/*************************************************************************/ /* rasterizer_gles2.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_GLES2_H #define RASTERIZER_GLES2_H #include "servers/visual/rasterizer.h" #define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call. #ifdef GLES2_ENABLED #include "camera_matrix.h" #include "image.h" #include "list.h" #include "map.h" #include "rid.h" #include "self_list.h" #include "servers/visual_server.h" #include "sort.h" #include "platform_config.h" #ifndef GLES2_INCLUDE_H #include #else #include GLES2_INCLUDE_H #endif #include "drivers/gles2/shader_compiler_gles2.h" #include "drivers/gles2/shaders/blur.glsl.h" #include "drivers/gles2/shaders/canvas.glsl.h" #include "drivers/gles2/shaders/canvas_shadow.glsl.h" #include "drivers/gles2/shaders/copy.glsl.h" #include "drivers/gles2/shaders/material.glsl.h" #include "servers/visual/particle_system_sw.h" /** @author Juan Linietsky */ class RasterizerGLES2 : public Rasterizer { enum { MAX_SCENE_LIGHTS = 2048, LIGHT_SPOT_BIT = 0x80, DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices MAX_HW_LIGHTS = 1, }; uint8_t *skinned_buffer; int skinned_buffer_size; bool pvr_supported; bool pvr_srgb_supported; bool s3tc_supported; bool s3tc_srgb_supported; bool latc_supported; bool etc_supported; bool atitc_supported; bool npo2_textures_available; bool read_depth_supported; bool use_framebuffers; bool full_float_fb_supported; bool use_shadow_mapping; bool use_fp16_fb; bool srgb_supported; bool float_supported; bool float_linear_supported; bool use_16bits_fbo; ShadowFilterTechnique shadow_filter; bool use_shadow_esm; bool use_shadow_pcf; bool use_hw_skeleton_xform; bool use_depth24; bool use_texture_instancing; bool use_attribute_instancing; bool use_rgba_shadowmaps; bool use_anisotropic_filter; float anisotropic_level; bool use_half_float; bool low_memory_2d; bool shrink_textures_x2; Vector skel_default; Image _get_gl_image_and_format(const Image &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, int &r_gl_components, bool &r_has_alpha_cache, bool &r_compressed); struct RenderTarget; struct Texture { String path; uint32_t flags; int width, height; int alloc_width, alloc_height; Image::Format format; GLenum target; GLenum gl_format_cache; GLenum gl_internal_format_cache; int gl_components_cache; int data_size; //original data size, useful for retrieving back bool has_alpha; bool format_has_alpha; bool compressed; bool disallow_mipmaps; int total_data_size; bool ignore_mipmaps; ObjectID reloader; StringName reloader_func; Image image[6]; int mipmaps; bool active; GLuint tex_id; RenderTarget *render_target; Texture() { ignore_mipmaps = false; render_target = NULL; flags = width = height = 0; tex_id = 0; data_size = 0; format = Image::FORMAT_GRAYSCALE; gl_components_cache = 0; format_has_alpha = false; has_alpha = false; active = false; disallow_mipmaps = false; compressed = false; total_data_size = 0; target = GL_TEXTURE_2D; mipmaps = 0; reloader = 0; } ~Texture() { if (tex_id != 0) { glDeleteTextures(1, &tex_id); } } }; mutable RID_Owner texture_owner; struct Shader { String vertex_code; String fragment_code; String light_code; int vertex_line; int fragment_line; int light_line; VS::ShaderMode mode; uint32_t custom_code_id; uint32_t version; bool valid; bool has_alpha; bool can_zpass; bool has_texscreen; bool has_screen_uv; bool writes_vertex; bool uses_discard; bool uses_time; bool uses_normal; bool uses_texpixel_size; Map uniforms; StringName first_texture; Map default_textures; SelfList dirty_list; Shader() : dirty_list(this) { valid = false; custom_code_id = 0; has_alpha = false; version = 1; vertex_line = 0; fragment_line = 0; light_line = 0; can_zpass = true; has_texscreen = false; has_screen_uv = false; writes_vertex = false; uses_discard = false; uses_time = false; uses_normal = false; } }; mutable RID_Owner shader_owner; mutable SelfList::List _shader_dirty_list; _FORCE_INLINE_ void _shader_make_dirty(Shader *p_shader); void _update_shader(Shader *p_shader) const; struct Material { bool flags[VS::MATERIAL_FLAG_MAX]; VS::MaterialBlendMode blend_mode; VS::MaterialDepthDrawMode depth_draw_mode; float line_width; bool has_alpha; mutable uint32_t shader_version; RID shader; // shader material Shader *shader_cache; struct UniformData { bool inuse; bool istexture; Variant value; int index; }; mutable Map shader_params; uint64_t last_pass; Material() { for (int i = 0; i < VS::MATERIAL_FLAG_MAX; i++) flags[i] = false; flags[VS::MATERIAL_FLAG_VISIBLE] = true; line_width = 1; has_alpha = false; depth_draw_mode = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY; blend_mode = VS::MATERIAL_BLEND_MODE_MIX; last_pass = 0; shader_version = 0; shader_cache = NULL; } }; _FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const; mutable RID_Owner material_owner; struct Geometry { enum Type { GEOMETRY_INVALID, GEOMETRY_SURFACE, GEOMETRY_IMMEDIATE, GEOMETRY_PARTICLES, GEOMETRY_MULTISURFACE, }; Type type; RID material; bool has_alpha; bool material_owned; Geometry() { has_alpha = false; material_owned = false; } virtual ~Geometry(){}; }; struct GeometryOwner { virtual ~GeometryOwner() {} }; struct Mesh; struct Surface : public Geometry { struct ArrayData { uint32_t ofs, size, datatype, count; bool normalize; bool bind; ArrayData() { ofs = 0; size = 0; count = 0; datatype = 0; normalize = 0; bind = false; } }; Mesh *mesh; Array data; Array morph_data; ArrayData array[VS::ARRAY_MAX]; // support for vertex array objects GLuint array_object_id; // support for vertex buffer object GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured // no support for the above, array in localmem. uint8_t *array_local; uint8_t *index_array_local; Vector skeleton_bone_aabb; Vector skeleton_bone_used; //bool packed; struct MorphTarget { uint32_t configured_format; uint8_t *array; }; MorphTarget *morph_targets_local; int morph_target_count; AABB aabb; int array_len; int index_array_len; int max_bone; float vertex_scale; float uv_scale; float uv2_scale; bool alpha_sort; VS::PrimitiveType primitive; uint32_t format; uint32_t configured_format; int stride; int local_stride; uint32_t morph_format; bool active; Point2 uv_min; Point2 uv_max; Surface() { array_len = 0; local_stride = 0; morph_format = 0; type = GEOMETRY_SURFACE; primitive = VS::PRIMITIVE_POINTS; index_array_len = 0; vertex_scale = 1.0; uv_scale = 1.0; uv2_scale = 1.0; alpha_sort = false; format = 0; stride = 0; morph_targets_local = 0; morph_target_count = 0; array_local = index_array_local = 0; vertex_id = index_id = 0; active = false; //packed=false; } ~Surface() { } }; struct Mesh { bool active; Vector 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_owner; Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem, uint8_t *p_index_mem, const Array &p_arrays, bool p_main); struct MultiMesh; struct MultiMeshSurface : public Geometry { Surface *surface; MultiMeshSurface() { type = GEOMETRY_MULTISURFACE; } }; struct MultiMesh : public GeometryOwner { struct Element { float matrix[16]; uint8_t color[4]; Element() { matrix[0] = 1; matrix[1] = 0; matrix[2] = 0; matrix[3] = 0; matrix[4] = 0; matrix[5] = 1; matrix[6] = 0; matrix[7] = 0; matrix[8] = 0; matrix[9] = 0; matrix[10] = 1; matrix[11] = 0; matrix[12] = 0; matrix[13] = 0; matrix[14] = 0; matrix[15] = 1; }; }; AABB aabb; RID mesh; int visible; //IDirect3DVertexBuffer9* instance_buffer; Vector elements; Vector cache_surfaces; mutable uint64_t last_pass; GLuint tex_id; int tw; int th; SelfList dirty_list; MultiMesh() : dirty_list(this) { tw = 1; th = 1; tex_id = 0; last_pass = 0; visible = -1; } }; mutable RID_Owner multimesh_owner; mutable SelfList::List _multimesh_dirty_list; struct Immediate : public Geometry { struct Chunk { RID texture; VS::PrimitiveType primitive; Vector vertices; Vector normals; Vector tangents; Vector colors; Vector uvs; Vector uvs2; }; List chunks; bool building; int mask; AABB aabb; Immediate() { type = GEOMETRY_IMMEDIATE; building = false; } }; mutable RID_Owner immediate_owner; struct Particles : public Geometry { ParticleSystemSW data; // software particle system Particles() { type = GEOMETRY_PARTICLES; } }; mutable RID_Owner particles_owner; struct ParticlesInstance : public GeometryOwner { RID particles; ParticleSystemProcessSW particles_process; Transform transform; ParticlesInstance() {} }; mutable RID_Owner particles_instance_owner; ParticleSystemDrawInfoSW particle_draw_info; struct Skeleton { struct Bone { float mtx[4][4]; //used Bone() { for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { mtx[i][j] = (i == j) ? 1 : 0; } } } _ALWAYS_INLINE_ void transform_add_mul3(const float *p_src, float *r_dst, float p_weight) const { r_dst[0] += ((mtx[0][0] * p_src[0]) + (mtx[1][0] * p_src[1]) + (mtx[2][0] * p_src[2]) + mtx[3][0]) * p_weight; r_dst[1] += ((mtx[0][1] * p_src[0]) + (mtx[1][1] * p_src[1]) + (mtx[2][1] * p_src[2]) + mtx[3][1]) * p_weight; r_dst[2] += ((mtx[0][2] * p_src[0]) + (mtx[1][2] * p_src[1]) + (mtx[2][2] * p_src[2]) + mtx[3][2]) * p_weight; } _ALWAYS_INLINE_ void transform3_add_mul3(const float *p_src, float *r_dst, float p_weight) const { r_dst[0] += ((mtx[0][0] * p_src[0]) + (mtx[1][0] * p_src[1]) + (mtx[2][0] * p_src[2])) * p_weight; r_dst[1] += ((mtx[0][1] * p_src[0]) + (mtx[1][1] * p_src[1]) + (mtx[2][1] * p_src[2])) * p_weight; r_dst[2] += ((mtx[0][2] * p_src[0]) + (mtx[1][2] * p_src[1]) + (mtx[2][2] * p_src[2])) * p_weight; } _ALWAYS_INLINE_ AABB transform_aabb(const AABB &p_aabb) const { float vertices[8][3] = { { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z }, { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z }, { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z }, { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z }, { p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z }, { p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z }, { p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z }, { p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z } }; AABB ret; for (int i = 0; i < 8; i++) { Vector3 xv( ((mtx[0][0] * vertices[i][0]) + (mtx[1][0] * vertices[i][1]) + (mtx[2][0] * vertices[i][2]) + mtx[3][0]), ((mtx[0][1] * vertices[i][0]) + (mtx[1][1] * vertices[i][1]) + (mtx[2][1] * vertices[i][2]) + mtx[3][1]), ((mtx[0][2] * vertices[i][0]) + (mtx[1][2] * vertices[i][1]) + (mtx[2][2] * vertices[i][2]) + mtx[3][2])); if (i == 0) ret.pos = xv; else ret.expand_to(xv); } return ret; } }; GLuint tex_id; float pixel_size; //for texture Vector bones; SelfList dirty_list; Skeleton() : dirty_list(this) { tex_id = 0; pixel_size = 1.0; } }; mutable RID_Owner skeleton_owner; mutable SelfList::List _skeleton_dirty_list; template void _skeleton_xform(const uint8_t *p_src_array, int p_src_stride, uint8_t *p_dst_array, int p_dst_stride, int p_elements, const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms); struct Light { VS::LightType type; float vars[VS::LIGHT_PARAM_MAX]; Color colors[3]; bool shadow_enabled; RID projector; bool volumetric_enabled; Color volumetric_color; VS::LightOmniShadowMode omni_shadow_mode; VS::LightDirectionalShadowMode directional_shadow_mode; float directional_shadow_param[3]; Light() { vars[VS::LIGHT_PARAM_SPOT_ATTENUATION] = 1; vars[VS::LIGHT_PARAM_SPOT_ANGLE] = 45; vars[VS::LIGHT_PARAM_ATTENUATION] = 1.0; vars[VS::LIGHT_PARAM_ENERGY] = 1.0; vars[VS::LIGHT_PARAM_RADIUS] = 1.0; vars[VS::LIGHT_PARAM_SHADOW_DARKENING] = 0.0; vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET] = 0.2; vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE] = 1.4; vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER] = 60.0; vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES] = 1; colors[VS::LIGHT_COLOR_DIFFUSE] = Color(1, 1, 1); colors[VS::LIGHT_COLOR_SPECULAR] = Color(1, 1, 1); shadow_enabled = false; volumetric_enabled = false; directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT] = 0.5; directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE] = 0; directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE] = 2.0; omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DEFAULT; directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; } }; struct Environment { VS::EnvironmentBG bg_mode; Variant bg_param[VS::ENV_BG_PARAM_MAX]; bool fx_enabled[VS::ENV_FX_MAX]; Variant fx_param[VS::ENV_FX_PARAM_MAX]; Environment() { bg_mode = VS::ENV_BG_DEFAULT_COLOR; bg_param[VS::ENV_BG_PARAM_COLOR] = Color(0, 0, 0); bg_param[VS::ENV_BG_PARAM_TEXTURE] = RID(); bg_param[VS::ENV_BG_PARAM_CUBEMAP] = RID(); bg_param[VS::ENV_BG_PARAM_ENERGY] = 1.0; bg_param[VS::ENV_BG_PARAM_SCALE] = 1.0; bg_param[VS::ENV_BG_PARAM_GLOW] = 0.0; bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER] = 0; for (int i = 0; i < VS::ENV_FX_MAX; i++) fx_enabled[i] = false; fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES] = 1; fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_SCALE] = 1.0; fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH] = 1.0; fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE] = 0; fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM] = 0.0; fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD] = 0.5; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES] = 1; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN] = 100.0; fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE] = 10.0; fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER] = VS::ENV_FX_HDR_TONE_MAPPER_LINEAR; fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE] = 0.4; fx_param[VS::ENV_FX_PARAM_HDR_WHITE] = 1.0; fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD] = 0.95; fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE] = 0.2; fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE] = 0.4; fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE] = 8.0; fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED] = 0.5; fx_param[VS::ENV_FX_PARAM_FOG_BEGIN] = 100.0; fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION] = 1.0; fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR] = Color(0, 0, 0); fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR] = Color(0, 0, 0); fx_param[VS::ENV_FX_PARAM_FOG_BG] = true; fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS] = 1.0; fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST] = 1.0; fx_param[VS::ENV_FX_PARAM_BCS_SATURATION] = 1.0; } }; mutable RID_Owner environment_owner; struct SampledLight { int w, h; GLuint texture; float multiplier; bool is_float; }; mutable RID_Owner sampled_light_owner; struct ViewportData { //1x1 fbo+texture for storing previous HDR value GLuint lum_fbo; GLuint lum_color; ViewportData() { lum_fbo = 0; lum_color = 0; } }; mutable RID_Owner viewport_data_owner; struct RenderTarget { Texture *texture_ptr; RID texture; GLuint fbo; GLuint color; GLuint depth; int width, height; uint64_t last_pass; }; mutable RID_Owner render_target_owner; struct ShadowBuffer; struct LightInstance { struct SplitInfo { CameraMatrix camera; Transform transform; float near; float far; }; RID light; Light *base; Transform transform; CameraMatrix projection; Transform custom_transform[4]; CameraMatrix custom_projection[4]; Vector3 light_vector; Vector3 spot_vector; float linear_att; uint64_t shadow_pass; uint64_t last_pass; uint16_t sort_key; Vector2 dp; CameraMatrix shadow_projection[4]; float shadow_split[4]; ShadowBuffer *near_shadow_buffer; void clear_shadow_buffers() { clear_near_shadow_buffers(); } void clear_near_shadow_buffers() { if (near_shadow_buffer) { near_shadow_buffer->owner = NULL; near_shadow_buffer = NULL; } } LightInstance() { shadow_pass = 0; last_pass = 0; sort_key = 0; near_shadow_buffer = NULL; } }; mutable RID_Owner light_owner; mutable RID_Owner light_instance_owner; LightInstance *light_instances[MAX_SCENE_LIGHTS]; LightInstance *directional_lights[4]; int light_instance_count; int directional_light_count; int last_light_id; bool current_depth_test; bool current_depth_mask; VS::MaterialBlendMode current_blend_mode; bool use_fast_texture_filter; int max_texture_size; bool fragment_lighting; RID shadow_material; RID shadow_material_double_sided; Material *shadow_mat_ptr; Material *shadow_mat_double_sided_ptr; int max_texture_units; GLuint base_framebuffer; GLuint gui_quad_buffer; GLuint indices_buffer; struct RenderList { enum { DEFAULT_MAX_ELEMENTS = 4096, MAX_LIGHTS = 4, SORT_FLAG_SKELETON = 1, SORT_FLAG_INSTANCING = 2, }; static int max_elements; struct Element { float depth; const InstanceData *instance; const Skeleton *skeleton; const Geometry *geometry; const Geometry *geometry_cmp; const Material *material; const GeometryOwner *owner; bool *additive_ptr; bool additive; bool mirror; union { #ifdef BIG_ENDIAN_ENABLED struct { uint8_t sort_flags; uint8_t light_type; uint16_t light; }; #else struct { uint16_t light; uint8_t light_type; uint8_t sort_flags; }; #endif uint32_t sort_key; }; }; Element *_elements; Element **elements; int element_count; void clear() { element_count = 0; } struct SortZ { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { return A->depth > B->depth; } }; void sort_z() { SortArray sorter; sorter.sort(elements, element_count); } struct SortMatGeom { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { // TODO move to a single uint64 (one comparison) if (A->material->shader_cache == B->material->shader_cache) { if (A->material == B->material) { return A->geometry_cmp < B->geometry_cmp; } else { return (A->material < B->material); } } else { return A->material->shader_cache < B->material->shader_cache; } } }; void sort_mat_geom() { SortArray sorter; sorter.sort(elements, element_count); } struct SortMatLight { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { if (A->geometry_cmp == B->geometry_cmp) { if (A->material == B->material) { return A->light < B->light; } else { return (A->material < B->material); } } else { return (A->geometry_cmp < B->geometry_cmp); } } }; void sort_mat_light() { SortArray sorter; sorter.sort(elements, element_count); } struct SortMatLightType { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { if (A->light_type == B->light_type) { if (A->material->shader_cache == B->material->shader_cache) { if (A->material == B->material) { return (A->geometry_cmp < B->geometry_cmp); } else { return (A->material < B->material); } } else { return (A->material->shader_cache < B->material->shader_cache); } } else { return A->light_type < B->light_type; } } }; void sort_mat_light_type() { SortArray sorter; sorter.sort(elements, element_count); } struct SortMatLightTypeFlags { _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { if (A->sort_key == B->sort_key) { if (A->material->shader_cache == B->material->shader_cache) { if (A->material == B->material) { return (A->geometry_cmp < B->geometry_cmp); } else { return (A->material < B->material); } } else { return (A->material->shader_cache < B->material->shader_cache); } } else { return A->sort_key < B->sort_key; //one is null and one is not } } }; void sort_mat_light_type_flags() { SortArray sorter; sorter.sort(elements, element_count); } _FORCE_INLINE_ Element *add_element() { if (element_count >= max_elements) return NULL; elements[element_count] = &_elements[element_count]; return elements[element_count++]; } void init() { 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() { } ~RenderList() { memdelete_arr(elements); memdelete_arr(_elements); } }; RenderList opaque_render_list; RenderList alpha_render_list; RID default_material; CameraMatrix camera_projection; Transform camera_transform; Transform camera_transform_inverse; float camera_z_near; float camera_z_far; Size2 camera_vp_size; bool camera_ortho; Set extensions; bool texscreen_copied; bool texscreen_used; Plane camera_plane; void _add_geometry(const Geometry *p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner, int p_material = -1); void _render_list_forward(RenderList *p_render_list, const Transform &p_view_transform, const Transform &p_view_transform_inverse, const CameraMatrix &p_projection, bool p_reverse_cull = false, bool p_fragment_light = false, bool p_alpha_pass = false); //void _setup_light(LightInstance* p_instance, int p_idx); void _setup_light(uint16_t p_light); _FORCE_INLINE_ void _setup_shader_params(const Material *p_material); bool _setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass); void _setup_skeleton(const Skeleton *p_skeleton); Error _setup_geometry(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const float *p_morphs); void _render(const Geometry *p_geometry, const Material *p_material, const Skeleton *p_skeleton, const GeometryOwner *p_owner, const Transform &p_xform); /***********/ /* SHADOWS */ /***********/ struct ShadowBuffer { int size; GLuint fbo; GLuint rbo; GLuint depth; GLuint rgba; //for older devices #if 0 GLuint fbo_blur; GLuint rbo_blur; GLuint blur; #endif LightInstance *owner; bool init(int p_size, bool p_use_depth); ShadowBuffer() { size = 0; depth = 0; owner = NULL; } }; Vector near_shadow_buffers; ShadowBuffer blur_shadow_buffer; Vector far_shadow_buffers; LightInstance *shadow; int shadow_pass; float shadow_near_far_split_size_ratio; bool _allocate_shadow_buffers(LightInstance *p_instance, Vector &p_buffers); void _debug_draw_shadow(GLuint tex, const Rect2 &p_rect); void _debug_draw_shadows_type(Vector &p_shadows, Point2 &ofs); void _debug_shadows(); void _debug_luminances(); void _debug_samplers(); /***********/ /* FBOs */ /***********/ struct FrameBuffer { GLuint fbo; GLuint color; GLuint depth; int width, height; int scale; bool active; int blur_size; struct Blur { GLuint fbo; GLuint color; Blur() { fbo = 0; color = 0; } } blur[3]; struct Luminance { int size; GLuint fbo; GLuint color; Luminance() { fbo = 0; color = 0; size = 0; } }; Vector luminance; GLuint sample_fbo; GLuint sample_color; FrameBuffer() { blur_size = 0; } } framebuffer; void _update_framebuffer(); void _process_glow_and_bloom(); //void _update_blur_buffer(); /*********/ /* FRAME */ /*********/ struct _Rinfo { int texture_mem; int vertex_count; int object_count; int mat_change_count; int surface_count; int shader_change_count; int ci_draw_commands; int draw_calls; } _rinfo; /*******************/ /* CANVAS OCCLUDER */ /*******************/ struct CanvasOccluder { GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured DVector lines; int len; }; RID_Owner canvas_occluder_owner; /***********************/ /* CANVAS LIGHT SHADOW */ /***********************/ struct CanvasLightShadow { int size; int height; GLuint fbo; GLuint rbo; GLuint depth; GLuint rgba; //for older devices GLuint blur; }; RID_Owner canvas_light_shadow_owner; RID canvas_shadow_blur; /* ETC */ RenderTarget *current_rt; bool current_rt_transparent; bool current_rt_vflip; ViewportData *current_vd; GLuint white_tex; RID canvas_tex; float canvas_opacity; Color canvas_modulate; bool canvas_use_modulate; bool uses_texpixel_size; bool rebind_texpixel_size; Transform canvas_transform; CanvasItemMaterial *canvas_last_material; bool canvas_texscreen_used; Vector2 normal_flip; _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2 &p_flip); _FORCE_INLINE_ Texture *_bind_canvas_texture(const RID &p_texture); VS::MaterialBlendMode canvas_blend_mode; int _setup_geometry_vinfo; bool pack_arrays; bool keep_copies; bool use_reload_hooks; bool cull_front; bool lights_use_shadow; _FORCE_INLINE_ void _set_cull(bool p_front, bool p_reverse_cull = false); _FORCE_INLINE_ Color _convert_color(const Color &p_color); void _process_glow_bloom(); void _process_hdr(); void _draw_tex_bg(); bool using_canvas_bg; Size2 window_size; VS::ViewportRect viewport; double last_time; double time_delta; uint64_t frame; uint64_t scene_pass; bool draw_next_frame; Environment *current_env; VS::ScenarioDebugMode current_debug; RID overdraw_material; float shader_time_rollback; mutable MaterialShaderGLES2 material_shader; mutable CanvasShaderGLES2 canvas_shader; BlurShaderGLES2 blur_shader; CopyShaderGLES2 copy_shader; mutable CanvasShadowShaderGLES2 canvas_shadow_shader; mutable ShaderCompilerGLES2 shader_precompiler; void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color *p_colors, const Vector3 *p_uvs, const Plane *p_tangents = NULL, int p_instanced = 1); _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2); void _draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size, bool p_h_flip = false, bool p_v_flip = false, bool p_transpose = false); void _draw_quad(const Rect2 &p_rect); void _copy_screen_quad(); void _copy_to_texscreen(); bool _test_depth_shadow_buffer(); Vector3 chunk_vertex; Vector3 chunk_normal; Plane chunk_tangent; Color chunk_color; Vector2 chunk_uv; Vector2 chunk_uv2; GLuint tc0_id_cache; GLuint tc0_idx; template _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item, CanvasItem *current_clip, bool &reclip); _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material, Shader *p_shader); _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material, Shader *p_shader); public: /* TEXTURE API */ virtual RID texture_create(); virtual void texture_allocate(RID p_texture, int p_width, int p_height, Image::Format p_format, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); virtual void texture_set_data(RID p_texture, const Image &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); virtual Image texture_get_data(RID p_texture, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT) const; virtual void texture_set_flags(RID p_texture, uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; virtual Image::Format texture_get_format(RID p_texture) const; virtual uint32_t texture_get_width(RID p_texture) const; virtual uint32_t texture_get_height(RID p_texture) const; virtual bool texture_has_alpha(RID p_texture) const; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); virtual void texture_set_reload_hook(RID p_texture, ObjectID p_owner, const StringName &p_function) const; virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_debug_usage(List *r_info); virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); GLuint _texture_get_name(RID p_tex); /* SHADER API */ virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL); virtual void shader_set_mode(RID p_shader, VS::ShaderMode p_mode); virtual VS::ShaderMode shader_get_mode(RID p_shader) const; virtual void shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs = 0, int p_fragment_ofs = 0, int p_light_ofs = 0); virtual String shader_get_fragment_code(RID p_shader) const; virtual String shader_get_vertex_code(RID p_shader) const; virtual String shader_get_light_code(RID p_shader) const; virtual void shader_get_param_list(RID p_shader, List *p_param_list) const; virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name); /* COMMON MATERIAL API */ virtual RID material_create(); virtual void material_set_shader(RID p_shader_material, RID p_shader); virtual RID material_get_shader(RID p_shader_material) const; virtual void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value); virtual Variant material_get_param(RID p_material, const StringName &p_param) const; virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag, bool p_enabled); virtual bool material_get_flag(RID p_material, VS::MaterialFlag p_flag) const; virtual void material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode); virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const; virtual void material_set_blend_mode(RID p_material, VS::MaterialBlendMode p_mode); virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; virtual void material_set_line_width(RID p_material, float p_line_width); virtual float material_get_line_width(RID p_material) const; /* MESH API */ virtual RID mesh_create(); virtual void mesh_add_surface(RID p_mesh, VS::PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), bool p_alpha_sort = false); virtual Array mesh_get_surface_arrays(RID p_mesh, int p_surface) const; virtual Array mesh_get_surface_morph_arrays(RID p_mesh, int p_surface) const; virtual void mesh_add_custom_surface(RID p_mesh, const Variant &p_dat); virtual void mesh_set_morph_target_count(RID p_mesh, int p_amount); virtual int mesh_get_morph_target_count(RID p_mesh) const; virtual void mesh_set_morph_target_mode(RID p_mesh, VS::MorphTargetMode p_mode); virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material, bool p_owned = false); virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; 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 int mesh_get_surface_count(RID p_mesh) const; virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const; virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); virtual AABB mesh_get_custom_aabb(RID p_mesh) const; /* MULTIMESH API */ virtual RID multimesh_create(); virtual void multimesh_set_instance_count(RID p_multimesh, int p_count); virtual int multimesh_get_instance_count(RID p_multimesh) const; virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh); virtual void multimesh_set_aabb(RID p_multimesh, const AABB &p_aabb); virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); virtual void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); virtual RID multimesh_get_mesh(RID p_multimesh) const; virtual AABB multimesh_get_aabb(RID p_multimesh) const; virtual Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const; virtual Color multimesh_instance_get_color(RID p_multimesh, int p_index) const; virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; /* IMMEDIATE API */ virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()); virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex); virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal); virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent); virtual void immediate_color(RID p_immediate, const Color &p_color); virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv); virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv); virtual void immediate_end(RID p_immediate); virtual void immediate_clear(RID p_immediate); virtual AABB immediate_get_aabb(RID p_immediate) const; virtual void immediate_set_material(RID p_immediate, RID p_material); virtual RID immediate_get_material(RID p_immediate) const; /* PARTICLES API */ virtual RID particles_create(); virtual void particles_set_amount(RID p_particles, int p_amount); virtual int particles_get_amount(RID p_particles) const; virtual void particles_set_emitting(RID p_particles, bool p_emitting); virtual bool particles_is_emitting(RID p_particles) const; virtual void particles_set_visibility_aabb(RID p_particles, const AABB &p_visibility); virtual AABB particles_get_visibility_aabb(RID p_particles) const; virtual void particles_set_emission_half_extents(RID p_particles, const Vector3 &p_half_extents); virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3 &p_base_velocity); virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; virtual void particles_set_emission_points(RID p_particles, const DVector &p_points); virtual DVector particles_get_emission_points(RID p_particles) const; virtual void particles_set_gravity_normal(RID p_particles, const Vector3 &p_normal); virtual Vector3 particles_get_gravity_normal(RID p_particles) const; virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable, float p_value); virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const; virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable, float p_randomness); virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const; virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; virtual void particles_set_color_phases(RID p_particles, int p_phases); virtual int particles_get_color_phases(RID p_particles) const; virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color &p_color); virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; virtual void particles_set_attractors(RID p_particles, int p_attractors); virtual int particles_get_attractors(RID p_particles) const; virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3 &p_pos); virtual Vector3 particles_get_attractor_pos(RID p_particles, int p_attractor) const; virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); virtual float particles_get_attractor_strength(RID p_particles, int p_attractor) const; virtual void particles_set_material(RID p_particles, RID p_material, bool p_owned = false); virtual RID particles_get_material(RID p_particles) const; virtual AABB particles_get_aabb(RID p_particles) const; virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); virtual bool particles_has_height_from_velocity(RID p_particles) const; virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); virtual bool particles_is_using_local_coordinates(RID p_particles) const; /* SKELETON API */ virtual RID skeleton_create(); virtual void skeleton_resize(RID p_skeleton, int p_bones); virtual int skeleton_get_bone_count(RID p_skeleton) const; virtual void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform &p_transform); virtual Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone); /* LIGHT API */ virtual RID light_create(VS::LightType p_type); virtual VS::LightType light_get_type(RID p_light) const; virtual void light_set_color(RID p_light, VS::LightColor p_type, const Color &p_color); virtual Color light_get_color(RID p_light, VS::LightColor p_type) const; virtual void light_set_shadow(RID p_light, bool p_enabled); virtual bool light_has_shadow(RID p_light) const; virtual void light_set_volumetric(RID p_light, bool p_enabled); virtual bool light_is_volumetric(RID p_light) const; virtual void light_set_projector(RID p_light, RID p_texture); virtual RID light_get_projector(RID p_light) const; virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value); virtual float light_get_var(RID p_light, VS::LightParam p_var) const; virtual void light_set_operator(RID p_light, VS::LightOp p_op); virtual VS::LightOp light_get_operator(RID p_light) const; virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode); virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; virtual void light_directional_set_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param, float p_value); virtual float light_directional_get_shadow_param(RID p_light, VS::LightDirectionalShadowParam p_param) const; virtual AABB light_get_aabb(RID p_poly) const; virtual RID light_instance_create(RID p_light); virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const; virtual int light_instance_get_shadow_passes(RID p_light_instance) const; virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const; virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix &p_camera, const Transform &p_transform, float p_split_near = 0, float p_split_far = 0); virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index = 0) const; virtual void shadow_clear_near(); virtual bool shadow_allocate_near(RID p_light); virtual bool shadow_allocate_far(RID p_light); /* SHADOW */ virtual RID particles_instance_create(RID p_particles); virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform); /* VIEWPORT */ virtual RID viewport_data_create(); virtual RID render_target_create(); virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); virtual RID render_target_get_texture(RID p_render_target) const; virtual bool render_target_renedered_in_frame(RID p_render_target); /* RENDER API */ /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ virtual void begin_frame(); virtual void set_viewport(const VS::ViewportRect &p_viewport); virtual void set_render_target(RID p_render_target, bool p_transparent_bg = false, bool p_vflip = false); virtual void clear_viewport(const Color &p_color); virtual void capture_viewport(Image *r_capture); virtual void begin_scene(RID p_viewport_data, RID p_env, VS::ScenarioDebugMode p_debug); virtual void begin_shadow_map(RID p_light_instance, int p_shadow_pass); virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint); virtual void add_light(RID p_light_instance); ///< all "add_light" calls happen before add_geometry calls typedef Map ParamOverrideMap; virtual void add_mesh(const RID &p_mesh, const InstanceData *p_data); virtual void add_multimesh(const RID &p_multimesh, const InstanceData *p_data); virtual void add_immediate(const RID &p_immediate, const InstanceData *p_data); virtual void add_particles(const RID &p_particle_instance, const InstanceData *p_data); virtual void end_scene(); virtual void end_shadow_map(); virtual void end_frame(); /* CANVAS API */ virtual void begin_canvas_bg(); virtual void canvas_begin(); virtual void canvas_disable_blending(); virtual void canvas_set_opacity(float p_opacity); virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); virtual void canvas_begin_rect(const Matrix32 &p_transform); virtual void canvas_set_clip(bool p_clip, const Rect2 &p_rect); virtual void canvas_end_rect(); virtual void canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width); virtual void canvas_draw_rect(const Rect2 &p_rect, int p_flags, const Rect2 &p_source, RID p_texture, const Color &p_modulate); virtual void canvas_draw_style_box(const Rect2 &p_rect, const Rect2 &p_src_region, RID p_texture, const float *p_margins, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)); virtual void canvas_draw_primitive(const Vector &p_points, const Vector &p_colors, const Vector &p_uvs, RID p_texture, float p_width); virtual void canvas_draw_polygon(int p_vertex_count, const int *p_indices, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, const RID &p_texture, bool p_singlecolor); virtual void canvas_set_transform(const Matrix32 &p_transform); virtual void canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light); virtual void canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow); /* CANVAS LIGHT SHADOW */ //buffer virtual RID canvas_light_shadow_buffer_create(int p_width); virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32 &p_light_xform, int p_light_mask, float p_near, float p_far, CanvasLightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache); //occluder virtual RID canvas_light_occluder_create(); virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector &p_lines); /* ENVIRONMENT */ virtual RID environment_create(); virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); virtual VS::EnvironmentBG environment_get_background(RID p_env) const; virtual void environment_set_background_param(RID p_env, VS::EnvironmentBGParam p_param, const Variant &p_value); virtual Variant environment_get_background_param(RID p_env, VS::EnvironmentBGParam p_param) const; virtual void environment_set_enable_fx(RID p_env, VS::EnvironmentFx p_effect, bool p_enabled); virtual bool environment_is_fx_enabled(RID p_env, VS::EnvironmentFx p_effect) const; virtual void environment_fx_set_param(RID p_env, VS::EnvironmentFxParam p_param, const Variant &p_value); virtual Variant environment_fx_get_param(RID p_env, VS::EnvironmentFxParam p_param) const; /* SAMPLED LIGHT */ virtual RID sampled_light_dp_create(int p_width, int p_height); virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier); /*MISC*/ virtual bool is_texture(const RID &p_rid) const; virtual bool is_material(const RID &p_rid) const; virtual bool is_mesh(const RID &p_rid) const; virtual bool is_immediate(const RID &p_rid) const; virtual bool is_multimesh(const RID &p_rid) const; virtual bool is_particles(const RID &p_beam) const; virtual bool is_light(const RID &p_rid) const; virtual bool is_light_instance(const RID &p_rid) const; virtual bool is_particles_instance(const RID &p_rid) const; virtual bool is_skeleton(const RID &p_rid) const; virtual bool is_environment(const RID &p_rid) const; virtual bool is_shader(const RID &p_rid) const; virtual bool is_canvas_light_occluder(const RID &p_rid) const; virtual void free(const RID &p_rid); virtual void init(); virtual void finish(); virtual int get_render_info(VS::RenderInfo p_info); void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0)); virtual void flush_frame(); //not necesary in most cases void set_extensions(const char *p_strings); virtual bool needs_to_draw_next_frame() const; void set_use_framebuffers(bool p_use); void reload_vram(); virtual bool has_feature(VS::Features p_feature) const; virtual void restore_framebuffer(); static RasterizerGLES2 *get_singleton(); virtual void set_force_16_bits_fbo(bool p_force); RasterizerGLES2(bool p_compress_arrays = false, bool p_keep_ram_copy = true, bool p_default_fragment_lighting = true, bool p_use_reload_hooks = false); virtual ~RasterizerGLES2(); }; #endif #endif