1213 lines
40 KiB
C++
1213 lines
40 KiB
C++
/**************************************************************************/
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/* light_storage.cpp */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifdef GLES3_ENABLED
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#include "light_storage.h"
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#include "../rasterizer_gles3.h"
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#include "../rasterizer_scene_gles3.h"
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#include "config.h"
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#include "core/config/project_settings.h"
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#include "texture_storage.h"
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using namespace GLES3;
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LightStorage *LightStorage::singleton = nullptr;
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LightStorage *LightStorage::get_singleton() {
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return singleton;
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}
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LightStorage::LightStorage() {
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singleton = this;
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directional_shadow.size = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/size");
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directional_shadow.use_16_bits = GLOBAL_GET("rendering/lights_and_shadows/directional_shadow/16_bits");
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// lightmap_probe_capture_update_speed = GLOBAL_GET("rendering/lightmapping/probe_capture/update_speed");
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}
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LightStorage::~LightStorage() {
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singleton = nullptr;
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}
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/* Light API */
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void LightStorage::_light_initialize(RID p_light, RS::LightType p_type) {
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Light light;
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light.type = p_type;
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light.param[RS::LIGHT_PARAM_ENERGY] = 1.0;
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light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
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light.param[RS::LIGHT_PARAM_VOLUMETRIC_FOG_ENERGY] = 1.0;
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light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
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light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
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light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
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light.param[RS::LIGHT_PARAM_ATTENUATION] = 1.0;
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light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
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light.param[RS::LIGHT_PARAM_SPOT_ATTENUATION] = 1.0;
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light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
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light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
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light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
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light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
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light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
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light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
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light.param[RS::LIGHT_PARAM_SHADOW_OPACITY] = 1.0;
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light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
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light.param[RS::LIGHT_PARAM_SHADOW_BLUR] = 0;
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light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
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light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
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light.param[RS::LIGHT_PARAM_INTENSITY] = p_type == RS::LIGHT_DIRECTIONAL ? 100000.0 : 1000.0;
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light_owner.initialize_rid(p_light, light);
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}
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RID LightStorage::directional_light_allocate() {
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return light_owner.allocate_rid();
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}
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void LightStorage::directional_light_initialize(RID p_rid) {
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_light_initialize(p_rid, RS::LIGHT_DIRECTIONAL);
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}
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RID LightStorage::omni_light_allocate() {
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return light_owner.allocate_rid();
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}
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void LightStorage::omni_light_initialize(RID p_rid) {
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_light_initialize(p_rid, RS::LIGHT_OMNI);
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}
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RID LightStorage::spot_light_allocate() {
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return light_owner.allocate_rid();
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}
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void LightStorage::spot_light_initialize(RID p_rid) {
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_light_initialize(p_rid, RS::LIGHT_SPOT);
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}
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void LightStorage::light_free(RID p_rid) {
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light_set_projector(p_rid, RID()); //clear projector
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// delete the texture
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Light *light = light_owner.get_or_null(p_rid);
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light->dependency.deleted_notify(p_rid);
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light_owner.free(p_rid);
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}
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void LightStorage::light_set_color(RID p_light, const Color &p_color) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->color = p_color;
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}
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void LightStorage::light_set_param(RID p_light, RS::LightParam p_param, float p_value) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX);
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if (light->param[p_param] == p_value) {
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return;
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}
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switch (p_param) {
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case RS::LIGHT_PARAM_RANGE:
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case RS::LIGHT_PARAM_SPOT_ANGLE:
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case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE:
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case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET:
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case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
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case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
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case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
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case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
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case RS::LIGHT_PARAM_SHADOW_BIAS: {
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light->version++;
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
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} break;
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case RS::LIGHT_PARAM_SIZE: {
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if ((light->param[p_param] > CMP_EPSILON) != (p_value > CMP_EPSILON)) {
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//changing from no size to size and the opposite
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
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}
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} break;
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default: {
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}
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}
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light->param[p_param] = p_value;
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}
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void LightStorage::light_set_shadow(RID p_light, bool p_enabled) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->shadow = p_enabled;
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light->version++;
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
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}
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void LightStorage::light_set_projector(RID p_light, RID p_texture) {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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if (light->projector == p_texture) {
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return;
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}
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if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) {
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texture_storage->texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
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}
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light->projector = p_texture;
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if (light->type != RS::LIGHT_DIRECTIONAL) {
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if (light->projector.is_valid()) {
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texture_storage->texture_add_to_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI);
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}
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR);
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}
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}
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void LightStorage::light_set_negative(RID p_light, bool p_enable) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->negative = p_enable;
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}
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void LightStorage::light_set_cull_mask(RID p_light, uint32_t p_mask) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->cull_mask = p_mask;
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light->version++;
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
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}
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void LightStorage::light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->distance_fade = p_enabled;
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light->distance_fade_begin = p_begin;
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light->distance_fade_shadow = p_shadow;
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light->distance_fade_length = p_length;
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}
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void LightStorage::light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->reverse_cull = p_enabled;
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light->version++;
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
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}
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void LightStorage::light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->bake_mode = p_bake_mode;
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light->version++;
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
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}
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void LightStorage::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->omni_shadow_mode = p_mode;
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light->version++;
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
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}
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RS::LightOmniShadowMode LightStorage::light_omni_get_shadow_mode(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL_V(light, RS::LIGHT_OMNI_SHADOW_CUBE);
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return light->omni_shadow_mode;
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}
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void LightStorage::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->directional_shadow_mode = p_mode;
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light->version++;
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
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}
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void LightStorage::light_directional_set_blend_splits(RID p_light, bool p_enable) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->directional_blend_splits = p_enable;
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light->version++;
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light->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_LIGHT);
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}
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bool LightStorage::light_directional_get_blend_splits(RID p_light) const {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL_V(light, false);
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return light->directional_blend_splits;
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}
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void LightStorage::light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) {
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Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL(light);
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light->directional_sky_mode = p_mode;
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}
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RS::LightDirectionalSkyMode LightStorage::light_directional_get_sky_mode(RID p_light) const {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL_V(light, RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY);
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return light->directional_sky_mode;
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}
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RS::LightDirectionalShadowMode LightStorage::light_directional_get_shadow_mode(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL_V(light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
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return light->directional_shadow_mode;
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}
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RS::LightBakeMode LightStorage::light_get_bake_mode(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL_V(light, RS::LIGHT_BAKE_DISABLED);
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return light->bake_mode;
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}
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uint64_t LightStorage::light_get_version(RID p_light) const {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL_V(light, 0);
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return light->version;
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}
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uint32_t LightStorage::light_get_cull_mask(RID p_light) const {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL_V(light, 0);
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return light->cull_mask;
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}
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AABB LightStorage::light_get_aabb(RID p_light) const {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_NULL_V(light, AABB());
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switch (light->type) {
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case RS::LIGHT_SPOT: {
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float len = light->param[RS::LIGHT_PARAM_RANGE];
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float size = Math::tan(Math::deg_to_rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
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return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
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};
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case RS::LIGHT_OMNI: {
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float r = light->param[RS::LIGHT_PARAM_RANGE];
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return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2);
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};
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case RS::LIGHT_DIRECTIONAL: {
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return AABB();
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};
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}
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ERR_FAIL_V(AABB());
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}
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/* LIGHT INSTANCE API */
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RID LightStorage::light_instance_create(RID p_light) {
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RID li = light_instance_owner.make_rid(LightInstance());
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LightInstance *light_instance = light_instance_owner.get_or_null(li);
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light_instance->self = li;
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light_instance->light = p_light;
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light_instance->light_type = light_get_type(p_light);
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return li;
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}
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void LightStorage::light_instance_free(RID p_light_instance) {
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LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
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ERR_FAIL_NULL(light_instance);
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// Remove from shadow atlases.
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for (const RID &E : light_instance->shadow_atlases) {
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ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(E);
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ERR_CONTINUE(!shadow_atlas->shadow_owners.has(p_light_instance));
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uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
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uint32_t q = (key >> QUADRANT_SHIFT) & 0x3;
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uint32_t s = key & SHADOW_INDEX_MASK;
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shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
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shadow_atlas->shadow_owners.erase(p_light_instance);
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}
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light_instance_owner.free(p_light_instance);
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}
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void LightStorage::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
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LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
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ERR_FAIL_NULL(light_instance);
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light_instance->transform = p_transform;
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}
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void LightStorage::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
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LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
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ERR_FAIL_NULL(light_instance);
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light_instance->aabb = p_aabb;
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}
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void LightStorage::light_instance_set_shadow_transform(RID p_light_instance, const Projection &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
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LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
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ERR_FAIL_NULL(light_instance);
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ERR_FAIL_INDEX(p_pass, 6);
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light_instance->shadow_transform[p_pass].camera = p_projection;
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light_instance->shadow_transform[p_pass].transform = p_transform;
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light_instance->shadow_transform[p_pass].farplane = p_far;
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light_instance->shadow_transform[p_pass].split = p_split;
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light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
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light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
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light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
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light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
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}
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void LightStorage::light_instance_mark_visible(RID p_light_instance) {
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LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
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ERR_FAIL_NULL(light_instance);
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light_instance->last_scene_pass = RasterizerSceneGLES3::get_singleton()->get_scene_pass();
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}
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/* PROBE API */
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RID LightStorage::reflection_probe_allocate() {
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return RID();
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}
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void LightStorage::reflection_probe_initialize(RID p_rid) {
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}
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void LightStorage::reflection_probe_free(RID p_rid) {
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}
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void LightStorage::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) {
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}
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void LightStorage::reflection_probe_set_intensity(RID p_probe, float p_intensity) {
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}
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void LightStorage::reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) {
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}
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|
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void LightStorage::reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_ambient_energy(RID p_probe, float p_energy) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distance) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_size(RID p_probe, const Vector3 &p_size) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_as_interior(RID p_probe, bool p_enable) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_reflection_mask(RID p_probe, uint32_t p_layers) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_resolution(RID p_probe, int p_resolution) {
|
|
}
|
|
|
|
AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const {
|
|
return AABB();
|
|
}
|
|
|
|
RS::ReflectionProbeUpdateMode LightStorage::reflection_probe_get_update_mode(RID p_probe) const {
|
|
return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE;
|
|
}
|
|
|
|
uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const {
|
|
return 0;
|
|
}
|
|
|
|
uint32_t LightStorage::reflection_probe_get_reflection_mask(RID p_probe) const {
|
|
return 0;
|
|
}
|
|
|
|
Vector3 LightStorage::reflection_probe_get_size(RID p_probe) const {
|
|
return Vector3();
|
|
}
|
|
|
|
Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const {
|
|
return Vector3();
|
|
}
|
|
|
|
float LightStorage::reflection_probe_get_origin_max_distance(RID p_probe) const {
|
|
return 0.0;
|
|
}
|
|
|
|
bool LightStorage::reflection_probe_renders_shadows(RID p_probe) const {
|
|
return false;
|
|
}
|
|
|
|
void LightStorage::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) {
|
|
}
|
|
|
|
float LightStorage::reflection_probe_get_mesh_lod_threshold(RID p_probe) const {
|
|
return 0.0;
|
|
}
|
|
|
|
/* REFLECTION ATLAS */
|
|
|
|
RID LightStorage::reflection_atlas_create() {
|
|
return RID();
|
|
}
|
|
|
|
void LightStorage::reflection_atlas_free(RID p_ref_atlas) {
|
|
}
|
|
|
|
int LightStorage::reflection_atlas_get_size(RID p_ref_atlas) const {
|
|
return 0;
|
|
}
|
|
|
|
void LightStorage::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
|
|
}
|
|
|
|
/* REFLECTION PROBE INSTANCE */
|
|
|
|
RID LightStorage::reflection_probe_instance_create(RID p_probe) {
|
|
return RID();
|
|
}
|
|
|
|
void LightStorage::reflection_probe_instance_free(RID p_instance) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
|
|
}
|
|
|
|
void LightStorage::reflection_probe_release_atlas_index(RID p_instance) {
|
|
}
|
|
|
|
bool LightStorage::reflection_probe_instance_needs_redraw(RID p_instance) {
|
|
return false;
|
|
}
|
|
|
|
bool LightStorage::reflection_probe_instance_has_reflection(RID p_instance) {
|
|
return false;
|
|
}
|
|
|
|
bool LightStorage::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
|
|
return false;
|
|
}
|
|
|
|
Ref<RenderSceneBuffers> LightStorage::reflection_probe_atlas_get_render_buffers(RID p_reflection_atlas) {
|
|
return Ref<RenderSceneBuffers>();
|
|
}
|
|
|
|
bool LightStorage::reflection_probe_instance_postprocess_step(RID p_instance) {
|
|
return true;
|
|
}
|
|
|
|
/* LIGHTMAP CAPTURE */
|
|
|
|
RID LightStorage::lightmap_allocate() {
|
|
return lightmap_owner.allocate_rid();
|
|
}
|
|
|
|
void LightStorage::lightmap_initialize(RID p_rid) {
|
|
lightmap_owner.initialize_rid(p_rid, Lightmap());
|
|
}
|
|
|
|
void LightStorage::lightmap_free(RID p_rid) {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_rid);
|
|
ERR_FAIL_NULL(lightmap);
|
|
lightmap->dependency.deleted_notify(p_rid);
|
|
lightmap_owner.free(p_rid);
|
|
}
|
|
|
|
void LightStorage::lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL(lightmap);
|
|
lightmap->light_texture = p_light;
|
|
lightmap->uses_spherical_harmonics = p_uses_spherical_haromics;
|
|
|
|
GLuint tex = GLES3::TextureStorage::get_singleton()->texture_get_texid(lightmap->light_texture);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, tex);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glBindTexture(GL_TEXTURE_2D_ARRAY, 0);
|
|
}
|
|
|
|
void LightStorage::lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL(lightmap);
|
|
lightmap->bounds = p_bounds;
|
|
}
|
|
|
|
void LightStorage::lightmap_set_probe_interior(RID p_lightmap, bool p_interior) {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL(lightmap);
|
|
lightmap->interior = p_interior;
|
|
}
|
|
|
|
void LightStorage::lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL(lightmap);
|
|
|
|
if (p_points.size()) {
|
|
ERR_FAIL_COND(p_points.size() * 9 != p_point_sh.size());
|
|
ERR_FAIL_COND((p_tetrahedra.size() % 4) != 0);
|
|
ERR_FAIL_COND((p_bsp_tree.size() % 6) != 0);
|
|
}
|
|
|
|
lightmap->points = p_points;
|
|
lightmap->point_sh = p_point_sh;
|
|
lightmap->tetrahedra = p_tetrahedra;
|
|
lightmap->bsp_tree = p_bsp_tree;
|
|
}
|
|
|
|
void LightStorage::lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL(lightmap);
|
|
|
|
lightmap->baked_exposure = p_exposure;
|
|
}
|
|
|
|
PackedVector3Array LightStorage::lightmap_get_probe_capture_points(RID p_lightmap) const {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL_V(lightmap, PackedVector3Array());
|
|
return lightmap->points;
|
|
}
|
|
|
|
PackedColorArray LightStorage::lightmap_get_probe_capture_sh(RID p_lightmap) const {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL_V(lightmap, PackedColorArray());
|
|
return lightmap->point_sh;
|
|
}
|
|
|
|
PackedInt32Array LightStorage::lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL_V(lightmap, PackedInt32Array());
|
|
return lightmap->tetrahedra;
|
|
}
|
|
|
|
PackedInt32Array LightStorage::lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL_V(lightmap, PackedInt32Array());
|
|
return lightmap->bsp_tree;
|
|
}
|
|
|
|
AABB LightStorage::lightmap_get_aabb(RID p_lightmap) const {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL_V(lightmap, AABB());
|
|
return lightmap->bounds;
|
|
}
|
|
|
|
void LightStorage::lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) {
|
|
Lightmap *lm = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL(lm);
|
|
|
|
for (int i = 0; i < 9; i++) {
|
|
r_sh[i] = Color(0, 0, 0, 0);
|
|
}
|
|
|
|
if (!lm->points.size() || !lm->bsp_tree.size() || !lm->tetrahedra.size()) {
|
|
return;
|
|
}
|
|
|
|
static_assert(sizeof(Lightmap::BSP) == 24);
|
|
|
|
const Lightmap::BSP *bsp = (const Lightmap::BSP *)lm->bsp_tree.ptr();
|
|
int32_t node = 0;
|
|
while (node >= 0) {
|
|
if (Plane(bsp[node].plane[0], bsp[node].plane[1], bsp[node].plane[2], bsp[node].plane[3]).is_point_over(p_point)) {
|
|
#ifdef DEBUG_ENABLED
|
|
ERR_FAIL_COND(bsp[node].over >= 0 && bsp[node].over < node);
|
|
#endif
|
|
|
|
node = bsp[node].over;
|
|
} else {
|
|
#ifdef DEBUG_ENABLED
|
|
ERR_FAIL_COND(bsp[node].under >= 0 && bsp[node].under < node);
|
|
#endif
|
|
node = bsp[node].under;
|
|
}
|
|
}
|
|
|
|
if (node == Lightmap::BSP::EMPTY_LEAF) {
|
|
return; // Nothing could be done.
|
|
}
|
|
|
|
node = ABS(node) - 1;
|
|
|
|
uint32_t *tetrahedron = (uint32_t *)&lm->tetrahedra[node * 4];
|
|
Vector3 points[4] = { lm->points[tetrahedron[0]], lm->points[tetrahedron[1]], lm->points[tetrahedron[2]], lm->points[tetrahedron[3]] };
|
|
const Color *sh_colors[4]{ &lm->point_sh[tetrahedron[0] * 9], &lm->point_sh[tetrahedron[1] * 9], &lm->point_sh[tetrahedron[2] * 9], &lm->point_sh[tetrahedron[3] * 9] };
|
|
Color barycentric = Geometry3D::tetrahedron_get_barycentric_coords(points[0], points[1], points[2], points[3], p_point);
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
float c = CLAMP(barycentric[i], 0.0, 1.0);
|
|
for (int j = 0; j < 9; j++) {
|
|
r_sh[j] += sh_colors[i][j] * c;
|
|
}
|
|
}
|
|
}
|
|
|
|
bool LightStorage::lightmap_is_interior(RID p_lightmap) const {
|
|
Lightmap *lightmap = lightmap_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL_V(lightmap, false);
|
|
return lightmap->interior;
|
|
}
|
|
|
|
void LightStorage::lightmap_set_probe_capture_update_speed(float p_speed) {
|
|
lightmap_probe_capture_update_speed = p_speed;
|
|
}
|
|
|
|
float LightStorage::lightmap_get_probe_capture_update_speed() const {
|
|
return lightmap_probe_capture_update_speed;
|
|
}
|
|
|
|
/* LIGHTMAP INSTANCE */
|
|
|
|
RID LightStorage::lightmap_instance_create(RID p_lightmap) {
|
|
LightmapInstance li;
|
|
li.lightmap = p_lightmap;
|
|
return lightmap_instance_owner.make_rid(li);
|
|
}
|
|
|
|
void LightStorage::lightmap_instance_free(RID p_lightmap) {
|
|
lightmap_instance_owner.free(p_lightmap);
|
|
}
|
|
|
|
void LightStorage::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
|
|
LightmapInstance *li = lightmap_instance_owner.get_or_null(p_lightmap);
|
|
ERR_FAIL_NULL(li);
|
|
li->transform = p_transform;
|
|
}
|
|
|
|
/* SHADOW ATLAS API */
|
|
|
|
RID LightStorage::shadow_atlas_create() {
|
|
return shadow_atlas_owner.make_rid(ShadowAtlas());
|
|
}
|
|
|
|
void LightStorage::shadow_atlas_free(RID p_atlas) {
|
|
shadow_atlas_set_size(p_atlas, 0);
|
|
shadow_atlas_owner.free(p_atlas);
|
|
}
|
|
|
|
void LightStorage::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
|
|
ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
|
|
ERR_FAIL_NULL(shadow_atlas);
|
|
ERR_FAIL_COND(p_size < 0);
|
|
p_size = next_power_of_2(p_size);
|
|
|
|
if (p_size == shadow_atlas->size && p_16_bits == shadow_atlas->use_16_bits) {
|
|
return;
|
|
}
|
|
|
|
for (uint32_t i = 0; i < 4; i++) {
|
|
// Clear all subdivisions and free shadows.
|
|
for (uint32_t j = 0; j < shadow_atlas->quadrants[i].textures.size(); j++) {
|
|
glDeleteTextures(1, &shadow_atlas->quadrants[i].textures[j]);
|
|
glDeleteFramebuffers(1, &shadow_atlas->quadrants[i].fbos[j]);
|
|
}
|
|
shadow_atlas->quadrants[i].textures.clear();
|
|
shadow_atlas->quadrants[i].fbos.clear();
|
|
|
|
shadow_atlas->quadrants[i].shadows.clear();
|
|
shadow_atlas->quadrants[i].shadows.resize(shadow_atlas->quadrants[i].subdivision * shadow_atlas->quadrants[i].subdivision);
|
|
}
|
|
|
|
// Erase shadow atlas reference from lights.
|
|
for (const KeyValue<RID, uint32_t> &E : shadow_atlas->shadow_owners) {
|
|
LightInstance *li = light_instance_owner.get_or_null(E.key);
|
|
ERR_CONTINUE(!li);
|
|
li->shadow_atlases.erase(p_atlas);
|
|
}
|
|
|
|
if (shadow_atlas->debug_texture != 0) {
|
|
glDeleteTextures(1, &shadow_atlas->debug_texture);
|
|
}
|
|
|
|
if (shadow_atlas->debug_fbo != 0) {
|
|
glDeleteFramebuffers(1, &shadow_atlas->debug_fbo);
|
|
}
|
|
|
|
// Clear owners.
|
|
shadow_atlas->shadow_owners.clear();
|
|
|
|
shadow_atlas->size = p_size;
|
|
shadow_atlas->use_16_bits = p_16_bits;
|
|
}
|
|
|
|
void LightStorage::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
|
|
ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
|
|
ERR_FAIL_NULL(shadow_atlas);
|
|
ERR_FAIL_INDEX(p_quadrant, 4);
|
|
ERR_FAIL_INDEX(p_subdivision, 16384);
|
|
|
|
uint32_t subdiv = next_power_of_2(p_subdivision);
|
|
if (subdiv & 0xaaaaaaaa) { // sqrt(subdiv) must be integer.
|
|
subdiv <<= 1;
|
|
}
|
|
|
|
subdiv = int(Math::sqrt((float)subdiv));
|
|
|
|
if (shadow_atlas->quadrants[p_quadrant].subdivision == subdiv) {
|
|
return;
|
|
}
|
|
|
|
// Erase all data from quadrant.
|
|
for (int i = 0; i < shadow_atlas->quadrants[p_quadrant].shadows.size(); i++) {
|
|
if (shadow_atlas->quadrants[p_quadrant].shadows[i].owner.is_valid()) {
|
|
shadow_atlas->shadow_owners.erase(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
|
|
LightInstance *li = light_instance_owner.get_or_null(shadow_atlas->quadrants[p_quadrant].shadows[i].owner);
|
|
ERR_CONTINUE(!li);
|
|
li->shadow_atlases.erase(p_atlas);
|
|
}
|
|
}
|
|
|
|
for (uint32_t j = 0; j < shadow_atlas->quadrants[p_quadrant].textures.size(); j++) {
|
|
glDeleteTextures(1, &shadow_atlas->quadrants[p_quadrant].textures[j]);
|
|
glDeleteFramebuffers(1, &shadow_atlas->quadrants[p_quadrant].fbos[j]);
|
|
}
|
|
|
|
shadow_atlas->quadrants[p_quadrant].textures.clear();
|
|
shadow_atlas->quadrants[p_quadrant].fbos.clear();
|
|
|
|
shadow_atlas->quadrants[p_quadrant].shadows.clear();
|
|
shadow_atlas->quadrants[p_quadrant].shadows.resize(subdiv * subdiv);
|
|
shadow_atlas->quadrants[p_quadrant].subdivision = subdiv;
|
|
|
|
// Cache the smallest subdiv (for faster allocation in light update).
|
|
|
|
shadow_atlas->smallest_subdiv = 1 << 30;
|
|
|
|
for (int i = 0; i < 4; i++) {
|
|
if (shadow_atlas->quadrants[i].subdivision) {
|
|
shadow_atlas->smallest_subdiv = MIN(shadow_atlas->smallest_subdiv, shadow_atlas->quadrants[i].subdivision);
|
|
}
|
|
}
|
|
|
|
if (shadow_atlas->smallest_subdiv == 1 << 30) {
|
|
shadow_atlas->smallest_subdiv = 0;
|
|
}
|
|
|
|
// Re-sort the size orders, simple bubblesort for 4 elements.
|
|
|
|
int swaps = 0;
|
|
do {
|
|
swaps = 0;
|
|
|
|
for (int i = 0; i < 3; i++) {
|
|
if (shadow_atlas->quadrants[shadow_atlas->size_order[i]].subdivision < shadow_atlas->quadrants[shadow_atlas->size_order[i + 1]].subdivision) {
|
|
SWAP(shadow_atlas->size_order[i], shadow_atlas->size_order[i + 1]);
|
|
swaps++;
|
|
}
|
|
}
|
|
} while (swaps > 0);
|
|
}
|
|
|
|
bool LightStorage::shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) {
|
|
ShadowAtlas *shadow_atlas = shadow_atlas_owner.get_or_null(p_atlas);
|
|
ERR_FAIL_NULL_V(shadow_atlas, false);
|
|
|
|
LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
|
|
ERR_FAIL_NULL_V(li, false);
|
|
|
|
if (shadow_atlas->size == 0 || shadow_atlas->smallest_subdiv == 0) {
|
|
return false;
|
|
}
|
|
|
|
uint32_t quad_size = shadow_atlas->size >> 1;
|
|
int desired_fit = MIN(quad_size / shadow_atlas->smallest_subdiv, next_power_of_2(quad_size * p_coverage));
|
|
|
|
int valid_quadrants[4];
|
|
int valid_quadrant_count = 0;
|
|
int best_size = -1; // Best size found.
|
|
int best_subdiv = -1; // Subdiv for the best size.
|
|
|
|
// Find the quadrants this fits into, and the best possible size it can fit into.
|
|
for (int i = 0; i < 4; i++) {
|
|
int q = shadow_atlas->size_order[i];
|
|
int sd = shadow_atlas->quadrants[q].subdivision;
|
|
if (sd == 0) {
|
|
continue; // Unused.
|
|
}
|
|
|
|
int max_fit = quad_size / sd;
|
|
|
|
if (best_size != -1 && max_fit > best_size) {
|
|
break; // Too large.
|
|
}
|
|
|
|
valid_quadrants[valid_quadrant_count++] = q;
|
|
best_subdiv = sd;
|
|
|
|
if (max_fit >= desired_fit) {
|
|
best_size = max_fit;
|
|
}
|
|
}
|
|
|
|
ERR_FAIL_COND_V(valid_quadrant_count == 0, false);
|
|
|
|
uint64_t tick = OS::get_singleton()->get_ticks_msec();
|
|
|
|
uint32_t old_key = SHADOW_INVALID;
|
|
uint32_t old_quadrant = SHADOW_INVALID;
|
|
uint32_t old_shadow = SHADOW_INVALID;
|
|
int old_subdivision = -1;
|
|
|
|
bool should_realloc = false;
|
|
bool should_redraw = false;
|
|
|
|
if (shadow_atlas->shadow_owners.has(p_light_instance)) {
|
|
old_key = shadow_atlas->shadow_owners[p_light_instance];
|
|
old_quadrant = (old_key >> QUADRANT_SHIFT) & 0x3;
|
|
old_shadow = old_key & SHADOW_INDEX_MASK;
|
|
|
|
// Only re-allocate if a better option is available, and enough time has passed.
|
|
should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
|
|
should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
|
|
|
|
if (!should_realloc) {
|
|
shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
|
|
// Already existing, see if it should redraw or it's just OK.
|
|
return should_redraw;
|
|
}
|
|
|
|
old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
|
|
}
|
|
|
|
bool is_omni = li->light_type == RS::LIGHT_OMNI;
|
|
bool found_shadow = false;
|
|
int new_quadrant = -1;
|
|
int new_shadow = -1;
|
|
|
|
found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, is_omni, new_quadrant, new_shadow);
|
|
|
|
// For new shadows if we found an atlas.
|
|
// Or for existing shadows that found a better atlas.
|
|
if (found_shadow) {
|
|
if (old_quadrant != SHADOW_INVALID) {
|
|
shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
|
|
shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
|
|
}
|
|
|
|
uint32_t new_key = new_quadrant << QUADRANT_SHIFT;
|
|
new_key |= new_shadow;
|
|
|
|
ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
|
|
_shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
|
|
|
|
sh->owner = p_light_instance;
|
|
sh->owner_is_omni = is_omni;
|
|
sh->alloc_tick = tick;
|
|
sh->version = p_light_version;
|
|
|
|
li->shadow_atlases.insert(p_atlas);
|
|
|
|
// Update it in map.
|
|
shadow_atlas->shadow_owners[p_light_instance] = new_key;
|
|
// Make it dirty, as it should redraw anyway.
|
|
return true;
|
|
}
|
|
|
|
return should_redraw;
|
|
}
|
|
|
|
bool LightStorage::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, bool is_omni, int &r_quadrant, int &r_shadow) {
|
|
for (int i = p_quadrant_count - 1; i >= 0; i--) {
|
|
int qidx = p_in_quadrants[i];
|
|
|
|
if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
|
|
return false;
|
|
}
|
|
|
|
// Look for an empty space.
|
|
int sc = shadow_atlas->quadrants[qidx].shadows.size();
|
|
const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
|
|
|
|
// We have a free space in this quadrant, allocate a texture and use it.
|
|
if (sc > (int)shadow_atlas->quadrants[qidx].textures.size()) {
|
|
GLuint fbo_id = 0;
|
|
glGenFramebuffers(1, &fbo_id);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, fbo_id);
|
|
|
|
GLuint texture_id = 0;
|
|
glGenTextures(1, &texture_id);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
int size = (shadow_atlas->size >> 1) / shadow_atlas->quadrants[qidx].subdivision;
|
|
|
|
GLenum format = shadow_atlas->use_16_bits ? GL_DEPTH_COMPONENT16 : GL_DEPTH_COMPONENT24;
|
|
GLenum type = shadow_atlas->use_16_bits ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
|
if (is_omni) {
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_id);
|
|
for (int id = 0; id < 6; id++) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + id, 0, format, size / 2, size / 2, 0, GL_DEPTH_COMPONENT, type, nullptr);
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texture_id, 0);
|
|
|
|
#ifdef DEBUG_ENABLED
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
ERR_PRINT("Could not create omni light shadow framebuffer, status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
|
|
}
|
|
#endif
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
} else {
|
|
glBindTexture(GL_TEXTURE_2D, texture_id);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, size, size, 0, GL_DEPTH_COMPONENT, type, nullptr);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, texture_id, 0);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
|
|
r_quadrant = qidx;
|
|
r_shadow = shadow_atlas->quadrants[qidx].textures.size();
|
|
|
|
shadow_atlas->quadrants[qidx].textures.push_back(texture_id);
|
|
shadow_atlas->quadrants[qidx].fbos.push_back(fbo_id);
|
|
|
|
return true;
|
|
}
|
|
|
|
int found_used_idx = -1; // Found existing one, must steal it.
|
|
uint64_t min_pass = 0; // Pass of the existing one, try to use the least recently used one (LRU fashion).
|
|
|
|
for (int j = 0; j < sc; j++) {
|
|
LightInstance *sli = light_instance_owner.get_or_null(sarr[j].owner);
|
|
ERR_CONTINUE(!sli);
|
|
|
|
if (sli->last_scene_pass != RasterizerSceneGLES3::get_singleton()->get_scene_pass()) {
|
|
// Was just allocated, don't kill it so soon, wait a bit.
|
|
if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
|
|
continue;
|
|
}
|
|
|
|
if (found_used_idx == -1 || sli->last_scene_pass < min_pass) {
|
|
found_used_idx = j;
|
|
min_pass = sli->last_scene_pass;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (found_used_idx != -1) {
|
|
r_quadrant = qidx;
|
|
r_shadow = found_used_idx;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void LightStorage::_shadow_atlas_invalidate_shadow(ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
|
|
if (p_shadow->owner.is_valid()) {
|
|
LightInstance *sli = light_instance_owner.get_or_null(p_shadow->owner);
|
|
|
|
p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
|
|
p_shadow->version = 0;
|
|
p_shadow->owner = RID();
|
|
sli->shadow_atlases.erase(p_atlas);
|
|
}
|
|
}
|
|
|
|
void LightStorage::shadow_atlas_update(RID p_atlas) {
|
|
// Do nothing as there is no shadow atlas texture.
|
|
}
|
|
|
|
/* DIRECTIONAL SHADOW */
|
|
|
|
// Create if necessary and clear.
|
|
void LightStorage::update_directional_shadow_atlas() {
|
|
if (directional_shadow.depth == 0 && directional_shadow.size > 0) {
|
|
glGenFramebuffers(1, &directional_shadow.fbo);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
|
|
|
|
glGenTextures(1, &directional_shadow.depth);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
|
|
|
|
GLenum format = directional_shadow.use_16_bits ? GL_DEPTH_COMPONENT16 : GL_DEPTH_COMPONENT24;
|
|
GLenum type = directional_shadow.use_16_bits ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT;
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format, directional_shadow.size, directional_shadow.size, 0, GL_DEPTH_COMPONENT, type, nullptr);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, directional_shadow.depth, 0);
|
|
}
|
|
glUseProgram(0);
|
|
glDepthMask(GL_TRUE);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
|
|
RasterizerGLES3::clear_depth(1.0);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
void LightStorage::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
|
|
p_size = nearest_power_of_2_templated(p_size);
|
|
|
|
if (directional_shadow.size == p_size && directional_shadow.use_16_bits == p_16_bits) {
|
|
return;
|
|
}
|
|
|
|
directional_shadow.size = p_size;
|
|
directional_shadow.use_16_bits = p_16_bits;
|
|
|
|
if (directional_shadow.depth != 0) {
|
|
glDeleteTextures(1, &directional_shadow.depth);
|
|
directional_shadow.depth = 0;
|
|
glDeleteFramebuffers(1, &directional_shadow.fbo);
|
|
directional_shadow.fbo = 0;
|
|
}
|
|
}
|
|
|
|
void LightStorage::set_directional_shadow_count(int p_count) {
|
|
directional_shadow.light_count = p_count;
|
|
directional_shadow.current_light = 0;
|
|
}
|
|
|
|
static Rect2i _get_directional_shadow_rect(int p_size, int p_shadow_count, int p_shadow_index) {
|
|
int split_h = 1;
|
|
int split_v = 1;
|
|
|
|
while (split_h * split_v < p_shadow_count) {
|
|
if (split_h == split_v) {
|
|
split_h <<= 1;
|
|
} else {
|
|
split_v <<= 1;
|
|
}
|
|
}
|
|
|
|
Rect2i rect(0, 0, p_size, p_size);
|
|
rect.size.width /= split_h;
|
|
rect.size.height /= split_v;
|
|
|
|
rect.position.x = rect.size.width * (p_shadow_index % split_h);
|
|
rect.position.y = rect.size.height * (p_shadow_index / split_h);
|
|
|
|
return rect;
|
|
}
|
|
|
|
Rect2i LightStorage::get_directional_shadow_rect() {
|
|
return _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, directional_shadow.current_light);
|
|
}
|
|
|
|
int LightStorage::get_directional_light_shadow_size(RID p_light_instance) {
|
|
ERR_FAIL_COND_V(directional_shadow.light_count == 0, 0);
|
|
|
|
Rect2i r = _get_directional_shadow_rect(directional_shadow.size, directional_shadow.light_count, 0);
|
|
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
|
|
ERR_FAIL_NULL_V(light_instance, 0);
|
|
|
|
switch (light_directional_get_shadow_mode(light_instance->light)) {
|
|
case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL:
|
|
break; //none
|
|
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS:
|
|
r.size.height /= 2;
|
|
break;
|
|
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS:
|
|
r.size /= 2;
|
|
break;
|
|
}
|
|
|
|
return MAX(r.size.width, r.size.height);
|
|
}
|
|
|
|
#endif // !GLES3_ENABLED
|