f9603d8236
store normal when baking
732 lines
20 KiB
C++
732 lines
20 KiB
C++
#ifndef RASTERIZERSCENEGLES3_H
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#define RASTERIZERSCENEGLES3_H
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#include "rasterizer_storage_gles3.h"
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#include "drivers/gles3/shaders/scene.glsl.h"
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#include "drivers/gles3/shaders/cube_to_dp.glsl.h"
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#include "drivers/gles3/shaders/resolve.glsl.h"
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#include "drivers/gles3/shaders/screen_space_reflection.glsl.h"
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#include "drivers/gles3/shaders/effect_blur.glsl.h"
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#include "drivers/gles3/shaders/subsurf_scattering.glsl.h"
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#include "drivers/gles3/shaders/ssao_minify.glsl.h"
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#include "drivers/gles3/shaders/ssao.glsl.h"
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#include "drivers/gles3/shaders/ssao_blur.glsl.h"
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#include "drivers/gles3/shaders/exposure.glsl.h"
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#include "drivers/gles3/shaders/tonemap.glsl.h"
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class RasterizerSceneGLES3 : public RasterizerScene {
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public:
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enum ShadowFilterMode {
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SHADOW_FILTER_NEAREST,
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SHADOW_FILTER_PCF5,
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SHADOW_FILTER_PCF13,
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};
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ShadowFilterMode shadow_filter_mode;
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uint64_t shadow_atlas_realloc_tolerance_msec;
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enum SubSurfaceScatterQuality {
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SSS_QUALITY_LOW,
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SSS_QUALITY_MEDIUM,
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SSS_QUALITY_HIGH,
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};
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SubSurfaceScatterQuality subsurface_scatter_quality;
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float subsurface_scatter_size;
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bool subsurface_scatter_follow_surface;
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uint64_t render_pass;
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uint64_t scene_pass;
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uint32_t current_material_index;
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uint32_t current_geometry_index;
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RID default_material;
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RID default_material_twosided;
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RID default_shader;
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RID default_shader_twosided;
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RasterizerStorageGLES3 *storage;
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Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
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int exposure_shrink_size;
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struct State {
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bool texscreen_copied;
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int current_blend_mode;
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float current_line_width;
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int current_depth_draw;
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GLuint current_main_tex;
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SceneShaderGLES3 scene_shader;
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CubeToDpShaderGLES3 cube_to_dp_shader;
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ResolveShaderGLES3 resolve_shader;
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ScreenSpaceReflectionShaderGLES3 ssr_shader;
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EffectBlurShaderGLES3 effect_blur_shader;
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SubsurfScatteringShaderGLES3 sss_shader;
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SsaoMinifyShaderGLES3 ssao_minify_shader;
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SsaoShaderGLES3 ssao_shader;
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SsaoBlurShaderGLES3 ssao_blur_shader;
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ExposureShaderGLES3 exposure_shader;
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TonemapShaderGLES3 tonemap_shader;
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struct SceneDataUBO {
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float projection_matrix[16];
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float camera_inverse_matrix[16];
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float camera_matrix[16];
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float time[4];
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float ambient_light_color[4];
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float bg_color[4];
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float ambient_energy;
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float bg_energy;
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float shadow_z_offset;
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float shadow_slope_scale;
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float shadow_dual_paraboloid_render_zfar;
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float shadow_dual_paraboloid_render_side;
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float shadow_atlas_pixel_size[2];
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float shadow_directional_pixel_size[2];
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float reflection_multiplier;
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float subsurface_scatter_width;
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float ambient_occlusion_affect_light;
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} ubo_data;
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GLuint scene_ubo;
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struct EnvironmentRadianceUBO {
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float transform[16];
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float box_min[4]; //unused for now
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float box_max[4];
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float ambient_contribution;
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} env_radiance_data;
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GLuint env_radiance_ubo;
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GLuint brdf_texture;
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GLuint skybox_verts;
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GLuint skybox_array;
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GLuint directional_ubo;
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GLuint spot_array_ubo;
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GLuint omni_array_ubo;
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GLuint reflection_array_ubo;
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GLuint immediate_buffer;
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GLuint immediate_array;
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uint32_t ubo_light_size;
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uint8_t *spot_array_tmp;
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uint8_t *omni_array_tmp;
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uint8_t *reflection_array_tmp;
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int max_ubo_lights;
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int max_forward_lights_per_object;
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int max_ubo_reflections;
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int max_skeleton_bones;
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int spot_light_count;
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int omni_light_count;
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int directional_light_count;
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int reflection_probe_count;
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bool cull_front;
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bool used_sss;
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} state;
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/* SHADOW ATLAS API */
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struct ShadowAtlas : public RID_Data {
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enum {
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QUADRANT_SHIFT=27,
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SHADOW_INDEX_MASK=(1<<QUADRANT_SHIFT)-1,
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SHADOW_INVALID=0xFFFFFFFF
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};
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struct Quadrant {
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uint32_t subdivision;
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struct Shadow {
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RID owner;
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uint64_t version;
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uint64_t alloc_tick;
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Shadow() {
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version=0;
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alloc_tick=0;
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}
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};
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Vector<Shadow> shadows;
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Quadrant() {
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subdivision=0; //not in use
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}
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} quadrants[4];
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int size_order[4];
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uint32_t smallest_subdiv;
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int size;
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GLuint fbo;
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GLuint depth;
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Map<RID,uint32_t> shadow_owners;
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};
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struct ShadowCubeMap {
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GLuint fbo_id[6];
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GLuint cubemap;
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int size;
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};
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Vector<ShadowCubeMap> shadow_cubemaps;
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RID_Owner<ShadowAtlas> shadow_atlas_owner;
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RID shadow_atlas_create();
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void shadow_atlas_set_size(RID p_atlas,int p_size);
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void shadow_atlas_set_quadrant_subdivision(RID p_atlas,int p_quadrant,int p_subdivision);
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bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
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bool shadow_atlas_update_light(RID p_atlas,RID p_light_intance,float p_coverage,uint64_t p_light_version);
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struct DirectionalShadow {
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GLuint fbo;
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GLuint depth;
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int light_count;
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int size;
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int current_light;
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} directional_shadow;
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virtual int get_directional_light_shadow_size(RID p_light_intance);
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virtual void set_directional_shadow_count(int p_count);
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/* REFLECTION PROBE ATLAS API */
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struct ReflectionAtlas : public RID_Data {
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int subdiv;
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int size;
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struct Reflection {
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RID owner;
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uint64_t last_frame;
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};
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GLuint fbo[6];
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GLuint color;
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Vector<Reflection> reflections;
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};
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mutable RID_Owner<ReflectionAtlas> reflection_atlas_owner;
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virtual RID reflection_atlas_create();
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virtual void reflection_atlas_set_size(RID p_ref_atlas,int p_size);
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virtual void reflection_atlas_set_subdivision(RID p_ref_atlas,int p_subdiv);
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/* REFLECTION CUBEMAPS */
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struct ReflectionCubeMap {
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GLuint fbo_id[6];
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GLuint cubemap;
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GLuint depth;
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int size;
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};
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Vector<ReflectionCubeMap> reflection_cubemaps;
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/* REFLECTION PROBE INSTANCE */
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struct ReflectionProbeInstance : public RID_Data {
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RasterizerStorageGLES3::ReflectionProbe *probe_ptr;
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RID probe;
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RID self;
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RID atlas;
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int reflection_atlas_index;
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int render_step;
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uint64_t last_pass;
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int reflection_index;
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Transform transform;
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};
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struct ReflectionProbeDataUBO {
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float box_extents[4];
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float box_ofs[4];
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float params[4]; // intensity, 0, 0, boxproject
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float ambient[4]; //color, probe contrib
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float atlas_clamp[4];
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float local_matrix[16]; //up to here for spot and omni, rest is for directional
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//notes: for ambientblend, use distance to edge to blend between already existing global environment
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};
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mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
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virtual RID reflection_probe_instance_create(RID p_probe);
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virtual void reflection_probe_instance_set_transform(RID p_instance,const Transform& p_transform);
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virtual void reflection_probe_release_atlas_index(RID p_instance);
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virtual bool reflection_probe_instance_needs_redraw(RID p_instance);
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virtual bool reflection_probe_instance_has_reflection(RID p_instance);
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virtual bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas);
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virtual bool reflection_probe_instance_postprocess_step(RID p_instance);
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/* ENVIRONMENT API */
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struct Environment : public RID_Data {
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VS::EnvironmentBG bg_mode;
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RID skybox;
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float skybox_scale;
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Color bg_color;
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float bg_energy;
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float skybox_ambient;
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Color ambient_color;
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float ambient_energy;
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float ambient_skybox_contribution;
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int canvas_max_layer;
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bool ssr_enabled;
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int ssr_max_steps;
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float ssr_accel;
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float ssr_fade;
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float ssr_depth_tolerance;
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bool ssr_smooth;
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bool ssr_roughness;
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bool ssao_enabled;
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float ssao_intensity;
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float ssao_radius;
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float ssao_intensity2;
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float ssao_radius2;
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float ssao_bias;
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float ssao_light_affect;
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Color ssao_color;
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bool ssao_filter;
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bool glow_enabled;
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int glow_levels;
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float glow_intensity;
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float glow_strength;
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float glow_bloom;
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VS::EnvironmentGlowBlendMode glow_blend_mode;
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float glow_hdr_bleed_treshold;
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float glow_hdr_bleed_scale;
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bool glow_bicubic_upscale;
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VS::EnvironmentToneMapper tone_mapper;
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float tone_mapper_exposure;
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float tone_mapper_exposure_white;
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bool auto_exposure;
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float auto_exposure_speed;
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float auto_exposure_min;
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float auto_exposure_max;
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float auto_exposure_grey;
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bool dof_blur_far_enabled;
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float dof_blur_far_distance;
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float dof_blur_far_transition;
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float dof_blur_far_amount;
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VS::EnvironmentDOFBlurQuality dof_blur_far_quality;
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bool dof_blur_near_enabled;
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float dof_blur_near_distance;
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float dof_blur_near_transition;
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float dof_blur_near_amount;
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VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
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Environment() {
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bg_mode=VS::ENV_BG_CLEAR_COLOR;
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skybox_scale=1.0;
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bg_energy=1.0;
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skybox_ambient=0;
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ambient_energy=1.0;
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ambient_skybox_contribution=0.0;
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canvas_max_layer=0;
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ssr_enabled=false;
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ssr_max_steps=64;
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ssr_accel=0.04;
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ssr_fade=2.0;
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ssr_depth_tolerance=0.2;
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ssr_smooth=true;
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ssr_roughness=true;
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ssao_enabled=false;
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ssao_intensity=1.0;
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ssao_radius=1.0;
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ssao_intensity2=1.0;
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ssao_radius2=0.0;
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ssao_bias=0.01;
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ssao_light_affect=0;
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ssao_filter=true;
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tone_mapper=VS::ENV_TONE_MAPPER_LINEAR;
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tone_mapper_exposure=1.0;
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tone_mapper_exposure_white=1.0;
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auto_exposure=false;
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auto_exposure_speed=0.5;
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auto_exposure_min=0.05;
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auto_exposure_max=8;
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auto_exposure_grey=0.4;
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glow_enabled=false;
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glow_levels=(1<<2)|(1<<4);
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glow_intensity=0.8;
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glow_strength=1.0;
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glow_bloom=0.0;
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glow_blend_mode=VS::GLOW_BLEND_MODE_SOFTLIGHT;
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glow_hdr_bleed_treshold=1.0;
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glow_hdr_bleed_scale=2.0;
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glow_bicubic_upscale=false;
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dof_blur_far_enabled=false;
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dof_blur_far_distance=10;
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dof_blur_far_transition=5;
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dof_blur_far_amount=0.1;
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dof_blur_far_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
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dof_blur_near_enabled=false;
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dof_blur_near_distance=2;
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dof_blur_near_transition=1;
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dof_blur_near_amount=0.1;
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dof_blur_near_quality=VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
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}
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};
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RID_Owner<Environment> environment_owner;
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virtual RID environment_create();
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virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
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virtual void environment_set_skybox(RID p_env,RID p_skybox);
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virtual void environment_set_skybox_scale(RID p_env,float p_scale);
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virtual void environment_set_bg_color(RID p_env,const Color& p_color);
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virtual void environment_set_bg_energy(RID p_env,float p_energy);
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virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
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virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0,float p_skybox_contribution=0.0);
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virtual void environment_set_dof_blur_near(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality);
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virtual void environment_set_dof_blur_far(RID p_env,bool p_enable,float p_distance,float p_transition,float p_far_amount,VS::EnvironmentDOFBlurQuality p_quality);
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virtual void environment_set_glow(RID p_env,bool p_enable,int p_level_flags,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode,float p_hdr_bleed_treshold,float p_hdr_bleed_scale,bool p_bicubic_upscale);
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virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
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virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness);
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virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur);
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virtual void environment_set_tonemap(RID p_env,VS::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);
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virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp);
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/* LIGHT INSTANCE */
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struct LightDataUBO {
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float light_pos_inv_radius[4];
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float light_direction_attenuation[4];
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float light_color_energy[4];
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float light_params[4]; //spot attenuation, spot angle, specular, shadow enabled
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float light_clamp[4];
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float light_shadow_color[4];
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float shadow_matrix1[16]; //up to here for spot and omni, rest is for directional
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float shadow_matrix2[16];
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float shadow_matrix3[16];
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float shadow_matrix4[16];
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float shadow_split_offsets[4];
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};
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struct LightInstance : public RID_Data {
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struct ShadowTransform {
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CameraMatrix camera;
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Transform transform;
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float farplane;
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float split;
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};
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ShadowTransform shadow_transform[4];
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RID self;
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RID light;
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RasterizerStorageGLES3::Light *light_ptr;
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Transform transform;
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Vector3 light_vector;
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Vector3 spot_vector;
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float linear_att;
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uint64_t shadow_pass;
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uint64_t last_scene_pass;
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uint64_t last_scene_shadow_pass;
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uint64_t last_pass;
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uint16_t light_index;
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uint16_t light_directional_index;
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uint32_t current_shadow_atlas_key;
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Vector2 dp;
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Rect2 directional_rect;
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Set<RID> shadow_atlases; //shadow atlases where this light is registered
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LightInstance() { }
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};
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mutable RID_Owner<LightInstance> light_instance_owner;
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virtual RID light_instance_create(RID p_light);
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virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
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virtual void light_instance_set_shadow_transform(RID p_light_instance,const CameraMatrix& p_projection,const Transform& p_transform,float p_far,float p_split,int p_pass);
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virtual void light_instance_mark_visible(RID p_light_instance);
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/* REFLECTION INSTANCE */
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struct GIProbeInstance : public RID_Data {
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RID data;
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RasterizerStorageGLES3::GIProbe *probe;
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GLuint tex_cache;
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Vector3 cell_size_cache;
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Vector3 bounds;
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Transform transform_to_data;
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};
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mutable RID_Owner<GIProbeInstance> gi_probe_instance_owner;
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virtual RID gi_probe_instance_create();
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virtual void gi_probe_instance_set_light_data(RID p_probe,RID p_base,RID p_data);
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virtual void gi_probe_instance_set_transform_to_data(RID p_probe,const Transform& p_xform);
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virtual void gi_probe_instance_set_bounds(RID p_probe,const Vector3& p_bounds);
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/* RENDER LIST */
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struct RenderList {
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enum {
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DEFAULT_MAX_ELEMENTS=65536,
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SORT_FLAG_SKELETON=1,
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SORT_FLAG_INSTANCING=2,
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MAX_DIRECTIONAL_LIGHTS=16,
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MAX_LIGHTS=4096,
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SORT_KEY_DEPTH_LAYER_SHIFT=60,
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SORT_KEY_UNSHADED_FLAG=uint64_t(1)<<59,
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SORT_KEY_NO_DIRECTIONAL_FLAG=uint64_t(1)<<58,
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SORT_KEY_GI_PROBES_FLAG=uint64_t(1)<<57,
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SORT_KEY_SHADING_SHIFT=57,
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SORT_KEY_SHADING_MASK=7,
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SORT_KEY_MATERIAL_INDEX_SHIFT=40,
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SORT_KEY_GEOMETRY_INDEX_SHIFT=20,
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SORT_KEY_GEOMETRY_TYPE_SHIFT=15,
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SORT_KEY_SKELETON_FLAG=2,
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SORT_KEY_MIRROR_FLAG=1
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};
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int max_elements;
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struct Element {
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RasterizerScene::InstanceBase *instance;
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RasterizerStorageGLES3::Geometry *geometry;
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RasterizerStorageGLES3::Material *material;
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RasterizerStorageGLES3::GeometryOwner *owner;
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uint64_t sort_key;
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};
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Element *_elements;
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Element **elements;
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int element_count;
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int alpha_element_count;
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void clear() {
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element_count=0;
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alpha_element_count=0;
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}
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//should eventually be replaced by radix
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struct SortByKey {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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return A->sort_key < B->sort_key;
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}
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};
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void sort_by_key(bool p_alpha) {
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SortArray<Element*,SortByKey> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count);
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} else {
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sorter.sort(elements,element_count);
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}
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}
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struct SortByDepth {
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_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
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return A->instance->depth > B->instance->depth;
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}
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};
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void sort_by_depth(bool p_alpha) {
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SortArray<Element*,SortByDepth> sorter;
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if (p_alpha) {
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sorter.sort(&elements[max_elements-alpha_element_count],alpha_element_count);
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} else {
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sorter.sort(elements,element_count);
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}
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}
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_FORCE_INLINE_ Element* add_element() {
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if (element_count+alpha_element_count>=max_elements)
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return NULL;
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elements[element_count]=&_elements[element_count];
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return elements[element_count++];
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}
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_FORCE_INLINE_ Element* add_alpha_element() {
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if (element_count+alpha_element_count>=max_elements)
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return NULL;
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int idx = max_elements-alpha_element_count-1;
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elements[idx]=&_elements[idx];
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alpha_element_count++;
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return elements[idx];
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}
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void init() {
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element_count = 0;
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alpha_element_count =0;
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elements=memnew_arr(Element*,max_elements);
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_elements=memnew_arr(Element,max_elements);
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for (int i=0;i<max_elements;i++)
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elements[i]=&_elements[i]; // assign elements
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}
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RenderList() {
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max_elements=DEFAULT_MAX_ELEMENTS;
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}
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~RenderList() {
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memdelete_arr(elements);
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memdelete_arr(_elements);
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}
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};
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LightInstance *directional_light;
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LightInstance *directional_lights[RenderList::MAX_DIRECTIONAL_LIGHTS];
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RenderList render_list;
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_FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull);
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_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
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_FORCE_INLINE_ void _setup_transform(InstanceBase *p_instance,const Transform& p_view_transform,const CameraMatrix& p_projection);
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_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
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_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
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_FORCE_INLINE_ void _setup_light(RenderList::Element *e,const Transform& p_view_transform);
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void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows);
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_FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material,bool p_shadow);
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void _draw_skybox(RasterizerStorageGLES3::SkyBox *p_skybox, const CameraMatrix& p_projection, const Transform& p_transform, bool p_vflip, float p_scale);
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void _setup_environment(Environment *env, const CameraMatrix &p_cam_projection, const Transform& p_cam_transform);
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void _setup_directional_light(int p_index, const Transform &p_camera_inverse_transformm, bool p_use_shadows);
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void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_shadow_atlas);
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void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform& p_camera_inverse_transform, const CameraMatrix& p_camera_projection, RID p_reflection_atlas, Environment *p_env);
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void _copy_screen();
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void _copy_to_front_buffer(Environment *env);
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void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug
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void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow);
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void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
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void _post_process(Environment *env, const CameraMatrix &p_cam_projection);
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virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass);
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virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count);
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virtual bool free(RID p_rid);
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void _generate_brdf();
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virtual void set_scene_pass(uint64_t p_pass);
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void iteration();
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void initialize();
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void finalize();
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RasterizerSceneGLES3();
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};
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#endif // RASTERIZERSCENEGLES3_H
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