#ifndef RASTERIZERSCENEGLES3_H #define RASTERIZERSCENEGLES3_H #include "rasterizer_storage_gles3.h" #include "drivers/gles3/shaders/scene.glsl.h" #include "drivers/gles3/shaders/cube_to_dp.glsl.h" class RasterizerSceneGLES3 : public RasterizerScene { public: uint64_t shadow_atlas_realloc_tolerance_msec; uint64_t render_pass; uint64_t scene_pass; uint32_t current_material_index; uint32_t current_geometry_index; RID default_material; RID default_material_twosided; RID default_shader; RID default_shader_twosided; RasterizerStorageGLES3 *storage; struct State { bool texscreen_copied; int current_blend_mode; float current_line_width; int current_depth_draw; SceneShaderGLES3 scene_shader; CubeToDpShaderGLES3 cube_to_dp_shader; struct SceneDataUBO { float projection_matrix[16]; float camera_inverse_matrix[16]; float camera_matrix[16]; float time[4]; float ambient_light_color[4]; float bg_color[4]; float ambient_energy; float bg_energy; float shadow_z_offset; float shadow_slope_scale; float shadow_dual_paraboloid_render_zfar; float shadow_dual_paraboloid_render_side; float shadow_atlas_pixel_size[2]; float shadow_directional_pixel_size[2]; } ubo_data; GLuint scene_ubo; struct EnvironmentRadianceUBO { float transform[16]; float box_min[4]; //unused for now float box_max[4]; float ambient_contribution; } env_radiance_data; GLuint env_radiance_ubo; GLuint brdf_texture; GLuint skybox_verts; GLuint skybox_array; bool cull_front; } state; /* SHADOW ATLAS API */ struct ShadowAtlas : public RID_Data { enum { QUADRANT_SHIFT=27, SHADOW_INDEX_MASK=(1< shadows; Quadrant() { subdivision=0; //not in use } } quadrants[4]; int size_order[4]; uint32_t smallest_subdiv; int size; GLuint fbo; GLuint depth; Map shadow_owners; }; struct ShadowCubeMap { GLuint fbo_id[6]; GLuint cubemap; int size; }; Vector shadow_cubemaps; RID_Owner shadow_atlas_owner; RID shadow_atlas_create(); void shadow_atlas_set_size(RID p_atlas,int p_size); void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision); bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow); bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version); struct DirectionalShadow { GLuint fbo; GLuint depth; int light_count; int size; int current_light; } directional_shadow; virtual int get_directional_light_shadow_size(RID p_light_intance); virtual void set_directional_shadow_count(int p_count); /* ENVIRONMENT API */ struct Environment : public RID_Data { VS::EnvironmentBG bg_mode; RID skybox_color; RID skybox_radiance; float skybox_scale; Color bg_color; float bg_energy; float skybox_ambient; Color ambient_color; float ambient_energy; float ambient_skybox_contribution; int canvas_max_layer; Environment() { bg_mode=VS::ENV_BG_CLEAR_COLOR; skybox_scale=1.0; bg_energy=1.0; skybox_ambient=0; ambient_energy=1.0; ambient_skybox_contribution=0.0; canvas_max_layer=0; } }; RID_Owner environment_owner; virtual RID environment_create(); virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size); virtual void environment_set_skybox_scale(RID p_env,float p_scale); virtual void environment_set_bg_color(RID p_env,const Color& p_color); virtual void environment_set_bg_energy(RID p_env,float p_energy); virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer); virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0); virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode); virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture); virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper); virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp); /* LIGHT INSTANCE */ struct LightInstance : public RID_Data { struct ShadowTransform { CameraMatrix camera; Transform transform; float far; float split; }; struct LightDataUBO { float light_pos_inv_radius[4]; float light_direction_attenuation[4]; float light_color_energy[4]; float light_params[4]; //cone attenuation, specular, shadow darkening, float light_clamp[4]; //cone attenuation, specular, shadow darkening, float shadow_split_offsets[4]; float shadow_matrix1[16]; float shadow_matrix2[16]; float shadow_matrix3[16]; float shadow_matrix4[16]; } light_ubo_data; ShadowTransform shadow_transform[4]; RID self; RID light; RasterizerStorageGLES3::Light *light_ptr; Transform transform; Vector3 light_vector; Vector3 spot_vector; float linear_att; GLuint light_ubo; uint64_t shadow_pass; uint64_t last_scene_pass; uint64_t last_scene_shadow_pass; uint64_t last_pass; uint16_t light_index; uint16_t light_directional_index; uint32_t current_shadow_atlas_key; Vector2 dp; Rect2 directional_rect; Set shadow_atlases; //shadow atlases where this light is registered LightInstance() { } }; mutable RID_Owner light_instance_owner; virtual RID light_instance_create(RID p_light); virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform); virtual void light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass); virtual void light_instance_mark_visible(RID p_light_instance); /* RENDER LIST */ struct RenderList { enum { DEFAULT_MAX_ELEMENTS=65536, SORT_FLAG_SKELETON=1, SORT_FLAG_INSTANCING=2, MAX_DIRECTIONAL_LIGHTS=16, MAX_LIGHTS=4096, SORT_KEY_DEPTH_LAYER_SHIFT=58, SORT_KEY_LIGHT_TYPE_SHIFT=54, //type is most important SORT_KEY_LIGHT_INDEX_SHIFT=38, //type is most important SORT_KEY_LIGHT_INDEX_UNSHADED=uint64_t(0xF) << SORT_KEY_LIGHT_TYPE_SHIFT, //type is most important SORT_KEY_LIGHT_MASK=(uint64_t(0xFFFFF) << SORT_KEY_LIGHT_INDEX_SHIFT), //type is most important SORT_KEY_MATERIAL_INDEX_SHIFT=22, SORT_KEY_GEOMETRY_INDEX_SHIFT=6, SORT_KEY_GEOMETRY_TYPE_SHIFT=2, SORT_KEY_SKELETON_FLAG=2, SORT_KEY_MIRROR_FLAG=1 }; int max_elements; struct Element { RasterizerScene::InstanceBase *instance; RasterizerStorageGLES3::Geometry *geometry; RasterizerStorageGLES3::Material *material; RasterizerStorageGLES3::GeometryOwner *owner; uint64_t sort_key; bool *additive_ptr; bool additive; }; Element *_elements; Element **elements; int element_count; int alpha_element_count; void clear() { element_count=0; alpha_element_count=0; } //should eventually be replaced by radix struct SortByKey { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { return A->sort_key < B->sort_key; } }; void sort_by_key(bool p_alpha) { SortArray sorter; if (p_alpha) { sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count); } else { sorter.sort(elements,element_count); } } struct SortByDepth { _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { return A->instance->depth > B->instance->depth; } }; void sort_by_depth(bool p_alpha) { SortArray sorter; if (p_alpha) { sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count); } else { sorter.sort(elements,element_count); } } _FORCE_INLINE_ Element* add_element() { if (element_count+alpha_element_count>=max_elements) return NULL; elements[element_count]=&_elements[element_count]; return elements[element_count++]; } _FORCE_INLINE_ Element* add_alpha_element() { if (element_count+alpha_element_count>=max_elements) return NULL; int idx = max_elements-alpha_element_count-1; elements[idx]=&_elements[idx]; alpha_element_count++; return elements[idx]; } void init() { element_count = 0; alpha_element_count =0; elements=memnew_arr(Element*,max_elements); _elements=memnew_arr(Element,max_elements); for (int i=0;i