Everything returning to normal in 3D, still a long way to go
-implemented the scene part of visual server and rasterizer, objects without lighting and material are rendererd only
This commit is contained in:
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1527cf8c0d
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4428115916
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@ -173,7 +173,10 @@ public:
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// vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
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viewport = vs->viewport_create();
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vs->viewport_attach_to_screen(viewport,Rect2(Vector2(),OS::get_singleton()->get_window_size()));
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Size2i screen_size = OS::get_singleton()->get_window_size();
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vs->viewport_set_size(viewport,screen_size.x,screen_size.y);
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vs->viewport_attach_to_screen(viewport,Rect2(Vector2(),screen_size));
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vs->viewport_set_active(viewport,true);
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vs->viewport_attach_camera( viewport, camera );
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vs->viewport_set_scenario( viewport, scenario );
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vs->camera_set_transform(camera, Transform( Matrix3(), Vector3(0,3,30 ) ) );
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@ -175,6 +175,108 @@ public:
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static double log(double x);
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static double exp(double x);
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static _FORCE_INLINE_ uint32_t halfbits_to_floatbits(uint16_t h)
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{
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uint16_t h_exp, h_sig;
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uint32_t f_sgn, f_exp, f_sig;
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h_exp = (h&0x7c00u);
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f_sgn = ((uint32_t)h&0x8000u) << 16;
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switch (h_exp) {
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case 0x0000u: /* 0 or subnormal */
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h_sig = (h&0x03ffu);
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/* Signed zero */
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if (h_sig == 0) {
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return f_sgn;
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}
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/* Subnormal */
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h_sig <<= 1;
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while ((h_sig&0x0400u) == 0) {
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h_sig <<= 1;
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h_exp++;
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}
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f_exp = ((uint32_t)(127 - 15 - h_exp)) << 23;
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f_sig = ((uint32_t)(h_sig&0x03ffu)) << 13;
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return f_sgn + f_exp + f_sig;
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case 0x7c00u: /* inf or NaN */
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/* All-ones exponent and a copy of the significand */
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return f_sgn + 0x7f800000u + (((uint32_t)(h&0x03ffu)) << 13);
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default: /* normalized */
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/* Just need to adjust the exponent and shift */
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return f_sgn + (((uint32_t)(h&0x7fffu) + 0x1c000u) << 13);
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}
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}
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static _FORCE_INLINE_ float halfptr_to_float(uint16_t *h) {
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union {
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uint32_t u32;
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float f32;
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} u;
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u.u32=halfbits_to_floatbits(*h);
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return u.f32;
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}
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static _FORCE_INLINE_ uint16_t make_half_float(float f) {
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union {
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float fv;
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uint32_t ui;
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} ci;
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ci.fv=f;
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uint32_t x = ci.ui;
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uint32_t sign = (unsigned short)(x >> 31);
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uint32_t mantissa;
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uint32_t exp;
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uint16_t hf;
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// get mantissa
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mantissa = x & ((1 << 23) - 1);
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// get exponent bits
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exp = x & (0xFF << 23);
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if (exp >= 0x47800000)
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{
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// check if the original single precision float number is a NaN
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if (mantissa && (exp == (0xFF << 23)))
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{
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// we have a single precision NaN
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mantissa = (1 << 23) - 1;
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}
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else
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{
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// 16-bit half-float representation stores number as Inf
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mantissa = 0;
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}
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hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
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(uint16_t)(mantissa >> 13);
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}
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// check if exponent is <= -15
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else if (exp <= 0x38000000)
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{
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/*// store a denorm half-float value or zero
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exp = (0x38000000 - exp) >> 23;
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mantissa >>= (14 + exp);
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hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
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*/
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hf=0; //denormals do not work for 3D, convert to zero
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}
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else
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{
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hf = (((uint16_t)sign) << 15) |
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(uint16_t)((exp - 0x38000000) >> 13) |
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(uint16_t)(mantissa >> 13);
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}
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return hf;
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}
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};
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@ -181,6 +181,14 @@ public:
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}
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_FORCE_INLINE_ T * getptr(const RID& p_rid) {
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return static_cast<T*>(p_rid.get_data());
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}
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_FORCE_INLINE_ bool owns(const RID& p_rid) const {
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if (p_rid.get_data()==NULL)
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@ -117,6 +117,7 @@ void RasterizerCanvasGLES3::canvas_begin(){
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glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a );
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glClear(GL_COLOR_BUFFER_BIT);
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storage->frame.clear_request=false;
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print_line("canvas clear?");
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}
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@ -15,7 +15,7 @@ RasterizerCanvas *RasterizerGLES3::get_canvas() {
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RasterizerScene *RasterizerGLES3::get_scene() {
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return NULL;
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return scene;
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}
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@ -111,6 +111,7 @@ void RasterizerGLES3::initialize() {
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*/
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storage->initialize();
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canvas->initialize();
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scene->initialize();
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}
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void RasterizerGLES3::begin_frame(){
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@ -124,6 +125,7 @@ void RasterizerGLES3::begin_frame(){
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storage->update_dirty_shaders();
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storage->update_dirty_materials();
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}
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void RasterizerGLES3::set_current_render_target(RID p_render_target){
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@ -131,6 +133,7 @@ void RasterizerGLES3::set_current_render_target(RID p_render_target){
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if (!p_render_target.is_valid() && storage->frame.current_rt && storage->frame.clear_request) {
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//handle pending clear request, if the framebuffer was not cleared
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glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
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print_line("unbind clear of: "+storage->frame.clear_request_color);
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glClearColor(
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storage->frame.clear_request_color.r,
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storage->frame.clear_request_color.g,
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@ -265,8 +268,12 @@ RasterizerGLES3::RasterizerGLES3()
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storage = memnew( RasterizerStorageGLES3 );
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canvas = memnew( RasterizerCanvasGLES3 );
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scene = memnew( RasterizerSceneGLES3 );
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canvas->storage=storage;
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storage->canvas=canvas;
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scene->storage=storage;
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storage->scene=scene;
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}
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@ -4,6 +4,7 @@
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#include "servers/visual/rasterizer.h"
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#include "rasterizer_storage_gles3.h"
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#include "rasterizer_canvas_gles3.h"
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#include "rasterizer_scene_gles3.h"
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class RasterizerGLES3 : public Rasterizer {
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@ -12,6 +13,8 @@ class RasterizerGLES3 : public Rasterizer {
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RasterizerStorageGLES3 *storage;
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RasterizerCanvasGLES3 *canvas;
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RasterizerSceneGLES3 *scene;
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public:
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virtual RasterizerStorage *get_storage();
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@ -0,0 +1,808 @@
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#include "rasterizer_scene_gles3.h"
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#include "globals.h"
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static _FORCE_INLINE_ void store_matrix32(const Matrix32& p_mtx, float* p_array) {
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p_array[ 0]=p_mtx.elements[0][0];
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p_array[ 1]=p_mtx.elements[0][1];
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p_array[ 2]=0;
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p_array[ 3]=0;
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p_array[ 4]=p_mtx.elements[1][0];
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p_array[ 5]=p_mtx.elements[1][1];
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p_array[ 6]=0;
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p_array[ 7]=0;
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p_array[ 8]=0;
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p_array[ 9]=0;
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p_array[10]=1;
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p_array[11]=0;
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p_array[12]=p_mtx.elements[2][0];
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p_array[13]=p_mtx.elements[2][1];
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p_array[14]=0;
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p_array[15]=1;
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}
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static _FORCE_INLINE_ void store_transform(const Transform& p_mtx, float* p_array) {
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p_array[ 0]=p_mtx.basis.elements[0][0];
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p_array[ 1]=p_mtx.basis.elements[1][0];
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p_array[ 2]=p_mtx.basis.elements[2][0];
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p_array[ 3]=0;
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p_array[ 4]=p_mtx.basis.elements[0][1];
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p_array[ 5]=p_mtx.basis.elements[1][1];
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p_array[ 6]=p_mtx.basis.elements[2][1];
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p_array[ 7]=0;
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p_array[ 8]=p_mtx.basis.elements[0][2];
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p_array[ 9]=p_mtx.basis.elements[1][2];
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p_array[10]=p_mtx.basis.elements[2][2];
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p_array[11]=0;
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p_array[12]=p_mtx.origin.x;
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p_array[13]=p_mtx.origin.y;
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p_array[14]=p_mtx.origin.z;
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p_array[15]=1;
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}
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static _FORCE_INLINE_ void store_camera(const CameraMatrix& p_mtx, float* p_array) {
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for (int i=0;i<4;i++) {
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for (int j=0;j<4;j++) {
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p_array[i*4+j]=p_mtx.matrix[i][j];
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}
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}
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}
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RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
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return RID();
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}
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void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance,const Transform& p_transform){
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}
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bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass) {
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if (p_material->shader->spatial.cull_mode==RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
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glDisable(GL_CULL_FACE);
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} else {
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glEnable(GL_CULL_FACE);
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}
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//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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/*
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if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
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glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
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else
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glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
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*/
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//if (p_material->line_width)
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// glLineWidth(p_material->line_width);
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//blend mode
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if (state.current_blend_mode!=p_material->shader->spatial.blend_mode) {
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switch(p_material->shader->spatial.blend_mode) {
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_ADD: {
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glBlendEquation(GL_FUNC_ADD);
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glBlendFunc(p_alpha_pass?GL_SRC_ALPHA:GL_ONE,GL_ONE);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_SUB: {
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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glBlendFunc(GL_SRC_ALPHA,GL_ONE);
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} break;
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case RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MUL: {
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glBlendEquation(GL_FUNC_ADD);
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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} else {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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} break;
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}
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state.current_blend_mode=p_material->shader->spatial.blend_mode;
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}
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//material parameters
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state.scene_shader.set_custom_shader(p_material->shader->custom_code_id);
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bool rebind = state.scene_shader.bind();
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if (p_material->ubo_id) {
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glBindBufferBase(GL_UNIFORM_BUFFER,1,p_material->ubo_id);
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}
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int tc = p_material->textures.size();
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RID* textures = p_material->textures.ptr();
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for(int i=0;i<tc;i++) {
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glActiveTexture(GL_TEXTURE0+i);
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RasterizerStorageGLES3::Texture *t = storage->texture_owner.getornull( textures[i] );
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if (!t) {
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//check hints
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glBindTexture(GL_TEXTURE_2D,storage->resources.white_tex);
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continue;
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}
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glBindTexture(t->target,t->tex_id);
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}
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return rebind;
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}
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void RasterizerSceneGLES3::_setup_geometry(RenderList::Element *e) {
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switch(e->instance->base_type) {
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case VS::INSTANCE_MESH: {
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RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);
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glBindVertexArray(s->array_id); // everything is so easy nowadays
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} break;
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}
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}
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static const GLenum gl_primitive[]={
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GL_POINTS,
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GL_LINES,
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GL_LINE_STRIP,
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GL_LINE_LOOP,
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GL_TRIANGLES,
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GL_TRIANGLE_STRIP,
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GL_TRIANGLE_FAN
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};
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void RasterizerSceneGLES3::_render_geometry(RenderList::Element *e) {
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switch(e->instance->base_type) {
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case VS::INSTANCE_MESH: {
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RasterizerStorageGLES3::Surface *s = static_cast<RasterizerStorageGLES3::Surface*>(e->geometry);
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if (s->index_array_len>0) {
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glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>=(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
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} else {
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glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
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}
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} break;
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}
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}
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void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_element_count,const Transform& p_view_transform,const CameraMatrix& p_projection,bool p_reverse_cull,bool p_alpha_pass) {
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if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_VFLIP]) {
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//p_reverse_cull=!p_reverse_cull;
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glFrontFace(GL_CCW);
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} else {
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glFrontFace(GL_CW);
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}
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glBindBufferBase(GL_UNIFORM_BUFFER,0,state.scene_ubo); //bind globals ubo
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state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
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state.current_blend_mode=-1;
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glDisable(GL_BLEND);
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RasterizerStorageGLES3::Material* prev_material=NULL;
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RasterizerStorageGLES3::Geometry* prev_geometry=NULL;
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VS::InstanceType prev_base_type = VS::INSTANCE_MAX;
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for (int i=0;i<p_element_count;i++) {
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RenderList::Element *e = p_elements[i];
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RasterizerStorageGLES3::Material* material= e->material;
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bool rebind=i==0;
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if (material!=prev_material || rebind) {
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rebind = _setup_material(material,p_alpha_pass);
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// _rinfo.mat_change_count++;
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}
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if (prev_base_type != e->instance->base_type || prev_geometry!=e->geometry) {
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_setup_geometry(e);
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}
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// _set_cull(e->mirror,p_reverse_cull);
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state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror?-1.0:1.0);
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state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
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// _render(e->geometry, material, skeleton,e->owner,e->instance->transform);
|
||||
|
||||
_render_geometry(e);
|
||||
|
||||
prev_material=material;
|
||||
prev_base_type=e->instance->base_type;
|
||||
prev_geometry=e->geometry;
|
||||
}
|
||||
|
||||
//print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
|
||||
|
||||
|
||||
glFrontFace(GL_CW);
|
||||
glBindVertexArray(0);
|
||||
|
||||
}
|
||||
|
||||
void RasterizerSceneGLES3::_add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material) {
|
||||
|
||||
RasterizerStorageGLES3::Material *m=NULL;
|
||||
RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override :(p_material>=0?p_instance->materials[p_material]:p_geometry->material);
|
||||
|
||||
/*
|
||||
#ifdef DEBUG_ENABLED
|
||||
if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
|
||||
m_src=overdraw_material;
|
||||
}
|
||||
|
||||
#endif
|
||||
*/
|
||||
if (m_src.is_valid()) {
|
||||
m=storage->material_owner.getornull( m_src );
|
||||
if (!m->shader) {
|
||||
m=NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (!m) {
|
||||
m=storage->material_owner.getptr( default_material );
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(!m);
|
||||
|
||||
|
||||
|
||||
//bool has_base_alpha=(m->shader_cache && m->shader_cache->has_alpha);
|
||||
//bool has_blend_alpha=m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || m->flags[VS::MATERIAL_FLAG_ONTOP];
|
||||
bool has_alpha = false; //has_base_alpha || has_blend_alpha;
|
||||
|
||||
#if 0
|
||||
if (shadow) {
|
||||
|
||||
if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
|
||||
return; //bye
|
||||
|
||||
if (!m->shader_cache || (!m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA)) {
|
||||
//shader does not use discard and does not write a vertex position, use generic material
|
||||
if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED)
|
||||
m = shadow_mat_double_sided_ptr;
|
||||
else
|
||||
m = shadow_mat_ptr;
|
||||
if (m->last_pass!=frame) {
|
||||
|
||||
if (m->shader.is_valid()) {
|
||||
|
||||
m->shader_cache=shader_owner.get(m->shader);
|
||||
if (m->shader_cache) {
|
||||
|
||||
|
||||
if (!m->shader_cache->valid)
|
||||
m->shader_cache=NULL;
|
||||
} else {
|
||||
m->shader=RID();
|
||||
}
|
||||
|
||||
} else {
|
||||
m->shader_cache=NULL;
|
||||
}
|
||||
|
||||
m->last_pass=frame;
|
||||
}
|
||||
}
|
||||
|
||||
render_list = &opaque_render_list;
|
||||
/* notyet
|
||||
if (!m->shader_cache || m->shader_cache->can_zpass)
|
||||
render_list = &alpha_render_list;
|
||||
} else {
|
||||
render_list = &opaque_render_list;
|
||||
}*/
|
||||
|
||||
} else {
|
||||
if (has_alpha) {
|
||||
render_list = &alpha_render_list;
|
||||
} else {
|
||||
render_list = &opaque_render_list;
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
RenderList::Element *e = has_alpha ? render_list.add_alpha_element() : render_list.add_element();
|
||||
|
||||
if (!e)
|
||||
return;
|
||||
|
||||
e->geometry=p_geometry;
|
||||
e->material=m;
|
||||
e->instance=p_instance;
|
||||
e->owner=p_owner;
|
||||
e->additive=false;
|
||||
e->additive_ptr=&e->additive;
|
||||
e->sort_key=0;
|
||||
|
||||
if (e->geometry->last_pass!=render_pass) {
|
||||
e->geometry->last_pass=render_pass;
|
||||
e->geometry->index=current_geometry_index++;
|
||||
}
|
||||
|
||||
e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
|
||||
e->sort_key|=uint64_t(e->instance->base_type)<<RenderList::SORT_KEY_GEOMETRY_TYPE_SHIFT;
|
||||
|
||||
if (e->material->last_pass!=render_pass) {
|
||||
e->material->last_pass=render_pass;
|
||||
e->material->index=current_material_index++;
|
||||
}
|
||||
|
||||
e->sort_key|=uint64_t(e->material->index)<<RenderList::SORT_KEY_MATERIAL_INDEX_SHIFT;
|
||||
|
||||
e->sort_key|=uint64_t(e->instance->depth_layer)<<RenderList::SORT_KEY_DEPTH_LAYER_SHIFT;
|
||||
|
||||
//if (e->geometry->type==RasterizerStorageGLES3::Geometry::GEOMETRY_MULTISURFACE)
|
||||
// e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
|
||||
|
||||
bool mirror = e->instance->mirror;
|
||||
|
||||
// if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
|
||||
// e->mirror=!e->mirror;
|
||||
|
||||
if (mirror) {
|
||||
e->sort_key|=RenderList::SORT_KEY_MIRROR_FLAG;
|
||||
}
|
||||
|
||||
//e->light_type=0xFF; // no lights!
|
||||
e->sort_key|=uint64_t(0xF)<<RenderList::SORT_KEY_LIGHT_TYPE_SHIFT; //light type 0xF is no light?
|
||||
e->sort_key|=uint64_t(0xFFFF)<<RenderList::SORT_KEY_LIGHT_INDEX_SHIFT;
|
||||
/* prepass
|
||||
if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
|
||||
|
||||
//if nothing exists, add this element as opaque too
|
||||
RenderList::Element *oe = opaque_render_list.add_element();
|
||||
|
||||
if (!oe)
|
||||
return;
|
||||
|
||||
memcpy(oe,e,sizeof(RenderList::Element));
|
||||
oe->additive_ptr=&oe->additive;
|
||||
}
|
||||
*/
|
||||
|
||||
#if 0
|
||||
if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED] || current_debug==VS::SCENARIO_DEBUG_SHADELESS) {
|
||||
|
||||
e->light_type=0x7F; //unshaded is zero
|
||||
} else {
|
||||
|
||||
bool duplicate=false;
|
||||
|
||||
|
||||
for(int i=0;i<directional_light_count;i++) {
|
||||
uint16_t sort_key = directional_lights[i]->sort_key;
|
||||
uint8_t light_type = VS::LIGHT_DIRECTIONAL;
|
||||
if (directional_lights[i]->base->shadow_enabled) {
|
||||
light_type|=0x8;
|
||||
if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS)
|
||||
light_type|=0x10;
|
||||
else if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS)
|
||||
light_type|=0x30;
|
||||
|
||||
}
|
||||
|
||||
RenderList::Element *ec;
|
||||
if (duplicate) {
|
||||
|
||||
ec = render_list->add_element();
|
||||
memcpy(ec,e,sizeof(RenderList::Element));
|
||||
} else {
|
||||
|
||||
ec=e;
|
||||
duplicate=true;
|
||||
}
|
||||
|
||||
ec->light_type=light_type;
|
||||
ec->light=sort_key;
|
||||
ec->additive_ptr=&e->additive;
|
||||
|
||||
}
|
||||
|
||||
|
||||
const RID *liptr = p_instance->light_instances.ptr();
|
||||
int ilc=p_instance->light_instances.size();
|
||||
|
||||
|
||||
|
||||
for(int i=0;i<ilc;i++) {
|
||||
|
||||
LightInstance *li=light_instance_owner.get( liptr[i] );
|
||||
if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
|
||||
continue;
|
||||
uint8_t light_type=li->base->type|0x40; //penalty to ensure directionals always go first
|
||||
if (li->base->shadow_enabled) {
|
||||
light_type|=0x8;
|
||||
}
|
||||
uint16_t sort_key =li->sort_key;
|
||||
|
||||
RenderList::Element *ec;
|
||||
if (duplicate) {
|
||||
|
||||
ec = render_list->add_element();
|
||||
memcpy(ec,e,sizeof(RenderList::Element));
|
||||
} else {
|
||||
|
||||
duplicate=true;
|
||||
ec=e;
|
||||
}
|
||||
|
||||
ec->light_type=light_type;
|
||||
ec->light=sort_key;
|
||||
ec->additive_ptr=&e->additive;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment){
|
||||
|
||||
|
||||
//fill up ubo
|
||||
|
||||
store_camera(p_cam_projection,state.ubo_data.projection_matrix);
|
||||
store_transform(p_cam_transform,state.ubo_data.camera_matrix);
|
||||
store_transform(p_cam_transform.affine_inverse(),state.ubo_data.camera_inverse_matrix);
|
||||
for(int i=0;i<4;i++) {
|
||||
state.ubo_data.time[i]=storage->frame.time[i];
|
||||
}
|
||||
|
||||
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
|
||||
glBufferSubData(GL_UNIFORM_BUFFER, 0,sizeof(State::SceneDataUBO), &state.ubo_data);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
|
||||
render_list.clear();
|
||||
|
||||
render_pass++;
|
||||
current_material_index=0;
|
||||
|
||||
//fill list
|
||||
|
||||
for(int i=0;i<p_cull_count;i++) {
|
||||
|
||||
InstanceBase *inst = p_cull_result[i];
|
||||
switch(inst->base_type) {
|
||||
|
||||
case VS::INSTANCE_MESH: {
|
||||
|
||||
RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.getptr(inst->base);
|
||||
ERR_CONTINUE(!mesh);
|
||||
|
||||
int ssize = mesh->surfaces.size();
|
||||
|
||||
for (int i=0;i<ssize;i++) {
|
||||
|
||||
int mat_idx = inst->materials[i].is_valid() ? i : -1;
|
||||
RasterizerStorageGLES3::Surface *s = mesh->surfaces[i];
|
||||
_add_geometry(s,inst,NULL,mat_idx);
|
||||
}
|
||||
|
||||
//mesh->last_pass=frame;
|
||||
|
||||
} break;
|
||||
case VS::INSTANCE_MULTIMESH: {
|
||||
|
||||
} break;
|
||||
case VS::INSTANCE_IMMEDIATE: {
|
||||
|
||||
} break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(GL_TRUE);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glClearDepth(1.0);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->front.fbo);
|
||||
|
||||
|
||||
if (true) {
|
||||
|
||||
if (storage->frame.clear_request) {
|
||||
|
||||
glClearColor( storage->frame.clear_request_color.r, storage->frame.clear_request_color.g, storage->frame.clear_request_color.b, storage->frame.clear_request_color.a );
|
||||
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
||||
storage->frame.clear_request=false;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
state.current_depth_test=true;
|
||||
state.current_depth_mask=true;
|
||||
state.texscreen_copied=false;
|
||||
|
||||
glBlendEquation(GL_FUNC_ADD);
|
||||
|
||||
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
} else {
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
//current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
|
||||
|
||||
|
||||
render_list.sort_by_key(false);
|
||||
|
||||
//_render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
|
||||
/*
|
||||
if (draw_tex_background) {
|
||||
|
||||
//most 3D vendors recommend drawing a texture bg or skybox here,
|
||||
//after opaque geometry has been drawn
|
||||
//so the zbuffer can get rid of most pixels
|
||||
_draw_tex_bg();
|
||||
}
|
||||
*/
|
||||
if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
|
||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
|
||||
} else {
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
}
|
||||
|
||||
// glDisable(GL_BLEND);
|
||||
// current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
|
||||
// state.scene_shader.set_conditional(SceneShaderGLES3::USE_GLOW,false);
|
||||
// if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
|
||||
// glColorMask(1,1,1,0); //don't touch alpha
|
||||
// }
|
||||
|
||||
|
||||
_render_list(render_list.elements,render_list.element_count,p_cam_transform,p_cam_projection,false,false);
|
||||
|
||||
//_render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting,true);
|
||||
//glColorMask(1,1,1,1);
|
||||
|
||||
// state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false);
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
||||
#if 0
|
||||
if (use_fb) {
|
||||
|
||||
|
||||
|
||||
for(int i=0;i<VS::ARRAY_MAX;i++) {
|
||||
glDisableVertexAttribArray(i);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER,0);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_CULL_FACE);
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glDepthMask(false);
|
||||
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
|
||||
|
||||
int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
|
||||
switch(hdr_tm) {
|
||||
case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
|
||||
|
||||
|
||||
} break;
|
||||
case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
|
||||
|
||||
} break;
|
||||
case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
|
||||
} break;
|
||||
case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
|
||||
} break;
|
||||
}
|
||||
|
||||
|
||||
_process_hdr();
|
||||
}
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
|
||||
_process_glow_bloom();
|
||||
int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
|
||||
if (glow_transfer_mode==1)
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
|
||||
if (glow_transfer_mode==2)
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
|
||||
|
||||
Size2 size;
|
||||
if (current_rt) {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
|
||||
glViewport( 0,0,viewport.width,viewport.height);
|
||||
size=Size2(viewport.width,viewport.height);
|
||||
} else {
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
|
||||
glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
|
||||
size=Size2(viewport.width,viewport.height);
|
||||
}
|
||||
|
||||
//time to copy!!!
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
|
||||
|
||||
copy_shader.bind();
|
||||
//copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
|
||||
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
|
||||
|
||||
glActiveTexture(GL_TEXTURE1);
|
||||
glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
|
||||
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
|
||||
|
||||
}
|
||||
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
|
||||
|
||||
glActiveTexture(GL_TEXTURE2);
|
||||
glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
|
||||
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
|
||||
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
|
||||
copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
|
||||
|
||||
}
|
||||
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
|
||||
copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
|
||||
|
||||
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
|
||||
|
||||
Vector3 bcs;
|
||||
bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
|
||||
bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
|
||||
bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
|
||||
copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, framebuffer.color );
|
||||
glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
|
||||
|
||||
_copy_screen_quad();
|
||||
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
|
||||
copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
|
||||
|
||||
state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);
|
||||
|
||||
|
||||
if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
|
||||
_debug_luminances();
|
||||
}
|
||||
}
|
||||
|
||||
current_env=NULL;
|
||||
current_debug=VS::SCENARIO_DEBUG_DISABLED;
|
||||
if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
|
||||
_debug_shadows();
|
||||
}
|
||||
// _debug_luminances();
|
||||
// _debug_samplers();
|
||||
|
||||
if (using_canvas_bg) {
|
||||
using_canvas_bg=false;
|
||||
glColorMask(1,1,1,1); //don't touch alpha
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
bool RasterizerSceneGLES3::free(RID p_rid) {
|
||||
|
||||
return false;
|
||||
|
||||
}
|
||||
|
||||
void RasterizerSceneGLES3::initialize() {
|
||||
|
||||
state.scene_shader.init();
|
||||
|
||||
default_shader = storage->shader_create(VS::SHADER_SPATIAL);
|
||||
default_material = storage->material_create();
|
||||
storage->material_set_shader(default_material,default_shader);
|
||||
|
||||
glGenBuffers(1, &state.scene_ubo);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, state.scene_ubo);
|
||||
glBufferData(GL_UNIFORM_BUFFER, sizeof(State::SceneDataUBO), &state.scene_ubo, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_UNIFORM_BUFFER, 0);
|
||||
|
||||
render_list.max_elements=GLOBAL_DEF("rendering/gles3/max_renderable_elements",(int)RenderList::DEFAULT_MAX_ELEMENTS);
|
||||
if (render_list.max_elements>1000000)
|
||||
render_list.max_elements=1000000;
|
||||
if (render_list.max_elements<1024)
|
||||
render_list.max_elements=1024;
|
||||
|
||||
render_list.init();
|
||||
}
|
||||
|
||||
void RasterizerSceneGLES3::finalize(){
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
RasterizerSceneGLES3::RasterizerSceneGLES3()
|
||||
{
|
||||
|
||||
}
|
|
@ -0,0 +1,178 @@
|
|||
#ifndef RASTERIZERSCENEGLES3_H
|
||||
#define RASTERIZERSCENEGLES3_H
|
||||
|
||||
#include "rasterizer_storage_gles3.h"
|
||||
#include "drivers/gles3/shaders/scene.glsl.h"
|
||||
|
||||
class RasterizerSceneGLES3 : public RasterizerScene {
|
||||
public:
|
||||
|
||||
uint64_t render_pass;
|
||||
uint32_t current_material_index;
|
||||
uint32_t current_geometry_index;
|
||||
|
||||
RID default_material;
|
||||
RID default_shader;
|
||||
|
||||
RasterizerStorageGLES3 *storage;
|
||||
|
||||
|
||||
|
||||
struct State {
|
||||
|
||||
bool current_depth_test;
|
||||
bool current_depth_mask;
|
||||
bool texscreen_copied;
|
||||
int current_blend_mode;
|
||||
|
||||
SceneShaderGLES3 scene_shader;
|
||||
|
||||
|
||||
struct SceneDataUBO {
|
||||
|
||||
float projection_matrix[16];
|
||||
float camera_inverse_matrix[16];
|
||||
float camera_matrix[16];
|
||||
float time[4];
|
||||
float ambient_light[4];
|
||||
|
||||
} ubo_data;
|
||||
|
||||
GLuint scene_ubo;
|
||||
|
||||
|
||||
|
||||
} state;
|
||||
|
||||
struct RenderList {
|
||||
|
||||
enum {
|
||||
DEFAULT_MAX_ELEMENTS=65536,
|
||||
MAX_LIGHTS=4,
|
||||
SORT_FLAG_SKELETON=1,
|
||||
SORT_FLAG_INSTANCING=2,
|
||||
|
||||
SORT_KEY_DEPTH_LAYER_SHIFT=58,
|
||||
SORT_KEY_LIGHT_TYPE_SHIFT=54, //type is most important
|
||||
SORT_KEY_LIGHT_INDEX_SHIFT=38, //type is most important
|
||||
SORT_KEY_MATERIAL_INDEX_SHIFT=22,
|
||||
SORT_KEY_GEOMETRY_INDEX_SHIFT=6,
|
||||
SORT_KEY_GEOMETRY_TYPE_SHIFT=2,
|
||||
SORT_KEY_SKELETON_FLAG=2,
|
||||
SORT_KEY_MIRROR_FLAG=1
|
||||
|
||||
};
|
||||
|
||||
int max_elements;
|
||||
|
||||
struct Element {
|
||||
|
||||
RasterizerScene::InstanceBase *instance;
|
||||
RasterizerStorageGLES3::Geometry *geometry;
|
||||
RasterizerStorageGLES3::Material *material;
|
||||
RasterizerStorageGLES3::GeometryOwner *owner;
|
||||
uint64_t sort_key;
|
||||
bool *additive_ptr;
|
||||
bool additive;
|
||||
|
||||
};
|
||||
|
||||
|
||||
Element *_elements;
|
||||
Element **elements;
|
||||
|
||||
int element_count;
|
||||
int alpha_element_count;
|
||||
|
||||
void clear() {
|
||||
|
||||
element_count=0;
|
||||
alpha_element_count=0;
|
||||
}
|
||||
|
||||
//should eventually be replaced by radix
|
||||
|
||||
struct SortByKey {
|
||||
|
||||
_FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
|
||||
return A->sort_key < B->sort_key;
|
||||
}
|
||||
};
|
||||
|
||||
void sort_by_key(bool p_alpha) {
|
||||
|
||||
SortArray<Element*,SortByKey> sorter;
|
||||
if (p_alpha) {
|
||||
sorter.sort(&elements[max_elements-alpha_element_count-1],alpha_element_count);
|
||||
} else {
|
||||
sorter.sort(elements,element_count);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
_FORCE_INLINE_ Element* add_element() {
|
||||
|
||||
if (element_count+alpha_element_count>=max_elements)
|
||||
return NULL;
|
||||
elements[element_count]=&_elements[element_count];
|
||||
return elements[element_count++];
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Element* add_alpha_element() {
|
||||
|
||||
if (element_count+alpha_element_count>=max_elements)
|
||||
return NULL;
|
||||
int idx = max_elements-alpha_element_count-1;
|
||||
elements[idx]=&_elements[idx];
|
||||
alpha_element_count++;
|
||||
return elements[idx];
|
||||
}
|
||||
|
||||
void init() {
|
||||
|
||||
element_count = 0;
|
||||
alpha_element_count =0;
|
||||
elements=memnew_arr(Element*,max_elements);
|
||||
_elements=memnew_arr(Element,max_elements);
|
||||
for (int i=0;i<max_elements;i++)
|
||||
elements[i]=&_elements[i]; // assign elements
|
||||
|
||||
}
|
||||
|
||||
RenderList() {
|
||||
|
||||
max_elements=DEFAULT_MAX_ELEMENTS;
|
||||
}
|
||||
|
||||
~RenderList() {
|
||||
memdelete_arr(elements);
|
||||
memdelete_arr(_elements);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
||||
RenderList render_list;
|
||||
|
||||
_FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material* p_material,bool p_alpha_pass);
|
||||
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e);
|
||||
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
|
||||
|
||||
|
||||
void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform& p_view_transform, const CameraMatrix& p_projection, bool p_reverse_cull, bool p_alpha_pass);
|
||||
|
||||
virtual RID light_instance_create(RID p_light);
|
||||
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
|
||||
|
||||
_FORCE_INLINE_ void _add_geometry( RasterizerStorageGLES3::Geometry* p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner,int p_material);
|
||||
|
||||
virtual void render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment);
|
||||
|
||||
virtual bool free(RID p_rid);
|
||||
|
||||
void initialize();
|
||||
void finalize();
|
||||
RasterizerSceneGLES3();
|
||||
};
|
||||
|
||||
#endif // RASTERIZERSCENEGLES3_H
|
|
@ -1,5 +1,6 @@
|
|||
#include "rasterizer_storage_gles3.h"
|
||||
#include "rasterizer_canvas_gles3.h"
|
||||
#include "rasterizer_scene_gles3.h"
|
||||
#include "globals.h"
|
||||
|
||||
/* TEXTURE API */
|
||||
|
@ -1039,7 +1040,7 @@ void RasterizerStorageGLES3::shader_set_mode(RID p_shader,VS::ShaderMode p_mode)
|
|||
|
||||
ShaderGLES3* shaders[VS::SHADER_MAX]={
|
||||
&canvas->state.canvas_shader,
|
||||
&canvas->state.canvas_shader,
|
||||
&scene->state.scene_shader,
|
||||
&canvas->state.canvas_shader,
|
||||
|
||||
};
|
||||
|
@ -1108,6 +1109,37 @@ void RasterizerStorageGLES3::_update_shader(Shader* p_shader) const {
|
|||
actions->uniforms=&p_shader->uniforms;
|
||||
|
||||
} break;
|
||||
|
||||
case VS::SHADER_SPATIAL: {
|
||||
|
||||
p_shader->spatial.blend_mode=Shader::Spatial::BLEND_MODE_MIX;
|
||||
p_shader->spatial.depth_draw_mode=Shader::Spatial::DEPTH_DRAW_OPAQUE;
|
||||
p_shader->spatial.cull_mode=Shader::Spatial::CULL_MODE_BACK;
|
||||
p_shader->spatial.uses_alpha=false;
|
||||
p_shader->spatial.unshaded=false;
|
||||
p_shader->spatial.ontop=false;
|
||||
|
||||
shaders.actions_scene.render_mode_values["blend_add"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_ADD);
|
||||
shaders.actions_scene.render_mode_values["blend_mix"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MIX);
|
||||
shaders.actions_scene.render_mode_values["blend_sub"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_SUB);
|
||||
shaders.actions_scene.render_mode_values["blend_mul"]=Pair<int*,int>(&p_shader->spatial.blend_mode,Shader::Spatial::BLEND_MODE_MUL);
|
||||
|
||||
shaders.actions_scene.render_mode_values["depth_draw_opaque"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_OPAQUE);
|
||||
shaders.actions_scene.render_mode_values["depth_draw_always"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALWAYS);
|
||||
shaders.actions_scene.render_mode_values["depth_draw_never"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_NEVER);
|
||||
shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"]=Pair<int*,int>(&p_shader->spatial.depth_draw_mode,Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS);
|
||||
|
||||
shaders.actions_scene.render_mode_values["cull_front"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_FRONT);
|
||||
shaders.actions_scene.render_mode_values["cull_back"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_BACK);
|
||||
shaders.actions_scene.render_mode_values["cull_disable"]=Pair<int*,int>(&p_shader->spatial.cull_mode,Shader::Spatial::CULL_MODE_DISABLED);
|
||||
|
||||
shaders.actions_canvas.render_mode_flags["unshaded"]=&p_shader->spatial.unshaded;
|
||||
shaders.actions_canvas.render_mode_flags["ontop"]=&p_shader->spatial.ontop;
|
||||
|
||||
shaders.actions_canvas.usage_flag_pointers["ALPHA"]=&p_shader->spatial.uses_alpha;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -1905,97 +1937,685 @@ void RasterizerStorageGLES3::update_dirty_materials() {
|
|||
|
||||
RID RasterizerStorageGLES3::mesh_create(){
|
||||
|
||||
return RID();
|
||||
Mesh * mesh = memnew( Mesh );
|
||||
|
||||
return mesh_owner.make_rid(mesh);
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes){
|
||||
|
||||
void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes,const Vector<AABB>& p_bone_aabbs){
|
||||
|
||||
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND(!mesh);
|
||||
|
||||
ERR_FAIL_COND(!(p_format&VS::ARRAY_FORMAT_VERTEX));
|
||||
|
||||
//must have index and bones, both.
|
||||
{
|
||||
uint32_t bones_weight = VS::ARRAY_FORMAT_BONES|VS::ARRAY_FORMAT_WEIGHTS;
|
||||
ERR_EXPLAIN("Array must have both bones and weights in format or none.");
|
||||
ERR_FAIL_COND( (p_format&bones_weight) && (p_format&bones_weight)!=bones_weight );
|
||||
}
|
||||
|
||||
|
||||
bool has_morph = p_blend_shapes.size();
|
||||
|
||||
Surface::Attrib attribs[VS::ARRAY_MAX],morph_attribs[VS::ARRAY_MAX];
|
||||
|
||||
int stride=0;
|
||||
int morph_stride=0;
|
||||
|
||||
for(int i=0;i<VS::ARRAY_MAX;i++) {
|
||||
|
||||
if (! (p_format&(1<<i) ) ) {
|
||||
attribs[i].enabled=false;
|
||||
morph_attribs[i].enabled=false;
|
||||
continue;
|
||||
}
|
||||
|
||||
attribs[i].enabled=true;
|
||||
attribs[i].offset=stride;
|
||||
attribs[i].index=i;
|
||||
|
||||
if (has_morph) {
|
||||
morph_attribs[i].enabled=true;
|
||||
morph_attribs[i].offset=morph_stride;
|
||||
morph_attribs[i].index=i+8;
|
||||
} else {
|
||||
morph_attribs[i].enabled=false;
|
||||
}
|
||||
|
||||
switch(i) {
|
||||
|
||||
case VS::ARRAY_VERTEX: {
|
||||
|
||||
if (p_format&VS::ARRAY_FLAG_USE_2D_VERTICES) {
|
||||
attribs[i].size=2;
|
||||
} else {
|
||||
attribs[i].size=3;
|
||||
}
|
||||
|
||||
if (p_format&VS::ARRAY_COMPRESS_VERTEX) {
|
||||
attribs[i].type=GL_HALF_FLOAT;
|
||||
stride+=attribs[i].size*2;
|
||||
} else {
|
||||
attribs[i].type=GL_FLOAT;
|
||||
stride+=attribs[i].size*4;
|
||||
}
|
||||
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
|
||||
if (has_morph) {
|
||||
//morph
|
||||
morph_attribs[i].normalized=GL_FALSE;
|
||||
morph_attribs[i].size=attribs[i].size;
|
||||
morph_attribs[i].type=GL_FLOAT;
|
||||
morph_stride+=attribs[i].size*4;
|
||||
}
|
||||
} break;
|
||||
case VS::ARRAY_NORMAL: {
|
||||
|
||||
attribs[i].size=3;
|
||||
|
||||
if (p_format&VS::ARRAY_COMPRESS_NORMAL) {
|
||||
attribs[i].type=GL_BYTE;
|
||||
stride+=4; //pad extra byte
|
||||
attribs[i].normalized=GL_TRUE;
|
||||
} else {
|
||||
attribs[i].type=GL_FLOAT;
|
||||
stride+=12;
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
}
|
||||
|
||||
if (has_morph) {
|
||||
//morph
|
||||
morph_attribs[i].normalized=GL_FALSE;
|
||||
morph_attribs[i].size=attribs[i].size;
|
||||
morph_attribs[i].type=GL_FLOAT;
|
||||
morph_stride+=12;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_TANGENT: {
|
||||
|
||||
attribs[i].size=4;
|
||||
|
||||
if (p_format&VS::ARRAY_COMPRESS_TANGENT) {
|
||||
attribs[i].type=GL_BYTE;
|
||||
stride+=4;
|
||||
attribs[i].normalized=GL_TRUE;
|
||||
} else {
|
||||
attribs[i].type=GL_FLOAT;
|
||||
stride+=16;
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
}
|
||||
|
||||
if (has_morph) {
|
||||
morph_attribs[i].normalized=GL_FALSE;
|
||||
morph_attribs[i].size=attribs[i].size;
|
||||
morph_attribs[i].type=GL_FLOAT;
|
||||
morph_stride+=16;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_COLOR: {
|
||||
|
||||
attribs[i].size=4;
|
||||
|
||||
if (p_format&VS::ARRAY_COMPRESS_COLOR) {
|
||||
attribs[i].type=GL_UNSIGNED_BYTE;
|
||||
stride+=4;
|
||||
attribs[i].normalized=GL_TRUE;
|
||||
} else {
|
||||
attribs[i].type=GL_FLOAT;
|
||||
stride+=16;
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
}
|
||||
|
||||
if (has_morph) {
|
||||
morph_attribs[i].normalized=GL_FALSE;
|
||||
morph_attribs[i].size=attribs[i].size;
|
||||
morph_attribs[i].type=GL_FLOAT;
|
||||
morph_stride+=16;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_TEX_UV: {
|
||||
|
||||
attribs[i].size=2;
|
||||
|
||||
if (p_format&VS::ARRAY_COMPRESS_TEX_UV) {
|
||||
attribs[i].type=GL_HALF_FLOAT;
|
||||
stride+=4;
|
||||
} else {
|
||||
attribs[i].type=GL_FLOAT;
|
||||
stride+=8;
|
||||
}
|
||||
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
|
||||
if (has_morph) {
|
||||
morph_attribs[i].normalized=GL_FALSE;
|
||||
morph_attribs[i].size=attribs[i].size;
|
||||
morph_attribs[i].type=GL_FLOAT;
|
||||
morph_stride+=8;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_TEX_UV2: {
|
||||
|
||||
attribs[i].size=2;
|
||||
|
||||
if (p_format&VS::ARRAY_COMPRESS_TEX_UV2) {
|
||||
attribs[i].type=GL_HALF_FLOAT;
|
||||
stride+=4;
|
||||
} else {
|
||||
attribs[i].type=GL_FLOAT;
|
||||
stride+=8;
|
||||
}
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
|
||||
if (has_morph) {
|
||||
morph_attribs[i].normalized=GL_FALSE;
|
||||
morph_attribs[i].size=attribs[i].size;
|
||||
morph_attribs[i].type=GL_FLOAT;
|
||||
morph_stride+=8;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_BONES: {
|
||||
|
||||
attribs[i].size=4;
|
||||
|
||||
if (p_format&VS::ARRAY_COMPRESS_BONES) {
|
||||
|
||||
if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) {
|
||||
attribs[i].type=GL_UNSIGNED_SHORT;
|
||||
stride+=8;
|
||||
} else {
|
||||
attribs[i].type=GL_UNSIGNED_BYTE;
|
||||
stride+=4;
|
||||
}
|
||||
} else {
|
||||
attribs[i].type=GL_UNSIGNED_SHORT;
|
||||
stride+=8;
|
||||
}
|
||||
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
|
||||
if (has_morph) {
|
||||
morph_attribs[i].normalized=GL_FALSE;
|
||||
morph_attribs[i].size=attribs[i].size;
|
||||
morph_attribs[i].type=GL_UNSIGNED_SHORT;
|
||||
morph_stride+=8;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_WEIGHTS: {
|
||||
|
||||
attribs[i].size=4;
|
||||
|
||||
if (p_format&VS::ARRAY_COMPRESS_WEIGHTS) {
|
||||
|
||||
attribs[i].type=GL_UNSIGNED_SHORT;
|
||||
stride+=8;
|
||||
attribs[i].normalized=GL_TRUE;
|
||||
} else {
|
||||
attribs[i].type=GL_FLOAT;
|
||||
stride+=16;
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
}
|
||||
|
||||
if (has_morph) {
|
||||
morph_attribs[i].normalized=GL_FALSE;
|
||||
morph_attribs[i].size=attribs[i].size;
|
||||
morph_attribs[i].type=GL_FLOAT;
|
||||
morph_stride+=8;
|
||||
}
|
||||
} break;
|
||||
case VS::ARRAY_INDEX: {
|
||||
|
||||
attribs[i].size=1;
|
||||
|
||||
if (p_vertex_count>=(1<<16)) {
|
||||
attribs[i].type=GL_UNSIGNED_INT;
|
||||
attribs[i].stride=4;
|
||||
} else {
|
||||
attribs[i].type=GL_UNSIGNED_SHORT;
|
||||
attribs[i].stride=2;
|
||||
}
|
||||
|
||||
attribs[i].normalized=GL_FALSE;
|
||||
|
||||
} break;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for(int i=0;i<VS::ARRAY_MAX-1;i++) {
|
||||
attribs[i].stride=stride;
|
||||
if (has_morph) {
|
||||
morph_attribs[i].stride=morph_stride;
|
||||
}
|
||||
}
|
||||
|
||||
//validate sizes
|
||||
|
||||
int array_size = stride * p_vertex_count;
|
||||
int index_array_size=0;
|
||||
|
||||
ERR_FAIL_COND(p_array.size()!=array_size);
|
||||
|
||||
if (p_format&VS::ARRAY_FORMAT_INDEX) {
|
||||
|
||||
index_array_size=attribs[VS::ARRAY_INDEX].stride*p_index_count;
|
||||
|
||||
print_line("index count: "+itos(p_index_count)+" stride: "+itos(attribs[VS::ARRAY_INDEX].stride) );
|
||||
}
|
||||
|
||||
|
||||
ERR_FAIL_COND(p_index_array.size()!=index_array_size);
|
||||
|
||||
ERR_FAIL_COND(p_blend_shapes.size()!=mesh->morph_target_count);
|
||||
|
||||
for(int i=0;i<p_blend_shapes.size();i++) {
|
||||
ERR_FAIL_COND(p_blend_shapes[i].size()!=array_size);
|
||||
}
|
||||
|
||||
//ok all valid, create stuff
|
||||
|
||||
Surface * surface = memnew( Surface );
|
||||
|
||||
surface->active=true;
|
||||
surface->array_len=p_vertex_count;
|
||||
surface->index_array_len=p_index_count;
|
||||
surface->primitive=p_primitive;
|
||||
surface->mesh=mesh;
|
||||
surface->format=p_format;
|
||||
surface->skeleton_bone_aabb=p_bone_aabbs;
|
||||
surface->skeleton_bone_used.resize(surface->skeleton_bone_aabb.size());
|
||||
surface->aabb=p_aabb;
|
||||
surface->max_bone=p_bone_aabbs.size();
|
||||
|
||||
for(int i=0;i<surface->skeleton_bone_used.size();i++) {
|
||||
if (surface->skeleton_bone_aabb[i].size.x<0 || surface->skeleton_bone_aabb[i].size.y<0 || surface->skeleton_bone_aabb[i].size.z<0) {
|
||||
surface->skeleton_bone_used[i]=false;
|
||||
} else {
|
||||
surface->skeleton_bone_used[i]=true;
|
||||
}
|
||||
}
|
||||
|
||||
for(int i=0;i<VS::ARRAY_MAX;i++) {
|
||||
surface->attribs[i]=attribs[i];
|
||||
surface->morph_attribs[i]=morph_attribs[i];
|
||||
}
|
||||
|
||||
{
|
||||
|
||||
DVector<uint8_t>::Read vr = p_array.read();
|
||||
|
||||
glGenBuffers(1,&surface->vertex_id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
|
||||
glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
|
||||
|
||||
|
||||
if (p_format&VS::ARRAY_FORMAT_INDEX) {
|
||||
|
||||
DVector<uint8_t>::Read ir = p_index_array.read();
|
||||
|
||||
glGenBuffers(1,&surface->index_id);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_size,ir.ptr(),GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
|
||||
}
|
||||
|
||||
//generate arrays for faster state switching
|
||||
|
||||
glGenVertexArrays(1,&surface->array_id);
|
||||
glBindVertexArray(surface->array_id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
|
||||
|
||||
for(int i=0;i<VS::ARRAY_MAX-1;i++) {
|
||||
|
||||
if (!attribs[i].enabled)
|
||||
continue;
|
||||
|
||||
glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
|
||||
glEnableVertexAttribArray(attribs[i].index);
|
||||
|
||||
}
|
||||
|
||||
if (surface->index_id) {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
|
||||
|
||||
}
|
||||
|
||||
{
|
||||
|
||||
//blend shapes
|
||||
|
||||
for(int i=0;i<p_blend_shapes.size();i++) {
|
||||
|
||||
Surface::MorphTarget mt;
|
||||
|
||||
DVector<uint8_t>::Read vr = p_blend_shapes[i].read();
|
||||
|
||||
glGenBuffers(1,&mt.vertex_id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id);
|
||||
glBufferData(GL_ARRAY_BUFFER,array_size,vr.ptr(),GL_STATIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
|
||||
|
||||
glGenVertexArrays(1,&mt.array_id);
|
||||
glBindVertexArray(mt.array_id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER,mt.vertex_id);
|
||||
|
||||
for(int i=0;i<VS::ARRAY_MAX-1;i++) {
|
||||
|
||||
if (!attribs[i].enabled)
|
||||
continue;
|
||||
|
||||
glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
|
||||
glEnableVertexAttribArray(attribs[i].index);
|
||||
|
||||
}
|
||||
|
||||
glBindVertexArray(0);
|
||||
glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
|
||||
|
||||
surface->morph_targets.push_back(mt);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
mesh->surfaces.push_back(surface);
|
||||
mesh->instance_change_notify();
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::mesh_set_morph_target_count(RID p_mesh,int p_amount){
|
||||
|
||||
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND(!mesh);
|
||||
|
||||
|
||||
ERR_FAIL_COND(mesh->surfaces.size()!=0);
|
||||
ERR_FAIL_COND(p_amount<0);
|
||||
|
||||
mesh->morph_target_count=p_amount;
|
||||
|
||||
}
|
||||
int RasterizerStorageGLES3::mesh_get_morph_target_count(RID p_mesh) const{
|
||||
|
||||
return 0;
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,0);
|
||||
|
||||
return mesh->morph_target_count;
|
||||
}
|
||||
|
||||
|
||||
void RasterizerStorageGLES3::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode){
|
||||
|
||||
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND(!mesh);
|
||||
|
||||
mesh->morph_target_mode=p_mode;
|
||||
|
||||
}
|
||||
VS::MorphTargetMode RasterizerStorageGLES3::mesh_get_morph_target_mode(RID p_mesh) const{
|
||||
|
||||
return VS::MORPH_MODE_NORMALIZED;
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);
|
||||
|
||||
return mesh->morph_target_mode;
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material){
|
||||
|
||||
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND(!mesh);
|
||||
ERR_FAIL_INDEX(p_surface,mesh->surfaces.size());
|
||||
|
||||
mesh->surfaces[p_surface]->material=p_material;
|
||||
|
||||
}
|
||||
RID RasterizerStorageGLES3::mesh_surface_get_material(RID p_mesh, int p_surface) const{
|
||||
|
||||
return RID();
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,RID());
|
||||
ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),RID());
|
||||
|
||||
return mesh->surfaces[p_surface]->material;
|
||||
}
|
||||
|
||||
int RasterizerStorageGLES3::mesh_surface_get_array_len(RID p_mesh, int p_surface) const{
|
||||
|
||||
return 0;
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,0);
|
||||
ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
|
||||
|
||||
return mesh->surfaces[p_surface]->array_len;
|
||||
|
||||
}
|
||||
int RasterizerStorageGLES3::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const{
|
||||
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,0);
|
||||
ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
|
||||
|
||||
return 0;
|
||||
return mesh->surfaces[p_surface]->index_array_len;
|
||||
}
|
||||
|
||||
DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_array(RID p_mesh, int p_surface) const{
|
||||
|
||||
return DVector<uint8_t>();
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,DVector<uint8_t>());
|
||||
ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>());
|
||||
|
||||
Surface *surface = mesh->surfaces[p_surface];
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
|
||||
void * data = glMapBufferRange(GL_ARRAY_BUFFER,0,surface->array_len,GL_MAP_READ_BIT);
|
||||
|
||||
ERR_FAIL_COND_V(!data,DVector<uint8_t>());
|
||||
|
||||
DVector<uint8_t> ret;
|
||||
ret.resize(surface->array_len);
|
||||
|
||||
{
|
||||
|
||||
DVector<uint8_t>::Write w = ret.write();
|
||||
copymem(w.ptr(),data,surface->array_len);
|
||||
}
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
DVector<uint8_t> RasterizerStorageGLES3::mesh_surface_get_index_array(RID p_mesh, int p_surface) const {
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,DVector<uint8_t>());
|
||||
ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),DVector<uint8_t>());
|
||||
|
||||
Surface *surface = mesh->surfaces[p_surface];
|
||||
|
||||
return DVector<uint8_t>();
|
||||
ERR_FAIL_COND_V(surface->index_array_len==0,DVector<uint8_t>());
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->vertex_id);
|
||||
void * data = glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER,0,surface->index_array_len,GL_MAP_READ_BIT);
|
||||
|
||||
ERR_FAIL_COND_V(!data,DVector<uint8_t>());
|
||||
|
||||
DVector<uint8_t> ret;
|
||||
ret.resize(surface->index_array_len);
|
||||
|
||||
{
|
||||
|
||||
DVector<uint8_t>::Write w = ret.write();
|
||||
copymem(w.ptr(),data,surface->index_array_len);
|
||||
}
|
||||
|
||||
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
uint32_t RasterizerStorageGLES3::mesh_surface_get_format(RID p_mesh, int p_surface) const{
|
||||
|
||||
return 0;
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
|
||||
ERR_FAIL_COND_V(!mesh,0);
|
||||
ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),0);
|
||||
|
||||
return mesh->surfaces[p_surface]->format;
|
||||
|
||||
}
|
||||
|
||||
VS::PrimitiveType RasterizerStorageGLES3::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const{
|
||||
|
||||
return VS::PRIMITIVE_MAX;
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_MAX);
|
||||
ERR_FAIL_INDEX_V(p_surface,mesh->surfaces.size(),VS::PRIMITIVE_MAX);
|
||||
|
||||
return mesh->surfaces[p_surface]->primitive;
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh,int p_index){
|
||||
void RasterizerStorageGLES3::mesh_remove_surface(RID p_mesh, int p_surface){
|
||||
|
||||
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND(!mesh);
|
||||
ERR_FAIL_INDEX(p_surface,mesh->surfaces.size());
|
||||
|
||||
Surface *surface = mesh->surfaces[p_surface];
|
||||
|
||||
ERR_FAIL_COND(surface->index_array_len==0);
|
||||
|
||||
glDeleteBuffers(1,&surface->array_id);
|
||||
if (surface->index_id) {
|
||||
glDeleteBuffers(1,&surface->index_id);
|
||||
}
|
||||
|
||||
glDeleteVertexArrays(1,&surface->array_id);
|
||||
|
||||
for(int i=0;i<surface->morph_targets.size();i++) {
|
||||
|
||||
glDeleteBuffers(1,&surface->morph_targets[i].vertex_id);
|
||||
glDeleteVertexArrays(1,&surface->morph_targets[i].array_id);
|
||||
}
|
||||
|
||||
memdelete(surface);
|
||||
|
||||
mesh->surfaces.remove(p_surface);
|
||||
|
||||
mesh->instance_change_notify();
|
||||
}
|
||||
int RasterizerStorageGLES3::mesh_get_surface_count(RID p_mesh) const{
|
||||
|
||||
return 0;
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,0);
|
||||
return mesh->surfaces.size();
|
||||
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb){
|
||||
|
||||
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND(!mesh);
|
||||
|
||||
mesh->custom_aabb=p_aabb;
|
||||
}
|
||||
AABB RasterizerStorageGLES3::mesh_get_custom_aabb(RID p_mesh) const{
|
||||
|
||||
return AABB();
|
||||
const Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND_V(!mesh,AABB());
|
||||
|
||||
return mesh->custom_aabb;
|
||||
|
||||
}
|
||||
|
||||
AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh) const{
|
||||
AABB RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh,RID p_skeleton) const{
|
||||
|
||||
Mesh *mesh = mesh_owner.get( p_mesh );
|
||||
ERR_FAIL_COND_V(!mesh,AABB());
|
||||
|
||||
if (mesh->custom_aabb!=AABB())
|
||||
return mesh->custom_aabb;
|
||||
/*
|
||||
Skeleton *sk=NULL;
|
||||
if (p_skeleton.is_valid())
|
||||
sk=skeleton_owner.get(p_skeleton);
|
||||
*/
|
||||
AABB aabb;
|
||||
/*
|
||||
if (sk && sk->bones.size()!=0) {
|
||||
|
||||
|
||||
for (int i=0;i<mesh->surfaces.size();i++) {
|
||||
|
||||
AABB laabb;
|
||||
if (mesh->surfaces[i]->format&VS::ARRAY_FORMAT_BONES && mesh->surfaces[i]->skeleton_bone_aabb.size()) {
|
||||
|
||||
|
||||
int bs = mesh->surfaces[i]->skeleton_bone_aabb.size();
|
||||
const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr();
|
||||
const bool *skused = mesh->surfaces[i]->skeleton_bone_used.ptr();
|
||||
|
||||
int sbs = sk->bones.size();
|
||||
ERR_CONTINUE(bs>sbs);
|
||||
Skeleton::Bone *skb = sk->bones.ptr();
|
||||
|
||||
bool first=true;
|
||||
for(int j=0;j<bs;j++) {
|
||||
|
||||
if (!skused[j])
|
||||
continue;
|
||||
AABB baabb = skb[ j ].transform_aabb ( skbones[j] );
|
||||
if (first) {
|
||||
laabb=baabb;
|
||||
first=false;
|
||||
} else {
|
||||
laabb.merge_with(baabb);
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
laabb=mesh->surfaces[i]->aabb;
|
||||
}
|
||||
|
||||
if (i==0)
|
||||
aabb=laabb;
|
||||
else
|
||||
aabb.merge_with(laabb);
|
||||
}
|
||||
} else {
|
||||
*/
|
||||
for (int i=0;i<mesh->surfaces.size();i++) {
|
||||
|
||||
if (i==0)
|
||||
aabb=mesh->surfaces[i]->aabb;
|
||||
else
|
||||
aabb.merge_with(mesh->surfaces[i]->aabb);
|
||||
}
|
||||
/*
|
||||
}
|
||||
*/
|
||||
return aabb;
|
||||
|
||||
return AABB();
|
||||
}
|
||||
void RasterizerStorageGLES3::mesh_clear(RID p_mesh){
|
||||
|
||||
Mesh *mesh = mesh_owner.getornull(p_mesh);
|
||||
ERR_FAIL_COND(!mesh);
|
||||
|
||||
while(mesh->surfaces.size()) {
|
||||
mesh_remove_surface(p_mesh,0);
|
||||
}
|
||||
}
|
||||
|
||||
/* MULTIMESH API */
|
||||
|
@ -2206,6 +2826,16 @@ void RasterizerStorageGLES3::light_directional_set_shadow_mode(RID p_light,VS::L
|
|||
|
||||
}
|
||||
|
||||
VS::LightType RasterizerStorageGLES3::light_get_type(RID p_light) const {
|
||||
|
||||
return VS::LIGHT_DIRECTIONAL;
|
||||
}
|
||||
|
||||
AABB RasterizerStorageGLES3::light_get_aabb(RID p_light) const {
|
||||
|
||||
return AABB();
|
||||
}
|
||||
|
||||
/* PROBE API */
|
||||
|
||||
RID RasterizerStorageGLES3::reflection_probe_create(){
|
||||
|
@ -2292,6 +2922,42 @@ void RasterizerStorageGLES3::portal_set_disabled_color(RID p_portal, const Color
|
|||
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance) {
|
||||
|
||||
Instantiable *inst=NULL;
|
||||
switch(p_instance->base_type) {
|
||||
case VS::INSTANCE_MESH: {
|
||||
inst = mesh_owner.getornull(p_base);
|
||||
ERR_FAIL_COND(!inst);
|
||||
} break;
|
||||
default: {
|
||||
ERR_FAIL();
|
||||
}
|
||||
}
|
||||
|
||||
inst->instance_list.add( &p_instance->dependency_item );
|
||||
}
|
||||
|
||||
void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance){
|
||||
|
||||
Instantiable *inst=NULL;
|
||||
|
||||
switch(p_instance->base_type) {
|
||||
case VS::INSTANCE_MESH: {
|
||||
inst = mesh_owner.getornull(p_base);
|
||||
ERR_FAIL_COND(!inst);
|
||||
|
||||
} break;
|
||||
default: {
|
||||
ERR_FAIL();
|
||||
}
|
||||
}
|
||||
|
||||
ERR_FAIL_COND(!inst);
|
||||
|
||||
inst->instance_list.remove( &p_instance->dependency_item );
|
||||
}
|
||||
|
||||
|
||||
/* RENDER TARGET */
|
||||
|
||||
|
@ -2773,6 +3439,15 @@ void RasterizerStorageGLES3::canvas_light_occluder_set_polylines(RID p_occluder,
|
|||
|
||||
}
|
||||
|
||||
VS::InstanceType RasterizerStorageGLES3::get_base_type(RID p_rid) const {
|
||||
|
||||
if (mesh_owner.owns(p_rid)) {
|
||||
return VS::INSTANCE_MESH;
|
||||
}
|
||||
|
||||
return VS::INSTANCE_NONE;
|
||||
}
|
||||
|
||||
bool RasterizerStorageGLES3::free(RID p_rid){
|
||||
|
||||
if (render_target_owner.owns(p_rid)) {
|
||||
|
@ -2834,6 +3509,15 @@ bool RasterizerStorageGLES3::free(RID p_rid){
|
|||
material_owner.free(p_rid);
|
||||
memdelete(material);
|
||||
|
||||
} else if (mesh_owner.owns(p_rid)) {
|
||||
|
||||
// delete the texture
|
||||
Mesh *mesh = mesh_owner.get(p_rid);
|
||||
|
||||
mesh_clear(p_rid);
|
||||
|
||||
mesh_owner.free(p_rid);
|
||||
memdelete(mesh);
|
||||
|
||||
} else if (canvas_occluder_owner.owns(p_rid)) {
|
||||
|
||||
|
|
|
@ -10,12 +10,14 @@
|
|||
#include "shader_compiler_gles3.h"
|
||||
|
||||
class RasterizerCanvasGLES3;
|
||||
class RasterizerSceneGLES3;
|
||||
|
||||
|
||||
class RasterizerStorageGLES3 : public RasterizerStorage {
|
||||
public:
|
||||
|
||||
RasterizerCanvasGLES3 *canvas;
|
||||
RasterizerSceneGLES3 *scene;
|
||||
|
||||
enum FBOFormat {
|
||||
FBO_FORMAT_16_BITS,
|
||||
|
@ -59,6 +61,7 @@ public:
|
|||
ShaderCompilerGLES3 compiler;
|
||||
|
||||
ShaderCompilerGLES3::IdentifierActions actions_canvas;
|
||||
ShaderCompilerGLES3::IdentifierActions actions_scene;
|
||||
} shaders;
|
||||
|
||||
struct Resources {
|
||||
|
@ -230,6 +233,40 @@ public:
|
|||
|
||||
} canvas_item;
|
||||
|
||||
struct Spatial {
|
||||
|
||||
enum BlendMode {
|
||||
BLEND_MODE_MIX,
|
||||
BLEND_MODE_ADD,
|
||||
BLEND_MODE_SUB,
|
||||
BLEND_MODE_MUL,
|
||||
};
|
||||
|
||||
int blend_mode;
|
||||
|
||||
enum DepthDrawMode {
|
||||
DEPTH_DRAW_OPAQUE,
|
||||
DEPTH_DRAW_ALWAYS,
|
||||
DEPTH_DRAW_NEVER,
|
||||
DEPTH_DRAW_ALPHA_PREPASS,
|
||||
};
|
||||
|
||||
int depth_draw_mode;
|
||||
|
||||
enum CullMode {
|
||||
CULL_MODE_FRONT,
|
||||
CULL_MODE_BACK,
|
||||
CULL_MODE_DISABLED,
|
||||
};
|
||||
|
||||
int cull_mode;
|
||||
|
||||
bool uses_alpha;
|
||||
bool unshaded;
|
||||
bool ontop;
|
||||
|
||||
} spatial;
|
||||
|
||||
Shader() : dirty_list(this) {
|
||||
|
||||
shader=NULL;
|
||||
|
@ -272,10 +309,14 @@ public:
|
|||
SelfList<Material> dirty_list;
|
||||
Vector<RID> textures;
|
||||
|
||||
uint32_t index;
|
||||
uint64_t last_pass;
|
||||
|
||||
Material() : list(this), dirty_list(this) {
|
||||
shader=NULL;
|
||||
ubo_id=0;
|
||||
ubo_size=0;
|
||||
last_pass=0;
|
||||
}
|
||||
|
||||
};
|
||||
|
@ -300,9 +341,155 @@ public:
|
|||
|
||||
/* MESH API */
|
||||
|
||||
struct Instantiable : public RID_Data {
|
||||
|
||||
enum Type {
|
||||
GEOMETRY_INVALID,
|
||||
GEOMETRY_SURFACE,
|
||||
GEOMETRY_IMMEDIATE,
|
||||
GEOMETRY_MULTISURFACE,
|
||||
};
|
||||
|
||||
SelfList<RasterizerScene::InstanceBase>::List instance_list;
|
||||
|
||||
_FORCE_INLINE_ void instance_change_notify() {
|
||||
|
||||
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
|
||||
while(instances) {
|
||||
|
||||
instances->self()->base_changed();
|
||||
instances=instances->next();
|
||||
}
|
||||
}
|
||||
|
||||
Instantiable() { }
|
||||
virtual ~Instantiable() {
|
||||
|
||||
while(instance_list.first()) {
|
||||
instance_list.first()->self()->base_removed();
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
struct Geometry : Instantiable {
|
||||
|
||||
enum Type {
|
||||
GEOMETRY_INVALID,
|
||||
GEOMETRY_SURFACE,
|
||||
GEOMETRY_IMMEDIATE,
|
||||
GEOMETRY_MULTISURFACE,
|
||||
};
|
||||
|
||||
Type type;
|
||||
RID material;
|
||||
uint64_t last_pass;
|
||||
uint32_t index;
|
||||
|
||||
Geometry() {
|
||||
last_pass=0;
|
||||
index=0;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
struct GeometryOwner : public Instantiable {
|
||||
|
||||
virtual ~GeometryOwner() {}
|
||||
};
|
||||
|
||||
struct Mesh;
|
||||
struct Surface : public Geometry {
|
||||
|
||||
struct Attrib {
|
||||
|
||||
bool enabled;
|
||||
GLuint index;
|
||||
GLint size;
|
||||
GLenum type;
|
||||
GLboolean normalized;
|
||||
GLsizei stride;
|
||||
uint32_t offset;
|
||||
};
|
||||
|
||||
Attrib attribs[VS::ARRAY_MAX];
|
||||
Attrib morph_attribs[VS::ARRAY_MAX];
|
||||
|
||||
|
||||
Mesh *mesh;
|
||||
uint32_t format;
|
||||
|
||||
GLuint array_id;
|
||||
GLuint vertex_id;
|
||||
GLuint index_id;
|
||||
|
||||
Vector<AABB> skeleton_bone_aabb;
|
||||
Vector<bool> skeleton_bone_used;
|
||||
|
||||
//bool packed;
|
||||
|
||||
struct MorphTarget {
|
||||
GLuint vertex_id;
|
||||
GLuint array_id;
|
||||
};
|
||||
|
||||
Vector<MorphTarget> morph_targets;
|
||||
|
||||
AABB aabb;
|
||||
|
||||
int array_len;
|
||||
int index_array_len;
|
||||
int max_bone;
|
||||
|
||||
int array_bytes;
|
||||
|
||||
|
||||
VS::PrimitiveType primitive;
|
||||
|
||||
bool active;
|
||||
|
||||
Surface() {
|
||||
|
||||
array_bytes=0;
|
||||
mesh=NULL;
|
||||
format=0;
|
||||
array_id=0;
|
||||
vertex_id=0;
|
||||
index_id=0;
|
||||
array_len=0;
|
||||
type=GEOMETRY_SURFACE;
|
||||
primitive=VS::PRIMITIVE_POINTS;
|
||||
index_array_len=0;
|
||||
active=false;
|
||||
|
||||
}
|
||||
|
||||
~Surface() {
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct Mesh : public GeometryOwner {
|
||||
|
||||
bool active;
|
||||
Vector<Surface*> surfaces;
|
||||
int morph_target_count;
|
||||
VS::MorphTargetMode morph_target_mode;
|
||||
AABB custom_aabb;
|
||||
mutable uint64_t last_pass;
|
||||
Mesh() {
|
||||
morph_target_mode=VS::MORPH_MODE_NORMALIZED;
|
||||
morph_target_count=0;
|
||||
last_pass=0;
|
||||
active=false;
|
||||
}
|
||||
};
|
||||
|
||||
mutable RID_Owner<Mesh> mesh_owner;
|
||||
|
||||
virtual RID mesh_create();
|
||||
|
||||
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >());
|
||||
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>());
|
||||
|
||||
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount);
|
||||
virtual int mesh_get_morph_target_count(RID p_mesh) const;
|
||||
|
@ -324,13 +511,13 @@ public:
|
|||
virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const;
|
||||
virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const;
|
||||
|
||||
virtual void mesh_remove_surface(RID p_mesh,int p_index);
|
||||
virtual void mesh_remove_surface(RID p_mesh, int p_surface);
|
||||
virtual int mesh_get_surface_count(RID p_mesh) const;
|
||||
|
||||
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb);
|
||||
virtual AABB mesh_get_custom_aabb(RID p_mesh) const;
|
||||
|
||||
virtual AABB mesh_get_aabb(RID p_mesh) const;
|
||||
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const;
|
||||
virtual void mesh_clear(RID p_mesh);
|
||||
|
||||
/* MULTIMESH API */
|
||||
|
@ -401,6 +588,8 @@ public:
|
|||
|
||||
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode);
|
||||
|
||||
virtual VS::LightType light_get_type(RID p_light) const;
|
||||
virtual AABB light_get_aabb(RID p_light) const;
|
||||
/* PROBE API */
|
||||
|
||||
virtual RID reflection_probe_create();
|
||||
|
@ -434,6 +623,9 @@ public:
|
|||
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
|
||||
|
||||
|
||||
virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance);
|
||||
virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance);
|
||||
|
||||
/* RENDER TARGET */
|
||||
|
||||
struct RenderTarget : public RID_Data {
|
||||
|
@ -522,6 +714,8 @@ public:
|
|||
virtual RID canvas_light_occluder_create();
|
||||
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
|
||||
|
||||
virtual VS::InstanceType get_base_type(RID p_rid) const;
|
||||
|
||||
virtual bool free(RID p_rid);
|
||||
|
||||
|
||||
|
|
|
@ -662,8 +662,8 @@ void ShaderGLES3::setup(const char** p_conditional_defines, int p_conditional_co
|
|||
fragment_code0=code.ascii();
|
||||
} else {
|
||||
fragment_code0=code.substr(0,cpos).ascii();
|
||||
//print_line("CODE0:\n"+String(fragment_code0.get_data()));
|
||||
code = code.substr(cpos+globals_tag.length(),code.length());
|
||||
|
||||
cpos = code.find(material_tag);
|
||||
|
||||
if (cpos==-1) {
|
||||
|
@ -671,14 +671,18 @@ void ShaderGLES3::setup(const char** p_conditional_defines, int p_conditional_co
|
|||
} else {
|
||||
|
||||
fragment_code1=code.substr(0,cpos).ascii();
|
||||
String code2 = code.substr(cpos+material_tag.length(),code.length());
|
||||
//print_line("CODE1:\n"+String(fragment_code1.get_data()));
|
||||
|
||||
String code2 = code.substr(cpos+material_tag.length(),code.length());
|
||||
cpos = code2.find(code_tag);
|
||||
|
||||
if (cpos==-1) {
|
||||
fragment_code2=code2.ascii();
|
||||
} else {
|
||||
|
||||
fragment_code2=code2.substr(0,cpos).ascii();
|
||||
//print_line("CODE2:\n"+String(fragment_code2.get_data()));
|
||||
|
||||
String code3 = code2.substr(cpos+code_tag.length(),code2.length());
|
||||
|
||||
cpos = code3.find(light_code_tag);
|
||||
|
@ -687,7 +691,9 @@ void ShaderGLES3::setup(const char** p_conditional_defines, int p_conditional_co
|
|||
} else {
|
||||
|
||||
fragment_code3=code3.substr(0,cpos).ascii();
|
||||
// print_line("CODE3:\n"+String(fragment_code3.get_data()));
|
||||
fragment_code4 = code3.substr(cpos+light_code_tag.length(),code3.length()).ascii();
|
||||
//print_line("CODE4:\n"+String(fragment_code4.get_data()));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,4 +4,5 @@ if env['BUILDERS'].has_key('GLES3_GLSL'):
|
|||
env.GLES3_GLSL('copy.glsl');
|
||||
env.GLES3_GLSL('canvas.glsl');
|
||||
env.GLES3_GLSL('canvas_shadow.glsl');
|
||||
env.GLES3_GLSL('scene.glsl');
|
||||
|
||||
|
|
|
@ -0,0 +1,351 @@
|
|||
[vertex]
|
||||
|
||||
|
||||
|
||||
/*
|
||||
from VisualServer:
|
||||
|
||||
ARRAY_VERTEX=0,
|
||||
ARRAY_NORMAL=1,
|
||||
ARRAY_TANGENT=2,
|
||||
ARRAY_COLOR=3,
|
||||
ARRAY_TEX_UV=4,
|
||||
ARRAY_TEX_UV2=5,
|
||||
ARRAY_BONES=6,
|
||||
ARRAY_WEIGHTS=7,
|
||||
ARRAY_INDEX=8,
|
||||
*/
|
||||
|
||||
//hack to use uv if no uv present so it works with lightmap
|
||||
|
||||
|
||||
/* INPUT ATTRIBS */
|
||||
|
||||
layout(location=0) in highp vec4 vertex_attrib;
|
||||
layout(location=1) in vec3 normal_attrib;
|
||||
layout(location=2) in vec4 tangent_attrib;
|
||||
layout(location=3) in vec4 color_attrib;
|
||||
layout(location=4) in vec2 uv_attrib;
|
||||
layout(location=5) in vec2 uv2_attrib;
|
||||
|
||||
uniform float normal_mult;
|
||||
|
||||
#ifdef USE_SKELETON
|
||||
layout(location=6) mediump ivec4 bone_indices; // attrib:6
|
||||
layout(location=7) mediump vec4 bone_weights; // attrib:7
|
||||
uniform highp sampler2D skeleton_matrices;
|
||||
#endif
|
||||
|
||||
#ifdef USE_ATTRIBUTE_INSTANCING
|
||||
|
||||
layout(location=8) in highp vec4 instance_xform0;
|
||||
layout(location=9) in highp vec4 instance_xform1;
|
||||
layout(location=10) in highp vec4 instance_xform2;
|
||||
layout(location=11) in lowp vec4 instance_color;
|
||||
|
||||
#endif
|
||||
|
||||
layout(std140) uniform SceneData { //ubo:0
|
||||
|
||||
highp mat4 projection_matrix;
|
||||
highp mat4 camera_inverse_matrix;
|
||||
highp mat4 camera_matrix;
|
||||
highp vec4 time;
|
||||
|
||||
highp vec4 ambient_light;
|
||||
};
|
||||
|
||||
uniform highp mat4 world_transform;
|
||||
|
||||
/* Varyings */
|
||||
|
||||
out vec3 vertex_interp;
|
||||
out vec3 normal_interp;
|
||||
|
||||
#if defined(ENABLE_COLOR_INTERP)
|
||||
out vec4 color_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_UV_INTERP)
|
||||
out vec2 uv_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_UV2_INTERP)
|
||||
out vec2 uv2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_VAR1_INTERP)
|
||||
out vec4 var1_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_VAR2_INTERP)
|
||||
out vec4 var2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_TANGENT_INTERP)
|
||||
out vec3 tangent_interp;
|
||||
out vec3 binormal_interp;
|
||||
#endif
|
||||
|
||||
|
||||
#if !defined(USE_DEPTH_SHADOWS) && defined(USE_SHADOW_PASS)
|
||||
|
||||
varying vec4 position_interp;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_SHADOW_PASS
|
||||
|
||||
uniform highp float shadow_z_offset;
|
||||
uniform highp float shadow_z_slope_scale;
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
VERTEX_SHADER_GLOBALS
|
||||
|
||||
|
||||
#if defined(USE_MATERIAL)
|
||||
|
||||
layout(std140) uniform UniformData { //ubo:1
|
||||
|
||||
MATERIAL_UNIFORMS
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
void main() {
|
||||
|
||||
highp vec4 vertex_in = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
|
||||
highp mat4 modelview = camera_inverse_matrix * world_transform;
|
||||
vec3 normal_in = normal_attrib;
|
||||
normal_in*=normal_mult;
|
||||
#if defined(ENABLE_TANGENT_INTERP)
|
||||
vec3 tangent_in = tangent_attrib.xyz;
|
||||
tangent_in*=normal_mult;
|
||||
float binormalf = tangent_attrib.a;
|
||||
#endif
|
||||
|
||||
#ifdef USE_SKELETON
|
||||
|
||||
{
|
||||
//skeleton transform
|
||||
highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x;
|
||||
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y;
|
||||
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
|
||||
m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
|
||||
|
||||
vertex_in = vertex_in * m;
|
||||
normal_in = (vec4(normal_in,0.0) * m).xyz;
|
||||
#if defined(ENABLE_TANGENT_INTERP)
|
||||
tangent_in = (vec4(tangent_in,0.0) * m).xyz;
|
||||
#endif
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
vertex_interp = (modelview * vertex_in).xyz;
|
||||
normal_interp = normalize((modelview * vec4(normal_in,0.0)).xyz);
|
||||
|
||||
#if defined(ENABLE_TANGENT_INTERP)
|
||||
tangent_interp=normalize((modelview * vec4(tangent_in,0.0)).xyz);
|
||||
binormal_interp = normalize( cross(normal_interp,tangent_interp) * binormalf );
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_COLOR_INTERP)
|
||||
color_interp = color_attrib;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_UV_INTERP)
|
||||
uv_interp = uv_attrib;
|
||||
#endif
|
||||
#if defined(ENABLE_UV2_INTERP)
|
||||
uv2_interp = uv2_attrib;
|
||||
#endif
|
||||
|
||||
|
||||
VERTEX_SHADER_CODE
|
||||
|
||||
|
||||
#ifdef USE_SHADOW_PASS
|
||||
|
||||
float z_ofs = shadow_z_offset;
|
||||
z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
|
||||
vertex_interp.z-=z_ofs;
|
||||
#endif
|
||||
|
||||
|
||||
#ifdef USE_FOG
|
||||
|
||||
fog_interp.a = pow( clamp( (length(vertex_interp)-fog_params.x)/(fog_params.y-fog_params.x), 0.0, 1.0 ), fog_params.z );
|
||||
fog_interp.rgb = mix( fog_color_begin, fog_color_end, fog_interp.a );
|
||||
#endif
|
||||
|
||||
#ifndef VERTEX_SHADER_WRITE_POSITION
|
||||
//vertex shader might write a position
|
||||
gl_Position = projection_matrix * vec4(vertex_interp,1.0);
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
[fragment]
|
||||
|
||||
|
||||
//hack to use uv if no uv present so it works with lightmap
|
||||
|
||||
|
||||
/* Varyings */
|
||||
|
||||
#if defined(ENABLE_COLOR_INTERP)
|
||||
in vec4 color_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_UV_INTERP)
|
||||
in vec2 uv_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_UV2_INTERP)
|
||||
in vec2 uv2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_TANGENT_INTERP)
|
||||
in vec3 tangent_interp;
|
||||
in vec3 binormal_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_VAR1_INTERP)
|
||||
in vec4 var1_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_VAR2_INTERP)
|
||||
in vec4 var2_interp;
|
||||
#endif
|
||||
|
||||
in vec3 vertex_interp;
|
||||
in vec3 normal_interp;
|
||||
|
||||
|
||||
/* Material Uniforms */
|
||||
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
||||
|
||||
#if defined(USE_MATERIAL)
|
||||
|
||||
layout(std140) uniform UniformData {
|
||||
|
||||
MATERIAL_UNIFORMS
|
||||
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
layout(std140) uniform SceneData {
|
||||
|
||||
highp mat4 projection_matrix;
|
||||
highp mat4 camera_inverse_matrix;
|
||||
highp mat4 camera_matrix;
|
||||
highp vec4 time;
|
||||
|
||||
highp vec4 ambient_light;
|
||||
};
|
||||
|
||||
layout(location=0) out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
|
||||
//lay out everything, whathever is unused is optimized away anyway
|
||||
vec3 vertex = vertex_interp;
|
||||
vec3 albedo = vec3(0.9,0.9,0.9);
|
||||
vec3 metal = vec3(0.0,0.0,0.0);
|
||||
float rough = 0.0;
|
||||
float alpha = 1.0;
|
||||
|
||||
#ifdef METERIAL_DOUBLESIDED
|
||||
float side=float(gl_FrontFacing)*2.0-1.0;
|
||||
#else
|
||||
float side=1.0;
|
||||
#endif
|
||||
|
||||
|
||||
#if defined(ENABLE_TANGENT_INTERP)
|
||||
vec3 binormal = normalize(binormal_interp)*side;
|
||||
vec3 tangent = normalize(tangent_interp)*side;
|
||||
#endif
|
||||
vec3 normal = normalize(normal_interp)*side;
|
||||
|
||||
#if defined(ENABLE_UV_INTERP)
|
||||
vec2 uv = uv_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_UV2_INTERP)
|
||||
vec2 uv2 = uv2_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_COLOR_INTERP)
|
||||
vec4 color = color_interp;
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_NORMALMAP)
|
||||
|
||||
vec3 normalmap = vec3(0.0);
|
||||
#endif
|
||||
|
||||
float normaldepth=1.0;
|
||||
|
||||
|
||||
|
||||
#if defined(ENABLE_DISCARD)
|
||||
bool discard_=false;
|
||||
#endif
|
||||
|
||||
{
|
||||
|
||||
|
||||
FRAGMENT_SHADER_CODE
|
||||
|
||||
}
|
||||
|
||||
#if defined(ENABLE_NORMALMAP)
|
||||
|
||||
normal = normalize( mix(normal_interp,tangent_interp * normalmap.x + binormal_interp * normalmap.y + normal_interp * normalmap.z,normaldepth) ) * side;
|
||||
|
||||
#endif
|
||||
|
||||
#if defined(ENABLE_DISCARD)
|
||||
if (discard_) {
|
||||
//easy to eliminate dead code
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef ENABLE_CLIP_ALPHA
|
||||
if (diffuse.a<0.99) {
|
||||
//used for doublepass and shadowmapping
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
#if defined(USE_LIGHT_SHADER_CODE)
|
||||
//light is written by the light shader
|
||||
{
|
||||
|
||||
LIGHT_SHADER_CODE
|
||||
|
||||
}
|
||||
#endif
|
||||
|
||||
frag_color=vec4(albedo,alpha);
|
||||
}
|
||||
|
||||
|
|
@ -33,6 +33,75 @@
|
|||
#include "servers/visual_server.h"
|
||||
#include "camera_matrix.h"
|
||||
|
||||
#include "self_list.h"
|
||||
|
||||
|
||||
class RasterizerScene {
|
||||
public:
|
||||
|
||||
|
||||
struct InstanceBase : RID_Data {
|
||||
|
||||
VS::InstanceType base_type;
|
||||
RID base;
|
||||
|
||||
RID skeleton;
|
||||
RID material_override;
|
||||
|
||||
Transform transform;
|
||||
|
||||
int depth_layer;
|
||||
|
||||
//RID sampled_light;
|
||||
|
||||
Vector<RID> materials;
|
||||
Vector<RID> light_instances;
|
||||
|
||||
Vector<float> morph_values;
|
||||
|
||||
//BakedLightData *baked_light;
|
||||
VS::ShadowCastingSetting cast_shadows;
|
||||
//Transform *baked_light_octree_xform;
|
||||
//int baked_lightmap_id;
|
||||
|
||||
bool mirror :8;
|
||||
bool depth_scale :8;
|
||||
bool billboard :8;
|
||||
bool billboard_y :8;
|
||||
bool receive_shadows : 8;
|
||||
|
||||
SelfList<InstanceBase> dependency_item;
|
||||
|
||||
virtual void base_removed()=0;
|
||||
virtual void base_changed()=0;
|
||||
|
||||
InstanceBase() : dependency_item(this) {
|
||||
|
||||
base_type=VS::INSTANCE_NONE;
|
||||
cast_shadows=VS::SHADOW_CASTING_SETTING_ON;
|
||||
receive_shadows=true;
|
||||
depth_scale=false;
|
||||
billboard=false;
|
||||
billboard_y=false;
|
||||
depth_layer=0;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
virtual RID light_instance_create(RID p_light)=0;
|
||||
virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform)=0;
|
||||
|
||||
virtual void render_scene(const Transform& p_cam_transform,CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_directional_lights,int p_directional_light_count,RID p_environment)=0;
|
||||
|
||||
virtual bool free(RID p_rid)=0;
|
||||
|
||||
virtual ~RasterizerScene() {}
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class RasterizerStorage {
|
||||
|
@ -88,7 +157,7 @@ public:
|
|||
|
||||
virtual RID mesh_create()=0;
|
||||
|
||||
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >())=0;
|
||||
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>())=0;
|
||||
|
||||
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
|
||||
virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
|
||||
|
@ -116,7 +185,7 @@ public:
|
|||
virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb)=0;
|
||||
virtual AABB mesh_get_custom_aabb(RID p_mesh) const=0;
|
||||
|
||||
virtual AABB mesh_get_aabb(RID p_mesh) const=0;
|
||||
virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const=0;
|
||||
virtual void mesh_clear(RID p_mesh)=0;
|
||||
|
||||
/* MULTIMESH API */
|
||||
|
@ -184,9 +253,11 @@ public:
|
|||
virtual void light_set_cull_mask(RID p_light,uint32_t p_mask)=0;
|
||||
virtual void light_set_shader(RID p_light,RID p_shader)=0;
|
||||
|
||||
|
||||
virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode)=0;
|
||||
|
||||
virtual VS::LightType light_get_type(RID p_light) const=0;
|
||||
virtual AABB light_get_aabb(RID p_light) const=0;
|
||||
|
||||
/* PROBE API */
|
||||
|
||||
virtual RID reflection_probe_create()=0;
|
||||
|
@ -220,6 +291,10 @@ public:
|
|||
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color)=0;
|
||||
|
||||
|
||||
|
||||
virtual void instance_add_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance)=0;
|
||||
virtual void instance_remove_dependency(RID p_base,RasterizerScene::InstanceBase *p_instance)=0;
|
||||
|
||||
/* RENDER TARGET */
|
||||
|
||||
enum RenderTargetFlags {
|
||||
|
@ -246,6 +321,8 @@ public:
|
|||
virtual RID canvas_light_occluder_create()=0;
|
||||
virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines)=0;
|
||||
|
||||
|
||||
virtual VS::InstanceType get_base_type(RID p_rid) const=0;
|
||||
virtual bool free(RID p_rid)=0;
|
||||
|
||||
|
||||
|
@ -257,6 +334,7 @@ public:
|
|||
|
||||
|
||||
|
||||
|
||||
class RasterizerCanvas {
|
||||
public:
|
||||
|
||||
|
@ -563,7 +641,7 @@ public:
|
|||
case Item::Command::TYPE_MESH: {
|
||||
|
||||
const Item::CommandMesh* mesh = static_cast< const Item::CommandMesh*>(c);
|
||||
AABB aabb = RasterizerStorage::base_signleton->mesh_get_aabb(mesh->mesh);
|
||||
AABB aabb = RasterizerStorage::base_signleton->mesh_get_aabb(mesh->mesh,mesh->skeleton);
|
||||
|
||||
r=Rect2(aabb.pos.x,aabb.pos.y,aabb.size.x,aabb.size.y);
|
||||
|
||||
|
@ -654,17 +732,6 @@ public:
|
|||
};
|
||||
|
||||
|
||||
|
||||
class RasterizerScene {
|
||||
public:
|
||||
|
||||
|
||||
|
||||
virtual ~RasterizerScene() {}
|
||||
};
|
||||
|
||||
|
||||
|
||||
class Rasterizer {
|
||||
protected:
|
||||
static Rasterizer* (*_create_func)();
|
||||
|
@ -689,8 +756,6 @@ public:
|
|||
};
|
||||
|
||||
|
||||
|
||||
|
||||
#if 0
|
||||
/**
|
||||
@author Juan Linietsky <reduzio@gmail.com>
|
||||
|
|
|
@ -58,8 +58,8 @@ ShaderTypes::ShaderTypes()
|
|||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["NORMAL"]=ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALBEDO"]=ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ALPHA"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["METAL"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGH"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECULAR"]=ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["ROUGHNESS"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"]=ShaderLanguage::TYPE_VEC3;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"]=ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"]=ShaderLanguage::TYPE_BOOL;
|
||||
|
@ -77,10 +77,6 @@ ShaderTypes::ShaderTypes()
|
|||
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mul");
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_glow");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_subsurf");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("special_specular");
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_opaque");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_always");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("depth_draw_never");
|
||||
|
@ -90,12 +86,10 @@ ShaderTypes::ShaderTypes()
|
|||
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_back");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("cull_disable");
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("lightmap_on_uv2");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("unshaded");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("ontop");
|
||||
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_model_space");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_camera_space");
|
||||
shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_transform");
|
||||
|
||||
/************ CANVAS ITEM **************************/
|
||||
|
||||
|
@ -158,4 +152,5 @@ ShaderTypes::ShaderTypes()
|
|||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
|
|
@ -34,183 +34,12 @@
|
|||
#include "io/marshalls.h"
|
||||
#include "visual_server_canvas.h"
|
||||
#include "visual_server_global.h"
|
||||
#include "visual_server_scene.h"
|
||||
|
||||
// careful, these may run in different threads than the visual server
|
||||
|
||||
|
||||
|
||||
/* CAMERA API */
|
||||
|
||||
RID VisualServerRaster::camera_create() {
|
||||
|
||||
return RID();
|
||||
}
|
||||
void VisualServerRaster::camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far) {
|
||||
|
||||
}
|
||||
void VisualServerRaster::camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far){
|
||||
|
||||
}
|
||||
void VisualServerRaster::camera_set_transform(RID p_camera,const Transform& p_transform) {
|
||||
|
||||
}
|
||||
void VisualServerRaster::camera_set_cull_mask(RID p_camera,uint32_t p_layers){
|
||||
|
||||
}
|
||||
void VisualServerRaster::camera_set_environment(RID p_camera,RID p_env){
|
||||
|
||||
}
|
||||
void VisualServerRaster::camera_set_use_vertical_aspect(RID p_camera,bool p_enable){
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* ENVIRONMENT API */
|
||||
|
||||
RID VisualServerRaster::environment_create(){
|
||||
|
||||
return RID();
|
||||
}
|
||||
|
||||
void VisualServerRaster::environment_set_background(RID p_env,EnvironmentBG p_bg){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_skybox(RID p_env,RID p_skybox,float p_energy){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_bg_color(RID p_env,const Color& p_color){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_canvas_max_layer(RID p_env,int p_max_layer){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy){
|
||||
|
||||
}
|
||||
|
||||
void VisualServerRaster::environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture){
|
||||
|
||||
}
|
||||
|
||||
void VisualServerRaster::environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_brightness(RID p_env,bool p_enable,float p_brightness){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_contrast(RID p_env,bool p_enable,float p_contrast){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_saturation(RID p_env,bool p_enable,float p_saturation){
|
||||
|
||||
}
|
||||
void VisualServerRaster::environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp){
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* SCENARIO API */
|
||||
|
||||
|
||||
RID VisualServerRaster::scenario_create() {
|
||||
|
||||
return RID();
|
||||
}
|
||||
|
||||
void VisualServerRaster::scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode){
|
||||
|
||||
}
|
||||
void VisualServerRaster::scenario_set_environment(RID p_scenario, RID p_environment){
|
||||
|
||||
}
|
||||
RID VisualServerRaster::scenario_get_environment(RID p_scenario, RID p_environment) const{
|
||||
|
||||
return RID();
|
||||
}
|
||||
void VisualServerRaster::scenario_set_fallback_environment(RID p_scenario, RID p_environment){
|
||||
|
||||
}
|
||||
|
||||
|
||||
/* INSTANCING API */
|
||||
// from can be mesh, light, area and portal so far.
|
||||
RID VisualServerRaster::instance_create(){
|
||||
|
||||
return RID();
|
||||
}
|
||||
|
||||
void VisualServerRaster::instance_set_base(RID p_instance, RID p_base){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_set_scenario(RID p_instance, RID p_scenario){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_set_layer_mask(RID p_instance, uint32_t p_mask){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_set_transform(RID p_instance, const Transform& p_transform){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_set_surface_material(RID p_instance,int p_surface, RID p_material){
|
||||
|
||||
}
|
||||
|
||||
void VisualServerRaster::instance_attach_skeleton(RID p_instance,RID p_skeleton){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_set_exterior( RID p_instance, bool p_enabled ){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_set_room( RID p_instance, RID p_room ){
|
||||
|
||||
}
|
||||
|
||||
void VisualServerRaster::instance_set_extra_visibility_margin( RID p_instance, real_t p_margin ){
|
||||
|
||||
}
|
||||
|
||||
// don't use these in a game!
|
||||
Vector<ObjectID> VisualServerRaster::instances_cull_aabb(const AABB& p_aabb, RID p_scenario) const{
|
||||
|
||||
return Vector<ObjectID>();
|
||||
}
|
||||
|
||||
Vector<ObjectID> VisualServerRaster::instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario) const{
|
||||
|
||||
return Vector<ObjectID>();
|
||||
}
|
||||
Vector<ObjectID> VisualServerRaster::instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario) const {
|
||||
|
||||
return Vector<ObjectID>();
|
||||
}
|
||||
|
||||
|
||||
void VisualServerRaster::instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) {
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_geometry_set_material_override(RID p_instance, RID p_material){
|
||||
|
||||
}
|
||||
|
||||
|
||||
void VisualServerRaster::instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin){
|
||||
|
||||
}
|
||||
void VisualServerRaster::instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance){
|
||||
|
||||
}
|
||||
|
||||
/* CURSOR */
|
||||
void VisualServerRaster::cursor_set_rotation(float p_rotation, int p_cursor ){
|
||||
|
@ -247,6 +76,8 @@ void VisualServerRaster::free( RID p_rid ){
|
|||
return;
|
||||
if (VSG::viewport->free(p_rid))
|
||||
return;
|
||||
if (VSG::scene->free(p_rid))
|
||||
return;
|
||||
|
||||
}
|
||||
|
||||
|
@ -258,6 +89,9 @@ void VisualServerRaster::draw(){
|
|||
// print_line("changes: "+itos(changes));
|
||||
|
||||
changes=0;
|
||||
|
||||
VSG::scene->update_dirty_instances(); //update scene stuff
|
||||
|
||||
VSG::rasterizer->begin_frame();
|
||||
VSG::viewport->draw_viewports();
|
||||
//_draw_cursors_and_margins();
|
||||
|
@ -322,6 +156,7 @@ VisualServerRaster::VisualServerRaster() {
|
|||
|
||||
VSG::canvas = memnew( VisualServerCanvas);
|
||||
VSG::viewport = memnew( VisualServerViewport);
|
||||
VSG::scene = memnew( VisualServerScene );
|
||||
VSG::rasterizer = Rasterizer::create();
|
||||
VSG::storage=VSG::rasterizer->get_storage();
|
||||
VSG::canvas_render=VSG::rasterizer->get_canvas();
|
||||
|
|
|
@ -37,6 +37,7 @@
|
|||
#include "visual_server_global.h"
|
||||
#include "visual_server_viewport.h"
|
||||
#include "visual_server_canvas.h"
|
||||
#include "visual_server_scene.h"
|
||||
/**
|
||||
@author Juan Linietsky <reduzio@gmail.com>
|
||||
*/
|
||||
|
@ -600,6 +601,7 @@ public:
|
|||
#define BIND6(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6); }
|
||||
#define BIND7(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7); }
|
||||
#define BIND8(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8); }
|
||||
#define BIND9(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9); }
|
||||
#define BIND10(m_name,m_type1,m_type2,m_type3,m_type4,m_type5,m_type6,m_type7,m_type8,m_type9,m_type10) void m_name(m_type1 arg1,m_type2 arg2,m_type3 arg3,m_type4 arg4,m_type5 arg5,m_type6 arg6,m_type7 arg7,m_type8 arg8,m_type9 arg9,m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9,arg10); }
|
||||
|
||||
//from now on, calls forwarded to this singleton
|
||||
|
@ -659,7 +661,7 @@ public:
|
|||
|
||||
BIND0R(RID,mesh_create)
|
||||
|
||||
BIND8(mesh_add_surface,RID,uint32_t,PrimitiveType,const DVector<uint8_t>&,int ,const DVector<uint8_t>& ,int ,const Vector<DVector<uint8_t> >& )
|
||||
BIND10(mesh_add_surface,RID,uint32_t,PrimitiveType,const DVector<uint8_t>&,int ,const DVector<uint8_t>& ,int ,const AABB&,const Vector<DVector<uint8_t> >&,const Vector<AABB>& )
|
||||
|
||||
BIND2(mesh_set_morph_target_count,RID,int)
|
||||
BIND1RC(int,mesh_get_morph_target_count,RID)
|
||||
|
@ -788,13 +790,18 @@ public:
|
|||
|
||||
/* CAMERA API */
|
||||
|
||||
virtual RID camera_create();
|
||||
virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
|
||||
virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
|
||||
virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
|
||||
virtual void camera_set_cull_mask(RID p_camera,uint32_t p_layers);
|
||||
virtual void camera_set_environment(RID p_camera,RID p_env);
|
||||
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
|
||||
#undef BINDBASE
|
||||
//from now on, calls forwarded to this singleton
|
||||
#define BINDBASE VSG::scene
|
||||
|
||||
|
||||
BIND0R(RID, camera_create)
|
||||
BIND4(camera_set_perspective,RID,float, float , float )
|
||||
BIND4(camera_set_orthogonal,RID,float , float , float )
|
||||
BIND2(camera_set_transform,RID,const Transform&)
|
||||
BIND2(camera_set_cull_mask,RID,uint32_t )
|
||||
BIND2(camera_set_environment,RID ,RID )
|
||||
BIND2(camera_set_use_vertical_aspect,RID,bool)
|
||||
|
||||
#undef BINDBASE
|
||||
//from now on, calls forwarded to this singleton
|
||||
|
@ -839,66 +846,69 @@ public:
|
|||
|
||||
/* ENVIRONMENT API */
|
||||
|
||||
virtual RID environment_create();
|
||||
#undef BINDBASE
|
||||
//from now on, calls forwarded to this singleton
|
||||
#define BINDBASE VSG::scene
|
||||
|
||||
virtual void environment_set_background(RID p_env,EnvironmentBG p_bg);
|
||||
virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0);
|
||||
virtual void environment_set_bg_color(RID p_env,const Color& p_color);
|
||||
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
|
||||
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0);
|
||||
BIND0R(RID,environment_create)
|
||||
|
||||
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,EnvironmentGlowBlendMode p_blend_mode);
|
||||
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
|
||||
BIND2(environment_set_background,RID ,EnvironmentBG )
|
||||
BIND3(environment_set_skybox,RID,RID ,float )
|
||||
BIND2(environment_set_bg_color,RID,const Color& )
|
||||
BIND2(environment_set_canvas_max_layer,RID,int )
|
||||
BIND3(environment_set_ambient_light,RID,const Color& ,float )
|
||||
|
||||
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,EnvironmentToneMapper p_tone_mapper);
|
||||
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
|
||||
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
|
||||
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
|
||||
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
|
||||
BIND7(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode )
|
||||
BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
|
||||
|
||||
BIND8(environment_set_tonemap,RID,bool ,float ,float ,float ,float ,float ,EnvironmentToneMapper )
|
||||
BIND3(environment_set_brightness,RID,bool ,float )
|
||||
BIND3(environment_set_contrast,RID,bool ,float )
|
||||
BIND3(environment_set_saturation,RID,bool ,float )
|
||||
BIND3(environment_set_color_correction,RID,bool ,RID )
|
||||
|
||||
|
||||
/* SCENARIO API */
|
||||
|
||||
|
||||
virtual RID scenario_create();
|
||||
BIND0R(RID,scenario_create)
|
||||
|
||||
virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode);
|
||||
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
|
||||
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const;
|
||||
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
|
||||
BIND2(scenario_set_debug,RID,ScenarioDebugMode )
|
||||
BIND2(scenario_set_environment,RID, RID )
|
||||
BIND2(scenario_set_fallback_environment,RID, RID )
|
||||
|
||||
|
||||
/* INSTANCING API */
|
||||
// from can be mesh, light, area and portal so far.
|
||||
virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
|
||||
BIND0R(RID,instance_create)
|
||||
|
||||
virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
|
||||
virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
|
||||
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
|
||||
virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
|
||||
virtual void instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID);
|
||||
virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
|
||||
virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material);
|
||||
BIND2(instance_set_base,RID, RID ) // from can be mesh, light, poly, area and portal so far.
|
||||
BIND2(instance_set_scenario,RID, RID ) // from can be mesh, light, poly, area and portal so far.
|
||||
BIND2(instance_set_layer_mask,RID, uint32_t )
|
||||
BIND2(instance_set_transform,RID, const Transform& )
|
||||
BIND2(instance_attach_object_instance_ID,RID,ObjectID )
|
||||
BIND3(instance_set_morph_target_weight,RID,int , float )
|
||||
BIND3(instance_set_surface_material,RID,int , RID )
|
||||
|
||||
virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
|
||||
virtual void instance_set_exterior( RID p_instance, bool p_enabled );
|
||||
virtual void instance_set_room( RID p_instance, RID p_room );
|
||||
BIND2(instance_attach_skeleton,RID,RID )
|
||||
BIND2(instance_set_exterior, RID, bool )
|
||||
BIND2(instance_set_room, RID, RID )
|
||||
|
||||
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
|
||||
BIND2(instance_set_extra_visibility_margin, RID, real_t )
|
||||
|
||||
// don't use these in a game!
|
||||
virtual Vector<ObjectID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
|
||||
virtual Vector<ObjectID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
|
||||
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
|
||||
BIND2RC(Vector<ObjectID>,instances_cull_aabb,const AABB& , RID)
|
||||
BIND3RC(Vector<ObjectID>,instances_cull_ray,const Vector3& , const Vector3& , RID )
|
||||
BIND2RC(Vector<ObjectID>,instances_cull_convex,const Vector<Plane>& , RID)
|
||||
|
||||
|
||||
virtual void instance_geometry_set_flag(RID p_instance,InstanceFlags p_flags,bool p_enabled);
|
||||
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting);
|
||||
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
|
||||
BIND3(instance_geometry_set_flag,RID,InstanceFlags ,bool )
|
||||
BIND2(instance_geometry_set_cast_shadows_setting,RID, ShadowCastingSetting )
|
||||
BIND2(instance_geometry_set_material_override,RID, RID )
|
||||
|
||||
|
||||
virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin);
|
||||
virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance);
|
||||
BIND5(instance_geometry_set_draw_range,RID,float ,float ,float ,float )
|
||||
BIND2(instance_geometry_set_as_instance_lod,RID,RID )
|
||||
|
||||
|
||||
#undef BINDBASE
|
||||
|
@ -1055,6 +1065,7 @@ public:
|
|||
#undef BIND6
|
||||
#undef BIND7
|
||||
#undef BIND8
|
||||
#undef BIND9
|
||||
#undef BIND10
|
||||
|
||||
};
|
||||
|
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,390 @@
|
|||
#ifndef VISUALSERVERSCENE_H
|
||||
#define VISUALSERVERSCENE_H
|
||||
|
||||
#include "servers/visual/rasterizer.h"
|
||||
|
||||
#include "geometry.h"
|
||||
#include "allocators.h"
|
||||
#include "octree.h"
|
||||
#include "self_list.h"
|
||||
|
||||
class VisualServerScene {
|
||||
public:
|
||||
|
||||
|
||||
enum {
|
||||
|
||||
MAX_INSTANCE_CULL=65536,
|
||||
MAX_LIGHTS_CULLED=4096,
|
||||
MAX_ROOM_CULL=32,
|
||||
MAX_EXTERIOR_PORTALS=128,
|
||||
};
|
||||
|
||||
uint64_t render_pass;
|
||||
|
||||
|
||||
static VisualServerScene *singleton;
|
||||
#if 0
|
||||
struct Portal {
|
||||
|
||||
bool enabled;
|
||||
float disable_distance;
|
||||
Color disable_color;
|
||||
float connect_range;
|
||||
Vector<Point2> shape;
|
||||
Rect2 bounds;
|
||||
|
||||
|
||||
Portal() { enabled=true; disable_distance=50; disable_color=Color(); connect_range=0.8; }
|
||||
};
|
||||
|
||||
struct BakedLight {
|
||||
|
||||
Rasterizer::BakedLightData data;
|
||||
DVector<int> sampler;
|
||||
AABB octree_aabb;
|
||||
Size2i octree_tex_size;
|
||||
Size2i light_tex_size;
|
||||
|
||||
};
|
||||
|
||||
struct BakedLightSampler {
|
||||
|
||||
float params[BAKED_LIGHT_SAMPLER_MAX];
|
||||
int resolution;
|
||||
Vector<Vector3> dp_cache;
|
||||
|
||||
BakedLightSampler() {
|
||||
params[BAKED_LIGHT_SAMPLER_STRENGTH]=1.0;
|
||||
params[BAKED_LIGHT_SAMPLER_ATTENUATION]=1.0;
|
||||
params[BAKED_LIGHT_SAMPLER_RADIUS]=1.0;
|
||||
params[BAKED_LIGHT_SAMPLER_DETAIL_RATIO]=0.1;
|
||||
resolution=16;
|
||||
}
|
||||
};
|
||||
|
||||
void _update_baked_light_sampler_dp_cache(BakedLightSampler * blsamp);
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
struct Camera : public RID_Data {
|
||||
|
||||
enum Type {
|
||||
PERSPECTIVE,
|
||||
ORTHOGONAL
|
||||
};
|
||||
Type type;
|
||||
float fov;
|
||||
float znear,zfar;
|
||||
float size;
|
||||
uint32_t visible_layers;
|
||||
bool vaspect;
|
||||
RID env;
|
||||
|
||||
Transform transform;
|
||||
|
||||
Camera() {
|
||||
|
||||
visible_layers=0xFFFFFFFF;
|
||||
fov=60;
|
||||
type=PERSPECTIVE;
|
||||
znear=0.1; zfar=100;
|
||||
size=1.0;
|
||||
vaspect=false;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
mutable RID_Owner<Camera> camera_owner;
|
||||
|
||||
virtual RID camera_create();
|
||||
virtual void camera_set_perspective(RID p_camera,float p_fovy_degrees, float p_z_near, float p_z_far);
|
||||
virtual void camera_set_orthogonal(RID p_camera,float p_size, float p_z_near, float p_z_far);
|
||||
virtual void camera_set_transform(RID p_camera,const Transform& p_transform);
|
||||
virtual void camera_set_cull_mask(RID p_camera,uint32_t p_layers);
|
||||
virtual void camera_set_environment(RID p_camera,RID p_env);
|
||||
virtual void camera_set_use_vertical_aspect(RID p_camera,bool p_enable);
|
||||
|
||||
|
||||
/*
|
||||
|
||||
struct RoomInfo {
|
||||
|
||||
Transform affine_inverse;
|
||||
Room *room;
|
||||
List<Instance*> owned_geometry_instances;
|
||||
List<Instance*> owned_portal_instances;
|
||||
List<Instance*> owned_room_instances;
|
||||
List<Instance*> owned_light_instances; //not used, but just for the sake of it
|
||||
Set<Instance*> disconnected_child_portals;
|
||||
Set<Instance*> owned_autoroom_geometry;
|
||||
uint64_t last_visited_pass;
|
||||
RoomInfo() { last_visited_pass=0; }
|
||||
|
||||
};
|
||||
|
||||
struct InstancePortal {
|
||||
|
||||
Portal *portal;
|
||||
Set<Instance*> candidate_set;
|
||||
Instance *connected;
|
||||
uint64_t last_visited_pass;
|
||||
|
||||
Plane plane_cache;
|
||||
Vector<Vector3> transformed_point_cache;
|
||||
|
||||
|
||||
PortalInfo() { connected=NULL; last_visited_pass=0;}
|
||||
};
|
||||
*/
|
||||
|
||||
/* ENVIRONMENT API */
|
||||
|
||||
virtual RID environment_create();
|
||||
|
||||
virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
|
||||
virtual void environment_set_skybox(RID p_env,RID p_skybox,float p_energy=1.0);
|
||||
virtual void environment_set_bg_color(RID p_env,const Color& p_color);
|
||||
virtual void environment_set_canvas_max_layer(RID p_env,int p_max_layer);
|
||||
virtual void environment_set_ambient_light(RID p_env,const Color& p_color,float p_energy=1.0);
|
||||
|
||||
virtual void environment_set_glow(RID p_env,bool p_enable,int p_radius,float p_intensity,float p_strength,float p_bloom_treshold,VS::EnvironmentGlowBlendMode p_blend_mode);
|
||||
virtual void environment_set_fog(RID p_env,bool p_enable,float p_begin,float p_end,RID p_gradient_texture);
|
||||
|
||||
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,VS::EnvironmentToneMapper p_tone_mapper);
|
||||
virtual void environment_set_brightness(RID p_env,bool p_enable,float p_brightness);
|
||||
virtual void environment_set_contrast(RID p_env,bool p_enable,float p_contrast);
|
||||
virtual void environment_set_saturation(RID p_env,bool p_enable,float p_saturation);
|
||||
virtual void environment_set_color_correction(RID p_env,bool p_enable,RID p_ramp);
|
||||
|
||||
|
||||
/* SCENARIO API */
|
||||
|
||||
struct Instance;
|
||||
|
||||
struct Scenario : RID_Data {
|
||||
|
||||
|
||||
VS::ScenarioDebugMode debug;
|
||||
RID self;
|
||||
// well wtf, balloon allocator is slower?
|
||||
|
||||
Octree<Instance,true> octree;
|
||||
|
||||
List<Instance*> directional_lights;
|
||||
RID environment;
|
||||
RID fallback_environment;
|
||||
|
||||
SelfList<Instance>::List instances;
|
||||
|
||||
Scenario() { debug=VS::SCENARIO_DEBUG_DISABLED; }
|
||||
};
|
||||
|
||||
RID_Owner<Scenario> scenario_owner;
|
||||
|
||||
static void* _instance_pair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int);
|
||||
static void _instance_unpair(void *p_self, OctreeElementID, Instance *p_A,int, OctreeElementID, Instance *p_B,int,void*);
|
||||
|
||||
virtual RID scenario_create();
|
||||
|
||||
virtual void scenario_set_debug(RID p_scenario,VS::ScenarioDebugMode p_debug_mode);
|
||||
virtual void scenario_set_environment(RID p_scenario, RID p_environment);
|
||||
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment);
|
||||
|
||||
|
||||
/* INSTANCING API */
|
||||
|
||||
struct InstanceBaseData {
|
||||
|
||||
|
||||
virtual ~InstanceBaseData() {}
|
||||
};
|
||||
|
||||
|
||||
|
||||
struct Instance : RasterizerScene::InstanceBase {
|
||||
|
||||
RID self;
|
||||
//scenario stuff
|
||||
OctreeElementID octree_id;
|
||||
Scenario *scenario;
|
||||
SelfList<Instance> scenario_item;
|
||||
|
||||
//aabb stuff
|
||||
bool update_aabb;
|
||||
bool update_materials;
|
||||
SelfList<Instance> update_item;
|
||||
|
||||
|
||||
AABB aabb;
|
||||
AABB transformed_aabb;
|
||||
float extra_margin;
|
||||
uint32_t object_ID;
|
||||
bool visible;
|
||||
uint32_t layer_mask;
|
||||
|
||||
float lod_begin;
|
||||
float lod_end;
|
||||
float lod_begin_hysteresis;
|
||||
float lod_end_hysteresis;
|
||||
RID lod_instance;
|
||||
|
||||
Instance *room;
|
||||
SelfList<Instance> room_item;
|
||||
bool visible_in_all_rooms;
|
||||
|
||||
uint64_t last_render_pass;
|
||||
uint64_t last_frame_pass;
|
||||
|
||||
uint64_t version; // changes to this, and changes to base increase version
|
||||
|
||||
InstanceBaseData *base_data;
|
||||
|
||||
virtual void base_removed() {
|
||||
|
||||
singleton->instance_set_base(self,RID());
|
||||
}
|
||||
|
||||
virtual void base_changed() {
|
||||
|
||||
singleton->_instance_queue_update(this,true,true);
|
||||
}
|
||||
|
||||
|
||||
Instance() : scenario_item(this), update_item(this), room_item(this) {
|
||||
|
||||
octree_id=0;
|
||||
scenario=NULL;
|
||||
|
||||
|
||||
update_aabb=false;
|
||||
update_materials=false;
|
||||
|
||||
extra_margin=0;
|
||||
|
||||
|
||||
object_ID=0;
|
||||
visible=true;
|
||||
layer_mask=1;
|
||||
|
||||
lod_begin=0;
|
||||
lod_end=0;
|
||||
lod_begin_hysteresis=0;
|
||||
lod_end_hysteresis=0;
|
||||
|
||||
room=NULL;
|
||||
visible_in_all_rooms=false;
|
||||
|
||||
|
||||
|
||||
last_render_pass=0;
|
||||
last_frame_pass=0;
|
||||
version=1;
|
||||
base_data=NULL;
|
||||
|
||||
}
|
||||
|
||||
~Instance() {
|
||||
|
||||
if (base_data)
|
||||
memdelete(base_data);
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
SelfList<Instance>::List _instance_update_list;
|
||||
void _instance_queue_update(Instance *p_instance,bool p_update_aabb,bool p_update_materials=false);
|
||||
|
||||
|
||||
struct InstanceGeometryData : public InstanceBaseData {
|
||||
|
||||
List<Instance*> lighting;
|
||||
bool lighting_dirty;
|
||||
|
||||
InstanceGeometryData() {
|
||||
|
||||
lighting_dirty=false;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct InstanceLightData : public InstanceBaseData {
|
||||
|
||||
struct PairInfo {
|
||||
List<Instance*>::Element *L; //light iterator in geometry
|
||||
Instance *geometry;
|
||||
};
|
||||
|
||||
RID instance;
|
||||
uint64_t last_hash;
|
||||
List<Instance*>::Element *D; // directional light in scenario
|
||||
|
||||
bool shadow_sirty;
|
||||
|
||||
List<PairInfo> geometries;
|
||||
|
||||
InstanceLightData() {
|
||||
|
||||
shadow_sirty=true;
|
||||
D=NULL;
|
||||
last_hash=0;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
Instance *instance_cull_result[MAX_INSTANCE_CULL];
|
||||
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
|
||||
Instance *light_cull_result[MAX_LIGHTS_CULLED];
|
||||
RID light_instance_cull_result[MAX_LIGHTS_CULLED];
|
||||
int light_cull_count;
|
||||
|
||||
|
||||
RID_Owner<Instance> instance_owner;
|
||||
|
||||
// from can be mesh, light, area and portal so far.
|
||||
virtual RID instance_create(); // from can be mesh, light, poly, area and portal so far.
|
||||
|
||||
virtual void instance_set_base(RID p_instance, RID p_base); // from can be mesh, light, poly, area and portal so far.
|
||||
virtual void instance_set_scenario(RID p_instance, RID p_scenario); // from can be mesh, light, poly, area and portal so far.
|
||||
virtual void instance_set_layer_mask(RID p_instance, uint32_t p_mask);
|
||||
virtual void instance_set_transform(RID p_instance, const Transform& p_transform);
|
||||
virtual void instance_attach_object_instance_ID(RID p_instance,ObjectID p_ID);
|
||||
virtual void instance_set_morph_target_weight(RID p_instance,int p_shape, float p_weight);
|
||||
virtual void instance_set_surface_material(RID p_instance,int p_surface, RID p_material);
|
||||
|
||||
virtual void instance_attach_skeleton(RID p_instance,RID p_skeleton);
|
||||
virtual void instance_set_exterior( RID p_instance, bool p_enabled );
|
||||
virtual void instance_set_room( RID p_instance, RID p_room );
|
||||
|
||||
virtual void instance_set_extra_visibility_margin( RID p_instance, real_t p_margin );
|
||||
|
||||
|
||||
// don't use these in a game!
|
||||
virtual Vector<ObjectID> instances_cull_aabb(const AABB& p_aabb, RID p_scenario=RID()) const;
|
||||
virtual Vector<ObjectID> instances_cull_ray(const Vector3& p_from, const Vector3& p_to, RID p_scenario=RID()) const;
|
||||
virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane>& p_convex, RID p_scenario=RID()) const;
|
||||
|
||||
|
||||
virtual void instance_geometry_set_flag(RID p_instance,VS::InstanceFlags p_flags,bool p_enabled);
|
||||
virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, VS::ShadowCastingSetting p_shadow_casting_setting);
|
||||
virtual void instance_geometry_set_material_override(RID p_instance, RID p_material);
|
||||
|
||||
|
||||
virtual void instance_geometry_set_draw_range(RID p_instance,float p_min,float p_max,float p_min_margin,float p_max_margin);
|
||||
virtual void instance_geometry_set_as_instance_lod(RID p_instance,RID p_as_lod_of_instance);
|
||||
|
||||
|
||||
_FORCE_INLINE_ void _update_instance(Instance *p_instance);
|
||||
_FORCE_INLINE_ void _update_instance_aabb(Instance *p_instance);
|
||||
_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
|
||||
|
||||
|
||||
void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size);
|
||||
void update_dirty_instances();
|
||||
bool free(RID p_rid);
|
||||
|
||||
VisualServerScene();
|
||||
};
|
||||
|
||||
#endif // VISUALSERVERSCENE_H
|
|
@ -1,8 +1,11 @@
|
|||
#include "visual_server_viewport.h"
|
||||
#include "visual_server_global.h"
|
||||
#include "visual_server_canvas.h"
|
||||
#include "visual_server_scene.h"
|
||||
#include "globals.h"
|
||||
|
||||
|
||||
|
||||
void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
|
||||
|
||||
/* Camera should always be BEFORE any other 3D */
|
||||
|
@ -58,6 +61,12 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport) {
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
if (!p_viewport->disable_3d && p_viewport->camera.is_valid()) {
|
||||
|
||||
VSG::scene->render_camera(p_viewport->camera,p_viewport->scenario,p_viewport->size);
|
||||
}
|
||||
|
||||
if (!p_viewport->hide_canvas) {
|
||||
int i=0;
|
||||
|
||||
|
@ -248,6 +257,11 @@ void VisualServerViewport::draw_viewports() {
|
|||
|
||||
ERR_CONTINUE( !vp->render_target.is_valid() );
|
||||
|
||||
bool visible = vp->viewport_to_screen_rect!=Rect2() || vp->update_mode==VS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode==VS::VIEWPORT_UPDATE_ONCE;
|
||||
|
||||
if (!visible)
|
||||
continue;
|
||||
|
||||
VSG::rasterizer->set_current_render_target(vp->render_target);
|
||||
_draw_viewport(vp);
|
||||
|
||||
|
|
|
@ -345,8 +345,754 @@ RID VisualServer::get_white_texture() {
|
|||
}
|
||||
|
||||
|
||||
Error VisualServer::_surface_set_data(Array p_arrays,uint32_t p_format,uint32_t *p_offsets,uint32_t p_stride,DVector<uint8_t> &r_vertex_array,int p_vertex_array_len,DVector<uint8_t> &r_index_array,int p_index_array_len,AABB &r_aabb,Vector<AABB> r_bone_aabb) {
|
||||
|
||||
DVector<uint8_t>::Write vw = r_vertex_array.write();
|
||||
|
||||
DVector<uint8_t>::Write iw;
|
||||
if (r_index_array.size()) {
|
||||
iw=r_index_array.write();
|
||||
}
|
||||
|
||||
int max_bone=0;
|
||||
|
||||
|
||||
for(int ai=0;ai<VS::ARRAY_MAX;ai++) {
|
||||
|
||||
if (!(p_format&(1<<ai))) // no array
|
||||
continue;
|
||||
|
||||
|
||||
switch(ai) {
|
||||
|
||||
case VS::ARRAY_VERTEX: {
|
||||
|
||||
if (p_format& VS::ARRAY_FLAG_USE_2D_VERTICES) {
|
||||
|
||||
DVector<Vector2> array = p_arrays[ai];
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );
|
||||
|
||||
|
||||
DVector<Vector2>::Read read = array.read();
|
||||
const Vector2* src=read.ptr();
|
||||
|
||||
// setting vertices means regenerating the AABB
|
||||
Rect2 aabb;
|
||||
|
||||
|
||||
if (p_format&ARRAY_COMPRESS_VERTEX) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
|
||||
uint16_t vector[2]={ Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(uint16_t)*2);
|
||||
|
||||
if (i==0) {
|
||||
|
||||
aabb=Rect2(src[i],Vector2());
|
||||
} else {
|
||||
|
||||
aabb.expand_to( src[i] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} else {
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
|
||||
float vector[2]={ src[i].x, src[i].y };
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(float)*2);
|
||||
|
||||
if (i==0) {
|
||||
|
||||
aabb=Rect2(src[i],Vector2());
|
||||
} else {
|
||||
|
||||
aabb.expand_to( src[i] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
r_aabb=AABB(Vector3(aabb.pos.x,aabb.pos.y,0),Vector3(aabb.size.x,aabb.size.y,0));
|
||||
|
||||
|
||||
} else {
|
||||
DVector<Vector3> array = p_arrays[ai];
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );
|
||||
|
||||
|
||||
DVector<Vector3>::Read read = array.read();
|
||||
const Vector3* src=read.ptr();
|
||||
|
||||
// setting vertices means regenerating the AABB
|
||||
AABB aabb;
|
||||
|
||||
|
||||
if (p_format&ARRAY_COMPRESS_VERTEX) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
|
||||
uint16_t vector[3]={ Math::make_half_float(src[i].x), Math::make_half_float(src[i].y), Math::make_half_float(src[i].z) };
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(uint16_t)*3);
|
||||
|
||||
if (i==0) {
|
||||
|
||||
aabb=AABB(src[i],Vector3());
|
||||
} else {
|
||||
|
||||
aabb.expand_to( src[i] );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} else {
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
|
||||
float vector[3]={ src[i].x, src[i].y, src[i].z };
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], vector, sizeof(float)*3);
|
||||
|
||||
if (i==0) {
|
||||
|
||||
aabb=AABB(src[i],Vector3());
|
||||
} else {
|
||||
|
||||
aabb.expand_to( src[i] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
r_aabb=aabb;
|
||||
|
||||
}
|
||||
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_NORMAL: {
|
||||
|
||||
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
|
||||
|
||||
DVector<Vector3> array = p_arrays[ai];
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );
|
||||
|
||||
|
||||
DVector<Vector3>::Read read = array.read();
|
||||
const Vector3* src=read.ptr();
|
||||
|
||||
// setting vertices means regenerating the AABB
|
||||
|
||||
if (p_format&ARRAY_COMPRESS_NORMAL) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
uint8_t vector[4]={
|
||||
CLAMP(src[i].x*127,-128,127),
|
||||
CLAMP(src[i].y*127,-128,127),
|
||||
CLAMP(src[i].z*127,-128,127),
|
||||
0,
|
||||
};
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], vector, 4);
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
|
||||
float vector[3]={ src[i].x, src[i].y, src[i].z };
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], vector, 3*4);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
} break;
|
||||
|
||||
case VS::ARRAY_TANGENT: {
|
||||
|
||||
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
|
||||
|
||||
DVector<real_t> array = p_arrays[ai];
|
||||
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len*4, ERR_INVALID_PARAMETER );
|
||||
|
||||
|
||||
DVector<real_t>::Read read = array.read();
|
||||
const real_t* src = read.ptr();
|
||||
|
||||
if (p_format&ARRAY_COMPRESS_TANGENT) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
uint8_t xyzw[4]={
|
||||
CLAMP(src[i*4+0]*127,-128,127),
|
||||
CLAMP(src[i*4+1]*127,-128,127),
|
||||
CLAMP(src[i*4+2]*127,-128,127),
|
||||
CLAMP(src[i*4+3]*127,-128,127)
|
||||
};
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], xyzw, 4);
|
||||
|
||||
}
|
||||
|
||||
|
||||
} else {
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
float xyzw[4]={
|
||||
src[i*4+0],
|
||||
src[i*4+1],
|
||||
src[i*4+2],
|
||||
src[i*4+3]
|
||||
};
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], xyzw, 4*4);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_COLOR: {
|
||||
|
||||
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
|
||||
|
||||
|
||||
DVector<Color> array = p_arrays[ai];
|
||||
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER );
|
||||
|
||||
|
||||
DVector<Color>::Read read = array.read();
|
||||
const Color* src = read.ptr();
|
||||
|
||||
if (p_format&ARRAY_COMPRESS_COLOR) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
|
||||
uint8_t colors[4];
|
||||
|
||||
for(int j=0;j<4;j++) {
|
||||
|
||||
colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
|
||||
}
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], colors, 4);
|
||||
|
||||
}
|
||||
} else {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], &src[i], 4*4);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_TEX_UV: {
|
||||
|
||||
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
|
||||
|
||||
DVector<Vector2> array = p_arrays[ai];
|
||||
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len , ERR_INVALID_PARAMETER);
|
||||
|
||||
DVector<Vector2>::Read read = array.read();
|
||||
|
||||
const Vector2 * src=read.ptr();
|
||||
|
||||
|
||||
|
||||
if (p_format&ARRAY_COMPRESS_TEX_UV) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
uint16_t uv[2]={ Math::make_half_float(src[i].x) , Math::make_half_float(src[i].y) };
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*2);
|
||||
}
|
||||
|
||||
} else {
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
float uv[2]={ src[i].x , src[i].y };
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*4);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} break;
|
||||
|
||||
case VS::ARRAY_TEX_UV2: {
|
||||
|
||||
|
||||
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
|
||||
|
||||
DVector<Vector2> array = p_arrays[ai];
|
||||
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len , ERR_INVALID_PARAMETER);
|
||||
|
||||
DVector<Vector2>::Read read = array.read();
|
||||
|
||||
const Vector2 * src=read.ptr();
|
||||
|
||||
|
||||
|
||||
if (p_format&ARRAY_COMPRESS_TEX_UV2) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
uint16_t uv[2]={ Math::make_half_float(src[i].x) , Math::make_half_float(src[i].y) };
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*2);
|
||||
}
|
||||
|
||||
} else {
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
float uv[2]={ src[i].x , src[i].y };
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], uv, 2*4);
|
||||
|
||||
}
|
||||
}
|
||||
} break;
|
||||
case VS::ARRAY_WEIGHTS: {
|
||||
|
||||
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
|
||||
|
||||
DVector<real_t> array = p_arrays[ai];
|
||||
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
|
||||
|
||||
|
||||
DVector<real_t>::Read read = array.read();
|
||||
|
||||
const real_t * src = read.ptr();
|
||||
|
||||
if (p_format&ARRAY_COMPRESS_WEIGHTS) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
|
||||
for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
|
||||
data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
|
||||
}
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], data, 2*4);
|
||||
}
|
||||
} else {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
float data[VS::ARRAY_WEIGHTS_SIZE];
|
||||
for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
|
||||
data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
|
||||
}
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], data, 4*4);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_BONES: {
|
||||
|
||||
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
|
||||
|
||||
DVector<int> array = p_arrays[ai];
|
||||
|
||||
ERR_FAIL_COND_V( array.size() != p_vertex_array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
|
||||
|
||||
|
||||
DVector<int>::Read read = array.read();
|
||||
|
||||
const int * src = read.ptr();
|
||||
|
||||
|
||||
if (!(p_format&ARRAY_FLAG_USE_16_BIT_BONES)) {
|
||||
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
uint8_t data[VS::ARRAY_WEIGHTS_SIZE];
|
||||
for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
|
||||
data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
|
||||
max_bone=MAX(data[j],max_bone);
|
||||
|
||||
}
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], data, 4);
|
||||
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
for (int i=0;i<p_vertex_array_len;i++) {
|
||||
|
||||
uint16_t data[VS::ARRAY_WEIGHTS_SIZE];
|
||||
for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
|
||||
data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
|
||||
max_bone=MAX(data[j],max_bone);
|
||||
|
||||
}
|
||||
|
||||
copymem(&vw[p_offsets[ai]+i*p_stride], data, 2*4);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_INDEX: {
|
||||
|
||||
|
||||
ERR_FAIL_COND_V( p_index_array_len<=0, ERR_INVALID_DATA );
|
||||
ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
|
||||
|
||||
DVector<int> indices = p_arrays[ai];
|
||||
ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
|
||||
ERR_FAIL_COND_V( indices.size() != p_index_array_len, ERR_INVALID_PARAMETER );
|
||||
|
||||
/* determine wether using 16 or 32 bits indices */
|
||||
|
||||
DVector<int>::Read read = indices.read();
|
||||
const int *src=read.ptr();
|
||||
|
||||
for (int i=0;i<p_index_array_len;i++) {
|
||||
|
||||
|
||||
if (p_vertex_array_len<(1<<16)) {
|
||||
uint16_t v=src[i];
|
||||
|
||||
copymem(&iw[i*2], &v, 2);
|
||||
} else {
|
||||
uint32_t v=src[i];
|
||||
|
||||
copymem(&iw[i*4], &v, 4);
|
||||
}
|
||||
}
|
||||
} break;
|
||||
default: {
|
||||
ERR_FAIL_V( ERR_INVALID_DATA );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (p_format&VS::ARRAY_FORMAT_BONES) {
|
||||
//create AABBs for each detected bone
|
||||
int total_bones = max_bone+1;
|
||||
|
||||
bool first = r_bone_aabb.size()==0;
|
||||
|
||||
r_bone_aabb.resize(total_bones);
|
||||
|
||||
if (first) {
|
||||
for(int i=0;i<total_bones;i++) {
|
||||
r_bone_aabb[i].size==Vector3(-1,-1,-1); //negative means unused
|
||||
}
|
||||
}
|
||||
|
||||
DVector<Vector3> vertices = p_arrays[VS::ARRAY_VERTEX];
|
||||
DVector<int> bones = p_arrays[VS::ARRAY_BONES];
|
||||
DVector<float> weights = p_arrays[VS::ARRAY_WEIGHTS];
|
||||
|
||||
bool any_valid=false;
|
||||
|
||||
if (vertices.size() && bones.size()==vertices.size()*4 && weights.size()==bones.size()) {
|
||||
|
||||
int vs = vertices.size();
|
||||
DVector<Vector3>::Read rv =vertices.read();
|
||||
DVector<int>::Read rb=bones.read();
|
||||
DVector<float>::Read rw=weights.read();
|
||||
|
||||
AABB *bptr = r_bone_aabb.ptr();
|
||||
|
||||
for(int i=0;i<vs;i++) {
|
||||
|
||||
Vector3 v = rv[i];
|
||||
for(int j=0;j<4;j++) {
|
||||
|
||||
int idx = rb[i*4+j];
|
||||
float w = rw[i*4+j];
|
||||
if (w==0)
|
||||
continue;//break;
|
||||
ERR_FAIL_INDEX_V(idx,total_bones,ERR_INVALID_DATA);
|
||||
|
||||
if (bptr->size.x<0) {
|
||||
//first
|
||||
bptr[idx]=AABB();
|
||||
bptr[idx].pos=v;
|
||||
any_valid=true;
|
||||
} else {
|
||||
bptr[idx].expand_to(v);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!any_valid && first) {
|
||||
|
||||
r_bone_aabb.clear();
|
||||
}
|
||||
}
|
||||
return OK;
|
||||
}
|
||||
|
||||
|
||||
void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,uint32_t p_compress_format) {
|
||||
|
||||
ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
|
||||
ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);
|
||||
|
||||
uint32_t format=0;
|
||||
|
||||
// validation
|
||||
int index_array_len=0;
|
||||
int array_len=0;
|
||||
|
||||
for(int i=0;i<p_arrays.size();i++) {
|
||||
|
||||
if (p_arrays[i].get_type()==Variant::NIL)
|
||||
continue;
|
||||
|
||||
format|=(1<<i);
|
||||
|
||||
if (i==VS::ARRAY_VERTEX) {
|
||||
|
||||
Variant var = p_arrays[i];
|
||||
switch(var.get_type()) {
|
||||
case Variant::VECTOR2_ARRAY: {
|
||||
DVector<Vector2> v2 = var;
|
||||
array_len=v2.size();
|
||||
} break;
|
||||
case Variant::VECTOR3_ARRAY: {
|
||||
DVector<Vector3> v3 = var;
|
||||
array_len=v3.size();
|
||||
} break;
|
||||
default: {
|
||||
Array v = var;
|
||||
array_len=v.size();
|
||||
} break;
|
||||
}
|
||||
|
||||
array_len=Vector3Array(p_arrays[i]).size();
|
||||
ERR_FAIL_COND(array_len==0);
|
||||
} else if (i==VS::ARRAY_INDEX) {
|
||||
|
||||
index_array_len=IntArray(p_arrays[i]).size();
|
||||
}
|
||||
}
|
||||
|
||||
ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
|
||||
|
||||
|
||||
if (p_blend_shapes.size()) {
|
||||
//validate format for morphs
|
||||
for(int i=0;i<p_blend_shapes.size();i++) {
|
||||
|
||||
uint32_t bsformat=0;
|
||||
Array arr = p_blend_shapes[i];
|
||||
for(int j=0;j<arr.size();j++) {
|
||||
|
||||
|
||||
if (arr[j].get_type()!=Variant::NIL)
|
||||
bsformat|=(1<<j);
|
||||
}
|
||||
|
||||
ERR_FAIL_COND( (bsformat)!=(format&(VS::ARRAY_FORMAT_BONES-1)));
|
||||
}
|
||||
}
|
||||
|
||||
uint32_t offsets[VS::ARRAY_MAX];
|
||||
|
||||
int total_elem_size=0;
|
||||
|
||||
for (int i=0;i<VS::ARRAY_MAX;i++) {
|
||||
|
||||
|
||||
offsets[i]=0; //reset
|
||||
|
||||
if (!(format&(1<<i))) // no array
|
||||
continue;
|
||||
|
||||
|
||||
int elem_size=0;
|
||||
|
||||
switch(i) {
|
||||
|
||||
case VS::ARRAY_VERTEX: {
|
||||
|
||||
Variant arr = p_arrays[0];
|
||||
if (arr.get_type()==Variant::VECTOR2_ARRAY) {
|
||||
elem_size=2;
|
||||
p_compress_format|=ARRAY_FLAG_USE_2D_VERTICES;
|
||||
} else if (arr.get_type()==Variant::VECTOR3_ARRAY) {
|
||||
p_compress_format&=~ARRAY_FLAG_USE_2D_VERTICES;
|
||||
elem_size=3;
|
||||
} else {
|
||||
elem_size=(p_compress_format&ARRAY_FLAG_USE_2D_VERTICES)?2:3;
|
||||
}
|
||||
|
||||
if (p_compress_format&ARRAY_COMPRESS_VERTEX) {
|
||||
elem_size*=sizeof(int16_t);
|
||||
} else {
|
||||
elem_size*=sizeof(float);
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_NORMAL: {
|
||||
|
||||
if (p_compress_format&ARRAY_COMPRESS_NORMAL) {
|
||||
elem_size=sizeof(uint32_t);
|
||||
} else {
|
||||
elem_size=sizeof(float)*3;
|
||||
}
|
||||
|
||||
} break;
|
||||
|
||||
case VS::ARRAY_TANGENT: {
|
||||
if (p_compress_format&ARRAY_COMPRESS_TANGENT) {
|
||||
elem_size=sizeof(uint32_t);
|
||||
} else {
|
||||
elem_size=sizeof(float)*4;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_COLOR: {
|
||||
|
||||
if (p_compress_format&ARRAY_COMPRESS_COLOR) {
|
||||
elem_size=sizeof(uint32_t);
|
||||
} else {
|
||||
elem_size=sizeof(float)*4;
|
||||
}
|
||||
} break;
|
||||
case VS::ARRAY_TEX_UV: {
|
||||
if (p_compress_format&ARRAY_COMPRESS_TEX_UV) {
|
||||
elem_size=sizeof(uint32_t);
|
||||
} else {
|
||||
elem_size=sizeof(float)*2;
|
||||
}
|
||||
|
||||
} break;
|
||||
|
||||
case VS::ARRAY_TEX_UV2: {
|
||||
if (p_compress_format&ARRAY_COMPRESS_TEX_UV2) {
|
||||
elem_size=sizeof(uint32_t);
|
||||
} else {
|
||||
elem_size=sizeof(float)*2;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_WEIGHTS: {
|
||||
|
||||
if (p_compress_format&ARRAY_COMPRESS_WEIGHTS) {
|
||||
elem_size=sizeof(uint16_t)*4;
|
||||
} else {
|
||||
elem_size=sizeof(float)*4;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_BONES: {
|
||||
|
||||
if (p_compress_format&ARRAY_FLAG_USE_16_BIT_BONES) {
|
||||
elem_size=sizeof(uint32_t);
|
||||
} else {
|
||||
elem_size=sizeof(uint16_t)*4;
|
||||
}
|
||||
|
||||
} break;
|
||||
case VS::ARRAY_INDEX: {
|
||||
|
||||
if (index_array_len<=0) {
|
||||
ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
|
||||
break;
|
||||
}
|
||||
/* determine wether using 16 or 32 bits indices */
|
||||
if (array_len>(1<<16)) {
|
||||
|
||||
elem_size=4;
|
||||
|
||||
} else {
|
||||
elem_size=2;
|
||||
}
|
||||
offsets[i]=elem_size;
|
||||
continue;
|
||||
} break;
|
||||
default: {
|
||||
ERR_FAIL( );
|
||||
}
|
||||
}
|
||||
|
||||
print_line("type "+itos(i)+" size: "+itos(elem_size)+" offset "+itos(total_elem_size));
|
||||
offsets[i]=total_elem_size;
|
||||
total_elem_size+=elem_size;
|
||||
|
||||
|
||||
}
|
||||
|
||||
print_line("total elemn size: "+itos(total_elem_size));
|
||||
|
||||
uint32_t mask = (1<<ARRAY_MAX)-1;
|
||||
format|=~mask&p_compress_format; //make the full format
|
||||
|
||||
|
||||
int array_size = total_elem_size * array_len;
|
||||
|
||||
print_line("array size: "+itos(array_size));
|
||||
|
||||
DVector<uint8_t> vertex_array;
|
||||
vertex_array.resize(array_size);
|
||||
|
||||
int index_array_size = offsets[VS::ARRAY_INDEX]*index_array_len;
|
||||
|
||||
print_line("index array size: "+itos(index_array_size));
|
||||
|
||||
DVector<uint8_t> index_array;
|
||||
index_array.resize(index_array_size);
|
||||
|
||||
AABB aabb;
|
||||
Vector<AABB> bone_aabb;
|
||||
|
||||
Error err = _surface_set_data(p_arrays,format,offsets,total_elem_size,vertex_array,array_len,index_array,index_array_len,aabb,bone_aabb);
|
||||
|
||||
if (err) {
|
||||
ERR_EXPLAIN("Invalid array format for surface");
|
||||
ERR_FAIL_COND(err!=OK);
|
||||
}
|
||||
|
||||
Vector<DVector<uint8_t> > blend_shape_data;
|
||||
|
||||
for(int i=0;i<p_blend_shapes.size();i++) {
|
||||
|
||||
DVector<uint8_t> vertex_array_shape;
|
||||
vertex_array_shape.resize(array_size);
|
||||
DVector<uint8_t> noindex;
|
||||
|
||||
AABB laabb;
|
||||
Error err = _surface_set_data(p_blend_shapes[i],format&~ARRAY_FORMAT_INDEX,offsets,total_elem_size,vertex_array,array_len,noindex,0,laabb,bone_aabb);
|
||||
aabb.merge_with(laabb);
|
||||
if (err) {
|
||||
ERR_EXPLAIN("Invalid blend shape array format for surface");
|
||||
ERR_FAIL_COND(err!=OK);
|
||||
}
|
||||
|
||||
blend_shape_data.push_back(vertex_array_shape);
|
||||
}
|
||||
|
||||
mesh_add_surface(p_mesh,format,p_primitive,vertex_array,array_len,index_array,index_array_len,aabb,blend_shape_data,bone_aabb);
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -59,6 +59,9 @@ protected:
|
|||
RID test_material;
|
||||
RID material_2d[16];
|
||||
|
||||
|
||||
Error _surface_set_data(Array p_arrays,uint32_t p_format,uint32_t *p_offsets,uint32_t p_stride,DVector<uint8_t> &r_vertex_array,int p_vertex_array_len,DVector<uint8_t> &r_index_array,int p_index_array_len,AABB &r_aabb,Vector<AABB> r_bone_aabb);
|
||||
|
||||
static VisualServer* (*create_func)();
|
||||
static void _bind_methods();
|
||||
public:
|
||||
|
@ -207,6 +210,7 @@ public:
|
|||
ARRAY_COMPRESS_INDEX=1<<(ARRAY_INDEX+ARRAY_COMPRESS_BASE),
|
||||
|
||||
ARRAY_FLAG_USE_2D_VERTICES=ARRAY_COMPRESS_INDEX<<1,
|
||||
ARRAY_FLAG_USE_16_BIT_BONES=ARRAY_COMPRESS_INDEX<<2,
|
||||
|
||||
ARRAY_COMPRESS_DEFAULT=ARRAY_COMPRESS_VERTEX|ARRAY_COMPRESS_NORMAL|ARRAY_COMPRESS_TANGENT|ARRAY_COMPRESS_COLOR|ARRAY_COMPRESS_TEX_UV|ARRAY_COMPRESS_TEX_UV2|ARRAY_COMPRESS_BONES|ARRAY_COMPRESS_WEIGHTS|ARRAY_COMPRESS_INDEX
|
||||
|
||||
|
@ -228,7 +232,7 @@ public:
|
|||
|
||||
|
||||
virtual void mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),uint32_t p_compress_format=ARRAY_COMPRESS_DEFAULT);
|
||||
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >())=0;
|
||||
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,PrimitiveType p_primitive,const DVector<uint8_t>& p_array,int p_vertex_count,const DVector<uint8_t>& p_index_array,int p_index_count,const AABB& p_aabb,const Vector<DVector<uint8_t> >& p_blend_shapes=Vector<DVector<uint8_t> >(),const Vector<AABB>& p_bone_aabbs=Vector<AABB>())=0;
|
||||
|
||||
virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount)=0;
|
||||
virtual int mesh_get_morph_target_count(RID p_mesh) const=0;
|
||||
|
@ -530,7 +534,6 @@ public:
|
|||
|
||||
virtual void scenario_set_debug(RID p_scenario,ScenarioDebugMode p_debug_mode)=0;
|
||||
virtual void scenario_set_environment(RID p_scenario, RID p_environment)=0;
|
||||
virtual RID scenario_get_environment(RID p_scenario, RID p_environment) const=0;
|
||||
virtual void scenario_set_fallback_environment(RID p_scenario, RID p_environment)=0;
|
||||
|
||||
|
||||
|
@ -546,6 +549,7 @@ public:
|
|||
INSTANCE_REFLECTION_PROBE,
|
||||
INSTANCE_ROOM,
|
||||
INSTANCE_PORTAL,
|
||||
INSTANCE_MAX,
|
||||
/*INSTANCE_BAKED_LIGHT,
|
||||
INSTANCE_BAKED_LIGHT_SAMPLER,*/
|
||||
|
||||
|
|
|
@ -2349,6 +2349,7 @@ SpatialEditorViewport::SpatialEditorViewport(SpatialEditor *p_spatial_editor, Ed
|
|||
|
||||
spatial_editor=p_spatial_editor;
|
||||
ViewportContainer *c=memnew(ViewportContainer);
|
||||
c->set_stretch(true);
|
||||
add_child(c);
|
||||
c->set_area_as_parent_rect();
|
||||
viewport = memnew( Viewport );
|
||||
|
|
Loading…
Reference in New Issue