/*************************************************************************/ /* rasterizer_scene_gles3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "rasterizer_scene_gles3.h" #include "core/config/project_settings.h" #include "servers/rendering/rendering_server_default.h" #ifdef GLES3_ENABLED 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; } void RasterizerSceneGLES3::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) { } void RasterizerSceneGLES3::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) { } void RasterizerSceneGLES3::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) { } void RasterizerSceneGLES3::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector &p_material) { } void RasterizerSceneGLES3::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) { } void RasterizerSceneGLES3::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) { } void RasterizerSceneGLES3::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) { } void RasterizerSceneGLES3::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) { } void RasterizerSceneGLES3::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) { } void RasterizerSceneGLES3::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) { } void RasterizerSceneGLES3::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) { } void RasterizerSceneGLES3::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { } void RasterizerSceneGLES3::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) { } void RasterizerSceneGLES3::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { } void RasterizerSceneGLES3::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) { } void RasterizerSceneGLES3::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) { } void RasterizerSceneGLES3::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) { } uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() { return 0; } void RasterizerSceneGLES3::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) { } void RasterizerSceneGLES3::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) { } void RasterizerSceneGLES3::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) { } void RasterizerSceneGLES3::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) { } void RasterizerSceneGLES3::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) { } void RasterizerSceneGLES3::geometry_instance_free(GeometryInstance *p_geometry_instance) { } /* SHADOW ATLAS API */ RID RasterizerSceneGLES3::shadow_atlas_create() { return RID(); } void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) { } void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) { } bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) { return false; } void RasterizerSceneGLES3::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) { } int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) { return 0; } void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) { } /* SKY API */ void RasterizerSceneGLES3::Sky::free() { if (radiance != 0) { glDeleteTextures(1, &radiance); radiance = 0; glDeleteFramebuffers(1, &radiance_framebuffer); radiance_framebuffer = 0; } } RID RasterizerSceneGLES3::sky_allocate() { return sky_owner.allocate_rid(); } void RasterizerSceneGLES3::sky_initialize(RID p_rid) { sky_owner.initialize_rid(p_rid); } 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(); } 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); 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_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::_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::_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::_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 RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { return Ref(); } /* ENVIRONMENT API */ RID RasterizerSceneGLES3::environment_allocate() { 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 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) { } void RasterizerSceneGLES3::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) { } void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { } void RasterizerSceneGLES3::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { } void RasterizerSceneGLES3::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) { } void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) { } void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) { } 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) { } void RasterizerSceneGLES3::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) { } void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_enable) { } Ref 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()); return Ref(); } bool RasterizerSceneGLES3::is_environment(RID p_env) const { return environment_owner.owns(p_env); } RS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) const { 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 { 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() { return RID(); } void RasterizerSceneGLES3::camera_effects_initialize(RID p_rid) { } void RasterizerSceneGLES3::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) { } void RasterizerSceneGLES3::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) { } void RasterizerSceneGLES3::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) { } void RasterizerSceneGLES3::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) { } void RasterizerSceneGLES3::shadows_quality_set(RS::ShadowQuality p_quality) { } void RasterizerSceneGLES3::directional_shadow_quality_set(RS::ShadowQuality p_quality) { } RID RasterizerSceneGLES3::light_instance_create(RID p_light) { return RID(); } void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) { } void RasterizerSceneGLES3::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) { } void RasterizerSceneGLES3::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, float p_range_begin, const Vector2 &p_uv_scale) { } void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) { } RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) { return RID(); } void RasterizerSceneGLES3::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { } void RasterizerSceneGLES3::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { } RID RasterizerSceneGLES3::fog_volume_instance_get_volume(RID p_fog_volume_instance) const { return RID(); } Vector3 RasterizerSceneGLES3::fog_volume_instance_get_position(RID p_fog_volume_instance) const { return Vector3(); } RID RasterizerSceneGLES3::reflection_atlas_create() { return RID(); } int RasterizerSceneGLES3::reflection_atlas_get_size(RID p_ref_atlas) const { return 0; } void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) { } RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) { return RID(); } void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) { } void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) { } bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) { return false; } bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance) { return false; } bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) { return false; } bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) { return true; } RID RasterizerSceneGLES3::decal_instance_create(RID p_decal) { return RID(); } void RasterizerSceneGLES3::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) { } RID RasterizerSceneGLES3::lightmap_instance_create(RID p_lightmap) { return RID(); } void RasterizerSceneGLES3::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) { } RID RasterizerSceneGLES3::voxel_gi_instance_create(RID p_voxel_gi) { return RID(); } void RasterizerSceneGLES3::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) { } bool RasterizerSceneGLES3::voxel_gi_needs_update(RID p_probe) const { return false; } void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector &p_light_instances, const PagedArray &p_dynamic_objects) { } void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) { } void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray &p_instances, const PagedArray &p_lights, const PagedArray &p_reflection_probes, const PagedArray &p_voxel_gi_instances, const PagedArray &p_decals, const PagedArray &p_lightmaps, const PagedArray &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_orthogonal; 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 empty; if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { render_data.lights = ∅ render_data.reflection_probes = ∅ } 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 &p_instances, RID p_framebuffer, const Rect2i &p_region) { } void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray &p_instances) { } 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() { 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) { } void RasterizerSceneGLES3::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) { } bool RasterizerSceneGLES3::screen_space_roughness_limiter_is_active() const { return false; } void RasterizerSceneGLES3::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) { } void RasterizerSceneGLES3::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) { } TypedArray RasterizerSceneGLES3::bake_render_uv2(RID p_base, const Vector &p_material_overrides, const Size2i &p_image_size) { return TypedArray(); } bool RasterizerSceneGLES3::free(RID p_rid) { 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) { } void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) { } void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) { } 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