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_color[4];
float bg_color[4];
float ambient_energy;
float bg_energy;
} ubo_data;
GLuint scene_ubo;
struct EnvironmentRadianceUBO {
float transform[16];
float box_min[4]; //unused for now
float box_max[4];
float ambient_contribution;
} env_radiance_data;
GLuint env_radiance_ubo;
GLuint brdf_texture;
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GLuint skybox_verts;
GLuint skybox_array;
} state;
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/* ENVIRONMENT API */
struct Environment : public RID_Data {
VS::EnvironmentBG bg_mode;
RID skybox_color;
RID skybox_radiance;
float skybox_scale;
Color bg_color;
float bg_energy;
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float skybox_ambient;
Color ambient_color;
float ambient_energy;
float ambient_skybox_contribution;
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int canvas_max_layer;
Environment() {
bg_mode=VS::ENV_BG_CLEAR_COLOR;
skybox_scale=1.0;
bg_energy=1.0;
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skybox_ambient=0;
ambient_energy=1.0;
ambient_skybox_contribution=0.0;
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canvas_max_layer=0;
}
};
RID_Owner<Environment> environment_owner;
virtual RID environment_create();
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
virtual void environment_set_skybox(RID p_env,RID p_skybox,int p_radiance_size);
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virtual void environment_set_skybox_scale(RID p_env,float p_scale);
virtual void environment_set_bg_color(RID p_env,const Color& p_color);
virtual void environment_set_bg_energy(RID p_env,float p_energy);
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0);
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virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode);
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper);
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
/* LIGHT INSTANCE */
struct LightInstance : public RID_Data {
struct SplitInfo {
CameraMatrix camera;
Transform transform;
float near;
float far;
};
struct LightDataUBO {
float light_pos_inv_radius[4];
float light_direction_attenuation[4];
float light_color_energy[4];
float light_params[4]; //cone attenuation, specular, shadow darkening,
float shadow_split_offsets[4];
float shadow_matrix1[16];
float shadow_matrix2[16];
float shadow_matrix3[16];
float shadow_matrix4[16];
} light_ubo_data;
SplitInfo split_info[4];
RID light;
RasterizerStorageGLES3::Light *light_ptr;
CameraMatrix shadow_matrix[4];
Transform transform;
Vector3 light_vector;
Vector3 spot_vector;
float linear_att;
GLuint light_ubo;
uint64_t shadow_pass;
uint64_t last_pass;
uint16_t light_index;
Vector2 dp;
CameraMatrix shadow_projection[4];
LightInstance() { }
};
mutable RID_Owner<LightInstance> light_instance_owner;
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
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/* RENDER LIST */
struct RenderList {
enum {
DEFAULT_MAX_ELEMENTS=65536,
SORT_FLAG_SKELETON=1,
SORT_FLAG_INSTANCING=2,
MAX_DIRECTIONAL_LIGHTS=16,
MAX_LIGHTS=4096,
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_LIGHT_INDEX_UNSHADED=uint64_t(0xF) << SORT_KEY_LIGHT_TYPE_SHIFT, //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],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) {
SortArray<Element*,SortByDepth> sorter;
if (p_alpha) {
sorter.sort(&elements[max_elements-alpha_element_count],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);
}
};
LightInstance *directional_light_instances[RenderList::MAX_DIRECTIONAL_LIGHTS];
int directional_light_instance_count;
LightInstance *light_instances[RenderList::MAX_LIGHTS];
int light_instance_count;
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);
_FORCE_INLINE_ void _setup_light(LightInstance *p_light);
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, RasterizerStorageGLES3::Texture *p_base_env, bool p_reverse_cull, bool p_alpha_pass);
_FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material);
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void _draw_skybox(RID p_skybox, CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale);
void _setup_environment(Environment *env,CameraMatrix& p_cam_projection, const Transform& p_cam_transform);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform);
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 _generate_brdf();
void initialize();
void finalize();
RasterizerSceneGLES3();
};
#endif // RASTERIZERSCENEGLES3_H