summaryrefslogtreecommitdiff
path: root/drivers/gles3/rasterizer_scene_gles3.h
blob: b3fd6fa2a0015e54b533476b31009ad6c67b2b8d (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
/*************************************************************************/
/*  rasterizer_scene_gles3.h                                             */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 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 RASTERIZERSCENEGLES3_H
#define RASTERIZERSCENEGLES3_H

/* Must come before shaders or the Windows build fails... */
#include "rasterizer_storage_gles3.h"

#include "drivers/gles3/shaders/cube_to_dp.glsl.gen.h"
#include "drivers/gles3/shaders/effect_blur.glsl.gen.h"
#include "drivers/gles3/shaders/exposure.glsl.gen.h"
#include "drivers/gles3/shaders/resolve.glsl.gen.h"
#include "drivers/gles3/shaders/scene.glsl.gen.h"
#include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h"
#include "drivers/gles3/shaders/ssao.glsl.gen.h"
#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h"
#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h"
#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h"
#include "drivers/gles3/shaders/tonemap.glsl.gen.h"

class RasterizerSceneGLES3 : public RasterizerScene {
public:
	enum ShadowFilterMode {
		SHADOW_FILTER_NEAREST,
		SHADOW_FILTER_PCF5,
		SHADOW_FILTER_PCF13,
	};

	ShadowFilterMode shadow_filter_mode;

	uint64_t shadow_atlas_realloc_tolerance_msec;

	enum SubSurfaceScatterQuality {
		SSS_QUALITY_LOW,
		SSS_QUALITY_MEDIUM,
		SSS_QUALITY_HIGH,
	};

	SubSurfaceScatterQuality subsurface_scatter_quality;
	float subsurface_scatter_size;
	bool subsurface_scatter_follow_surface;
	bool subsurface_scatter_weight_samples;

	uint64_t render_pass;
	uint64_t scene_pass;
	uint32_t current_material_index;
	uint32_t current_geometry_index;

	RID default_material;
	RID default_material_twosided;
	RID default_shader;
	RID default_shader_twosided;

	RID default_overdraw_material;
	RID default_overdraw_shader;

	RasterizerStorageGLES3 *storage;

	Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
	int exposure_shrink_size;

	struct State {

		bool texscreen_copied;
		int current_blend_mode;
		float current_line_width;
		int current_depth_draw;
		bool current_depth_test;
		GLuint current_main_tex;

		SceneShaderGLES3 scene_shader;
		CubeToDpShaderGLES3 cube_to_dp_shader;
		ResolveShaderGLES3 resolve_shader;
		ScreenSpaceReflectionShaderGLES3 ssr_shader;
		EffectBlurShaderGLES3 effect_blur_shader;
		SubsurfScatteringShaderGLES3 sss_shader;
		SsaoMinifyShaderGLES3 ssao_minify_shader;
		SsaoShaderGLES3 ssao_shader;
		SsaoBlurShaderGLES3 ssao_blur_shader;
		ExposureShaderGLES3 exposure_shader;
		TonemapShaderGLES3 tonemap_shader;

		struct SceneDataUBO {
			//this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes
			float projection_matrix[16];
			float camera_inverse_matrix[16];
			float camera_matrix[16];
			float ambient_light_color[4];
			float bg_color[4];
			float fog_color_enabled[4];
			float fog_sun_color_amount[4];

			float ambient_energy;
			float bg_energy;
			float z_offset;
			float z_slope_scale;
			float shadow_dual_paraboloid_render_zfar;
			float shadow_dual_paraboloid_render_side;
			float screen_pixel_size[2];
			float shadow_atlas_pixel_size[2];
			float shadow_directional_pixel_size[2];

			float time;
			float z_far;
			float reflection_multiplier;
			float subsurface_scatter_width;
			float ambient_occlusion_affect_light;

			uint32_t fog_depth_enabled;
			float fog_depth_begin;
			float fog_depth_curve;
			uint32_t fog_transmit_enabled;
			float fog_transmit_curve;
			uint32_t fog_height_enabled;
			float fog_height_min;
			float fog_height_max;
			float fog_height_curve;
			uint8_t padding[8];

		} ubo_data;

		GLuint scene_ubo;

		struct EnvironmentRadianceUBO {

			float transform[16];
			float ambient_contribution;
			uint8_t padding[12];

		} env_radiance_data;

		GLuint env_radiance_ubo;

		GLuint sky_verts;
		GLuint sky_array;

		GLuint directional_ubo;

		GLuint spot_array_ubo;
		GLuint omni_array_ubo;
		GLuint reflection_array_ubo;

		GLuint immediate_buffer;
		GLuint immediate_array;

		uint32_t ubo_light_size;
		uint8_t *spot_array_tmp;
		uint8_t *omni_array_tmp;
		uint8_t *reflection_array_tmp;

		int max_ubo_lights;
		int max_forward_lights_per_object;
		int max_ubo_reflections;
		int max_skeleton_bones;

		bool used_contact_shadows;

		int spot_light_count;
		int omni_light_count;
		int directional_light_count;
		int reflection_probe_count;

		bool cull_front;
		bool cull_disabled;
		bool used_sss;
		bool used_screen_texture;
		bool using_contact_shadows;

		VS::ViewportDebugDraw debug_draw;
	} state;

	/* SHADOW ATLAS API */

	struct ShadowAtlas : public RID_Data {

		enum {
			QUADRANT_SHIFT = 27,
			SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
			SHADOW_INVALID = 0xFFFFFFFF
		};

		struct Quadrant {

			uint32_t subdivision;

			struct Shadow {
				RID owner;
				uint64_t version;
				uint64_t alloc_tick;

				Shadow() {
					version = 0;
					alloc_tick = 0;
				}
			};

			Vector<Shadow> shadows;

			Quadrant() {
				subdivision = 0; //not in use
			}

		} quadrants[4];

		int size_order[4];
		uint32_t smallest_subdiv;

		int size;

		GLuint fbo;
		GLuint depth;

		Map<RID, uint32_t> shadow_owners;
	};

	struct ShadowCubeMap {

		GLuint fbo_id[6];
		GLuint cubemap;
		uint32_t size;
	};

	Vector<ShadowCubeMap> shadow_cubemaps;

	RID_Owner<ShadowAtlas> shadow_atlas_owner;

	RID shadow_atlas_create();
	void shadow_atlas_set_size(RID p_atlas, int p_size);
	void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
	bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
	bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);

	struct DirectionalShadow {
		GLuint fbo;
		GLuint depth;
		int light_count;
		int size;
		int current_light;
	} directional_shadow;

	virtual int get_directional_light_shadow_size(RID p_light_intance);
	virtual void set_directional_shadow_count(int p_count);

	/* REFLECTION PROBE ATLAS API */

	struct ReflectionAtlas : public RID_Data {

		int subdiv;
		int size;

		struct Reflection {
			RID owner;
			uint64_t last_frame;
		};

		GLuint fbo[6];
		GLuint color;

		Vector<Reflection> reflections;
	};

	mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;

	virtual RID reflection_atlas_create();
	virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size);
	virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv);

	/* REFLECTION CUBEMAPS */

	struct ReflectionCubeMap {

		GLuint fbo_id[6];
		GLuint cubemap;
		GLuint depth;
		int size;
	};

	Vector<ReflectionCubeMap> reflection_cubemaps;

	/* REFLECTION PROBE INSTANCE */

	struct ReflectionProbeInstance : public RID_Data {

		RasterizerStorageGLES3::ReflectionProbe *probe_ptr;
		RID probe;
		RID self;
		RID atlas;

		int reflection_atlas_index;

		int render_step;

		uint64_t last_pass;
		int reflection_index;

		Transform transform;
	};

	struct ReflectionProbeDataUBO {

		float box_extents[4];
		float box_ofs[4];
		float params[4]; // intensity, 0, 0, boxproject
		float ambient[4]; //color, probe contrib
		float atlas_clamp[4];
		float local_matrix[16]; //up to here for spot and omni, rest is for directional
		//notes: for ambientblend, use distance to edge to blend between already existing global environment
	};

	mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;

	virtual RID reflection_probe_instance_create(RID p_probe);
	virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
	virtual void reflection_probe_release_atlas_index(RID p_instance);
	virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
	virtual bool reflection_probe_instance_has_reflection(RID p_instance);
	virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
	virtual bool reflection_probe_instance_postprocess_step(RID p_instance);

	/* ENVIRONMENT API */

	struct Environment : public RID_Data {

		VS::EnvironmentBG bg_mode;

		RID sky;
		float sky_scale;

		Color bg_color;
		float bg_energy;
		float sky_ambient;

		Color ambient_color;
		float ambient_energy;
		float ambient_sky_contribution;

		int canvas_max_layer;

		bool ssr_enabled;
		int ssr_max_steps;
		float ssr_fade_in;
		float ssr_fade_out;
		float ssr_depth_tolerance;
		bool ssr_roughness;

		bool ssao_enabled;
		float ssao_intensity;
		float ssao_radius;
		float ssao_intensity2;
		float ssao_radius2;
		float ssao_bias;
		float ssao_light_affect;
		Color ssao_color;
		bool ssao_filter;

		bool glow_enabled;
		int glow_levels;
		float glow_intensity;
		float glow_strength;
		float glow_bloom;
		VS::EnvironmentGlowBlendMode glow_blend_mode;
		float glow_hdr_bleed_threshold;
		float glow_hdr_bleed_scale;
		bool glow_bicubic_upscale;

		VS::EnvironmentToneMapper tone_mapper;
		float tone_mapper_exposure;
		float tone_mapper_exposure_white;
		bool auto_exposure;
		float auto_exposure_speed;
		float auto_exposure_min;
		float auto_exposure_max;
		float auto_exposure_grey;

		bool dof_blur_far_enabled;
		float dof_blur_far_distance;
		float dof_blur_far_transition;
		float dof_blur_far_amount;
		VS::EnvironmentDOFBlurQuality dof_blur_far_quality;

		bool dof_blur_near_enabled;
		float dof_blur_near_distance;
		float dof_blur_near_transition;
		float dof_blur_near_amount;
		VS::EnvironmentDOFBlurQuality dof_blur_near_quality;

		bool adjustments_enabled;
		float adjustments_brightness;
		float adjustments_contrast;
		float adjustments_saturation;
		RID color_correction;

		bool fog_enabled;
		Color fog_color;
		Color fog_sun_color;
		float fog_sun_amount;

		bool fog_depth_enabled;
		float fog_depth_begin;
		float fog_depth_curve;
		bool fog_transmit_enabled;
		float fog_transmit_curve;
		bool fog_height_enabled;
		float fog_height_min;
		float fog_height_max;
		float fog_height_curve;

		Environment() {
			bg_mode = VS::ENV_BG_CLEAR_COLOR;
			sky_scale = 1.0;
			bg_energy = 1.0;
			sky_ambient = 0;
			ambient_energy = 1.0;
			ambient_sky_contribution = 0.0;
			canvas_max_layer = 0;

			ssr_enabled = false;
			ssr_max_steps = 64;
			ssr_fade_in = 0.15;
			ssr_fade_out = 2.0;
			ssr_depth_tolerance = 0.2;
			ssr_roughness = true;

			ssao_enabled = false;
			ssao_intensity = 1.0;
			ssao_radius = 1.0;
			ssao_intensity2 = 1.0;
			ssao_radius2 = 0.0;
			ssao_bias = 0.01;
			ssao_light_affect = 0;
			ssao_filter = true;

			tone_mapper = VS::ENV_TONE_MAPPER_LINEAR;
			tone_mapper_exposure = 1.0;
			tone_mapper_exposure_white = 1.0;
			auto_exposure = false;
			auto_exposure_speed = 0.5;
			auto_exposure_min = 0.05;
			auto_exposure_max = 8;
			auto_exposure_grey = 0.4;

			glow_enabled = false;
			glow_levels = (1 << 2) | (1 << 4);
			glow_intensity = 0.8;
			glow_strength = 1.0;
			glow_bloom = 0.0;
			glow_blend_mode = VS::GLOW_BLEND_MODE_SOFTLIGHT;
			glow_hdr_bleed_threshold = 1.0;
			glow_hdr_bleed_scale = 2.0;
			glow_bicubic_upscale = false;

			dof_blur_far_enabled = false;
			dof_blur_far_distance = 10;
			dof_blur_far_transition = 5;
			dof_blur_far_amount = 0.1;
			dof_blur_far_quality = VS::ENV_DOF_BLUR_QUALITY_MEDIUM;

			dof_blur_near_enabled = false;
			dof_blur_near_distance = 2;
			dof_blur_near_transition = 1;
			dof_blur_near_amount = 0.1;
			dof_blur_near_quality = VS::ENV_DOF_BLUR_QUALITY_MEDIUM;

			adjustments_enabled = false;
			adjustments_brightness = 1.0;
			adjustments_contrast = 1.0;
			adjustments_saturation = 1.0;

			fog_enabled = false;
			fog_color = Color(0.5, 0.5, 0.5);
			fog_sun_color = Color(0.8, 0.8, 0.0);
			fog_sun_amount = 0;

			fog_depth_enabled = true;

			fog_depth_begin = 10;
			fog_depth_curve = 1;

			fog_transmit_enabled = true;
			fog_transmit_curve = 1;

			fog_height_enabled = false;
			fog_height_min = 0;
			fog_height_max = 100;
			fog_height_curve = 1;
		}
	};

	RID_Owner<Environment> environment_owner;

	virtual RID environment_create();

	virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
	virtual void environment_set_sky(RID p_env, RID p_sky);
	virtual void environment_set_sky_scale(RID p_env, float p_scale);
	virtual void environment_set_bg_color(RID p_env, const Color &p_color);
	virtual void environment_set_bg_energy(RID p_env, float p_energy);
	virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
	virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);

	virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
	virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality);
	virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
	virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);

	virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
	virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, bool p_blur);

	virtual void environment_set_tonemap(RID p_env, VS::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);

	virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);

	virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount);
	virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_curve, bool p_transmit, float p_transmit_curve);
	virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);

	virtual bool is_environment(RID p_env);

	virtual VS::EnvironmentBG environment_get_background(RID p_env);
	virtual int environment_get_canvas_max_layer(RID p_env);

	/* LIGHT INSTANCE */

	struct LightDataUBO {

		float light_pos_inv_radius[4];
		float light_direction_attenuation[4];
		float light_color_energy[4];
		float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
		float light_clamp[4];
		float light_shadow_color_contact[4];
		float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
		float shadow_matrix2[16];
		float shadow_matrix3[16];
		float shadow_matrix4[16];
		float shadow_split_offsets[4];
	};

	struct LightInstance : public RID_Data {

		struct ShadowTransform {

			CameraMatrix camera;
			Transform transform;
			float farplane;
			float split;
			float bias_scale;
		};

		ShadowTransform shadow_transform[4];

		RID self;
		RID light;
		RasterizerStorageGLES3::Light *light_ptr;
		Transform transform;

		Vector3 light_vector;
		Vector3 spot_vector;
		float linear_att;

		uint64_t shadow_pass;
		uint64_t last_scene_pass;
		uint64_t last_scene_shadow_pass;
		uint64_t last_pass;
		uint16_t light_index;
		uint16_t light_directional_index;

		uint32_t current_shadow_atlas_key;

		Vector2 dp;

		Rect2 directional_rect;

		Set<RID> shadow_atlases; //shadow atlases where this light is registered

		LightInstance() {}
	};

	mutable RID_Owner<LightInstance> light_instance_owner;

	virtual RID light_instance_create(RID p_light);
	virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
	virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
	virtual void light_instance_mark_visible(RID p_light_instance);

	/* REFLECTION INSTANCE */

	struct GIProbeInstance : public RID_Data {
		RID data;
		RasterizerStorageGLES3::GIProbe *probe;
		GLuint tex_cache;
		Vector3 cell_size_cache;
		Vector3 bounds;
		Transform transform_to_data;

		GIProbeInstance() {
			probe = NULL;
			tex_cache = 0;
		}
	};

	mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;

	virtual RID gi_probe_instance_create();
	virtual void gi_probe_instance_set_light_data(RID p_probe, RID p_base, RID p_data);
	virtual void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
	virtual void gi_probe_instance_set_bounds(RID p_probe, const Vector3 &p_bounds);

	/* RENDER LIST */

	struct RenderList {

		enum {
			DEFAULT_MAX_ELEMENTS = 65536,
			SORT_FLAG_SKELETON = 1,
			SORT_FLAG_INSTANCING = 2,
			MAX_DIRECTIONAL_LIGHTS = 16,
			MAX_LIGHTS = 4096,
			MAX_REFLECTIONS = 1024,

			SORT_KEY_PRIORITY_SHIFT = 56,
			SORT_KEY_PRIORITY_MASK = 0xFF,
			//depth layer for opaque (56-52)
			SORT_KEY_OPAQUE_DEPTH_LAYER_SHIFT = 52,
			SORT_KEY_OPAQUE_DEPTH_LAYER_MASK = 0xF,
//64 bits unsupported in MSVC
#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 51)
#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 50)
#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 49)
#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 48)
			SORT_KEY_SHADING_SHIFT = 48,
			SORT_KEY_SHADING_MASK = 15,
			//48-32 material index
			SORT_KEY_MATERIAL_INDEX_SHIFT = 32,
			//32-12 geometry index
			SORT_KEY_GEOMETRY_INDEX_SHIFT = 12,
			//bits 12-8 geometry type
			SORT_KEY_GEOMETRY_TYPE_SHIFT = 8,
			//bits 0-7 for flags
			SORT_KEY_OPAQUE_PRE_PASS = 8,
			SORT_KEY_CULL_DISABLED_FLAG = 4,
			SORT_KEY_SKELETON_FLAG = 2,
			SORT_KEY_MIRROR_FLAG = 1

		};

		int max_elements;

		struct Element {

			RasterizerScene::InstanceBase *instance;
			RasterizerStorageGLES3::Geometry *geometry;
			RasterizerStorageGLES3::Material *material;
			RasterizerStorageGLES3::GeometryOwner *owner;
			uint64_t sort_key;
		};

		Element *base_elements;
		Element **elements;

		int element_count;
		int alpha_element_count;

		void clear() {

			element_count = 0;
			alpha_element_count = 0;
		}

		//should eventually be replaced by radix

		struct SortByKey {

			_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
				return A->sort_key < B->sort_key;
			}
		};

		void sort_by_key(bool p_alpha) {

			SortArray<Element *, SortByKey> sorter;
			if (p_alpha) {
				sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
			} else {
				sorter.sort(elements, element_count);
			}
		}

		struct SortByDepth {

			_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
				return A->instance->depth < B->instance->depth;
			}
		};

		void sort_by_depth(bool p_alpha) { //used for shadows

			SortArray<Element *, SortByDepth> sorter;
			if (p_alpha) {
				sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
			} else {
				sorter.sort(elements, element_count);
			}
		}

		struct SortByReverseDepthAndPriority {

			_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
				uint32_t layer_A = uint32_t(A->sort_key >> SORT_KEY_PRIORITY_SHIFT);
				uint32_t layer_B = uint32_t(B->sort_key >> SORT_KEY_PRIORITY_SHIFT);
				if (layer_A == layer_B) {
					return A->instance->depth > B->instance->depth;
				} else {
					return layer_A < layer_B;
				}
			}
		};

		void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha

			SortArray<Element *, SortByReverseDepthAndPriority> sorter;
			if (p_alpha) {
				sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
			} else {
				sorter.sort(elements, element_count);
			}
		}

		_FORCE_INLINE_ Element *add_element() {

			if (element_count + alpha_element_count >= max_elements)
				return NULL;
			elements[element_count] = &base_elements[element_count];
			return elements[element_count++];
		}

		_FORCE_INLINE_ Element *add_alpha_element() {

			if (element_count + alpha_element_count >= max_elements)
				return NULL;
			int idx = max_elements - alpha_element_count - 1;
			elements[idx] = &base_elements[idx];
			alpha_element_count++;
			return elements[idx];
		}

		void init() {

			element_count = 0;
			alpha_element_count = 0;
			elements = memnew_arr(Element *, max_elements);
			base_elements = memnew_arr(Element, max_elements);
			for (int i = 0; i < max_elements; i++)
				elements[i] = &base_elements[i]; // assign elements
		}

		RenderList() {

			max_elements = DEFAULT_MAX_ELEMENTS;
		}

		~RenderList() {
			memdelete_arr(elements);
			memdelete_arr(base_elements);
		}
	};

	LightInstance *directional_light;
	LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];

	RenderList render_list;

	_FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);

	_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass);
	_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform);
	_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
	_FORCE_INLINE_ void _setup_light(RenderList::Element *e, const Transform &p_view_transform);

	void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);

	_FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_passs);

	_FORCE_INLINE_ void _add_geometry_with_material(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, RasterizerStorageGLES3::Material *p_material, bool p_depth_pass);

	void _draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy);

	void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform);
	void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transform, bool p_use_shadows);
	void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas);
	void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env);

	void _copy_screen(bool p_invalidate_color = false, bool p_invalidate_depth = false);
	void _copy_to_front_buffer(Environment *env);
	void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug

	void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass);

	void _blur_effect_buffer();
	void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
	void _post_process(Environment *env, const CameraMatrix &p_cam_projection);

	virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
	virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
	virtual bool free(RID p_rid);

	virtual void set_scene_pass(uint64_t p_pass);
	virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw);

	void iteration();
	void initialize();
	void finalize();
	RasterizerSceneGLES3();
};

#endif // RASTERIZERSCENEGLES3_H