/*************************************************************************/ /* 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 "core/templates/sort_array.h" #include "servers/rendering/rendering_server_default.h" #include "servers/rendering/rendering_server_globals.h" #include "storage/config.h" #include "storage/mesh_storage.h" #include "storage/texture_storage.h" #ifdef GLES3_ENABLED RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr; RenderGeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) { RS::InstanceType type = RSG::utilities->get_base_type(p_base); ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr); GeometryInstanceGLES3 *ginstance = geometry_instance_alloc.alloc(); ginstance->data = memnew(GeometryInstanceGLES3::Data); ginstance->data->base = p_base; ginstance->data->base_type = type; ginstance->_mark_dirty(); return ginstance; } uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() { return (1 << RS::INSTANCE_LIGHT); } void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) { GLES3::Config *config = GLES3::Config::get_singleton(); omni_light_count = 0; spot_light_count = 0; omni_lights.clear(); spot_lights.clear(); for (uint32_t i = 0; i < p_light_instance_count; i++) { RS::LightType type = GLES3::LightStorage::get_singleton()->light_instance_get_type(p_light_instances[i]); switch (type) { case RS::LIGHT_OMNI: { if (omni_light_count < (uint32_t)config->max_lights_per_object) { omni_lights.push_back(p_light_instances[i]); omni_light_count++; } } break; case RS::LIGHT_SPOT: { if (spot_light_count < (uint32_t)config->max_lights_per_object) { spot_lights.push_back(p_light_instances[i]); spot_light_count++; } } break; default: break; } } } void RasterizerSceneGLES3::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) { GeometryInstanceGLES3 *ginstance = static_cast(p_geometry_instance); ERR_FAIL_COND(!ginstance); GeometryInstanceSurface *surf = ginstance->surface_caches; while (surf) { GeometryInstanceSurface *next = surf->next; geometry_instance_surface_alloc.free(surf); surf = next; } memdelete(ginstance->data); geometry_instance_alloc.free(ginstance); } void RasterizerSceneGLES3::GeometryInstanceGLES3::_mark_dirty() { if (dirty_list_element.in_list()) { return; } //clear surface caches GeometryInstanceSurface *surf = surface_caches; while (surf) { GeometryInstanceSurface *next = surf->next; RasterizerSceneGLES3::get_singleton()->geometry_instance_surface_alloc.free(surf); surf = next; } surface_caches = nullptr; RasterizerSceneGLES3::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element); } void RasterizerSceneGLES3::GeometryInstanceGLES3::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) { } void RasterizerSceneGLES3::GeometryInstanceGLES3::set_lightmap_capture(const Color *p_sh9) { } void RasterizerSceneGLES3::_update_dirty_geometry_instances() { while (geometry_instance_dirty_list.first()) { _geometry_instance_update(geometry_instance_dirty_list.first()->self()); } } void RasterizerSceneGLES3::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) { switch (p_notification) { case Dependency::DEPENDENCY_CHANGED_MATERIAL: case Dependency::DEPENDENCY_CHANGED_MESH: case Dependency::DEPENDENCY_CHANGED_PARTICLES: case Dependency::DEPENDENCY_CHANGED_MULTIMESH: case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: { static_cast(p_tracker->userdata)->_mark_dirty(); } break; case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceGLES3 *ginstance = static_cast(p_tracker->userdata); if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { ginstance->instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base); } } break; default: { //rest of notifications of no interest } break; } } void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { static_cast(p_tracker->userdata)->_mark_dirty(); } void RasterizerSceneGLES3::_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) { GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture; bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha); bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; bool has_alpha = has_base_alpha || has_blend_alpha; uint32_t flags = 0; if (p_material->shader_data->uses_screen_texture) { flags |= GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE; } if (p_material->shader_data->uses_depth_texture) { flags |= GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE; } if (p_material->shader_data->uses_normal_texture) { flags |= GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE; } if (ginstance->data->cast_double_sided_shadows) { flags |= GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS; } if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) { //material is only meant for alpha pass flags |= GeometryInstanceSurface::FLAG_PASS_ALPHA; if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED)) { flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH; flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW; } } else { flags |= GeometryInstanceSurface::FLAG_PASS_OPAQUE; flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH; flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW; } GLES3::SceneMaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) { flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL; material_shadow = static_cast(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL)); RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh); if (shadow_mesh.is_valid()) { surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface); } } else { material_shadow = p_material; } GeometryInstanceSurface *sdcache = geometry_instance_surface_alloc.alloc(); sdcache->flags = flags; sdcache->shader = p_material->shader_data; sdcache->material = p_material; sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface); sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface); sdcache->surface_index = p_surface; if (ginstance->data->dirty_dependencies) { RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker); } //shadow sdcache->shader_shadow = material_shadow->shader_data; sdcache->material_shadow = material_shadow; sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface; sdcache->owner = ginstance; sdcache->next = ginstance->surface_caches; ginstance->surface_caches = sdcache; //sortkey sdcache->sort.sort_key1 = 0; sdcache->sort.sort_key2 = 0; sdcache->sort.surface_index = p_surface; sdcache->sort.material_id_low = p_material_id & 0x0000FFFF; sdcache->sort.material_id_hi = p_material_id >> 16; sdcache->sort.shader_id = p_shader_id; sdcache->sort.geometry_id = p_mesh.get_local_index(); sdcache->sort.priority = p_material->priority; } void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material_data, RID p_mat_src, RID p_mesh) { GLES3::SceneMaterialData *material_data = p_material_data; GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); _geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh); while (material_data->next_pass.is_valid()) { RID next_pass = material_data->next_pass; material_data = static_cast(material_storage->material_get_data(next_pass, RS::SHADER_SPATIAL)); if (!material_data || !material_data->shader_data->valid) { break; } if (ginstance->data->dirty_dependencies) { material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); } _geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh); } } void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); RID m_src; m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material; GLES3::SceneMaterialData *material_data = nullptr; if (m_src.is_valid()) { material_data = static_cast(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL)); if (!material_data || !material_data->shader_data->valid) { material_data = nullptr; } } if (material_data) { if (ginstance->data->dirty_dependencies) { material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); } } else { material_data = static_cast(material_storage->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL)); m_src = scene_globals.default_material; } ERR_FAIL_COND(!material_data); _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh); if (ginstance->data->material_overlay.is_valid()) { m_src = ginstance->data->material_overlay; material_data = static_cast(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL)); if (material_data && material_data->shader_data->valid) { if (ginstance->data->dirty_dependencies) { material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); } _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh); } } } void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) { GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); GeometryInstanceGLES3 *ginstance = static_cast(p_geometry_instance); if (ginstance->data->dirty_dependencies) { ginstance->data->dependency_tracker.update_begin(); } //add geometry for drawing switch (ginstance->data->base_type) { case RS::INSTANCE_MESH: { const RID *materials = nullptr; uint32_t surface_count; RID mesh = ginstance->data->base; materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { //if no materials, no surfaces. const RID *inst_materials = ginstance->data->surface_materials.ptr(); uint32_t surf_mat_count = ginstance->data->surface_materials.size(); for (uint32_t j = 0; j < surface_count; j++) { RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j]; _geometry_instance_add_surface(ginstance, j, material, mesh); } } ginstance->instance_count = -1; } break; case RS::INSTANCE_MULTIMESH: { RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base); if (mesh.is_valid()) { const RID *materials = nullptr; uint32_t surface_count; materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count); if (materials) { for (uint32_t j = 0; j < surface_count; j++) { _geometry_instance_add_surface(ginstance, j, materials[j], mesh); } } ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base); } } break; case RS::INSTANCE_PARTICLES: { } break; default: { } } bool store_transform = true; ginstance->base_flags = 0; if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH; if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D; } if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR; } if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) { ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA; } //ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_globals.default_shader_rd, TRANSFORMS_UNIFORM_SET); } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) { } else if (ginstance->data->base_type == RS::INSTANCE_MESH) { } ginstance->store_transform_cache = store_transform; if (ginstance->data->dirty_dependencies) { ginstance->data->dependency_tracker.update_end(); ginstance->data->dirty_dependencies = false; } ginstance->dirty_list_element.remove_from_list(); } /* SKY API */ void RasterizerSceneGLES3::_free_sky_data(Sky *p_sky) { if (p_sky->radiance != 0) { glDeleteTextures(1, &p_sky->radiance); p_sky->radiance = 0; glDeleteFramebuffers(1, &p_sky->radiance_framebuffer); p_sky->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; _free_sky_data(sky); _invalidate_sky(sky); } 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; _invalidate_sky(sky); } 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; _invalidate_sky(sky); } float RasterizerSceneGLES3::sky_get_baked_exposure(RID p_sky) const { Sky *sky = sky_owner.get_or_null(p_sky); ERR_FAIL_COND_V(!sky, 1.0); return sky->baked_exposure; } 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) { sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1; // Left uninitialized, will attach a texture at render time glGenFramebuffers(1, &sky->radiance_framebuffer); GLenum internal_format = GL_RGB10_A2; glGenTextures(1, &sky->radiance); glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance); #ifdef GLES_OVER_GL GLenum format = GL_RGBA; GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV; //TODO, on low-end compare this to allocating each face of each mip individually // see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr); } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); #else glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size); #endif glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1); glGenTextures(1, &sky->raw_radiance); glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance); #ifdef GLES_OVER_GL //TODO, on low-end compare this to allocating each face of each mip individually // see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml for (int i = 0; i < 6; i++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr); } glGenerateMipmap(GL_TEXTURE_CUBE_MAP); #else glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size); #endif glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1); glBindTexture(GL_TEXTURE_CUBE_MAP, 0); } 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::_setup_sky(const RenderDataGLES3 *p_render_data, const PagedArray &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size) { GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_render_data->environment.is_null()); GLES3::SkyMaterialData *material = nullptr; Sky *sky = sky_owner.get_or_null(environment_get_sky(p_render_data->environment)); RID sky_material; GLES3::SkyShaderData *shader_data = nullptr; if (sky) { sky_material = sky->material; if (sky_material.is_valid()) { material = static_cast(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); if (!material || !material->shader_data->valid) { material = nullptr; } } if (!material) { sky_material = sky_globals.default_material; material = static_cast(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); } ERR_FAIL_COND(!material); shader_data = material->shader_data; ERR_FAIL_COND(!shader_data); if (shader_data->uses_time && time - sky->prev_time > 0.00001) { sky->prev_time = time; sky->reflection_dirty = true; RenderingServerDefault::redraw_request(); } if (material != sky->prev_material) { sky->prev_material = material; sky->reflection_dirty = true; } if (material->uniform_set_updated) { material->uniform_set_updated = false; sky->reflection_dirty = true; } if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) { sky->prev_position = p_transform.origin; sky->reflection_dirty = true; } glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer); if (shader_data->uses_light) { sky_globals.directional_light_count = 0; for (int i = 0; i < (int)p_lights.size(); i++) { GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]); if (!li) { continue; } RID base = li->light; ERR_CONTINUE(base.is_null()); RS::LightType type = light_storage->light_get_type(base); if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) { DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count]; Transform3D light_transform = li->transform; Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized(); sky_light_data.direction[0] = world_direction.x; sky_light_data.direction[1] = world_direction.y; sky_light_data.direction[2] = world_direction.z; float sign = light_storage->light_is_negative(base) ? -1 : 1; sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); if (is_using_physical_light_units()) { sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); } if (p_render_data->camera_attributes.is_valid()) { sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); } Color linear_col = light_storage->light_get_color(base); sky_light_data.color[0] = linear_col.r; sky_light_data.color[1] = linear_col.g; sky_light_data.color[2] = linear_col.b; sky_light_data.enabled = true; float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); if (angular_diameter > 0.0) { angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter)); } else { angular_diameter = 0.0; } sky_light_data.size = angular_diameter; sky_globals.directional_light_count++; if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) { break; } } } // Check whether the directional_light_buffer changes bool light_data_dirty = false; // Light buffer is dirty if we have fewer or more lights // If we have fewer lights, make sure that old lights are disabled if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) { light_data_dirty = true; for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) { sky_globals.directional_lights[i].enabled = false; sky_globals.last_frame_directional_lights[i].enabled = false; } } if (!light_data_dirty) { for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) { if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] || sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] || sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] || sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy || sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] || sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] || sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] || sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled || sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) { light_data_dirty = true; break; } } } if (light_data_dirty) { glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); DirectionalLightData *temp = sky_globals.last_frame_directional_lights; sky_globals.last_frame_directional_lights = sky_globals.directional_lights; sky_globals.directional_lights = temp; sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count; sky->reflection_dirty = true; } } if (!sky->radiance) { _invalidate_sky(sky); _update_dirty_skys(); } } } void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier) { GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env)); ERR_FAIL_COND(!sky); GLES3::SkyMaterialData *material_data = nullptr; RID sky_material; RS::EnvironmentBG background = environment_get_background(p_env); if (sky) { sky_material = sky->material; if (sky_material.is_valid()) { material_data = static_cast(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); if (!material_data || !material_data->shader_data->valid) { material_data = nullptr; } } if (!material_data) { sky_material = sky_globals.default_material; material_data = static_cast(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); } } else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_globals.fog_material; material_data = static_cast(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); } ERR_FAIL_COND(!material_data); material_data->bind_uniforms(); GLES3::SkyShaderData *shader_data = material_data->shader_data; ERR_FAIL_COND(!shader_data); // Camera Projection camera; if (environment_get_sky_custom_fov(p_env)) { 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(environment_get_sky_custom_fov(p_env), aspect, near_plane, far_plane); } else { camera = p_projection; } Basis sky_transform = environment_get_sky_orientation(p_env); sky_transform.invert(); sky_transform = p_transform.basis * sky_transform; GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND); glBindVertexArray(sky_globals.screen_triangle_array); glDrawArrays(GL_TRIANGLES, 0, 3); } void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier) { GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); ERR_FAIL_COND(p_env.is_null()); Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env)); ERR_FAIL_COND(!sky); GLES3::SkyMaterialData *material_data = nullptr; RID sky_material; RS::EnvironmentBG background = environment_get_background(p_env); if (sky) { ERR_FAIL_COND(!sky); sky_material = sky->material; if (sky_material.is_valid()) { material_data = static_cast(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); if (!material_data || !material_data->shader_data->valid) { material_data = nullptr; } } if (!material_data) { sky_material = sky_globals.default_material; material_data = static_cast(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); } } else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) { sky_material = sky_globals.fog_material; material_data = static_cast(material_storage->material_get_data(sky_material, RS::SHADER_SKY)); } ERR_FAIL_COND(!material_data); material_data->bind_uniforms(); GLES3::SkyShaderData *shader_data = material_data->shader_data; ERR_FAIL_COND(!shader_data); bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY; RS::SkyMode sky_mode = sky->mode; if (sky_mode == RS::SKY_MODE_AUTOMATIC) { if (shader_data->uses_time || shader_data->uses_position) { update_single_frame = true; sky_mode = RS::SKY_MODE_REALTIME; } else if (shader_data->uses_light || shader_data->ubo_size > 0) { update_single_frame = false; sky_mode = RS::SKY_MODE_INCREMENTAL; } else { update_single_frame = true; sky_mode = RS::SKY_MODE_QUALITY; } } if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) { // On the first frame after creating sky, rebuild in single frame update_single_frame = true; sky_mode = RS::SKY_MODE_QUALITY; } int max_processing_layer = sky->mipmap_count; // Update radiance cubemap if (sky->reflection_dirty && (sky->processing_layer > max_processing_layer || update_single_frame)) { static const Vector3 view_normals[6] = { Vector3(+1, 0, 0), Vector3(-1, 0, 0), Vector3(0, +1, 0), Vector3(0, -1, 0), Vector3(0, 0, +1), Vector3(0, 0, -1) }; static const Vector3 view_up[6] = { Vector3(0, -1, 0), Vector3(0, -1, 0), Vector3(0, 0, +1), Vector3(0, 0, -1), Vector3(0, -1, 0), Vector3(0, -1, 0) }; Projection cm; cm.set_perspective(90, 1, 0.01, 10.0); Projection correction; correction.columns[1][1] = -1.0; cm = correction * cm; GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); glBindVertexArray(sky_globals.screen_triangle_array); glViewport(0, 0, sky->radiance_size, sky->radiance_size); glBindFramebuffer(GL_FRAMEBUFFER, sky->radiance_framebuffer); for (int i = 0; i < 6; i++) { Basis local_view = Basis::looking_at(view_normals[i], view_up[i]); GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, sky->raw_radiance, 0); glDrawArrays(GL_TRIANGLES, 0, 3); } if (update_single_frame) { for (int i = 0; i < max_processing_layer; i++) { _filter_sky_radiance(sky, i); } } else { _filter_sky_radiance(sky, 0); //Just copy over the first mipmap } sky->processing_layer = 1; sky->baked_exposure = p_luminance_multiplier; sky->reflection_dirty = false; } else { if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) { _filter_sky_radiance(sky, sky->processing_layer); sky->processing_layer++; } } } // Helper functions for IBL filtering Vector3 importance_sample_GGX(Vector2 xi, float roughness4) { // Compute distribution direction float phi = 2.0 * Math_PI * xi.x; float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y)); float sin_theta = sqrt(1.0 - cos_theta * cos_theta); // Convert to spherical direction Vector3 half_vector; half_vector.x = sin_theta * cos(phi); half_vector.y = sin_theta * sin(phi); half_vector.z = cos_theta; return half_vector; } float distribution_GGX(float NdotH, float roughness4) { float NdotH2 = NdotH * NdotH; float denom = (NdotH2 * (roughness4 - 1.0) + 1.0); denom = Math_PI * denom * denom; return roughness4 / denom; } float radical_inverse_vdC(uint32_t bits) { bits = (bits << 16) | (bits >> 16); bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1); bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2); bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4); bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8); return float(bits) * 2.3283064365386963e-10; } Vector2 hammersley(uint32_t i, uint32_t N) { return Vector2(float(i) / float(N), radical_inverse_vdC(i)); } void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) { GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_CUBE_MAP, p_sky->raw_radiance); glBindFramebuffer(GL_FRAMEBUFFER, p_sky->radiance_framebuffer); CubemapFilterShaderGLES3::ShaderVariant mode = CubemapFilterShaderGLES3::MODE_DEFAULT; if (p_base_layer == 0) { glGenerateMipmap(GL_TEXTURE_CUBE_MAP); // Copy over base layer without filtering. mode = CubemapFilterShaderGLES3::MODE_COPY; } int size = p_sky->radiance_size >> p_base_layer; glViewport(0, 0, size, size); glBindVertexArray(sky_globals.screen_triangle_array); material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode); if (p_base_layer > 0) { const uint32_t sample_counts[4] = { 1, sky_globals.ggx_samples / 4, sky_globals.ggx_samples / 2, sky_globals.ggx_samples }; uint32_t sample_count = sample_counts[MIN(3, p_base_layer)]; float roughness = float(p_base_layer) / (p_sky->mipmap_count); float roughness4 = roughness * roughness; roughness4 *= roughness4; float solid_angle_texel = 4.0 * Math_PI / float(6 * size * size); LocalVector sample_directions; sample_directions.resize(4 * sample_count); uint32_t index = 0; float weight = 0.0; for (uint32_t i = 0; i < sample_count; i++) { Vector2 xi = hammersley(i, sample_count); Vector3 dir = importance_sample_GGX(xi, roughness4); Vector3 light_vec = (2.0 * dir.z * dir - Vector3(0.0, 0.0, 1.0)); if (light_vec.z < 0.0) { continue; } sample_directions[index * 4] = light_vec.x; sample_directions[index * 4 + 1] = light_vec.y; sample_directions[index * 4 + 2] = light_vec.z; float D = distribution_GGX(dir.z, roughness4); float pdf = D * dir.z / (4.0 * dir.z) + 0.0001; float solid_angle_sample = 1.0 / (float(sample_count) * pdf + 0.0001); float mip_level = MAX(0.5 * log2(solid_angle_sample / solid_angle_texel) + float(MAX(1, p_base_layer - 3)), 1.0); sample_directions[index * 4 + 3] = mip_level; weight += light_vec.z; index++; } glUniform4fv(material_storage->shaders.cubemap_filter_shader.version_get_uniform(CubemapFilterShaderGLES3::SAMPLE_DIRECTIONS_MIP, scene_globals.cubemap_filter_shader_version, mode), sample_count, sample_directions.ptr()); material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::WEIGHT, weight, scene_globals.cubemap_filter_shader_version, mode); material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::SAMPLE_COUNT, index, scene_globals.cubemap_filter_shader_version, mode); } for (int i = 0; i < 6; i++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer); #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status)); } #endif material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode); glDrawArrays(GL_TRIANGLES, 0, 3); } glBindVertexArray(0); glViewport(0, 0, p_sky->screen_size.x, p_sky->screen_size.y); glBindFramebuffer(GL_FRAMEBUFFER, 0); } Ref RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) { return Ref(); } /* ENVIRONMENT API */ 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_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) { } 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_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_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_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) { return Ref(); } void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { } void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) { } 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::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::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) { GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); if (p_render_list == RENDER_LIST_OPAQUE) { scene_state.used_screen_texture = false; scene_state.used_normal_texture = false; scene_state.used_depth_texture = false; } Plane near_plane; if (p_render_data->cam_orthogonal) { near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); near_plane.d += p_render_data->cam_projection.get_z_near(); } float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); RenderList *rl = &render_list[p_render_list]; // Parse any updates on our geometry, updates surface caches and such _update_dirty_geometry_instances(); if (!p_append) { rl->clear(); if (p_render_list == RENDER_LIST_OPAQUE) { render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too } } //fill list for (int i = 0; i < (int)p_render_data->instances->size(); i++) { GeometryInstanceGLES3 *inst = static_cast((*p_render_data->instances)[i]); if (p_render_data->cam_orthogonal) { Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal); inst->depth = near_plane.distance_to(support_min); } else { Vector3 aabb_center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5); inst->depth = p_render_data->cam_transform.origin.distance_to(aabb_center); } uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15); uint32_t flags = inst->base_flags; //fill flags if appropriate if (inst->non_uniform_scale) { flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE; } // Sets the index values for lookup in the shader // This has to be done after _setup_lights was called this frame // TODO, check shadow status of lights here, if using shadows, skip here and add below if (p_pass_mode == PASS_MODE_COLOR) { if (inst->omni_light_count) { inst->omni_light_gl_cache.resize(inst->omni_light_count); for (uint32_t j = 0; j < inst->omni_light_count; j++) { inst->omni_light_gl_cache[j] = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(inst->omni_lights[j]); } } if (inst->spot_light_count) { inst->spot_light_gl_cache.resize(inst->spot_light_count); for (uint32_t j = 0; j < inst->spot_light_count; j++) { inst->spot_light_gl_cache[j] = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(inst->spot_lights[j]); } } } inst->flags_cache = flags; GeometryInstanceSurface *surf = inst->surface_caches; while (surf) { // LOD if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { // Get the LOD support points on the mesh AABB. Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); // Get the distances to those points on the AABB from the camera origin. float distance_min = (float)p_render_data->cam_transform.origin.distance_to(lod_support_min); float distance_max = (float)p_render_data->cam_transform.origin.distance_to(lod_support_max); float distance = 0.0; if (distance_min * distance_max < 0.0) { //crossing plane distance = 0.0; } else if (distance_min >= 0.0) { distance = distance_min; } else if (distance_max <= 0.0) { distance = -distance_max; } if (p_render_data->cam_orthogonal) { distance = 1.0; } uint32_t indices = 0; surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, indices); /* if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices; } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices; } } */ } else { surf->lod_index = 0; /* if (p_render_data->render_info) { uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); to_draw = _indices_to_primitives(surf->primitive, to_draw); to_draw *= inst->instance_count; if (p_render_list == RENDER_LIST_OPAQUE) { //opaque p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); } else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface); } } */ } // ADD Element if (p_pass_mode == PASS_MODE_COLOR) { #ifdef DEBUG_ENABLED bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW); #else bool force_alpha = false; #endif if (!force_alpha && (surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) { rl->add_element(surf); } if (force_alpha || (surf->flags & GeometryInstanceSurface::FLAG_PASS_ALPHA)) { render_list[RENDER_LIST_ALPHA].add_element(surf); } if (surf->flags & GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE) { scene_state.used_screen_texture = true; } if (surf->flags & GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE) { scene_state.used_normal_texture = true; } if (surf->flags & GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE) { scene_state.used_depth_texture = true; } /* Add elements here if there are shadows */ } else if (p_pass_mode == PASS_MODE_SHADOW) { if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) { rl->add_element(surf); } } else { if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) { rl->add_element(surf); } } surf->sort.depth_layer = depth_layer; surf = surf->next; } } } // Needs to be called after _setup_lights so that directional_light_count is accurate. void RasterizerSceneGLES3::_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) { Projection correction; correction.columns[1][1] = p_flip_y ? -1.0 : 1.0; Projection projection = correction * p_render_data->cam_projection; //store camera into ubo GLES3::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix); GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); GLES3::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); GLES3::MaterialStorage::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix); if (p_render_data->view_count > 1) { for (uint32_t v = 0; v < p_render_data->view_count; v++) { projection = correction * p_render_data->view_projection[v]; GLES3::MaterialStorage::store_camera(projection, scene_state.multiview_ubo.projection_matrix_view[v]); GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.multiview_ubo.inv_projection_matrix_view[v]); scene_state.multiview_ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; scene_state.multiview_ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; scene_state.multiview_ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; scene_state.multiview_ubo.eye_offset[v][3] = 0.0; } } scene_state.ubo.directional_light_count = p_render_data->directional_light_count; scene_state.ubo.z_far = p_render_data->z_far; scene_state.ubo.z_near = p_render_data->z_near; scene_state.ubo.viewport_size[0] = p_screen_size.x; scene_state.ubo.viewport_size[1] = p_screen_size.y; Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; //time global variables scene_state.ubo.time = time; if (is_environment(p_render_data->environment)) { RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment); float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment); scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier; scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment); //ambient if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment); color = color.srgb_to_linear(); scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier; scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier; scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier; scene_state.ubo.use_ambient_light = true; scene_state.ubo.use_ambient_cubemap = false; } else { float energy = environment_get_ambient_light_energy(p_render_data->environment); Color color = environment_get_ambient_light(p_render_data->environment); color = color.srgb_to_linear(); scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; Basis sky_transform = environment_get_sky_orientation(p_render_data->environment); sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis; GLES3::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; } //specular RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment); if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { scene_state.ubo.use_reflection_cubemap = true; } else { scene_state.ubo.use_reflection_cubemap = false; } scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment); scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment); scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment); scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment); Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear(); float fog_energy = environment_get_fog_light_energy(p_render_data->environment); scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment); } else { } if (p_render_data->camera_attributes.is_valid()) { scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); scene_state.ubo.IBL_exposure_normalization = 1.0; if (is_environment(p_render_data->environment)) { RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment); scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky_get_baked_exposure(sky_rid)); } } } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) { // This branch is triggered when using render_material(). // Emissive is set outside the function, so don't set it. // IBL isn't used don't set it. } else { scene_state.ubo.emissive_exposure_normalization = 1.0; scene_state.ubo.IBL_exposure_normalization = 1.0; } if (scene_state.ubo_buffer == 0) { glGenBuffers(1, &scene_state.ubo_buffer); } glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); if (p_render_data->view_count > 1) { if (scene_state.multiview_buffer == 0) { glGenBuffers(1, &scene_state.multiview_buffer); } glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::MultiviewUBO), &scene_state.multiview_ubo, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } } // Puts lights into Uniform Buffers. Needs to be called before _fill_list as this caches the index of each light in the Uniform Buffer void RasterizerSceneGLES3::_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) { GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton(); GLES3::Config *config = GLES3::Config::get_singleton(); const Transform3D inverse_transform = p_render_data->inv_cam_transform; const PagedArray &lights = *p_render_data->lights; r_directional_light_count = 0; r_omni_light_count = 0; r_spot_light_count = 0; int num_lights = lights.size(); for (int i = 0; i < num_lights; i++) { GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(lights[i]); if (!li) { continue; } RID base = li->light; ERR_CONTINUE(base.is_null()); RS::LightType type = light_storage->light_get_type(base); switch (type) { case RS::LIGHT_DIRECTIONAL: { if (r_directional_light_count >= RendererSceneRender::MAX_DIRECTIONAL_LIGHTS || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) { continue; } DirectionalLightData &light_data = scene_state.directional_lights[r_directional_light_count]; Transform3D light_transform = li->transform; Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized(); light_data.direction[0] = direction.x; light_data.direction[1] = direction.y; light_data.direction[2] = direction.z; float sign = light_storage->light_is_negative(base) ? -1 : 1; light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY); if (is_using_physical_light_units()) { light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); } else { light_data.energy *= Math_PI; } if (p_render_data->camera_attributes.is_valid()) { light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); } Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); light_data.color[0] = linear_col.r; light_data.color[1] = linear_col.g; light_data.color[2] = linear_col.b; float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR); r_directional_light_count++; } break; case RS::LIGHT_OMNI: { if (r_omni_light_count >= (uint32_t)config->max_renderable_lights) { continue; } const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin); if (light_storage->light_is_distance_fade_enabled(li->light)) { const float fade_begin = light_storage->light_get_distance_fade_begin(li->light); const float fade_length = light_storage->light_get_distance_fade_length(li->light); if (distance > fade_begin) { if (distance > fade_begin + fade_length) { // Out of range, don't draw this light to improve performance. continue; } } } li->gl_id = r_omni_light_count; scene_state.omni_light_sort[r_omni_light_count].instance = li; scene_state.omni_light_sort[r_omni_light_count].depth = distance; r_omni_light_count++; } break; case RS::LIGHT_SPOT: { if (r_spot_light_count >= (uint32_t)config->max_renderable_lights) { continue; } const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin); if (light_storage->light_is_distance_fade_enabled(li->light)) { const float fade_begin = light_storage->light_get_distance_fade_begin(li->light); const float fade_length = light_storage->light_get_distance_fade_length(li->light); if (distance > fade_begin) { if (distance > fade_begin + fade_length) { // Out of range, don't draw this light to improve performance. continue; } } } li->gl_id = r_spot_light_count; scene_state.spot_light_sort[r_spot_light_count].instance = li; scene_state.spot_light_sort[r_spot_light_count].depth = distance; r_spot_light_count++; } break; } } if (r_omni_light_count) { SortArray> sorter; sorter.sort(scene_state.omni_light_sort, r_omni_light_count); } if (r_spot_light_count) { SortArray> sorter; sorter.sort(scene_state.spot_light_sort, r_spot_light_count); } for (uint32_t i = 0; i < (r_omni_light_count + r_spot_light_count); i++) { uint32_t index = (i < r_omni_light_count) ? i : i - (r_omni_light_count); LightData &light_data = (i < r_omni_light_count) ? scene_state.omni_lights[index] : scene_state.spot_lights[index]; RS::LightType type = (i < r_omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT; GLES3::LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance; RID base = li->light; Transform3D light_transform = li->transform; Vector3 pos = inverse_transform.xform(light_transform.origin); light_data.position[0] = pos.x; light_data.position[1] = pos.y; light_data.position[2] = pos.z; float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE)); light_data.inv_radius = 1.0 / radius; Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized(); light_data.direction[0] = direction.x; light_data.direction[1] = direction.y; light_data.direction[2] = direction.z; float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE); light_data.size = size; float sign = light_storage->light_is_negative(base) ? -1 : 1; Color linear_col = light_storage->light_get_color(base).srgb_to_linear(); // Reuse fade begin, fade length and distance for shadow LOD determination later. float fade_begin = 0.0; float fade_length = 0.0; real_t distance = 0.0; float fade = 1.0; if (light_storage->light_is_distance_fade_enabled(li->light)) { fade_begin = light_storage->light_get_distance_fade_begin(li->light); fade_length = light_storage->light_get_distance_fade_length(li->light); distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin); if (distance > fade_begin) { // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length); } } float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * fade; if (is_using_physical_light_units()) { energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY); // Convert from Luminous Power to Luminous Intensity if (type == RS::LIGHT_OMNI) { energy *= 1.0 / (Math_PI * 4.0); } else { // Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle. // We make this assumption to keep them easy to control. energy *= 1.0 / Math_PI; } } else { energy *= Math_PI; } if (p_render_data->camera_attributes.is_valid()) { energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); } light_data.color[0] = linear_col.r * energy; light_data.color[1] = linear_col.g * energy; light_data.color[2] = linear_col.b * energy; light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION); light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION); float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE); light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle)); light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0; light_data.shadow_opacity = 0.0; } // TODO, to avoid stalls, should rotate between 3 buffers based on frame index. // TODO, consider mapping the buffer as in 2D glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_OMNILIGHT_UNIFORM_LOCATION, scene_state.omni_light_buffer); if (r_omni_light_count) { glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_omni_light_count, scene_state.omni_lights); } glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_SPOTLIGHT_UNIFORM_LOCATION, scene_state.spot_light_buffer); if (r_spot_light_count) { glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_spot_light_count, scene_state.spot_lights); } glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer); if (r_directional_light_count) { glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DirectionalLightData) * r_directional_light_count, scene_state.directional_lights); } glBindBuffer(GL_UNIFORM_BUFFER, 0); } void RasterizerSceneGLES3::render_scene(const Ref &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_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_attributes, 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, RenderingMethod::RenderInfo *r_render_info) { GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::Config *config = GLES3::Config::get_singleton(); RENDER_TIMESTAMP("Setup 3D Scene"); Ref rb; if (p_render_buffers.is_valid()) { rb = p_render_buffers; ERR_FAIL_COND(rb.is_null()); } GLES3::RenderTarget *rt = texture_storage->get_render_target(rb->render_target); ERR_FAIL_COND(!rt); // Assign render data // Use the format from rendererRD RenderDataGLES3 render_data; { render_data.render_buffers = rb; render_data.transparent_bg = rb.is_valid() ? rb->is_transparent : false; // Our first camera is used by default render_data.cam_transform = p_camera_data->main_transform; render_data.inv_cam_transform = render_data.cam_transform.affine_inverse(); render_data.cam_projection = p_camera_data->main_projection; render_data.cam_orthogonal = 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_eye_offset[v] = p_camera_data->view_offset[v].origin; 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.environment = p_environment; render_data.camera_attributes = p_camera_attributes; 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(); 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 = ∅ } bool reverse_cull = false; /////////// // Fill Light lists here ////////// GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer(); glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer); 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 = texture_storage->get_default_clear_color(); } bool fb_cleared = false; Size2i screen_size; screen_size.x = rb->width; screen_size.y = rb->height; bool use_wireframe = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME; SceneState::TonemapUBO tonemap_ubo; if (render_data.environment.is_valid()) { tonemap_ubo.exposure = environment_get_exposure(render_data.environment); tonemap_ubo.white = environment_get_white(render_data.environment); tonemap_ubo.tonemapper = int32_t(environment_get_tone_mapper(render_data.environment)); } if (scene_state.tonemap_buffer == 0) { // Only create if using 3D glGenBuffers(1, &scene_state.tonemap_buffer); } glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_TONEMAP_UNIFORM_LOCATION, scene_state.tonemap_buffer); glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::TonemapUBO), &tonemap_ubo, GL_STREAM_DRAW); scene_state.ubo.emissive_exposure_normalization = -1.0; // Use default exposure normalization. bool flip_y = !render_data.reflection_probe.is_valid(); if (rt->overridden.color.is_valid()) { // If we've overridden the render target's color texture, then don't render upside down. // We're probably rendering directly to an XR device. flip_y = false; } if (!flip_y) { // If we're rendering right-side up, then we need to change the winding order. glFrontFace(GL_CW); } _setup_lights(&render_data, false, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count); _setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, flip_y, clear_color, false); _fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR); render_list[RENDER_LIST_OPAQUE].sort_by_key(); render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority(); bool draw_sky = false; bool draw_sky_fog_only = false; bool keep_color = false; float sky_energy_multiplier = 1.0; 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 (render_data.environment.is_valid()) { RS::EnvironmentBG bg_mode = environment_get_background(render_data.environment); float bg_energy_multiplier = environment_get_bg_energy_multiplier(render_data.environment); bg_energy_multiplier *= environment_get_bg_intensity(render_data.environment); if (render_data.camera_attributes.is_valid()) { bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(render_data.camera_attributes); } switch (bg_mode) { case RS::ENV_BG_CLEAR_COLOR: { clear_color.r *= bg_energy_multiplier; clear_color.g *= bg_energy_multiplier; clear_color.b *= bg_energy_multiplier; if (environment_get_fog_enabled(render_data.environment)) { draw_sky_fog_only = true; GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color)); } } break; case RS::ENV_BG_COLOR: { clear_color = environment_get_bg_color(render_data.environment); clear_color.r *= bg_energy_multiplier; clear_color.g *= bg_energy_multiplier; clear_color.b *= bg_energy_multiplier; if (environment_get_fog_enabled(render_data.environment)) { draw_sky_fog_only = true; GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color)); } } 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: { } } // setup sky if used for ambient, reflections, or background if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); Projection projection = render_data.cam_projection; if (render_data.reflection_probe.is_valid()) { Projection correction; correction.columns[1][1] = -1.0; projection = correction * render_data.cam_projection; } sky_energy_multiplier *= bg_energy_multiplier; _setup_sky(&render_data, *render_data.lights, projection, render_data.cam_transform, screen_size); if (environment_get_sky(render_data.environment).is_valid()) { if (environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY || (environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_BG && environment_get_background(render_data.environment) == RS::ENV_BG_SKY)) { _update_sky_radiance(render_data.environment, projection, render_data.cam_transform, sky_energy_multiplier); } } else { // do not try to draw sky if invalid draw_sky = false; } } } glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo); glViewport(0, 0, rb->width, rb->height); // Do depth prepass if it's explicitly enabled bool use_depth_prepass = config->use_depth_prepass; // Don't do depth prepass we are rendering overdraw use_depth_prepass = use_depth_prepass && get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_OVERDRAW; if (use_depth_prepass) { RENDER_TIMESTAMP("Depth Prepass"); //pre z pass glDisable(GL_BLEND); glDepthMask(GL_TRUE); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDisable(GL_SCISSOR_TEST); glCullFace(GL_BACK); glEnable(GL_CULL_FACE); scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK; glColorMask(0, 0, 0, 0); glClearDepth(1.0f); glClear(GL_DEPTH_BUFFER_BIT); RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, 0, use_wireframe); _render_list_template(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size()); glColorMask(1, 1, 1, 1); fb_cleared = true; scene_state.used_depth_prepass = true; } else { scene_state.used_depth_prepass = false; } glBlendEquation(GL_FUNC_ADD); if (render_data.transparent_bg) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); } else { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); glDisable(GL_BLEND); } scene_state.current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX; glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED; scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE; if (!fb_cleared) { glClearDepth(1.0f); glClear(GL_DEPTH_BUFFER_BIT); } if (!keep_color) { glClearBufferfv(GL_COLOR, 0, clear_color.components); } RENDER_TIMESTAMP("Render Opaque Pass"); uint32_t spec_constant_base_flags = 0; { // Specialization Constants that apply for entire rendering pass. if (render_data.directional_light_count == 0) { spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS; } if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) { spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG; } } // Render Opaque Objects. RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe); _render_list_template(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size()); if (draw_sky) { RENDER_TIMESTAMP("Render Sky"); if (scene_state.current_depth_test != GLES3::SceneShaderData::DEPTH_TEST_ENABLED) { glEnable(GL_DEPTH_TEST); scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED; } glEnable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); glDisable(GL_BLEND); glEnable(GL_CULL_FACE); glCullFace(GL_BACK); scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED; scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED; scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK; _draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier); } RENDER_TIMESTAMP("Render 3D Transparent Pass"); glEnable(GL_BLEND); //Render transparent pass RenderListParameters render_list_params_alpha(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe); _render_list_template(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true); if (!flip_y) { // Restore the default winding order. glFrontFace(GL_CCW); } if (rb.is_valid()) { _render_buffers_debug_draw(rb, p_shadow_atlas, p_occluder_debug_tex); } glDisable(GL_BLEND); texture_storage->render_target_disable_clear_request(rb->render_target); } template void RasterizerSceneGLES3::_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) { GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton(); GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton(); GLES3::Config *config = GLES3::Config::get_singleton(); GLuint prev_vertex_array_gl = 0; GLuint prev_index_array_gl = 0; GLES3::SceneMaterialData *prev_material_data = nullptr; GLES3::SceneShaderData *prev_shader = nullptr; GeometryInstanceGLES3 *prev_inst = nullptr; SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR; SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized // @todo Get this from p_params->spec_constant_base_flags instead of hardcoding it. uint32_t base_spec_constants = 0; if (p_render_data->view_count > 1) { base_spec_constants |= 1 << SPEC_CONSTANT_USE_MULTIVIEW; } switch (p_pass_mode) { case PASS_MODE_COLOR: case PASS_MODE_COLOR_TRANSPARENT: { } break; case PASS_MODE_COLOR_ADDITIVE: { shader_variant = SceneShaderGLES3::MODE_ADDITIVE; } break; case PASS_MODE_SHADOW: case PASS_MODE_DEPTH: { shader_variant = SceneShaderGLES3::MODE_DEPTH; } break; } if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) { glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 2); GLuint texture_to_bind = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_CUBEMAP_BLACK))->tex_id; if (p_render_data->environment.is_valid()) { Sky *sky = sky_owner.get_or_null(environment_get_sky(p_render_data->environment)); if (sky && sky->radiance != 0) { texture_to_bind = sky->radiance; // base_spec_constant |= USE_RADIANCE_MAP; } glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind); } } bool should_request_redraw = false; for (uint32_t i = p_from_element; i < p_to_element; i++) { const GeometryInstanceSurface *surf = p_params->elements[i]; GeometryInstanceGLES3 *inst = surf->owner; if (p_pass_mode == PASS_MODE_COLOR && !(surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) { continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass } if (inst->instance_count == 0) { continue; } GLES3::SceneShaderData *shader; GLES3::SceneMaterialData *material_data; void *mesh_surface; if constexpr (p_pass_mode == PASS_MODE_SHADOW) { shader = surf->shader_shadow; material_data = surf->material_shadow; mesh_surface = surf->surface_shadow; } else { shader = surf->shader; material_data = surf->material; mesh_surface = surf->surface; } if (!mesh_surface) { continue; } //request a redraw if one of the shaders uses TIME if (shader->uses_time) { should_request_redraw = true; } if constexpr (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) { if (scene_state.current_depth_test != shader->depth_test) { if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) { glDisable(GL_DEPTH_TEST); } else { glEnable(GL_DEPTH_TEST); } scene_state.current_depth_test = shader->depth_test; } } if (scene_state.current_depth_draw != shader->depth_draw) { switch (shader->depth_draw) { case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: { glDepthMask(p_pass_mode == PASS_MODE_COLOR); } break; case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: { glDepthMask(GL_TRUE); } break; case GLES3::SceneShaderData::DEPTH_DRAW_DISABLED: { glDepthMask(GL_FALSE); } break; } scene_state.current_depth_draw = shader->depth_draw; } if constexpr (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) { GLES3::SceneShaderData::BlendMode desired_blend_mode; if constexpr (p_pass_mode == PASS_MODE_COLOR_ADDITIVE) { desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD; } else { desired_blend_mode = shader->blend_mode; } if (desired_blend_mode != scene_state.current_blend_mode) { switch (desired_blend_mode) { case GLES3::SceneShaderData::BLEND_MODE_MIX: { glBlendEquation(GL_FUNC_ADD); if (p_render_data->transparent_bg) { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); } else { glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE); } } break; case GLES3::SceneShaderData::BLEND_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(p_pass_mode == PASS_MODE_COLOR_TRANSPARENT ? GL_SRC_ALPHA : GL_ONE, GL_ONE); } break; case GLES3::SceneShaderData::BLEND_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; case GLES3::SceneShaderData::BLEND_MODE_MUL: { glBlendEquation(GL_FUNC_ADD); if (p_render_data->transparent_bg) { glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO); } else { glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE); } } break; case GLES3::SceneShaderData::BLEND_MODE_ALPHA_TO_COVERAGE: { // Do nothing for now. } break; } scene_state.current_blend_mode = desired_blend_mode; } } //find cull variant GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode; if ((surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) { cull_mode = GLES3::SceneShaderData::CULL_DISABLED; } else { bool mirror = inst->mirror; if (p_params->reverse_cull) { mirror = !mirror; } if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) { cull_mode = GLES3::SceneShaderData::CULL_BACK; } else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) { cull_mode = GLES3::SceneShaderData::CULL_FRONT; } } if (scene_state.cull_mode != cull_mode) { if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) { glDisable(GL_CULL_FACE); } else { if (scene_state.cull_mode == GLES3::SceneShaderData::CULL_DISABLED) { // Last time was disabled, so enable and set proper face. glEnable(GL_CULL_FACE); } glCullFace(cull_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK); } scene_state.cull_mode = cull_mode; } RS::PrimitiveType primitive = surf->primitive; static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP }; GLenum primitive_gl = prim[int(primitive)]; GLuint vertex_array_gl = 0; GLuint index_array_gl = 0; //skeleton and blend shape if (surf->owner->mesh_instance.is_valid()) { mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, shader->vertex_input_mask, vertex_array_gl); } else { mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, shader->vertex_input_mask, vertex_array_gl); } index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index); if (prev_vertex_array_gl != vertex_array_gl) { if (vertex_array_gl != 0) { glBindVertexArray(vertex_array_gl); } prev_vertex_array_gl = vertex_array_gl; } bool use_index_buffer = index_array_gl != 0; if (prev_index_array_gl != index_array_gl) { if (index_array_gl != 0) { // Bind index each time so we can use LODs glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl); } prev_index_array_gl = index_array_gl; } Transform3D world_transform; if (inst->store_transform_cache) { world_transform = inst->transform; } if (prev_material_data != material_data) { material_data->bind_uniforms(); prev_material_data = material_data; } SceneShaderGLES3::ShaderVariant instance_variant = shader_variant; if (inst->instance_count > 0) { instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant)); } if (prev_shader != shader || prev_variant != instance_variant) { material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants); float opaque_prepass_threshold = 0.0; if constexpr (p_pass_mode == PASS_MODE_DEPTH) { opaque_prepass_threshold = 0.99; } else if constexpr (p_pass_mode == PASS_MODE_SHADOW) { opaque_prepass_threshold = 0.1; } material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, base_spec_constants); prev_shader = shader; prev_variant = instance_variant; } if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) { // Rebind the light indices. material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant, base_spec_constants); material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant, base_spec_constants); if (inst->omni_light_count) { glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->omni_light_count, inst->omni_light_gl_cache.ptr()); } if (inst->spot_light_count) { glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, base_spec_constants), inst->spot_light_count, inst->spot_light_gl_cache.ptr()); } prev_inst = inst; } material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, base_spec_constants); if (inst->instance_count > 0) { // Using MultiMesh. // Bind instance buffers. GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base); glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer); uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base); glEnableVertexAttribArray(12); glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0)); glVertexAttribDivisor(12, 1); glEnableVertexAttribArray(13); glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4)); glVertexAttribDivisor(13, 1); glEnableVertexAttribArray(14); glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8)); glVertexAttribDivisor(14, 1); if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) { glEnableVertexAttribArray(15); glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float))); glVertexAttribDivisor(15, 1); } if (use_index_buffer) { glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count); } else { glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), inst->instance_count); } } else { // Using regular Mesh. if (use_index_buffer) { glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0); } else { glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface)); } } if (inst->instance_count > 0) { glDisableVertexAttribArray(12); glDisableVertexAttribArray(13); glDisableVertexAttribArray(14); glDisableVertexAttribArray(15); } } // Make the actual redraw request if (should_request_redraw) { RenderingServerDefault::redraw_request(); } } void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const Projection &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; } Ref RasterizerSceneGLES3::render_buffers_create() { Ref rb; rb.instantiate(); return rb; } //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(Ref 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 TypedArray &p_material_overrides, const Size2i &p_image_size) { return TypedArray(); } bool RasterizerSceneGLES3::free(RID p_rid) { if (is_environment(p_rid)) { environment_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); _free_sky_data(sky); sky_owner.free(p_rid); } else if (GLES3::LightStorage::get_singleton()->owns_light_instance(p_rid)) { GLES3::LightStorage::get_singleton()->light_instance_free(p_rid); } else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) { //not much to delete, just free it RSG::camera_attributes->camera_attributes_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() { singleton = this; GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton(); GLES3::Config *config = GLES3::Config::get_singleton(); // Quality settings. use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units"); { // Setup Lights config->max_renderable_lights = MIN(config->max_renderable_lights, config->max_uniform_buffer_size / (int)sizeof(RasterizerSceneGLES3::LightData)); config->max_lights_per_object = MIN(config->max_lights_per_object, config->max_renderable_lights); uint32_t light_buffer_size = config->max_renderable_lights * sizeof(LightData); scene_state.omni_lights = memnew_arr(LightData, config->max_renderable_lights); scene_state.omni_light_sort = memnew_arr(InstanceSort, config->max_renderable_lights); glGenBuffers(1, &scene_state.omni_light_buffer); glBindBuffer(GL_UNIFORM_BUFFER, scene_state.omni_light_buffer); glBufferData(GL_UNIFORM_BUFFER, light_buffer_size, nullptr, GL_STREAM_DRAW); scene_state.spot_lights = memnew_arr(LightData, config->max_renderable_lights); scene_state.spot_light_sort = memnew_arr(InstanceSort, config->max_renderable_lights); glGenBuffers(1, &scene_state.spot_light_buffer); glBindBuffer(GL_UNIFORM_BUFFER, scene_state.spot_light_buffer); glBufferData(GL_UNIFORM_BUFFER, light_buffer_size, nullptr, GL_STREAM_DRAW); uint32_t directional_light_buffer_size = MAX_DIRECTIONAL_LIGHTS * sizeof(DirectionalLightData); scene_state.directional_lights = memnew_arr(DirectionalLightData, MAX_DIRECTIONAL_LIGHTS); glGenBuffers(1, &scene_state.directional_light_buffer); glBindBuffer(GL_UNIFORM_BUFFER, scene_state.directional_light_buffer); glBufferData(GL_UNIFORM_BUFFER, directional_light_buffer_size, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } { sky_globals.max_directional_lights = 4; uint32_t directional_light_buffer_size = sky_globals.max_directional_lights * sizeof(DirectionalLightData); sky_globals.directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights); sky_globals.last_frame_directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights); sky_globals.last_frame_directional_light_count = sky_globals.max_directional_lights + 1; glGenBuffers(1, &sky_globals.directional_light_buffer); glBindBuffer(GL_UNIFORM_BUFFER, sky_globals.directional_light_buffer); glBufferData(GL_UNIFORM_BUFFER, directional_light_buffer_size, nullptr, GL_STREAM_DRAW); glBindBuffer(GL_UNIFORM_BUFFER, 0); } { String global_defines; global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n"; global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n"; global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "\n"; material_storage->shaders.scene_shader.initialize(global_defines); scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create(); material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR); } { //default material and shader scene_globals.default_shader = material_storage->shader_allocate(); material_storage->shader_initialize(scene_globals.default_shader); material_storage->shader_set_code(scene_globals.default_shader, R"( // Default 3D material shader. shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO = vec3(0.6); ROUGHNESS = 0.8; METALLIC = 0.2; } )"); scene_globals.default_material = material_storage->material_allocate(); material_storage->material_initialize(scene_globals.default_material); material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader); } { // 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_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n"; material_storage->shaders.sky_shader.initialize(global_defines); sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create(); material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND); } { String global_defines; global_defines += "\n#define MAX_SAMPLE_COUNT " + itos(sky_globals.ggx_samples) + "\n"; material_storage->shaders.cubemap_filter_shader.initialize(global_defines); scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create(); material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, CubemapFilterShaderGLES3::MODE_DEFAULT); } { 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); } { sky_globals.fog_shader = material_storage->shader_allocate(); material_storage->shader_initialize(sky_globals.fog_shader); material_storage->shader_set_code(sky_globals.fog_shader, R"( // Default clear color sky shader. shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } )"); sky_globals.fog_material = material_storage->material_allocate(); material_storage->material_initialize(sky_globals.fog_material); material_storage->material_set_shader(sky_globals.fog_material, sky_globals.fog_shader); } { glGenBuffers(1, &sky_globals.screen_triangle); glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle); const float qv[6] = { -1.0f, -1.0f, 3.0f, -1.0f, -1.0f, 3.0f, }; glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind glGenVertexArrays(1, &sky_globals.screen_triangle_array); glBindVertexArray(sky_globals.screen_triangle_array); glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle); glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr); glEnableVertexAttribArray(RS::ARRAY_VERTEX); glBindVertexArray(0); glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind } #ifdef GLES_OVER_GL glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS); #endif // MultiMesh may read from color when color is disabled, so make sure that the color defaults to white instead of black; glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0); } RasterizerSceneGLES3::~RasterizerSceneGLES3() { glDeleteBuffers(1, &scene_state.directional_light_buffer); glDeleteBuffers(1, &scene_state.omni_light_buffer); glDeleteBuffers(1, &scene_state.spot_light_buffer); memdelete_arr(scene_state.directional_lights); memdelete_arr(scene_state.omni_lights); memdelete_arr(scene_state.spot_lights); memdelete_arr(scene_state.omni_light_sort); memdelete_arr(scene_state.spot_light_sort); // Scene Shader GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version); GLES3::MaterialStorage::get_singleton()->shaders.cubemap_filter_shader.version_free(scene_globals.cubemap_filter_shader_version); RSG::material_storage->material_free(scene_globals.default_material); RSG::material_storage->shader_free(scene_globals.default_shader); // Sky Shader GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version); RSG::material_storage->material_free(sky_globals.default_material); RSG::material_storage->shader_free(sky_globals.default_shader); RSG::material_storage->material_free(sky_globals.fog_material); RSG::material_storage->shader_free(sky_globals.fog_shader); glDeleteBuffers(1, &sky_globals.screen_triangle); glDeleteVertexArrays(1, &sky_globals.screen_triangle_array); glDeleteTextures(1, &sky_globals.radical_inverse_vdc_cache_tex); glDeleteBuffers(1, &sky_globals.directional_light_buffer); memdelete_arr(sky_globals.directional_lights); memdelete_arr(sky_globals.last_frame_directional_lights); singleton = nullptr; } #endif // GLES3_ENABLED