#ifndef RASTERIZERSCENEGLES2_H #define RASTERIZERSCENEGLES2_H /*************************************************************************/ /* rasterizer_scene_gles2.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ /* Must come before shaders or the Windows build fails... */ #include "rasterizer_storage_gles2.h" #include "shaders/cube_to_dp.glsl.gen.h" #include "shaders/effect_blur.glsl.gen.h" #include "shaders/scene.glsl.gen.h" #include "shaders/tonemap.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" */ class RasterizerSceneGLES2 : public RasterizerScene { public: enum { INSTANCE_ATTRIB_BASE = 8, INSTANCE_BONE_BASE = 13, }; RID default_material; RID default_material_twosided; RID default_shader; RID default_shader_twosided; RID default_worldcoord_material; RID default_worldcoord_material_twosided; RID default_worldcoord_shader; RID default_worldcoord_shader_twosided; RID default_overdraw_material; RID default_overdraw_shader; uint64_t render_pass; uint64_t scene_pass; uint32_t current_material_index; uint32_t current_geometry_index; uint32_t current_light_index; uint32_t current_shader_index; private: uint32_t _light_counter; static const GLenum gl_primitive[]; static const GLenum _cube_side_enum[6]; public: RasterizerStorageGLES2 *storage; 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; SceneShaderGLES2 scene_shader; CubeToDpShaderGLES2 cube_to_dp_shader; TonemapShaderGLES2 tonemap_shader; EffectBlurShaderGLES2 effect_blur_shader; GLuint sky_verts; GLuint immediate_buffer; Color default_ambient; Color default_bg; bool cull_front; bool cull_disabled; bool used_screen_texture; bool shadow_is_dual_parabolloid; float dual_parbolloid_direction; float dual_parbolloid_zfar; bool render_no_shadows; Vector2 viewport_size; Vector2 screen_pixel_size; } state; /* RENDER LIST */ enum LightMode { LIGHTMODE_NORMAL, LIGHTMODE_UNSHADED, }; struct RenderList { enum { MAX_LIGHTS = 255, DEFAULT_MAX_ELEMENTS = 65536 }; int max_elements; struct Element { RasterizerScene::InstanceBase *instance; RasterizerStorageGLES2::Geometry *geometry; RasterizerStorageGLES2::Material *material; RasterizerStorageGLES2::GeometryOwner *owner; bool use_accum; //is this an add pass for multipass bool *use_accum_ptr; bool front_facing; union { //TODO: should be endian swapped on big endian struct { int32_t depth_layer : 16; int32_t priority : 16; }; uint32_t depth_key; }; union { struct { //from least significant to most significant in sort, TODO: should be endian swapped on big endian uint64_t geometry_index : 14; uint64_t instancing : 1; uint64_t skeleton : 1; uint64_t shader_index : 10; uint64_t material_index : 10; uint64_t light_index : 8; uint64_t light_type2 : 1; // if 1==0 : nolight/directional, else omni/spot uint64_t refprobe_1_index : 8; uint64_t refprobe_0_index : 8; uint64_t light_type1 : 1; //no light, directional is 0, omni spot is 1 uint64_t light_mode : 2; // LightMode enum }; 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; } // sorts struct SortByKey { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { if (A->depth_key == B->depth_key) { return A->sort_key < B->sort_key; } else { return A->depth_key < B->depth_key; } } }; void sort_by_key(bool p_alpha) { SortArray 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 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 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); void _add_geometry_with_material(RasterizerStorageGLES2::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES2::GeometryOwner *p_owner, RasterizerStorageGLES2::Material *p_material, bool p_depth_pass); 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); void _render_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const Projection &p_projection, const int p_eye, bool p_reverse_cull, bool p_alpha_pass); _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); _FORCE_INLINE_ void _render_geometry(RenderList::Element *p_element); void _post_process(const Projection &p_cam_projection); 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); virtual bool free(RID p_rid); virtual void set_scene_pass(uint64_t p_pass); virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw); void iteration(); void initialize(); void finalize(); RasterizerSceneGLES2(); ~RasterizerSceneGLES2(); }; #endif // RASTERIZERSCENEGLES2_H