godot/drivers/gles3/rasterizer_scene_gles3.h

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#ifndef RASTERIZERSCENEGLES3_H
#define RASTERIZERSCENEGLES3_H
#include "rasterizer_storage_gles3.h"
#include "drivers/gles3/shaders/scene.glsl.h"
class RasterizerSceneGLES3 : public RasterizerScene {
public:
uint64_t render_pass;
uint32_t current_material_index;
uint32_t current_geometry_index;
RID default_material;
RID default_shader;
RasterizerStorageGLES3 *storage;
struct State {
bool current_depth_test;
bool current_depth_mask;
bool texscreen_copied;
int current_blend_mode;
SceneShaderGLES3 scene_shader;
struct SceneDataUBO {
float projection_matrix[16];
float camera_inverse_matrix[16];
float camera_matrix[16];
float time[4];
float ambient_light[4];
} ubo_data;
GLuint scene_ubo;
} state;
struct RenderList {
enum {
DEFAULT_MAX_ELEMENTS=65536,
MAX_LIGHTS=4,
SORT_FLAG_SKELETON=1,
SORT_FLAG_INSTANCING=2,
SORT_KEY_DEPTH_LAYER_SHIFT=58,
SORT_KEY_LIGHT_TYPE_SHIFT=54, //type is most important
SORT_KEY_LIGHT_INDEX_SHIFT=38, //type is most important
SORT_KEY_MATERIAL_INDEX_SHIFT=22,
SORT_KEY_GEOMETRY_INDEX_SHIFT=6,
SORT_KEY_GEOMETRY_TYPE_SHIFT=2,
SORT_KEY_SKELETON_FLAG=2,
SORT_KEY_MIRROR_FLAG=1
};
int max_elements;
struct Element {
RasterizerScene::InstanceBase *instance;
RasterizerStorageGLES3::Geometry *geometry;
RasterizerStorageGLES3::Material *material;
RasterizerStorageGLES3::GeometryOwner *owner;
uint64_t sort_key;
bool *additive_ptr;
bool additive;
};
Element *_elements;
Element **elements;
int element_count;
int alpha_element_count;
void clear() {
element_count=0;
alpha_element_count=0;
}
//should eventually be replaced by radix
struct SortByKey {
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
return A->sort_key < B->sort_key;
}
};
void sort_by_key(bool p_alpha) {
SortArray<Element*,SortByKey> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements-alpha_element_count-1],alpha_element_count);
} else {
sorter.sort(elements,element_count);
}
}
_FORCE_INLINE_ Element* add_element() {
if (element_count+alpha_element_count>=max_elements)
return NULL;
elements[element_count]=&_elements[element_count];
return elements[element_count++];
}
_FORCE_INLINE_ Element* add_alpha_element() {
if (element_count+alpha_element_count>=max_elements)
return NULL;
int idx = max_elements-alpha_element_count-1;
elements[idx]=&_elements[idx];
alpha_element_count++;
return elements[idx];
}
void init() {
element_count = 0;
alpha_element_count =0;
elements=memnew_arr(Element*,max_elements);
_elements=memnew_arr(Element,max_elements);
for (int i=0;i<max_elements;i++)
elements[i]=&_elements[i]; // assign elements
}
RenderList() {
max_elements=DEFAULT_MAX_ELEMENTS;
}
~RenderList() {
memdelete_arr(elements);
memdelete_arr(_elements);
}
};
RenderList render_list;
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, bool p_reverse_cull, bool p_alpha_pass);
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
_FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material);
virtual void render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment);
virtual bool free(RID p_rid);
void initialize();
void finalize();
RasterizerSceneGLES3();
};
#endif // RASTERIZERSCENEGLES3_H