mirror of
https://github.com/Relintai/pandemonium_engine.git
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770 lines
24 KiB
C++
770 lines
24 KiB
C++
#ifndef RASTERIZERSCENEGLES2_H
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#define RASTERIZERSCENEGLES2_H
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/*************************************************************************/
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/* rasterizer_scene_gles2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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/* Must come before shaders or the Windows build fails... */
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#include "rasterizer_storage_gles2.h"
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#include "shaders/cube_to_dp.glsl.gen.h"
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#include "shaders/effect_blur.glsl.gen.h"
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#include "shaders/scene.glsl.gen.h"
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#include "shaders/tonemap.glsl.gen.h"
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/*
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#include "drivers/gles3/shaders/exposure.glsl.gen.h"
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#include "drivers/gles3/shaders/resolve.glsl.gen.h"
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#include "drivers/gles3/shaders/scene.glsl.gen.h"
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#include "drivers/gles3/shaders/screen_space_reflection.glsl.gen.h"
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#include "drivers/gles3/shaders/ssao.glsl.gen.h"
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#include "drivers/gles3/shaders/ssao_blur.glsl.gen.h"
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#include "drivers/gles3/shaders/ssao_minify.glsl.gen.h"
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#include "drivers/gles3/shaders/subsurf_scattering.glsl.gen.h"
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*/
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class RasterizerSceneGLES2 : public RasterizerScene {
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public:
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enum ShadowFilterMode {
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SHADOW_FILTER_NEAREST,
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SHADOW_FILTER_PCF5,
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SHADOW_FILTER_PCF13,
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};
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enum {
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INSTANCE_ATTRIB_BASE = 8,
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INSTANCE_BONE_BASE = 13,
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};
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ShadowFilterMode shadow_filter_mode;
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RID default_material;
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RID default_material_twosided;
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RID default_shader;
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RID default_shader_twosided;
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RID default_worldcoord_material;
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RID default_worldcoord_material_twosided;
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RID default_worldcoord_shader;
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RID default_worldcoord_shader_twosided;
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RID default_overdraw_material;
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RID default_overdraw_shader;
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uint64_t render_pass;
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uint64_t scene_pass;
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uint32_t current_material_index;
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uint32_t current_geometry_index;
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uint32_t current_light_index;
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uint32_t current_refprobe_index;
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uint32_t current_shader_index;
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private:
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uint32_t _light_counter;
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public:
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RasterizerStorageGLES2 *storage;
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struct State {
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bool texscreen_copied;
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int current_blend_mode;
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float current_line_width;
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int current_depth_draw;
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bool current_depth_test;
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GLuint current_main_tex;
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SceneShaderGLES2 scene_shader;
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CubeToDpShaderGLES2 cube_to_dp_shader;
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TonemapShaderGLES2 tonemap_shader;
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EffectBlurShaderGLES2 effect_blur_shader;
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GLuint sky_verts;
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GLuint immediate_buffer;
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Color default_ambient;
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Color default_bg;
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// ResolveShaderGLES3 resolve_shader;
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// ScreenSpaceReflectionShaderGLES3 ssr_shader;
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// EffectBlurShaderGLES3 effect_blur_shader;
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// SubsurfScatteringShaderGLES3 sss_shader;
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// SsaoMinifyShaderGLES3 ssao_minify_shader;
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// SsaoShaderGLES3 ssao_shader;
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// SsaoBlurShaderGLES3 ssao_blur_shader;
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// ExposureShaderGLES3 exposure_shader;
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/*
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struct SceneDataUBO {
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//this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes
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float projection_matrix[16];
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float inv_projection_matrix[16];
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float camera_inverse_matrix[16];
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float camera_matrix[16];
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float ambient_light_color[4];
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float bg_color[4];
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float fog_color_enabled[4];
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float fog_sun_color_amount[4];
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float ambient_energy;
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float bg_energy;
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float z_offset;
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float z_slope_scale;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_side;
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float viewport_size[2];
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float screen_pixel_size[2];
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float shadow_atlas_pixel_size[2];
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float shadow_directional_pixel_size[2];
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float time;
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float z_far;
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float reflection_multiplier;
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float subsurface_scatter_width;
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float ambient_occlusion_affect_light;
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uint32_t fog_depth_enabled;
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float fog_depth_begin;
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float fog_depth_curve;
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uint32_t fog_transmit_enabled;
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float fog_transmit_curve;
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uint32_t fog_height_enabled;
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float fog_height_min;
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float fog_height_max;
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float fog_height_curve;
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// make sure this struct is padded to be a multiple of 16 bytes for webgl
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} ubo_data;
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GLuint scene_ubo;
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struct EnvironmentRadianceUBO {
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float transform[16];
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float ambient_contribution;
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uint8_t padding[12];
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} env_radiance_data;
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GLuint env_radiance_ubo;
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GLuint sky_array;
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GLuint directional_ubo;
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GLuint spot_array_ubo;
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GLuint omni_array_ubo;
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GLuint reflection_array_ubo;
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GLuint immediate_buffer;
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GLuint immediate_array;
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uint32_t ubo_light_size;
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uint8_t *spot_array_tmp;
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uint8_t *omni_array_tmp;
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uint8_t *reflection_array_tmp;
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int max_ubo_lights;
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int max_forward_lights_per_object;
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int max_ubo_reflections;
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int max_skeleton_bones;
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bool used_contact_shadows;
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int spot_light_count;
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int omni_light_count;
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int directional_light_count;
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int reflection_probe_count;
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bool used_sss;
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bool using_contact_shadows;
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VS::ViewportDebugDraw debug_draw;
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*/
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bool cull_front;
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bool cull_disabled;
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bool used_screen_texture;
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bool shadow_is_dual_parabolloid;
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float dual_parbolloid_direction;
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float dual_parbolloid_zfar;
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bool render_no_shadows;
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Vector2 viewport_size;
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Vector2 screen_pixel_size;
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} state;
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/* SHADOW ATLAS API */
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uint64_t shadow_atlas_realloc_tolerance_msec;
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struct ShadowAtlas : public RID_Data {
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enum {
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QUADRANT_SHIFT = 27,
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SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
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SHADOW_INVALID = 0xFFFFFFFF,
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};
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struct Quadrant {
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uint32_t subdivision;
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struct Shadow {
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RID owner;
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uint64_t version;
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uint64_t alloc_tick;
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Shadow() {
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version = 0;
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alloc_tick = 0;
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}
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};
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Vector<Shadow> shadows;
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Quadrant() {
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subdivision = 0;
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}
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} quadrants[4];
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int size_order[4];
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uint32_t smallest_subdiv;
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int size;
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GLuint fbo;
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GLuint depth;
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GLuint color;
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Map<RID, uint32_t> shadow_owners;
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};
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struct ShadowCubeMap {
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GLuint fbo[6];
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GLuint cubemap;
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uint32_t size;
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};
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Vector<ShadowCubeMap> shadow_cubemaps;
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RID_Owner<ShadowAtlas> shadow_atlas_owner;
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int directional_shadow_size;
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void directional_shadow_create();
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RID shadow_atlas_create();
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void shadow_atlas_set_size(RID p_atlas, int p_size);
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void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision);
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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);
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bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version);
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struct DirectionalShadow {
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GLuint fbo;
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GLuint depth;
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GLuint color;
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int light_count;
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int size;
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int current_light;
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} directional_shadow;
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virtual int get_directional_light_shadow_size(RID p_light_intance);
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virtual void set_directional_shadow_count(int p_count);
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/* REFLECTION PROBE ATLAS API */
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virtual RID reflection_atlas_create();
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virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size);
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virtual void reflection_atlas_set_subdivision(RID p_ref_atlas, int p_subdiv);
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/* REFLECTION CUBEMAPS */
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/* REFLECTION PROBE INSTANCE */
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struct ReflectionProbeInstance : public RID_Data {
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RasterizerStorageGLES2::ReflectionProbe *probe_ptr;
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RID probe;
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RID self;
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RID atlas;
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int reflection_atlas_index;
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int render_step;
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int reflection_index;
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GLuint fbo[6];
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GLuint color[6];
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GLuint depth;
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GLuint cubemap;
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int current_resolution;
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mutable bool dirty;
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uint64_t last_pass;
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uint32_t index;
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Transform transform;
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};
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mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
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ReflectionProbeInstance **reflection_probe_instances;
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int reflection_probe_count;
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virtual RID reflection_probe_instance_create(RID p_probe);
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virtual void reflection_probe_instance_set_transform(RID p_instance, const Transform &p_transform);
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virtual void reflection_probe_release_atlas_index(RID p_instance);
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virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
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virtual bool reflection_probe_instance_has_reflection(RID p_instance);
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virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
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virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
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/* ENVIRONMENT API */
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struct Environment : public RID_Data {
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VS::EnvironmentBG bg_mode;
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RID sky;
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float sky_custom_fov;
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Basis sky_orientation;
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Color bg_color;
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float bg_energy;
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float sky_ambient;
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Color ambient_color;
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float ambient_energy;
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float ambient_sky_contribution;
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int canvas_max_layer;
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bool glow_enabled;
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int glow_levels;
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float glow_intensity;
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float glow_strength;
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float glow_bloom;
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VS::EnvironmentGlowBlendMode glow_blend_mode;
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float glow_hdr_bleed_threshold;
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float glow_hdr_bleed_scale;
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float glow_hdr_luminance_cap;
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bool glow_bicubic_upscale;
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bool glow_high_quality;
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bool dof_blur_far_enabled;
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float dof_blur_far_distance;
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float dof_blur_far_transition;
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float dof_blur_far_amount;
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VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
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bool dof_blur_near_enabled;
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float dof_blur_near_distance;
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float dof_blur_near_transition;
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float dof_blur_near_amount;
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VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
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bool adjustments_enabled;
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float adjustments_brightness;
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float adjustments_contrast;
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float adjustments_saturation;
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RID color_correction;
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bool fog_enabled;
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Color fog_color;
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Color fog_sun_color;
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float fog_sun_amount;
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bool fog_depth_enabled;
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float fog_depth_begin;
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float fog_depth_end;
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float fog_depth_curve;
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bool fog_transmit_enabled;
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float fog_transmit_curve;
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bool fog_height_enabled;
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float fog_height_min;
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float fog_height_max;
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float fog_height_curve;
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Environment() :
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bg_mode(VS::ENV_BG_CLEAR_COLOR),
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sky_custom_fov(0.0),
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bg_energy(1.0),
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sky_ambient(0),
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ambient_energy(1.0),
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ambient_sky_contribution(0.0),
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canvas_max_layer(0),
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glow_enabled(false),
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glow_levels((1 << 2) | (1 << 4)),
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glow_intensity(0.8),
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glow_strength(1.0),
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glow_bloom(0.0),
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glow_blend_mode(VS::GLOW_BLEND_MODE_SOFTLIGHT),
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glow_hdr_bleed_threshold(1.0),
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glow_hdr_bleed_scale(2.0),
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glow_hdr_luminance_cap(12.0),
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glow_bicubic_upscale(false),
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glow_high_quality(false),
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dof_blur_far_enabled(false),
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dof_blur_far_distance(10),
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dof_blur_far_transition(5),
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dof_blur_far_amount(0.1),
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dof_blur_far_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
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dof_blur_near_enabled(false),
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dof_blur_near_distance(2),
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dof_blur_near_transition(1),
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dof_blur_near_amount(0.1),
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dof_blur_near_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM),
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adjustments_enabled(false),
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adjustments_brightness(1.0),
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adjustments_contrast(1.0),
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adjustments_saturation(1.0),
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fog_enabled(false),
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fog_color(Color(0.5, 0.5, 0.5)),
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fog_sun_color(Color(0.8, 0.8, 0.0)),
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fog_sun_amount(0),
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fog_depth_enabled(true),
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fog_depth_begin(10),
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fog_depth_end(0),
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fog_depth_curve(1),
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fog_transmit_enabled(true),
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fog_transmit_curve(1),
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fog_height_enabled(false),
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fog_height_min(10),
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fog_height_max(0),
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fog_height_curve(1) {
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}
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};
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mutable RID_Owner<Environment> environment_owner;
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virtual RID environment_create();
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virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg);
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virtual void environment_set_sky(RID p_env, RID p_sky);
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virtual void environment_set_sky_custom_fov(RID p_env, float p_scale);
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virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation);
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virtual void environment_set_bg_color(RID p_env, const Color &p_color);
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virtual void environment_set_bg_energy(RID p_env, float p_energy);
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virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer);
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virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0);
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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);
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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);
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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, float p_hdr_luminance_cap, bool p_bicubic_upscale, bool p_high_quality);
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virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
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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);
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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, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
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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);
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virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp);
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virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_color, const Color &p_sun_color, float p_sun_amount);
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virtual void environment_set_fog_depth(RID p_env, bool p_enable, float p_depth_begin, float p_depth_end, float p_depth_curve, bool p_transmit, float p_transmit_curve);
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virtual void environment_set_fog_height(RID p_env, bool p_enable, float p_min_height, float p_max_height, float p_height_curve);
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virtual bool is_environment(RID p_env);
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virtual VS::EnvironmentBG environment_get_background(RID p_env);
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virtual int environment_get_canvas_max_layer(RID p_env);
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/* LIGHT INSTANCE */
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struct LightInstance : public RID_Data {
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struct ShadowTransform {
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CameraMatrix camera;
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Transform transform;
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float farplane;
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float split;
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float bias_scale;
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};
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ShadowTransform shadow_transform[4];
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RID self;
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RID light;
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RasterizerStorageGLES2::Light *light_ptr;
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Transform transform;
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Vector3 light_vector;
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Vector3 spot_vector;
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float linear_att;
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// TODO passes and all that stuff ?
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uint64_t last_scene_pass;
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uint64_t last_scene_shadow_pass;
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uint16_t light_index;
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uint16_t light_directional_index;
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Rect2 directional_rect;
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// an ever increasing counter for each light added,
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// used for sorting lights for a consistent render
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uint32_t light_counter;
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Set<RID> shadow_atlases; // atlases where this light is registered
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};
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mutable RID_Owner<LightInstance> light_instance_owner;
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virtual RID light_instance_create(RID p_light);
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virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
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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);
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virtual void light_instance_mark_visible(RID p_light_instance);
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virtual bool light_instances_can_render_shadow_cube() const { return storage->config.support_shadow_cubemaps; }
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LightInstance **render_light_instances;
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int render_directional_lights;
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int render_light_instance_count;
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/* RENDER LIST */
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enum LightMode {
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LIGHTMODE_NORMAL,
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LIGHTMODE_UNSHADED,
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};
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struct RenderList {
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enum {
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MAX_LIGHTS = 255,
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MAX_REFLECTION_PROBES = 255,
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DEFAULT_MAX_ELEMENTS = 65536
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};
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int max_elements;
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struct Element {
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RasterizerScene::InstanceBase *instance;
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RasterizerStorageGLES2::Geometry *geometry;
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RasterizerStorageGLES2::Material *material;
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RasterizerStorageGLES2::GeometryOwner *owner;
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bool use_accum; //is this an add pass for multipass
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bool *use_accum_ptr;
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bool front_facing;
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union {
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//TODO: should be endian swapped on big endian
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struct {
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int32_t depth_layer : 16;
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int32_t priority : 16;
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};
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uint32_t depth_key;
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};
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union {
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struct {
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//from least significant to most significant in sort, TODO: should be endian swapped on big endian
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uint64_t geometry_index : 14;
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uint64_t instancing : 1;
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uint64_t skeleton : 1;
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uint64_t shader_index : 10;
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uint64_t material_index : 10;
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uint64_t light_index : 8;
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uint64_t light_type2 : 1; // if 1==0 : nolight/directional, else omni/spot
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uint64_t refprobe_1_index : 8;
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uint64_t refprobe_0_index : 8;
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uint64_t light_type1 : 1; //no light, directional is 0, omni spot is 1
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uint64_t light_mode : 2; // LightMode enum
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};
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|
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uint64_t sort_key;
|
|
};
|
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};
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|
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Element *base_elements;
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Element **elements;
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|
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int element_count;
|
|
int alpha_element_count;
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|
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void clear() {
|
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element_count = 0;
|
|
alpha_element_count = 0;
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}
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|
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// sorts
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|
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struct SortByKey {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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if (A->depth_key == B->depth_key) {
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return A->sort_key < B->sort_key;
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} else {
|
|
return A->depth_key < B->depth_key;
|
|
}
|
|
}
|
|
};
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|
|
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void sort_by_key(bool p_alpha) {
|
|
SortArray<Element *, SortByKey> sorter;
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|
|
|
if (p_alpha) {
|
|
sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
|
|
sorter.sort(elements, element_count);
|
|
}
|
|
}
|
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|
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struct SortByDepth {
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|
_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
|
|
return A->instance->depth < B->instance->depth;
|
|
}
|
|
};
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|
|
|
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 {
|
|
if (A->priority == B->priority) {
|
|
return A->instance->depth > B->instance->depth;
|
|
} else {
|
|
return A->priority < B->priority;
|
|
}
|
|
}
|
|
};
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
// element adding and stuff
|
|
|
|
_FORCE_INLINE_ Element *add_element() {
|
|
if (element_count + alpha_element_count >= max_elements) {
|
|
return nullptr;
|
|
}
|
|
|
|
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 nullptr;
|
|
}
|
|
|
|
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];
|
|
}
|
|
}
|
|
|
|
RenderList() {
|
|
max_elements = DEFAULT_MAX_ELEMENTS;
|
|
}
|
|
|
|
~RenderList() {
|
|
memdelete_arr(elements);
|
|
memdelete_arr(base_elements);
|
|
}
|
|
};
|
|
|
|
RenderList render_list;
|
|
|
|
void _add_geometry(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass);
|
|
void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass, bool p_shadow_pass);
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|
|
|
void _copy_texture_to_buffer(GLuint p_texture, GLuint p_buffer);
|
|
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
|
|
void _render_render_list(RenderList::Element **p_elements, int p_element_count,
|
|
const Transform &p_view_transform,
|
|
const CameraMatrix &p_projection,
|
|
const int p_eye,
|
|
RID p_shadow_atlas,
|
|
Environment *p_env,
|
|
GLuint p_base_env,
|
|
float p_shadow_bias,
|
|
float p_shadow_normal_bias,
|
|
bool p_reverse_cull,
|
|
bool p_alpha_pass,
|
|
bool p_shadow);
|
|
|
|
void _draw_sky(RasterizerStorageGLES2::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_custom_fov, float p_energy, const Basis &p_sky_orientation);
|
|
|
|
_FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
|
|
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
|
|
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element, RasterizerStorageGLES2::Skeleton *p_skeleton);
|
|
_FORCE_INLINE_ void _setup_light_type(LightInstance *p_light, ShadowAtlas *shadow_atlas);
|
|
_FORCE_INLINE_ void _setup_light(LightInstance *p_light, ShadowAtlas *shadow_atlas, const Transform &p_view_transform, bool accum_pass);
|
|
_FORCE_INLINE_ void _setup_refprobes(ReflectionProbeInstance *p_refprobe1, ReflectionProbeInstance *p_refprobe2, const Transform &p_view_transform, Environment *p_env);
|
|
_FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
|
|
|
|
void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
|
|
|
|
virtual void render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const int p_eye, 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();
|
|
RasterizerSceneGLES2();
|
|
~RasterizerSceneGLES2();
|
|
};
|
|
|
|
#endif // RASTERIZERSCENEGLES2_H
|