rasterizer_scene_gles3.h 31 KB

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  1. /**************************************************************************/
  2. /* rasterizer_scene_gles3.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef RASTERIZER_SCENE_GLES3_H
  31. #define RASTERIZER_SCENE_GLES3_H
  32. #ifdef GLES3_ENABLED
  33. #include "core/math/projection.h"
  34. #include "core/templates/paged_allocator.h"
  35. #include "core/templates/rid_owner.h"
  36. #include "core/templates/self_list.h"
  37. #include "drivers/gles3/shaders/cubemap_filter.glsl.gen.h"
  38. #include "drivers/gles3/shaders/sky.glsl.gen.h"
  39. #include "scene/resources/mesh.h"
  40. #include "servers/rendering/renderer_compositor.h"
  41. #include "servers/rendering/renderer_scene_render.h"
  42. #include "servers/rendering_server.h"
  43. #include "shader_gles3.h"
  44. #include "storage/light_storage.h"
  45. #include "storage/material_storage.h"
  46. #include "storage/render_scene_buffers_gles3.h"
  47. #include "storage/utilities.h"
  48. enum RenderListType {
  49. RENDER_LIST_OPAQUE, //used for opaque objects
  50. RENDER_LIST_ALPHA, //used for transparent objects
  51. RENDER_LIST_SECONDARY, //used for shadows and other objects
  52. RENDER_LIST_MAX
  53. };
  54. enum PassMode {
  55. PASS_MODE_COLOR,
  56. PASS_MODE_COLOR_TRANSPARENT,
  57. PASS_MODE_SHADOW,
  58. PASS_MODE_DEPTH,
  59. PASS_MODE_MATERIAL,
  60. };
  61. // These should share as much as possible with SkyUniform Location
  62. enum SceneUniformLocation {
  63. SCENE_TONEMAP_UNIFORM_LOCATION,
  64. SCENE_GLOBALS_UNIFORM_LOCATION,
  65. SCENE_DATA_UNIFORM_LOCATION,
  66. SCENE_MATERIAL_UNIFORM_LOCATION,
  67. SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
  68. SCENE_OMNILIGHT_UNIFORM_LOCATION,
  69. SCENE_SPOTLIGHT_UNIFORM_LOCATION,
  70. SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
  71. SCENE_MULTIVIEW_UNIFORM_LOCATION,
  72. SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION,
  73. SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION,
  74. };
  75. enum SkyUniformLocation {
  76. SKY_TONEMAP_UNIFORM_LOCATION,
  77. SKY_GLOBALS_UNIFORM_LOCATION,
  78. SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
  79. SKY_MATERIAL_UNIFORM_LOCATION,
  80. SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
  81. SKY_MULTIVIEW_UNIFORM_LOCATION,
  82. };
  83. struct RenderDataGLES3 {
  84. Ref<RenderSceneBuffersGLES3> render_buffers;
  85. bool transparent_bg = false;
  86. Transform3D cam_transform;
  87. Transform3D inv_cam_transform;
  88. Projection cam_projection;
  89. bool cam_orthogonal = false;
  90. uint32_t camera_visible_layers = 0xFFFFFFFF;
  91. // For billboards to cast correct shadows.
  92. Transform3D main_cam_transform;
  93. // For stereo rendering
  94. uint32_t view_count = 1;
  95. Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
  96. Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
  97. float z_near = 0.0;
  98. float z_far = 0.0;
  99. const PagedArray<RenderGeometryInstance *> *instances = nullptr;
  100. const PagedArray<RID> *lights = nullptr;
  101. const PagedArray<RID> *reflection_probes = nullptr;
  102. RID environment;
  103. RID camera_attributes;
  104. RID shadow_atlas;
  105. RID reflection_probe;
  106. int reflection_probe_pass = 0;
  107. float lod_distance_multiplier = 0.0;
  108. float screen_mesh_lod_threshold = 0.0;
  109. uint32_t directional_light_count = 0;
  110. uint32_t directional_shadow_count = 0;
  111. uint32_t spot_light_count = 0;
  112. uint32_t omni_light_count = 0;
  113. float luminance_multiplier = 1.0;
  114. RenderingMethod::RenderInfo *render_info = nullptr;
  115. /* Shadow data */
  116. const RendererSceneRender::RenderShadowData *render_shadows = nullptr;
  117. int render_shadow_count = 0;
  118. };
  119. class RasterizerCanvasGLES3;
  120. class RasterizerSceneGLES3 : public RendererSceneRender {
  121. private:
  122. static RasterizerSceneGLES3 *singleton;
  123. RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
  124. uint64_t scene_pass = 0;
  125. template <typename T>
  126. struct InstanceSort {
  127. float depth;
  128. T *instance = nullptr;
  129. bool operator<(const InstanceSort &p_sort) const {
  130. return depth < p_sort.depth;
  131. }
  132. };
  133. struct SceneGlobals {
  134. RID shader_default_version;
  135. RID default_material;
  136. RID default_shader;
  137. RID cubemap_filter_shader_version;
  138. RID overdraw_material;
  139. RID overdraw_shader;
  140. } scene_globals;
  141. GLES3::SceneMaterialData *default_material_data_ptr = nullptr;
  142. GLES3::SceneMaterialData *overdraw_material_data_ptr = nullptr;
  143. /* LIGHT INSTANCE */
  144. struct LightData {
  145. float position[3];
  146. float inv_radius;
  147. float direction[3]; // Only used by SpotLight
  148. float size;
  149. float color[3];
  150. float attenuation;
  151. float inv_spot_attenuation;
  152. float cos_spot_angle;
  153. float specular_amount;
  154. float shadow_opacity;
  155. float pad[3];
  156. uint32_t bake_mode;
  157. };
  158. static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");
  159. struct DirectionalLightData {
  160. float direction[3];
  161. float energy;
  162. float color[3];
  163. float size;
  164. uint32_t enabled; // For use by SkyShaders
  165. uint32_t bake_mode;
  166. float shadow_opacity;
  167. float specular;
  168. };
  169. static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");
  170. struct ShadowData {
  171. float shadow_matrix[16];
  172. float light_position[3];
  173. float shadow_normal_bias;
  174. float pad[3];
  175. float shadow_atlas_pixel_size;
  176. };
  177. static_assert(sizeof(ShadowData) % 16 == 0, "ShadowData size must be a multiple of 16 bytes");
  178. struct DirectionalShadowData {
  179. float direction[3];
  180. float shadow_atlas_pixel_size;
  181. float shadow_normal_bias[4];
  182. float shadow_split_offsets[4];
  183. float shadow_matrices[4][16];
  184. float fade_from;
  185. float fade_to;
  186. uint32_t blend_splits; // Not exposed to the shader.
  187. uint32_t pad;
  188. };
  189. static_assert(sizeof(DirectionalShadowData) % 16 == 0, "DirectionalShadowData size must be a multiple of 16 bytes");
  190. class GeometryInstanceGLES3;
  191. // Cached data for drawing surfaces
  192. struct GeometryInstanceSurface {
  193. enum {
  194. FLAG_PASS_DEPTH = 1,
  195. FLAG_PASS_OPAQUE = 2,
  196. FLAG_PASS_ALPHA = 4,
  197. FLAG_PASS_SHADOW = 8,
  198. FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
  199. FLAG_USES_SCREEN_TEXTURE = 2048,
  200. FLAG_USES_DEPTH_TEXTURE = 4096,
  201. FLAG_USES_NORMAL_TEXTURE = 8192,
  202. FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384,
  203. };
  204. union {
  205. struct {
  206. uint64_t lod_index : 8;
  207. uint64_t surface_index : 8;
  208. uint64_t geometry_id : 32;
  209. uint64_t material_id_low : 16;
  210. uint64_t material_id_hi : 16;
  211. uint64_t shader_id : 32;
  212. uint64_t uses_softshadow : 1;
  213. uint64_t uses_projector : 1;
  214. uint64_t uses_forward_gi : 1;
  215. uint64_t uses_lightmap : 1;
  216. uint64_t depth_layer : 4;
  217. uint64_t priority : 8;
  218. };
  219. struct {
  220. uint64_t sort_key1;
  221. uint64_t sort_key2;
  222. };
  223. } sort;
  224. RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
  225. uint32_t flags = 0;
  226. uint32_t surface_index = 0;
  227. uint32_t lod_index = 0;
  228. uint32_t index_count = 0;
  229. int32_t light_pass_index = -1;
  230. bool finished_base_pass = false;
  231. void *surface = nullptr;
  232. GLES3::SceneShaderData *shader = nullptr;
  233. GLES3::SceneMaterialData *material = nullptr;
  234. void *surface_shadow = nullptr;
  235. GLES3::SceneShaderData *shader_shadow = nullptr;
  236. GLES3::SceneMaterialData *material_shadow = nullptr;
  237. GeometryInstanceSurface *next = nullptr;
  238. GeometryInstanceGLES3 *owner = nullptr;
  239. };
  240. struct GeometryInstanceLightmapSH {
  241. Color sh[9];
  242. };
  243. class GeometryInstanceGLES3 : public RenderGeometryInstanceBase {
  244. public:
  245. //used during rendering
  246. bool store_transform_cache = true;
  247. int32_t instance_count = 0;
  248. bool can_sdfgi = false;
  249. bool using_projectors = false;
  250. bool using_softshadows = false;
  251. struct LightPass {
  252. int32_t light_id = -1; // Position in the light uniform buffer.
  253. int32_t shadow_id = -1; // Position in the shadow uniform buffer.
  254. RID light_instance_rid;
  255. bool is_omni = false;
  256. };
  257. LocalVector<LightPass> light_passes;
  258. uint32_t paired_omni_light_count = 0;
  259. uint32_t paired_spot_light_count = 0;
  260. LocalVector<RID> paired_omni_lights;
  261. LocalVector<RID> paired_spot_lights;
  262. LocalVector<uint32_t> omni_light_gl_cache;
  263. LocalVector<uint32_t> spot_light_gl_cache;
  264. RID lightmap_instance;
  265. Rect2 lightmap_uv_scale;
  266. uint32_t lightmap_slice_index;
  267. GeometryInstanceLightmapSH *lightmap_sh = nullptr;
  268. // Used during setup.
  269. GeometryInstanceSurface *surface_caches = nullptr;
  270. SelfList<GeometryInstanceGLES3> dirty_list_element;
  271. GeometryInstanceGLES3() :
  272. dirty_list_element(this) {}
  273. virtual void _mark_dirty() override;
  274. virtual void set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
  275. virtual void set_lightmap_capture(const Color *p_sh9) override;
  276. virtual void pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) override;
  277. virtual void pair_reflection_probe_instances(const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override {}
  278. virtual void pair_decal_instances(const RID *p_decal_instances, uint32_t p_decal_instance_count) override {}
  279. virtual void pair_voxel_gi_instances(const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override {}
  280. virtual void set_softshadow_projector_pairing(bool p_softshadow, bool p_projector) override {}
  281. };
  282. enum {
  283. INSTANCE_DATA_FLAGS_DYNAMIC = 1 << 3,
  284. INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 4,
  285. INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 5,
  286. INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 7,
  287. INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 8,
  288. INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 9,
  289. INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 10,
  290. INSTANCE_DATA_FLAG_PARTICLES = 1 << 11,
  291. INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
  292. INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
  293. INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
  294. INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
  295. };
  296. static void _geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker);
  297. static void _geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker);
  298. SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list;
  299. // Use PagedAllocator instead of RID to maximize performance
  300. PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc;
  301. PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc;
  302. void _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);
  303. void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh);
  304. void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
  305. void _geometry_instance_update(RenderGeometryInstance *p_geometry_instance);
  306. void _update_dirty_geometry_instances();
  307. struct SceneState {
  308. struct UBO {
  309. float projection_matrix[16];
  310. float inv_projection_matrix[16];
  311. float inv_view_matrix[16];
  312. float view_matrix[16];
  313. float main_cam_inv_view_matrix[16];
  314. float viewport_size[2];
  315. float screen_pixel_size[2];
  316. float ambient_light_color_energy[4];
  317. float ambient_color_sky_mix;
  318. uint32_t pad2;
  319. float emissive_exposure_normalization;
  320. uint32_t use_ambient_light = 0;
  321. uint32_t use_ambient_cubemap = 0;
  322. uint32_t use_reflection_cubemap = 0;
  323. float fog_aerial_perspective;
  324. float time;
  325. float radiance_inverse_xform[12];
  326. uint32_t directional_light_count;
  327. float z_far;
  328. float z_near;
  329. float IBL_exposure_normalization;
  330. uint32_t fog_enabled;
  331. uint32_t fog_mode;
  332. float fog_density;
  333. float fog_height;
  334. float fog_height_density;
  335. float fog_depth_curve;
  336. float fog_sun_scatter;
  337. float fog_depth_begin;
  338. float fog_light_color[3];
  339. float fog_depth_end;
  340. float shadow_bias;
  341. float luminance_multiplier;
  342. uint32_t camera_visible_layers;
  343. bool pancake_shadows;
  344. };
  345. static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
  346. struct MultiviewUBO {
  347. float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
  348. float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
  349. float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
  350. };
  351. static_assert(sizeof(MultiviewUBO) % 16 == 0, "Multiview UBO size must be a multiple of 16 bytes");
  352. struct TonemapUBO {
  353. float exposure = 1.0;
  354. float white = 1.0;
  355. int32_t tonemapper = 0;
  356. int32_t pad = 0;
  357. };
  358. static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
  359. UBO ubo;
  360. GLuint ubo_buffer = 0;
  361. MultiviewUBO multiview_ubo;
  362. GLuint multiview_buffer = 0;
  363. GLuint tonemap_buffer = 0;
  364. bool used_depth_prepass = false;
  365. GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
  366. GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
  367. bool current_blend_enabled = false;
  368. bool current_depth_draw_enabled = false;
  369. bool current_depth_test_enabled = false;
  370. bool current_scissor_test_enabled = false;
  371. void reset_gl_state() {
  372. glDisable(GL_BLEND);
  373. current_blend_enabled = false;
  374. glDisable(GL_SCISSOR_TEST);
  375. current_scissor_test_enabled = false;
  376. glCullFace(GL_BACK);
  377. glEnable(GL_CULL_FACE);
  378. cull_mode = GLES3::SceneShaderData::CULL_BACK;
  379. glDepthMask(GL_FALSE);
  380. current_depth_draw_enabled = false;
  381. glDisable(GL_DEPTH_TEST);
  382. current_depth_test_enabled = false;
  383. }
  384. void set_gl_cull_mode(GLES3::SceneShaderData::Cull p_mode) {
  385. if (cull_mode != p_mode) {
  386. if (p_mode == GLES3::SceneShaderData::CULL_DISABLED) {
  387. glDisable(GL_CULL_FACE);
  388. } else {
  389. if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
  390. // Last time was disabled, so enable and set proper face.
  391. glEnable(GL_CULL_FACE);
  392. }
  393. glCullFace(p_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
  394. }
  395. cull_mode = p_mode;
  396. }
  397. }
  398. void enable_gl_blend(bool p_enabled) {
  399. if (current_blend_enabled != p_enabled) {
  400. if (p_enabled) {
  401. glEnable(GL_BLEND);
  402. } else {
  403. glDisable(GL_BLEND);
  404. }
  405. current_blend_enabled = p_enabled;
  406. }
  407. }
  408. void enable_gl_scissor_test(bool p_enabled) {
  409. if (current_scissor_test_enabled != p_enabled) {
  410. if (p_enabled) {
  411. glEnable(GL_SCISSOR_TEST);
  412. } else {
  413. glDisable(GL_SCISSOR_TEST);
  414. }
  415. current_scissor_test_enabled = p_enabled;
  416. }
  417. }
  418. void enable_gl_depth_draw(bool p_enabled) {
  419. if (current_depth_draw_enabled != p_enabled) {
  420. glDepthMask(p_enabled ? GL_TRUE : GL_FALSE);
  421. current_depth_draw_enabled = p_enabled;
  422. }
  423. }
  424. void enable_gl_depth_test(bool p_enabled) {
  425. if (current_depth_test_enabled != p_enabled) {
  426. if (p_enabled) {
  427. glEnable(GL_DEPTH_TEST);
  428. } else {
  429. glDisable(GL_DEPTH_TEST);
  430. }
  431. current_depth_test_enabled = p_enabled;
  432. }
  433. }
  434. bool texscreen_copied = false;
  435. bool used_screen_texture = false;
  436. bool used_normal_texture = false;
  437. bool used_depth_texture = false;
  438. LightData *omni_lights = nullptr;
  439. LightData *spot_lights = nullptr;
  440. ShadowData *positional_shadows = nullptr;
  441. InstanceSort<GLES3::LightInstance> *omni_light_sort;
  442. InstanceSort<GLES3::LightInstance> *spot_light_sort;
  443. GLuint omni_light_buffer = 0;
  444. GLuint spot_light_buffer = 0;
  445. GLuint positional_shadow_buffer = 0;
  446. uint32_t omni_light_count = 0;
  447. uint32_t spot_light_count = 0;
  448. RS::ShadowQuality positional_shadow_quality = RS::ShadowQuality::SHADOW_QUALITY_SOFT_LOW;
  449. DirectionalLightData *directional_lights = nullptr;
  450. GLuint directional_light_buffer = 0;
  451. DirectionalShadowData *directional_shadows = nullptr;
  452. GLuint directional_shadow_buffer = 0;
  453. RS::ShadowQuality directional_shadow_quality = RS::ShadowQuality::SHADOW_QUALITY_SOFT_LOW;
  454. } scene_state;
  455. struct RenderListParameters {
  456. GeometryInstanceSurface **elements = nullptr;
  457. int element_count = 0;
  458. bool reverse_cull = false;
  459. uint64_t spec_constant_base_flags = 0;
  460. bool force_wireframe = false;
  461. Vector2 uv_offset = Vector2(0, 0);
  462. RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint64_t p_spec_constant_base_flags, bool p_force_wireframe = false, Vector2 p_uv_offset = Vector2()) {
  463. elements = p_elements;
  464. element_count = p_element_count;
  465. reverse_cull = p_reverse_cull;
  466. spec_constant_base_flags = p_spec_constant_base_flags;
  467. force_wireframe = p_force_wireframe;
  468. uv_offset = p_uv_offset;
  469. }
  470. };
  471. struct RenderList {
  472. LocalVector<GeometryInstanceSurface *> elements;
  473. void clear() {
  474. elements.clear();
  475. }
  476. //should eventually be replaced by radix
  477. struct SortByKey {
  478. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
  479. return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
  480. }
  481. };
  482. void sort_by_key() {
  483. SortArray<GeometryInstanceSurface *, SortByKey> sorter;
  484. sorter.sort(elements.ptr(), elements.size());
  485. }
  486. void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
  487. SortArray<GeometryInstanceSurface *, SortByKey> sorter;
  488. sorter.sort(elements.ptr() + p_from, p_size);
  489. }
  490. struct SortByDepth {
  491. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
  492. return (A->owner->depth < B->owner->depth);
  493. }
  494. };
  495. void sort_by_depth() { //used for shadows
  496. SortArray<GeometryInstanceSurface *, SortByDepth> sorter;
  497. sorter.sort(elements.ptr(), elements.size());
  498. }
  499. struct SortByReverseDepthAndPriority {
  500. _FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
  501. return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
  502. }
  503. };
  504. void sort_by_reverse_depth_and_priority() { //used for alpha
  505. SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter;
  506. sorter.sort(elements.ptr(), elements.size());
  507. }
  508. _FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) {
  509. elements.push_back(p_element);
  510. }
  511. };
  512. RenderList render_list[RENDER_LIST_MAX];
  513. void _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, uint32_t &r_directional_shadow_count);
  514. void _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, float p_shadow_bias = 0.0);
  515. void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
  516. void _render_shadows(const RenderDataGLES3 *p_render_data, const Size2i &p_viewport_size = Size2i(1, 1));
  517. void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, RenderingMethod::RenderInfo *p_render_info = nullptr, const Size2i &p_viewport_size = Size2i(1, 1), const Transform3D &p_main_cam_transform = Transform3D());
  518. void _render_post_processing(const RenderDataGLES3 *p_render_data);
  519. template <PassMode p_pass_mode>
  520. _FORCE_INLINE_ void _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 = false);
  521. protected:
  522. double time;
  523. double time_step = 0;
  524. bool screen_space_roughness_limiter = false;
  525. float screen_space_roughness_limiter_amount = 0.25;
  526. float screen_space_roughness_limiter_limit = 0.18;
  527. void _render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas, GLuint p_fbo);
  528. /* Camera Attributes */
  529. struct CameraAttributes {
  530. float exposure_multiplier = 1.0;
  531. float exposure_normalization = 1.0;
  532. };
  533. bool use_physical_light_units = false;
  534. mutable RID_Owner<CameraAttributes, true> camera_attributes_owner;
  535. /* Environment */
  536. RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
  537. bool ssao_half_size = false;
  538. float ssao_adaptive_target = 0.5;
  539. int ssao_blur_passes = 2;
  540. float ssao_fadeout_from = 50.0;
  541. float ssao_fadeout_to = 300.0;
  542. bool glow_bicubic_upscale = false;
  543. RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
  544. /* Sky */
  545. struct SkyGlobals {
  546. float fog_aerial_perspective = 0.0;
  547. Color fog_light_color;
  548. float fog_sun_scatter = 0.0;
  549. bool fog_enabled = false;
  550. float fog_density = 0.0;
  551. float z_far = 0.0;
  552. uint32_t directional_light_count = 0;
  553. DirectionalLightData *directional_lights = nullptr;
  554. DirectionalLightData *last_frame_directional_lights = nullptr;
  555. uint32_t last_frame_directional_light_count = 0;
  556. GLuint directional_light_buffer = 0;
  557. RID shader_default_version;
  558. RID default_material;
  559. RID default_shader;
  560. RID fog_material;
  561. RID fog_shader;
  562. GLuint screen_triangle = 0;
  563. GLuint screen_triangle_array = 0;
  564. GLuint radical_inverse_vdc_cache_tex = 0;
  565. uint32_t max_directional_lights = 4;
  566. uint32_t roughness_layers = 8;
  567. uint32_t ggx_samples = 128;
  568. } sky_globals;
  569. struct Sky {
  570. // Screen Buffers
  571. GLuint half_res_pass = 0;
  572. GLuint half_res_framebuffer = 0;
  573. GLuint quarter_res_pass = 0;
  574. GLuint quarter_res_framebuffer = 0;
  575. Size2i screen_size = Size2i(0, 0);
  576. // Radiance Cubemap
  577. GLuint radiance = 0;
  578. GLuint radiance_framebuffer = 0;
  579. GLuint raw_radiance = 0;
  580. RID material;
  581. GLuint uniform_buffer;
  582. int radiance_size = 256;
  583. int mipmap_count = 1;
  584. RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
  585. //ReflectionData reflection;
  586. bool reflection_dirty = false;
  587. bool dirty = false;
  588. int processing_layer = 0;
  589. Sky *dirty_list = nullptr;
  590. float baked_exposure = 1.0;
  591. //State to track when radiance cubemap needs updating
  592. GLES3::SkyMaterialData *prev_material;
  593. Vector3 prev_position = Vector3(0.0, 0.0, 0.0);
  594. float prev_time = 0.0f;
  595. };
  596. Sky *dirty_sky_list = nullptr;
  597. mutable RID_Owner<Sky, true> sky_owner;
  598. void _setup_sky(const RenderDataGLES3 *p_render_data, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size);
  599. void _invalidate_sky(Sky *p_sky);
  600. void _update_dirty_skys();
  601. void _update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier);
  602. void _filter_sky_radiance(Sky *p_sky, int p_base_layer);
  603. void _draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_sky_energy_multiplier, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y, bool p_apply_color_adjustments_in_post);
  604. void _free_sky_data(Sky *p_sky);
  605. // Needed for a single argument calls (material and uv2).
  606. PagedArrayPool<RenderGeometryInstance *> cull_argument_pool;
  607. PagedArray<RenderGeometryInstance *> cull_argument;
  608. public:
  609. static RasterizerSceneGLES3 *get_singleton() { return singleton; }
  610. RasterizerCanvasGLES3 *canvas = nullptr;
  611. RenderGeometryInstance *geometry_instance_create(RID p_base) override;
  612. void geometry_instance_free(RenderGeometryInstance *p_geometry_instance) override;
  613. uint32_t geometry_instance_get_pair_mask() override;
  614. /* SDFGI UPDATE */
  615. void sdfgi_update(const Ref<RenderSceneBuffers> &p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
  616. int sdfgi_get_pending_region_count(const Ref<RenderSceneBuffers> &p_render_buffers) const override {
  617. return 0;
  618. }
  619. AABB sdfgi_get_pending_region_bounds(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override {
  620. return AABB();
  621. }
  622. uint32_t sdfgi_get_pending_region_cascade(const Ref<RenderSceneBuffers> &p_render_buffers, int p_region) const override {
  623. return 0;
  624. }
  625. /* SKY API */
  626. RID sky_allocate() override;
  627. void sky_initialize(RID p_rid) override;
  628. void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
  629. void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
  630. void sky_set_material(RID p_sky, RID p_material) override;
  631. Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
  632. float sky_get_baked_exposure(RID p_sky) const;
  633. /* ENVIRONMENT API */
  634. void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
  635. void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
  636. void 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) override;
  637. void 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) override;
  638. void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
  639. void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
  640. void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
  641. void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
  642. void environment_set_volumetric_fog_filter_active(bool p_enable) override;
  643. Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
  644. _FORCE_INLINE_ bool is_using_physical_light_units() {
  645. return use_physical_light_units;
  646. }
  647. void positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  648. void directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) override;
  649. RID fog_volume_instance_create(RID p_fog_volume) override;
  650. void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
  651. void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
  652. RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
  653. Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
  654. RID voxel_gi_instance_create(RID p_voxel_gi) override;
  655. void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
  656. bool voxel_gi_needs_update(RID p_probe) const override;
  657. void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) override;
  658. void voxel_gi_set_quality(RS::VoxelGIQuality) override;
  659. void render_scene(const Ref<RenderSceneBuffers> &p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<RenderGeometryInstance *> &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_attributes, RID p_compositor, 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 = nullptr, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
  660. void render_material(const Transform3D &p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, const PagedArray<RenderGeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
  661. void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) override;
  662. void set_scene_pass(uint64_t p_pass) override {
  663. scene_pass = p_pass;
  664. }
  665. _FORCE_INLINE_ uint64_t get_scene_pass() {
  666. return scene_pass;
  667. }
  668. void set_time(double p_time, double p_step) override;
  669. void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
  670. _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
  671. return debug_draw;
  672. }
  673. Ref<RenderSceneBuffers> render_buffers_create() override;
  674. void gi_set_use_half_resolution(bool p_enable) override;
  675. void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override;
  676. bool screen_space_roughness_limiter_is_active() const override;
  677. void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
  678. void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
  679. TypedArray<Image> bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) override;
  680. void _render_uv2(const PagedArray<RenderGeometryInstance *> &p_instances, GLuint p_framebuffer, const Rect2i &p_region);
  681. bool free(RID p_rid) override;
  682. void update() override;
  683. void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
  684. void decals_set_filter(RS::DecalFilter p_filter) override;
  685. void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
  686. RasterizerSceneGLES3();
  687. ~RasterizerSceneGLES3();
  688. };
  689. #endif // GLES3_ENABLED
  690. #endif // RASTERIZER_SCENE_GLES3_H