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|
/*************************************************************************/
/* rasterizer_scene_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_SCENE_GLES3_H
#define RASTERIZER_SCENE_GLES3_H
#ifdef GLES3_ENABLED
#include "core/math/projection.h"
#include "core/templates/paged_allocator.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
#include "shader_gles3.h"
#include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/sky.glsl.gen.h"
#include "storage/material_storage.h"
#include "storage/utilities.h"
enum RenderListType {
RENDER_LIST_OPAQUE, //used for opaque objects
RENDER_LIST_ALPHA, //used for transparent objects
RENDER_LIST_SECONDARY, //used for shadows and other objects
RENDER_LIST_MAX
};
enum PassMode {
PASS_MODE_COLOR,
PASS_MODE_COLOR_TRANSPARENT,
PASS_MODE_COLOR_ADDITIVE,
PASS_MODE_SHADOW,
PASS_MODE_DEPTH,
};
// These should share as much as possible with SkyUniform Location
enum SceneUniformLocation {
SCENE_TONEMAP_UNIFORM_LOCATION,
SCENE_GLOBALS_UNIFORM_LOCATION,
SCENE_DATA_UNIFORM_LOCATION,
SCENE_MATERIAL_UNIFORM_LOCATION,
SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
SCENE_OMNILIGHT_UNIFORM_LOCATION,
SCENE_SPOTLIGHT_UNIFORM_LOCATION,
SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
};
enum SkyUniformLocation {
SKY_TONEMAP_UNIFORM_LOCATION,
SKY_GLOBALS_UNIFORM_LOCATION,
SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
SKY_MATERIAL_UNIFORM_LOCATION,
SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
};
enum {
SPEC_CONSTANT_DISABLE_LIGHTMAP = 0,
SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 1,
SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 2,
SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 3,
SPEC_CONSTANT_DISABLE_FOG = 4,
};
struct RenderDataGLES3 {
RID render_buffers = RID();
bool transparent_bg = false;
Transform3D cam_transform = Transform3D();
Transform3D inv_cam_transform = Transform3D();
Projection cam_projection = Projection();
bool cam_orthogonal = false;
// For stereo rendering
uint32_t view_count = 1;
Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
float z_near = 0.0;
float z_far = 0.0;
const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
RID environment = RID();
RID camera_effects = RID();
RID reflection_probe = RID();
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
Plane lod_camera_plane = Plane();
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;
uint32_t spot_light_count = 0;
uint32_t omni_light_count = 0;
RendererScene::RenderInfo *render_info = nullptr;
};
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3 : public RendererSceneRender {
private:
static RasterizerSceneGLES3 *singleton;
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
uint64_t scene_pass = 0;
template <class T>
struct InstanceSort {
float depth;
T *instance = nullptr;
bool operator<(const InstanceSort &p_sort) const {
return depth < p_sort.depth;
}
};
struct SceneGlobals {
RID shader_default_version;
RID default_material;
RID default_shader;
RID cubemap_filter_shader_version;
} scene_globals;
/* LIGHT INSTANCE */
struct LightData {
float position[3];
float inv_radius;
float direction[3]; // Only used by SpotLight
float size;
float color[3];
float attenuation;
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
uint32_t shadow_enabled;
};
static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");
struct DirectionalLightData {
float direction[3];
float energy;
float color[3];
float size;
uint32_t enabled; // For use by SkyShaders
float pad[2];
float specular;
};
static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");
struct LightInstance {
RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
AABB aabb;
RID self;
RID light;
Transform3D transform;
Vector3 light_vector;
Vector3 spot_vector;
float linear_att = 0.0;
uint64_t shadow_pass = 0;
uint64_t last_scene_pass = 0;
uint64_t last_scene_shadow_pass = 0;
uint64_t last_pass = 0;
uint32_t cull_mask = 0;
uint32_t light_directional_index = 0;
Rect2 directional_rect;
uint32_t gl_id = -1;
LightInstance() {}
};
mutable RID_Owner<LightInstance> light_instance_owner;
struct GeometryInstanceGLES3;
// Cached data for drawing surfaces
struct GeometryInstanceSurface {
enum {
FLAG_PASS_DEPTH = 1,
FLAG_PASS_OPAQUE = 2,
FLAG_PASS_ALPHA = 4,
FLAG_PASS_SHADOW = 8,
FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
FLAG_USES_SCREEN_TEXTURE = 2048,
FLAG_USES_DEPTH_TEXTURE = 4096,
FLAG_USES_NORMAL_TEXTURE = 8192,
FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384,
};
union {
struct {
uint64_t lod_index : 8;
uint64_t surface_index : 8;
uint64_t geometry_id : 32;
uint64_t material_id_low : 16;
uint64_t material_id_hi : 16;
uint64_t shader_id : 32;
uint64_t uses_softshadow : 1;
uint64_t uses_projector : 1;
uint64_t uses_forward_gi : 1;
uint64_t uses_lightmap : 1;
uint64_t depth_layer : 4;
uint64_t priority : 8;
};
struct {
uint64_t sort_key1;
uint64_t sort_key2;
};
} sort;
RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
uint32_t flags = 0;
uint32_t surface_index = 0;
uint32_t lod_index = 0;
void *surface = nullptr;
GLES3::SceneShaderData *shader = nullptr;
GLES3::SceneMaterialData *material = nullptr;
void *surface_shadow = nullptr;
GLES3::SceneShaderData *shader_shadow = nullptr;
GLES3::SceneMaterialData *material_shadow = nullptr;
GeometryInstanceSurface *next = nullptr;
GeometryInstanceGLES3 *owner = nullptr;
};
struct GeometryInstanceGLES3 : public GeometryInstance {
//used during rendering
bool mirror = false;
bool non_uniform_scale = false;
float lod_bias = 0.0;
float lod_model_scale = 1.0;
AABB transformed_aabb; //needed for LOD
float depth = 0;
uint32_t flags_cache = 0;
bool store_transform_cache = true;
int32_t shader_parameters_offset = -1;
uint32_t layer_mask = 1;
int32_t instance_count = 0;
RID mesh_instance;
bool can_sdfgi = false;
bool using_projectors = false;
bool using_softshadows = false;
bool fade_near = false;
float fade_near_begin = 0;
float fade_near_end = 0;
bool fade_far = false;
float fade_far_begin = 0;
float fade_far_end = 0;
float force_alpha = 1.0;
float parent_fade_alpha = 1.0;
uint32_t omni_light_count = 0;
LocalVector<RID> omni_lights;
uint32_t spot_light_count = 0;
LocalVector<RID> spot_lights;
LocalVector<uint32_t> omni_light_gl_cache;
LocalVector<uint32_t> spot_light_gl_cache;
//used during setup
uint32_t base_flags = 0;
Transform3D transform;
GeometryInstanceSurface *surface_caches = nullptr;
SelfList<GeometryInstanceGLES3> dirty_list_element;
struct Data {
//data used less often goes into regular heap
RID base;
RS::InstanceType base_type;
RID skeleton;
Vector<RID> surface_materials;
RID material_override;
RID material_overlay;
AABB aabb;
bool use_dynamic_gi = false;
bool use_baked_light = false;
bool cast_double_sided_shadows = false;
bool mirror = false;
bool dirty_dependencies = false;
DependencyTracker dependency_tracker;
};
Data *data = nullptr;
GeometryInstanceGLES3() :
dirty_list_element(this) {}
};
enum {
INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
};
static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list;
// Use PagedAllocator instead of RID to maximize performance
PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc;
PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc;
void _geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
struct SceneState {
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
float inv_view_matrix[16];
float view_matrix[16];
float viewport_size[2];
float screen_pixel_size[2];
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
uint32_t material_uv2_mode;
float pad2;
uint32_t use_ambient_light = 0;
uint32_t use_ambient_cubemap = 0;
uint32_t use_reflection_cubemap = 0;
float fog_aerial_perspective;
float time;
float radiance_inverse_xform[12];
uint32_t directional_light_count;
float z_far;
float z_near;
float pad1;
uint32_t fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
float fog_light_color[3];
float fog_sun_scatter;
};
static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
struct TonemapUBO {
float exposure = 1.0;
float white = 1.0;
int32_t tonemapper = 0;
int32_t pad = 0;
};
static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
UBO ubo;
GLuint ubo_buffer = 0;
GLuint tonemap_buffer = 0;
bool used_depth_prepass = false;
GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
GLES3::SceneShaderData::DepthDraw current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
GLES3::SceneShaderData::DepthTest current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED;
GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
bool texscreen_copied = false;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
LightData *omni_lights = nullptr;
LightData *spot_lights = nullptr;
InstanceSort<LightInstance> *omni_light_sort;
InstanceSort<LightInstance> *spot_light_sort;
GLuint omni_light_buffer = 0;
GLuint spot_light_buffer = 0;
uint32_t omni_light_count = 0;
uint32_t spot_light_count = 0;
DirectionalLightData *directional_lights = nullptr;
GLuint directional_light_buffer = 0;
} scene_state;
struct RenderListParameters {
GeometryInstanceSurface **elements = nullptr;
int element_count = 0;
bool reverse_cull = false;
uint32_t spec_constant_base_flags = 0;
bool force_wireframe = false;
RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint32_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
elements = p_elements;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
spec_constant_base_flags = p_spec_constant_base_flags;
force_wireframe = p_force_wireframe;
}
};
struct RenderList {
LocalVector<GeometryInstanceSurface *> elements;
void clear() {
elements.clear();
}
//should eventually be replaced by radix
struct SortByKey {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
}
};
void sort_by_key() {
SortArray<GeometryInstanceSurface *, SortByKey> sorter;
sorter.sort(elements.ptr(), elements.size());
}
void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
SortArray<GeometryInstanceSurface *, SortByKey> sorter;
sorter.sort(elements.ptr() + p_from, p_size);
}
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->owner->depth < B->owner->depth);
}
};
void sort_by_depth() { //used for shadows
SortArray<GeometryInstanceSurface *, SortByDepth> sorter;
sorter.sort(elements.ptr(), elements.size());
}
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
}
};
void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
}
_FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) {
elements.push_back(p_element);
}
};
RenderList render_list[RENDER_LIST_MAX];
void _setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count);
void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows);
void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
template <PassMode p_pass_mode>
_FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false);
protected:
double time;
double time_step = 0;
struct RenderBuffers {
int internal_width = 0;
int internal_height = 0;
int width = 0;
int height = 0;
//float fsr_sharpness = 0.2f;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
//bool use_debanding = false;
//uint32_t view_count = 1;
bool is_transparent = false;
RID render_target;
GLuint internal_texture = 0; // Used for rendering when post effects are enabled
GLuint depth_texture = 0; // Main depth texture
GLuint framebuffer = 0; // Main framebuffer, contains internal_texture and depth_texture or render_target->color and depth_texture
//built-in textures used for ping pong image processing and blurring
struct Blur {
RID texture;
struct Mipmap {
RID texture;
int width;
int height;
GLuint fbo;
};
Vector<Mipmap> mipmaps;
};
Blur blur[2]; //the second one starts from the first mipmap
};
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_amount = 0.25;
float screen_space_roughness_limiter_limit = 0.18;
mutable RID_Owner<RenderBuffers, true> render_buffers_owner;
void _free_render_buffer_data(RenderBuffers *rb);
void _allocate_blur_textures(RenderBuffers *rb);
void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
/* Environment */
struct Environment {
// BG
RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
RID sky;
float sky_custom_fov = 0.0;
Basis sky_orientation;
Color bg_color;
float bg_energy = 1.0;
int canvas_max_layer = 0;
RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
Color ambient_light;
float ambient_light_energy = 1.0;
float ambient_sky_contribution = 1.0;
RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
Color ao_color;
/// Tonemap
RS::EnvironmentToneMapper tone_mapper;
float exposure = 1.0;
float white = 1.0;
bool auto_exposure = false;
float min_luminance = 0.2;
float max_luminance = 8.0;
float auto_exp_speed = 0.2;
float auto_exp_scale = 0.5;
uint64_t auto_exposure_version = 0;
// Fog
bool fog_enabled = false;
Color fog_light_color = Color(0.5, 0.6, 0.7);
float fog_light_energy = 1.0;
float fog_sun_scatter = 0.0;
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
float fog_aerial_perspective = 0.0;
/// Glow
bool glow_enabled = false;
Vector<float> glow_levels;
float glow_intensity = 0.8;
float glow_strength = 1.0;
float glow_bloom = 0.0;
float glow_mix = 0.01;
RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
float glow_hdr_bleed_threshold = 1.0;
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
float glow_map_strength = 1.0;
RID glow_map = RID();
/// SSAO
bool ssao_enabled = false;
float ssao_radius = 1.0;
float ssao_intensity = 2.0;
float ssao_power = 1.5;
float ssao_detail = 0.5;
float ssao_horizon = 0.06;
float ssao_sharpness = 0.98;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
/// SSR
bool ssr_enabled = false;
int ssr_max_steps = 64;
float ssr_fade_in = 0.15;
float ssr_fade_out = 2.0;
float ssr_depth_tolerance = 0.2;
/// Adjustments
bool adjustments_enabled = false;
float adjustments_brightness = 1.0f;
float adjustments_contrast = 1.0f;
float adjustments_saturation = 1.0f;
bool use_1d_color_correction = false;
RID color_correction = RID();
};
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
float ssao_adaptive_target = 0.5;
int ssao_blur_passes = 2;
float ssao_fadeout_from = 50.0;
float ssao_fadeout_to = 300.0;
bool glow_bicubic_upscale = false;
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
static uint64_t auto_exposure_counter;
mutable RID_Owner<Environment, true> environment_owner;
/* Sky */
struct SkyGlobals {
float fog_aerial_perspective = 0.0;
Color fog_light_color;
float fog_sun_scatter = 0.0;
bool fog_enabled = false;
float fog_density = 0.0;
float z_far = 0.0;
uint32_t directional_light_count = 0;
DirectionalLightData *directional_lights = nullptr;
DirectionalLightData *last_frame_directional_lights = nullptr;
uint32_t last_frame_directional_light_count = 0;
GLuint directional_light_buffer = 0;
RID shader_default_version;
RID default_material;
RID default_shader;
RID fog_material;
RID fog_shader;
GLuint screen_triangle = 0;
GLuint screen_triangle_array = 0;
GLuint radical_inverse_vdc_cache_tex = 0;
uint32_t max_directional_lights = 4;
uint32_t roughness_layers = 8;
uint32_t ggx_samples = 128;
} sky_globals;
struct Sky {
// Screen Buffers
GLuint half_res_pass = 0;
GLuint half_res_framebuffer = 0;
GLuint quarter_res_pass = 0;
GLuint quarter_res_framebuffer = 0;
Size2i screen_size = Size2i(0, 0);
// Radiance Cubemap
GLuint radiance = 0;
GLuint radiance_framebuffer = 0;
GLuint raw_radiance = 0;
RID material;
GLuint uniform_buffer;
int radiance_size = 256;
int mipmap_count = 1;
RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
//ReflectionData reflection;
bool reflection_dirty = false;
bool dirty = false;
int processing_layer = 0;
Sky *dirty_list = nullptr;
//State to track when radiance cubemap needs updating
GLES3::SkyMaterialData *prev_material;
Vector3 prev_position = Vector3(0.0, 0.0, 0.0);
float prev_time = 0.0f;
};
Sky *dirty_sky_list = nullptr;
mutable RID_Owner<Sky, true> sky_owner;
void _setup_sky(Environment *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size);
void _invalidate_sky(Sky *p_sky);
void _update_dirty_skys();
void _update_sky_radiance(Environment *p_env, const Projection &p_projection, const Transform3D &p_transform);
void _filter_sky_radiance(Sky *p_sky, int p_base_layer);
void _draw_sky(Environment *p_env, const Projection &p_projection, const Transform3D &p_transform);
void _free_sky_data(Sky *p_sky);
public:
RasterizerCanvasGLES3 *canvas;
GeometryInstance *geometry_instance_create(RID p_base) override;
void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) override;
void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override;
void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override;
void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override;
void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override;
void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override;
void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
uint32_t geometry_instance_get_pair_mask() override;
void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
/* SHADOW ATLAS API */
RID shadow_atlas_create() override;
void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override;
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override;
int get_directional_light_shadow_size(RID p_light_intance) override;
void set_directional_shadow_count(int p_count) override;
/* SDFGI UPDATE */
void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
int sdfgi_get_pending_region_count(RID p_render_buffers) const override {
return 0;
}
AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override {
return AABB();
}
uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override {
return 0;
}
/* SKY API */
RID sky_allocate() override;
void sky_initialize(RID p_rid) override;
void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
void sky_set_material(RID p_sky, RID p_material) override;
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
/* ENVIRONMENT API */
RID environment_allocate() override;
void environment_initialize(RID p_rid) override;
void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
void environment_set_sky(RID p_env, RID p_sky) override;
void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
void environment_set_bg_color(RID p_env, const Color &p_color) override;
void environment_set_bg_energy(RID p_env, float p_energy) override;
void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override;
void environment_set_glow(RID p_env, bool p_enable, Vector<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) override;
void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
void environment_glow_set_use_high_quality(bool p_enable) override;
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override;
void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;
void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override;
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override;
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override;
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override;
void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
void environment_set_volumetric_fog_filter_active(bool p_enable) override;
Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
bool is_environment(RID p_env) const override;
RS::EnvironmentBG environment_get_background(RID p_env) const override;
int environment_get_canvas_max_layer(RID p_env) const override;
RID camera_effects_allocate() override;
void camera_effects_initialize(RID p_rid) override;
void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override;
void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
RID light_instance_create(RID p_light) override;
void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
void light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
void light_instance_mark_visible(RID p_light_instance) override;
_FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->light_type;
}
_FORCE_INLINE_ uint32_t light_instance_get_gl_id(RID p_light_instance) {
LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->gl_id;
}
RID fog_volume_instance_create(RID p_fog_volume) override;
void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
RID reflection_atlas_create() override;
int reflection_atlas_get_size(RID p_ref_atlas) const override;
void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
RID reflection_probe_instance_create(RID p_probe) override;
void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
void reflection_probe_release_atlas_index(RID p_instance) override;
bool reflection_probe_instance_needs_redraw(RID p_instance) override;
bool reflection_probe_instance_has_reflection(RID p_instance) override;
bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
bool reflection_probe_instance_postprocess_step(RID p_instance) override;
RID decal_instance_create(RID p_decal) override;
void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
RID lightmap_instance_create(RID p_lightmap) override;
void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
RID voxel_gi_instance_create(RID p_voxel_gi) override;
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
bool voxel_gi_needs_update(RID p_probe) const override;
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override;
void voxel_gi_set_quality(RS::VoxelGIQuality) override;
void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const 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 = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
void set_scene_pass(uint64_t p_pass) override {
scene_pass = p_pass;
}
_FORCE_INLINE_ uint64_t get_scene_pass() {
return scene_pass;
}
void set_time(double p_time, double p_step) override;
void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
return debug_draw;
}
RID render_buffers_create() override;
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
void gi_set_use_half_resolution(bool p_enable) override;
void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override;
bool screen_space_roughness_limiter_is_active() const override;
void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
bool free(RID p_rid) override;
void update() override;
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
void decals_set_filter(RS::DecalFilter p_filter) override;
void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
static RasterizerSceneGLES3 *get_singleton();
RasterizerSceneGLES3();
~RasterizerSceneGLES3();
};
#endif // GLES3_ENABLED
#endif // RASTERIZER_SCENE_GLES3_H
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