godot/drivers/gles3/rasterizer_scene_gles3.h
jfons ba832d83b2 Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine.

Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
2022-06-07 13:14:44 +02:00

952 lines
38 KiB
C++

/*************************************************************************/
/* rasterizer_scene_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
/*************************************************************************/
#ifndef RASTERIZER_SCENE_OPENGL_H
#define RASTERIZER_SCENE_OPENGL_H
#ifdef GLES3_ENABLED
#include "core/math/camera_matrix.h"
#include "core/templates/paged_allocator.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "rasterizer_storage_gles3.h"
#include "scene/resources/mesh.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
#include "shader_gles3.h"
#include "shaders/cubemap_filter.glsl.gen.h"
#include "shaders/sky.glsl.gen.h"
enum RenderListType {
RENDER_LIST_OPAQUE, //used for opaque objects
RENDER_LIST_ALPHA, //used for transparent objects
RENDER_LIST_SECONDARY, //used for shadows and other objects
RENDER_LIST_MAX
};
enum PassMode {
PASS_MODE_COLOR,
PASS_MODE_COLOR_TRANSPARENT,
PASS_MODE_COLOR_ADDITIVE,
PASS_MODE_SHADOW,
PASS_MODE_DEPTH,
};
// These should share as much as possible with SkyUniform Location
enum SceneUniformLocation {
SCENE_TONEMAP_UNIFORM_LOCATION,
SCENE_GLOBALS_UNIFORM_LOCATION,
SCENE_DATA_UNIFORM_LOCATION,
SCENE_MATERIAL_UNIFORM_LOCATION,
SCENE_EMPTY, // Unused, put here to avoid conflicts with SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION.
SCENE_OMNILIGHT_UNIFORM_LOCATION,
SCENE_SPOTLIGHT_UNIFORM_LOCATION,
SCENE_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
};
enum SkyUniformLocation {
SKY_TONEMAP_UNIFORM_LOCATION,
SKY_GLOBALS_UNIFORM_LOCATION,
SKY_EMPTY, // Unused, put here to avoid conflicts with SCENE_DATA_UNIFORM_LOCATION.
SKY_MATERIAL_UNIFORM_LOCATION,
SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
};
enum {
SPEC_CONSTANT_DISABLE_LIGHTMAP = 0,
SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 1,
SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 2,
SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 3,
SPEC_CONSTANT_DISABLE_FOG = 4,
};
struct RenderDataGLES3 {
RID render_buffers = RID();
bool transparent_bg = false;
Transform3D cam_transform = Transform3D();
Transform3D inv_cam_transform = Transform3D();
CameraMatrix cam_projection = CameraMatrix();
bool cam_orthogonal = false;
// For stereo rendering
uint32_t view_count = 1;
CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
float z_near = 0.0;
float z_far = 0.0;
const PagedArray<RendererSceneRender::GeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
RID environment = RID();
RID camera_effects = RID();
RID reflection_probe = RID();
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
Plane lod_camera_plane = Plane();
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;
uint32_t spot_light_count = 0;
uint32_t omni_light_count = 0;
RendererScene::RenderInfo *render_info = nullptr;
};
class RasterizerStorageGLES3;
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3 : public RendererSceneRender {
private:
static RasterizerSceneGLES3 *singleton;
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
uint64_t scene_pass = 0;
template <class T>
struct InstanceSort {
float depth;
T *instance = nullptr;
bool operator<(const InstanceSort &p_sort) const {
return depth < p_sort.depth;
}
};
struct SceneGlobals {
RID shader_default_version;
RID default_material;
RID default_shader;
RID cubemap_filter_shader_version;
} scene_globals;
/* LIGHT INSTANCE */
struct LightData {
float position[3];
float inv_radius;
float direction[3]; // Only used by SpotLight
float size;
float color[3];
float attenuation;
float inv_spot_attenuation;
float cos_spot_angle;
float specular_amount;
uint32_t shadow_enabled;
};
static_assert(sizeof(LightData) % 16 == 0, "LightData size must be a multiple of 16 bytes");
struct DirectionalLightData {
float direction[3];
float energy;
float color[3];
float size;
uint32_t enabled; // For use by SkyShaders
float pad[2];
float specular;
};
static_assert(sizeof(DirectionalLightData) % 16 == 0, "DirectionalLightData size must be a multiple of 16 bytes");
struct LightInstance {
RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
AABB aabb;
RID self;
RID light;
Transform3D transform;
Vector3 light_vector;
Vector3 spot_vector;
float linear_att = 0.0;
uint64_t shadow_pass = 0;
uint64_t last_scene_pass = 0;
uint64_t last_scene_shadow_pass = 0;
uint64_t last_pass = 0;
uint32_t cull_mask = 0;
uint32_t light_directional_index = 0;
Rect2 directional_rect;
uint32_t gl_id = -1;
LightInstance() {}
};
mutable RID_Owner<LightInstance> light_instance_owner;
struct GeometryInstanceGLES3;
// Cached data for drawing surfaces
struct GeometryInstanceSurface {
enum {
FLAG_PASS_DEPTH = 1,
FLAG_PASS_OPAQUE = 2,
FLAG_PASS_ALPHA = 4,
FLAG_PASS_SHADOW = 8,
FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
FLAG_USES_SCREEN_TEXTURE = 2048,
FLAG_USES_DEPTH_TEXTURE = 4096,
FLAG_USES_NORMAL_TEXTURE = 8192,
FLAG_USES_DOUBLE_SIDED_SHADOWS = 16384,
};
union {
struct {
uint64_t lod_index : 8;
uint64_t surface_index : 8;
uint64_t geometry_id : 32;
uint64_t material_id_low : 16;
uint64_t material_id_hi : 16;
uint64_t shader_id : 32;
uint64_t uses_softshadow : 1;
uint64_t uses_projector : 1;
uint64_t uses_forward_gi : 1;
uint64_t uses_lightmap : 1;
uint64_t depth_layer : 4;
uint64_t priority : 8;
};
struct {
uint64_t sort_key1;
uint64_t sort_key2;
};
} sort;
RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
uint32_t flags = 0;
uint32_t surface_index = 0;
uint32_t lod_index = 0;
void *surface = nullptr;
GLES3::SceneShaderData *shader = nullptr;
GLES3::SceneMaterialData *material = nullptr;
void *surface_shadow = nullptr;
GLES3::SceneShaderData *shader_shadow = nullptr;
GLES3::SceneMaterialData *material_shadow = nullptr;
GeometryInstanceSurface *next = nullptr;
GeometryInstanceGLES3 *owner = nullptr;
};
struct GeometryInstanceGLES3 : public GeometryInstance {
//used during rendering
bool mirror = false;
bool non_uniform_scale = false;
float lod_bias = 0.0;
float lod_model_scale = 1.0;
AABB transformed_aabb; //needed for LOD
float depth = 0;
uint32_t flags_cache = 0;
bool store_transform_cache = true;
int32_t shader_parameters_offset = -1;
uint32_t layer_mask = 1;
uint32_t instance_count = 0;
RID mesh_instance;
bool can_sdfgi = false;
bool using_projectors = false;
bool using_softshadows = false;
bool fade_near = false;
float fade_near_begin = 0;
float fade_near_end = 0;
bool fade_far = false;
float fade_far_begin = 0;
float fade_far_end = 0;
float force_alpha = 1.0;
float parent_fade_alpha = 1.0;
uint32_t omni_light_count = 0;
LocalVector<RID> omni_lights;
uint32_t spot_light_count = 0;
LocalVector<RID> spot_lights;
LocalVector<uint32_t> omni_light_gl_cache;
LocalVector<uint32_t> spot_light_gl_cache;
//used during setup
uint32_t base_flags = 0;
Transform3D transform;
GeometryInstanceSurface *surface_caches = nullptr;
SelfList<GeometryInstanceGLES3> dirty_list_element;
struct Data {
//data used less often goes into regular heap
RID base;
RS::InstanceType base_type;
RID skeleton;
Vector<RID> surface_materials;
RID material_override;
RID material_overlay;
AABB aabb;
bool use_dynamic_gi = false;
bool use_baked_light = false;
bool cast_double_sided_shadows = false;
bool mirror = false;
bool dirty_dependencies = false;
RendererStorage::DependencyTracker dependency_tracker;
};
Data *data = nullptr;
GeometryInstanceGLES3() :
dirty_list_element(this) {}
};
enum {
INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 5,
INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
INSTANCE_DATA_FLAG_USE_VOXEL_GI = 1 << 11,
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
};
static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker);
static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker);
SelfList<GeometryInstanceGLES3>::List geometry_instance_dirty_list;
// Use PagedAllocator instead of RID to maximize performance
PagedAllocator<GeometryInstanceGLES3> geometry_instance_alloc;
PagedAllocator<GeometryInstanceSurface> geometry_instance_surface_alloc;
void _geometry_instance_add_surface_with_material(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
void _geometry_instance_add_surface_with_material_chain(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, GLES3::SceneMaterialData *p_material, RID p_mat_src, RID p_mesh);
void _geometry_instance_add_surface(GeometryInstanceGLES3 *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
void _geometry_instance_update(GeometryInstance *p_geometry_instance);
void _update_dirty_geometry_instances();
struct SceneState {
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
float inv_view_matrix[16];
float view_matrix[16];
float viewport_size[2];
float screen_pixel_size[2];
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
uint32_t material_uv2_mode;
float pad2;
uint32_t use_ambient_light = 0;
uint32_t use_ambient_cubemap = 0;
uint32_t use_reflection_cubemap = 0;
float fog_aerial_perspective;
float time;
float radiance_inverse_xform[12];
uint32_t directional_light_count;
float z_far;
float z_near;
float pad1;
uint32_t fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
float fog_light_color[3];
float fog_sun_scatter;
};
static_assert(sizeof(UBO) % 16 == 0, "Scene UBO size must be a multiple of 16 bytes");
struct TonemapUBO {
float exposure = 1.0;
float white = 1.0;
int32_t tonemapper = 0;
int32_t pad = 0;
};
static_assert(sizeof(TonemapUBO) % 16 == 0, "Tonemap UBO size must be a multiple of 16 bytes");
UBO ubo;
GLuint ubo_buffer = 0;
GLuint tonemap_buffer = 0;
bool used_depth_prepass = false;
GLES3::SceneShaderData::BlendMode current_blend_mode = GLES3::SceneShaderData::BLEND_MODE_MIX;
GLES3::SceneShaderData::DepthDraw current_depth_draw = GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE;
GLES3::SceneShaderData::DepthTest current_depth_test = GLES3::SceneShaderData::DEPTH_TEST_DISABLED;
GLES3::SceneShaderData::Cull cull_mode = GLES3::SceneShaderData::CULL_BACK;
bool texscreen_copied = false;
bool used_screen_texture = false;
bool used_normal_texture = false;
bool used_depth_texture = false;
LightData *omni_lights = nullptr;
LightData *spot_lights = nullptr;
InstanceSort<LightInstance> *omni_light_sort;
InstanceSort<LightInstance> *spot_light_sort;
GLuint omni_light_buffer = 0;
GLuint spot_light_buffer = 0;
uint32_t omni_light_count = 0;
uint32_t spot_light_count = 0;
DirectionalLightData *directional_lights = nullptr;
GLuint directional_light_buffer = 0;
} scene_state;
struct RenderListParameters {
GeometryInstanceSurface **elements = nullptr;
int element_count = 0;
bool reverse_cull = false;
uint32_t spec_constant_base_flags = 0;
bool force_wireframe = false;
RenderListParameters(GeometryInstanceSurface **p_elements, int p_element_count, bool p_reverse_cull, uint32_t p_spec_constant_base_flags, bool p_force_wireframe = false) {
elements = p_elements;
element_count = p_element_count;
reverse_cull = p_reverse_cull;
spec_constant_base_flags = p_spec_constant_base_flags;
force_wireframe = p_force_wireframe;
}
};
struct RenderList {
LocalVector<GeometryInstanceSurface *> elements;
void clear() {
elements.clear();
}
//should eventually be replaced by radix
struct SortByKey {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
}
};
void sort_by_key() {
SortArray<GeometryInstanceSurface *, SortByKey> sorter;
sorter.sort(elements.ptr(), elements.size());
}
void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
SortArray<GeometryInstanceSurface *, SortByKey> sorter;
sorter.sort(elements.ptr() + p_from, p_size);
}
struct SortByDepth {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->owner->depth < B->owner->depth);
}
};
void sort_by_depth() { //used for shadows
SortArray<GeometryInstanceSurface *, SortByDepth> sorter;
sorter.sort(elements.ptr(), elements.size());
}
struct SortByReverseDepthAndPriority {
_FORCE_INLINE_ bool operator()(const GeometryInstanceSurface *A, const GeometryInstanceSurface *B) const {
return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
}
};
void sort_by_reverse_depth_and_priority() { //used for alpha
SortArray<GeometryInstanceSurface *, SortByReverseDepthAndPriority> sorter;
sorter.sort(elements.ptr(), elements.size());
}
_FORCE_INLINE_ void add_element(GeometryInstanceSurface *p_element) {
elements.push_back(p_element);
}
};
RenderList render_list[RENDER_LIST_MAX];
void _setup_lights(const RenderDataGLES3 *p_render_data, bool p_using_shadows, uint32_t &r_directional_light_count, uint32_t &r_omni_light_count, uint32_t &r_spot_light_count);
void _setup_environment(const RenderDataGLES3 *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_pancake_shadows);
void _fill_render_list(RenderListType p_render_list, const RenderDataGLES3 *p_render_data, PassMode p_pass_mode, bool p_append = false);
template <PassMode p_pass_mode>
_FORCE_INLINE_ void _render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass = false);
protected:
double time;
double time_step = 0;
struct RenderBuffers {
int internal_width = 0;
int internal_height = 0;
int width = 0;
int height = 0;
//float fsr_sharpness = 0.2f;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
//bool use_debanding = false;
//uint32_t view_count = 1;
bool is_transparent = false;
RID render_target;
GLuint internal_texture = 0; // Used for rendering when post effects are enabled
GLuint depth_texture = 0; // Main depth texture
GLuint framebuffer = 0; // Main framebuffer, contains internal_texture and depth_texture or render_target->color and depth_texture
//built-in textures used for ping pong image processing and blurring
struct Blur {
RID texture;
struct Mipmap {
RID texture;
int width;
int height;
GLuint fbo;
};
Vector<Mipmap> mipmaps;
};
Blur blur[2]; //the second one starts from the first mipmap
};
bool screen_space_roughness_limiter = false;
float screen_space_roughness_limiter_amount = 0.25;
float screen_space_roughness_limiter_limit = 0.18;
mutable RID_Owner<RenderBuffers, true> render_buffers_owner;
void _free_render_buffer_data(RenderBuffers *rb);
void _allocate_blur_textures(RenderBuffers *rb);
void _allocate_depth_backbuffer_textures(RenderBuffers *rb);
void _render_buffers_debug_draw(RID p_render_buffers, RID p_shadow_atlas, RID p_occlusion_buffer);
/* Environment */
struct Environment {
// BG
RS::EnvironmentBG background = RS::ENV_BG_CLEAR_COLOR;
RID sky;
float sky_custom_fov = 0.0;
Basis sky_orientation;
Color bg_color;
float bg_energy = 1.0;
int canvas_max_layer = 0;
RS::EnvironmentAmbientSource ambient_source = RS::ENV_AMBIENT_SOURCE_BG;
Color ambient_light;
float ambient_light_energy = 1.0;
float ambient_sky_contribution = 1.0;
RS::EnvironmentReflectionSource reflection_source = RS::ENV_REFLECTION_SOURCE_BG;
Color ao_color;
/// Tonemap
RS::EnvironmentToneMapper tone_mapper;
float exposure = 1.0;
float white = 1.0;
bool auto_exposure = false;
float min_luminance = 0.2;
float max_luminance = 8.0;
float auto_exp_speed = 0.2;
float auto_exp_scale = 0.5;
uint64_t auto_exposure_version = 0;
// Fog
bool fog_enabled = false;
Color fog_light_color = Color(0.5, 0.6, 0.7);
float fog_light_energy = 1.0;
float fog_sun_scatter = 0.0;
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
float fog_aerial_perspective = 0.0;
/// Glow
bool glow_enabled = false;
Vector<float> glow_levels;
float glow_intensity = 0.8;
float glow_strength = 1.0;
float glow_bloom = 0.0;
float glow_mix = 0.01;
RS::EnvironmentGlowBlendMode glow_blend_mode = RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT;
float glow_hdr_bleed_threshold = 1.0;
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
float glow_map_strength = 1.0;
RID glow_map = RID();
/// SSAO
bool ssao_enabled = false;
float ssao_radius = 1.0;
float ssao_intensity = 2.0;
float ssao_power = 1.5;
float ssao_detail = 0.5;
float ssao_horizon = 0.06;
float ssao_sharpness = 0.98;
float ssao_direct_light_affect = 0.0;
float ssao_ao_channel_affect = 0.0;
/// SSR
bool ssr_enabled = false;
int ssr_max_steps = 64;
float ssr_fade_in = 0.15;
float ssr_fade_out = 2.0;
float ssr_depth_tolerance = 0.2;
/// Adjustments
bool adjustments_enabled = false;
float adjustments_brightness = 1.0f;
float adjustments_contrast = 1.0f;
float adjustments_saturation = 1.0f;
bool use_1d_color_correction = false;
RID color_correction = RID();
};
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
bool ssao_using_half_size = false;
float ssao_adaptive_target = 0.5;
int ssao_blur_passes = 2;
float ssao_fadeout_from = 50.0;
float ssao_fadeout_to = 300.0;
bool glow_bicubic_upscale = false;
bool glow_high_quality = false;
RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGHNESS_QUALITY_LOW;
static uint64_t auto_exposure_counter;
mutable RID_Owner<Environment, true> environment_owner;
/* Sky */
struct SkyGlobals {
float fog_aerial_perspective = 0.0;
Color fog_light_color;
float fog_sun_scatter = 0.0;
bool fog_enabled = false;
float fog_density = 0.0;
float z_far = 0.0;
uint32_t directional_light_count = 0;
DirectionalLightData *directional_lights = nullptr;
DirectionalLightData *last_frame_directional_lights = nullptr;
uint32_t last_frame_directional_light_count = 0;
GLuint directional_light_buffer = 0;
RID shader_default_version;
RID default_material;
RID default_shader;
RID fog_material;
RID fog_shader;
GLuint screen_triangle = 0;
GLuint screen_triangle_array = 0;
GLuint radical_inverse_vdc_cache_tex = 0;
uint32_t max_directional_lights = 4;
uint32_t roughness_layers = 8;
uint32_t ggx_samples = 128;
} sky_globals;
struct Sky {
// Screen Buffers
GLuint half_res_pass = 0;
GLuint half_res_framebuffer = 0;
GLuint quarter_res_pass = 0;
GLuint quarter_res_framebuffer = 0;
Size2i screen_size = Size2i(0, 0);
// Radiance Cubemap
GLuint radiance = 0;
GLuint radiance_framebuffer = 0;
GLuint raw_radiance = 0;
RID material;
GLuint uniform_buffer;
int radiance_size = 256;
int mipmap_count = 1;
RS::SkyMode mode = RS::SKY_MODE_AUTOMATIC;
//ReflectionData reflection;
bool reflection_dirty = false;
bool dirty = false;
int processing_layer = 0;
Sky *dirty_list = nullptr;
//State to track when radiance cubemap needs updating
GLES3::SkyMaterialData *prev_material;
Vector3 prev_position = Vector3(0.0, 0.0, 0.0);
float prev_time = 0.0f;
};
Sky *dirty_sky_list = nullptr;
mutable RID_Owner<Sky, true> sky_owner;
void _setup_sky(Environment *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size);
void _invalidate_sky(Sky *p_sky);
void _update_dirty_skys();
void _update_sky_radiance(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform);
void _filter_sky_radiance(Sky *p_sky, int p_base_layer);
void _draw_sky(Environment *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform);
void _free_sky_data(Sky *p_sky);
public:
RasterizerStorageGLES3 *storage;
RasterizerCanvasGLES3 *canvas;
GeometryInstance *geometry_instance_create(RID p_base) override;
void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override;
void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override;
void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) override;
void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override;
void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override;
void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override;
void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override;
void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override;
void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override;
void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override;
void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override;
void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override;
void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override;
void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override;
void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override;
void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override;
void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override;
uint32_t geometry_instance_get_pair_mask() override;
void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override;
void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) override;
void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) override;
void geometry_instance_pair_voxel_gi_instances(GeometryInstance *p_geometry_instance, const RID *p_voxel_gi_instances, uint32_t p_voxel_gi_instance_count) override;
void geometry_instance_set_softshadow_projector_pairing(GeometryInstance *p_geometry_instance, bool p_softshadow, bool p_projector) override;
void geometry_instance_free(GeometryInstance *p_geometry_instance) override;
/* SHADOW ATLAS API */
RID shadow_atlas_create() override;
void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override;
void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
bool shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) override;
void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override;
int get_directional_light_shadow_size(RID p_light_intance) override;
void set_directional_shadow_count(int p_count) override;
/* SDFGI UPDATE */
void sdfgi_update(RID p_render_buffers, RID p_environment, const Vector3 &p_world_position) override {}
int sdfgi_get_pending_region_count(RID p_render_buffers) const override {
return 0;
}
AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const override {
return AABB();
}
uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const override {
return 0;
}
/* SKY API */
RID sky_allocate() override;
void sky_initialize(RID p_rid) override;
void sky_set_radiance_size(RID p_sky, int p_radiance_size) override;
void sky_set_mode(RID p_sky, RS::SkyMode p_mode) override;
void sky_set_material(RID p_sky, RID p_material) override;
Ref<Image> sky_bake_panorama(RID p_sky, float p_energy, bool p_bake_irradiance, const Size2i &p_size) override;
/* ENVIRONMENT API */
RID environment_allocate() override;
void environment_initialize(RID p_rid) override;
void environment_set_background(RID p_env, RS::EnvironmentBG p_bg) override;
void environment_set_sky(RID p_env, RID p_sky) override;
void environment_set_sky_custom_fov(RID p_env, float p_scale) override;
void environment_set_sky_orientation(RID p_env, const Basis &p_orientation) override;
void environment_set_bg_color(RID p_env, const Color &p_color) override;
void environment_set_bg_energy(RID p_env, float p_energy) override;
void environment_set_canvas_max_layer(RID p_env, int p_max_layer) override;
void environment_set_ambient_light(RID p_env, const Color &p_color, RS::EnvironmentAmbientSource p_ambient = RS::ENV_AMBIENT_SOURCE_BG, float p_energy = 1.0, float p_sky_contribution = 0.0, RS::EnvironmentReflectionSource p_reflection_source = RS::ENV_REFLECTION_SOURCE_BG) override;
void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, float p_glow_map_strength, RID p_glow_map) override;
void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
void environment_glow_set_use_high_quality(bool p_enable) override;
void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override;
void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override;
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override;
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override;
void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override;
void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override;
void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override;
void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override;
void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override;
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) override;
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override;
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override;
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override;
void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
void environment_set_volumetric_fog_filter_active(bool p_enable) override;
Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override;
bool is_environment(RID p_env) const override;
RS::EnvironmentBG environment_get_background(RID p_env) const override;
int environment_get_canvas_max_layer(RID p_env) const override;
RID camera_effects_allocate() override;
void camera_effects_initialize(RID p_rid) override;
void camera_effects_set_dof_blur_quality(RS::DOFBlurQuality p_quality, bool p_use_jitter) override;
void camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape p_shape) override;
void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) override;
void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) override;
void shadows_quality_set(RS::ShadowQuality p_quality) override;
void directional_shadow_quality_set(RS::ShadowQuality p_quality) override;
RID light_instance_create(RID p_light) override;
void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override;
void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override;
void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override;
void light_instance_mark_visible(RID p_light_instance) override;
_FORCE_INLINE_ RS::LightType light_instance_get_type(RID p_light_instance) {
LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->light_type;
}
_FORCE_INLINE_ uint32_t light_instance_get_gl_id(RID p_light_instance) {
LightInstance *li = light_instance_owner.get_or_null(p_light_instance);
return li->gl_id;
}
RID fog_volume_instance_create(RID p_fog_volume) override;
void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override;
void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override;
RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override;
Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override;
RID reflection_atlas_create() override;
int reflection_atlas_get_size(RID p_ref_atlas) const override;
void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override;
RID reflection_probe_instance_create(RID p_probe) override;
void reflection_probe_instance_set_transform(RID p_instance, const Transform3D &p_transform) override;
void reflection_probe_release_atlas_index(RID p_instance) override;
bool reflection_probe_instance_needs_redraw(RID p_instance) override;
bool reflection_probe_instance_has_reflection(RID p_instance) override;
bool reflection_probe_instance_begin_render(RID p_instance, RID p_reflection_atlas) override;
bool reflection_probe_instance_postprocess_step(RID p_instance) override;
RID decal_instance_create(RID p_decal) override;
void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override;
RID lightmap_instance_create(RID p_lightmap) override;
void lightmap_instance_set_transform(RID p_lightmap, const Transform3D &p_transform) override;
RID voxel_gi_instance_create(RID p_voxel_gi) override;
void voxel_gi_instance_set_transform_to_data(RID p_probe, const Transform3D &p_xform) override;
bool voxel_gi_needs_update(RID p_probe) const override;
void voxel_gi_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<RendererSceneRender::GeometryInstance *> &p_dynamic_objects) override;
void voxel_gi_set_quality(RS::VoxelGIQuality) override;
void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const CameraData *p_prev_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override;
void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override;
void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override;
void set_scene_pass(uint64_t p_pass) override {
scene_pass = p_pass;
}
_FORCE_INLINE_ uint64_t get_scene_pass() {
return scene_pass;
}
void set_time(double p_time, double p_step) override;
void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override;
_FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
return debug_draw;
}
RID render_buffers_create() override;
void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
void gi_set_use_half_resolution(bool p_enable) override;
void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override;
bool screen_space_roughness_limiter_is_active() const override;
void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) override;
void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) override;
TypedArray<Image> bake_render_uv2(RID p_base, const Vector<RID> &p_material_overrides, const Size2i &p_image_size) override;
bool free(RID p_rid) override;
void update() override;
void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override;
void decals_set_filter(RS::DecalFilter p_filter) override;
void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
static RasterizerSceneGLES3 *get_singleton();
RasterizerSceneGLES3(RasterizerStorageGLES3 *p_storage);
~RasterizerSceneGLES3();
};
#endif // GLES3_ENABLED
#endif // RASTERIZER_SCENE_OPENGL_H