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path: root/drivers/gles3/rasterizer_scene_gles3.h
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.h')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h37
1 files changed, 19 insertions, 18 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 55d314a800..3e15da52ab 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -77,6 +77,9 @@ public:
RID default_shader;
RID default_shader_twosided;
+ RID default_overdraw_material;
+ RID default_overdraw_shader;
+
RasterizerStorageGLES3 *storage;
Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
@@ -108,7 +111,6 @@ public:
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 fog_color_enabled[4];
@@ -116,14 +118,15 @@ public:
float ambient_energy;
float bg_energy;
- float shadow_z_offset;
- float shadow_slope_scale;
+ float z_offset;
+ float z_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
float screen_pixel_size[2];
float shadow_atlas_pixel_size[2];
float shadow_directional_pixel_size[2];
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
@@ -152,8 +155,6 @@ public:
GLuint env_radiance_ubo;
- GLuint brdf_texture;
-
GLuint sky_verts;
GLuint sky_array;
@@ -187,6 +188,7 @@ public:
bool used_sss;
bool used_screen_texture;
+ VS::ViewportDebugDraw debug_draw;
} state;
/* SHADOW ATLAS API */
@@ -358,10 +360,9 @@ public:
bool ssr_enabled;
int ssr_max_steps;
- float ssr_accel;
- float ssr_fade;
+ float ssr_fade_in;
+ float ssr_fade_out;
float ssr_depth_tolerance;
- bool ssr_smooth;
bool ssr_roughness;
bool ssao_enabled;
@@ -437,10 +438,9 @@ public:
ssr_enabled = false;
ssr_max_steps = 64;
- ssr_accel = 0.04;
- ssr_fade = 2.0;
+ ssr_fade_in = 0.15;
+ ssr_fade_out = 2.0;
ssr_depth_tolerance = 0.2;
- ssr_smooth = true;
ssr_roughness = true;
ssao_enabled = false;
@@ -525,7 +525,7 @@ public:
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_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, 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);
@@ -561,6 +561,7 @@ public:
Transform transform;
float farplane;
float split;
+ float bias_scale;
};
ShadowTransform shadow_transform[4];
@@ -596,7 +597,7 @@ public:
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_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
virtual void light_instance_mark_visible(RID p_light_instance);
/* REFLECTION INSTANCE */
@@ -635,9 +636,10 @@ public:
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,
+//64 bits unsupported in MSVC
+#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59)
+#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58)
+#define 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,
@@ -783,9 +785,8 @@ public:
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);
+ virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);
void iteration();
void initialize();