21ea1c3835
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
2892 lines
113 KiB
C++
2892 lines
113 KiB
C++
/*************************************************************************/
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/* rasterizer_scene_gles3.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "rasterizer_scene_gles3.h"
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#include "core/config/project_settings.h"
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#include "core/templates/sort_array.h"
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#include "servers/rendering/rendering_server_default.h"
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#include "storage/config.h"
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#include "storage/light_storage.h"
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#include "storage/mesh_storage.h"
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#include "storage/texture_storage.h"
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#ifdef GLES3_ENABLED
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uint64_t RasterizerSceneGLES3::auto_exposure_counter = 2;
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RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
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RasterizerSceneGLES3 *RasterizerSceneGLES3::get_singleton() {
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return singleton;
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}
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RendererSceneRender::GeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
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RS::InstanceType type = RSG::utilities->get_base_type(p_base);
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ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
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GeometryInstanceGLES3 *ginstance = geometry_instance_alloc.alloc();
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ginstance->data = memnew(GeometryInstanceGLES3::Data);
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ginstance->data->base = p_base;
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ginstance->data->base_type = type;
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_geometry_instance_mark_dirty(ginstance);
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return ginstance;
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}
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void RasterizerSceneGLES3::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->data->skeleton = p_skeleton;
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_geometry_instance_mark_dirty(ginstance);
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ginstance->data->dirty_dependencies = true;
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}
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void RasterizerSceneGLES3::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->data->material_override = p_override;
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_geometry_instance_mark_dirty(ginstance);
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ginstance->data->dirty_dependencies = true;
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}
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void RasterizerSceneGLES3::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->data->material_overlay = p_overlay;
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_geometry_instance_mark_dirty(ginstance);
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ginstance->data->dirty_dependencies = true;
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}
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void RasterizerSceneGLES3::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->data->surface_materials = p_materials;
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_geometry_instance_mark_dirty(ginstance);
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ginstance->data->dirty_dependencies = true;
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}
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void RasterizerSceneGLES3::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ERR_FAIL_COND(!ginstance);
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ginstance->mesh_instance = p_mesh_instance;
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_geometry_instance_mark_dirty(ginstance);
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}
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void RasterizerSceneGLES3::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->transform = p_transform;
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ginstance->mirror = p_transform.basis.determinant() < 0;
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ginstance->data->aabb = p_aabb;
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ginstance->transformed_aabb = p_transformed_aabb;
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Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
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// handle non uniform scale here
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float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
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float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
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ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
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ginstance->lod_model_scale = max_scale;
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}
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void RasterizerSceneGLES3::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->layer_mask = p_layer_mask;
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}
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void RasterizerSceneGLES3::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->lod_bias = p_lod_bias;
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}
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void RasterizerSceneGLES3::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->force_alpha = CLAMP(1.0 - p_transparency, 0, 1);
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}
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void RasterizerSceneGLES3::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->fade_near = p_enable_near;
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ginstance->fade_near_begin = p_near_begin;
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ginstance->fade_near_end = p_near_end;
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ginstance->fade_far = p_enable_far;
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ginstance->fade_far_begin = p_far_begin;
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ginstance->fade_far_end = p_far_end;
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}
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void RasterizerSceneGLES3::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->parent_fade_alpha = p_alpha;
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}
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void RasterizerSceneGLES3::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->data->use_baked_light = p_enable;
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_geometry_instance_mark_dirty(ginstance);
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}
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void RasterizerSceneGLES3::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->data->use_dynamic_gi = p_enable;
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_geometry_instance_mark_dirty(ginstance);
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}
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void RasterizerSceneGLES3::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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}
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void RasterizerSceneGLES3::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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}
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void RasterizerSceneGLES3::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->shader_parameters_offset = p_offset;
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_geometry_instance_mark_dirty(ginstance);
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}
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void RasterizerSceneGLES3::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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ginstance->data->cast_double_sided_shadows = p_enable;
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_geometry_instance_mark_dirty(ginstance);
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}
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uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() {
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return (1 << RS::INSTANCE_LIGHT);
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}
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void RasterizerSceneGLES3::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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GLES3::Config *config = GLES3::Config::get_singleton();
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ginstance->omni_light_count = 0;
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ginstance->spot_light_count = 0;
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ginstance->omni_lights.clear();
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ginstance->spot_lights.clear();
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for (uint32_t i = 0; i < p_light_instance_count; i++) {
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RS::LightType type = light_instance_get_type(p_light_instances[i]);
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switch (type) {
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case RS::LIGHT_OMNI: {
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if (ginstance->omni_light_count < (uint32_t)config->max_lights_per_object) {
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ginstance->omni_lights.push_back(p_light_instances[i]);
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ginstance->omni_light_count++;
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}
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} break;
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case RS::LIGHT_SPOT: {
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if (ginstance->spot_light_count < (uint32_t)config->max_lights_per_object) {
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ginstance->spot_lights.push_back(p_light_instances[i]);
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ginstance->spot_light_count++;
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}
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} break;
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default:
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break;
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}
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}
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}
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void RasterizerSceneGLES3::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
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}
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void RasterizerSceneGLES3::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
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}
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void RasterizerSceneGLES3::geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) {
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}
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void RasterizerSceneGLES3::geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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}
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void RasterizerSceneGLES3::geometry_instance_free(GeometryInstance *p_geometry_instance) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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ERR_FAIL_COND(!ginstance);
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GeometryInstanceSurface *surf = ginstance->surface_caches;
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while (surf) {
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GeometryInstanceSurface *next = surf->next;
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geometry_instance_surface_alloc.free(surf);
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surf = next;
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}
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memdelete(ginstance->data);
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geometry_instance_alloc.free(ginstance);
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}
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void RasterizerSceneGLES3::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
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if (ginstance->dirty_list_element.in_list()) {
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return;
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}
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//clear surface caches
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GeometryInstanceSurface *surf = ginstance->surface_caches;
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while (surf) {
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GeometryInstanceSurface *next = surf->next;
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geometry_instance_surface_alloc.free(surf);
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surf = next;
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}
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ginstance->surface_caches = nullptr;
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geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
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}
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void RasterizerSceneGLES3::_update_dirty_geometry_instances() {
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while (geometry_instance_dirty_list.first()) {
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_geometry_instance_update(geometry_instance_dirty_list.first()->self());
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}
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}
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void RasterizerSceneGLES3::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) {
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switch (p_notification) {
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case Dependency::DEPENDENCY_CHANGED_MATERIAL:
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case Dependency::DEPENDENCY_CHANGED_MESH:
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case Dependency::DEPENDENCY_CHANGED_PARTICLES:
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case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
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case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
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static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
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} break;
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case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
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GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata);
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if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
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ginstance->instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
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}
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} break;
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default: {
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//rest of notifications of no interest
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} break;
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}
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}
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void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
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static_cast<RasterizerSceneGLES3 *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
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}
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void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
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GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
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bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
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bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha);
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bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
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bool has_alpha = has_base_alpha || has_blend_alpha;
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uint32_t flags = 0;
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if (p_material->shader_data->uses_screen_texture) {
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flags |= GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE;
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}
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if (p_material->shader_data->uses_depth_texture) {
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flags |= GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE;
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}
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if (p_material->shader_data->uses_normal_texture) {
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flags |= GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE;
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}
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if (ginstance->data->cast_double_sided_shadows) {
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flags |= GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS;
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}
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if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
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//material is only meant for alpha pass
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flags |= GeometryInstanceSurface::FLAG_PASS_ALPHA;
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if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED)) {
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flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
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flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
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}
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} else {
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flags |= GeometryInstanceSurface::FLAG_PASS_OPAQUE;
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flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
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flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
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}
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GLES3::SceneMaterialData *material_shadow = nullptr;
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
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flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
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RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
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if (shadow_mesh.is_valid()) {
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surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface);
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}
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} else {
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material_shadow = p_material;
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}
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GeometryInstanceSurface *sdcache = geometry_instance_surface_alloc.alloc();
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sdcache->flags = flags;
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sdcache->shader = p_material->shader_data;
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sdcache->material = p_material;
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sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface);
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sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface);
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sdcache->surface_index = p_surface;
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if (ginstance->data->dirty_dependencies) {
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RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
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}
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//shadow
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sdcache->shader_shadow = material_shadow->shader_data;
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|
sdcache->material_shadow = material_shadow;
|
|
|
|
sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
|
|
|
|
sdcache->owner = ginstance;
|
|
|
|
sdcache->next = ginstance->surface_caches;
|
|
ginstance->surface_caches = sdcache;
|
|
|
|
//sortkey
|
|
|
|
sdcache->sort.sort_key1 = 0;
|
|
sdcache->sort.sort_key2 = 0;
|
|
|
|
sdcache->sort.surface_index = p_surface;
|
|
sdcache->sort.material_id_low = p_material_id & 0x0000FFFF;
|
|
sdcache->sort.material_id_hi = p_material_id >> 16;
|
|
sdcache->sort.shader_id = p_shader_id;
|
|
sdcache->sort.geometry_id = p_mesh.get_local_index();
|
|
sdcache->sort.priority = p_material->priority;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material_data, RID p_mat_src, RID p_mesh) {
|
|
GLES3::SceneMaterialData *material_data = p_material_data;
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
|
|
_geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh);
|
|
|
|
while (material_data->next_pass.is_valid()) {
|
|
RID next_pass = material_data->next_pass;
|
|
material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(next_pass, RS::SHADER_SPATIAL));
|
|
if (!material_data || !material_data->shader_data->valid) {
|
|
break;
|
|
}
|
|
if (ginstance->data->dirty_dependencies) {
|
|
material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
|
|
}
|
|
_geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh);
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
RID m_src;
|
|
|
|
m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
|
|
|
|
GLES3::SceneMaterialData *material_data = nullptr;
|
|
|
|
if (m_src.is_valid()) {
|
|
material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL));
|
|
if (!material_data || !material_data->shader_data->valid) {
|
|
material_data = nullptr;
|
|
}
|
|
}
|
|
|
|
if (material_data) {
|
|
if (ginstance->data->dirty_dependencies) {
|
|
material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
|
|
}
|
|
} else {
|
|
material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
|
|
m_src = scene_globals.default_material;
|
|
}
|
|
|
|
ERR_FAIL_COND(!material_data);
|
|
|
|
_geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
|
|
|
|
if (ginstance->data->material_overlay.is_valid()) {
|
|
m_src = ginstance->data->material_overlay;
|
|
|
|
material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL));
|
|
if (material_data && material_data->shader_data->valid) {
|
|
if (ginstance->data->dirty_dependencies) {
|
|
material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
|
|
}
|
|
|
|
_geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
|
|
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
|
|
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
|
|
|
|
if (ginstance->data->dirty_dependencies) {
|
|
ginstance->data->dependency_tracker.update_begin();
|
|
}
|
|
|
|
//add geometry for drawing
|
|
switch (ginstance->data->base_type) {
|
|
case RS::INSTANCE_MESH: {
|
|
const RID *materials = nullptr;
|
|
uint32_t surface_count;
|
|
RID mesh = ginstance->data->base;
|
|
|
|
materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
|
|
if (materials) {
|
|
//if no materials, no surfaces.
|
|
const RID *inst_materials = ginstance->data->surface_materials.ptr();
|
|
uint32_t surf_mat_count = ginstance->data->surface_materials.size();
|
|
|
|
for (uint32_t j = 0; j < surface_count; j++) {
|
|
RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
|
|
_geometry_instance_add_surface(ginstance, j, material, mesh);
|
|
}
|
|
}
|
|
|
|
ginstance->instance_count = -1;
|
|
|
|
} break;
|
|
|
|
case RS::INSTANCE_MULTIMESH: {
|
|
RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base);
|
|
if (mesh.is_valid()) {
|
|
const RID *materials = nullptr;
|
|
uint32_t surface_count;
|
|
|
|
materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
|
|
if (materials) {
|
|
for (uint32_t j = 0; j < surface_count; j++) {
|
|
_geometry_instance_add_surface(ginstance, j, materials[j], mesh);
|
|
}
|
|
}
|
|
|
|
ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base);
|
|
}
|
|
|
|
} break;
|
|
case RS::INSTANCE_PARTICLES: {
|
|
} break;
|
|
|
|
default: {
|
|
}
|
|
}
|
|
|
|
bool store_transform = true;
|
|
ginstance->base_flags = 0;
|
|
|
|
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
|
|
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
|
|
if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
|
|
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
|
|
}
|
|
if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) {
|
|
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
|
|
}
|
|
if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) {
|
|
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
|
|
}
|
|
|
|
//ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_globals.default_shader_rd, TRANSFORMS_UNIFORM_SET);
|
|
|
|
} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
|
|
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
|
|
}
|
|
|
|
ginstance->store_transform_cache = store_transform;
|
|
|
|
if (ginstance->data->dirty_dependencies) {
|
|
ginstance->data->dependency_tracker.update_end();
|
|
ginstance->data->dirty_dependencies = false;
|
|
}
|
|
|
|
ginstance->dirty_list_element.remove_from_list();
|
|
}
|
|
|
|
/* SHADOW ATLAS API */
|
|
|
|
RID RasterizerSceneGLES3::shadow_atlas_create() {
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
|
|
return false;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::directional_shadow_atlas_set_size(int p_size, bool p_16_bits) {
|
|
}
|
|
|
|
int RasterizerSceneGLES3::get_directional_light_shadow_size(RID p_light_intance) {
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::set_directional_shadow_count(int p_count) {
|
|
}
|
|
|
|
/* SKY API */
|
|
|
|
void RasterizerSceneGLES3::_free_sky_data(Sky *p_sky) {
|
|
if (p_sky->radiance != 0) {
|
|
glDeleteTextures(1, &p_sky->radiance);
|
|
p_sky->radiance = 0;
|
|
glDeleteFramebuffers(1, &p_sky->radiance_framebuffer);
|
|
p_sky->radiance_framebuffer = 0;
|
|
}
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::sky_allocate() {
|
|
return sky_owner.allocate_rid();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
|
|
sky_owner.initialize_rid(p_rid);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
|
|
Sky *sky = sky_owner.get_or_null(p_sky);
|
|
ERR_FAIL_COND(!sky);
|
|
ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
|
|
|
|
if (sky->radiance_size == p_radiance_size) {
|
|
return; // No need to update
|
|
}
|
|
|
|
sky->radiance_size = p_radiance_size;
|
|
|
|
_free_sky_data(sky);
|
|
_invalidate_sky(sky);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
|
|
Sky *sky = sky_owner.get_or_null(p_sky);
|
|
ERR_FAIL_COND(!sky);
|
|
|
|
if (sky->mode == p_mode) {
|
|
return;
|
|
}
|
|
|
|
sky->mode = p_mode;
|
|
_invalidate_sky(sky);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
|
|
Sky *sky = sky_owner.get_or_null(p_sky);
|
|
ERR_FAIL_COND(!sky);
|
|
|
|
if (sky->material == p_material) {
|
|
return;
|
|
}
|
|
|
|
sky->material = p_material;
|
|
_invalidate_sky(sky);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
|
|
if (!p_sky->dirty) {
|
|
p_sky->dirty = true;
|
|
p_sky->dirty_list = dirty_sky_list;
|
|
dirty_sky_list = p_sky;
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_update_dirty_skys() {
|
|
Sky *sky = dirty_sky_list;
|
|
|
|
while (sky) {
|
|
if (sky->radiance == 0) {
|
|
sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) + 1;
|
|
|
|
// Left uninitialized, will attach a texture at render time
|
|
glGenFramebuffers(1, &sky->radiance_framebuffer);
|
|
|
|
GLenum internal_format = GL_RGB10_A2;
|
|
|
|
glGenTextures(1, &sky->radiance);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
|
|
|
|
#ifdef GLES_OVER_GL
|
|
GLenum format = GL_RGBA;
|
|
GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV;
|
|
//TODO, on low-end compare this to allocating each face of each mip individually
|
|
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
|
|
for (int i = 0; i < 6; i++) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
|
|
}
|
|
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
#else
|
|
glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
|
|
#endif
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count);
|
|
|
|
glGenTextures(1, &sky->raw_radiance);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
|
|
|
|
#ifdef GLES_OVER_GL
|
|
//TODO, on low-end compare this to allocating each face of each mip individually
|
|
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
|
|
for (int i = 0; i < 6; i++) {
|
|
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
|
|
}
|
|
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
#else
|
|
glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
|
|
#endif
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_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_BASE_LEVEL, 0);
|
|
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
|
|
}
|
|
|
|
sky->reflection_dirty = true;
|
|
sky->processing_layer = 0;
|
|
|
|
Sky *next = sky->dirty_list;
|
|
sky->dirty_list = nullptr;
|
|
sky->dirty = false;
|
|
sky = next;
|
|
}
|
|
|
|
dirty_sky_list = nullptr;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_setup_sky(Environment *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size) {
|
|
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
ERR_FAIL_COND(!p_env);
|
|
|
|
GLES3::SkyMaterialData *material = nullptr;
|
|
Sky *sky = sky_owner.get_or_null(p_env->sky);
|
|
|
|
RID sky_material;
|
|
|
|
GLES3::SkyShaderData *shader_data = nullptr;
|
|
|
|
if (sky) {
|
|
sky_material = sky->material;
|
|
|
|
if (sky_material.is_valid()) {
|
|
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
if (!material || !material->shader_data->valid) {
|
|
material = nullptr;
|
|
}
|
|
}
|
|
|
|
if (!material) {
|
|
sky_material = sky_globals.default_material;
|
|
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
}
|
|
|
|
ERR_FAIL_COND(!material);
|
|
|
|
shader_data = material->shader_data;
|
|
|
|
ERR_FAIL_COND(!shader_data);
|
|
|
|
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
|
|
sky->prev_time = time;
|
|
sky->reflection_dirty = true;
|
|
RenderingServerDefault::redraw_request();
|
|
}
|
|
|
|
if (material != sky->prev_material) {
|
|
sky->prev_material = material;
|
|
sky->reflection_dirty = true;
|
|
}
|
|
|
|
if (material->uniform_set_updated) {
|
|
material->uniform_set_updated = false;
|
|
sky->reflection_dirty = true;
|
|
}
|
|
|
|
if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
|
|
sky->prev_position = p_transform.origin;
|
|
sky->reflection_dirty = true;
|
|
}
|
|
|
|
if (shader_data->uses_light) {
|
|
sky_globals.directional_light_count = 0;
|
|
for (int i = 0; i < (int)p_lights.size(); i++) {
|
|
LightInstance *li = light_instance_owner.get_or_null(p_lights[i]);
|
|
if (!li) {
|
|
continue;
|
|
}
|
|
RID base = li->light;
|
|
|
|
ERR_CONTINUE(base.is_null());
|
|
|
|
RS::LightType type = light_storage->light_get_type(base);
|
|
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
|
|
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
|
|
Transform3D light_transform = li->transform;
|
|
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
|
|
|
|
sky_light_data.direction[0] = world_direction.x;
|
|
sky_light_data.direction[1] = world_direction.y;
|
|
sky_light_data.direction[2] = world_direction.z;
|
|
|
|
float sign = light_storage->light_is_negative(base) ? -1 : 1;
|
|
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
|
|
|
|
Color linear_col = light_storage->light_get_color(base);
|
|
sky_light_data.color[0] = linear_col.r;
|
|
sky_light_data.color[1] = linear_col.g;
|
|
sky_light_data.color[2] = linear_col.b;
|
|
|
|
sky_light_data.enabled = true;
|
|
|
|
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
|
|
if (angular_diameter > 0.0) {
|
|
angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
|
|
} else {
|
|
angular_diameter = 0.0;
|
|
}
|
|
sky_light_data.size = angular_diameter;
|
|
sky_globals.directional_light_count++;
|
|
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
// Check whether the directional_light_buffer changes
|
|
bool light_data_dirty = false;
|
|
|
|
// Light buffer is dirty if we have fewer or more lights
|
|
// If we have fewer lights, make sure that old lights are disabled
|
|
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
|
|
light_data_dirty = true;
|
|
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
|
|
sky_globals.directional_lights[i].enabled = false;
|
|
}
|
|
}
|
|
|
|
if (!light_data_dirty) {
|
|
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
|
|
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
|
|
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
|
|
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
|
|
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
|
|
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
|
|
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
|
|
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
|
|
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
|
|
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
|
|
light_data_dirty = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (light_data_dirty) {
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
|
|
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
|
|
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
|
|
sky_globals.directional_lights = temp;
|
|
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
|
|
sky->reflection_dirty = true;
|
|
}
|
|
}
|
|
|
|
if (!sky->radiance) {
|
|
_update_dirty_skys();
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_draw_sky(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform) {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
ERR_FAIL_COND(!p_env);
|
|
|
|
Sky *sky = sky_owner.get_or_null(p_env->sky);
|
|
ERR_FAIL_COND(!sky);
|
|
|
|
GLES3::SkyMaterialData *material_data = nullptr;
|
|
RID sky_material;
|
|
|
|
RS::EnvironmentBG background = p_env->background;
|
|
|
|
if (sky) {
|
|
ERR_FAIL_COND(!sky);
|
|
sky_material = sky->material;
|
|
|
|
if (sky_material.is_valid()) {
|
|
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
if (!material_data || !material_data->shader_data->valid) {
|
|
material_data = nullptr;
|
|
}
|
|
}
|
|
|
|
if (!material_data) {
|
|
sky_material = sky_globals.default_material;
|
|
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
}
|
|
} else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
|
|
sky_material = sky_globals.fog_material;
|
|
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
}
|
|
|
|
ERR_FAIL_COND(!material_data);
|
|
material_data->bind_uniforms();
|
|
|
|
GLES3::SkyShaderData *shader_data = material_data->shader_data;
|
|
|
|
ERR_FAIL_COND(!shader_data);
|
|
|
|
// Camera
|
|
CameraMatrix camera;
|
|
|
|
if (p_env->sky_custom_fov) {
|
|
float near_plane = p_projection.get_z_near();
|
|
float far_plane = p_projection.get_z_far();
|
|
float aspect = p_projection.get_aspect();
|
|
|
|
camera.set_perspective(p_env->sky_custom_fov, aspect, near_plane, far_plane);
|
|
} else {
|
|
camera = p_projection;
|
|
}
|
|
Basis sky_transform = p_env->sky_orientation;
|
|
sky_transform.invert();
|
|
sky_transform = p_transform.basis * sky_transform;
|
|
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.matrix[2][0], camera.matrix[0][0], camera.matrix[2][1], camera.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
|
|
|
|
glBindVertexArray(sky_globals.screen_triangle_array);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_update_sky_radiance(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform) {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
ERR_FAIL_COND(!p_env);
|
|
|
|
Sky *sky = sky_owner.get_or_null(p_env->sky);
|
|
ERR_FAIL_COND(!sky);
|
|
|
|
GLES3::SkyMaterialData *material_data = nullptr;
|
|
RID sky_material;
|
|
|
|
RS::EnvironmentBG background = p_env->background;
|
|
|
|
if (sky) {
|
|
ERR_FAIL_COND(!sky);
|
|
sky_material = sky->material;
|
|
|
|
if (sky_material.is_valid()) {
|
|
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
if (!material_data || !material_data->shader_data->valid) {
|
|
material_data = nullptr;
|
|
}
|
|
}
|
|
|
|
if (!material_data) {
|
|
sky_material = sky_globals.default_material;
|
|
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
}
|
|
} else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
|
|
sky_material = sky_globals.fog_material;
|
|
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
|
|
}
|
|
|
|
ERR_FAIL_COND(!material_data);
|
|
material_data->bind_uniforms();
|
|
|
|
GLES3::SkyShaderData *shader_data = material_data->shader_data;
|
|
|
|
ERR_FAIL_COND(!shader_data);
|
|
|
|
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
|
|
RS::SkyMode sky_mode = sky->mode;
|
|
|
|
if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
|
|
if (shader_data->uses_time || shader_data->uses_position) {
|
|
update_single_frame = true;
|
|
sky_mode = RS::SKY_MODE_REALTIME;
|
|
} else if (shader_data->uses_light || shader_data->ubo_size > 0) {
|
|
update_single_frame = false;
|
|
sky_mode = RS::SKY_MODE_INCREMENTAL;
|
|
} else {
|
|
update_single_frame = true;
|
|
sky_mode = RS::SKY_MODE_QUALITY;
|
|
}
|
|
}
|
|
|
|
if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
|
|
// On the first frame after creating sky, rebuild in single frame
|
|
update_single_frame = true;
|
|
sky_mode = RS::SKY_MODE_QUALITY;
|
|
}
|
|
|
|
int max_processing_layer = sky->mipmap_count;
|
|
|
|
// Update radiance cubemap
|
|
if (sky->reflection_dirty && (sky->processing_layer >= max_processing_layer || update_single_frame)) {
|
|
static const Vector3 view_normals[6] = {
|
|
Vector3(+1, 0, 0),
|
|
Vector3(-1, 0, 0),
|
|
Vector3(0, +1, 0),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, 0, +1),
|
|
Vector3(0, 0, -1)
|
|
};
|
|
static const Vector3 view_up[6] = {
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, 0, +1),
|
|
Vector3(0, 0, -1),
|
|
Vector3(0, -1, 0),
|
|
Vector3(0, -1, 0)
|
|
};
|
|
|
|
CameraMatrix cm;
|
|
cm.set_perspective(90, 1, 0.01, 10.0);
|
|
CameraMatrix correction;
|
|
correction.set_depth_correction(true);
|
|
cm = correction * cm;
|
|
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.matrix[2][0], cm.matrix[0][0], cm.matrix[2][1], cm.matrix[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
|
|
// Bind a vertex array or else OpenGL complains. We won't actually use it
|
|
glBindVertexArray(sky_globals.screen_triangle_array);
|
|
|
|
glViewport(0, 0, sky->radiance_size, sky->radiance_size);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, sky->radiance_framebuffer);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, sky->raw_radiance, 0);
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
}
|
|
|
|
if (update_single_frame) {
|
|
for (int i = 0; i < max_processing_layer; i++) {
|
|
_filter_sky_radiance(sky, i);
|
|
}
|
|
} else {
|
|
_filter_sky_radiance(sky, 0); //Just copy over the first mipmap
|
|
}
|
|
sky->processing_layer = 1;
|
|
|
|
sky->reflection_dirty = false;
|
|
} else {
|
|
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
|
|
_filter_sky_radiance(sky, sky->processing_layer);
|
|
sky->processing_layer++;
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, p_sky->raw_radiance);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, p_sky->radiance_framebuffer);
|
|
|
|
CubemapFilterShaderGLES3::ShaderVariant mode = CubemapFilterShaderGLES3::MODE_DEFAULT;
|
|
|
|
if (p_base_layer == 0) {
|
|
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
|
|
mode = CubemapFilterShaderGLES3::MODE_COPY;
|
|
|
|
//Copy over base layer
|
|
}
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glBindTexture(GL_TEXTURE_2D, sky_globals.radical_inverse_vdc_cache_tex);
|
|
|
|
int size = p_sky->radiance_size >> p_base_layer;
|
|
glViewport(0, 0, size, size);
|
|
glBindVertexArray(sky_globals.screen_triangle_array);
|
|
|
|
material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
|
|
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::SAMPLE_COUNT, sky_globals.ggx_samples, scene_globals.cubemap_filter_shader_version, mode);
|
|
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::ROUGHNESS, float(p_base_layer) / (p_sky->mipmap_count - 1.0), scene_globals.cubemap_filter_shader_version, mode);
|
|
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_SIZE, float(size), scene_globals.cubemap_filter_shader_version, mode);
|
|
|
|
for (int i = 0; i < 6; i++) {
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer);
|
|
#ifdef DEBUG_ENABLED
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE);
|
|
#endif
|
|
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode);
|
|
|
|
glDrawArrays(GL_TRIANGLES, 0, 3);
|
|
}
|
|
glBindVertexArray(0);
|
|
glViewport(0, 0, p_sky->screen_size.x, p_sky->screen_size.y);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
}
|
|
|
|
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
|
|
return Ref<Image>();
|
|
}
|
|
|
|
/* ENVIRONMENT API */
|
|
|
|
RID RasterizerSceneGLES3::environment_allocate() {
|
|
return environment_owner.allocate_rid();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_initialize(RID p_rid) {
|
|
environment_owner.initialize_rid(p_rid);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->background = p_bg;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_sky(RID p_env, RID p_sky) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->sky = p_sky;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_sky_custom_fov(RID p_env, float p_scale) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->sky_custom_fov = p_scale;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_sky_orientation(RID p_env, const Basis &p_orientation) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->sky_orientation = p_orientation;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_bg_color(RID p_env, const Color &p_color) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->bg_color = p_color;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_bg_energy(RID p_env, float p_energy) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->bg_energy = p_energy;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_canvas_max_layer(RID p_env, int p_max_layer) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->canvas_max_layer = p_max_layer;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->ambient_light = p_color;
|
|
env->ambient_source = p_ambient;
|
|
env->ambient_light_energy = p_energy;
|
|
env->ambient_sky_contribution = p_sky_contribution;
|
|
env->reflection_source = p_reflection_source;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
|
|
env->glow_enabled = p_enable;
|
|
env->glow_levels = p_levels;
|
|
env->glow_intensity = p_intensity;
|
|
env->glow_strength = p_strength;
|
|
env->glow_mix = p_mix;
|
|
env->glow_bloom = p_bloom_threshold;
|
|
env->glow_blend_mode = p_blend_mode;
|
|
env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
|
|
env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
|
|
env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
|
|
env->glow_map_strength = p_glow_map_strength;
|
|
env->glow_map = p_glow_map;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
|
|
glow_bicubic_upscale = p_enable;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_glow_set_use_high_quality(bool p_enable) {
|
|
glow_high_quality = p_enable;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->ssr_enabled = p_enable;
|
|
env->ssr_max_steps = p_max_steps;
|
|
env->ssr_fade_in = p_fade_int;
|
|
env->ssr_fade_out = p_fade_out;
|
|
env->ssr_depth_tolerance = p_depth_tolerance;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) {
|
|
}
|
|
void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->exposure = p_exposure;
|
|
env->tone_mapper = p_tone_mapper;
|
|
if (!env->auto_exposure && p_auto_exposure) {
|
|
env->auto_exposure_version = ++auto_exposure_counter;
|
|
}
|
|
env->auto_exposure = p_auto_exposure;
|
|
env->white = p_white;
|
|
env->min_luminance = p_min_luminance;
|
|
env->max_luminance = p_max_luminance;
|
|
env->auto_exp_speed = p_auto_exp_speed;
|
|
env->auto_exp_scale = p_auto_exp_scale;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->adjustments_enabled = p_enable;
|
|
env->adjustments_brightness = p_brightness;
|
|
env->adjustments_contrast = p_contrast;
|
|
env->adjustments_saturation = p_saturation;
|
|
env->use_1d_color_correction = p_use_1d_color_correction;
|
|
env->color_correction = p_color_correction;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND(!env);
|
|
env->fog_enabled = p_enable;
|
|
env->fog_light_color = p_light_color;
|
|
env->fog_light_energy = p_light_energy;
|
|
env->fog_sun_scatter = p_sun_scatter;
|
|
env->fog_density = p_density;
|
|
env->fog_height = p_height;
|
|
env->fog_height_density = p_height_density;
|
|
env->fog_aerial_perspective = p_aerial_perspective;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_enable) {
|
|
}
|
|
|
|
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND_V(!env, Ref<Image>());
|
|
return Ref<Image>();
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::is_environment(RID p_env) const {
|
|
return environment_owner.owns(p_env);
|
|
}
|
|
|
|
RS::EnvironmentBG RasterizerSceneGLES3::environment_get_background(RID p_env) const {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX);
|
|
return env->background;
|
|
}
|
|
|
|
int RasterizerSceneGLES3::environment_get_canvas_max_layer(RID p_env) const {
|
|
Environment *env = environment_owner.get_or_null(p_env);
|
|
ERR_FAIL_COND_V(!env, 0);
|
|
return env->canvas_max_layer;
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::camera_effects_allocate() {
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::camera_effects_initialize(RID p_rid) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
|
|
RID li = light_instance_owner.make_rid(LightInstance());
|
|
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(li);
|
|
|
|
light_instance->self = li;
|
|
light_instance->light = p_light;
|
|
light_instance->light_type = RSG::light_storage->light_get_type(p_light);
|
|
|
|
return li;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) {
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
|
|
ERR_FAIL_COND(!light_instance);
|
|
|
|
light_instance->transform = p_transform;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) {
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(p_light_instance);
|
|
ERR_FAIL_COND(!light_instance);
|
|
|
|
light_instance->aabb = p_aabb;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &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) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) {
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
|
|
return RID();
|
|
}
|
|
|
|
Vector3 RasterizerSceneGLES3::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
|
|
return Vector3();
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::reflection_atlas_create() {
|
|
return RID();
|
|
}
|
|
|
|
int RasterizerSceneGLES3::reflection_atlas_get_size(RID p_ref_atlas) const {
|
|
return 0;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) {
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::reflection_probe_instance_create(RID p_probe) {
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::reflection_probe_release_atlas_index(RID p_instance) {
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::reflection_probe_instance_needs_redraw(RID p_instance) {
|
|
return false;
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::reflection_probe_instance_has_reflection(RID p_instance) {
|
|
return false;
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) {
|
|
return false;
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::reflection_probe_instance_postprocess_step(RID p_instance) {
|
|
return true;
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::decal_instance_create(RID p_decal) {
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) {
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::lightmap_instance_create(RID p_lightmap) {
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) {
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::voxel_gi_instance_create(RID p_voxel_gi) {
|
|
return RID();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::voxel_gi_needs_update(RID p_probe) const {
|
|
return false;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) {
|
|
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
|
|
|
|
if (p_render_list == RENDER_LIST_OPAQUE) {
|
|
scene_state.used_screen_texture = false;
|
|
scene_state.used_normal_texture = false;
|
|
scene_state.used_depth_texture = false;
|
|
}
|
|
|
|
Plane near_plane;
|
|
if (p_render_data->cam_orthogonal) {
|
|
near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
|
|
near_plane.d += p_render_data->cam_projection.get_z_near();
|
|
}
|
|
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
|
|
|
|
RenderList *rl = &render_list[p_render_list];
|
|
|
|
// Parse any updates on our geometry, updates surface caches and such
|
|
_update_dirty_geometry_instances();
|
|
|
|
if (!p_append) {
|
|
rl->clear();
|
|
if (p_render_list == RENDER_LIST_OPAQUE) {
|
|
render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
|
|
}
|
|
}
|
|
|
|
//fill list
|
|
|
|
for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
|
|
GeometryInstanceGLES3 *inst = static_cast<GeometryInstanceGLES3 *>((*p_render_data->instances)[i]);
|
|
|
|
if (p_render_data->cam_orthogonal) {
|
|
Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
|
|
inst->depth = near_plane.distance_to(support_min);
|
|
} else {
|
|
Vector3 aabb_center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
|
|
inst->depth = p_render_data->cam_transform.origin.distance_to(aabb_center);
|
|
}
|
|
uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
|
|
|
|
uint32_t flags = inst->base_flags; //fill flags if appropriate
|
|
|
|
if (inst->non_uniform_scale) {
|
|
flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
|
|
}
|
|
|
|
// Sets the index values for lookup in the shader
|
|
// This has to be done after _setup_lights was called this frame
|
|
// TODO, check shadow status of lights here, if using shadows, skip here and add below
|
|
if (p_pass_mode == PASS_MODE_COLOR) {
|
|
if (inst->omni_light_count) {
|
|
inst->omni_light_gl_cache.resize(inst->omni_light_count);
|
|
for (uint32_t j = 0; j < inst->omni_light_count; j++) {
|
|
inst->omni_light_gl_cache[j] = light_instance_get_gl_id(inst->omni_lights[j]);
|
|
}
|
|
}
|
|
if (inst->spot_light_count) {
|
|
inst->spot_light_gl_cache.resize(inst->spot_light_count);
|
|
for (uint32_t j = 0; j < inst->spot_light_count; j++) {
|
|
inst->spot_light_gl_cache[j] = light_instance_get_gl_id(inst->spot_lights[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
inst->flags_cache = flags;
|
|
|
|
GeometryInstanceSurface *surf = inst->surface_caches;
|
|
|
|
while (surf) {
|
|
// LOD
|
|
|
|
if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
|
|
//lod
|
|
Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
|
|
Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
|
|
|
|
float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
|
|
float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
|
|
|
|
float distance = 0.0;
|
|
|
|
if (distance_min * distance_max < 0.0) {
|
|
//crossing plane
|
|
distance = 0.0;
|
|
} else if (distance_min >= 0.0) {
|
|
distance = distance_min;
|
|
} else if (distance_max <= 0.0) {
|
|
distance = -distance_max;
|
|
}
|
|
|
|
if (p_render_data->cam_orthogonal) {
|
|
distance = 1.0;
|
|
}
|
|
|
|
uint32_t indices;
|
|
surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices);
|
|
/*
|
|
if (p_render_data->render_info) {
|
|
indices = _indices_to_primitives(surf->primitive, indices);
|
|
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
|
|
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
|
|
} else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
|
|
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
|
|
}
|
|
}
|
|
*/
|
|
} else {
|
|
surf->lod_index = 0;
|
|
/*
|
|
if (p_render_data->render_info) {
|
|
uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
|
|
to_draw = _indices_to_primitives(surf->primitive, to_draw);
|
|
to_draw *= inst->instance_count;
|
|
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
|
|
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
|
|
} else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
|
|
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
|
|
}
|
|
}
|
|
*/
|
|
}
|
|
|
|
// ADD Element
|
|
if (p_pass_mode == PASS_MODE_COLOR) {
|
|
#ifdef DEBUG_ENABLED
|
|
bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
|
|
#else
|
|
bool force_alpha = false;
|
|
#endif
|
|
if (!force_alpha && (surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
|
|
rl->add_element(surf);
|
|
}
|
|
if (force_alpha || (surf->flags & GeometryInstanceSurface::FLAG_PASS_ALPHA)) {
|
|
render_list[RENDER_LIST_ALPHA].add_element(surf);
|
|
}
|
|
|
|
if (surf->flags & GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE) {
|
|
scene_state.used_screen_texture = true;
|
|
}
|
|
if (surf->flags & GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE) {
|
|
scene_state.used_normal_texture = true;
|
|
}
|
|
if (surf->flags & GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE) {
|
|
scene_state.used_depth_texture = true;
|
|
}
|
|
|
|
/*
|
|
Add elements here if there are shadows
|
|
*/
|
|
|
|
} else if (p_pass_mode == PASS_MODE_SHADOW) {
|
|
if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) {
|
|
rl->add_element(surf);
|
|
}
|
|
} else {
|
|
if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
|
|
rl->add_element(surf);
|
|
}
|
|
}
|
|
|
|
surf->sort.depth_layer = depth_layer;
|
|
|
|
surf = surf->next;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Needs to be called after _setup_lights so that directional_light_count is accurate.
|
|
void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows) {
|
|
CameraMatrix correction;
|
|
correction.set_depth_correction(p_flip_y);
|
|
CameraMatrix projection = correction * p_render_data->cam_projection;
|
|
//store camera into ubo
|
|
GLES3::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
|
|
GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
|
|
GLES3::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
|
|
GLES3::MaterialStorage::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix);
|
|
|
|
scene_state.ubo.directional_light_count = p_render_data->directional_light_count;
|
|
|
|
scene_state.ubo.z_far = p_render_data->z_far;
|
|
scene_state.ubo.z_near = p_render_data->z_near;
|
|
|
|
scene_state.ubo.viewport_size[0] = p_screen_size.x;
|
|
scene_state.ubo.viewport_size[1] = p_screen_size.y;
|
|
|
|
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
|
|
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
|
|
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
|
|
|
|
//time global variables
|
|
scene_state.ubo.time = time;
|
|
|
|
if (is_environment(p_render_data->environment)) {
|
|
Environment *env = environment_owner.get_or_null(p_render_data->environment);
|
|
RS::EnvironmentBG env_bg = env->background;
|
|
RS::EnvironmentAmbientSource ambient_src = env->ambient_source;
|
|
|
|
float bg_energy = env->bg_energy;
|
|
scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
|
|
|
|
scene_state.ubo.ambient_color_sky_mix = env->ambient_sky_contribution;
|
|
|
|
//ambient
|
|
if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
|
|
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : env->bg_color;
|
|
color = color.srgb_to_linear();
|
|
|
|
scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
|
|
scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
|
|
scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
|
|
scene_state.ubo.use_ambient_light = true;
|
|
scene_state.ubo.use_ambient_cubemap = false;
|
|
} else {
|
|
float energy = env->ambient_light_energy;
|
|
Color color = env->ambient_light;
|
|
color = color.srgb_to_linear();
|
|
scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
|
|
scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
|
|
scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
|
|
|
|
Basis sky_transform = env->sky_orientation;
|
|
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
|
|
GLES3::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
|
|
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
|
|
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
|
|
}
|
|
|
|
//specular
|
|
RS::EnvironmentReflectionSource ref_src = env->reflection_source;
|
|
if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
|
|
scene_state.ubo.use_reflection_cubemap = true;
|
|
} else {
|
|
scene_state.ubo.use_reflection_cubemap = false;
|
|
}
|
|
|
|
scene_state.ubo.fog_enabled = env->fog_enabled;
|
|
scene_state.ubo.fog_density = env->fog_density;
|
|
scene_state.ubo.fog_height = env->fog_height;
|
|
scene_state.ubo.fog_height_density = env->fog_height_density;
|
|
scene_state.ubo.fog_aerial_perspective = env->fog_aerial_perspective;
|
|
|
|
Color fog_color = env->fog_light_color.srgb_to_linear();
|
|
float fog_energy = env->fog_light_energy;
|
|
|
|
scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
|
|
scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
|
|
scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
|
|
|
|
scene_state.ubo.fog_sun_scatter = env->fog_sun_scatter;
|
|
|
|
} else {
|
|
}
|
|
|
|
if (scene_state.ubo_buffer == 0) {
|
|
glGenBuffers(1, &scene_state.ubo_buffer);
|
|
}
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
}
|
|
|
|
// Puts lights into Uniform Buffers. Needs to be called before _fill_list as this caches the index of each light in the Uniform Buffer
|
|
void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count) {
|
|
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
|
|
GLES3::Config *config = GLES3::Config::get_singleton();
|
|
|
|
const Transform3D inverse_transform = p_render_data->inv_cam_transform;
|
|
|
|
const PagedArray<RID> &lights = *p_render_data->lights;
|
|
|
|
r_directional_light_count = 0;
|
|
r_omni_light_count = 0;
|
|
r_spot_light_count = 0;
|
|
|
|
int num_lights = lights.size();
|
|
|
|
for (int i = 0; i < num_lights; i++) {
|
|
LightInstance *li = light_instance_owner.get_or_null(lights[i]);
|
|
if (!li) {
|
|
continue;
|
|
}
|
|
RID base = li->light;
|
|
|
|
ERR_CONTINUE(base.is_null());
|
|
|
|
RS::LightType type = light_storage->light_get_type(base);
|
|
switch (type) {
|
|
case RS::LIGHT_DIRECTIONAL: {
|
|
if (r_directional_light_count >= RendererSceneRender::MAX_DIRECTIONAL_LIGHTS || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
|
|
continue;
|
|
}
|
|
|
|
DirectionalLightData &light_data = scene_state.directional_lights[r_directional_light_count];
|
|
|
|
Transform3D light_transform = li->transform;
|
|
|
|
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
|
|
|
|
light_data.direction[0] = direction.x;
|
|
light_data.direction[1] = direction.y;
|
|
light_data.direction[2] = direction.z;
|
|
|
|
float sign = light_storage->light_is_negative(base) ? -1 : 1;
|
|
|
|
light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
|
|
|
|
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
|
|
light_data.color[0] = linear_col.r;
|
|
light_data.color[1] = linear_col.g;
|
|
light_data.color[2] = linear_col.b;
|
|
|
|
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
|
|
light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
|
|
|
|
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
|
|
|
|
r_directional_light_count++;
|
|
} break;
|
|
case RS::LIGHT_OMNI: {
|
|
if (r_omni_light_count >= (uint32_t)config->max_renderable_lights) {
|
|
continue;
|
|
}
|
|
|
|
const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
|
|
|
|
if (light_storage->light_is_distance_fade_enabled(li->light)) {
|
|
const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
|
|
const float fade_length = light_storage->light_get_distance_fade_length(li->light);
|
|
|
|
if (distance > fade_begin) {
|
|
if (distance > fade_begin + fade_length) {
|
|
// Out of range, don't draw this light to improve performance.
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
li->gl_id = r_omni_light_count;
|
|
|
|
scene_state.omni_light_sort[r_omni_light_count].instance = li;
|
|
scene_state.omni_light_sort[r_omni_light_count].depth = distance;
|
|
r_omni_light_count++;
|
|
} break;
|
|
case RS::LIGHT_SPOT: {
|
|
if (r_spot_light_count >= (uint32_t)config->max_renderable_lights) {
|
|
continue;
|
|
}
|
|
|
|
const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
|
|
|
|
if (light_storage->light_is_distance_fade_enabled(li->light)) {
|
|
const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
|
|
const float fade_length = light_storage->light_get_distance_fade_length(li->light);
|
|
|
|
if (distance > fade_begin) {
|
|
if (distance > fade_begin + fade_length) {
|
|
// Out of range, don't draw this light to improve performance.
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
li->gl_id = r_spot_light_count;
|
|
|
|
scene_state.spot_light_sort[r_spot_light_count].instance = li;
|
|
scene_state.spot_light_sort[r_spot_light_count].depth = distance;
|
|
r_spot_light_count++;
|
|
} break;
|
|
}
|
|
}
|
|
|
|
if (r_omni_light_count) {
|
|
SortArray<InstanceSort<LightInstance>> sorter;
|
|
sorter.sort(scene_state.omni_light_sort, r_omni_light_count);
|
|
}
|
|
|
|
if (r_spot_light_count) {
|
|
SortArray<InstanceSort<LightInstance>> sorter;
|
|
sorter.sort(scene_state.spot_light_sort, r_spot_light_count);
|
|
}
|
|
|
|
for (uint32_t i = 0; i < (r_omni_light_count + r_spot_light_count); i++) {
|
|
uint32_t index = (i < r_omni_light_count) ? i : i - (r_omni_light_count);
|
|
LightData &light_data = (i < r_omni_light_count) ? scene_state.omni_lights[index] : scene_state.spot_lights[index];
|
|
//RS::LightType type = (i < omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
|
|
LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance;
|
|
RID base = li->light;
|
|
|
|
Transform3D light_transform = li->transform;
|
|
Vector3 pos = inverse_transform.xform(light_transform.origin);
|
|
|
|
light_data.position[0] = pos.x;
|
|
light_data.position[1] = pos.y;
|
|
light_data.position[2] = pos.z;
|
|
|
|
float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
|
|
light_data.inv_radius = 1.0 / radius;
|
|
|
|
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
|
|
|
|
light_data.direction[0] = direction.x;
|
|
light_data.direction[1] = direction.y;
|
|
light_data.direction[2] = direction.z;
|
|
|
|
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
|
|
|
|
light_data.size = size;
|
|
|
|
float sign = light_storage->light_is_negative(base) ? -1 : 1;
|
|
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
|
|
|
|
// Reuse fade begin, fade length and distance for shadow LOD determination later.
|
|
float fade_begin = 0.0;
|
|
float fade_length = 0.0;
|
|
real_t distance = 0.0;
|
|
|
|
float fade = 1.0;
|
|
if (light_storage->light_is_distance_fade_enabled(li->light)) {
|
|
fade_begin = light_storage->light_get_distance_fade_begin(li->light);
|
|
fade_length = light_storage->light_get_distance_fade_length(li->light);
|
|
distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
|
|
|
|
if (distance > fade_begin) {
|
|
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
|
|
fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
|
|
}
|
|
}
|
|
|
|
float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI * fade;
|
|
|
|
light_data.color[0] = linear_col.r * energy;
|
|
light_data.color[1] = linear_col.g * energy;
|
|
light_data.color[2] = linear_col.b * energy;
|
|
|
|
light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
|
|
|
|
light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
|
|
|
|
float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
|
|
light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
|
|
|
|
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
|
|
|
|
light_data.shadow_enabled = false;
|
|
}
|
|
|
|
// TODO, to avoid stalls, should rotate between 3 buffers based on frame index.
|
|
// TODO, consider mapping the buffer as in 2D
|
|
if (r_omni_light_count) {
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_OMNILIGHT_UNIFORM_LOCATION, scene_state.omni_light_buffer);
|
|
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_omni_light_count, scene_state.omni_lights);
|
|
}
|
|
|
|
if (r_spot_light_count) {
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_SPOTLIGHT_UNIFORM_LOCATION, scene_state.spot_light_buffer);
|
|
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_spot_light_count, scene_state.spot_lights);
|
|
}
|
|
|
|
if (r_directional_light_count) {
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer);
|
|
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(DirectionalLightData) * r_directional_light_count, scene_state.directional_lights);
|
|
}
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) {
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
GLES3::Config *config = GLES3::Config::get_singleton();
|
|
RENDER_TIMESTAMP("Setup 3D Scene");
|
|
|
|
RenderBuffers *rb = nullptr;
|
|
if (p_render_buffers.is_valid()) {
|
|
rb = render_buffers_owner.get_or_null(p_render_buffers);
|
|
ERR_FAIL_COND(!rb);
|
|
}
|
|
|
|
// Assign render data
|
|
// Use the format from rendererRD
|
|
RenderDataGLES3 render_data;
|
|
{
|
|
render_data.render_buffers = p_render_buffers;
|
|
render_data.transparent_bg = rb->is_transparent;
|
|
// Our first camera is used by default
|
|
render_data.cam_transform = p_camera_data->main_transform;
|
|
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
|
|
render_data.cam_projection = p_camera_data->main_projection;
|
|
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
|
|
|
|
render_data.view_count = p_camera_data->view_count;
|
|
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
|
|
render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
|
|
render_data.view_projection[v] = p_camera_data->view_projection[v];
|
|
}
|
|
|
|
render_data.z_near = p_camera_data->main_projection.get_z_near();
|
|
render_data.z_far = p_camera_data->main_projection.get_z_far();
|
|
|
|
render_data.instances = &p_instances;
|
|
render_data.lights = &p_lights;
|
|
render_data.reflection_probes = &p_reflection_probes;
|
|
render_data.environment = p_environment;
|
|
render_data.camera_effects = p_camera_effects;
|
|
render_data.reflection_probe = p_reflection_probe;
|
|
render_data.reflection_probe_pass = p_reflection_probe_pass;
|
|
|
|
// this should be the same for all cameras..
|
|
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
|
|
render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
|
|
|
|
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
|
|
render_data.screen_mesh_lod_threshold = 0.0;
|
|
} else {
|
|
render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
|
|
}
|
|
render_data.render_info = r_render_info;
|
|
}
|
|
|
|
PagedArray<RID> empty;
|
|
|
|
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
|
|
render_data.lights = ∅
|
|
render_data.reflection_probes = ∅
|
|
}
|
|
|
|
bool reverse_cull = false;
|
|
|
|
///////////
|
|
// Fill Light lists here
|
|
//////////
|
|
|
|
GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_variables_get_uniform_buffer();
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
|
|
|
|
Color clear_color;
|
|
if (p_render_buffers.is_valid()) {
|
|
clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
|
|
} else {
|
|
clear_color = texture_storage->get_default_clear_color();
|
|
}
|
|
|
|
Environment *env = environment_owner.get_or_null(p_environment);
|
|
|
|
bool fb_cleared = false;
|
|
|
|
Size2i screen_size;
|
|
screen_size.x = rb->width;
|
|
screen_size.y = rb->height;
|
|
|
|
bool use_wireframe = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME;
|
|
|
|
SceneState::TonemapUBO tonemap_ubo;
|
|
if (env) {
|
|
tonemap_ubo.exposure = env->exposure;
|
|
tonemap_ubo.white = env->white;
|
|
tonemap_ubo.tonemapper = int32_t(env->tone_mapper);
|
|
}
|
|
|
|
if (scene_state.tonemap_buffer == 0) {
|
|
// Only create if using 3D
|
|
glGenBuffers(1, &scene_state.tonemap_buffer);
|
|
}
|
|
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_TONEMAP_UNIFORM_LOCATION, scene_state.tonemap_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::TonemapUBO), &tonemap_ubo, GL_STREAM_DRAW);
|
|
|
|
_setup_lights(&render_data, false, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count);
|
|
_setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, !render_data.reflection_probe.is_valid(), clear_color, false);
|
|
|
|
_fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR);
|
|
render_list[RENDER_LIST_OPAQUE].sort_by_key();
|
|
render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
|
|
|
|
bool draw_sky = false;
|
|
bool draw_sky_fog_only = false;
|
|
bool keep_color = false;
|
|
|
|
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
|
|
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
|
|
} else if (env) {
|
|
RS::EnvironmentBG bg_mode = env->background;
|
|
float bg_energy = env->bg_energy;
|
|
switch (bg_mode) {
|
|
case RS::ENV_BG_CLEAR_COLOR: {
|
|
clear_color.r *= bg_energy;
|
|
clear_color.g *= bg_energy;
|
|
clear_color.b *= bg_energy;
|
|
if (env->fog_enabled) {
|
|
draw_sky_fog_only = true;
|
|
GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color));
|
|
}
|
|
} break;
|
|
case RS::ENV_BG_COLOR: {
|
|
clear_color = env->bg_color;
|
|
clear_color.r *= bg_energy;
|
|
clear_color.g *= bg_energy;
|
|
clear_color.b *= bg_energy;
|
|
if (env->fog_enabled) {
|
|
draw_sky_fog_only = true;
|
|
GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color));
|
|
}
|
|
} break;
|
|
case RS::ENV_BG_SKY: {
|
|
draw_sky = true;
|
|
} break;
|
|
case RS::ENV_BG_CANVAS: {
|
|
keep_color = true;
|
|
} break;
|
|
case RS::ENV_BG_KEEP: {
|
|
keep_color = true;
|
|
} break;
|
|
case RS::ENV_BG_CAMERA_FEED: {
|
|
} break;
|
|
default: {
|
|
}
|
|
}
|
|
// setup sky if used for ambient, reflections, or background
|
|
if (draw_sky || draw_sky_fog_only || env->reflection_source == RS::ENV_REFLECTION_SOURCE_SKY || env->ambient_source == RS::ENV_AMBIENT_SOURCE_SKY) {
|
|
RENDER_TIMESTAMP("Setup Sky");
|
|
CameraMatrix projection = render_data.cam_projection;
|
|
if (render_data.reflection_probe.is_valid()) {
|
|
CameraMatrix correction;
|
|
correction.set_depth_correction(true);
|
|
projection = correction * render_data.cam_projection;
|
|
}
|
|
|
|
_setup_sky(env, p_render_buffers, *render_data.lights, projection, render_data.cam_transform, screen_size);
|
|
|
|
if (env->sky.is_valid()) {
|
|
if (env->reflection_source == RS::ENV_REFLECTION_SOURCE_SKY || env->ambient_source == RS::ENV_AMBIENT_SOURCE_SKY || (env->reflection_source == RS::ENV_REFLECTION_SOURCE_BG && env->background == RS::ENV_BG_SKY)) {
|
|
_update_sky_radiance(env, projection, render_data.cam_transform);
|
|
}
|
|
} else {
|
|
// do not try to draw sky if invalid
|
|
draw_sky = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
|
|
glViewport(0, 0, rb->width, rb->height);
|
|
|
|
// Do depth prepass if it's explicitly enabled
|
|
bool use_depth_prepass = config->use_depth_prepass;
|
|
|
|
// Don't do depth prepass we are rendering overdraw
|
|
use_depth_prepass = use_depth_prepass && get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
|
|
|
|
if (use_depth_prepass) {
|
|
RENDER_TIMESTAMP("Depth Prepass");
|
|
//pre z pass
|
|
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(GL_TRUE);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glCullFace(GL_BACK);
|
|
glEnable(GL_CULL_FACE);
|
|
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
|
|
|
|
glColorMask(0, 0, 0, 0);
|
|
glClearDepth(1.0f);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, 0, use_wireframe);
|
|
_render_list_template<PASS_MODE_DEPTH>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
|
|
|
|
glColorMask(1, 1, 1, 1);
|
|
|
|
fb_cleared = true;
|
|
scene_state.used_depth_prepass = true;
|
|
} else {
|
|
scene_state.used_depth_prepass = false;
|
|
}
|
|
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
|
|
if (render_data.transparent_bg) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
} else {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
scene_state.current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(GL_TRUE);
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
|
|
|
|
if (!fb_cleared) {
|
|
glClearDepth(1.0f);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
if (!keep_color) {
|
|
glClearBufferfv(GL_COLOR, 0, clear_color.components);
|
|
}
|
|
RENDER_TIMESTAMP("Render Opaque Pass");
|
|
uint32_t spec_constant_base_flags = 0;
|
|
|
|
{
|
|
// Specialization Constants that apply for entire rendering pass.
|
|
if (render_data.directional_light_count == 0) {
|
|
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
|
|
}
|
|
|
|
if (!env || (env && !env->fog_enabled)) {
|
|
spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
|
|
}
|
|
}
|
|
// Render Opaque Objects.
|
|
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe);
|
|
|
|
_render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
|
|
|
|
if (draw_sky) {
|
|
RENDER_TIMESTAMP("Render Sky");
|
|
if (scene_state.current_depth_test != GLES3::SceneShaderData::DEPTH_TEST_ENABLED) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
}
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDepthMask(GL_FALSE);
|
|
glDisable(GL_BLEND);
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
|
|
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
|
|
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
|
|
|
|
_draw_sky(env, render_data.cam_projection, render_data.cam_transform);
|
|
}
|
|
|
|
RENDER_TIMESTAMP("Render 3D Transparent Pass");
|
|
glEnable(GL_BLEND);
|
|
|
|
//Render transparent pass
|
|
RenderListParameters render_list_params_alpha(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe);
|
|
|
|
_render_list_template<PASS_MODE_COLOR_TRANSPARENT>(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true);
|
|
|
|
if (p_render_buffers.is_valid()) {
|
|
_render_buffers_debug_draw(p_render_buffers, p_shadow_atlas, p_occluder_debug_tex);
|
|
}
|
|
glDisable(GL_BLEND);
|
|
texture_storage->render_target_disable_clear_request(rb->render_target);
|
|
}
|
|
|
|
template <PassMode p_pass_mode>
|
|
void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) {
|
|
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
GLES3::Config *config = GLES3::Config::get_singleton();
|
|
|
|
GLuint prev_vertex_array_gl = 0;
|
|
GLuint prev_index_array_gl = 0;
|
|
|
|
GLES3::SceneMaterialData *prev_material_data = nullptr;
|
|
GLES3::SceneShaderData *prev_shader = nullptr;
|
|
GeometryInstanceGLES3 *prev_inst = nullptr;
|
|
SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
|
|
|
|
SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized.
|
|
|
|
switch (p_pass_mode) {
|
|
case PASS_MODE_COLOR:
|
|
case PASS_MODE_COLOR_TRANSPARENT: {
|
|
} break;
|
|
case PASS_MODE_COLOR_ADDITIVE: {
|
|
shader_variant = SceneShaderGLES3::MODE_ADDITIVE;
|
|
} break;
|
|
case PASS_MODE_SHADOW:
|
|
case PASS_MODE_DEPTH: {
|
|
shader_variant = SceneShaderGLES3::MODE_DEPTH;
|
|
} break;
|
|
}
|
|
|
|
if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
|
|
Environment *env = environment_owner.get_or_null(p_render_data->environment);
|
|
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 2);
|
|
GLuint texture_to_bind = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_CUBEMAP_BLACK))->tex_id;
|
|
if (env) {
|
|
Sky *sky = sky_owner.get_or_null(env->sky);
|
|
if (sky && sky->radiance != 0) {
|
|
texture_to_bind = sky->radiance;
|
|
// base_spec_constant |= USE_RADIANCE_MAP;
|
|
}
|
|
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
|
|
}
|
|
}
|
|
|
|
for (uint32_t i = p_from_element; i < p_to_element; i++) {
|
|
const GeometryInstanceSurface *surf = p_params->elements[i];
|
|
GeometryInstanceGLES3 *inst = surf->owner;
|
|
|
|
if (p_pass_mode == PASS_MODE_COLOR && !(surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
|
|
continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass
|
|
}
|
|
|
|
if (inst->instance_count == 0) {
|
|
continue;
|
|
}
|
|
|
|
//uint32_t base_spec_constants = p_params->spec_constant_base_flags;
|
|
|
|
GLES3::SceneShaderData *shader;
|
|
GLES3::SceneMaterialData *material_data;
|
|
void *mesh_surface;
|
|
|
|
if (p_pass_mode == PASS_MODE_SHADOW) {
|
|
shader = surf->shader_shadow;
|
|
material_data = surf->material_shadow;
|
|
mesh_surface = surf->surface_shadow;
|
|
} else {
|
|
shader = surf->shader;
|
|
material_data = surf->material;
|
|
mesh_surface = surf->surface;
|
|
}
|
|
|
|
if (!mesh_surface) {
|
|
continue;
|
|
}
|
|
|
|
if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
|
|
if (scene_state.current_depth_test != shader->depth_test) {
|
|
if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
|
|
glDisable(GL_DEPTH_TEST);
|
|
} else {
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
scene_state.current_depth_test = shader->depth_test;
|
|
}
|
|
}
|
|
|
|
if (scene_state.current_depth_draw != shader->depth_draw) {
|
|
switch (shader->depth_draw) {
|
|
case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
|
|
glDepthMask(p_pass_mode == PASS_MODE_COLOR);
|
|
} break;
|
|
case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
|
|
glDepthMask(GL_TRUE);
|
|
} break;
|
|
case GLES3::SceneShaderData::DEPTH_DRAW_DISABLED: {
|
|
glDepthMask(GL_FALSE);
|
|
} break;
|
|
}
|
|
|
|
scene_state.current_depth_draw = shader->depth_draw;
|
|
}
|
|
|
|
if (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT || p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
|
|
GLES3::SceneShaderData::BlendMode desired_blend_mode;
|
|
if (p_pass_mode == PASS_MODE_COLOR_ADDITIVE) {
|
|
desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD;
|
|
} else {
|
|
desired_blend_mode = shader->blend_mode;
|
|
}
|
|
|
|
if (desired_blend_mode != scene_state.current_blend_mode) {
|
|
switch (desired_blend_mode) {
|
|
case GLES3::SceneShaderData::BLEND_MODE_MIX: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (p_render_data->transparent_bg) {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
|
} else {
|
|
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
case GLES3::SceneShaderData::BLEND_MODE_ADD: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
glBlendFunc(p_pass_mode == PASS_MODE_COLOR_TRANSPARENT ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
|
|
|
|
} break;
|
|
case GLES3::SceneShaderData::BLEND_MODE_SUB: {
|
|
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
|
|
} break;
|
|
case GLES3::SceneShaderData::BLEND_MODE_MUL: {
|
|
glBlendEquation(GL_FUNC_ADD);
|
|
if (p_render_data->transparent_bg) {
|
|
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
|
|
} else {
|
|
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
|
|
}
|
|
|
|
} break;
|
|
case GLES3::SceneShaderData::BLEND_MODE_ALPHA_TO_COVERAGE: {
|
|
// Do nothing for now.
|
|
} break;
|
|
}
|
|
scene_state.current_blend_mode = desired_blend_mode;
|
|
}
|
|
}
|
|
|
|
//find cull variant
|
|
GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
|
|
|
|
if ((surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
|
|
cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
|
|
} else {
|
|
bool mirror = inst->mirror;
|
|
if (p_params->reverse_cull) {
|
|
mirror = !mirror;
|
|
}
|
|
if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) {
|
|
cull_mode = GLES3::SceneShaderData::CULL_BACK;
|
|
} else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) {
|
|
cull_mode = GLES3::SceneShaderData::CULL_FRONT;
|
|
}
|
|
}
|
|
|
|
if (scene_state.cull_mode != cull_mode) {
|
|
if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
|
|
glDisable(GL_CULL_FACE);
|
|
} else {
|
|
if (scene_state.cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
|
|
// Last time was disabled, so enable and set proper face.
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
glCullFace(cull_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
|
|
}
|
|
scene_state.cull_mode = cull_mode;
|
|
}
|
|
|
|
RS::PrimitiveType primitive = surf->primitive;
|
|
static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
|
|
GLenum primitive_gl = prim[int(primitive)];
|
|
|
|
GLuint vertex_array_gl = 0;
|
|
GLuint index_array_gl = 0;
|
|
|
|
//skeleton and blend shape
|
|
if (surf->owner->mesh_instance.is_valid()) {
|
|
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, shader->vertex_input_mask, vertex_array_gl);
|
|
} else {
|
|
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, shader->vertex_input_mask, vertex_array_gl);
|
|
}
|
|
|
|
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
|
|
|
|
if (prev_vertex_array_gl != vertex_array_gl) {
|
|
glBindVertexArray(vertex_array_gl);
|
|
prev_vertex_array_gl = vertex_array_gl;
|
|
}
|
|
|
|
bool use_index_buffer = index_array_gl != 0;
|
|
if (prev_index_array_gl != index_array_gl) {
|
|
if (index_array_gl != 0) {
|
|
// Bind index each time so we can use LODs
|
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
|
|
}
|
|
prev_index_array_gl = index_array_gl;
|
|
}
|
|
|
|
Transform3D world_transform;
|
|
if (inst->store_transform_cache) {
|
|
world_transform = inst->transform;
|
|
}
|
|
|
|
if (prev_material_data != material_data) {
|
|
material_data->bind_uniforms();
|
|
prev_material_data = material_data;
|
|
}
|
|
|
|
SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
|
|
if (inst->instance_count > 0) {
|
|
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
|
|
}
|
|
|
|
if (prev_shader != shader || prev_variant != instance_variant) {
|
|
material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant);
|
|
float opaque_prepass_threshold = 0.0;
|
|
if (p_pass_mode == PASS_MODE_DEPTH) {
|
|
opaque_prepass_threshold = 0.99;
|
|
} else if (p_pass_mode == PASS_MODE_SHADOW) {
|
|
opaque_prepass_threshold = 0.1;
|
|
}
|
|
|
|
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant);
|
|
|
|
prev_shader = shader;
|
|
prev_variant = instance_variant;
|
|
}
|
|
|
|
if (prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) {
|
|
// Rebind the light indices.
|
|
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_count, shader->version, instance_variant);
|
|
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_count, shader->version, instance_variant);
|
|
|
|
if (inst->omni_light_count) {
|
|
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant), inst->omni_light_count, inst->omni_light_gl_cache.ptr());
|
|
}
|
|
|
|
if (inst->spot_light_count) {
|
|
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant), inst->spot_light_count, inst->spot_light_gl_cache.ptr());
|
|
}
|
|
|
|
prev_inst = inst;
|
|
}
|
|
|
|
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant);
|
|
if (inst->instance_count > 0) {
|
|
// Using MultiMesh.
|
|
// Bind instance buffers.
|
|
|
|
GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
|
|
glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
|
|
uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base);
|
|
glEnableVertexAttribArray(12);
|
|
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
|
|
glVertexAttribDivisor(12, 1);
|
|
glEnableVertexAttribArray(13);
|
|
glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
|
|
glVertexAttribDivisor(13, 1);
|
|
glEnableVertexAttribArray(14);
|
|
glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8));
|
|
glVertexAttribDivisor(14, 1);
|
|
|
|
if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) {
|
|
glEnableVertexAttribArray(15);
|
|
glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float)));
|
|
glVertexAttribDivisor(15, 1);
|
|
}
|
|
if (use_index_buffer) {
|
|
glDrawElementsInstanced(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count);
|
|
} else {
|
|
glDrawArraysInstanced(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), inst->instance_count);
|
|
}
|
|
} else {
|
|
// Using regular Mesh.
|
|
if (use_index_buffer) {
|
|
glDrawElements(primitive_gl, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface), mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
|
|
} else {
|
|
glDrawArrays(primitive_gl, 0, mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface));
|
|
}
|
|
}
|
|
if (inst->instance_count > 0) {
|
|
glDisableVertexAttribArray(12);
|
|
glDisableVertexAttribArray(13);
|
|
glDisableVertexAttribArray(14);
|
|
glDisableVertexAttribArray(15);
|
|
}
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
|
|
time = p_time;
|
|
time_step = p_step;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
|
|
debug_draw = p_debug_draw;
|
|
}
|
|
|
|
RID RasterizerSceneGLES3::render_buffers_create() {
|
|
RenderBuffers rb;
|
|
return render_buffers_owner.make_rid(rb);
|
|
}
|
|
|
|
void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
|
|
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
|
|
|
|
RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers);
|
|
ERR_FAIL_COND(!rb);
|
|
|
|
//rb->internal_width = p_internal_width; // ignore for now
|
|
//rb->internal_height = p_internal_height;
|
|
rb->width = p_width;
|
|
rb->height = p_height;
|
|
//rb->fsr_sharpness = p_fsr_sharpness;
|
|
rb->render_target = p_render_target;
|
|
//rb->msaa = p_msaa;
|
|
//rb->screen_space_aa = p_screen_space_aa;
|
|
//rb->use_debanding = p_use_debanding;
|
|
//rb->view_count = p_view_count;
|
|
|
|
_free_render_buffer_data(rb);
|
|
|
|
GLES3::RenderTarget *rt = texture_storage->get_render_target(p_render_target);
|
|
|
|
rb->is_transparent = rt->is_transparent;
|
|
|
|
// framebuffer
|
|
glGenFramebuffers(1, &rb->framebuffer);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, rb->framebuffer);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, rt->color);
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
|
|
|
|
glGenTextures(1, &rb->depth_texture);
|
|
glBindTexture(GL_TEXTURE_2D, rb->depth_texture);
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rb->depth_texture, 0);
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
glBindFramebuffer(GL_FRAMEBUFFER, texture_storage->system_fbo);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE) {
|
|
_free_render_buffer_data(rb);
|
|
WARN_PRINT("Could not create 3D renderbuffer, status: " + texture_storage->get_framebuffer_error(status));
|
|
return;
|
|
}
|
|
}
|
|
|
|
void RasterizerSceneGLES3::_free_render_buffer_data(RenderBuffers *rb) {
|
|
if (rb->depth_texture) {
|
|
glDeleteTextures(1, &rb->depth_texture);
|
|
rb->depth_texture = 0;
|
|
}
|
|
if (rb->framebuffer) {
|
|
glDeleteFramebuffers(1, &rb->framebuffer);
|
|
rb->framebuffer = 0;
|
|
}
|
|
}
|
|
|
|
//clear render buffers
|
|
/*
|
|
|
|
|
|
if (rt->copy_screen_effect.color) {
|
|
glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
|
|
rt->copy_screen_effect.fbo = 0;
|
|
|
|
glDeleteTextures(1, &rt->copy_screen_effect.color);
|
|
rt->copy_screen_effect.color = 0;
|
|
}
|
|
|
|
if (rt->multisample_active) {
|
|
glDeleteFramebuffers(1, &rt->multisample_fbo);
|
|
rt->multisample_fbo = 0;
|
|
|
|
glDeleteRenderbuffers(1, &rt->multisample_depth);
|
|
rt->multisample_depth = 0;
|
|
|
|
glDeleteRenderbuffers(1, &rt->multisample_color);
|
|
|
|
rt->multisample_color = 0;
|
|
}
|
|
*/
|
|
|
|
void RasterizerSceneGLES3::_render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) {
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::screen_space_roughness_limiter_is_active() const {
|
|
return false;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
|
|
}
|
|
|
|
TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) {
|
|
return TypedArray<Image>();
|
|
}
|
|
|
|
bool RasterizerSceneGLES3::free(RID p_rid) {
|
|
if (environment_owner.owns(p_rid)) {
|
|
environment_owner.free(p_rid);
|
|
} else if (sky_owner.owns(p_rid)) {
|
|
Sky *sky = sky_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND_V(!sky, false);
|
|
_free_sky_data(sky);
|
|
sky_owner.free(p_rid);
|
|
} else if (render_buffers_owner.owns(p_rid)) {
|
|
RenderBuffers *rb = render_buffers_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND_V(!rb, false);
|
|
_free_render_buffer_data(rb);
|
|
render_buffers_owner.free(p_rid);
|
|
|
|
} else if (light_instance_owner.owns(p_rid)) {
|
|
LightInstance *light_instance = light_instance_owner.get_or_null(p_rid);
|
|
ERR_FAIL_COND_V(!light_instance, false);
|
|
light_instance_owner.free(p_rid);
|
|
} else {
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void RasterizerSceneGLES3::update() {
|
|
_update_dirty_skys();
|
|
}
|
|
|
|
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
|
|
}
|
|
|
|
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
|
|
}
|
|
|
|
RasterizerSceneGLES3::RasterizerSceneGLES3() {
|
|
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
|
|
GLES3::Config *config = GLES3::Config::get_singleton();
|
|
|
|
{
|
|
// Setup Lights
|
|
|
|
config->max_renderable_lights = MIN(config->max_renderable_lights, config->max_uniform_buffer_size / (int)sizeof(RasterizerSceneGLES3::LightData));
|
|
config->max_lights_per_object = MIN(config->max_lights_per_object, config->max_renderable_lights);
|
|
|
|
uint32_t light_buffer_size = config->max_renderable_lights * sizeof(LightData);
|
|
scene_state.omni_lights = memnew_arr(LightData, config->max_renderable_lights);
|
|
scene_state.omni_light_sort = memnew_arr(InstanceSort<LightInstance>, config->max_renderable_lights);
|
|
glGenBuffers(1, &scene_state.omni_light_buffer);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.omni_light_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, light_buffer_size, nullptr, GL_STREAM_DRAW);
|
|
|
|
scene_state.spot_lights = memnew_arr(LightData, config->max_renderable_lights);
|
|
scene_state.spot_light_sort = memnew_arr(InstanceSort<LightInstance>, config->max_renderable_lights);
|
|
glGenBuffers(1, &scene_state.spot_light_buffer);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.spot_light_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, light_buffer_size, nullptr, GL_STREAM_DRAW);
|
|
|
|
uint32_t directional_light_buffer_size = MAX_DIRECTIONAL_LIGHTS * sizeof(DirectionalLightData);
|
|
scene_state.directional_lights = memnew_arr(DirectionalLightData, MAX_DIRECTIONAL_LIGHTS);
|
|
glGenBuffers(1, &scene_state.directional_light_buffer);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.directional_light_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, directional_light_buffer_size, nullptr, GL_STREAM_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
}
|
|
|
|
{
|
|
sky_globals.max_directional_lights = 4;
|
|
uint32_t directional_light_buffer_size = sky_globals.max_directional_lights * sizeof(DirectionalLightData);
|
|
sky_globals.directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights);
|
|
sky_globals.last_frame_directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights);
|
|
sky_globals.last_frame_directional_light_count = sky_globals.max_directional_lights + 1;
|
|
glGenBuffers(1, &sky_globals.directional_light_buffer);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, sky_globals.directional_light_buffer);
|
|
glBufferData(GL_UNIFORM_BUFFER, directional_light_buffer_size, nullptr, GL_STREAM_DRAW);
|
|
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
|
}
|
|
|
|
{
|
|
String global_defines;
|
|
global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
|
|
global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n";
|
|
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
|
|
global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "\n";
|
|
material_storage->shaders.scene_shader.initialize(global_defines);
|
|
scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
|
|
material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
|
|
}
|
|
|
|
{
|
|
//default material and shader
|
|
scene_globals.default_shader = material_storage->shader_allocate();
|
|
material_storage->shader_initialize(scene_globals.default_shader);
|
|
material_storage->shader_set_code(scene_globals.default_shader, R"(
|
|
// Default 3D material shader (clustered).
|
|
|
|
shader_type spatial;
|
|
|
|
void vertex() {
|
|
ROUGHNESS = 0.8;
|
|
}
|
|
|
|
void fragment() {
|
|
ALBEDO = vec3(0.6);
|
|
ROUGHNESS = 0.8;
|
|
METALLIC = 0.2;
|
|
}
|
|
)");
|
|
scene_globals.default_material = material_storage->material_allocate();
|
|
material_storage->material_initialize(scene_globals.default_material);
|
|
material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
|
|
}
|
|
|
|
{
|
|
// Initialize Sky stuff
|
|
sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
|
|
sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
|
|
|
|
String global_defines;
|
|
global_defines += "#define MAX_GLOBAL_VARIABLES 256\n"; // TODO: this is arbitrary for now
|
|
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
|
|
material_storage->shaders.sky_shader.initialize(global_defines);
|
|
sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
|
|
material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
|
|
|
|
material_storage->shaders.cubemap_filter_shader.initialize();
|
|
scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create();
|
|
material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, CubemapFilterShaderGLES3::MODE_DEFAULT);
|
|
}
|
|
|
|
{
|
|
sky_globals.default_shader = material_storage->shader_allocate();
|
|
|
|
material_storage->shader_initialize(sky_globals.default_shader);
|
|
|
|
material_storage->shader_set_code(sky_globals.default_shader, R"(
|
|
// Default sky shader.
|
|
|
|
shader_type sky;
|
|
|
|
void sky() {
|
|
COLOR = vec3(0.0);
|
|
}
|
|
)");
|
|
sky_globals.default_material = material_storage->material_allocate();
|
|
material_storage->material_initialize(sky_globals.default_material);
|
|
|
|
material_storage->material_set_shader(sky_globals.default_material, sky_globals.default_shader);
|
|
}
|
|
{
|
|
sky_globals.fog_shader = material_storage->shader_allocate();
|
|
material_storage->shader_initialize(sky_globals.fog_shader);
|
|
|
|
material_storage->shader_set_code(sky_globals.fog_shader, R"(
|
|
// Default clear color sky shader.
|
|
|
|
shader_type sky;
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uniform vec4 clear_color;
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void sky() {
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COLOR = clear_color.rgb;
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}
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)");
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sky_globals.fog_material = material_storage->material_allocate();
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material_storage->material_initialize(sky_globals.fog_material);
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material_storage->material_set_shader(sky_globals.fog_material, sky_globals.fog_shader);
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}
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{
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glGenBuffers(1, &sky_globals.screen_triangle);
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glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle);
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const float qv[6] = {
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-1.0f,
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-1.0f,
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3.0f,
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-1.0f,
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-1.0f,
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3.0f,
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};
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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glGenVertexArrays(1, &sky_globals.screen_triangle_array);
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glBindVertexArray(sky_globals.screen_triangle_array);
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glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle);
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glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
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glEnableVertexAttribArray(RS::ARRAY_VERTEX);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
|
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}
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|
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// Radical inverse vdc cache texture used for cubemap filtering.
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{
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glGenTextures(1, &sky_globals.radical_inverse_vdc_cache_tex);
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|
|
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, sky_globals.radical_inverse_vdc_cache_tex);
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|
|
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uint8_t radical_inverse[512];
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|
|
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for (uint32_t i = 0; i < 512; i++) {
|
|
uint32_t bits = i;
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|
|
|
bits = (bits << 16) | (bits >> 16);
|
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bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
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bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
|
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bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
|
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bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
|
|
|
|
float value = float(bits) * 2.3283064365386963e-10;
|
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radical_inverse[i] = uint8_t(CLAMP(value * 255.0, 0, 255));
|
|
}
|
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, 512, 1, 0, GL_RED, GL_UNSIGNED_BYTE, radical_inverse);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //need this for proper sampling
|
|
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
#ifdef GLES_OVER_GL
|
|
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
|
|
#endif
|
|
|
|
// MultiMesh may read from color when color is disabled, so make sure that the color defaults to white instead of black;
|
|
glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
|
|
}
|
|
|
|
RasterizerSceneGLES3::~RasterizerSceneGLES3() {
|
|
glDeleteBuffers(1, &scene_state.directional_light_buffer);
|
|
glDeleteBuffers(1, &scene_state.omni_light_buffer);
|
|
glDeleteBuffers(1, &scene_state.spot_light_buffer);
|
|
memdelete_arr(scene_state.directional_lights);
|
|
memdelete_arr(scene_state.omni_lights);
|
|
memdelete_arr(scene_state.spot_lights);
|
|
memdelete_arr(scene_state.omni_light_sort);
|
|
memdelete_arr(scene_state.spot_light_sort);
|
|
|
|
// Scene Shader
|
|
GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version);
|
|
GLES3::MaterialStorage::get_singleton()->shaders.cubemap_filter_shader.version_free(scene_globals.cubemap_filter_shader_version);
|
|
RSG::material_storage->material_free(scene_globals.default_material);
|
|
RSG::material_storage->shader_free(scene_globals.default_shader);
|
|
|
|
// Sky Shader
|
|
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
|
|
RSG::material_storage->material_free(sky_globals.default_material);
|
|
RSG::material_storage->shader_free(sky_globals.default_shader);
|
|
RSG::material_storage->material_free(sky_globals.fog_material);
|
|
RSG::material_storage->shader_free(sky_globals.fog_shader);
|
|
glDeleteBuffers(1, &sky_globals.screen_triangle);
|
|
glDeleteVertexArrays(1, &sky_globals.screen_triangle_array);
|
|
glDeleteTextures(1, &sky_globals.radical_inverse_vdc_cache_tex);
|
|
glDeleteBuffers(1, &sky_globals.directional_light_buffer);
|
|
memdelete_arr(sky_globals.directional_lights);
|
|
memdelete_arr(sky_globals.last_frame_directional_lights);
|
|
}
|
|
|
|
#endif // GLES3_ENABLED
|