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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h733
1 files changed, 733 insertions, 0 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
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+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -0,0 +1,733 @@
+#ifndef RASTERIZERSCENEGLES3_H
+#define RASTERIZERSCENEGLES3_H
+
+#include "rasterizer_storage_gles3.h"
+#include "drivers/gles3/shaders/scene.glsl.h"
+#include "drivers/gles3/shaders/cube_to_dp.glsl.h"
+#include "drivers/gles3/shaders/resolve.glsl.h"
+#include "drivers/gles3/shaders/screen_space_reflection.glsl.h"
+#include "drivers/gles3/shaders/effect_blur.glsl.h"
+#include "drivers/gles3/shaders/subsurf_scattering.glsl.h"
+#include "drivers/gles3/shaders/ssao_minify.glsl.h"
+#include "drivers/gles3/shaders/ssao.glsl.h"
+#include "drivers/gles3/shaders/ssao_blur.glsl.h"
+#include "drivers/gles3/shaders/exposure.glsl.h"
+#include "drivers/gles3/shaders/tonemap.glsl.h"
+
+class RasterizerSceneGLES3 : public RasterizerScene {
+public:
+
+ enum ShadowFilterMode {
+ SHADOW_FILTER_NEAREST,
+ SHADOW_FILTER_PCF5,
+ SHADOW_FILTER_PCF13,
+ };
+
+
+ ShadowFilterMode shadow_filter_mode;
+
+ uint64_t shadow_atlas_realloc_tolerance_msec;
+
+ enum SubSurfaceScatterQuality {
+ SSS_QUALITY_LOW,
+ SSS_QUALITY_MEDIUM,
+ SSS_QUALITY_HIGH,
+ };
+
+ SubSurfaceScatterQuality subsurface_scatter_quality;
+ float subsurface_scatter_size;
+ bool subsurface_scatter_follow_surface;
+
+ uint64_t render_pass;
+ uint64_t scene_pass;
+ uint32_t current_material_index;
+ uint32_t current_geometry_index;
+
+ RID default_material;
+ RID default_material_twosided;
+ RID default_shader;
+ RID default_shader_twosided;
+
+ RasterizerStorageGLES3 *storage;
+
+ Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
+ int exposure_shrink_size;
+
+ struct State {
+
+
+
+ bool texscreen_copied;
+ int current_blend_mode;
+ float current_line_width;
+ int current_depth_draw;
+ GLuint current_main_tex;
+
+ SceneShaderGLES3 scene_shader;
+ CubeToDpShaderGLES3 cube_to_dp_shader;
+ ResolveShaderGLES3 resolve_shader;
+ ScreenSpaceReflectionShaderGLES3 ssr_shader;
+ EffectBlurShaderGLES3 effect_blur_shader;
+ SubsurfScatteringShaderGLES3 sss_shader;
+ SsaoMinifyShaderGLES3 ssao_minify_shader;
+ SsaoShaderGLES3 ssao_shader;
+ SsaoBlurShaderGLES3 ssao_blur_shader;
+ ExposureShaderGLES3 exposure_shader;
+ TonemapShaderGLES3 tonemap_shader;
+
+
+ struct SceneDataUBO {
+
+ float projection_matrix[16];
+ float camera_inverse_matrix[16];
+ float camera_matrix[16];
+ float time[4];
+ float ambient_light_color[4];
+ float bg_color[4];
+ float ambient_energy;
+ float bg_energy;
+ float shadow_z_offset;
+ float shadow_slope_scale;
+ float shadow_dual_paraboloid_render_zfar;
+ float shadow_dual_paraboloid_render_side;
+ float shadow_atlas_pixel_size[2];
+ float shadow_directional_pixel_size[2];
+ float reflection_multiplier;
+ float subsurface_scatter_width;
+ float ambient_occlusion_affect_light;
+
+ } ubo_data;
+
+ GLuint scene_ubo;
+
+ struct EnvironmentRadianceUBO {
+
+ float transform[16];
+ float box_min[4]; //unused for now
+ float box_max[4];
+ float ambient_contribution;
+
+ } env_radiance_data;
+
+ GLuint env_radiance_ubo;
+
+ GLuint brdf_texture;
+
+ GLuint skybox_verts;
+ GLuint skybox_array;
+
+ GLuint directional_ubo;
+
+ GLuint spot_array_ubo;
+ GLuint omni_array_ubo;
+ GLuint reflection_array_ubo;
+
+ GLuint immediate_buffer;
+ GLuint immediate_array;
+
+ uint32_t ubo_light_size;
+ uint8_t *spot_array_tmp;
+ uint8_t *omni_array_tmp;
+ uint8_t *reflection_array_tmp;
+
+ int max_ubo_lights;
+ int max_forward_lights_per_object;
+ int max_ubo_reflections;
+ int max_skeleton_bones;
+
+
+
+ int spot_light_count;
+ int omni_light_count;
+ int directional_light_count;
+ int reflection_probe_count;
+
+ bool cull_front;
+ bool used_sss;
+
+ } state;
+
+
+ /* SHADOW ATLAS API */
+
+ struct ShadowAtlas : public RID_Data {
+
+ enum {
+ QUADRANT_SHIFT=27,
+ SHADOW_INDEX_MASK=(1<<QUADRANT_SHIFT)-1,
+ SHADOW_INVALID=0xFFFFFFFF
+ };
+
+ struct Quadrant {
+
+ uint32_t subdivision;
+
+ struct Shadow {
+ RID owner;
+ uint64_t version;
+ uint64_t alloc_tick;
+
+ Shadow() {
+ version=0;
+ alloc_tick=0;
+ }
+ };
+
+ Vector<Shadow> shadows;
+
+ Quadrant() {
+ subdivision=0; //not in use
+ }
+
+ } quadrants[4];
+
+ int size_order[4];
+ uint32_t smallest_subdiv;
+
+ int size;
+
+ GLuint fbo;
+ GLuint depth;
+
+ Map<RID,uint32_t> shadow_owners;
+ };
+
+ struct ShadowCubeMap {
+
+ GLuint fbo_id[6];
+ GLuint cubemap;
+ int size;
+ };
+
+ Vector<ShadowCubeMap> shadow_cubemaps;
+
+ RID_Owner<ShadowAtlas> shadow_atlas_owner;
+
+ RID shadow_atlas_create();
+ void shadow_atlas_set_size(RID p_atlas,int p_size);
+ void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision);
+ bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+ bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version);
+
+
+ struct DirectionalShadow {
+ GLuint fbo;
+ GLuint depth;
+ int light_count;
+ int size;
+ int current_light;
+ } directional_shadow;
+
+ virtual int get_directional_light_shadow_size(RID p_light_intance);
+ virtual void set_directional_shadow_count(int p_count);
+
+ /* REFLECTION PROBE ATLAS API */
+
+ struct ReflectionAtlas : public RID_Data {
+
+ int subdiv;
+ int size;
+
+ struct Reflection {
+ RID owner;
+ uint64_t last_frame;
+ };
+
+ GLuint fbo[6];
+ GLuint color;
+
+ Vector<Reflection> reflections;
+ };
+
+ mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
+
+ virtual RID reflection_atlas_create();
+ virtual void reflection_atlas_set_size(RID p_ref_atlas,int p_size);
+ virtual void reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv);
+
+ /* REFLECTION CUBEMAPS */
+
+ struct ReflectionCubeMap {
+
+ GLuint fbo_id[6];
+ GLuint cubemap;
+ GLuint depth;
+ int size;
+ };
+
+ Vector<ReflectionCubeMap> reflection_cubemaps;
+
+ /* REFLECTION PROBE INSTANCE */
+
+ struct ReflectionProbeInstance : public RID_Data {
+
+ RasterizerStorageGLES3::ReflectionProbe *probe_ptr;
+ RID probe;
+ RID self;
+ RID atlas;
+
+ int reflection_atlas_index;
+
+ int render_step;
+
+
+
+ uint64_t last_pass;
+ int reflection_index;
+
+ Transform transform;
+ };
+
+ struct ReflectionProbeDataUBO {
+
+ float box_extents[4];
+ float box_ofs[4];
+ float params[4]; // intensity, 0, 0, boxproject
+ float ambient[4]; //color, probe contrib
+ float atlas_clamp[4];
+ float local_matrix[16]; //up to here for spot and omni, rest is for directional
+ //notes: for ambientblend, use distance to edge to blend between already existing global environment
+ };
+
+
+ mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
+
+ virtual RID reflection_probe_instance_create(RID p_probe);
+ virtual void reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform);
+ virtual void reflection_probe_release_atlas_index(RID p_instance);
+ virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
+ virtual bool reflection_probe_instance_has_reflection(RID p_instance);
+ virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
+ virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
+
+
+
+
+ /* ENVIRONMENT API */
+
+ struct Environment : public RID_Data {
+
+ VS::EnvironmentBG bg_mode;
+
+ RID skybox;
+ float skybox_scale;
+
+ Color bg_color;
+ float bg_energy;
+ float skybox_ambient;
+
+ Color ambient_color;
+ float ambient_energy;
+ float ambient_skybox_contribution;
+
+ int canvas_max_layer;
+
+ bool ssr_enabled;
+ int ssr_max_steps;
+ float ssr_accel;
+ float ssr_fade;
+ float ssr_depth_tolerance;
+ bool ssr_smooth;
+ bool ssr_roughness;
+
+
+ bool ssao_enabled;
+ float ssao_intensity;
+ float ssao_radius;
+ float ssao_intensity2;
+ float ssao_radius2;
+ float ssao_bias;
+ float ssao_light_affect;
+ Color ssao_color;
+ bool ssao_filter;
+
+ bool glow_enabled;
+ int glow_levels;
+ float glow_intensity;
+ float glow_strength;
+ float glow_bloom;
+ VS::EnvironmentGlowBlendMode glow_blend_mode;
+ float glow_hdr_bleed_treshold;
+ float glow_hdr_bleed_scale;
+ bool glow_bicubic_upscale;
+
+ VS::EnvironmentToneMapper tone_mapper;
+ float tone_mapper_exposure;
+ float tone_mapper_exposure_white;
+ bool auto_exposure;
+ float auto_exposure_speed;
+ float auto_exposure_min;
+ float auto_exposure_max;
+ float auto_exposure_grey;
+
+ bool dof_blur_far_enabled;
+ float dof_blur_far_distance;
+ float dof_blur_far_transition;
+ float dof_blur_far_amount;
+ VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
+
+ bool dof_blur_near_enabled;
+ float dof_blur_near_distance;
+ float dof_blur_near_transition;
+ float dof_blur_near_amount;
+ VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
+
+ Environment() {
+ bg_mode=VS::ENV_BG_CLEAR_COLOR;
+ skybox_scale=1.0;
+ bg_energy=1.0;
+ skybox_ambient=0;
+ ambient_energy=1.0;
+ ambient_skybox_contribution=0.0;
+ canvas_max_layer=0;
+
+ ssr_enabled=false;
+ ssr_max_steps=64;
+ ssr_accel=0.04;
+ ssr_fade=2.0;
+ ssr_depth_tolerance=0.2;
+ ssr_smooth=true;
+ ssr_roughness=true;
+
+ ssao_enabled=false;
+ ssao_intensity=1.0;
+ ssao_radius=1.0;
+ ssao_intensity2=1.0;
+ ssao_radius2=0.0;
+ ssao_bias=0.01;
+ ssao_light_affect=0;
+ ssao_filter=true;
+
+ tone_mapper=VS::ENV_TONE_MAPPER_LINEAR;
+ tone_mapper_exposure=1.0;
+ tone_mapper_exposure_white=1.0;
+ auto_exposure=false;
+ auto_exposure_speed=0.5;
+ auto_exposure_min=0.05;
+ auto_exposure_max=8;
+ auto_exposure_grey=0.4;
+
+ glow_enabled=false;
+ glow_levels=(1<<2)|(1<<4);
+ glow_intensity=0.8;
+ glow_strength=1.0;
+ glow_bloom=0.0;
+ glow_blend_mode=VS::GLOW_BLEND_MODE_SOFTLIGHT;
+ glow_hdr_bleed_treshold=1.0;
+ glow_hdr_bleed_scale=2.0;
+ glow_bicubic_upscale=false;
+
+ dof_blur_far_enabled=false;
+ dof_blur_far_distance=10;
+ dof_blur_far_transition=5;
+ dof_blur_far_amount=0.1;
+ dof_blur_far_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
+
+ dof_blur_near_enabled=false;
+ dof_blur_near_distance=2;
+ dof_blur_near_transition=1;
+ dof_blur_near_amount=0.1;
+ dof_blur_near_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
+
+ }
+ };
+
+ RID_Owner<Environment> environment_owner;
+
+ virtual RID environment_create();
+
+ virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
+ virtual void environment_set_skybox(RID p_env,RID p_skybox);
+ virtual void environment_set_skybox_scale(RID p_env,float p_scale);
+ virtual void environment_set_bg_color(RID p_env,const Color& p_color);
+ virtual void environment_set_bg_energy(RID p_env,float p_energy);
+ virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
+ virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0);
+
+ virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality);
+ virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality);
+ virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale);
+ virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
+
+ virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness);
+ virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur);
+
+
+ virtual void environment_set_tonemap(RID p_env,VS::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);
+
+ virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp);
+
+
+ /* LIGHT INSTANCE */
+
+ struct LightDataUBO {
+
+ float light_pos_inv_radius[4];
+ float light_direction_attenuation[4];
+ float light_color_energy[4];
+ float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
+ float light_clamp[4];
+ float light_shadow_color[4];
+ float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
+ float shadow_matrix2[16];
+ float shadow_matrix3[16];
+ float shadow_matrix4[16];
+ float shadow_split_offsets[4];
+
+ };
+
+ struct LightInstance : public RID_Data {
+
+ struct ShadowTransform {
+
+ CameraMatrix camera;
+ Transform transform;
+ float farplane;
+ float split;
+ };
+
+
+
+ ShadowTransform shadow_transform[4];
+
+ RID self;
+ RID light;
+ RasterizerStorageGLES3::Light *light_ptr;
+ Transform transform;
+
+ Vector3 light_vector;
+ Vector3 spot_vector;
+ float linear_att;
+
+ uint64_t shadow_pass;
+ uint64_t last_scene_pass;
+ uint64_t last_scene_shadow_pass;
+ uint64_t last_pass;
+ uint16_t light_index;
+ uint16_t light_directional_index;
+
+ uint32_t current_shadow_atlas_key;
+
+ Vector2 dp;
+
+ Rect2 directional_rect;
+
+
+ Set<RID> shadow_atlases; //shadow atlases where this light is registered
+
+ LightInstance() { }
+
+ };
+
+ mutable RID_Owner<LightInstance> light_instance_owner;
+
+ virtual RID light_instance_create(RID p_light);
+ virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
+ virtual void light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass);
+ virtual void light_instance_mark_visible(RID p_light_instance);
+
+ /* REFLECTION INSTANCE */
+
+ struct GIProbeInstance : public RID_Data {
+ RID data;
+ RasterizerStorageGLES3::GIProbe *probe;
+ GLuint tex_cache;
+ Vector3 cell_size_cache;
+ Vector3 bounds;
+ Transform transform_to_data;
+
+ GIProbeInstance() { probe=NULL; tex_cache=0; }
+ };
+
+
+
+ mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
+
+ virtual RID gi_probe_instance_create();
+ virtual void gi_probe_instance_set_light_data(RID p_probe,RID p_base,RID p_data);
+ virtual void gi_probe_instance_set_transform_to_data(RID p_probe,const Transform& p_xform);
+ virtual void gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds);
+
+ /* RENDER LIST */
+
+ struct RenderList {
+
+ enum {
+ DEFAULT_MAX_ELEMENTS=65536,
+ SORT_FLAG_SKELETON=1,
+ SORT_FLAG_INSTANCING=2,
+ MAX_DIRECTIONAL_LIGHTS=16,
+ MAX_LIGHTS=4096,
+ MAX_REFLECTIONS=1024,
+
+
+ SORT_KEY_DEPTH_LAYER_SHIFT=60,
+ SORT_KEY_UNSHADED_FLAG=uint64_t(1)<<59,
+ SORT_KEY_NO_DIRECTIONAL_FLAG=uint64_t(1)<<58,
+ SORT_KEY_GI_PROBES_FLAG=uint64_t(1)<<57,
+ SORT_KEY_SHADING_SHIFT=57,
+ SORT_KEY_SHADING_MASK=7,
+ SORT_KEY_MATERIAL_INDEX_SHIFT=40,
+ SORT_KEY_GEOMETRY_INDEX_SHIFT=20,
+ SORT_KEY_GEOMETRY_TYPE_SHIFT=15,
+ SORT_KEY_SKELETON_FLAG=2,
+ SORT_KEY_MIRROR_FLAG=1
+
+ };
+
+ int max_elements;
+
+ struct Element {
+
+ RasterizerScene::InstanceBase *instance;
+ RasterizerStorageGLES3::Geometry *geometry;
+ RasterizerStorageGLES3::Material *material;
+ RasterizerStorageGLES3::GeometryOwner *owner;
+ uint64_t sort_key;
+
+ };
+
+
+ Element *_elements;
+ Element **elements;
+
+ int element_count;
+ int alpha_element_count;
+
+
+ void clear() {
+
+ element_count=0;
+ alpha_element_count=0;
+ }
+
+ //should eventually be replaced by radix
+
+ struct SortByKey {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ return A->sort_key < B->sort_key;
+ }
+ };
+
+ void sort_by_key(bool p_alpha) {
+
+ SortArray<Element*,SortByKey> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count);
+ } else {
+ sorter.sort(elements,element_count);
+ }
+ }
+
+ struct SortByDepth {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ return A->instance->depth > B->instance->depth;
+ }
+ };
+
+ void sort_by_depth(bool p_alpha) {
+
+ SortArray<Element*,SortByDepth> sorter;
+ if (p_alpha) {
+ sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count);
+ } else {
+ sorter.sort(elements,element_count);
+ }
+ }
+
+
+ _FORCE_INLINE_ Element* add_element() {
+
+ if (element_count+alpha_element_count>=max_elements)
+ return NULL;
+ elements[element_count]=&_elements[element_count];
+ return elements[element_count++];
+ }
+
+ _FORCE_INLINE_ Element* add_alpha_element() {
+
+ if (element_count+alpha_element_count>=max_elements)
+ return NULL;
+ int idx = max_elements-alpha_element_count-1;
+ elements[idx]=&_elements[idx];
+ alpha_element_count++;
+ return elements[idx];
+ }
+
+ void init() {
+
+ element_count = 0;
+ alpha_element_count =0;
+ elements=memnew_arr(Element*,max_elements);
+ _elements=memnew_arr(Element,max_elements);
+ for (int i=0;i<max_elements;i++)
+ elements[i]=&_elements[i]; // assign elements
+
+ }
+
+
+ RenderList() {
+
+ max_elements=DEFAULT_MAX_ELEMENTS;
+ }
+
+ ~RenderList() {
+ memdelete_arr(elements);
+ memdelete_arr(_elements);
+ }
+ };
+
+
+ LightInstance *directional_light;
+ LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
+
+
+
+ RenderList render_list;
+
+ _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull);
+
+ _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
+ _FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection);
+ _FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
+ _FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
+ _FORCE_INLINE_ void _setup_light(RenderList::Element *e,const Transform& p_view_transform);
+
+ void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
+
+
+ _FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow);
+
+ void _draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox, const CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale);
+
+ void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform& p_cam_transform);
+ void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transformm, bool p_use_shadows);
+ void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_shadow_atlas);
+ void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform& p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_reflection_atlas, Environment *p_env);
+
+ void _copy_screen();
+ void _copy_to_front_buffer(Environment *env);
+ void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug
+
+ void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow);
+
+ void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
+ void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
+
+ virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass);
+ virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count);
+ virtual bool free(RID p_rid);
+
+ void _generate_brdf();
+
+ virtual void set_scene_pass(uint64_t p_pass);
+
+ void iteration();
+ void initialize();
+ void finalize();
+ RasterizerSceneGLES3();
+};
+
+#endif // RASTERIZERSCENEGLES3_H