diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.h')
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 879 |
1 files changed, 0 insertions, 879 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h deleted file mode 100644 index e6d2449653..0000000000 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ /dev/null @@ -1,879 +0,0 @@ -/*************************************************************************/ -/* rasterizer_scene_gles3.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef RASTERIZERSCENEGLES3_H -#define RASTERIZERSCENEGLES3_H - -/* Must come before shaders or the Windows build fails... */ -#include "rasterizer_storage_gles3.h" - -#include "drivers/gles3/shaders/cube_to_dp.glsl.gen.h" -#include "drivers/gles3/shaders/effect_blur.glsl.gen.h" -#include "drivers/gles3/shaders/exposure.glsl.gen.h" -#include "drivers/gles3/shaders/resolve.glsl.gen.h" -#include "drivers/gles3/shaders/scene.glsl.gen.h" -#include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h" -#include "drivers/gles3/shaders/ssao.glsl.gen.h" -#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h" -#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h" -#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h" -#include "drivers/gles3/shaders/tonemap.glsl.gen.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; - bool subsurface_scatter_weight_samples; - - 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; - - RID default_worldcoord_material; - RID default_worldcoord_material_twosided; - RID default_worldcoord_shader; - RID default_worldcoord_shader_twosided; - - RID default_overdraw_material; - RID default_overdraw_shader; - - 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; - bool current_depth_test; - 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 { - //this is a std140 compatible struct. Please read the OpenGL 3.3 Specification spec before doing any changes - float projection_matrix[16]; - float inv_projection_matrix[16]; - float camera_inverse_matrix[16]; - float camera_matrix[16]; - float ambient_light_color[4]; - float bg_color[4]; - float fog_color_enabled[4]; - float fog_sun_color_amount[4]; - - float ambient_energy; - float bg_energy; - float z_offset; - float z_slope_scale; - float shadow_dual_paraboloid_render_zfar; - float shadow_dual_paraboloid_render_side; - float viewport_size[2]; - 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; - float ambient_occlusion_affect_light; - float ambient_occlusion_affect_ssao; - float opaque_prepass_threshold; - - uint32_t fog_depth_enabled; - float fog_depth_begin; - float fog_depth_end; - float fog_density; - float fog_depth_curve; - uint32_t fog_transmit_enabled; - float fog_transmit_curve; - uint32_t fog_height_enabled; - float fog_height_min; - float fog_height_max; - float fog_height_curve; - // make sure this struct is padded to be a multiple of 16 bytes for webgl - float pad[2]; - - } ubo_data; - - GLuint scene_ubo; - - struct EnvironmentRadianceUBO { - - float transform[16]; - float ambient_contribution; - uint8_t padding[12]; - - } env_radiance_data; - - GLuint env_radiance_ubo; - - GLuint sky_verts; - GLuint sky_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; - - bool used_contact_shadows; - - int spot_light_count; - int omni_light_count; - int directional_light_count; - int reflection_probe_count; - - bool cull_front; - bool cull_disabled; - bool used_sss; - bool used_screen_texture; - - bool used_depth_prepass; - - bool used_depth_texture; - bool prepared_depth_texture; - bool bound_depth_texture; - - VS::ViewportDebugDraw debug_draw; - } 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; - uint32_t 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 sky; - float sky_custom_fov; - Basis sky_orientation; - - Color bg_color; - float bg_energy; - float sky_ambient; - - int camera_feed_id; - - Color ambient_color; - float ambient_energy; - float ambient_sky_contribution; - - int canvas_max_layer; - - bool ssr_enabled; - int ssr_max_steps; - float ssr_fade_in; - float ssr_fade_out; - float ssr_depth_tolerance; - 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; - float ssao_ao_channel_affect; - Color ssao_color; - VS::EnvironmentSSAOQuality ssao_quality; - float ssao_bilateral_sharpness; - VS::EnvironmentSSAOBlur 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_threshold; - float glow_hdr_bleed_scale; - float glow_hdr_luminance_cap; - 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; - - bool adjustments_enabled; - float adjustments_brightness; - float adjustments_contrast; - float adjustments_saturation; - RID color_correction; - - bool fog_enabled; - Color fog_color; - Color fog_sun_color; - float fog_sun_amount; - - bool fog_depth_enabled; - float fog_depth_begin; - float fog_depth_end; - float fog_depth_curve; - bool fog_transmit_enabled; - float fog_transmit_curve; - bool fog_height_enabled; - float fog_height_min; - float fog_height_max; - float fog_height_curve; - - Environment() : - bg_mode(VS::ENV_BG_CLEAR_COLOR), - sky_custom_fov(0.0), - bg_energy(1.0), - sky_ambient(0), - camera_feed_id(0), - ambient_energy(1.0), - ambient_sky_contribution(0.0), - canvas_max_layer(0), - ssr_enabled(false), - ssr_max_steps(64), - ssr_fade_in(0.15), - ssr_fade_out(2.0), - ssr_depth_tolerance(0.2), - 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_ao_channel_affect(0), - ssao_quality(VS::ENV_SSAO_QUALITY_LOW), - ssao_bilateral_sharpness(4), - ssao_filter(VS::ENV_SSAO_BLUR_3x3), - 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_threshold(1.0), - glow_hdr_bleed_scale(2.0), - glow_hdr_luminance_cap(12.0), - glow_bicubic_upscale(false), - 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), - 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), - adjustments_enabled(false), - adjustments_brightness(1.0), - adjustments_contrast(1.0), - adjustments_saturation(1.0), - fog_enabled(false), - fog_color(Color(0.5, 0.5, 0.5)), - fog_sun_color(Color(0.8, 0.8, 0.0)), - fog_sun_amount(0), - fog_depth_enabled(true), - fog_depth_begin(10), - fog_depth_end(0), - fog_depth_curve(1), - fog_transmit_enabled(true), - fog_transmit_curve(1), - fog_height_enabled(false), - fog_height_min(10), - fog_height_max(0), - fog_height_curve(1) { - } - }; - - 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_sky(RID p_env, RID p_sky); - virtual void environment_set_sky_custom_fov(RID p_env, float p_scale); - virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation); - 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_sky_contribution = 0.0); - virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id); - - virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_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_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_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, 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_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_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); - - 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); - - virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount); - virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve); - virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve); - - virtual bool is_environment(RID p_env); - - virtual VS::EnvironmentBG environment_get_background(RID p_env); - virtual int environment_get_canvas_max_layer(RID p_env); - - /* 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_contact[4]; - union { - struct { - float matrix1[16]; //up to here for spot and omni, rest is for directional - float matrix2[16]; - float matrix3[16]; - float matrix4[16]; - }; - float matrix[4 * 16]; - } shadow; - float shadow_split_offsets[4]; - }; - - struct LightInstance : public RID_Data { - - struct ShadowTransform { - - CameraMatrix camera; - Transform transform; - float farplane; - float split; - float bias_scale; - }; - - 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, float p_bias_scale = 1.0); - 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, - DEFAULT_MAX_LIGHTS = 4096, - DEFAULT_MAX_REFLECTIONS = 1024, - - SORT_KEY_PRIORITY_SHIFT = 56, - SORT_KEY_PRIORITY_MASK = 0xFF, - //depth layer for opaque (56-52) - SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52, - SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF, -//64 bits unsupported in MSVC -#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 49) -#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 48) -#define SORT_KEY_LIGHTMAP_CAPTURE_FLAG (uint64_t(1) << 47) -#define SORT_KEY_LIGHTMAP_FLAG (uint64_t(1) << 46) -#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 45) -#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 44) - SORT_KEY_SHADING_SHIFT = 44, - SORT_KEY_SHADING_MASK = 63, - //44-28 material index - SORT_KEY_MATERIAL_INDEX_SHIFT = 28, - //28-8 geometry index - SORT_KEY_GEOMETRY_INDEX_SHIFT = 8, - //bits 5-7 geometry type - SORT_KEY_GEOMETRY_TYPE_SHIFT = 5, - //bits 0-5 for flags - SORT_KEY_OPAQUE_PRE_PASS = 8, - SORT_KEY_CULL_DISABLED_FLAG = 4, - SORT_KEY_SKELETON_FLAG = 2, - SORT_KEY_MIRROR_FLAG = 1 - - }; - - int max_elements; - int max_lights; - int max_reflections; - - struct Element { - - RasterizerScene::InstanceBase *instance; - RasterizerStorageGLES3::Geometry *geometry; - RasterizerStorageGLES3::Material *material; - RasterizerStorageGLES3::GeometryOwner *owner; - uint64_t sort_key; - }; - - Element *base_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) { //used for shadows - - SortArray<Element *, SortByDepth> sorter; - if (p_alpha) { - sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count); - } else { - sorter.sort(elements, element_count); - } - } - - struct SortByReverseDepthAndPriority { - - _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { - uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT); - uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT); - if (layer_A == layer_B) { - return A->instance->depth > B->instance->depth; - } else { - return layer_A < layer_B; - } - } - }; - - void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha - - SortArray<Element *, SortByReverseDepthAndPriority> 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] = &base_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] = &base_elements[idx]; - alpha_element_count++; - return elements[idx]; - } - - void init() { - - element_count = 0; - alpha_element_count = 0; - elements = memnew_arr(Element *, max_elements); - base_elements = memnew_arr(Element, max_elements); - for (int i = 0; i < max_elements; i++) - elements[i] = &base_elements[i]; // assign elements - } - - RenderList() { - - max_elements = DEFAULT_MAX_ELEMENTS; - max_lights = DEFAULT_MAX_LIGHTS; - max_reflections = DEFAULT_MAX_REFLECTIONS; - } - - ~RenderList() { - memdelete_arr(elements); - memdelete_arr(base_elements); - } - }; - - LightInstance *directional_light; - LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS]; - - RenderList render_list; - - _FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull); - - _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass); - _FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform); - _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_depth_pass, bool p_shadow_pass); - - _FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_shadow_pass); - - void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation); - - void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_no_fog = false); - void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, 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(bool p_invalidate_color = false, bool p_invalidate_depth = false); - 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_depth_pass, bool p_shadow_pass); - - void _blur_effect_buffer(); - void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection); - void _post_process(Environment *env, const CameraMatrix &p_cam_projection); - - void _prepare_depth_texture(); - void _bind_depth_texture(); - - 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); - - virtual void set_scene_pass(uint64_t p_pass); - virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw); - - void iteration(); - void initialize(); - void finalize(); - RasterizerSceneGLES3(); - ~RasterizerSceneGLES3(); -}; - -#endif // RASTERIZERSCENEGLES3_H |