godot/drivers/gles3/rasterizer_scene_gles3.cpp
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00

3512 lines
144 KiB
C++

/**************************************************************************/
/* rasterizer_scene_gles3.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "rasterizer_scene_gles3.h"
#include "drivers/gles3/effects/copy_effects.h"
#include "rasterizer_gles3.h"
#include "storage/config.h"
#include "storage/mesh_storage.h"
#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
#include "core/config/project_settings.h"
#include "core/templates/sort_array.h"
#include "servers/rendering/rendering_server_default.h"
#include "servers/rendering/rendering_server_globals.h"
#ifdef GLES3_ENABLED
RasterizerSceneGLES3 *RasterizerSceneGLES3::singleton = nullptr;
RenderGeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_base) {
RS::InstanceType type = RSG::utilities->get_base_type(p_base);
ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
GeometryInstanceGLES3 *ginstance = geometry_instance_alloc.alloc();
ginstance->data = memnew(GeometryInstanceGLES3::Data);
ginstance->data->base = p_base;
ginstance->data->base_type = type;
ginstance->data->dependency_tracker.userdata = ginstance;
ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
ginstance->_mark_dirty();
return ginstance;
}
uint32_t RasterizerSceneGLES3::geometry_instance_get_pair_mask() {
return (1 << RS::INSTANCE_LIGHT);
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::pair_light_instances(const RID *p_light_instances, uint32_t p_light_instance_count) {
GLES3::Config *config = GLES3::Config::get_singleton();
paired_omni_light_count = 0;
paired_spot_light_count = 0;
paired_omni_lights.clear();
paired_spot_lights.clear();
for (uint32_t i = 0; i < p_light_instance_count; i++) {
RS::LightType type = GLES3::LightStorage::get_singleton()->light_instance_get_type(p_light_instances[i]);
switch (type) {
case RS::LIGHT_OMNI: {
if (paired_omni_light_count < (uint32_t)config->max_lights_per_object) {
paired_omni_lights.push_back(p_light_instances[i]);
paired_omni_light_count++;
}
} break;
case RS::LIGHT_SPOT: {
if (paired_spot_light_count < (uint32_t)config->max_lights_per_object) {
paired_spot_lights.push_back(p_light_instances[i]);
paired_spot_light_count++;
}
} break;
default:
break;
}
}
}
void RasterizerSceneGLES3::geometry_instance_free(RenderGeometryInstance *p_geometry_instance) {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
ERR_FAIL_NULL(ginstance);
GeometryInstanceSurface *surf = ginstance->surface_caches;
while (surf) {
GeometryInstanceSurface *next = surf->next;
geometry_instance_surface_alloc.free(surf);
surf = next;
}
memdelete(ginstance->data);
geometry_instance_alloc.free(ginstance);
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::_mark_dirty() {
if (dirty_list_element.in_list()) {
return;
}
//clear surface caches
GeometryInstanceSurface *surf = surface_caches;
while (surf) {
GeometryInstanceSurface *next = surf->next;
RasterizerSceneGLES3::get_singleton()->geometry_instance_surface_alloc.free(surf);
surf = next;
}
surface_caches = nullptr;
RasterizerSceneGLES3::get_singleton()->geometry_instance_dirty_list.add(&dirty_list_element);
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::set_use_lightmap(RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
}
void RasterizerSceneGLES3::GeometryInstanceGLES3::set_lightmap_capture(const Color *p_sh9) {
}
void RasterizerSceneGLES3::_update_dirty_geometry_instances() {
while (geometry_instance_dirty_list.first()) {
_geometry_instance_update(geometry_instance_dirty_list.first()->self());
}
}
void RasterizerSceneGLES3::_geometry_instance_dependency_changed(Dependency::DependencyChangedNotification p_notification, DependencyTracker *p_tracker) {
switch (p_notification) {
case Dependency::DEPENDENCY_CHANGED_MATERIAL:
case Dependency::DEPENDENCY_CHANGED_MESH:
case Dependency::DEPENDENCY_CHANGED_PARTICLES:
case Dependency::DEPENDENCY_CHANGED_MULTIMESH:
case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: {
static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata)->data->dirty_dependencies = true;
} break;
case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata);
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(ginstance->data->base);
}
} break;
default: {
//rest of notifications of no interest
} break;
}
}
void RasterizerSceneGLES3::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) {
static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty();
static_cast<GeometryInstanceGLES3 *>(p_tracker->userdata)->data->dirty_dependencies = true;
}
void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha);
bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
bool has_alpha = has_base_alpha || has_blend_alpha;
uint32_t flags = 0;
if (p_material->shader_data->uses_screen_texture) {
flags |= GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE;
}
if (p_material->shader_data->uses_depth_texture) {
flags |= GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE;
}
if (p_material->shader_data->uses_normal_texture) {
flags |= GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE;
}
if (ginstance->data->cast_double_sided_shadows) {
flags |= GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS;
}
if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
//material is only meant for alpha pass
flags |= GeometryInstanceSurface::FLAG_PASS_ALPHA;
if (p_material->shader_data->uses_depth_prepass_alpha && !(p_material->shader_data->depth_draw == GLES3::SceneShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED)) {
flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
}
} else {
flags |= GeometryInstanceSurface::FLAG_PASS_OPAQUE;
flags |= GeometryInstanceSurface::FLAG_PASS_DEPTH;
flags |= GeometryInstanceSurface::FLAG_PASS_SHADOW;
}
GLES3::SceneMaterialData *material_shadow = nullptr;
void *surface_shadow = nullptr;
if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip) {
flags |= GeometryInstanceSurface::FLAG_USES_SHARED_SHADOW_MATERIAL;
material_shadow = static_cast<GLES3::SceneMaterialData *>(GLES3::MaterialStorage::get_singleton()->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
if (shadow_mesh.is_valid()) {
surface_shadow = mesh_storage->mesh_get_surface(shadow_mesh, p_surface);
}
} else {
material_shadow = p_material;
}
GeometryInstanceSurface *sdcache = geometry_instance_surface_alloc.alloc();
sdcache->flags = flags;
sdcache->shader = p_material->shader_data;
sdcache->material = p_material;
sdcache->surface = mesh_storage->mesh_get_surface(p_mesh, p_surface);
sdcache->primitive = mesh_storage->mesh_surface_get_primitive(sdcache->surface);
sdcache->surface_index = p_surface;
if (ginstance->data->dirty_dependencies) {
RSG::utilities->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
}
//shadow
sdcache->shader_shadow = material_shadow->shader_data;
sdcache->material_shadow = material_shadow;
sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
sdcache->owner = ginstance;
sdcache->next = ginstance->surface_caches;
ginstance->surface_caches = sdcache;
//sortkey
sdcache->sort.sort_key1 = 0;
sdcache->sort.sort_key2 = 0;
sdcache->sort.surface_index = p_surface;
sdcache->sort.material_id_low = p_material_id & 0x0000FFFF;
sdcache->sort.material_id_hi = p_material_id >> 16;
sdcache->sort.shader_id = p_shader_id;
sdcache->sort.geometry_id = p_mesh.get_local_index();
sdcache->sort.priority = p_material->priority;
}
void RasterizerSceneGLES3::_geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material_data, RID p_mat_src, RID p_mesh) {
GLES3::SceneMaterialData *material_data = p_material_data;
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
_geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, p_mat_src.get_local_index(), material_storage->material_get_shader_id(p_mat_src), p_mesh);
while (material_data->next_pass.is_valid()) {
RID next_pass = material_data->next_pass;
material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(next_pass, RS::SHADER_SPATIAL));
if (!material_data || !material_data->shader_data->valid) {
break;
}
if (ginstance->data->dirty_dependencies) {
material_storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
}
_geometry_instance_add_surface_with_material(ginstance, p_surface, material_data, next_pass.get_local_index(), material_storage->material_get_shader_id(next_pass), p_mesh);
}
}
void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
RID m_src;
m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
GLES3::SceneMaterialData *material_data = nullptr;
if (m_src.is_valid()) {
material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL));
if (!material_data || !material_data->shader_data->valid) {
material_data = nullptr;
}
}
if (material_data) {
if (ginstance->data->dirty_dependencies) {
material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
}
} else {
material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(scene_globals.default_material, RS::SHADER_SPATIAL));
m_src = scene_globals.default_material;
}
ERR_FAIL_NULL(material_data);
_geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
if (ginstance->data->material_overlay.is_valid()) {
m_src = ginstance->data->material_overlay;
material_data = static_cast<GLES3::SceneMaterialData *>(material_storage->material_get_data(m_src, RS::SHADER_SPATIAL));
if (material_data && material_data->shader_data->valid) {
if (ginstance->data->dirty_dependencies) {
material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
}
_geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material_data, m_src, p_mesh);
}
}
}
void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
ginstance->data->dependency_tracker.update_begin();
}
//add geometry for drawing
switch (ginstance->data->base_type) {
case RS::INSTANCE_MESH: {
const RID *materials = nullptr;
uint32_t surface_count;
RID mesh = ginstance->data->base;
materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
//if no materials, no surfaces.
const RID *inst_materials = ginstance->data->surface_materials.ptr();
uint32_t surf_mat_count = ginstance->data->surface_materials.size();
for (uint32_t j = 0; j < surface_count; j++) {
RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
_geometry_instance_add_surface(ginstance, j, material, mesh);
}
}
ginstance->instance_count = -1;
} break;
case RS::INSTANCE_MULTIMESH: {
RID mesh = mesh_storage->multimesh_get_mesh(ginstance->data->base);
if (mesh.is_valid()) {
const RID *materials = nullptr;
uint32_t surface_count;
materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
for (uint32_t j = 0; j < surface_count; j++) {
_geometry_instance_add_surface(ginstance, j, materials[j], mesh);
}
}
ginstance->instance_count = mesh_storage->multimesh_get_instances_to_draw(ginstance->data->base);
}
} break;
case RS::INSTANCE_PARTICLES: {
int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
for (int j = 0; j < draw_passes; j++) {
RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
if (!mesh.is_valid()) {
continue;
}
const RID *materials = nullptr;
uint32_t surface_count;
materials = mesh_storage->mesh_get_surface_count_and_materials(mesh, surface_count);
if (materials) {
for (uint32_t k = 0; k < surface_count; k++) {
_geometry_instance_add_surface(ginstance, k, materials[k], mesh);
}
}
}
ginstance->instance_count = particles_storage->particles_get_amount(ginstance->data->base);
} break;
default: {
}
}
bool store_transform = true;
ginstance->base_flags = 0;
if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
if (mesh_storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
}
if (mesh_storage->multimesh_uses_colors(ginstance->data->base)) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
}
if (mesh_storage->multimesh_uses_custom_data(ginstance->data->base)) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
}
} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
ginstance->base_flags |= INSTANCE_DATA_FLAG_PARTICLES;
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
if (!particles_storage->particles_is_using_local_coords(ginstance->data->base)) {
store_transform = false;
}
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
if (mesh_storage->skeleton_is_valid(ginstance->data->skeleton)) {
if (ginstance->data->dirty_dependencies) {
mesh_storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
}
}
}
ginstance->store_transform_cache = store_transform;
if (ginstance->data->dirty_dependencies) {
ginstance->data->dependency_tracker.update_end();
ginstance->data->dirty_dependencies = false;
}
ginstance->dirty_list_element.remove_from_list();
}
/* SKY API */
void RasterizerSceneGLES3::_free_sky_data(Sky *p_sky) {
if (p_sky->radiance != 0) {
GLES3::Utilities::get_singleton()->texture_free_data(p_sky->radiance);
p_sky->radiance = 0;
GLES3::Utilities::get_singleton()->texture_free_data(p_sky->raw_radiance);
p_sky->raw_radiance = 0;
glDeleteFramebuffers(1, &p_sky->radiance_framebuffer);
p_sky->radiance_framebuffer = 0;
}
}
RID RasterizerSceneGLES3::sky_allocate() {
return sky_owner.allocate_rid();
}
void RasterizerSceneGLES3::sky_initialize(RID p_rid) {
sky_owner.initialize_rid(p_rid);
}
void RasterizerSceneGLES3::sky_set_radiance_size(RID p_sky, int p_radiance_size) {
Sky *sky = sky_owner.get_or_null(p_sky);
ERR_FAIL_NULL(sky);
ERR_FAIL_COND_MSG(p_radiance_size < 32 || p_radiance_size > 2048, "Sky radiance size must be between 32 and 2048");
if (sky->radiance_size == p_radiance_size) {
return; // No need to update
}
sky->radiance_size = p_radiance_size;
_free_sky_data(sky);
_invalidate_sky(sky);
}
void RasterizerSceneGLES3::sky_set_mode(RID p_sky, RS::SkyMode p_mode) {
Sky *sky = sky_owner.get_or_null(p_sky);
ERR_FAIL_NULL(sky);
if (sky->mode == p_mode) {
return;
}
sky->mode = p_mode;
_invalidate_sky(sky);
}
void RasterizerSceneGLES3::sky_set_material(RID p_sky, RID p_material) {
Sky *sky = sky_owner.get_or_null(p_sky);
ERR_FAIL_NULL(sky);
if (sky->material == p_material) {
return;
}
sky->material = p_material;
_invalidate_sky(sky);
}
float RasterizerSceneGLES3::sky_get_baked_exposure(RID p_sky) const {
Sky *sky = sky_owner.get_or_null(p_sky);
ERR_FAIL_NULL_V(sky, 1.0);
return sky->baked_exposure;
}
void RasterizerSceneGLES3::_invalidate_sky(Sky *p_sky) {
if (!p_sky->dirty) {
p_sky->dirty = true;
p_sky->dirty_list = dirty_sky_list;
dirty_sky_list = p_sky;
}
}
void RasterizerSceneGLES3::_update_dirty_skys() {
Sky *sky = dirty_sky_list;
while (sky) {
if (sky->radiance == 0) {
sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1;
// Left uninitialized, will attach a texture at render time
glGenFramebuffers(1, &sky->radiance_framebuffer);
GLenum internal_format = GL_RGB10_A2;
glGenTextures(1, &sky->radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->radiance);
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
GLenum format = GL_RGBA;
GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV;
//TODO, on low-end compare this to allocating each face of each mip individually
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
#endif // GL_API_ENABLED
#ifdef GLES_API_ENABLED
if (!RasterizerGLES3::is_gles_over_gl()) {
glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
}
#endif // GLES_API_ENABLED
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
GLES3::Utilities::get_singleton()->texture_allocated_data(sky->radiance, Image::get_image_data_size(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8, true), "Sky radiance map");
glGenTextures(1, &sky->raw_radiance);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance);
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
GLenum format = GL_RGBA;
GLenum type = GL_UNSIGNED_INT_2_10_10_10_REV;
//TODO, on low-end compare this to allocating each face of each mip individually
// see: https://www.khronos.org/registry/OpenGL-Refpages/es3.0/html/glTexStorage2D.xhtml
for (int i = 0; i < 6; i++) {
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, internal_format, sky->radiance_size, sky->radiance_size, 0, format, type, nullptr);
}
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
}
#endif // GL_API_ENABLED
#ifdef GLES_API_ENABLED
if (!RasterizerGLES3::is_gles_over_gl()) {
glTexStorage2D(GL_TEXTURE_CUBE_MAP, sky->mipmap_count, internal_format, sky->radiance_size, sky->radiance_size);
}
#endif // GLES_API_ENABLED
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1);
glBindTexture(GL_TEXTURE_CUBE_MAP, 0);
GLES3::Utilities::get_singleton()->texture_allocated_data(sky->raw_radiance, Image::get_image_data_size(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8, true), "Sky raw radiance map");
}
sky->reflection_dirty = true;
sky->processing_layer = 0;
Sky *next = sky->dirty_list;
sky->dirty_list = nullptr;
sky->dirty = false;
sky = next;
}
dirty_sky_list = nullptr;
}
void RasterizerSceneGLES3::_setup_sky(const RenderDataGLES3 *p_render_data, const PagedArray<RID> &p_lights, const Projection &p_projection, const Transform3D &p_transform, const Size2i p_screen_size) {
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_render_data->environment.is_null());
GLES3::SkyMaterialData *material = nullptr;
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_render_data->environment));
RID sky_material;
GLES3::SkyShaderData *shader_data = nullptr;
if (sky) {
sky_material = sky->material;
if (sky_material.is_valid()) {
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
if (!material || !material->shader_data->valid) {
material = nullptr;
}
}
}
if (!material) {
sky_material = sky_globals.default_material;
material = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
ERR_FAIL_NULL(material);
shader_data = material->shader_data;
ERR_FAIL_NULL(shader_data);
if (sky) {
if (shader_data->uses_time && time - sky->prev_time > 0.00001) {
sky->prev_time = time;
sky->reflection_dirty = true;
RenderingServerDefault::redraw_request();
}
if (material != sky->prev_material) {
sky->prev_material = material;
sky->reflection_dirty = true;
}
if (material->uniform_set_updated) {
material->uniform_set_updated = false;
sky->reflection_dirty = true;
}
if (!p_transform.origin.is_equal_approx(sky->prev_position) && shader_data->uses_position) {
sky->prev_position = p_transform.origin;
sky->reflection_dirty = true;
}
}
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, sky_globals.directional_light_buffer);
if (shader_data->uses_light) {
sky_globals.directional_light_count = 0;
for (int i = 0; i < (int)p_lights.size(); i++) {
GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(p_lights[i]);
if (!li) {
continue;
}
RID base = li->light;
ERR_CONTINUE(base.is_null());
RS::LightType type = light_storage->light_get_type(base);
if (type == RS::LIGHT_DIRECTIONAL && light_storage->light_directional_get_sky_mode(base) != RS::LIGHT_DIRECTIONAL_SKY_MODE_LIGHT_ONLY) {
DirectionalLightData &sky_light_data = sky_globals.directional_lights[sky_globals.directional_light_count];
Transform3D light_transform = li->transform;
Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
sky_light_data.direction[0] = world_direction.x;
sky_light_data.direction[1] = world_direction.y;
sky_light_data.direction[2] = world_direction.z;
float sign = light_storage->light_is_negative(base) ? -1 : 1;
sky_light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
if (is_using_physical_light_units()) {
sky_light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
}
if (p_render_data->camera_attributes.is_valid()) {
sky_light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}
Color linear_col = light_storage->light_get_color(base);
sky_light_data.color[0] = linear_col.r;
sky_light_data.color[1] = linear_col.g;
sky_light_data.color[2] = linear_col.b;
sky_light_data.enabled = true;
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
sky_light_data.size = angular_diameter;
sky_globals.directional_light_count++;
if (sky_globals.directional_light_count >= sky_globals.max_directional_lights) {
break;
}
}
}
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;
// Light buffer is dirty if we have fewer or more lights
// If we have fewer lights, make sure that old lights are disabled
if (sky_globals.directional_light_count != sky_globals.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_globals.directional_light_count; i < sky_globals.max_directional_lights; i++) {
sky_globals.directional_lights[i].enabled = false;
sky_globals.last_frame_directional_lights[i].enabled = false;
}
}
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_globals.directional_light_count; i++) {
if (sky_globals.directional_lights[i].direction[0] != sky_globals.last_frame_directional_lights[i].direction[0] ||
sky_globals.directional_lights[i].direction[1] != sky_globals.last_frame_directional_lights[i].direction[1] ||
sky_globals.directional_lights[i].direction[2] != sky_globals.last_frame_directional_lights[i].direction[2] ||
sky_globals.directional_lights[i].energy != sky_globals.last_frame_directional_lights[i].energy ||
sky_globals.directional_lights[i].color[0] != sky_globals.last_frame_directional_lights[i].color[0] ||
sky_globals.directional_lights[i].color[1] != sky_globals.last_frame_directional_lights[i].color[1] ||
sky_globals.directional_lights[i].color[2] != sky_globals.last_frame_directional_lights[i].color[2] ||
sky_globals.directional_lights[i].enabled != sky_globals.last_frame_directional_lights[i].enabled ||
sky_globals.directional_lights[i].size != sky_globals.last_frame_directional_lights[i].size) {
light_data_dirty = true;
break;
}
}
}
if (light_data_dirty) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * sky_globals.max_directional_lights, sky_globals.directional_lights, GL_STREAM_DRAW);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
DirectionalLightData *temp = sky_globals.last_frame_directional_lights;
sky_globals.last_frame_directional_lights = sky_globals.directional_lights;
sky_globals.directional_lights = temp;
sky_globals.last_frame_directional_light_count = sky_globals.directional_light_count;
if (sky) {
sky->reflection_dirty = true;
}
}
}
if (p_render_data->view_count > 1) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
if (sky && !sky->radiance) {
_invalidate_sky(sky);
_update_dirty_skys();
}
}
void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier, bool p_use_multiview, bool p_flip_y) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env));
ERR_FAIL_NULL(sky);
GLES3::SkyMaterialData *material_data = nullptr;
RID sky_material;
uint64_t spec_constants = p_use_multiview ? SkyShaderGLES3::USE_MULTIVIEW : 0;
if (p_flip_y) {
spec_constants |= SkyShaderGLES3::USE_INVERTED_Y;
}
RS::EnvironmentBG background = environment_get_background(p_env);
if (sky) {
sky_material = sky->material;
if (sky_material.is_valid()) {
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
if (!material_data || !material_data->shader_data->valid) {
material_data = nullptr;
}
}
if (!material_data) {
sky_material = sky_globals.default_material;
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
} else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_globals.fog_material;
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
ERR_FAIL_NULL(material_data);
material_data->bind_uniforms();
GLES3::SkyShaderData *shader_data = material_data->shader_data;
ERR_FAIL_NULL(shader_data);
// Camera
Projection camera;
if (environment_get_sky_custom_fov(p_env)) {
float near_plane = p_projection.get_z_near();
float far_plane = p_projection.get_z_far();
float aspect = p_projection.get_aspect();
camera.set_perspective(environment_get_sky_custom_fov(p_env), aspect, near_plane, far_plane);
} else {
camera = p_projection;
}
Basis sky_transform = environment_get_sky_orientation(p_env);
sky_transform.invert();
sky_transform = sky_transform * p_transform.basis;
bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
if (!success) {
return;
}
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND, spec_constants);
if (p_use_multiview) {
glBindBufferBase(GL_UNIFORM_BUFFER, SKY_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
glBindVertexArray(sky_globals.screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_projection, const Transform3D &p_transform, float p_luminance_multiplier) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
ERR_FAIL_COND(p_env.is_null());
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_env));
ERR_FAIL_NULL(sky);
GLES3::SkyMaterialData *material_data = nullptr;
RID sky_material;
RS::EnvironmentBG background = environment_get_background(p_env);
if (sky) {
ERR_FAIL_NULL(sky);
sky_material = sky->material;
if (sky_material.is_valid()) {
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
if (!material_data || !material_data->shader_data->valid) {
material_data = nullptr;
}
}
if (!material_data) {
sky_material = sky_globals.default_material;
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
} else if (background == RS::ENV_BG_CLEAR_COLOR || background == RS::ENV_BG_COLOR) {
sky_material = sky_globals.fog_material;
material_data = static_cast<GLES3::SkyMaterialData *>(material_storage->material_get_data(sky_material, RS::SHADER_SKY));
}
ERR_FAIL_NULL(material_data);
material_data->bind_uniforms();
GLES3::SkyShaderData *shader_data = material_data->shader_data;
ERR_FAIL_NULL(shader_data);
bool update_single_frame = sky->mode == RS::SKY_MODE_REALTIME || sky->mode == RS::SKY_MODE_QUALITY;
RS::SkyMode sky_mode = sky->mode;
if (sky_mode == RS::SKY_MODE_AUTOMATIC) {
if (shader_data->uses_time || shader_data->uses_position) {
update_single_frame = true;
sky_mode = RS::SKY_MODE_REALTIME;
} else if (shader_data->uses_light || shader_data->ubo_size > 0) {
update_single_frame = false;
sky_mode = RS::SKY_MODE_INCREMENTAL;
} else {
update_single_frame = true;
sky_mode = RS::SKY_MODE_QUALITY;
}
}
if (sky->processing_layer == 0 && sky_mode == RS::SKY_MODE_INCREMENTAL) {
// On the first frame after creating sky, rebuild in single frame
update_single_frame = true;
sky_mode = RS::SKY_MODE_QUALITY;
}
int max_processing_layer = sky->mipmap_count;
// Update radiance cubemap
if (sky->reflection_dirty && (sky->processing_layer > max_processing_layer || update_single_frame)) {
static const Vector3 view_normals[6] = {
Vector3(+1, 0, 0),
Vector3(-1, 0, 0),
Vector3(0, +1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, +1),
Vector3(0, 0, -1)
};
static const Vector3 view_up[6] = {
Vector3(0, -1, 0),
Vector3(0, -1, 0),
Vector3(0, 0, +1),
Vector3(0, 0, -1),
Vector3(0, -1, 0),
Vector3(0, -1, 0)
};
Projection cm;
cm.set_perspective(90, 1, 0.01, 10.0);
Projection correction;
correction.columns[1][1] = -1.0;
cm = correction * cm;
bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
if (!success) {
return;
}
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glBindVertexArray(sky_globals.screen_triangle_array);
glViewport(0, 0, sky->radiance_size, sky->radiance_size);
glBindFramebuffer(GL_FRAMEBUFFER, sky->radiance_framebuffer);
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_SCISSOR_TEST);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, sky->raw_radiance, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
if (update_single_frame) {
for (int i = 0; i < max_processing_layer; i++) {
_filter_sky_radiance(sky, i);
}
} else {
_filter_sky_radiance(sky, 0); //Just copy over the first mipmap
}
sky->processing_layer = 1;
sky->baked_exposure = p_luminance_multiplier;
sky->reflection_dirty = false;
} else {
if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) {
_filter_sky_radiance(sky, sky->processing_layer);
sky->processing_layer++;
}
}
}
// Helper functions for IBL filtering
Vector3 importance_sample_GGX(Vector2 xi, float roughness4) {
// Compute distribution direction
float phi = 2.0 * Math_PI * xi.x;
float cos_theta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y));
float sin_theta = sqrt(1.0 - cos_theta * cos_theta);
// Convert to spherical direction
Vector3 half_vector;
half_vector.x = sin_theta * cos(phi);
half_vector.y = sin_theta * sin(phi);
half_vector.z = cos_theta;
return half_vector;
}
float distribution_GGX(float NdotH, float roughness4) {
float NdotH2 = NdotH * NdotH;
float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
denom = Math_PI * denom * denom;
return roughness4 / denom;
}
float radical_inverse_vdC(uint32_t bits) {
bits = (bits << 16) | (bits >> 16);
bits = ((bits & 0x55555555) << 1) | ((bits & 0xAAAAAAAA) >> 1);
bits = ((bits & 0x33333333) << 2) | ((bits & 0xCCCCCCCC) >> 2);
bits = ((bits & 0x0F0F0F0F) << 4) | ((bits & 0xF0F0F0F0) >> 4);
bits = ((bits & 0x00FF00FF) << 8) | ((bits & 0xFF00FF00) >> 8);
return float(bits) * 2.3283064365386963e-10;
}
Vector2 hammersley(uint32_t i, uint32_t N) {
return Vector2(float(i) / float(N), radical_inverse_vdC(i));
}
void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, p_sky->raw_radiance);
glBindFramebuffer(GL_FRAMEBUFFER, p_sky->radiance_framebuffer);
CubemapFilterShaderGLES3::ShaderVariant mode = CubemapFilterShaderGLES3::MODE_DEFAULT;
if (p_base_layer == 0) {
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
// Copy over base layer without filtering.
mode = CubemapFilterShaderGLES3::MODE_COPY;
}
int size = p_sky->radiance_size >> p_base_layer;
glViewport(0, 0, size, size);
glBindVertexArray(sky_globals.screen_triangle_array);
bool success = material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
if (!success) {
return;
}
if (p_base_layer > 0) {
const uint32_t sample_counts[4] = { 1, sky_globals.ggx_samples / 4, sky_globals.ggx_samples / 2, sky_globals.ggx_samples };
uint32_t sample_count = sample_counts[MIN(3, p_base_layer)];
float roughness = float(p_base_layer) / (p_sky->mipmap_count);
float roughness4 = roughness * roughness;
roughness4 *= roughness4;
float solid_angle_texel = 4.0 * Math_PI / float(6 * size * size);
LocalVector<float> sample_directions;
sample_directions.resize(4 * sample_count);
uint32_t index = 0;
float weight = 0.0;
for (uint32_t i = 0; i < sample_count; i++) {
Vector2 xi = hammersley(i, sample_count);
Vector3 dir = importance_sample_GGX(xi, roughness4);
Vector3 light_vec = (2.0 * dir.z * dir - Vector3(0.0, 0.0, 1.0));
if (light_vec.z < 0.0) {
continue;
}
sample_directions[index * 4] = light_vec.x;
sample_directions[index * 4 + 1] = light_vec.y;
sample_directions[index * 4 + 2] = light_vec.z;
float D = distribution_GGX(dir.z, roughness4);
float pdf = D * dir.z / (4.0 * dir.z) + 0.0001;
float solid_angle_sample = 1.0 / (float(sample_count) * pdf + 0.0001);
float mip_level = MAX(0.5 * log2(solid_angle_sample / solid_angle_texel) + float(MAX(1, p_base_layer - 3)), 1.0);
sample_directions[index * 4 + 3] = mip_level;
weight += light_vec.z;
index++;
}
glUniform4fv(material_storage->shaders.cubemap_filter_shader.version_get_uniform(CubemapFilterShaderGLES3::SAMPLE_DIRECTIONS_MIP, scene_globals.cubemap_filter_shader_version, mode), sample_count, sample_directions.ptr());
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::WEIGHT, weight, scene_globals.cubemap_filter_shader_version, mode);
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::SAMPLE_COUNT, index, scene_globals.cubemap_filter_shader_version, mode);
}
for (int i = 0; i < 6; i++) {
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer);
#ifdef DEBUG_ENABLED
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
}
#endif
material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
glBindVertexArray(0);
glViewport(0, 0, p_sky->screen_size.x, p_sky->screen_size.y);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Ref<Image> RasterizerSceneGLES3::sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) {
return Ref<Image>();
}
/* ENVIRONMENT API */
void RasterizerSceneGLES3::environment_glow_set_use_bicubic_upscale(bool p_enable) {
glow_bicubic_upscale = p_enable;
}
void RasterizerSceneGLES3::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
}
void RasterizerSceneGLES3::environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) {
}
void RasterizerSceneGLES3::environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
}
void RasterizerSceneGLES3::environment_set_volumetric_fog_filter_active(bool p_enable) {
}
Ref<Image> RasterizerSceneGLES3::environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) {
return Ref<Image>();
}
void RasterizerSceneGLES3::positional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
scene_state.positional_shadow_quality = p_quality;
}
void RasterizerSceneGLES3::directional_soft_shadow_filter_set_quality(RS::ShadowQuality p_quality) {
scene_state.directional_shadow_quality = p_quality;
}
RID RasterizerSceneGLES3::fog_volume_instance_create(RID p_fog_volume) {
return RID();
}
void RasterizerSceneGLES3::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) {
}
void RasterizerSceneGLES3::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) {
}
RID RasterizerSceneGLES3::fog_volume_instance_get_volume(RID p_fog_volume_instance) const {
return RID();
}
Vector3 RasterizerSceneGLES3::fog_volume_instance_get_position(RID p_fog_volume_instance) const {
return Vector3();
}
RID RasterizerSceneGLES3::voxel_gi_instance_create(RID p_voxel_gi) {
return RID();
}
void RasterizerSceneGLES3::voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) {
}
bool RasterizerSceneGLES3::voxel_gi_needs_update(RID p_probe) const {
return false;
}
void RasterizerSceneGLES3::voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RenderGeometryInstance *> &p_dynamic_objects) {
}
void RasterizerSceneGLES3::voxel_gi_set_quality(RS::VoxelGIQuality) {
}
_FORCE_INLINE_ static uint32_t _indices_to_primitives(RS::PrimitiveType p_primitive, uint32_t p_indices) {
static const uint32_t divisor[RS::PRIMITIVE_MAX] = { 1, 2, 1, 3, 1 };
static const uint32_t subtractor[RS::PRIMITIVE_MAX] = { 0, 0, 1, 0, 1 };
return (p_indices - subtractor[p_primitive]) / divisor[p_primitive];
}
void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
if (p_render_list == RENDER_LIST_OPAQUE) {
scene_state.used_screen_texture = false;
scene_state.used_normal_texture = false;
scene_state.used_depth_texture = false;
}
Plane near_plane;
if (p_render_data->cam_orthogonal) {
near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
near_plane.d += p_render_data->cam_projection.get_z_near();
}
float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near();
RenderList *rl = &render_list[p_render_list];
// Parse any updates on our geometry, updates surface caches and such
_update_dirty_geometry_instances();
if (!p_append) {
rl->clear();
if (p_render_list == RENDER_LIST_OPAQUE) {
render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
}
}
//fill list
for (int i = 0; i < (int)p_render_data->instances->size(); i++) {
GeometryInstanceGLES3 *inst = static_cast<GeometryInstanceGLES3 *>((*p_render_data->instances)[i]);
Vector3 center = inst->transform.origin;
if (p_render_data->cam_orthogonal) {
if (inst->use_aabb_center) {
center = inst->transformed_aabb.get_support(-near_plane.normal);
}
inst->depth = near_plane.distance_to(center) - inst->sorting_offset;
} else {
if (inst->use_aabb_center) {
center = inst->transformed_aabb.position + (inst->transformed_aabb.size * 0.5);
}
inst->depth = p_render_data->cam_transform.origin.distance_to(center) - inst->sorting_offset;
}
uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
uint32_t flags = inst->base_flags; //fill flags if appropriate
if (inst->non_uniform_scale) {
flags |= INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE;
}
// Sets the index values for lookup in the shader
// This has to be done after _setup_lights was called this frame
if (p_pass_mode == PASS_MODE_COLOR) {
inst->light_passes.clear();
inst->spot_light_gl_cache.clear();
inst->omni_light_gl_cache.clear();
if (inst->paired_omni_light_count) {
for (uint32_t j = 0; j < inst->paired_omni_light_count; j++) {
RID light_instance = inst->paired_omni_lights[j];
RID light = GLES3::LightStorage::get_singleton()->light_instance_get_base_light(light_instance);
int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
GeometryInstanceGLES3::LightPass pass;
pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
pass.shadow_id = shadow_id;
pass.light_instance_rid = light_instance;
pass.is_omni = true;
inst->light_passes.push_back(pass);
} else {
// Lights without shadow can all go in base pass.
inst->omni_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
}
}
}
if (inst->paired_spot_light_count) {
for (uint32_t j = 0; j < inst->paired_spot_light_count; j++) {
RID light_instance = inst->paired_spot_lights[j];
RID light = GLES3::LightStorage::get_singleton()->light_instance_get_base_light(light_instance);
int32_t shadow_id = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_id(light_instance);
if (GLES3::LightStorage::get_singleton()->light_has_shadow(light) && shadow_id >= 0) {
GeometryInstanceGLES3::LightPass pass;
pass.light_id = GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance);
pass.shadow_id = shadow_id;
pass.light_instance_rid = light_instance;
inst->light_passes.push_back(pass);
} else {
// Lights without shadow can all go in base pass.
inst->spot_light_gl_cache.push_back((uint32_t)GLES3::LightStorage::get_singleton()->light_instance_get_gl_id(light_instance));
}
}
}
}
inst->flags_cache = flags;
GeometryInstanceSurface *surf = inst->surface_caches;
while (surf) {
// LOD
if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
// Get the LOD support points on the mesh AABB.
Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
// Get the distances to those points on the AABB from the camera origin.
float distance_min = (float)p_render_data->cam_transform.origin.distance_to(lod_support_min);
float distance_max = (float)p_render_data->cam_transform.origin.distance_to(lod_support_max);
float distance = 0.0;
if (distance_min * distance_max < 0.0) {
//crossing plane
distance = 0.0;
} else if (distance_min >= 0.0) {
distance = distance_min;
} else if (distance_max <= 0.0) {
distance = -distance_max;
}
if (p_render_data->cam_orthogonal) {
distance = 1.0;
}
uint32_t indices = 0;
surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, indices);
surf->index_count = indices;
if (p_render_data->render_info) {
indices = _indices_to_primitives(surf->primitive, indices);
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
} else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += indices;
}
}
} else {
surf->lod_index = 0;
if (p_render_data->render_info) {
uint32_t to_draw = mesh_storage->mesh_surface_get_vertices_drawn_count(surf->surface);
to_draw = _indices_to_primitives(surf->primitive, to_draw);
to_draw *= inst->instance_count > 0 ? inst->instance_count : 1;
if (p_render_list == RENDER_LIST_OPAQUE) { //opaque
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += to_draw;
} else if (p_render_list == RENDER_LIST_SECONDARY) { //shadow
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] += to_draw;
}
}
}
// ADD Element
if (p_pass_mode == PASS_MODE_COLOR) {
#ifdef DEBUG_ENABLED
bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW);
#else
bool force_alpha = false;
#endif
if (!force_alpha && (surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
rl->add_element(surf);
}
if (force_alpha || (surf->flags & GeometryInstanceSurface::FLAG_PASS_ALPHA)) {
render_list[RENDER_LIST_ALPHA].add_element(surf);
}
if (surf->flags & GeometryInstanceSurface::FLAG_USES_SCREEN_TEXTURE) {
scene_state.used_screen_texture = true;
}
if (surf->flags & GeometryInstanceSurface::FLAG_USES_NORMAL_TEXTURE) {
scene_state.used_normal_texture = true;
}
if (surf->flags & GeometryInstanceSurface::FLAG_USES_DEPTH_TEXTURE) {
scene_state.used_depth_texture = true;
}
} else if (p_pass_mode == PASS_MODE_SHADOW) {
if (surf->flags & GeometryInstanceSurface::FLAG_PASS_SHADOW) {
rl->add_element(surf);
}
} else {
if (surf->flags & (GeometryInstanceSurface::FLAG_PASS_DEPTH | GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
rl->add_element(surf);
}
}
surf->sort.depth_layer = depth_layer;
surf->finished_base_pass = false;
surf->light_pass_index = 0;
surf = surf->next;
}
}
}
// Needs to be called after _setup_lights so that directional_light_count is accurate.
void RasterizerSceneGLES3::_setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows, float p_shadow_bias) {
Projection correction;
correction.columns[1][1] = p_flip_y ? -1.0 : 1.0;
Projection projection = correction * p_render_data->cam_projection;
//store camera into ubo
GLES3::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix);
GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
GLES3::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
GLES3::MaterialStorage::store_transform(p_render_data->inv_cam_transform, scene_state.ubo.view_matrix);
scene_state.ubo.camera_visible_layers = p_render_data->camera_visible_layers;
if (p_render_data->view_count > 1) {
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
projection = correction * p_render_data->view_projection[v];
GLES3::MaterialStorage::store_camera(projection, scene_state.multiview_ubo.projection_matrix_view[v]);
GLES3::MaterialStorage::store_camera(projection.inverse(), scene_state.multiview_ubo.inv_projection_matrix_view[v]);
scene_state.multiview_ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
scene_state.multiview_ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
scene_state.multiview_ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
scene_state.multiview_ubo.eye_offset[v][3] = 0.0;
}
}
// Only render the lights without shadows in the base pass.
scene_state.ubo.directional_light_count = p_render_data->directional_light_count - p_render_data->directional_shadow_count;
scene_state.ubo.z_far = p_render_data->z_far;
scene_state.ubo.z_near = p_render_data->z_near;
scene_state.ubo.viewport_size[0] = p_screen_size.x;
scene_state.ubo.viewport_size[1] = p_screen_size.y;
Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size);
scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y;
scene_state.ubo.shadow_bias = p_shadow_bias;
scene_state.ubo.pancake_shadows = p_pancake_shadows;
//time global variables
scene_state.ubo.time = time;
if (is_environment(p_render_data->environment)) {
RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment);
RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment);
float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment);
scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier;
scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment);
//ambient
if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
color = color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier;
scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier;
scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier;
scene_state.ubo.use_ambient_light = true;
scene_state.ubo.use_ambient_cubemap = false;
} else {
float energy = environment_get_ambient_light_energy(p_render_data->environment);
Color color = environment_get_ambient_light(p_render_data->environment);
color = color.srgb_to_linear();
scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
Basis sky_transform = environment_get_sky_orientation(p_render_data->environment);
sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis;
GLES3::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
}
//specular
RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment);
if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
scene_state.ubo.use_reflection_cubemap = true;
} else {
scene_state.ubo.use_reflection_cubemap = false;
}
scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment);
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
float fog_energy = environment_get_fog_light_energy(p_render_data->environment);
scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment);
} else {
}
if (p_render_data->camera_attributes.is_valid()) {
scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
scene_state.ubo.IBL_exposure_normalization = 1.0;
if (is_environment(p_render_data->environment)) {
RID sky_rid = environment_get_sky(p_render_data->environment);
if (sky_rid.is_valid()) {
float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment);
scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky_get_baked_exposure(sky_rid));
}
}
} else if (scene_state.ubo.emissive_exposure_normalization > 0.0) {
// This branch is triggered when using render_material().
// Emissive is set outside the function, so don't set it.
// IBL isn't used don't set it.
} else {
scene_state.ubo.emissive_exposure_normalization = 1.0;
scene_state.ubo.IBL_exposure_normalization = 1.0;
}
if (scene_state.ubo_buffer == 0) {
glGenBuffers(1, &scene_state.ubo_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.ubo_buffer, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW, "Scene state UBO");
glBindBuffer(GL_UNIFORM_BUFFER, 0);
} else {
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DATA_UNIFORM_LOCATION, scene_state.ubo_buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::UBO), &scene_state.ubo, GL_STREAM_DRAW);
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
if (p_render_data->view_count > 1) {
if (scene_state.multiview_buffer == 0) {
glGenBuffers(1, &scene_state.multiview_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.multiview_buffer, sizeof(SceneState::MultiviewUBO), &scene_state.multiview_ubo, GL_STREAM_DRAW, "Multiview UBO");
} else {
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_MULTIVIEW_UNIFORM_LOCATION, scene_state.multiview_buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::MultiviewUBO), &scene_state.multiview_ubo, GL_STREAM_DRAW);
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
}
// Puts lights into Uniform Buffers. Needs to be called before _fill_list as this caches the index of each light in the Uniform Buffer
void RasterizerSceneGLES3::_setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count, uint32_t &r_directional_shadow_count) {
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
const Transform3D inverse_transform = p_render_data->inv_cam_transform;
const PagedArray<RID> &lights = *p_render_data->lights;
r_directional_light_count = 0;
r_omni_light_count = 0;
r_spot_light_count = 0;
r_directional_shadow_count = 0;
int num_lights = lights.size();
for (int i = 0; i < num_lights; i++) {
GLES3::LightInstance *li = GLES3::LightStorage::get_singleton()->get_light_instance(lights[i]);
if (!li) {
continue;
}
RID base = li->light;
ERR_CONTINUE(base.is_null());
RS::LightType type = light_storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
if (r_directional_light_count >= RendererSceneRender::MAX_DIRECTIONAL_LIGHTS || light_storage->light_directional_get_sky_mode(base) == RS::LIGHT_DIRECTIONAL_SKY_MODE_SKY_ONLY) {
continue;
}
// If a DirectionalLight has shadows, we will add it to the end of the array and work in.
bool has_shadow = light_storage->light_has_shadow(base);
int index = r_directional_light_count - r_directional_shadow_count;
if (has_shadow) {
// Lights with shadow are incremented from the end of the array.
index = MAX_DIRECTIONAL_LIGHTS - 1 - r_directional_shadow_count;
}
DirectionalLightData &light_data = scene_state.directional_lights[index];
Transform3D light_transform = li->transform;
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, 1))).normalized();
light_data.direction[0] = direction.x;
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
float sign = light_storage->light_is_negative(base) ? -1 : 1;
light_data.energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
if (is_using_physical_light_units()) {
light_data.energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
} else {
light_data.energy *= Math_PI;
}
if (p_render_data->camera_attributes.is_valid()) {
light_data.energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
light_data.color[0] = linear_col.r;
light_data.color[1] = linear_col.g;
light_data.color[2] = linear_col.b;
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
light_data.specular = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
light_data.shadow_opacity = (p_using_shadows && light_storage->light_has_shadow(base))
? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY)
: 0.0;
if (has_shadow) {
DirectionalShadowData &shadow_data = scene_state.directional_shadows[MAX_DIRECTIONAL_LIGHTS - 1 - r_directional_shadow_count];
RS::LightDirectionalShadowMode shadow_mode = light_storage->light_directional_get_shadow_mode(base);
int limit = shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
shadow_data.shadow_atlas_pixel_size = 1.0 / light_storage->directional_shadow_get_size();
shadow_data.blend_splits = uint32_t((shadow_mode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light_storage->light_directional_get_blend_splits(base));
for (int j = 0; j < 4; j++) {
Rect2 atlas_rect = li->shadow_transform[j].atlas_rect;
Projection matrix = li->shadow_transform[j].camera;
float split = li->shadow_transform[MIN(limit, j)].split;
Projection bias;
bias.set_light_bias();
Projection rectm;
rectm.set_light_atlas_rect(atlas_rect);
Transform3D modelview = (inverse_transform * li->shadow_transform[j].transform).inverse();
shadow_data.direction[0] = light_data.direction[0];
shadow_data.direction[1] = light_data.direction[1];
shadow_data.direction[2] = light_data.direction[2];
Projection shadow_mtx = rectm * bias * matrix * modelview;
shadow_data.shadow_split_offsets[j] = split;
shadow_data.shadow_normal_bias[j] = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * li->shadow_transform[j].shadow_texel_size;
GLES3::MaterialStorage::store_camera(shadow_mtx, shadow_data.shadow_matrices[j]);
}
float fade_start = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
shadow_data.fade_from = -shadow_data.shadow_split_offsets[3] * MIN(fade_start, 0.999);
shadow_data.fade_to = -shadow_data.shadow_split_offsets[3];
r_directional_shadow_count++;
}
r_directional_light_count++;
} break;
case RS::LIGHT_OMNI: {
if (r_omni_light_count >= (uint32_t)config->max_renderable_lights) {
continue;
}
const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
if (light_storage->light_is_distance_fade_enabled(li->light)) {
const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
const float fade_length = light_storage->light_get_distance_fade_length(li->light);
if (distance > fade_begin) {
if (distance > fade_begin + fade_length) {
// Out of range, don't draw this light to improve performance.
continue;
}
}
}
scene_state.omni_light_sort[r_omni_light_count].instance = li;
scene_state.omni_light_sort[r_omni_light_count].depth = distance;
r_omni_light_count++;
} break;
case RS::LIGHT_SPOT: {
if (r_spot_light_count >= (uint32_t)config->max_renderable_lights) {
continue;
}
const real_t distance = p_render_data->cam_transform.origin.distance_to(li->transform.origin);
if (light_storage->light_is_distance_fade_enabled(li->light)) {
const float fade_begin = light_storage->light_get_distance_fade_begin(li->light);
const float fade_length = light_storage->light_get_distance_fade_length(li->light);
if (distance > fade_begin) {
if (distance > fade_begin + fade_length) {
// Out of range, don't draw this light to improve performance.
continue;
}
}
}
scene_state.spot_light_sort[r_spot_light_count].instance = li;
scene_state.spot_light_sort[r_spot_light_count].depth = distance;
r_spot_light_count++;
} break;
}
}
if (r_omni_light_count) {
SortArray<InstanceSort<GLES3::LightInstance>> sorter;
sorter.sort(scene_state.omni_light_sort, r_omni_light_count);
}
if (r_spot_light_count) {
SortArray<InstanceSort<GLES3::LightInstance>> sorter;
sorter.sort(scene_state.spot_light_sort, r_spot_light_count);
}
int num_positional_shadows = 0;
for (uint32_t i = 0; i < (r_omni_light_count + r_spot_light_count); i++) {
uint32_t index = (i < r_omni_light_count) ? i : i - (r_omni_light_count);
LightData &light_data = (i < r_omni_light_count) ? scene_state.omni_lights[index] : scene_state.spot_lights[index];
RS::LightType type = (i < r_omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
GLES3::LightInstance *li = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].instance : scene_state.spot_light_sort[index].instance;
real_t distance = (i < r_omni_light_count) ? scene_state.omni_light_sort[index].depth : scene_state.spot_light_sort[index].depth;
RID base = li->light;
li->gl_id = index;
Transform3D light_transform = li->transform;
Vector3 pos = inverse_transform.xform(light_transform.origin);
light_data.position[0] = pos.x;
light_data.position[1] = pos.y;
light_data.position[2] = pos.z;
float radius = MAX(0.001, light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
Vector3 direction = inverse_transform.basis.xform(light_transform.basis.xform(Vector3(0, 0, -1))).normalized();
light_data.direction[0] = direction.x;
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
light_data.size = size;
float sign = light_storage->light_is_negative(base) ? -1 : 1;
Color linear_col = light_storage->light_get_color(base).srgb_to_linear();
// Reuse fade begin, fade length and distance for shadow LOD determination later.
float fade_begin = 0.0;
float fade_shadow = 0.0;
float fade_length = 0.0;
float fade = 1.0;
float shadow_opacity_fade = 1.0;
if (light_storage->light_is_distance_fade_enabled(base)) {
fade_begin = light_storage->light_get_distance_fade_begin(base);
fade_shadow = light_storage->light_get_distance_fade_shadow(base);
fade_length = light_storage->light_get_distance_fade_length(base);
if (distance > fade_begin) {
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_begin) / fade_length);
}
if (distance > fade_shadow) {
shadow_opacity_fade = Math::smoothstep(0.0f, 1.0f, 1.0f - float(distance - fade_shadow) / fade_length);
}
}
float energy = sign * light_storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * fade;
if (is_using_physical_light_units()) {
energy *= light_storage->light_get_param(base, RS::LIGHT_PARAM_INTENSITY);
// Convert from Luminous Power to Luminous Intensity
if (type == RS::LIGHT_OMNI) {
energy *= 1.0 / (Math_PI * 4.0);
} else {
// Spot Lights are not physically accurate, Luminous Intensity should change in relation to the cone angle.
// We make this assumption to keep them easy to control.
energy *= 1.0 / Math_PI;
}
} else {
energy *= Math_PI;
}
if (p_render_data->camera_attributes.is_valid()) {
energy *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes);
}
light_data.color[0] = linear_col.r * energy;
light_data.color[1] = linear_col.g * energy;
light_data.color[2] = linear_col.b * energy;
light_data.attenuation = light_storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
light_data.specular_amount = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
// Setup shadows
const bool needs_shadow =
p_using_shadows &&
light_storage->owns_shadow_atlas(p_render_data->shadow_atlas) &&
light_storage->shadow_atlas_owns_light_instance(p_render_data->shadow_atlas, li->self) &&
light_storage->light_has_shadow(base);
bool in_shadow_range = true;
if (needs_shadow && light_storage->light_is_distance_fade_enabled(base)) {
if (distance > fade_shadow + fade_length) {
// Out of range, don't draw shadows to improve performance.
in_shadow_range = false;
}
}
// Fill in the shadow information.
if (needs_shadow && in_shadow_range) {
if (num_positional_shadows >= config->max_renderable_lights) {
continue;
}
ShadowData &shadow_data = scene_state.positional_shadows[num_positional_shadows];
li->shadow_id = num_positional_shadows;
num_positional_shadows++;
light_data.shadow_opacity = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) * shadow_opacity_fade;
float shadow_texel_size = light_storage->light_instance_get_shadow_texel_size(li->self, p_render_data->shadow_atlas);
shadow_data.shadow_atlas_pixel_size = shadow_texel_size;
shadow_data.shadow_normal_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
shadow_data.light_position[0] = light_data.position[0];
shadow_data.light_position[1] = light_data.position[1];
shadow_data.light_position[2] = light_data.position[2];
if (type == RS::LIGHT_OMNI) {
Transform3D proj = (inverse_transform * light_transform).inverse();
GLES3::MaterialStorage::store_transform(proj, shadow_data.shadow_matrix);
} else if (type == RS::LIGHT_SPOT) {
Transform3D modelview = (inverse_transform * light_transform).inverse();
Projection bias;
bias.set_light_bias();
Projection cm = li->shadow_transform[0].camera;
Projection shadow_mtx = bias * cm * modelview;
GLES3::MaterialStorage::store_camera(shadow_mtx, shadow_data.shadow_matrix);
}
}
}
// TODO, to avoid stalls, should rotate between 3 buffers based on frame index.
// TODO, consider mapping the buffer as in 2D
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_OMNILIGHT_UNIFORM_LOCATION, scene_state.omni_light_buffer);
if (r_omni_light_count) {
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_omni_light_count, scene_state.omni_lights);
}
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_SPOTLIGHT_UNIFORM_LOCATION, scene_state.spot_light_buffer);
if (r_spot_light_count) {
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightData) * r_spot_light_count, scene_state.spot_lights);
}
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION, scene_state.directional_light_buffer);
if (r_directional_light_count) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalLightData) * MAX_DIRECTIONAL_LIGHTS, scene_state.directional_lights, GL_STREAM_DRAW);
}
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_POSITIONAL_SHADOW_UNIFORM_LOCATION, scene_state.positional_shadow_buffer);
if (num_positional_shadows) {
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(ShadowData) * num_positional_shadows, scene_state.positional_shadows);
}
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_DIRECTIONAL_SHADOW_UNIFORM_LOCATION, scene_state.directional_shadow_buffer);
if (r_directional_shadow_count) {
glBufferData(GL_UNIFORM_BUFFER, sizeof(DirectionalShadowData) * MAX_DIRECTIONAL_LIGHTS, scene_state.directional_shadows, GL_STREAM_DRAW);
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
// Render shadows
void RasterizerSceneGLES3::_render_shadows(const RenderDataGLES3 *p_render_data) {
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
LocalVector<int> cube_shadows;
LocalVector<int> shadows;
LocalVector<int> directional_shadows;
Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin);
float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier();
// Put lights into buckets for omni (cube shadows), directional, and spot.
{
for (int i = 0; i < p_render_data->render_shadow_count; i++) {
RID li = p_render_data->render_shadows[i].light;
RID base = light_storage->light_instance_get_base_light(li);
if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
directional_shadows.push_back(i);
} else if (light_storage->light_get_type(base) == RS::LIGHT_OMNI && light_storage->light_omni_get_shadow_mode(base) == RS::LIGHT_OMNI_SHADOW_CUBE) {
cube_shadows.push_back(i);
} else {
shadows.push_back(i);
}
}
if (directional_shadows.size()) {
light_storage->update_directional_shadow_atlas();
}
}
bool render_shadows = directional_shadows.size() || shadows.size() || cube_shadows.size();
if (render_shadows) {
RENDER_TIMESTAMP("Render Shadows");
// Render cubemap shadows.
for (const int &index : cube_shadows) {
_render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info);
}
// Render directional shadows.
for (uint32_t i = 0; i < directional_shadows.size(); i++) {
_render_shadow_pass(p_render_data->render_shadows[directional_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[directional_shadows[i]].pass, p_render_data->render_shadows[directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info);
}
// Render positional shadows (Spotlight and Omnilight with dual-paraboloid).
for (uint32_t i = 0; i < shadows.size(); i++) {
_render_shadow_pass(p_render_data->render_shadows[shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[shadows[i]].pass, p_render_data->render_shadows[shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->render_info);
}
}
}
void RasterizerSceneGLES3::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<RenderGeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, RenderingMethod::RenderInfo *p_render_info) {
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
ERR_FAIL_COND(!light_storage->owns_light_instance(p_light));
RID base = light_storage->light_instance_get_base_light(p_light);
float zfar = 0.0;
bool use_pancake = false;
float shadow_bias = 0.0;
bool reverse_cull = false;
bool needs_clear = false;
Projection light_projection;
Transform3D light_transform;
GLuint shadow_fb = 0;
Rect2i atlas_rect;
if (light_storage->light_get_type(base) == RS::LIGHT_DIRECTIONAL) {
// Set pssm stuff.
uint64_t last_scene_shadow_pass = light_storage->light_instance_get_shadow_pass(p_light);
if (last_scene_shadow_pass != get_scene_pass()) {
light_storage->light_instance_set_directional_rect(p_light, light_storage->get_directional_shadow_rect());
light_storage->directional_shadow_increase_current_light();
light_storage->light_instance_set_shadow_pass(p_light, get_scene_pass());
}
atlas_rect = light_storage->light_instance_get_directional_rect(p_light);
if (light_storage->light_directional_get_shadow_mode(base) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
atlas_rect.size.width /= 2;
atlas_rect.size.height /= 2;
if (p_pass == 1) {
atlas_rect.position.x += atlas_rect.size.width;
} else if (p_pass == 2) {
atlas_rect.position.y += atlas_rect.size.height;
} else if (p_pass == 3) {
atlas_rect.position += atlas_rect.size;
}
} else if (light_storage->light_directional_get_shadow_mode(base) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
atlas_rect.size.height /= 2;
if (p_pass == 0) {
} else {
atlas_rect.position.y += atlas_rect.size.height;
}
}
use_pancake = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
light_projection = light_storage->light_instance_get_shadow_camera(p_light, p_pass);
light_transform = light_storage->light_instance_get_shadow_transform(p_light, p_pass);
float directional_shadow_size = light_storage->directional_shadow_get_size();
Rect2 atlas_rect_norm = atlas_rect;
atlas_rect_norm.position /= directional_shadow_size;
atlas_rect_norm.size /= directional_shadow_size;
light_storage->light_instance_set_directional_shadow_atlas_rect(p_light, p_pass, atlas_rect_norm);
zfar = RSG::light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
shadow_fb = light_storage->direction_shadow_get_fb();
reverse_cull = !light_storage->light_get_reverse_cull_face_mode(base);
float bias_scale = light_storage->light_instance_get_shadow_bias_scale(p_light, p_pass);
shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0 * bias_scale;
} else {
// Set from shadow atlas.
ERR_FAIL_COND(!light_storage->owns_shadow_atlas(p_shadow_atlas));
ERR_FAIL_COND(!light_storage->shadow_atlas_owns_light_instance(p_shadow_atlas, p_light));
uint32_t key = light_storage->shadow_atlas_get_light_instance_key(p_shadow_atlas, p_light);
uint32_t quadrant = (key >> GLES3::LightStorage::QUADRANT_SHIFT) & 0x3;
uint32_t shadow = key & GLES3::LightStorage::SHADOW_INDEX_MASK;
ERR_FAIL_INDEX((int)shadow, light_storage->shadow_atlas_get_quadrant_shadows_length(p_shadow_atlas, quadrant));
int shadow_size = light_storage->shadow_atlas_get_quadrant_shadow_size(p_shadow_atlas, quadrant);
shadow_fb = light_storage->shadow_atlas_get_quadrant_shadow_fb(p_shadow_atlas, quadrant, shadow);
zfar = light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
reverse_cull = !light_storage->light_get_reverse_cull_face_mode(base);
if (light_storage->light_get_type(base) == RS::LIGHT_OMNI) {
if (light_storage->light_omni_get_shadow_mode(base) == RS::LIGHT_OMNI_SHADOW_CUBE) {
GLuint shadow_texture = light_storage->shadow_atlas_get_quadrant_shadow_texture(p_shadow_atlas, quadrant, shadow);
glBindFramebuffer(GL_FRAMEBUFFER, shadow_fb);
static GLenum cube_map_faces[6] = {
GL_TEXTURE_CUBE_MAP_POSITIVE_X,
GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
// Flipped order for Y to match what the RD renderer expects
// (and thus what is given to us by the Rendering Server).
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
};
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, cube_map_faces[p_pass], shadow_texture, 0);
light_projection = light_storage->light_instance_get_shadow_camera(p_light, p_pass);
light_transform = light_storage->light_instance_get_shadow_transform(p_light, p_pass);
shadow_size = shadow_size / 2;
} else {
ERR_FAIL_MSG("Dual paraboloid shadow mode not supported in GL Compatibility renderer. Please use Cubemap shadow mode instead.");
}
shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
} else if (light_storage->light_get_type(base) == RS::LIGHT_SPOT) {
light_projection = light_storage->light_instance_get_shadow_camera(p_light, 0);
light_transform = light_storage->light_instance_get_shadow_transform(p_light, 0);
shadow_bias = light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 10.0;
// Prebake range into bias so we can scale based on distance easily.
shadow_bias *= light_storage->light_get_param(base, RS::LIGHT_PARAM_RANGE);
}
atlas_rect.size.x = shadow_size;
atlas_rect.size.y = shadow_size;
needs_clear = true;
}
RenderDataGLES3 render_data;
render_data.cam_projection = light_projection;
render_data.cam_transform = light_transform;
render_data.inv_cam_transform = light_transform.affine_inverse();
render_data.z_far = zfar; // Only used by OmniLights.
render_data.z_near = 0.0;
render_data.lod_distance_multiplier = p_lod_distance_multiplier;
render_data.instances = &p_instances;
render_data.render_info = p_render_info;
_setup_environment(&render_data, true, Vector2(1, 1), false, Color(), use_pancake, shadow_bias);
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_mesh_lod_threshold = 0.0;
} else {
render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, PASS_MODE_SHADOW);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
glBindFramebuffer(GL_FRAMEBUFFER, shadow_fb);
glViewport(atlas_rect.position.x, atlas_rect.position.y, atlas_rect.size.x, atlas_rect.size.y);
GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_SCISSOR_TEST);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
glColorMask(0, 0, 0, 0);
RasterizerGLES3::clear_depth(1.0);
if (needs_clear) {
glClear(GL_DEPTH_BUFFER_BIT);
}
uint64_t spec_constant_base_flags = SceneShaderGLES3::DISABLE_LIGHTMAP |
SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
SceneShaderGLES3::DISABLE_LIGHT_OMNI |
SceneShaderGLES3::DISABLE_LIGHT_SPOT |
SceneShaderGLES3::DISABLE_FOG |
SceneShaderGLES3::RENDER_SHADOWS;
if (light_storage->light_get_type(base) == RS::LIGHT_OMNI) {
spec_constant_base_flags |= SceneShaderGLES3::RENDER_SHADOWS_LINEAR;
}
RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), reverse_cull, spec_constant_base_flags, false);
_render_list_template<PASS_MODE_SHADOW>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
glColorMask(1, 1, 1, 1);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RasterizerSceneGLES3::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_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, RenderingMethod::RenderInfo *r_render_info) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
RENDER_TIMESTAMP("Setup 3D Scene");
Ref<RenderSceneBuffersGLES3> rb;
if (p_render_buffers.is_valid()) {
rb = p_render_buffers;
ERR_FAIL_COND(rb.is_null());
}
GLES3::RenderTarget *rt = texture_storage->get_render_target(rb->render_target);
ERR_FAIL_NULL(rt);
// Assign render data
// Use the format from rendererRD
RenderDataGLES3 render_data;
{
render_data.render_buffers = rb;
render_data.transparent_bg = rb.is_valid() ? rt->is_transparent : false;
// Our first camera is used by default
render_data.cam_transform = p_camera_data->main_transform;
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
render_data.cam_projection = p_camera_data->main_projection;
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
render_data.camera_visible_layers = p_camera_data->visible_layers;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
render_data.view_projection[v] = p_camera_data->view_projection[v];
}
render_data.z_near = p_camera_data->main_projection.get_z_near();
render_data.z_far = p_camera_data->main_projection.get_z_far();
render_data.instances = &p_instances;
render_data.lights = &p_lights;
render_data.reflection_probes = &p_reflection_probes;
render_data.environment = p_environment;
render_data.camera_attributes = p_camera_attributes;
render_data.shadow_atlas = p_shadow_atlas;
render_data.reflection_probe = p_reflection_probe;
render_data.reflection_probe_pass = p_reflection_probe_pass;
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_mesh_lod_threshold = 0.0;
} else {
render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
}
render_data.render_info = r_render_info;
render_data.render_shadows = p_render_shadows;
render_data.render_shadow_count = p_render_shadow_count;
}
PagedArray<RID> empty;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
render_data.lights = &empty;
render_data.reflection_probes = &empty;
}
bool reverse_cull = render_data.cam_transform.basis.determinant() < 0;
///////////
// Fill Light lists here
//////////
GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
Color clear_color;
if (p_render_buffers.is_valid()) {
clear_color = texture_storage->render_target_get_clear_request_color(rb->render_target);
} else {
clear_color = texture_storage->get_default_clear_color();
}
bool fb_cleared = false;
Size2i screen_size;
screen_size.x = rb->width;
screen_size.y = rb->height;
bool use_wireframe = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME;
SceneState::TonemapUBO tonemap_ubo;
if (render_data.environment.is_valid()) {
tonemap_ubo.exposure = environment_get_exposure(render_data.environment);
tonemap_ubo.white = environment_get_white(render_data.environment);
tonemap_ubo.tonemapper = int32_t(environment_get_tone_mapper(render_data.environment));
}
if (scene_state.tonemap_buffer == 0) {
// Only create if using 3D
glGenBuffers(1, &scene_state.tonemap_buffer);
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_TONEMAP_UNIFORM_LOCATION, scene_state.tonemap_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.tonemap_buffer, sizeof(SceneState::TonemapUBO), &tonemap_ubo, GL_STREAM_DRAW, "Tonemap UBO");
} else {
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_TONEMAP_UNIFORM_LOCATION, scene_state.tonemap_buffer);
glBufferData(GL_UNIFORM_BUFFER, sizeof(SceneState::TonemapUBO), &tonemap_ubo, GL_STREAM_DRAW);
}
glBindBuffer(GL_UNIFORM_BUFFER, 0);
scene_state.ubo.emissive_exposure_normalization = -1.0; // Use default exposure normalization.
bool flip_y = !render_data.reflection_probe.is_valid();
if (rt->overridden.color.is_valid()) {
// If we've overridden the render target's color texture, then don't render upside down.
// We're probably rendering directly to an XR device.
flip_y = false;
}
if (!flip_y) {
// If we're rendering right-side up, then we need to change the winding order.
glFrontFace(GL_CW);
}
_render_shadows(&render_data);
_setup_lights(&render_data, true, render_data.directional_light_count, render_data.omni_light_count, render_data.spot_light_count, render_data.directional_shadow_count);
_setup_environment(&render_data, render_data.reflection_probe.is_valid(), screen_size, flip_y, clear_color, false);
_fill_render_list(RENDER_LIST_OPAQUE, &render_data, PASS_MODE_COLOR);
render_list[RENDER_LIST_OPAQUE].sort_by_key();
render_list[RENDER_LIST_ALPHA].sort_by_reverse_depth_and_priority();
bool draw_sky = false;
bool draw_sky_fog_only = false;
bool keep_color = false;
float sky_energy_multiplier = 1.0;
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
} else if (render_data.environment.is_valid()) {
RS::EnvironmentBG bg_mode = environment_get_background(render_data.environment);
float bg_energy_multiplier = environment_get_bg_energy_multiplier(render_data.environment);
bg_energy_multiplier *= environment_get_bg_intensity(render_data.environment);
if (render_data.camera_attributes.is_valid()) {
bg_energy_multiplier *= RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(render_data.camera_attributes);
}
switch (bg_mode) {
case RS::ENV_BG_CLEAR_COLOR: {
clear_color.r *= bg_energy_multiplier;
clear_color.g *= bg_energy_multiplier;
clear_color.b *= bg_energy_multiplier;
if (environment_get_fog_enabled(render_data.environment)) {
draw_sky_fog_only = true;
GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color));
}
} break;
case RS::ENV_BG_COLOR: {
clear_color = environment_get_bg_color(render_data.environment);
clear_color.r *= bg_energy_multiplier;
clear_color.g *= bg_energy_multiplier;
clear_color.b *= bg_energy_multiplier;
if (environment_get_fog_enabled(render_data.environment)) {
draw_sky_fog_only = true;
GLES3::MaterialStorage::get_singleton()->material_set_param(sky_globals.fog_material, "clear_color", Variant(clear_color));
}
} break;
case RS::ENV_BG_SKY: {
draw_sky = true;
} break;
case RS::ENV_BG_CANVAS: {
keep_color = true;
} break;
case RS::ENV_BG_KEEP: {
keep_color = true;
} break;
case RS::ENV_BG_CAMERA_FEED: {
} break;
default: {
}
}
// setup sky if used for ambient, reflections, or background
if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
RENDER_TIMESTAMP("Setup Sky");
Projection projection = render_data.cam_projection;
if (render_data.reflection_probe.is_valid()) {
Projection correction;
correction.columns[1][1] = -1.0;
projection = correction * render_data.cam_projection;
}
sky_energy_multiplier *= bg_energy_multiplier;
_setup_sky(&render_data, *render_data.lights, projection, render_data.cam_transform, screen_size);
if (environment_get_sky(render_data.environment).is_valid()) {
if (environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(render_data.environment) == RS::ENV_AMBIENT_SOURCE_SKY || (environment_get_reflection_source(render_data.environment) == RS::ENV_REFLECTION_SOURCE_BG && environment_get_background(render_data.environment) == RS::ENV_BG_SKY)) {
_update_sky_radiance(render_data.environment, projection, render_data.cam_transform, sky_energy_multiplier);
}
} else {
// do not try to draw sky if invalid
draw_sky = false;
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glViewport(0, 0, rb->width, rb->height);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
// Do depth prepass if it's explicitly enabled
bool use_depth_prepass = config->use_depth_prepass;
// Don't do depth prepass we are rendering overdraw
use_depth_prepass = use_depth_prepass && get_debug_draw_mode() != RS::VIEWPORT_DEBUG_DRAW_OVERDRAW;
if (use_depth_prepass) {
RENDER_TIMESTAMP("Depth Prepass");
//pre z pass
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDisable(GL_SCISSOR_TEST);
glColorMask(0, 0, 0, 0);
RasterizerGLES3::clear_depth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
uint64_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
SceneShaderGLES3::DISABLE_LIGHT_SPOT;
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant, use_wireframe);
_render_list_template<PASS_MODE_DEPTH>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
glColorMask(1, 1, 1, 1);
fb_cleared = true;
scene_state.used_depth_prepass = true;
} else {
scene_state.used_depth_prepass = false;
}
glBlendEquation(GL_FUNC_ADD);
if (render_data.transparent_bg) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
glDisable(GL_BLEND);
}
scene_state.current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_TRUE);
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS;
if (!fb_cleared) {
RasterizerGLES3::clear_depth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
}
if (!keep_color) {
clear_color.a = render_data.transparent_bg ? 0.0f : 1.0f;
glClearBufferfv(GL_COLOR, 0, clear_color.components);
}
RENDER_TIMESTAMP("Render Opaque Pass");
uint64_t spec_constant_base_flags = 0;
{
// Specialization Constants that apply for entire rendering pass.
if (render_data.directional_light_count == 0) {
spec_constant_base_flags |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
}
if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) {
spec_constant_base_flags |= SceneShaderGLES3::DISABLE_FOG;
}
}
// Render Opaque Objects.
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe);
_render_list_template<PASS_MODE_COLOR>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
glDepthMask(GL_FALSE);
scene_state.current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_DISABLED;
if (draw_sky) {
RENDER_TIMESTAMP("Render Sky");
glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
scene_state.current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_ENABLED;
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
_draw_sky(render_data.environment, render_data.cam_projection, render_data.cam_transform, sky_energy_multiplier, p_camera_data->view_count > 1, flip_y);
}
if (scene_state.used_screen_texture || scene_state.used_depth_texture) {
texture_storage->copy_scene_to_backbuffer(rt, scene_state.used_screen_texture, scene_state.used_depth_texture);
glBindFramebuffer(GL_READ_FRAMEBUFFER, rt->fbo);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, rt->backbuffer_fbo);
if (scene_state.used_screen_texture) {
glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
0, 0, rt->size.x, rt->size.y,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, rt->backbuffer);
}
if (scene_state.used_depth_texture) {
glBlitFramebuffer(0, 0, rt->size.x, rt->size.y,
0, 0, rt->size.x, rt->size.y,
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 6);
glBindTexture(GL_TEXTURE_2D, rt->backbuffer_depth);
}
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
}
RENDER_TIMESTAMP("Render 3D Transparent Pass");
glEnable(GL_BLEND);
//Render transparent pass
RenderListParameters render_list_params_alpha(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, spec_constant_base_flags, use_wireframe);
_render_list_template<PASS_MODE_COLOR_TRANSPARENT>(&render_list_params_alpha, &render_data, 0, render_list[RENDER_LIST_ALPHA].elements.size(), true);
if (!flip_y) {
// Restore the default winding order.
glFrontFace(GL_CCW);
}
if (rb.is_valid()) {
_render_buffers_debug_draw(rb, p_shadow_atlas);
}
glDisable(GL_BLEND);
texture_storage->render_target_disable_clear_request(rb->render_target);
}
template <PassMode p_pass_mode>
void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLuint prev_vertex_array_gl = 0;
GLuint prev_index_array_gl = 0;
GLES3::SceneMaterialData *prev_material_data = nullptr;
GLES3::SceneShaderData *prev_shader = nullptr;
GeometryInstanceGLES3 *prev_inst = nullptr;
SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized
uint64_t prev_spec_constants = 0;
// Specializations constants used by all instances in the scene.
uint64_t base_spec_constants = p_params->spec_constant_base_flags;
if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 2);
GLuint texture_to_bind = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_CUBEMAP_BLACK))->tex_id;
if (p_render_data->environment.is_valid()) {
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_render_data->environment));
if (sky && sky->radiance != 0) {
texture_to_bind = sky->radiance;
base_spec_constants |= SceneShaderGLES3::USE_RADIANCE_MAP;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
}
} else if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
shader_variant = SceneShaderGLES3::MODE_DEPTH;
}
if (p_render_data->view_count > 1) {
base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
}
bool should_request_redraw = false;
if constexpr (p_pass_mode != PASS_MODE_DEPTH) {
// Don't count elements during depth pre-pass to match the RD renderers.
if (p_render_data->render_info) {
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] += p_to_element - p_from_element;
}
}
for (uint32_t i = p_from_element; i < p_to_element; i++) {
GeometryInstanceSurface *surf = p_params->elements[i];
GeometryInstanceGLES3 *inst = surf->owner;
if (p_pass_mode == PASS_MODE_COLOR && !(surf->flags & GeometryInstanceSurface::FLAG_PASS_OPAQUE)) {
continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass
}
if (inst->instance_count == 0) {
continue;
}
GLES3::SceneShaderData *shader;
GLES3::SceneMaterialData *material_data;
void *mesh_surface;
if constexpr (p_pass_mode == PASS_MODE_SHADOW) {
shader = surf->shader_shadow;
material_data = surf->material_shadow;
mesh_surface = surf->surface_shadow;
} else {
shader = surf->shader;
material_data = surf->material;
mesh_surface = surf->surface;
}
if (!mesh_surface) {
continue;
}
//request a redraw if one of the shaders uses TIME
if (shader->uses_time) {
should_request_redraw = true;
}
if constexpr (p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
if (scene_state.current_depth_test != shader->depth_test) {
if (shader->depth_test == GLES3::SceneShaderData::DEPTH_TEST_DISABLED) {
glDisable(GL_DEPTH_TEST);
} else {
glEnable(GL_DEPTH_TEST);
}
scene_state.current_depth_test = shader->depth_test;
}
}
if constexpr (p_pass_mode != PASS_MODE_SHADOW) {
if (scene_state.current_depth_draw != shader->depth_draw) {
switch (shader->depth_draw) {
case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
glDepthMask((p_pass_mode == PASS_MODE_COLOR && !GLES3::Config::get_singleton()->use_depth_prepass) ||
p_pass_mode == PASS_MODE_DEPTH);
} break;
case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
glDepthMask(GL_TRUE);
} break;
case GLES3::SceneShaderData::DEPTH_DRAW_DISABLED: {
glDepthMask(GL_FALSE);
} break;
}
}
scene_state.current_depth_draw = shader->depth_draw;
}
bool uses_additive_lighting = (inst->light_passes.size() + p_render_data->directional_shadow_count) > 0;
uses_additive_lighting = uses_additive_lighting && !shader->unshaded;
// TODOS
/*
* Still a bug when atlas space is limited. Somehow need to evict light when it doesn't have a spot on the atlas, current check isn't enough
* Disable depth draw
*/
for (int32_t pass = 0; pass < MAX(1, int32_t(inst->light_passes.size() + p_render_data->directional_shadow_count)); pass++) {
if constexpr (p_pass_mode == PASS_MODE_DEPTH || p_pass_mode == PASS_MODE_SHADOW) {
if (pass > 0) {
// Don't render shadow passes when doing depth or shadow pass.
break;
}
}
if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
if (!uses_additive_lighting && pass == 1) {
// Don't render additive passes if not using additive lighting.
break;
}
if (uses_additive_lighting && pass == 1 && !p_render_data->transparent_bg) {
// Enable blending if in opaque pass and not already enabled.
glEnable(GL_BLEND);
}
if (pass < int32_t(inst->light_passes.size())) {
RID light_instance_rid = inst->light_passes[pass].light_instance_rid;
if (!GLES3::LightStorage::get_singleton()->light_instance_has_shadow_atlas(light_instance_rid, p_render_data->shadow_atlas)) {
// Shadow wasn't able to get a spot on the atlas. So skip it.
continue;
}
}
}
if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
GLES3::SceneShaderData::BlendMode desired_blend_mode;
if (pass > 0) {
desired_blend_mode = GLES3::SceneShaderData::BLEND_MODE_ADD;
} else {
desired_blend_mode = shader->blend_mode;
}
if (desired_blend_mode != scene_state.current_blend_mode) {
switch (desired_blend_mode) {
case GLES3::SceneShaderData::BLEND_MODE_MIX: {
glBlendEquation(GL_FUNC_ADD);
if (p_render_data->transparent_bg) {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
} else {
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ZERO, GL_ONE);
}
} break;
case GLES3::SceneShaderData::BLEND_MODE_ADD: {
glBlendEquation(GL_FUNC_ADD);
glBlendFunc(p_pass_mode == PASS_MODE_COLOR_TRANSPARENT ? GL_SRC_ALPHA : GL_ONE, GL_ONE);
} break;
case GLES3::SceneShaderData::BLEND_MODE_SUB: {
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
} break;
case GLES3::SceneShaderData::BLEND_MODE_MUL: {
glBlendEquation(GL_FUNC_ADD);
if (p_render_data->transparent_bg) {
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_DST_ALPHA, GL_ZERO);
} else {
glBlendFuncSeparate(GL_DST_COLOR, GL_ZERO, GL_ZERO, GL_ONE);
}
} break;
case GLES3::SceneShaderData::BLEND_MODE_ALPHA_TO_COVERAGE: {
// Do nothing for now.
} break;
}
scene_state.current_blend_mode = desired_blend_mode;
}
}
// Find cull variant.
GLES3::SceneShaderData::Cull cull_mode = shader->cull_mode;
if ((surf->flags & GeometryInstanceSurface::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
} else {
bool mirror = inst->mirror;
if (p_params->reverse_cull) {
mirror = !mirror;
}
if (cull_mode == GLES3::SceneShaderData::CULL_FRONT && mirror) {
cull_mode = GLES3::SceneShaderData::CULL_BACK;
} else if (cull_mode == GLES3::SceneShaderData::CULL_BACK && mirror) {
cull_mode = GLES3::SceneShaderData::CULL_FRONT;
}
}
if (scene_state.cull_mode != cull_mode) {
if (cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
glDisable(GL_CULL_FACE);
} else {
if (scene_state.cull_mode == GLES3::SceneShaderData::CULL_DISABLED) {
// Last time was disabled, so enable and set proper face.
glEnable(GL_CULL_FACE);
}
glCullFace(cull_mode == GLES3::SceneShaderData::CULL_FRONT ? GL_FRONT : GL_BACK);
}
scene_state.cull_mode = cull_mode;
}
RS::PrimitiveType primitive = surf->primitive;
if (shader->uses_point_size) {
primitive = RS::PRIMITIVE_POINTS;
}
static const GLenum prim[5] = { GL_POINTS, GL_LINES, GL_LINE_STRIP, GL_TRIANGLES, GL_TRIANGLE_STRIP };
GLenum primitive_gl = prim[int(primitive)];
GLuint vertex_array_gl = 0;
GLuint index_array_gl = 0;
//skeleton and blend shape
if (surf->owner->mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, shader->vertex_input_mask, vertex_array_gl);
} else {
mesh_storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, shader->vertex_input_mask, vertex_array_gl);
}
index_array_gl = mesh_storage->mesh_surface_get_index_buffer(mesh_surface, surf->lod_index);
if (prev_vertex_array_gl != vertex_array_gl) {
if (vertex_array_gl != 0) {
glBindVertexArray(vertex_array_gl);
}
prev_vertex_array_gl = vertex_array_gl;
// Invalidate the previous index array
prev_index_array_gl = 0;
}
bool use_index_buffer = index_array_gl != 0;
if (prev_index_array_gl != index_array_gl) {
if (index_array_gl != 0) {
// Bind index each time so we can use LODs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
}
prev_index_array_gl = index_array_gl;
}
Transform3D world_transform;
if (inst->store_transform_cache) {
world_transform = inst->transform;
}
if (prev_material_data != material_data) {
material_data->bind_uniforms();
prev_material_data = material_data;
}
SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
if (inst->instance_count > 0) {
// Will need to use instancing to draw (either MultiMesh or Particles).
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(instance_variant));
}
uint64_t spec_constants = base_spec_constants;
// Set up spec constants for lighting.
if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
// Only check during color passes as light shader code is compiled out during depth-only pass anyway.
if (pass == 0) {
spec_constants |= SceneShaderGLES3::BASE_PASS;
if (inst->omni_light_gl_cache.size() == 0) {
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
}
if (inst->spot_light_gl_cache.size() == 0) {
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
}
if (p_render_data->directional_light_count == p_render_data->directional_shadow_count) {
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
}
} else {
// Only base pass uses the radiance map.
spec_constants &= ~SceneShaderGLES3::USE_RADIANCE_MAP;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_OMNI;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_SPOT;
spec_constants |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
}
if (uses_additive_lighting) {
spec_constants |= SceneShaderGLES3::USE_ADDITIVE_LIGHTING;
if (pass < int32_t(inst->light_passes.size())) {
// Rendering positional lights.
if (inst->light_passes[pass].is_omni) {
spec_constants |= SceneShaderGLES3::ADDITIVE_OMNI;
} else {
spec_constants |= SceneShaderGLES3::ADDITIVE_SPOT;
}
if (scene_state.positional_shadow_quality >= RS::SHADOW_QUALITY_SOFT_HIGH) {
spec_constants |= SceneShaderGLES3::SHADOW_MODE_PCF_13;
} else if (scene_state.positional_shadow_quality >= RS::SHADOW_QUALITY_SOFT_LOW) {
spec_constants |= SceneShaderGLES3::SHADOW_MODE_PCF_5;
}
} else {
// Render directional lights.
uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
if (scene_state.directional_shadows[shadow_id].shadow_split_offsets[0] == scene_state.directional_shadows[shadow_id].shadow_split_offsets[1]) {
// Orthogonal, do nothing.
} else if (scene_state.directional_shadows[shadow_id].shadow_split_offsets[1] == scene_state.directional_shadows[shadow_id].shadow_split_offsets[2]) {
spec_constants |= SceneShaderGLES3::LIGHT_USE_PSSM2;
} else {
spec_constants |= SceneShaderGLES3::LIGHT_USE_PSSM4;
}
if (scene_state.directional_shadows[shadow_id].blend_splits) {
spec_constants |= SceneShaderGLES3::LIGHT_USE_PSSM_BLEND;
}
if (scene_state.directional_shadow_quality >= RS::SHADOW_QUALITY_SOFT_HIGH) {
spec_constants |= SceneShaderGLES3::SHADOW_MODE_PCF_13;
} else if (scene_state.directional_shadow_quality >= RS::SHADOW_QUALITY_SOFT_LOW) {
spec_constants |= SceneShaderGLES3::SHADOW_MODE_PCF_5;
}
}
}
}
if (prev_shader != shader || prev_variant != instance_variant || spec_constants != prev_spec_constants) {
bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, spec_constants);
if (!success) {
break;
}
float opaque_prepass_threshold = 0.0;
if constexpr (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
} else if constexpr (p_pass_mode == PASS_MODE_SHADOW) {
opaque_prepass_threshold = 0.1;
}
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OPAQUE_PREPASS_THRESHOLD, opaque_prepass_threshold, shader->version, instance_variant, spec_constants);
prev_shader = shader;
prev_variant = instance_variant;
prev_spec_constants = spec_constants;
}
// Pass in lighting uniforms.
if constexpr (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) {
GLES3::Config *config = GLES3::Config::get_singleton();
// Pass light and shadow index and bind shadow texture.
if (uses_additive_lighting) {
if (pass < int32_t(inst->light_passes.size())) {
int32_t shadow_id = inst->light_passes[pass].shadow_id;
if (shadow_id >= 0) {
uint32_t light_id = inst->light_passes[pass].light_id;
bool is_omni = inst->light_passes[pass].is_omni;
SceneShaderGLES3::Uniforms uniform_name = is_omni ? SceneShaderGLES3::OMNI_LIGHT_INDEX : SceneShaderGLES3::SPOT_LIGHT_INDEX;
material_storage->shaders.scene_shader.version_set_uniform(uniform_name, uint32_t(light_id), shader->version, instance_variant, spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::POSITIONAL_SHADOW_INDEX, uint32_t(shadow_id), shader->version, instance_variant, spec_constants);
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 3);
RID light_instance_rid = inst->light_passes[pass].light_instance_rid;
GLuint tex = GLES3::LightStorage::get_singleton()->light_instance_get_shadow_texture(light_instance_rid, p_render_data->shadow_atlas);
if (is_omni) {
glBindTexture(GL_TEXTURE_CUBE_MAP, tex);
} else {
glBindTexture(GL_TEXTURE_2D, tex);
}
}
} else {
uint32_t shadow_id = MAX_DIRECTIONAL_LIGHTS - 1 - (pass - int32_t(inst->light_passes.size()));
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::DIRECTIONAL_SHADOW_INDEX, shadow_id, shader->version, instance_variant, spec_constants);
GLuint tex = GLES3::LightStorage::get_singleton()->directional_shadow_get_texture();
glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, tex);
}
}
// Pass light count and array of light indices for base pass.
if ((prev_inst != inst || prev_shader != shader || prev_variant != instance_variant) && pass == 0) {
// Rebind the light indices.
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::OMNI_LIGHT_COUNT, inst->omni_light_gl_cache.size(), shader->version, instance_variant, spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::SPOT_LIGHT_COUNT, inst->spot_light_gl_cache.size(), shader->version, instance_variant, spec_constants);
if (inst->omni_light_gl_cache.size()) {
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::OMNI_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->omni_light_gl_cache.size(), inst->omni_light_gl_cache.ptr());
}
if (inst->spot_light_gl_cache.size()) {
glUniform1uiv(material_storage->shaders.scene_shader.version_get_uniform(SceneShaderGLES3::SPOT_LIGHT_INDICES, shader->version, instance_variant, spec_constants), inst->spot_light_gl_cache.size(), inst->spot_light_gl_cache.ptr());
}
prev_inst = inst;
}
}
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, spec_constants);
{
GLES3::Mesh::Surface *s = reinterpret_cast<GLES3::Mesh::Surface *>(surf->surface);
if (s->format & RS::ARRAY_FLAG_COMPRESS_ATTRIBUTES) {
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::COMPRESSED_AABB_POSITION, s->aabb.position, shader->version, instance_variant, spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::COMPRESSED_AABB_SIZE, s->aabb.size, shader->version, instance_variant, spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_SCALE, s->uv_scale, shader->version, instance_variant, spec_constants);
} else {
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::COMPRESSED_AABB_POSITION, Vector3(0.0, 0.0, 0.0), shader->version, instance_variant, spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::COMPRESSED_AABB_SIZE, Vector3(1.0, 1.0, 1.0), shader->version, instance_variant, spec_constants);
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::UV_SCALE, Vector4(0.0, 0.0, 0.0, 0.0), shader->version, instance_variant, spec_constants);
}
}
// Can be index count or vertex count
uint32_t count = 0;
if (surf->lod_index > 0) {
count = surf->index_count;
} else {
count = mesh_storage->mesh_surface_get_vertices_drawn_count(mesh_surface);
}
if constexpr (p_pass_mode != PASS_MODE_DEPTH) {
// Don't count draw calls during depth pre-pass to match the RD renderers.
if (p_render_data->render_info) {
p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME]++;
}
}
if (inst->instance_count > 0) {
// Using MultiMesh or Particles.
// Bind instance buffers.
GLuint instance_buffer = 0;
uint32_t stride = 0;
if (inst->flags_cache & INSTANCE_DATA_FLAG_PARTICLES) {
instance_buffer = particles_storage->particles_get_gl_buffer(inst->data->base);
stride = 16; // 12 bytes for instance transform and 4 bytes for packed color and custom.
} else {
instance_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
stride = mesh_storage->multimesh_get_stride(inst->data->base);
}
if (instance_buffer == 0) {
// Instance buffer not initialized yet. Skip rendering for now.
break;
}
glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
glEnableVertexAttribArray(12);
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(12, 1);
glEnableVertexAttribArray(13);
glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4));
glVertexAttribDivisor(13, 1);
if (!(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D)) {
glEnableVertexAttribArray(14);
glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 8));
glVertexAttribDivisor(14, 1);
}
if ((inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR) || (inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA)) {
uint32_t color_custom_offset = inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D ? 8 : 12;
glEnableVertexAttribArray(15);
glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_custom_offset * sizeof(float)));
glVertexAttribDivisor(15, 1);
} else {
// Set all default instance color and custom data values to 1.0 or 0.0 using a compressed format.
uint16_t zero = Math::make_half_float(0.0f);
uint16_t one = Math::make_half_float(1.0f);
GLuint default_color = (uint32_t(one) << 16) | one;
GLuint default_custom = (uint32_t(zero) << 16) | zero;
glVertexAttribI4ui(15, default_color, default_color, default_custom, default_custom);
}
if (use_index_buffer) {
glDrawElementsInstanced(primitive_gl, count, mesh_storage->mesh_surface_get_index_type(mesh_surface), 0, inst->instance_count);
} else {
glDrawArraysInstanced(primitive_gl, 0, count, inst->instance_count);
}
} else {
// Using regular Mesh.
if (use_index_buffer) {
glDrawElements(primitive_gl, count, mesh_storage->mesh_surface_get_index_type(mesh_surface), 0);
} else {
glDrawArrays(primitive_gl, 0, count);
}
}
if (inst->instance_count > 0) {
glDisableVertexAttribArray(12);
glDisableVertexAttribArray(13);
glDisableVertexAttribArray(14);
glDisableVertexAttribArray(15);
}
}
if constexpr (p_pass_mode == PASS_MODE_COLOR) {
if (uses_additive_lighting && !p_render_data->transparent_bg) {
// Disable additive blending if enabled for additive lights.
glDisable(GL_BLEND);
}
}
}
// Make the actual redraw request
if (should_request_redraw) {
RenderingServerDefault::redraw_request();
}
}
void RasterizerSceneGLES3::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) {
}
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
Projection cm;
cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
Vector3 cam_pos = p_transform.origin;
cam_pos.y += extents.y;
Transform3D cam_xform;
cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
GLuint fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
Size2i fb_size = particles_storage->particles_collision_get_heightfield_size(p_collider);
RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
RenderDataGLES3 render_data;
render_data.cam_projection = cm;
render_data.cam_transform = cam_xform;
render_data.view_projection[0] = cm;
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
render_data.cam_orthogonal = true;
render_data.z_near = 0.0;
render_data.z_far = cm.get_z_far();
render_data.instances = &p_instances;
_setup_environment(&render_data, true, Vector2(fb_size), true, Color(), false);
PassMode pass_mode = PASS_MODE_SHADOW;
_fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
render_list[RENDER_LIST_SECONDARY].sort_by_key();
RENDER_TIMESTAMP("Render Collider Heightfield");
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glViewport(0, 0, fb_size.width, fb_size.height);
GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, 0);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDisable(GL_SCISSOR_TEST);
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
glColorMask(0, 0, 0, 0);
RasterizerGLES3::clear_depth(1.0);
glClear(GL_DEPTH_BUFFER_BIT);
RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, 31, false);
_render_list_template<PASS_MODE_SHADOW>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
glColorMask(1, 1, 1, 1);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
time = p_time;
time_step = p_step;
}
void RasterizerSceneGLES3::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) {
debug_draw = p_debug_draw;
}
Ref<RenderSceneBuffers> RasterizerSceneGLES3::render_buffers_create() {
Ref<RenderSceneBuffersGLES3> rb;
rb.instantiate();
return rb;
}
void RasterizerSceneGLES3::_render_buffers_debug_draw(Ref<RenderSceneBuffersGLES3> p_render_buffers, RID p_shadow_atlas) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::LightStorage *light_storage = GLES3::LightStorage::get_singleton();
GLES3::CopyEffects *copy_effects = GLES3::CopyEffects::get_singleton();
ERR_FAIL_COND(p_render_buffers.is_null());
RID render_target = p_render_buffers->render_target;
GLES3::RenderTarget *rt = texture_storage->get_render_target(render_target);
ERR_FAIL_NULL(rt);
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS) {
if (p_shadow_atlas.is_valid()) {
// Get or create debug textures to display shadow maps as an atlas.
GLuint shadow_atlas_texture = light_storage->shadow_atlas_get_debug_texture(p_shadow_atlas);
GLuint shadow_atlas_fb = light_storage->shadow_atlas_get_debug_fb(p_shadow_atlas);
uint32_t shadow_atlas_size = light_storage->shadow_atlas_get_size(p_shadow_atlas);
uint32_t quadrant_size = shadow_atlas_size >> 1;
glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas_fb);
glViewport(0, 0, shadow_atlas_size, shadow_atlas_size);
glActiveTexture(GL_TEXTURE0);
glDepthMask(GL_TRUE);
glDepthFunc(GL_ALWAYS);
glDisable(GL_CULL_FACE);
scene_state.cull_mode = GLES3::SceneShaderData::CULL_DISABLED;
// Loop through quadrants and copy shadows over.
for (int quadrant = 0; quadrant < 4; quadrant++) {
uint32_t subdivision = light_storage->shadow_atlas_get_quadrant_subdivision(p_shadow_atlas, quadrant);
if (subdivision == 0) {
continue;
}
Rect2i atlas_rect;
Rect2 atlas_uv_rect;
uint32_t shadow_size = (quadrant_size / subdivision);
float size = float(shadow_size) / float(shadow_atlas_size);
uint32_t length = light_storage->shadow_atlas_get_quadrant_shadows_allocated(p_shadow_atlas, quadrant);
for (uint32_t shadow_idx = 0; shadow_idx < length; shadow_idx++) {
bool is_omni = light_storage->shadow_atlas_get_quadrant_shadow_is_omni(p_shadow_atlas, quadrant, shadow_idx);
// Calculate shadow's position in the debug atlas.
atlas_rect.position.x = (quadrant & 1) * quadrant_size;
atlas_rect.position.y = (quadrant >> 1) * quadrant_size;
atlas_rect.position.x += (shadow_idx % subdivision) * shadow_size;
atlas_rect.position.y += (shadow_idx / subdivision) * shadow_size;
atlas_uv_rect.position = Vector2(atlas_rect.position) / float(shadow_atlas_size);
atlas_uv_rect.size = Vector2(size, size);
GLuint shadow_tex = light_storage->shadow_atlas_get_quadrant_shadow_texture(p_shadow_atlas, quadrant, shadow_idx);
// Copy from shadowmap to debug atlas.
if (is_omni) {
glBindTexture(GL_TEXTURE_CUBE_MAP, shadow_tex);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_NONE);
copy_effects->copy_cube_to_rect(atlas_uv_rect);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
} else {
glBindTexture(GL_TEXTURE_2D, shadow_tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
copy_effects->copy_to_rect(atlas_uv_rect);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
}
}
}
glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
glViewport(0, 0, rt->size.width, rt->size.height);
glBindTexture(GL_TEXTURE_2D, shadow_atlas_texture);
copy_effects->copy_to_rect(Rect2(Vector2(), Vector2(0.5, 0.5)));
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS) {
if (light_storage->directional_shadow_get_texture() != 0) {
GLuint shadow_atlas_texture = light_storage->directional_shadow_get_texture();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, shadow_atlas_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ONE);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
copy_effects->copy_to_rect(Rect2(Vector2(), Vector2(0.5, 0.5)));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_R, GL_RED);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
}
void RasterizerSceneGLES3::gi_set_use_half_resolution(bool p_enable) {
}
void RasterizerSceneGLES3::screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) {
}
bool RasterizerSceneGLES3::screen_space_roughness_limiter_is_active() const {
return false;
}
void RasterizerSceneGLES3::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
}
void RasterizerSceneGLES3::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
}
TypedArray<Image> RasterizerSceneGLES3::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) {
return TypedArray<Image>();
}
bool RasterizerSceneGLES3::free(RID p_rid) {
if (is_environment(p_rid)) {
environment_free(p_rid);
} else if (sky_owner.owns(p_rid)) {
Sky *sky = sky_owner.get_or_null(p_rid);
ERR_FAIL_NULL_V(sky, false);
_free_sky_data(sky);
sky_owner.free(p_rid);
} else if (GLES3::LightStorage::get_singleton()->owns_light_instance(p_rid)) {
GLES3::LightStorage::get_singleton()->light_instance_free(p_rid);
} else if (RSG::camera_attributes->owns_camera_attributes(p_rid)) {
//not much to delete, just free it
RSG::camera_attributes->camera_attributes_free(p_rid);
} else {
return false;
}
return true;
}
void RasterizerSceneGLES3::update() {
_update_dirty_skys();
}
void RasterizerSceneGLES3::sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) {
}
void RasterizerSceneGLES3::decals_set_filter(RS::DecalFilter p_filter) {
}
void RasterizerSceneGLES3::light_projectors_set_filter(RS::LightProjectorFilter p_filter) {
}
RasterizerSceneGLES3::RasterizerSceneGLES3() {
singleton = this;
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
// Quality settings.
use_physical_light_units = GLOBAL_GET("rendering/lights_and_shadows/use_physical_light_units");
{
// Setup Lights
config->max_renderable_lights = MIN(config->max_renderable_lights, config->max_uniform_buffer_size / (int)sizeof(RasterizerSceneGLES3::LightData));
config->max_lights_per_object = MIN(config->max_lights_per_object, config->max_renderable_lights);
uint32_t light_buffer_size = config->max_renderable_lights * sizeof(LightData);
scene_state.omni_lights = memnew_arr(LightData, config->max_renderable_lights);
scene_state.omni_light_sort = memnew_arr(InstanceSort<GLES3::LightInstance>, config->max_renderable_lights);
glGenBuffers(1, &scene_state.omni_light_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.omni_light_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.omni_light_buffer, light_buffer_size, nullptr, GL_STREAM_DRAW, "OmniLight UBO");
scene_state.spot_lights = memnew_arr(LightData, config->max_renderable_lights);
scene_state.spot_light_sort = memnew_arr(InstanceSort<GLES3::LightInstance>, config->max_renderable_lights);
glGenBuffers(1, &scene_state.spot_light_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.spot_light_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.spot_light_buffer, light_buffer_size, nullptr, GL_STREAM_DRAW, "SpotLight UBO");
uint32_t directional_light_buffer_size = MAX_DIRECTIONAL_LIGHTS * sizeof(DirectionalLightData);
scene_state.directional_lights = memnew_arr(DirectionalLightData, MAX_DIRECTIONAL_LIGHTS);
glGenBuffers(1, &scene_state.directional_light_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.directional_light_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.directional_light_buffer, directional_light_buffer_size, nullptr, GL_STREAM_DRAW, "DirectionalLight UBO");
uint32_t shadow_buffer_size = config->max_renderable_lights * sizeof(ShadowData) * 2;
scene_state.positional_shadows = memnew_arr(ShadowData, config->max_renderable_lights * 2);
glGenBuffers(1, &scene_state.positional_shadow_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.positional_shadow_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.positional_shadow_buffer, shadow_buffer_size, nullptr, GL_STREAM_DRAW, "Positional Shadow UBO");
uint32_t directional_shadow_buffer_size = MAX_DIRECTIONAL_LIGHTS * sizeof(DirectionalShadowData);
scene_state.directional_shadows = memnew_arr(DirectionalShadowData, MAX_DIRECTIONAL_LIGHTS);
glGenBuffers(1, &scene_state.directional_shadow_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, scene_state.directional_shadow_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, scene_state.directional_shadow_buffer, directional_shadow_buffer_size, nullptr, GL_STREAM_DRAW, "Directional Shadow UBO");
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
{
sky_globals.max_directional_lights = 4;
uint32_t directional_light_buffer_size = sky_globals.max_directional_lights * sizeof(DirectionalLightData);
sky_globals.directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights);
sky_globals.last_frame_directional_lights = memnew_arr(DirectionalLightData, sky_globals.max_directional_lights);
sky_globals.last_frame_directional_light_count = sky_globals.max_directional_lights + 1;
glGenBuffers(1, &sky_globals.directional_light_buffer);
glBindBuffer(GL_UNIFORM_BUFFER, sky_globals.directional_light_buffer);
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_UNIFORM_BUFFER, sky_globals.directional_light_buffer, directional_light_buffer_size, nullptr, GL_STREAM_DRAW, "Sky DirectionalLight UBO");
glBindBuffer(GL_UNIFORM_BUFFER, 0);
}
{
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n";
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "u\n";
material_storage->shaders.scene_shader.initialize(global_defines);
scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
}
{
//default material and shader
scene_globals.default_shader = material_storage->shader_allocate();
material_storage->shader_initialize(scene_globals.default_shader);
material_storage->shader_set_code(scene_globals.default_shader, R"(
// Default 3D material shader.
shader_type spatial;
void vertex() {
ROUGHNESS = 0.8;
}
void fragment() {
ALBEDO = vec3(0.6);
ROUGHNESS = 0.8;
METALLIC = 0.2;
}
)");
scene_globals.default_material = material_storage->material_allocate();
material_storage->material_initialize(scene_globals.default_material);
material_storage->material_set_shader(scene_globals.default_material, scene_globals.default_shader);
}
{
// Initialize Sky stuff
sky_globals.roughness_layers = GLOBAL_GET("rendering/reflections/sky_reflections/roughness_layers");
sky_globals.ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
material_storage->shaders.sky_shader.initialize(global_defines);
sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
}
{
String global_defines;
global_defines += "\n#define MAX_SAMPLE_COUNT " + itos(sky_globals.ggx_samples) + "\n";
material_storage->shaders.cubemap_filter_shader.initialize(global_defines);
scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create();
}
{
sky_globals.default_shader = material_storage->shader_allocate();
material_storage->shader_initialize(sky_globals.default_shader);
material_storage->shader_set_code(sky_globals.default_shader, R"(
// Default sky shader.
shader_type sky;
void sky() {
COLOR = vec3(0.0);
}
)");
sky_globals.default_material = material_storage->material_allocate();
material_storage->material_initialize(sky_globals.default_material);
material_storage->material_set_shader(sky_globals.default_material, sky_globals.default_shader);
}
{
sky_globals.fog_shader = material_storage->shader_allocate();
material_storage->shader_initialize(sky_globals.fog_shader);
material_storage->shader_set_code(sky_globals.fog_shader, R"(
// Default clear color sky shader.
shader_type sky;
uniform vec4 clear_color;
void sky() {
COLOR = clear_color.rgb;
}
)");
sky_globals.fog_material = material_storage->material_allocate();
material_storage->material_initialize(sky_globals.fog_material);
material_storage->material_set_shader(sky_globals.fog_material, sky_globals.fog_shader);
}
{
glGenVertexArrays(1, &sky_globals.screen_triangle_array);
glBindVertexArray(sky_globals.screen_triangle_array);
glGenBuffers(1, &sky_globals.screen_triangle);
glBindBuffer(GL_ARRAY_BUFFER, sky_globals.screen_triangle);
const float qv[6] = {
-1.0f,
-1.0f,
3.0f,
-1.0f,
-1.0f,
3.0f,
};
GLES3::Utilities::get_singleton()->buffer_allocate_data(GL_ARRAY_BUFFER, sky_globals.screen_triangle, sizeof(float) * 6, qv, GL_STATIC_DRAW, "Screen triangle vertex buffer");
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
#ifdef GL_API_ENABLED
if (RasterizerGLES3::is_gles_over_gl()) {
glEnable(_EXT_TEXTURE_CUBE_MAP_SEAMLESS);
}
#endif // GL_API_ENABLED
// MultiMesh may read from color when color is disabled, so make sure that the color defaults to white instead of black;
glVertexAttrib4f(RS::ARRAY_COLOR, 1.0, 1.0, 1.0, 1.0);
}
RasterizerSceneGLES3::~RasterizerSceneGLES3() {
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.directional_light_buffer);
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.omni_light_buffer);
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.spot_light_buffer);
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.positional_shadow_buffer);
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.directional_shadow_buffer);
memdelete_arr(scene_state.directional_lights);
memdelete_arr(scene_state.omni_lights);
memdelete_arr(scene_state.spot_lights);
memdelete_arr(scene_state.omni_light_sort);
memdelete_arr(scene_state.spot_light_sort);
memdelete_arr(scene_state.positional_shadows);
memdelete_arr(scene_state.directional_shadows);
// Scene Shader
GLES3::MaterialStorage::get_singleton()->shaders.scene_shader.version_free(scene_globals.shader_default_version);
GLES3::MaterialStorage::get_singleton()->shaders.cubemap_filter_shader.version_free(scene_globals.cubemap_filter_shader_version);
RSG::material_storage->material_free(scene_globals.default_material);
RSG::material_storage->shader_free(scene_globals.default_shader);
// Sky Shader
GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_free(sky_globals.shader_default_version);
RSG::material_storage->material_free(sky_globals.default_material);
RSG::material_storage->shader_free(sky_globals.default_shader);
RSG::material_storage->material_free(sky_globals.fog_material);
RSG::material_storage->shader_free(sky_globals.fog_shader);
GLES3::Utilities::get_singleton()->buffer_free_data(sky_globals.screen_triangle);
glDeleteVertexArrays(1, &sky_globals.screen_triangle_array);
glDeleteTextures(1, &sky_globals.radical_inverse_vdc_cache_tex);
GLES3::Utilities::get_singleton()->buffer_free_data(sky_globals.directional_light_buffer);
memdelete_arr(sky_globals.directional_lights);
memdelete_arr(sky_globals.last_frame_directional_lights);
// UBOs
if (scene_state.ubo_buffer != 0) {
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.ubo_buffer);
}
if (scene_state.multiview_buffer != 0) {
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.multiview_buffer);
}
if (scene_state.tonemap_buffer != 0) {
GLES3::Utilities::get_singleton()->buffer_free_data(scene_state.tonemap_buffer);
}
singleton = nullptr;
}
#endif // GLES3_ENABLED