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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h517
1 files changed, 485 insertions, 32 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index ed529beb25..d9a848c0f6 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -34,6 +34,7 @@
#ifdef GLES3_ENABLED
#include "core/math/camera_matrix.h"
+#include "core/templates/paged_allocator.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "rasterizer_storage_gles3.h"
@@ -42,15 +43,60 @@
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
#include "shader_gles3.h"
+#include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/sky.glsl.gen.h"
-// Copied from renderer_scene_render_rd
+enum RenderListType {
+ RENDER_LIST_OPAQUE, //used for opaque objects
+ RENDER_LIST_ALPHA, //used for transparent objects
+ RENDER_LIST_SECONDARY, //used for shadows and other objects
+ RENDER_LIST_MAX
+};
+
+enum PassMode {
+ PASS_MODE_COLOR,
+ PASS_MODE_COLOR_TRANSPARENT,
+ PASS_MODE_COLOR_ADDITIVE,
+ PASS_MODE_SHADOW,
+ PASS_MODE_DEPTH,
+};
+
+// These should share as much as possible with SkyUniform Location
+enum SceneUniformLocation {
+ SCENE_TONEMAP_UNIFORM_LOCATION,
+ SCENE_GLOBALS_UNIFORM_LOCATION,
+ SCENE_DATA_UNIFORM_LOCATION,
+ SCENE_MATERIAL_UNIFORM_LOCATION,
+ SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
+ SCENE_OMNILIGHT_UNIFORM_LOCATION,
+ SCENE_SPOTLIGHT_UNIFORM_LOCATION,
+ SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
+};
+
+enum SkyUniformLocation {
+ SKY_TONEMAP_UNIFORM_LOCATION,
+ SKY_GLOBALS_UNIFORM_LOCATION,
+ SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
+ SKY_MATERIAL_UNIFORM_LOCATION,
+ SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
+};
+
+enum {
+ SPEC_CONSTANT_DISABLE_LIGHTMAP = 0,
+ SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 1,
+ SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 2,
+ SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 3,
+ SPEC_CONSTANT_DISABLE_FOG = 4,
+};
+
struct RenderDataGLES3 {
RID render_buffers = RID();
+ bool transparent_bg = false;
Transform3D cam_transform = Transform3D();
+ Transform3D inv_cam_transform = Transform3D();
CameraMatrix cam_projection = CameraMatrix();
- bool cam_ortogonal = false;
+ bool cam_orthogonal = false;
// For stereo rendering
uint32_t view_count = 1;
@@ -62,14 +108,8 @@ struct RenderDataGLES3 {
const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
- //const PagedArray<RID> *voxel_gi_instances = nullptr;
- //const PagedArray<RID> *decals = nullptr;
- //const PagedArray<RID> *lightmaps = nullptr;
- //const PagedArray<RID> *fog_volumes = nullptr;
RID environment = RID();
RID camera_effects = RID();
- RID shadow_atlas = RID();
- RID reflection_atlas = RID();
RID reflection_probe = RID();
int reflection_probe_pass = 0;
@@ -78,6 +118,8 @@ struct RenderDataGLES3 {
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;
+ uint32_t spot_light_count = 0;
+ uint32_t omni_light_count = 0;
RendererScene::RenderInfo *render_info = nullptr;
};
@@ -91,16 +133,388 @@ private:
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
uint64_t scene_pass = 0;
- /* Sky */
- struct SkyGlobals {
- RID shader_current_version;
+ template <class T>
+ struct InstanceSort {
+ float depth;
+ T *instance = nullptr;
+ bool operator<(const InstanceSort &p_sort) const {
+ return depth < p_sort.depth;
+ }
+ };
+
+ struct SceneGlobals {
RID shader_default_version;
RID default_material;
RID default_shader;
- uint32_t max_directional_lights = 4;
- uint32_t roughness_layers = 8;
- uint32_t ggx_samples = 128;
- } sky_globals;
+ RID cubemap_filter_shader_version;
+ } scene_globals;
+
+ /* LIGHT INSTANCE */
+
+ struct LightData {
+ float position[3];
+ float inv_radius;
+
+ float direction[3]; // Only used by SpotLight
+ float size;
+
+ float color[3];
+ float attenuation;
+
+ float inv_spot_attenuation;
+ float cos_spot_angle;
+ float specular_amount;
+ uint32_t shadow_enabled;
+ };
+ static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");
+
+ struct DirectionalLightData {
+ float direction[3];
+ float energy;
+
+ float color[3];
+ float size;
+
+ uint32_t enabled; // For use by SkyShaders
+ float pad[2];
+ float specular;
+ };
+ static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");
+
+ struct LightInstance {
+ RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
+
+ AABB aabb;
+ RID self;
+ RID light;
+ Transform3D transform;
+
+ Vector3 light_vector;
+ Vector3 spot_vector;
+ float linear_att = 0.0;
+
+ uint64_t shadow_pass = 0;
+ uint64_t last_scene_pass = 0;
+ uint64_t last_scene_shadow_pass = 0;
+ uint64_t last_pass = 0;
+ uint32_t cull_mask = 0;
+ uint32_t light_directional_index = 0;
+
+ Rect2 directional_rect;
+
+ uint32_t gl_id = -1;
+
+ LightInstance() {}
+ };
+
+ mutable RID_Owner<LightInstance> light_instance_owner;
+
+ struct GeometryInstanceGLES3;
+
+ // Cached data for drawing surfaces
+ struct GeometryInstanceSurface {
+ enum {
+ FLAG_PASS_DEPTH = 1,
+ FLAG_PASS_OPAQUE = 2,
+ FLAG_PASS_ALPHA = 4,
+ FLAG_PASS_SHADOW = 8,
+ FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
+ FLAG_USES_SCREEN_TEXTURE = 2048,
+ FLAG_USES_DEPTH_TEXTURE = 4096,
+ FLAG_USES_NORMAL_TEXTURE = 8192,
+ FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384,
+ };
+
+ union {
+ struct {
+ uint64_t lod_index : 8;
+ uint64_t surface_index : 8;
+ uint64_t geometry_id : 32;
+ uint64_t material_id_low : 16;
+
+ uint64_t material_id_hi : 16;
+ uint64_t shader_id : 32;
+ uint64_t uses_softshadow : 1;
+ uint64_t uses_projector : 1;
+ uint64_t uses_forward_gi : 1;
+ uint64_t uses_lightmap : 1;
+ uint64_t depth_layer : 4;
+ uint64_t priority : 8;
+ };
+ struct {
+ uint64_t sort_key1;
+ uint64_t sort_key2;
+ };
+ } sort;
+
+ RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
+ uint32_t flags = 0;
+ uint32_t surface_index = 0;
+ uint32_t lod_index = 0;
+
+ void *surface = nullptr;
+ GLES3::SceneShaderData *shader = nullptr;
+ GLES3::SceneMaterialData *material = nullptr;
+
+ void *surface_shadow = nullptr;
+ GLES3::SceneShaderData *shader_shadow = nullptr;
+ GLES3::SceneMaterialData *material_shadow = nullptr;
+
+ GeometryInstanceSurface *next = nullptr;
+ GeometryInstanceGLES3 *owner = nullptr;
+ };
+
+ struct GeometryInstanceGLES3 : public GeometryInstance {
+ //used during rendering
+ bool mirror = false;
+ bool non_uniform_scale = false;
+ float lod_bias = 0.0;
+ float lod_model_scale = 1.0;
+ AABB transformed_aabb; //needed for LOD
+ float depth = 0;
+ uint32_t flags_cache = 0;
+ bool store_transform_cache = true;
+ int32_t shader_parameters_offset = -1;
+
+ uint32_t layer_mask = 1;
+ uint32_t instance_count = 0;
+
+ RID mesh_instance;
+ bool can_sdfgi = false;
+ bool using_projectors = false;
+ bool using_softshadows = false;
+ bool fade_near = false;
+ float fade_near_begin = 0;
+ float fade_near_end = 0;
+ bool fade_far = false;
+ float fade_far_begin = 0;
+ float fade_far_end = 0;
+ float force_alpha = 1.0;
+ float parent_fade_alpha = 1.0;
+
+ uint32_t omni_light_count = 0;
+ LocalVector<RID> omni_lights;
+ uint32_t spot_light_count = 0;
+ LocalVector<RID> spot_lights;
+ LocalVector<uint32_t> omni_light_gl_cache;
+ LocalVector<uint32_t> spot_light_gl_cache;
+
+ //used during setup
+ uint32_t base_flags = 0;
+ Transform3D transform;
+ GeometryInstanceSurface *surface_caches = nullptr;
+ SelfList<GeometryInstanceGLES3> dirty_list_element;
+
+ struct Data {
+ //data used less often goes into regular heap
+ RID base;
+ RS::InstanceType base_type;
+
+ RID skeleton;
+ Vector<RID> surface_materials;
+ RID material_override;
+ RID material_overlay;
+ AABB aabb;
+
+ bool use_dynamic_gi = false;
+ bool use_baked_light = false;
+ bool cast_double_sided_shadows = false;
+ bool mirror = false;
+ bool dirty_dependencies = false;
+
+ RendererStorage::DependencyTracker dependency_tracker;
+ };
+
+ Data *data = nullptr;
+
+ GeometryInstanceGLES3() :
+ dirty_list_element(this) {}
+ };
+
+ enum {
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
+ INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
+ INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
+ INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
+ INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
+ INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
+ INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
+ INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
+ };
+
+ static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
+ static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
+
+ SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list;
+
+ // Use PagedAllocator instead of RID to maximize performance
+ PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc;
+ PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc;
+
+ void _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);
+ void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh);
+ void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
+ void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _update_dirty_geometry_instances();
+
+ struct SceneState {
+ struct UBO {
+ float projection_matrix[16];
+ float inv_projection_matrix[16];
+ float inv_view_matrix[16];
+ float view_matrix[16];
+
+ float viewport_size[2];
+ float screen_pixel_size[2];
+
+ float ambient_light_color_energy[4];
+
+ float ambient_color_sky_mix;
+ uint32_t material_uv2_mode;
+ float pad2;
+ uint32_t use_ambient_light = 0;
+
+ uint32_t use_ambient_cubemap = 0;
+ uint32_t use_reflection_cubemap = 0;
+ float fog_aerial_perspective;
+ float time;
+
+ float radiance_inverse_xform[12];
+
+ uint32_t directional_light_count;
+ float z_far;
+ float z_near;
+ float pad1;
+
+ uint32_t fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+ };
+ static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
+
+ struct TonemapUBO {
+ float exposure = 1.0;
+ float white = 1.0;
+ int32_t tonemapper = 0;
+ int32_t pad = 0;
+ };
+ static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
+
+ UBO ubo;
+ GLuint ubo_buffer = 0;
+ GLuint tonemap_buffer = 0;
+
+ bool used_depth_prepass = false;
+
+ GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
+ GLES3::SceneShaderData::DepthDraw current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
+ GLES3::SceneShaderData::DepthTest current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED;
+ GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
+
+ bool texscreen_copied = false;
+ bool used_screen_texture = false;
+ bool used_normal_texture = false;
+ bool used_depth_texture = false;
+
+ LightData *omni_lights = nullptr;
+ LightData *spot_lights = nullptr;
+
+ InstanceSort<LightInstance> *omni_light_sort;
+ InstanceSort<LightInstance> *spot_light_sort;
+ GLuint omni_light_buffer = 0;
+ GLuint spot_light_buffer = 0;
+ uint32_t omni_light_count = 0;
+ uint32_t spot_light_count = 0;
+
+ DirectionalLightData *directional_lights = nullptr;
+ GLuint directional_light_buffer = 0;
+ } scene_state;
+
+ struct RenderListParameters {
+ GeometryInstanceSurface **elements = nullptr;
+ int element_count = 0;
+ bool reverse_cull = false;
+ uint32_t spec_constant_base_flags = 0;
+ bool force_wireframe = false;
+
+ RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint32_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
+ elements = p_elements;
+ element_count = p_element_count;
+ reverse_cull = p_reverse_cull;
+ spec_constant_base_flags = p_spec_constant_base_flags;
+ force_wireframe = p_force_wireframe;
+ }
+ };
+
+ struct RenderList {
+ LocalVector<GeometryInstanceSurface *> elements;
+
+ void clear() {
+ elements.clear();
+ }
+
+ //should eventually be replaced by radix
+
+ struct SortByKey {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
+ return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
+ }
+ };
+
+ void sort_by_key() {
+ SortArray<GeometryInstanceSurface *, SortByKey> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
+ SortArray<GeometryInstanceSurface *, SortByKey> sorter;
+ sorter.sort(elements.ptr() + p_from, p_size);
+ }
+
+ struct SortByDepth {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
+ return (A->owner->depth < B->owner->depth);
+ }
+ };
+
+ void sort_by_depth() { //used for shadows
+
+ SortArray<GeometryInstanceSurface *, SortByDepth> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ struct SortByReverseDepthAndPriority {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
+ return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
+ }
+ };
+
+ void sort_by_reverse_depth_and_priority() { //used for alpha
+
+ SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ _FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) {
+ elements.push_back(p_element);
+ }
+ };
+
+ RenderList render_list[RENDER_LIST_MAX];
+
+ void _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);
+ void _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);
+ void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
+
+ template <PassMode p_pass_mode>
+ _FORCE_INLINE_ void _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 = false);
protected:
double time;
@@ -117,6 +531,8 @@ protected:
//bool use_debanding = false;
//uint32_t view_count = 1;
+ bool is_transparent = false;
+
RID render_target;
GLuint internal_texture = 0; // Used for rendering when post effects are enabled
GLuint depth_texture = 0; // Main depth texture
@@ -293,6 +709,33 @@ protected:
/* Sky */
+ struct SkyGlobals {
+ float fog_aerial_perspective = 0.0;
+ Color fog_light_color;
+ float fog_sun_scatter = 0.0;
+ bool fog_enabled = false;
+ float fog_density = 0.0;
+ float z_far = 0.0;
+ uint32_t directional_light_count = 0;
+
+ DirectionalLightData *directional_lights = nullptr;
+ DirectionalLightData *last_frame_directional_lights = nullptr;
+ uint32_t last_frame_directional_light_count = 0;
+ GLuint directional_light_buffer = 0;
+
+ RID shader_default_version;
+ RID default_material;
+ RID default_shader;
+ RID fog_material;
+ RID fog_shader;
+ GLuint screen_triangle = 0;
+ GLuint screen_triangle_array = 0;
+ GLuint radical_inverse_vdc_cache_tex = 0;
+ uint32_t max_directional_lights = 4;
+ uint32_t roughness_layers = 8;
+ uint32_t ggx_samples = 128;
+ } sky_globals;
+
struct Sky {
// Screen Buffers
GLuint half_res_pass = 0;
@@ -304,11 +747,13 @@ protected:
// Radiance Cubemap
GLuint radiance = 0;
GLuint radiance_framebuffer = 0;
+ GLuint raw_radiance = 0;
RID material;
- RID uniform_buffer;
+ GLuint uniform_buffer;
int radiance_size = 256;
+ int mipmap_count = 1;
RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
@@ -319,33 +764,26 @@ protected:
Sky *dirty_list = nullptr;
//State to track when radiance cubemap needs updating
- //SkyMaterialData *prev_material;
+ GLES3::SkyMaterialData *prev_material;
Vector3 prev_position = Vector3(0.0, 0.0, 0.0);
float prev_time = 0.0f;
-
- void free();
- bool set_radiance_size(int p_radiance_size);
- bool set_mode(RS::SkyMode p_mode);
- bool set_material(RID p_material);
- Ref<Image> bake_panorama(float p_energy, int p_roughness_layers, const Size2i &p_size);
};
Sky *dirty_sky_list = nullptr;
mutable RID_Owner<Sky, true> sky_owner;
+ void _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);
void _invalidate_sky(Sky *p_sky);
void _update_dirty_skys();
- void _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);
+ void _update_sky_radiance(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform);
+ void _filter_sky_radiance(Sky *p_sky, int p_base_layer);
+ void _draw_sky(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform);
+ void _free_sky_data(Sky *p_sky);
public:
RasterizerStorageGLES3 *storage;
RasterizerCanvasGLES3 *canvas;
- // References to shaders are needed in public space so they can be accessed in RasterizerStorageGLES3
- struct State {
- SkyShaderGLES3 sky_shader;
- } state;
-
GeometryInstance *geometry_instance_create(RID p_base) override;
void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
@@ -388,9 +826,15 @@ public:
/* SDFGI UPDATE */
void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
- int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; }
- AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); }
- uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; }
+ int sdfgi_get_pending_region_count(RID p_render_buffers) const override {
+ return 0;
+ }
+ AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override {
+ return AABB();
+ }
+ uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override {
+ return 0;
+ }
/* SKY API */
@@ -463,6 +907,15 @@ public:
void 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 = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
void light_instance_mark_visible(RID p_light_instance) override;
+ _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->light_type;
+ }
+ _FORCE_INLINE_ uint32_t light_instance_get_gl_id(RID p_light_instance) {
+ LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
+ return li->gl_id;
+ }
+
RID fog_volume_instance_create(RID p_fog_volume) override;
void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;