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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp626
1 files changed, 600 insertions, 26 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 08d6dd25cf..e92786cca9 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -29,10 +29,18 @@
/*************************************************************************/
#include "rasterizer_scene_gles3.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_server_default.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;
+}
RasterizerSceneGLES3::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
return nullptr;
@@ -137,39 +145,130 @@ int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance)
void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
}
-/* SDFGI UPDATE */
+/* SKY API */
-void RasterizerSceneGLES3::sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) {
+void RasterizerSceneGLES3::Sky::free() {
+ if (radiance != 0) {
+ glDeleteTextures(1, &radiance);
+ radiance = 0;
+ glDeleteFramebuffers(1, &radiance_framebuffer);
+ radiance_framebuffer = 0;
+ }
}
-int RasterizerSceneGLES3::sdfgi_get_pending_region_count(RID p_render_buffers) const {
- return 0;
+RID RasterizerSceneGLES3::sky_allocate() {
+ return sky_owner.allocate_rid();
}
-AABB RasterizerSceneGLES3::sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const {
- return AABB();
+void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
+ sky_owner.initialize_rid(p_rid);
}
-uint32_t RasterizerSceneGLES3::sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const {
- return 0;
+void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
+ ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
+
+ if (sky->radiance_size == p_radiance_size) {
+ return; // No need to update
+ }
+
+ sky->radiance_size = p_radiance_size;
+
+ sky->free();
}
-/* SKY API */
+void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
-RID RasterizerSceneGLES3::sky_allocate() {
- return RID();
+ if (sky->mode == p_mode) {
+ return;
+ }
+
+ sky->mode = p_mode;
+
+ if (sky->mode == RS::SKY_MODE_REALTIME) {
+ WARN_PRINT_ONCE("The OpenGL renderer does not support the Real Time Sky Update Mode yet. Please use High Quality Mode instead");
+ }
}
-void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
+void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
+ Sky *sky = sky_owner.get_or_null(p_sky);
+ ERR_FAIL_COND(!sky);
+
+ if (sky->material == p_material) {
+ return;
+ }
+
+ sky->material = p_material;
}
-void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
+void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
+ if (!p_sky->dirty) {
+ p_sky->dirty = true;
+ p_sky->dirty_list = dirty_sky_list;
+ dirty_sky_list = p_sky;
+ }
}
-void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_samples) {
+void RasterizerSceneGLES3::_update_dirty_skys() {
+ Sky *sky = dirty_sky_list;
+
+ while (sky) {
+ if (sky->radiance == 0) {
+ //int mipmaps = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBAH) + 1;
+
+ //uint32_t w = sky->radiance_size, h = sky->radiance_size;
+ //int layers = sky_globals.roughness_layers;
+ glGenFramebuffers(1, &sky->radiance_framebuffer);
+
+ glGenTextures(1, &sky->radiance);
+ }
+
+ sky->reflection_dirty = true;
+ sky->processing_layer = 0;
+
+ Sky *next = sky->dirty_list;
+ sky->dirty_list = nullptr;
+ sky->dirty = false;
+ sky = next;
+ }
+
+ dirty_sky_list = nullptr;
}
-void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
+void RasterizerSceneGLES3::_draw_sky(Sky *p_sky, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_custom_fov, float p_energy, const Basis &p_sky_orientation) {
+ ERR_FAIL_COND(!p_sky);
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_BLEND);
+ glDepthFunc(GL_LEQUAL);
+ glColorMask(1, 1, 1, 1);
+
+ //state.sky_shader.version_bind_shader(sky_globals.default_shader, SkyShaderGLES3::MODE_BACKGROUND);
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.canvas_instance_data_buffers[state.current_buffer]); // Canvas data updated here
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 1, state.canvas_instance_data_buffers[state.current_buffer]); // Global data
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.canvas_instance_data_buffers[state.current_buffer]); // Directional light data
+ //glBindBufferBase(GL_UNIFORM_BUFFER, 3, state.canvas_instance_data_buffers[state.current_buffer]); // Material uniforms
+
+ // Camera
+ CameraMatrix camera;
+
+ if (p_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_custom_fov, aspect, near_plane, far_plane);
+
+ } else {
+ camera = p_projection;
+ }
+
+ glDrawArrays(GL_TRIANGLES, 0, 3);
}
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
@@ -179,52 +278,107 @@ Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bo
/* ENVIRONMENT API */
RID RasterizerSceneGLES3::environment_allocate() {
- return RID();
+ return environment_owner.allocate_rid();
}
void RasterizerSceneGLES3::environment_initialize(RID p_rid) {
+ environment_owner.initialize_rid(p_rid);
}
void RasterizerSceneGLES3::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->background = p_bg;
}
void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky = p_sky;
}
void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky_custom_fov = p_scale;
}
void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->sky_orientation = p_orientation;
}
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_color = p_color;
}
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_energy = p_energy;
}
void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->canvas_max_layer = p_max_layer;
}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->ambient_light = p_color;
+ env->ambient_source = p_ambient;
+ env->ambient_light_energy = p_energy;
+ env->ambient_sky_contribution = p_sky_contribution;
+ env->reflection_source = p_reflection_source;
}
void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
+ env->glow_enabled = p_enable;
+ env->glow_levels = p_levels;
+ env->glow_intensity = p_intensity;
+ env->glow_strength = p_strength;
+ env->glow_mix = p_mix;
+ env->glow_bloom = p_bloom_threshold;
+ env->glow_blend_mode = p_blend_mode;
+ env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
+ env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
+ env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
+ env->glow_map_strength = p_glow_map_strength;
+ env->glow_map = p_glow_map;
}
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
+ glow_bicubic_upscale = p_enable;
}
void RasterizerSceneGLES3::environment_glow_set_use_high_quality(bool p_enable) {
+ glow_high_quality = p_enable;
}
void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->ssr_enabled = p_enable;
+ env->ssr_max_steps = p_max_steps;
+ env->ssr_fade_in = p_fade_int;
+ env->ssr_fade_out = p_fade_out;
+ env->ssr_depth_tolerance = p_depth_tolerance;
}
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
}
void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
@@ -248,12 +402,43 @@ void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::Envi
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->exposure = p_exposure;
+ env->tone_mapper = p_tone_mapper;
+ if (!env->auto_exposure && p_auto_exposure) {
+ env->auto_exposure_version = ++auto_exposure_counter;
+ }
+ env->auto_exposure = p_auto_exposure;
+ env->white = p_white;
+ env->min_luminance = p_min_luminance;
+ env->max_luminance = p_max_luminance;
+ env->auto_exp_speed = p_auto_exp_speed;
+ env->auto_exp_scale = p_auto_exp_scale;
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->adjustments_enabled = p_enable;
+ env->adjustments_brightness = p_brightness;
+ env->adjustments_contrast = p_contrast;
+ env->adjustments_saturation = p_saturation;
+ env->use_1d_color_correction = p_use_1d_color_correction;
+ env->color_correction = p_color_correction;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) {
+ Environment *env = environment_owner.get_or_null(p_env);
+ ERR_FAIL_COND(!env);
+ env->fog_enabled = p_enable;
+ env->fog_light_color = p_light_color;
+ env->fog_light_energy = p_light_energy;
+ env->fog_sun_scatter = p_sun_scatter;
+ env->fog_density = p_density;
+ env->fog_height = p_height;
+ env->fog_height_density = p_height_density;
+ env->fog_aerial_perspective = p_aerial_perspective;
}
void RasterizerSceneGLES3::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
@@ -266,19 +451,25 @@ 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() {
@@ -409,6 +600,148 @@ 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) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ RENDER_TIMESTAMP("Setup 3D Scene");
+ // assign render data
+ // Use the format from rendererRD
+ RenderDataGLES3 render_data;
+ {
+ render_data.render_buffers = p_render_buffers;
+
+ // Our first camera is used by default
+ render_data.cam_transform = p_camera_data->main_transform;
+ render_data.cam_projection = p_camera_data->main_projection;
+ render_data.view_projection[0] = p_camera_data->main_projection;
+ render_data.cam_ortogonal = p_camera_data->is_ortogonal;
+
+ 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.voxel_gi_instances = &p_voxel_gi_instances;
+ //render_data.decals = &p_decals;
+ //render_data.lightmaps = &p_lightmaps;
+ //render_data.fog_volumes = &p_fog_volumes;
+ render_data.environment = p_environment;
+ render_data.camera_effects = p_camera_effects;
+ render_data.shadow_atlas = p_shadow_atlas;
+ render_data.reflection_atlas = p_reflection_atlas;
+ render_data.reflection_probe = p_reflection_probe;
+ render_data.reflection_probe_pass = p_reflection_probe_pass;
+
+ // this should be the same for all cameras..
+ render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
+ render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ render_data.screen_mesh_lod_threshold = 0.0;
+ } else {
+ render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
+ }
+ render_data.render_info = r_render_info;
+ }
+
+ PagedArray<RID> empty;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ render_data.lights = &empty;
+ render_data.reflection_probes = &empty;
+ }
+
+ RenderBuffers *rb = nullptr;
+ //RasterizerStorageGLES3::RenderTarget *rt = nullptr;
+ if (p_render_buffers.is_valid()) {
+ rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+ //rt = texture_storage->render_target_owner.get_or_null(rb->render_target);
+ //ERR_FAIL_COND(!rt);
+ }
+
+ 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;
+
+ glDepthFunc(GL_LEQUAL);
+
+ /* Depth Prepass */
+
+ glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+
+ if (!fb_cleared) {
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ }
+
+ bool draw_sky = false;
+ bool keep_color = false;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 1);
+ }
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
+ } else if (is_environment(p_environment)) {
+ RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
+ float bg_energy = env->bg_energy; //environment_get_bg_energy(p_environment);
+ switch (bg_mode) {
+ case RS::ENV_BG_CLEAR_COLOR: {
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ } break;
+ case RS::ENV_BG_COLOR: {
+ clear_color = env->bg_color; //environment_get_bg_color(p_environment);
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ } break;
+ case RS::ENV_BG_SKY: {
+ draw_sky = true;
+ } break;
+ case RS::ENV_BG_CANVAS: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_KEEP: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_CAMERA_FEED: {
+ } break;
+ default: {
+ }
+ }
+ }
+
+ if (!keep_color) {
+ glClearBufferfv(GL_COLOR, 0, clear_color.components);
+ }
+
+ if (draw_sky) {
+ //_draw_sky(sky, render_data.cam_projection, render_data.cam_transform, env->sky_custom_fov, env->bg_energy, env->sky_orientation);
+ }
+
+ if (p_render_buffers.is_valid()) {
+ /*
+ RENDER_TIMESTAMP("Tonemap");
+ _render_buffers_post_process_and_tonemap(&render_data);
+ */
+
+ _render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
+ }
+ texture_storage->render_target_disable_clear_request(rb->render_target);
}
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) {
@@ -417,20 +750,203 @@ void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, c
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
}
-void RasterizerSceneGLES3::set_scene_pass(uint64_t p_pass) {
-}
-
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
+ time = p_time;
+ time_step = p_step;
}
void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
+ debug_draw = p_debug_draw;
}
RID RasterizerSceneGLES3::render_buffers_create() {
- return RID();
+ RenderBuffers rb;
+ return render_buffers_owner.make_rid(rb);
+}
+
+/* BACK FBO */
+/* For MSAA */
+/*
+#ifndef JAVASCRIPT_ENABLED
+ if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_8X) {
+ rt->multisample_active = true;
+
+ static const int msaa_value[] = { 0, 2, 4, 8, 16 };
+ int msaa = msaa_value[rt->msaa];
+
+ int max_samples = 0;
+ glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
+ if (msaa > max_samples) {
+ WARN_PRINT("MSAA must be <= GL_MAX_SAMPLES, falling-back to GL_MAX_SAMPLES = " + itos(max_samples));
+ msaa = max_samples;
+ }
+
+ //regular fbo
+ glGenFramebuffers(1, &rt->multisample_fbo);
+ bind_framebuffer(rt->multisample_fbo);
+
+ glGenRenderbuffers(1, &rt->multisample_depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_depth);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, config.depth_buffer_internalformat, rt->size.x, rt->size.y);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->multisample_depth);
+
+ glGenRenderbuffers(1, &rt->multisample_color);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->multisample_color);
+ glRenderbufferStorageMultisample(GL_RENDERBUFFER, msaa, color_internal_format, rt->size.x, rt->size.y);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, rt->multisample_color);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ // Delete allocated resources and default to no MSAA
+ WARN_PRINT_ONCE("Cannot allocate back framebuffer for MSAA");
+ printf("err status: %x\n", status);
+ rt->multisample_active = false;
+
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+ rt->multisample_color = 0;
+ }
+
+ glBindRenderbuffer(GL_RENDERBUFFER, 0);
+ bind_framebuffer(0);
+
+ } else
+#endif // JAVASCRIPT_ENABLED
+ {
+ rt->multisample_active = false;
+ }
+ */
+
+// copy texscreen buffers
+// if (!(rt->flags[RendererStorage::RENDER_TARGET_NO_SAMPLING])) {
+/*
+if (false) {
+glGenTextures(1, &rt->copy_screen_effect.color);
+glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
+
+if (rt->flags[RendererStorage::RENDER_TARGET_TRANSPARENT]) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->size.x, rt->size.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+} else {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->size.x, rt->size.y, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
+}
+
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+glGenFramebuffers(1, &rt->copy_screen_effect.fbo);
+bind_framebuffer(rt->copy_screen_effect.fbo);
+glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0);
+
+glClearColor(0, 0, 0, 0);
+glClear(GL_COLOR_BUFFER_BIT);
+
+GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _clear_render_target(rt);
+ ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
}
+}
+*/
void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ //rb->internal_width = p_internal_width; // ignore for now
+ //rb->internal_height = p_internal_height;
+ rb->width = p_width;
+ rb->height = p_height;
+ //rb->fsr_sharpness = p_fsr_sharpness;
+ rb->render_target = p_render_target;
+ //rb->msaa = p_msaa;
+ //rb->screen_space_aa = p_screen_space_aa;
+ //rb->use_debanding = p_use_debanding;
+ //rb->view_count = p_view_count;
+
+ _free_render_buffer_data(rb);
+
+ GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
+
+ // framebuffer
+ glGenFramebuffers(1, &rb->framebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
+
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+
+ glGenTextures(1, &rb->depth_texture);
+ glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rb->depth_texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ _free_render_buffer_data(rb);
+ WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
+ return;
+ }
+}
+
+void RasterizerSceneGLES3::_free_render_buffer_data(RenderBuffers *rb) {
+ if (rb->depth_texture) {
+ glDeleteTextures(1, &rb->depth_texture);
+ rb->depth_texture = 0;
+ }
+ if (rb->framebuffer) {
+ glDeleteFramebuffers(1, &rb->framebuffer);
+ rb->framebuffer = 0;
+ }
+}
+
+//clear render buffers
+/*
+
+
+ if (rt->copy_screen_effect.color) {
+ glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
+ rt->copy_screen_effect.fbo = 0;
+
+ glDeleteTextures(1, &rt->copy_screen_effect.color);
+ rt->copy_screen_effect.color = 0;
+ }
+
+ if (rt->multisample_active) {
+ glDeleteFramebuffers(1, &rt->multisample_fbo);
+ rt->multisample_fbo = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_depth);
+ rt->multisample_depth = 0;
+
+ glDeleteRenderbuffers(1, &rt->multisample_color);
+
+ rt->multisample_color = 0;
+ }
+*/
+
+void RasterizerSceneGLES3::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
}
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
@@ -454,10 +970,27 @@ TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const Vector
}
bool RasterizerSceneGLES3::free(RID p_rid) {
- return false;
+ if (environment_owner.owns(p_rid)) {
+ environment_owner.free(p_rid);
+ } else if (sky_owner.owns(p_rid)) {
+ Sky *sky = sky_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!sky, false);
+ sky->free();
+ sky_owner.free(p_rid);
+ } else if (render_buffers_owner.owns(p_rid)) {
+ RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!rb, false);
+ _free_render_buffer_data(rb);
+ render_buffers_owner.free(p_rid);
+
+ } else {
+ return false;
+ }
+ return true;
}
void RasterizerSceneGLES3::update() {
+ _update_dirty_skys();
}
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
@@ -469,7 +1002,48 @@ void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
-RasterizerSceneGLES3::RasterizerSceneGLES3() {
+RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ storage = p_storage;
+
+ {
+ // 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";
+ state.sky_shader.initialize(global_defines);
+ sky_globals.shader_default_version = state.sky_shader.version_create();
+ state.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
+ }
+
+ {
+ sky_globals.default_shader = material_storage->shader_allocate();
+
+ material_storage->shader_initialize(sky_globals.default_shader);
+
+ material_storage->shader_set_code(sky_globals.default_shader, R"(
+// Default sky shader.
+
+shader_type sky;
+
+void sky() {
+ COLOR = vec3(0.0);
+}
+)");
+ sky_globals.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(sky_globals.default_material);
+
+ material_storage->material_set_shader(sky_globals.default_material, sky_globals.default_shader);
+ }
+}
+
+RasterizerSceneGLES3::~RasterizerSceneGLES3() {
+ state.sky_shader.version_free(sky_globals.shader_default_version);
+ storage->free(sky_globals.default_material);
+ storage->free(sky_globals.default_shader);
}
#endif // GLES3_ENABLED