/*************************************************************************/ /* rasterizer_scene_gles3.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef RASTERIZER_SCENE_OPENGL_H #define RASTERIZER_SCENE_OPENGL_H #ifdef GLES3_ENABLED #include "core/math/camera_matrix.h" #include "core/templates/paged_allocator.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "rasterizer_storage_gles3.h" #include "scene/resources/mesh.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" #include "shader_gles3.h" #include "shaders/cubemap_filter.glsl.gen.h" #include "shaders/sky.glsl.gen.h" enum RenderListType { RENDER_LIST_OPAQUE, //used for opaque objects RENDER_LIST_ALPHA, //used for transparent objects RENDER_LIST_SECONDARY, //used for shadows and other objects RENDER_LIST_MAX }; enum PassMode { PASS_MODE_COLOR, PASS_MODE_COLOR_TRANSPARENT, PASS_MODE_COLOR_ADDITIVE, PASS_MODE_SHADOW, PASS_MODE_DEPTH, }; // These should share as much as possible with SkyUniform Location enum SceneUniformLocation { SCENE_TONEMAP_UNIFORM_LOCATION, SCENE_GLOBALS_UNIFORM_LOCATION, SCENE_DATA_UNIFORM_LOCATION, SCENE_MATERIAL_UNIFORM_LOCATION, SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION. SCENE_OMNILIGHT_UNIFORM_LOCATION, SCENE_SPOTLIGHT_UNIFORM_LOCATION, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, }; enum SkyUniformLocation { SKY_TONEMAP_UNIFORM_LOCATION, SKY_GLOBALS_UNIFORM_LOCATION, SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION. SKY_MATERIAL_UNIFORM_LOCATION, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, }; enum { SPEC_CONSTANT_DISABLE_LIGHTMAP = 0, SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 1, SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 2, SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 3, SPEC_CONSTANT_DISABLE_FOG = 4, }; struct RenderDataGLES3 { RID render_buffers = RID(); bool transparent_bg = false; Transform3D cam_transform = Transform3D(); Transform3D inv_cam_transform = Transform3D(); CameraMatrix cam_projection = CameraMatrix(); bool cam_orthogonal = false; // For stereo rendering uint32_t view_count = 1; CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; float z_near = 0.0; float z_far = 0.0; const PagedArray *instances = nullptr; const PagedArray *lights = nullptr; const PagedArray *reflection_probes = nullptr; RID environment = RID(); RID camera_effects = RID(); RID reflection_probe = RID(); int reflection_probe_pass = 0; float lod_distance_multiplier = 0.0; Plane lod_camera_plane = Plane(); float screen_mesh_lod_threshold = 0.0; uint32_t directional_light_count = 0; uint32_t spot_light_count = 0; uint32_t omni_light_count = 0; RendererScene::RenderInfo *render_info = nullptr; }; class RasterizerStorageGLES3; class RasterizerCanvasGLES3; class RasterizerSceneGLES3 : public RendererSceneRender { private: static RasterizerSceneGLES3 *singleton; RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED; uint64_t scene_pass = 0; template struct InstanceSort { float depth; T *instance = nullptr; bool operator<(const InstanceSort &p_sort) const { return depth < p_sort.depth; } }; struct SceneGlobals { RID shader_default_version; RID default_material; RID default_shader; RID cubemap_filter_shader_version; } scene_globals; /* LIGHT INSTANCE */ struct LightData { float position[3]; float inv_radius; float direction[3]; // Only used by SpotLight float size; float color[3]; float attenuation; float inv_spot_attenuation; float cos_spot_angle; float specular_amount; uint32_t shadow_enabled; }; static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes"); struct DirectionalLightData { float direction[3]; float energy; float color[3]; float size; uint32_t enabled; // For use by SkyShaders float pad[2]; float specular; }; static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes"); struct LightInstance { RS::LightType light_type = RS::LIGHT_DIRECTIONAL; AABB aabb; RID self; RID light; Transform3D transform; Vector3 light_vector; Vector3 spot_vector; float linear_att = 0.0; uint64_t shadow_pass = 0; uint64_t last_scene_pass = 0; uint64_t last_scene_shadow_pass = 0; uint64_t last_pass = 0; uint32_t cull_mask = 0; uint32_t light_directional_index = 0; Rect2 directional_rect; uint32_t gl_id = -1; LightInstance() {} }; mutable RID_Owner light_instance_owner; struct GeometryInstanceGLES3; // Cached data for drawing surfaces struct GeometryInstanceSurface { enum { FLAG_PASS_DEPTH = 1, FLAG_PASS_OPAQUE = 2, FLAG_PASS_ALPHA = 4, FLAG_PASS_SHADOW = 8, FLAG_USES_SHARED_SHADOW_MATERIAL = 128, FLAG_USES_SCREEN_TEXTURE = 2048, FLAG_USES_DEPTH_TEXTURE = 4096, FLAG_USES_NORMAL_TEXTURE = 8192, FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384, }; union { struct { uint64_t lod_index : 8; uint64_t surface_index : 8; uint64_t geometry_id : 32; uint64_t material_id_low : 16; uint64_t material_id_hi : 16; uint64_t shader_id : 32; uint64_t uses_softshadow : 1; uint64_t uses_projector : 1; uint64_t uses_forward_gi : 1; uint64_t uses_lightmap : 1; uint64_t depth_layer : 4; uint64_t priority : 8; }; struct { uint64_t sort_key1; uint64_t sort_key2; }; } sort; RS::PrimitiveType primitive = RS::PRIMITIVE_MAX; uint32_t flags = 0; uint32_t surface_index = 0; uint32_t lod_index = 0; void *surface = nullptr; GLES3::SceneShaderData *shader = nullptr; GLES3::SceneMaterialData *material = nullptr; void *surface_shadow = nullptr; GLES3::SceneShaderData *shader_shadow = nullptr; GLES3::SceneMaterialData *material_shadow = nullptr; GeometryInstanceSurface *next = nullptr; GeometryInstanceGLES3 *owner = nullptr; }; struct GeometryInstanceGLES3 : public GeometryInstance { //used during rendering bool mirror = false; bool non_uniform_scale = false; float lod_bias = 0.0; float lod_model_scale = 1.0; AABB transformed_aabb; //needed for LOD float depth = 0; uint32_t flags_cache = 0; bool store_transform_cache = true; int32_t shader_parameters_offset = -1; uint32_t layer_mask = 1; uint32_t instance_count = 0; RID mesh_instance; bool can_sdfgi = false; bool using_projectors = false; bool using_softshadows = false; bool fade_near = false; float fade_near_begin = 0; float fade_near_end = 0; bool fade_far = false; float fade_far_begin = 0; float fade_far_end = 0; float force_alpha = 1.0; float parent_fade_alpha = 1.0; uint32_t omni_light_count = 0; LocalVector omni_lights; uint32_t spot_light_count = 0; LocalVector spot_lights; LocalVector omni_light_gl_cache; LocalVector spot_light_gl_cache; //used during setup uint32_t base_flags = 0; Transform3D transform; GeometryInstanceSurface *surface_caches = nullptr; SelfList dirty_list_element; struct Data { //data used less often goes into regular heap RID base; RS::InstanceType base_type; RID skeleton; Vector surface_materials; RID material_override; RID material_overlay; AABB aabb; bool use_dynamic_gi = false; bool use_baked_light = false; bool cast_double_sided_shadows = false; bool mirror = false; bool dirty_dependencies = false; RendererStorage::DependencyTracker dependency_tracker; }; Data *data = nullptr; GeometryInstanceGLES3() : dirty_list_element(this) {} }; enum { INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5, INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6, INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8, INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9, INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10, INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11, INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12, INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13, INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14, INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15, }; static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker); static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker); SelfList::List geometry_instance_dirty_list; // Use PagedAllocator instead of RID to maximize performance PagedAllocator geometry_instance_alloc; PagedAllocator geometry_instance_surface_alloc; void _geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); void _geometry_instance_update(GeometryInstance *p_geometry_instance); void _update_dirty_geometry_instances(); struct SceneState { struct UBO { float projection_matrix[16]; float inv_projection_matrix[16]; float inv_view_matrix[16]; float view_matrix[16]; float viewport_size[2]; float screen_pixel_size[2]; float ambient_light_color_energy[4]; float ambient_color_sky_mix; uint32_t material_uv2_mode; float pad2; uint32_t use_ambient_light = 0; uint32_t use_ambient_cubemap = 0; uint32_t use_reflection_cubemap = 0; float fog_aerial_perspective; float time; float radiance_inverse_xform[12]; uint32_t directional_light_count; float z_far; float z_near; float pad1; uint32_t fog_enabled; float fog_density; float fog_height; float fog_height_density; float fog_light_color[3]; float fog_sun_scatter; }; static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes"); struct TonemapUBO { float exposure = 1.0; float white = 1.0; int32_t tonemapper = 0; int32_t pad = 0; }; static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes"); UBO ubo; GLuint ubo_buffer = 0; GLuint tonemap_buffer = 0; bool used_depth_prepass = false; GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX; GLES3::SceneShaderData::DepthDraw current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE; GLES3::SceneShaderData::DepthTest current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED; GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK; bool texscreen_copied = false; bool used_screen_texture = false; bool used_normal_texture = false; bool used_depth_texture = false; LightData *omni_lights = nullptr; LightData *spot_lights = nullptr; InstanceSort *omni_light_sort; InstanceSort *spot_light_sort; GLuint omni_light_buffer = 0; GLuint spot_light_buffer = 0; uint32_t omni_light_count = 0; uint32_t spot_light_count = 0; DirectionalLightData *directional_lights = nullptr; GLuint directional_light_buffer = 0; } scene_state; struct RenderListParameters { GeometryInstanceSurface **elements = nullptr; int element_count = 0; bool reverse_cull = false; uint32_t spec_constant_base_flags = 0; bool force_wireframe = false; RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint32_t p_spec_constant_base_flags, bool p_force_wireframe = false) { elements = p_elements; element_count = p_element_count; reverse_cull = p_reverse_cull; spec_constant_base_flags = p_spec_constant_base_flags; force_wireframe = p_force_wireframe; } }; struct RenderList { LocalVector elements; void clear() { elements.clear(); } //should eventually be replaced by radix struct SortByKey { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2); } }; void sort_by_key() { SortArray sorter; sorter.sort(elements.ptr(), elements.size()); } void sort_by_key_range(uint32_t p_from, uint32_t p_size) { SortArray sorter; sorter.sort(elements.ptr() + p_from, p_size); } struct SortByDepth { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { return (A->owner->depth < B->owner->depth); } }; void sort_by_depth() { //used for shadows SortArray sorter; sorter.sort(elements.ptr(), elements.size()); } struct SortByReverseDepthAndPriority { _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const { return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority); } }; void sort_by_reverse_depth_and_priority() { //used for alpha SortArray sorter; sorter.sort(elements.ptr(), elements.size()); } _FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) { elements.push_back(p_element); } }; RenderList render_list[RENDER_LIST_MAX]; void _setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count); void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows); void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false); template _FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false); protected: double time; double time_step = 0; struct RenderBuffers { int internal_width = 0; int internal_height = 0; int width = 0; int height = 0; //float fsr_sharpness = 0.2f; RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; //RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; //bool use_debanding = false; //uint32_t view_count = 1; bool is_transparent = false; RID render_target; GLuint internal_texture = 0; // Used for rendering when post effects are enabled GLuint depth_texture = 0; // Main depth texture GLuint framebuffer = 0; // Main framebuffer, contains internal_texture and depth_texture or render_target->color and depth_texture //built-in textures used for ping pong image processing and blurring struct Blur { RID texture; struct Mipmap { RID texture; int width; int height; GLuint fbo; }; Vector mipmaps; }; Blur blur[2]; //the second one starts from the first mipmap /* GLuint fbo = 0; GLuint color = 0; GLuint depth = 0; GLuint multisample_fbo = 0; GLuint multisample_color = 0; GLuint multisample_depth = 0; bool multisample_active = false; struct Effect { GLuint fbo = 0; int width = 0; int height = 0; GLuint color = 0; Effect() { } }; Effect copy_screen_effect; struct MipMaps { struct Size { GLuint fbo; GLuint color; int width; int height; }; Vector sizes; GLuint color = 0; int levels = 0; MipMaps() { } }; MipMaps mip_maps[2]; */ }; bool screen_space_roughness_limiter = false; float screen_space_roughness_limiter_amount = 0.25; float screen_space_roughness_limiter_limit = 0.18; mutable RID_Owner render_buffers_owner; void _free_render_buffer_data(RenderBuffers *rb); void _allocate_blur_textures(RenderBuffers *rb); void _allocate_depth_backbuffer_textures(RenderBuffers *rb); void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer); /* Environment */ struct Environment { // BG RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR; RID sky; float sky_custom_fov = 0.0; Basis sky_orientation; Color bg_color; float bg_energy = 1.0; int canvas_max_layer = 0; RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG; Color ambient_light; float ambient_light_energy = 1.0; float ambient_sky_contribution = 1.0; RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG; Color ao_color; /// Tonemap RS::EnvironmentToneMapper tone_mapper; float exposure = 1.0; float white = 1.0; bool auto_exposure = false; float min_luminance = 0.2; float max_luminance = 8.0; float auto_exp_speed = 0.2; float auto_exp_scale = 0.5; uint64_t auto_exposure_version = 0; // Fog bool fog_enabled = false; Color fog_light_color = Color(0.5, 0.6, 0.7); float fog_light_energy = 1.0; float fog_sun_scatter = 0.0; float fog_density = 0.001; float fog_height = 0.0; float fog_height_density = 0.0; //can be negative to invert effect float fog_aerial_perspective = 0.0; /// Glow bool glow_enabled = false; Vector glow_levels; float glow_intensity = 0.8; float glow_strength = 1.0; float glow_bloom = 0.0; float glow_mix = 0.01; RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT; float glow_hdr_bleed_threshold = 1.0; float glow_hdr_luminance_cap = 12.0; float glow_hdr_bleed_scale = 2.0; float glow_map_strength = 1.0; RID glow_map = RID(); /// SSAO bool ssao_enabled = false; float ssao_radius = 1.0; float ssao_intensity = 2.0; float ssao_power = 1.5; float ssao_detail = 0.5; float ssao_horizon = 0.06; float ssao_sharpness = 0.98; float ssao_direct_light_affect = 0.0; float ssao_ao_channel_affect = 0.0; /// SSR bool ssr_enabled = false; int ssr_max_steps = 64; float ssr_fade_in = 0.15; float ssr_fade_out = 2.0; float ssr_depth_tolerance = 0.2; /// Adjustments bool adjustments_enabled = false; float adjustments_brightness = 1.0f; float adjustments_contrast = 1.0f; float adjustments_saturation = 1.0f; bool use_1d_color_correction = false; RID color_correction = RID(); }; RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM; bool ssao_half_size = false; bool ssao_using_half_size = false; float ssao_adaptive_target = 0.5; int ssao_blur_passes = 2; float ssao_fadeout_from = 50.0; float ssao_fadeout_to = 300.0; bool glow_bicubic_upscale = false; bool glow_high_quality = false; RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW; static uint64_t auto_exposure_counter; mutable RID_Owner environment_owner; /* Sky */ struct SkyGlobals { float fog_aerial_perspective = 0.0; Color fog_light_color; float fog_sun_scatter = 0.0; bool fog_enabled = false; float fog_density = 0.0; float z_far = 0.0; uint32_t directional_light_count = 0; DirectionalLightData *directional_lights = nullptr; DirectionalLightData *last_frame_directional_lights = nullptr; uint32_t last_frame_directional_light_count = 0; GLuint directional_light_buffer = 0; RID shader_default_version; RID default_material; RID default_shader; RID fog_material; RID fog_shader; GLuint screen_triangle = 0; GLuint screen_triangle_array = 0; GLuint radical_inverse_vdc_cache_tex = 0; uint32_t max_directional_lights = 4; uint32_t roughness_layers = 8; uint32_t ggx_samples = 128; } sky_globals; struct Sky { // Screen Buffers GLuint half_res_pass = 0; GLuint half_res_framebuffer = 0; GLuint quarter_res_pass = 0; GLuint quarter_res_framebuffer = 0; Size2i screen_size = Size2i(0, 0); // Radiance Cubemap GLuint radiance = 0; GLuint radiance_framebuffer = 0; GLuint raw_radiance = 0; RID material; GLuint uniform_buffer; int radiance_size = 256; int mipmap_count = 1; RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC; //ReflectionData reflection; bool reflection_dirty = false; bool dirty = false; int processing_layer = 0; Sky *dirty_list = nullptr; //State to track when radiance cubemap needs updating GLES3::SkyMaterialData *prev_material; Vector3 prev_position = Vector3(0.0, 0.0, 0.0); float prev_time = 0.0f; }; Sky *dirty_sky_list = nullptr; mutable RID_Owner sky_owner; void _setup_sky(Environment *p_env, RID p_render_buffers, const PagedArray &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size); void _invalidate_sky(Sky *p_sky); void _update_dirty_skys(); void _update_sky_radiance(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform); void _filter_sky_radiance(Sky *p_sky, int p_base_layer); void _draw_sky(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform); void _free_sky_data(Sky *p_sky); public: RasterizerStorageGLES3 *storage; RasterizerCanvasGLES3 *canvas; GeometryInstance *geometry_instance_create(RID p_base) override; void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) override; void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector &p_material) override; void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override; void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override; void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override; void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override; void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override; void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override; void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override; void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override; void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override; void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override; void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override; uint32_t geometry_instance_get_pair_mask() override; void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override; void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override; void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override; void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override; void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override; void geometry_instance_free(GeometryInstance *p_geometry_instance) override; /* SHADOW ATLAS API */ RID shadow_atlas_create() override; void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override; void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override; bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override; void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override; int get_directional_light_shadow_size(RID p_light_intance) override; void set_directional_shadow_count(int p_count) override; /* SDFGI UPDATE */ void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {} int sdfgi_get_pending_region_count(RID p_render_buffers) const override { return 0; } AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override { return AABB(); } uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override { return 0; } /* SKY API */ RID sky_allocate() override; void sky_initialize(RID p_rid) override; void sky_set_radiance_size(RID p_sky, int p_radiance_size) override; void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override; void sky_set_material(RID p_sky, RID p_material) override; Ref sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override; /* ENVIRONMENT API */ RID environment_allocate() override; void environment_initialize(RID p_rid) override; void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override; void environment_set_sky(RID p_env, RID p_sky) override; void environment_set_sky_custom_fov(RID p_env, float p_scale) override; void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override; void environment_set_bg_color(RID p_env, const Color &p_color) override; void environment_set_bg_energy(RID p_env, float p_energy) override; void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override; void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override; void environment_set_glow(RID p_env, bool p_enable, Vector p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) override; void environment_glow_set_use_bicubic_upscale(bool p_enable) override; void environment_glow_set_use_high_quality(bool p_enable) override; void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override; void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override; void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override; void 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) override; void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override; void 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) override; void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override; void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override; void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override; void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override; void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override; void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override; void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override; void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override; void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override; void environment_set_volumetric_fog_filter_active(bool p_enable) override; Ref environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override; bool is_environment(RID p_env) const override; RS::EnvironmentBG environment_get_background(RID p_env) const override; int environment_get_canvas_max_layer(RID p_env) const override; RID camera_effects_allocate() override; void camera_effects_initialize(RID p_rid) override; void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override; void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override; void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override; void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override; void shadows_quality_set(RS::ShadowQuality p_quality) override; void directional_shadow_quality_set(RS::ShadowQuality p_quality) override; RID light_instance_create(RID p_light) override; void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override; void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override; void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override; void light_instance_mark_visible(RID p_light_instance) override; _FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) { LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->light_type; } _FORCE_INLINE_ uint32_t light_instance_get_gl_id(RID p_light_instance) { LightInstance *li = light_instance_owner.get_or_null(p_light_instance); return li->gl_id; } RID fog_volume_instance_create(RID p_fog_volume) override; void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override; void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override; RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override; Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override; RID reflection_atlas_create() override; int reflection_atlas_get_size(RID p_ref_atlas) const override; void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override; RID reflection_probe_instance_create(RID p_probe) override; void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override; void reflection_probe_release_atlas_index(RID p_instance) override; bool reflection_probe_instance_needs_redraw(RID p_instance) override; bool reflection_probe_instance_has_reflection(RID p_instance) override; bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override; bool reflection_probe_instance_postprocess_step(RID p_instance) override; RID decal_instance_create(RID p_decal) override; void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override; RID lightmap_instance_create(RID p_lightmap) override; void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override; RID voxel_gi_instance_create(RID p_voxel_gi) override; void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override; bool voxel_gi_needs_update(RID p_probe) const override; void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector &p_light_instances, const PagedArray &p_dynamic_objects) override; void voxel_gi_set_quality(RS::VoxelGIQuality) override; void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray &p_instances, const PagedArray &p_lights, const PagedArray &p_reflection_probes, const PagedArray &p_voxel_gi_instances, const PagedArray &p_decals, const PagedArray &p_lightmaps, const PagedArray &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray &p_instances, RID p_framebuffer, const Rect2i &p_region) override; void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray &p_instances) override; void set_scene_pass(uint64_t p_pass) override { scene_pass = p_pass; } _FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; } void set_time(double p_time, double p_step) override; void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override; _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; } RID render_buffers_create() override; void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override; void gi_set_use_half_resolution(bool p_enable) override; void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override; bool screen_space_roughness_limiter_is_active() const override; void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override; void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override; TypedArray bake_render_uv2(RID p_base, const Vector &p_material_overrides, const Size2i &p_image_size) override; bool free(RID p_rid) override; void update() override; void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override; void decals_set_filter(RS::DecalFilter p_filter) override; void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override; static RasterizerSceneGLES3 *get_singleton(); RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage); ~RasterizerSceneGLES3(); }; #endif // GLES3_ENABLED #endif // RASTERIZER_SCENE_OPENGL_H