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|
/*************************************************************************/
/* 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 "storage/config.h"
#ifdef GLES3_ENABLED
uint64_t RasterizerSceneGLES3::auto_exposure_counter = 2;
RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
RasterizerSceneGLES3 *RasterizerSceneGLES3::get_singleton() {
return singleton;
}
RendererSceneRender::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
RS::InstanceType type = storage->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;
_geometry_instance_mark_dirty(ginstance);
return ginstance;
}
void RasterizerSceneGLES3::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->skeleton = p_skeleton;
_geometry_instance_mark_dirty(ginstance);
ginstance->data->dirty_dependencies = true;
}
void RasterizerSceneGLES3::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->material_override = p_override;
_geometry_instance_mark_dirty(ginstance);
ginstance->data->dirty_dependencies = true;
}
void RasterizerSceneGLES3::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->material_overlay = p_overlay;
_geometry_instance_mark_dirty(ginstance);
ginstance->data->dirty_dependencies = true;
}
void RasterizerSceneGLES3::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->surface_materials = p_materials;
_geometry_instance_mark_dirty(ginstance);
ginstance->data->dirty_dependencies = true;
}
void RasterizerSceneGLES3::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ERR_FAIL_COND(!ginstance);
ginstance->mesh_instance = p_mesh_instance;
_geometry_instance_mark_dirty(ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->transform = p_transform;
ginstance->mirror = p_transform.basis.determinant() < 0;
ginstance->data->aabb = p_aabb;
ginstance->transformed_aabb = p_transformed_aabb;
Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
// handle non uniform scale here
float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
ginstance->lod_model_scale = max_scale;
}
void RasterizerSceneGLES3::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->layer_mask = p_layer_mask;
}
void RasterizerSceneGLES3::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->lod_bias = p_lod_bias;
}
void RasterizerSceneGLES3::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
}
void RasterizerSceneGLES3::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->fade_near = p_enable_near;
ginstance->fade_near_begin = p_near_begin;
ginstance->fade_near_end = p_near_end;
ginstance->fade_far = p_enable_far;
ginstance->fade_far_begin = p_far_begin;
ginstance->fade_far_end = p_far_end;
}
void RasterizerSceneGLES3::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->parent_fade_alpha = p_alpha;
}
void RasterizerSceneGLES3::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->use_baked_light = p_enable;
_geometry_instance_mark_dirty(ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->use_dynamic_gi = p_enable;
_geometry_instance_mark_dirty(ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->shader_parameters_offset = p_offset;
_geometry_instance_mark_dirty(ginstance);
}
void RasterizerSceneGLES3::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
ginstance->data->cast_double_sided_shadows = p_enable;
_geometry_instance_mark_dirty(ginstance);
}
uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() {
return (1 << RS::INSTANCE_LIGHT);
}
void RasterizerSceneGLES3::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
GLES3::Config *config = GLES3::Config::get_singleton();
ginstance->omni_light_count = 0;
ginstance->spot_light_count = 0;
ginstance->omni_lights.clear();
ginstance->spot_lights.clear();
for (uint32_t i = 0; i < p_light_instance_count; i++) {
RS::LightType type = light_instance_get_type(p_light_instances[i]);
switch (type) {
case RS::LIGHT_OMNI: {
if (ginstance->omni_light_count < (uint32_t)config->max_lights_per_object) {
ginstance->omni_lights.push_back(p_light_instances[i]);
ginstance->omni_light_count++;
}
} break;
case RS::LIGHT_SPOT: {
if (ginstance->spot_light_count < (uint32_t)config->max_lights_per_object) {
ginstance->spot_lights.push_back(p_light_instances[i]);
ginstance->spot_light_count++;
}
} break;
default:
break;
}
}
}
void RasterizerSceneGLES3::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
}
void RasterizerSceneGLES3::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
}
void RasterizerSceneGLES3::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
}
void RasterizerSceneGLES3::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_COND(!ginstance);
}
void RasterizerSceneGLES3::geometry_instance_free(GeometryInstance *p_geometry_instance) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(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::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
if (ginstance->dirty_list_element.in_list()) {
return;
}
//clear surface caches
GeometryInstanceSurface *surf = ginstance->surface_caches;
while (surf) {
GeometryInstanceSurface *next = surf->next;
geometry_instance_surface_alloc.free(surf);
surf = next;
}
ginstance->surface_caches = nullptr;
geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
}
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(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
switch (p_notification) {
case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
case RendererStorage::DEPENDENCY_CHANGED_MESH:
case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
} break;
case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(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, RendererStorage::DependencyTracker *p_tracker) {
static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
}
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::SceneMaterialData *>(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) {
storage->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<GLES3::SceneMaterialData *>(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<GLES3::SceneMaterialData *>(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<GLES3::SceneMaterialData *>(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<GLES3::SceneMaterialData *>(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(GeometryInstance *p_geometry_instance) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(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();
}
/* SHADOW ATLAS API */
RID RasterizerSceneGLES3::shadow_atlas_create() {
return RID();
}
void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
}
void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
}
bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
return false;
}
void RasterizerSceneGLES3::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
}
int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) {
return 0;
}
void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
}
/* SKY API */
void RasterizerSceneGLES3::_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);
}
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);
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);
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(Environment *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &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_env);
GLES3::SkyMaterialData *material = nullptr;
Sky *sky = sky_owner.get_or_null(p_env->sky);
RID sky_material;
GLES3::SkyShaderData *shader_data = nullptr;
if (sky) {
sky_material = sky->material;
if (sky_material.is_valid()) {
material = static_cast<GLES3::SkyMaterialData *>(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<GLES3::SkyMaterialData *>(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;
}
if (shader_data->uses_light) {
sky_globals.directional_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
LightInstance *li = light_instance_owner.get_or_null(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);
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::deg2rad(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;
}
}
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) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
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) {
_update_dirty_skys();
}
}
}
void RasterizerSceneGLES3::_draw_sky(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
Sky *sky = sky_owner.get_or_null(p_env->sky);
ERR_FAIL_COND(!sky);
GLES3::SkyMaterialData *material_data = nullptr;
RID sky_material;
RS::EnvironmentBG background = p_env->background;
if (sky) {
ERR_FAIL_COND(!sky);
sky_material = sky->material;
if (sky_material.is_valid()) {
material_data = static_cast<GLES3::SkyMaterialData *>(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<GLES3::SkyMaterialData *>(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<GLES3::SkyMaterialData *>(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
CameraMatrix camera;
if (p_env->sky_custom_fov) {
float near_plane = p_projection.get_z_near();
float far_plane = p_projection.get_z_far();
float aspect = p_projection.get_aspect();
camera.set_perspective(p_env->sky_custom_fov, aspect, near_plane, far_plane);
} else {
camera = p_projection;
}
Basis sky_transform = p_env->sky_orientation;
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.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[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);
glBindVertexArray(sky_globals.screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void RasterizerSceneGLES3::_update_sky_radiance(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
ERR_FAIL_COND(!p_env);
Sky *sky = sky_owner.get_or_null(p_env->sky);
ERR_FAIL_COND(!sky);
GLES3::SkyMaterialData *material_data = nullptr;
RID sky_material;
RS::EnvironmentBG background = p_env->background;
if (sky) {
ERR_FAIL_COND(!sky);
sky_material = sky->material;
if (sky_material.is_valid()) {
material_data = static_cast<GLES3::SkyMaterialData *>(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<GLES3::SkyMaterialData *>(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<GLES3::SkyMaterialData *>(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)
};
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, 10.0);
CameraMatrix correction;
correction.set_depth_correction(true);
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.matrix[2][0], cm.matrix[0][0], cm.matrix[2][1], cm.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
// Bind a vertex array or else OpenGL complains. We won't actually use it
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->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++;
}
}
}
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);
mode = CubemapFilterShaderGLES3::MODE_COPY;
//Copy over base layer
}
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, sky_globals.radical_inverse_vdc_cache_tex);
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);
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::SAMPLE_COUNT, sky_globals.ggx_samples, scene_globals.cubemap_filter_shader_version, mode);
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, float(p_base_layer) / (p_sky->mipmap_count - 1.0), scene_globals.cubemap_filter_shader_version, mode);
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_SIZE, float(size), 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);
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
#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<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
return Ref<Image>();
}
/* ENVIRONMENT API */
RID RasterizerSceneGLES3::environment_allocate() {
return environment_owner.allocate_rid();
}
void RasterizerSceneGLES3::environment_initialize(RID p_rid) {
environment_owner.initialize_rid(p_rid);
}
void RasterizerSceneGLES3::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->background = p_bg;
}
void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->sky = p_sky;
}
void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->sky_custom_fov = p_scale;
}
void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->sky_orientation = p_orientation;
}
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->bg_color = p_color;
}
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->bg_energy = p_energy;
}
void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->canvas_max_layer = p_max_layer;
}
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->ambient_light = p_color;
env->ambient_source = p_ambient;
env->ambient_light_energy = p_energy;
env->ambient_sky_contribution = p_sky_contribution;
env->reflection_source = p_reflection_source;
}
void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
env->glow_enabled = p_enable;
env->glow_levels = p_levels;
env->glow_intensity = p_intensity;
env->glow_strength = p_strength;
env->glow_mix = p_mix;
env->glow_bloom = p_bloom_threshold;
env->glow_blend_mode = p_blend_mode;
env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
env->glow_map_strength = p_glow_map_strength;
env->glow_map = p_glow_map;
}
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
glow_bicubic_upscale = p_enable;
}
void RasterizerSceneGLES3::environment_glow_set_use_high_quality(bool p_enable) {
glow_high_quality = p_enable;
}
void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->ssr_enabled = p_enable;
env->ssr_max_steps = p_max_steps;
env->ssr_fade_in = p_fade_int;
env->ssr_fade_out = p_fade_out;
env->ssr_depth_tolerance = p_depth_tolerance;
}
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
}
void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
}
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
}
void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->exposure = p_exposure;
env->tone_mapper = p_tone_mapper;
if (!env->auto_exposure && p_auto_exposure) {
env->auto_exposure_version = ++auto_exposure_counter;
}
env->auto_exposure = p_auto_exposure;
env->white = p_white;
env->min_luminance = p_min_luminance;
env->max_luminance = p_max_luminance;
env->auto_exp_speed = p_auto_exp_speed;
env->auto_exp_scale = p_auto_exp_scale;
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->adjustments_enabled = p_enable;
env->adjustments_brightness = p_brightness;
env->adjustments_contrast = p_contrast;
env->adjustments_saturation = p_saturation;
env->use_1d_color_correction = p_use_1d_color_correction;
env->color_correction = p_color_correction;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND(!env);
env->fog_enabled = p_enable;
env->fog_light_color = p_light_color;
env->fog_light_energy = p_light_energy;
env->fog_sun_scatter = p_sun_scatter;
env->fog_density = p_density;
env->fog_height = p_height;
env->fog_height_density = p_height_density;
env->fog_aerial_perspective = p_aerial_perspective;
}
void RasterizerSceneGLES3::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_enable) {
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, Ref<Image>());
return Ref<Image>();
}
bool RasterizerSceneGLES3::is_environment(RID p_env) const {
return environment_owner.owns(p_env);
}
RS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
return env->background;
}
int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) const {
Environment *env = environment_owner.get_or_null(p_env);
ERR_FAIL_COND_V(!env, 0);
return env->canvas_max_layer;
}
RID RasterizerSceneGLES3::camera_effects_allocate() {
return RID();
}
void RasterizerSceneGLES3::camera_effects_initialize(RID p_rid) {
}
void RasterizerSceneGLES3::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
}
void RasterizerSceneGLES3::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
}
void RasterizerSceneGLES3::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
}
void RasterizerSceneGLES3::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
}
void RasterizerSceneGLES3::shadows_quality_set(RS::ShadowQuality p_quality) {
}
void RasterizerSceneGLES3::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
RID li = light_instance_owner.make_rid(LightInstance());
LightInstance *light_instance = light_instance_owner.get_or_null(li);
light_instance->self = li;
light_instance->light = p_light;
light_instance->light_type = RSG::light_storage->light_get_type(p_light);
return li;
}
void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->transform = p_transform;
}
void RasterizerSceneGLES3::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
ERR_FAIL_COND(!light_instance);
light_instance->aabb = p_aabb;
}
void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
}
void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
}
RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) {
return RID();
}
void RasterizerSceneGLES3::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
}
void RasterizerSceneGLES3::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
}
RID RasterizerSceneGLES3::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
return RID();
}
Vector3 RasterizerSceneGLES3::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
return Vector3();
}
RID RasterizerSceneGLES3::reflection_atlas_create() {
return RID();
}
int RasterizerSceneGLES3::reflection_atlas_get_size(RID p_ref_atlas) const {
return 0;
}
void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
}
RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) {
return RID();
}
void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
}
void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) {
}
bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) {
return false;
}
bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance) {
return false;
}
bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
return false;
}
bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) {
return true;
}
RID RasterizerSceneGLES3::decal_instance_create(RID p_decal) {
return RID();
}
void RasterizerSceneGLES3::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
}
RID RasterizerSceneGLES3::lightmap_instance_create(RID p_lightmap) {
return RID();
}
void RasterizerSceneGLES3::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
}
RID RasterizerSceneGLES3::voxel_gi_instance_create(RID p_voxel_gi) {
return RID();
}
void RasterizerSceneGLES3::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
}
bool RasterizerSceneGLES3::voxel_gi_needs_update(RID p_probe) const {
return false;
}
void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &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<GeometryInstanceGLES3 *>((*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] = 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] = 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)) {
//lod
Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
float distance_max = p_render_data->lod_camera_plane.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;
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) {
CameraMatrix correction;
correction.set_depth_correction(p_flip_y);
CameraMatrix projection = correction * p_render_data->cam_projection;
//store camera into ubo
RasterizerStorageGLES3::store_camera(projection, scene_state.ubo.projection_matrix);
RasterizerStorageGLES3::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
RasterizerStorageGLES3::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
RasterizerStorageGLES3::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix);
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)) {
Environment *env = environment_owner.get_or_null(p_render_data->environment);
RS::EnvironmentBG env_bg = env->background;
RS::EnvironmentAmbientSource ambient_src = env->ambient_source;
float bg_energy = env->bg_energy;
scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
scene_state.ubo.ambient_color_sky_mix = env->ambient_sky_contribution;
//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 : env->bg_color;
color = color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.use_ambient_cubemap = false;
} else {
float energy = env->ambient_light_energy;
Color color = env->ambient_light;
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 = env->sky_orientation;
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
RasterizerStorageGLES3::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 = env->reflection_source;
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 = env->fog_enabled;
scene_state.ubo.fog_density = env->fog_density;
scene_state.ubo.fog_height = env->fog_height;
scene_state.ubo.fog_height_density = env->fog_height_density;
scene_state.ubo.fog_aerial_perspective = env->fog_aerial_perspective;
Color fog_color = env->fog_light_color.srgb_to_linear();
float fog_energy = env->fog_light_energy;
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 = env->fog_sun_scatter;
} else {
}
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);
}
// 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<RID> &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++) {
LightInstance *li = light_instance_owner.get_or_null(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) * Math_PI;
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::deg2rad(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<InstanceSort<LightInstance>> sorter;
sorter.sort(scene_state.omni_light_sort, r_omni_light_count);
}
if (r_spot_light_count) {
SortArray<InstanceSort<LightInstance>> 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 < omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
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) * Math_PI * fade;
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::deg2rad(spot_angle));
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
light_data.shadow_enabled = false;
}
// TODO, to avoid stalls, should rotate between 3 buffers based on frame index.
// TODO, consider mapping the buffer as in 2D
if (r_omni_light_count) {
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_OMNILIGHT_UNIFORM_LOCATION, scene_state.omni_light_buffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_omni_light_count, scene_state.omni_lights);
}
if (r_spot_light_count) {
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_SPOTLIGHT_UNIFORM_LOCATION, scene_state.spot_light_buffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_spot_light_count, scene_state.spot_lights);
}
if (r_directional_light_count) {
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DirectionalLightData) * r_directional_light_count, scene_state.directional_lights);
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
RENDER_TIMESTAMP("Setup 3D Scene");
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
}
// Assign render data
// Use the format from rendererRD
RenderDataGLES3 render_data;
{
render_data.render_buffers = p_render_buffers;
render_data.transparent_bg = rb->is_transparent;
// 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.view_projection[0] = 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_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_effects = p_camera_effects;
render_data.reflection_probe = p_reflection_probe;
render_data.reflection_probe_pass = p_reflection_probe_pass;
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_mesh_lod_threshold = 0.0;
} else {
render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
render_data.render_info = r_render_info;
}
PagedArray<RID> 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_variables_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 = storage->get_default_clear_color();
}
Environment *env = environment_owner.get_or_null(p_environment);
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 (env) {
tonemap_ubo.exposure = env->exposure;
tonemap_ubo.white = env->white;
tonemap_ubo.tonemapper = int32_t(env->tone_mapper);
}
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);
_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, !render_data.reflection_probe.is_valid(), 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;
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 (env) {
RS::EnvironmentBG bg_mode = env->background;
float bg_energy = env->bg_energy;
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
if (env->fog_enabled) {
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 = env->bg_color;
clear_color.r *= bg_energy;
clear_color.g *= bg_energy;
clear_color.b *= bg_energy;
if (env->fog_enabled) {
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 || env->reflection_source == RS::ENV_REFLECTION_SOURCE_SKY || env->ambient_source == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
CameraMatrix projection = render_data.cam_projection;
if (render_data.reflection_probe.is_valid()) {
CameraMatrix correction;
correction.set_depth_correction(true);
projection = correction * render_data.cam_projection;
}
_setup_sky(env, p_render_buffers, *render_data.lights, projection, render_data.cam_transform, screen_size);
if (env->sky.is_valid()) {
if (env->reflection_source == RS::ENV_REFLECTION_SOURCE_SKY || env->ambient_source == RS::ENV_AMBIENT_SOURCE_SKY || (env->reflection_source == RS::ENV_REFLECTION_SOURCE_BG && env->background == RS::ENV_BG_SKY)) {
_update_sky_radiance(env, projection, render_data.cam_transform);
}
} else {
// do not try to draw sky if invalid
draw_sky = false;
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
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<PASS_MODE_DEPTH>(&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 (!env || (env && !env->fog_enabled)) {
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<PASS_MODE_COLOR>(&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(env, render_data.cam_projection, render_data.cam_transform);
}
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<PASS_MODE_COLOR_TRANSPARENT>(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true);
if (p_render_buffers.is_valid()) {
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
}
glDisable(GL_BLEND);
texture_storage->render_target_disable_clear_request(rb->render_target);
}
template <PassMode p_pass_mode>
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 shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized.
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 (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
Environment *env = environment_owner.get_or_null(p_render_data->environment);
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 (env) {
Sky *sky = sky_owner.get_or_null(env->sky);
if (sky && sky->radiance != 0) {
texture_to_bind = sky->radiance;
// base_spec_constant |= USE_RADIANCE_MAP;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
}
}
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;
}
//uint32_t base_spec_constants = p_params->spec_constant_base_flags;
GLES3::SceneShaderData *shader;
GLES3::SceneMaterialData *material_data;
void *mesh_surface;
if (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;
}
if (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 (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
GLES3::SceneShaderData::BlendMode desired_blend_mode;
if (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) {
glBindVertexArray(vertex_array_gl);
prev_vertex_array_gl = vertex_array_gl;
}
bool use_index_buffer = false;
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);
use_index_buffer = true;
}
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;
}
if (prev_shader != shader) {
material_storage->shaders.scene_shader.version_bind_shader(shader->version, shader_variant);
float opaque_prepass_threshold = 0.0;
if (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
} else if (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, shader_variant);
prev_shader = shader;
}
if (prev_inst != inst) {
// Rebind the light indices.
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, shader_variant);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, shader_variant);
if (inst->omni_light_count) {
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, shader_variant), 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, shader_variant), 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, shader_variant);
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));
}
}
}
void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
}
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
}
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
time = p_time;
time_step = p_step;
}
void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
debug_draw = p_debug_draw;
}
RID RasterizerSceneGLES3::render_buffers_create() {
RenderBuffers rb;
return render_buffers_owner.make_rid(rb);
}
void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
ERR_FAIL_COND(!rb);
//rb->internal_width = p_internal_width; // ignore for now
//rb->internal_height = p_internal_height;
rb->width = p_width;
rb->height = p_height;
//rb->fsr_sharpness = p_fsr_sharpness;
rb->render_target = p_render_target;
//rb->msaa = p_msaa;
//rb->screen_space_aa = p_screen_space_aa;
//rb->use_debanding = p_use_debanding;
//rb->view_count = p_view_count;
_free_render_buffer_data(rb);
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
rb->is_transparent = rt->is_transparent;
// framebuffer
glGenFramebuffers(1, &rb->framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
glBindTexture(GL_TEXTURE_2D, rt->color);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
glGenTextures(1, &rb->depth_texture);
glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rb->depth_texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_free_render_buffer_data(rb);
WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
return;
}
}
void RasterizerSceneGLES3::_free_render_buffer_data(RenderBuffers *rb) {
if (rb->depth_texture) {
glDeleteTextures(1, &rb->depth_texture);
rb->depth_texture = 0;
}
if (rb->framebuffer) {
glDeleteFramebuffers(1, &rb->framebuffer);
rb->framebuffer = 0;
}
}
//clear render buffers
/*
if (rt->copy_screen_effect.color) {
glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
rt->copy_screen_effect.fbo = 0;
glDeleteTextures(1, &rt->copy_screen_effect.color);
rt->copy_screen_effect.color = 0;
}
if (rt->multisample_active) {
glDeleteFramebuffers(1, &rt->multisample_fbo);
rt->multisample_fbo = 0;
glDeleteRenderbuffers(1, &rt->multisample_depth);
rt->multisample_depth = 0;
glDeleteRenderbuffers(1, &rt->multisample_color);
rt->multisample_color = 0;
}
*/
void RasterizerSceneGLES3::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
}
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
}
void RasterizerSceneGLES3::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) {
}
bool RasterizerSceneGLES3::screen_space_roughness_limiter_is_active() const {
return false;
}
void RasterizerSceneGLES3::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
}
void RasterizerSceneGLES3::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
}
TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
return TypedArray<Image>();
}
bool RasterizerSceneGLES3::free(RID p_rid) {
if (environment_owner.owns(p_rid)) {
environment_owner.free(p_rid);
} else if (sky_owner.owns(p_rid)) {
Sky *sky = sky_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!sky, false);
_free_sky_data(sky);
sky_owner.free(p_rid);
} else if (render_buffers_owner.owns(p_rid)) {
RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!rb, false);
_free_render_buffer_data(rb);
render_buffers_owner.free(p_rid);
} else if (light_instance_owner.owns(p_rid)) {
LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
ERR_FAIL_COND_V(!light_instance, false);
light_instance_owner.free(p_rid);
} else {
return false;
}
return true;
}
void RasterizerSceneGLES3::update() {
_update_dirty_skys();
}
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
}
void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
}
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
RasterizerSceneGLES3::RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
storage = p_storage;
{
// 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<LightInstance>, 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<LightInstance>, 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_VARIABLES 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 (clustered).
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_VARIABLES 256\n"; // TODO: this is arbitrary for now
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
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);
material_storage->shaders.cubemap_filter_shader.initialize();
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
}
// Radical inverse vdc cache texture used for cubemap filtering.
{
glGenTextures(1, &sky_globals.radical_inverse_vdc_cache_tex);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, sky_globals.radical_inverse_vdc_cache_tex);
uint8_t radical_inverse[512];
for (uint32_t i = 0; i < 512; i++) {
uint32_t bits = i;
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);
float value = float(bits) * 2.3283064365386963e-10;
radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 512, 1, 0, GL_RED, GL_UNSIGNED_BYTE, radical_inverse);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
glBindTexture(GL_TEXTURE_2D, 0);
}
#ifdef GLES_OVER_GL
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
#endif
}
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);
storage->free(scene_globals.default_material);
storage->free(scene_globals.default_shader);
// Sky Shader
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
storage->free(sky_globals.default_material);
storage->free(sky_globals.default_shader);
storage->free(sky_globals.fog_material);
storage->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);
}
#endif // GLES3_ENABLED
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