348 lines
14 KiB
C++
348 lines
14 KiB
C++
/*************************************************************************/
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/* light_storage.h */
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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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#ifndef LIGHT_STORAGE_GLES3_H
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#define LIGHT_STORAGE_GLES3_H
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#ifdef GLES3_ENABLED
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#include "core/templates/local_vector.h"
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#include "core/templates/rid_owner.h"
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#include "core/templates/self_list.h"
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#include "drivers/gles3/storage/texture_storage.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/storage/light_storage.h"
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#include "servers/rendering/storage/utilities.h"
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#include "platform_config.h"
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#ifndef OPENGL_INCLUDE_H
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#include <GLES3/gl3.h>
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#else
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#include OPENGL_INCLUDE_H
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#endif
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namespace GLES3 {
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/* LIGHT */
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struct Light {
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RS::LightType type;
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float param[RS::LIGHT_PARAM_MAX];
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Color color = Color(1, 1, 1, 1);
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RID projector;
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bool shadow = false;
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bool negative = false;
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bool reverse_cull = false;
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RS::LightBakeMode bake_mode = RS::LIGHT_BAKE_DYNAMIC;
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uint32_t max_sdfgi_cascade = 2;
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uint32_t cull_mask = 0xFFFFFFFF;
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bool distance_fade = false;
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real_t distance_fade_begin = 40.0;
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real_t distance_fade_shadow = 50.0;
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real_t distance_fade_length = 10.0;
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RS::LightOmniShadowMode omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID;
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RS::LightDirectionalShadowMode directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
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bool directional_blend_splits = false;
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RS::LightDirectionalSkyMode directional_sky_mode = RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_AND_SKY;
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uint64_t version = 0;
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Dependency dependency;
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};
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/* REFLECTION PROBE */
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struct ReflectionProbe {
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RS::ReflectionProbeUpdateMode update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE;
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int resolution = 256;
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float intensity = 1.0;
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RS::ReflectionProbeAmbientMode ambient_mode = RS::REFLECTION_PROBE_AMBIENT_ENVIRONMENT;
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Color ambient_color;
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float ambient_color_energy = 1.0;
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float max_distance = 0;
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Vector3 extents = Vector3(1, 1, 1);
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Vector3 origin_offset;
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bool interior = false;
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bool box_projection = false;
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bool enable_shadows = false;
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uint32_t cull_mask = (1 << 20) - 1;
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float mesh_lod_threshold = 0.01;
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float baked_exposure = 1.0;
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Dependency dependency;
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};
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/* LIGHTMAP */
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struct Lightmap {
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RID light_texture;
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bool uses_spherical_harmonics = false;
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bool interior = false;
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AABB bounds = AABB(Vector3(), Vector3(1, 1, 1));
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float baked_exposure = 1.0;
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int32_t array_index = -1; //unassigned
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PackedVector3Array points;
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PackedColorArray point_sh;
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PackedInt32Array tetrahedra;
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PackedInt32Array bsp_tree;
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struct BSP {
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static const int32_t EMPTY_LEAF = INT32_MIN;
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float plane[4];
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int32_t over = EMPTY_LEAF, under = EMPTY_LEAF;
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};
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Dependency dependency;
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};
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class LightStorage : public RendererLightStorage {
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private:
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static LightStorage *singleton;
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/* LIGHT */
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mutable RID_Owner<Light, true> light_owner;
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/* REFLECTION PROBE */
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mutable RID_Owner<ReflectionProbe, true> reflection_probe_owner;
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/* LIGHTMAP */
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Vector<RID> lightmap_textures;
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mutable RID_Owner<Lightmap, true> lightmap_owner;
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public:
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static LightStorage *get_singleton();
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LightStorage();
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virtual ~LightStorage();
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/* Light API */
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Light *get_light(RID p_rid) { return light_owner.get_or_null(p_rid); };
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bool owns_light(RID p_rid) { return light_owner.owns(p_rid); };
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void _light_initialize(RID p_rid, RS::LightType p_type);
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virtual RID directional_light_allocate() override;
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virtual void directional_light_initialize(RID p_rid) override;
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virtual RID omni_light_allocate() override;
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virtual void omni_light_initialize(RID p_rid) override;
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virtual RID spot_light_allocate() override;
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virtual void spot_light_initialize(RID p_rid) override;
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virtual void light_free(RID p_rid) override;
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virtual void light_set_color(RID p_light, const Color &p_color) override;
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virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
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virtual void light_set_shadow(RID p_light, bool p_enabled) override;
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virtual void light_set_projector(RID p_light, RID p_texture) override;
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virtual void light_set_negative(RID p_light, bool p_enable) override;
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virtual void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
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virtual void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
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virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
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virtual void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
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virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override {}
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virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
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virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
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virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
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virtual bool light_directional_get_blend_splits(RID p_light) const override;
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virtual void light_directional_set_sky_mode(RID p_light, RS::LightDirectionalSkyMode p_mode) override;
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virtual RS::LightDirectionalSkyMode light_directional_get_sky_mode(RID p_light) const override;
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virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
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virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
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virtual RS::LightType light_get_type(RID p_light) const override {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
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return light->type;
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}
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virtual AABB light_get_aabb(RID p_light) const override;
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virtual float light_get_param(RID p_light, RS::LightParam p_param) override {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, 0);
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return light->param[p_param];
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}
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_FORCE_INLINE_ RID light_get_projector(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, RID());
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return light->projector;
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}
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virtual Color light_get_color(RID p_light) override {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, Color());
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return light->color;
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}
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_FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, 0);
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return light->cull_mask;
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}
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_FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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return light->distance_fade;
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}
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_FORCE_INLINE_ float light_get_distance_fade_begin(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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return light->distance_fade_begin;
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}
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_FORCE_INLINE_ float light_get_distance_fade_shadow(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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return light->distance_fade_shadow;
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}
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_FORCE_INLINE_ float light_get_distance_fade_length(RID p_light) {
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const Light *light = light_owner.get_or_null(p_light);
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return light->distance_fade_length;
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}
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virtual bool light_has_shadow(RID p_light) const override {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
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return light->shadow;
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}
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virtual bool light_has_projector(RID p_light) const override {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
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return TextureStorage::get_singleton()->owns_texture(light->projector);
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}
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_FORCE_INLINE_ bool light_is_negative(RID p_light) const {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL);
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return light->negative;
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}
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_FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
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const Light *light = light_owner.get_or_null(p_light);
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ERR_FAIL_COND_V(!light, 0.0);
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return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
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}
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virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override;
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virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; }
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virtual uint64_t light_get_version(RID p_light) const override;
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/* PROBE API */
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virtual RID reflection_probe_allocate() override;
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virtual void reflection_probe_initialize(RID p_rid) override;
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virtual void reflection_probe_free(RID p_rid) override;
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virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
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virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
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virtual void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
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virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
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virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
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virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
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virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
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virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
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virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
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virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
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virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
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virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
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virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
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virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
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virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
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virtual AABB reflection_probe_get_aabb(RID p_probe) const override;
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virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
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virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
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virtual Vector3 reflection_probe_get_extents(RID p_probe) const override;
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virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
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virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override;
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virtual bool reflection_probe_renders_shadows(RID p_probe) const override;
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/* LIGHTMAP CAPTURE */
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Lightmap *get_lightmap(RID p_rid) { return lightmap_owner.get_or_null(p_rid); };
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bool owns_lightmap(RID p_rid) { return lightmap_owner.owns(p_rid); };
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virtual RID lightmap_allocate() override;
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virtual void lightmap_initialize(RID p_rid) override;
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virtual void lightmap_free(RID p_rid) override;
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virtual void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
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virtual void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
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virtual void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
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virtual void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
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virtual void lightmap_set_baked_exposure_normalization(RID p_lightmap, float p_exposure) override;
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virtual PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
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virtual PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
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virtual PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
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virtual PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
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virtual AABB lightmap_get_aabb(RID p_lightmap) const override;
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virtual void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
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virtual bool lightmap_is_interior(RID p_lightmap) const override;
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virtual void lightmap_set_probe_capture_update_speed(float p_speed) override;
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virtual float lightmap_get_probe_capture_update_speed() const override;
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/* LIGHT SHADOW MAPPING */
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/*
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struct CanvasOccluder {
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RID self;
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GLuint vertex_id; // 0 means, unconfigured
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GLuint index_id; // 0 means, unconfigured
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LocalVector<Vector2> lines;
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int len;
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};
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RID_Owner<CanvasOccluder> canvas_occluder_owner;
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RID canvas_light_occluder_create();
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void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector<Vector2> &p_lines);
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*/
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};
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} // namespace GLES3
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#endif // GLES3_ENABLED
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#endif // LIGHT_STORAGE_GLES3_H
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