; + + Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized(); + + light_data.direction[0] = direction.x; + light_data.direction[1] = direction.y; + light_data.direction[2] = direction.z; + + float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); + + light_data.size = size; + + float sign = light_storage->light_is_negative(base) ? -1 : 1; + Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); + + // Reuse fade begin, fade length and distance for shadow LOD determination later. + float fade_begin = 0.0; + float fade_length = 0.0; + real_t distance = 0.0; + + float fade = 1.0; + if (light_storage->light_is_distance_fade_enabled(li->light)) { + fade_begin = light_storage->light_get_distance_fade_begin(li->light); + fade_length = light_storage->light_get_distance_fade_length(li->light); + distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin); + + if (distance > fade_begin) { + // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. + fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length); + } + } + + float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade; + + light_data.color[0] = linear_col.r * energy; + light_data.color[1] = linear_col.g * energy; + light_data.color[2] = linear_col.b * energy; + + light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION); + + light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION); + + float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE); + light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle)); + + light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0; + + light_data.shadow_enabled = false; + } + + // TODO, to avoid stalls, should rotate between 3 buffers based on frame index. + // TODO, consider mapping the buffer as in 2D + if (r_omni_light_count) { + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_OMNILIGHT_UNIFORM_LOCATION, scene_state.omni_light_buffer); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_omni_light_count, scene_state.omni_lights); + } + + if (r_spot_light_count) { + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_SPOTLIGHT_UNIFORM_LOCATION, scene_state.spot_light_buffer); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_spot_light_count, scene_state.spot_lights); + } + + if (r_directional_light_count) { + glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer); + glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DirectionalLightData) * r_directional_light_count, scene_state.directional_lights); + } + glBindBuffer(GL_UNIFORM_BUFFER, 0); +} + +void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_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.inv_cam_transform = render_data.cam_transform.affine_inverse(); + 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.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 = ∅ + render_data.reflection_probes = ∅ + } + + 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; + + bool use_wireframe = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME; + + SceneState::TonemapUBO tonemap_ubo; + if (env) { + 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_lights(&render_data, false, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count); + _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(); + + bool draw_sky = false; + bool draw_sky_fog_only = 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 (env) { + RS::EnvironmentBG bg_mode = env->background; + float bg_energy = env->bg_energy; + switch (bg_mode) { + case RS::ENV_BG_CLEAR_COLOR: { + clear_color.r *= bg_energy; + clear_color.g *= bg_energy; + clear_color.b *= bg_energy; + if (env->fog_enabled) { + draw_sky_fog_only = true; + GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color)); + } + } break; + case RS::ENV_BG_COLOR: { + clear_color = env->bg_color; + clear_color.r *= bg_energy; + clear_color.g *= bg_energy; + clear_color.b *= bg_energy; + if (env->fog_enabled) { + draw_sky_fog_only = true; + GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color)); + } + } 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: { + } + } + // setup sky if used for ambient, reflections, or background + if (draw_sky || draw_sky_fog_only || env->reflection_source == RS::ENV_REFLECTION_SOURCE_SKY || env->ambient_source == RS::ENV_AMBIENT_SOURCE_SKY) { + RENDER_TIMESTAMP("Setup Sky"); + CameraMatrix projection = render_data.cam_projection; + if (render_data.reflection_probe.is_valid()) { + CameraMatrix correction; + correction.set_depth_correction(true); + projection = correction * render_data.cam_projection; + } + + _setup_sky(env, p_render_buffers, *render_data.lights, projection, render_data.cam_transform, screen_size); + + if (env->sky.is_valid()) { + if (env->reflection_source == RS::ENV_REFLECTION_SOURCE_SKY || env->ambient_source == RS::ENV_AMBIENT_SOURCE_SKY || (env->reflection_source == RS::ENV_REFLECTION_SOURCE_BG && env->background == RS::ENV_BG_SKY)) { + _update_sky_radiance(env, projection, render_data.cam_transform); + } + } else { + // do not try to draw sky if invalid + draw_sky = false; + } + } + } + + 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) { + RENDER_TIMESTAMP("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); + + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, 0, use_wireframe); + _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 { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); + 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); + } + + if (!keep_color) { + glClearBufferfv(GL_COLOR, 0, clear_color.components); + } + RENDER_TIMESTAMP("Render Opaque Pass"); + uint32_t spec_constant_base_flags = 0; + + { + // Specialization Constants that apply for entire rendering pass. + if (render_data.directional_light_count == 0) { + spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS; + } + + if (!env || (env && !env->fog_enabled)) { + spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG; + } + } + // 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, use_wireframe); + + _render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size()); + + if (draw_sky) { + RENDER_TIMESTAMP("Render 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); + } + + RENDER_TIMESTAMP("Render 3D Transparent Pass"); + 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, use_wireframe); + + _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_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(); + GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); + GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); + GLES3::Config *config = GLES3::Config::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; + GeometryInstanceGLES3 *prev_inst = nullptr; + SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR; + + 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; + } + + if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) { + Environment *env = environment_owner.get_or_null(p_render_data->environment); + glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 2); + GLuint texture_to_bind = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_CUBEMAP_BLACK))->tex_id; + if (env) { + Sky *sky = sky_owner.get_or_null(env->sky); + if (sky && sky->radiance != 0) { + texture_to_bind = sky->radiance; + // base_spec_constant |= USE_RADIANCE_MAP; + } + glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind); + } + } + + for (uint32_t i = p_from_element; i < p_to_element; i++) { + const GeometryInstanceSurface *surf = p_params->elements[i]; + 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 { + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); + } + + } 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 = index_array_gl != 0; + 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); + } + prev_index_array_gl = index_array_gl; + } + + Transform3D world_transform; + if (inst->store_transform_cache) { + world_transform = inst->transform; + } + + if (prev_material_data != material_data) { + material_data->bind_uniforms(); + prev_material_data = material_data; + } + + SceneShaderGLES3::ShaderVariant instance_variant = shader_variant; + if (inst->instance_count > 0) { + instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant)); + } + + if (prev_shader != shader || prev_variant != instance_variant) { + material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant); + float opaque_prepass_threshold = 0.0; + if (p_pass_mode == PASS_MODE_DEPTH) { + opaque_prepass_threshold = 0.99; + } else if (p_pass_mode == PASS_MODE_SHADOW) { + opaque_prepass_threshold = 0.1; + } + + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant); + + prev_shader = shader; + prev_variant = instance_variant; + } + + if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) { + // Rebind the light indices. + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant); + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant); + + if (inst->omni_light_count) { + glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant), inst->omni_light_count, inst->omni_light_gl_cache.ptr()); + } + + if (inst->spot_light_count) { + glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant), inst->spot_light_count, inst->spot_light_gl_cache.ptr()); + } + + prev_inst = inst; + } + + material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant); + if (inst->instance_count > 0) { + // Using MultiMesh. + // Bind instance buffers. + + GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base); + glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer); + uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base); + glEnableVertexAttribArray(12); + glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0)); + glVertexAttribDivisor(12, 1); + glEnableVertexAttribArray(13); + glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4)); + glVertexAttribDivisor(13, 1); + glEnableVertexAttribArray(14); + glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8)); + glVertexAttribDivisor(14, 1); + + if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) { + glEnableVertexAttribArray(15); + glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float))); + glVertexAttribDivisor(15, 1); + } + if (use_index_buffer) { + glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count); + } else { + glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), inst->instance_count); + } + } else { + // Using regular Mesh. + 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)); + } + } + if (inst->instance_count > 0) { + glDisableVertexAttribArray(12); + glDisableVertexAttribArray(13); + glDisableVertexAttribArray(14); + glDisableVertexAttribArray(15); + } + } +} + +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::set_scene_pass(uint64_t p_pass) { +void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) { } 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); } -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) { +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_taa, 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->is_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) { @@ -453,10 +2621,31 @@ 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); + _free_sky_data(sky); + 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 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 { + 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) { @@ -468,7 +2657,234 @@ 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(); + GLES3::Config *config = GLES3::Config::get_singleton(); + + storage = p_storage; + + { + // Setup Lights + + config->max_renderable_lights = MIN(config->max_renderable_lights, config->max_uniform_buffer_size / (int)sizeof(RasterizerSceneGLES3::LightData)); + config->max_lights_per_object = MIN(config->max_lights_per_object, config->max_renderable_lights); + + 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); + 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); + 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); + + uint32_t directional_light_buffer_size = MAX_DIRECTIONAL_LIGHTS * sizeof(DirectionalLightData); + scene_state.directional_lights = memnew_arr(DirectionalLightData, MAX_DIRECTIONAL_LIGHTS); + glGenBuffers(1, &scene_state.directional_light_buffer); + glBindBuffer(GL_UNIFORM_BUFFER, scene_state.directional_light_buffer); + glBufferData(GL_UNIFORM_BUFFER, directional_light_buffer_size, nullptr, GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + { + sky_globals.max_directional_lights = 4; + uint32_t directional_light_buffer_size = sky_globals.max_directional_lights * sizeof(DirectionalLightData); + sky_globals.directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights); + sky_globals.last_frame_directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights); + sky_globals.last_frame_directional_light_count = sky_globals.max_directional_lights + 1; + glGenBuffers(1, &sky_globals.directional_light_buffer); + glBindBuffer(GL_UNIFORM_BUFFER, sky_globals.directional_light_buffer); + glBufferData(GL_UNIFORM_BUFFER, directional_light_buffer_size, nullptr, GL_STREAM_DRAW); + glBindBuffer(GL_UNIFORM_BUFFER, 0); + } + + { + String global_defines; + global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now + global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n"; + global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n"; + global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "\n"; + 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); + + material_storage->shaders.cubemap_filter_shader.initialize(); + scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create(); + material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, CubemapFilterShaderGLES3::MODE_DEFAULT); + } + + { + 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); + } + + { + glGenBuffers(1, &sky_globals.screen_triangle); + glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle); + + const float qv[6] = { + -1.0f, + -1.0f, + 3.0f, + -1.0f, + -1.0f, + 3.0f, + }; + + glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + + glGenVertexArrays(1, &sky_globals.screen_triangle_array); + glBindVertexArray(sky_globals.screen_triangle_array); + glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glBindVertexArray(0); + glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind + } + + // Radical inverse vdc cache texture used for cubemap filtering. + { + glGenTextures(1, &sky_globals.radical_inverse_vdc_cache_tex); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, sky_globals.radical_inverse_vdc_cache_tex); + + uint8_t radical_inverse[512]; + + for (uint32_t i = 0; i < 512; i++) { + uint32_t bits = i; + + bits = (bits << 16) | (bits >> 16); + bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1); + bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2); + bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4); + bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8); + + float value = float(bits) * 2.3283064365386963e-10; + radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255)); + } + + glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 512, 1, 0, GL_RED, GL_UNSIGNED_BYTE, radical_inverse); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling + + glBindTexture(GL_TEXTURE_2D, 0); + } +#ifdef GLES_OVER_GL + glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS); +#endif + + // MultiMesh may read from color when color is disabled, so make sure that the color defaults to white instead of black; + glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0); +} + +RasterizerSceneGLES3::~RasterizerSceneGLES3() { + glDeleteBuffers(1, &scene_state.directional_light_buffer); + glDeleteBuffers(1, &scene_state.omni_light_buffer); + glDeleteBuffers(1, &scene_state.spot_light_buffer); + memdelete_arr(scene_state.directional_lights); + memdelete_arr(scene_state.omni_lights); + memdelete_arr(scene_state.spot_lights); + memdelete_arr(scene_state.omni_light_sort); + memdelete_arr(scene_state.spot_light_sort); + + // Scene Shader + GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version); + GLES3::MaterialStorage::get_singleton()->shaders.cubemap_filter_shader.version_free(scene_globals.cubemap_filter_shader_version); + storage->free(scene_globals.default_material); + storage->free(scene_globals.default_shader); + + // Sky 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); + glDeleteBuffers(1, &sky_globals.screen_triangle); + glDeleteVertexArrays(1, &sky_globals.screen_triangle_array); + glDeleteTextures(1, &sky_globals.radical_inverse_vdc_cache_tex); + glDeleteBuffers(1, &sky_globals.directional_light_buffer); + memdelete_arr(sky_globals.directional_lights); + memdelete_arr(sky_globals.last_frame_directional_lights); } #endif // GLES3_ENABLED |