pandemonium_engine_minimal/drivers/gles2/rasterizer_scene_gles2.h
2023-12-15 18:11:18 +01:00

418 lines
12 KiB
C++

#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 ShadowFilterMode {
SHADOW_FILTER_NEAREST,
SHADOW_FILTER_PCF5,
SHADOW_FILTER_PCF13,
};
enum {
INSTANCE_ATTRIB_BASE = 8,
INSTANCE_BONE_BASE = 13,
};
ShadowFilterMode shadow_filter_mode;
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_refprobe_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;
/* SHADOW ATLAS API */
uint64_t shadow_atlas_realloc_tolerance_msec;
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;
}
} quadrants[4];
int size_order[4];
uint32_t smallest_subdiv;
int size;
GLuint fbo;
GLuint depth;
GLuint color;
RBMap<RID, uint32_t> shadow_owners;
};
struct ShadowCubeMap {
GLuint fbo[6];
GLuint cubemap;
uint32_t size;
};
Vector<ShadowCubeMap> shadow_cubemaps;
RID_Owner<ShadowAtlas> shadow_atlas_owner;
int directional_shadow_size;
void directional_shadow_create();
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 = 0;
GLuint depth = 0;
GLuint color = 0;
int light_count = 0;
int size = 0;
int current_light = 0;
} directional_shadow;
virtual int get_directional_light_shadow_size(RID p_light_intance);
virtual void set_directional_shadow_count(int p_count);
/* 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<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 {
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);
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 Projection &p_projection,
const int p_eye,
RID p_shadow_atlas,
float p_shadow_bias,
float p_shadow_normal_bias,
bool p_reverse_cull,
bool p_alpha_pass,
bool p_shadow);
_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, RID *p_light_cull_result, int p_light_cull_count, RID p_shadow_atlas);
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(RS::ViewportDebugDraw p_debug_draw);
void iteration();
void initialize();
void finalize();
RasterizerSceneGLES2();
~RasterizerSceneGLES2();
};
#endif // RASTERIZERSCENEGLES2_H