2023-12-14 21:54:22 +01:00
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#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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static const GLenum gl_primitive[];
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static const GLenum _cube_side_enum[6];
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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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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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RBMap<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 = 0;
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GLuint depth = 0;
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GLuint color = 0;
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int light_count = 0;
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int size = 0;
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int current_light = 0;
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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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/* 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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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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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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int element_count;
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int alpha_element_count;
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void clear() {
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element_count = 0;
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alpha_element_count = 0;
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}
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// sorts
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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 {
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return A->depth_key < B->depth_key;
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}
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}
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};
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void sort_by_key(bool p_alpha) {
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SortArray<Element *, SortByKey> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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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 {
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return A->instance->depth < B->instance->depth;
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}
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};
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void sort_by_depth(bool p_alpha) { //used for shadows
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SortArray<Element *, SortByDepth> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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}
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struct SortByReverseDepthAndPriority {
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_FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const {
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if (A->priority == B->priority) {
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return A->instance->depth > B->instance->depth;
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} else {
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return A->priority < B->priority;
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}
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}
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};
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void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
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SortArray<Element *, SortByReverseDepthAndPriority> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements - alpha_element_count], alpha_element_count);
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} else {
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sorter.sort(elements, element_count);
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}
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}
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// element adding and stuff
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_FORCE_INLINE_ Element *add_element() {
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if (element_count + alpha_element_count >= max_elements) {
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return nullptr;
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}
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elements[element_count] = &base_elements[element_count];
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return elements[element_count++];
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}
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_FORCE_INLINE_ Element *add_alpha_element() {
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if (element_count + alpha_element_count >= max_elements) {
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return nullptr;
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}
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int idx = max_elements - alpha_element_count - 1;
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elements[idx] = &base_elements[idx];
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alpha_element_count++;
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return elements[idx];
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}
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void init() {
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element_count = 0;
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alpha_element_count = 0;
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elements = memnew_arr(Element *, max_elements);
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base_elements = memnew_arr(Element, max_elements);
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for (int i = 0; i < max_elements; i++) {
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elements[i] = &base_elements[i];
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}
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}
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RenderList() {
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max_elements = DEFAULT_MAX_ELEMENTS;
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}
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~RenderList() {
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memdelete_arr(elements);
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memdelete_arr(base_elements);
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}
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};
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RenderList render_list;
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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);
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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);
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void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_depth_pass, bool p_shadow_pass);
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void _render_render_list(RenderList::Element **p_elements, int p_element_count,
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const Transform &p_view_transform,
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const Projection &p_projection,
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const int p_eye,
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RID p_shadow_atlas,
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float p_shadow_bias,
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float p_shadow_normal_bias,
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bool p_reverse_cull,
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bool p_alpha_pass,
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bool p_shadow);
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_FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
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_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES2::Material *p_material, bool p_alpha_pass, Size2i p_skeleton_tex_size = Size2i(0, 0));
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2023-12-15 16:48:56 +01:00
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_FORCE_INLINE_ void _setup_geometry(RenderList::Element *p_element);
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2023-12-14 21:54:22 +01:00
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_FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element);
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2023-12-15 14:53:15 +01:00
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void _post_process(const Projection &p_cam_projection);
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2023-12-14 21:54:22 +01:00
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2023-12-15 17:30:31 +01:00
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virtual void render_scene(const Transform &p_cam_transform, const Projection &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_shadow_atlas);
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2023-12-14 21:54:22 +01:00
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virtual void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
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virtual bool free(RID p_rid);
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virtual void set_scene_pass(uint64_t p_pass);
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virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
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void iteration();
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void initialize();
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void finalize();
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RasterizerSceneGLES2();
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~RasterizerSceneGLES2();
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};
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#endif // RASTERIZERSCENEGLES2_H
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