/*************************************************************************/ /* rasterizer_storage_gles3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef RASTERIZER_STORAGE_GLES3_H #define RASTERIZER_STORAGE_GLES3_H #include "core/self_list.h" #include "drivers/gles_common/rasterizer_asserts.h" #include "servers/visual/rasterizer.h" #include "servers/visual/shader_language.h" #include "shader_cache_gles3.h" #include "shader_compiler_gles3.h" #include "shader_gles3.h" #include "shaders/blend_shape.glsl.gen.h" #include "shaders/canvas.glsl.gen.h" #include "shaders/copy.glsl.gen.h" #include "shaders/cubemap_filter.glsl.gen.h" #include "shaders/particles.glsl.gen.h" template <class K> class ThreadedCallableQueue; class RasterizerCanvasGLES3; class RasterizerSceneGLES3; #define _TEXTURE_SRGB_DECODE_EXT 0x8A48 #define _DECODE_EXT 0x8A49 #define _SKIP_DECODE_EXT 0x8A4A void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type); class RasterizerStorageGLES3 : public RasterizerStorage { public: RasterizerCanvasGLES3 *canvas; RasterizerSceneGLES3 *scene; static GLuint system_fbo; //on some devices, such as apple, screen is rendered to yet another fbo. enum RenderArchitecture { RENDER_ARCH_MOBILE, RENDER_ARCH_DESKTOP, }; struct Config { bool shrink_textures_x2; bool use_fast_texture_filter; bool use_anisotropic_filter; bool use_lightmap_filter_bicubic; bool use_physical_light_attenuation; bool s3tc_supported; bool latc_supported; bool rgtc_supported; bool bptc_supported; bool etc_supported; bool etc2_supported; bool pvrtc_supported; bool srgb_decode_supported; bool support_npot_repeat_mipmap; bool texture_float_linear_supported; bool framebuffer_float_supported; bool framebuffer_half_float_supported; bool use_rgba_2d_shadows; float anisotropic_level; int max_texture_image_units; int max_texture_size; int max_cubemap_texture_size; bool generate_wireframes; bool use_texture_array_environment; Set<String> extensions; bool keep_original_textures; bool use_depth_prepass; bool force_vertex_shading; // in some cases the legacy render didn't orphan. We will mark these // so the user can switch orphaning off for them. bool should_orphan; bool program_binary_supported; bool parallel_shader_compile_supported; bool async_compilation_enabled; bool shader_cache_enabled; } config; mutable struct Shaders { CopyShaderGLES3 copy; ShaderCompilerGLES3 compiler; ShaderCacheGLES3 *cache; ThreadedCallableQueue<GLuint> *cache_write_queue; ThreadedCallableQueue<GLuint> *compile_queue; CubemapFilterShaderGLES3 cubemap_filter; BlendShapeShaderGLES3 blend_shapes; ParticlesShaderGLES3 particles; ShaderCompilerGLES3::IdentifierActions actions_canvas; ShaderCompilerGLES3::IdentifierActions actions_scene; ShaderCompilerGLES3::IdentifierActions actions_particles; } shaders; struct Resources { GLuint white_tex; GLuint black_tex; GLuint normal_tex; GLuint aniso_tex; GLuint depth_tex; GLuint white_tex_3d; GLuint white_tex_array; GLuint quadie; GLuint quadie_array; GLuint transform_feedback_buffers[2]; GLuint transform_feedback_array; } resources; struct Info { uint64_t texture_mem; uint64_t vertex_mem; struct Render { uint32_t object_count; uint32_t draw_call_count; uint32_t material_switch_count; uint32_t surface_switch_count; uint32_t shader_rebind_count; uint32_t shader_compiles_started_count; uint32_t shader_compiles_in_progress_count; uint32_t vertices_count; uint32_t _2d_item_count; uint32_t _2d_draw_call_count; void reset() { object_count = 0; draw_call_count = 0; material_switch_count = 0; surface_switch_count = 0; shader_rebind_count = 0; shader_compiles_started_count = 0; shader_compiles_in_progress_count = 0; vertices_count = 0; _2d_item_count = 0; _2d_draw_call_count = 0; } } render, render_final, snap; Info() { texture_mem = 0; vertex_mem = 0; render.reset(); render_final.reset(); } } info; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////DATA/////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// struct Instantiable : public RID_Data { SelfList<RasterizerScene::InstanceBase>::List instance_list; _FORCE_INLINE_ void instance_change_notify(bool p_aabb, bool p_materials) { SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first(); while (instances) { instances->self()->base_changed(p_aabb, p_materials); instances = instances->next(); } } _FORCE_INLINE_ void instance_remove_deps() { SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first(); while (instances) { SelfList<RasterizerScene::InstanceBase> *next = instances->next(); instances->self()->base_removed(); instances = next; } } Instantiable() {} virtual ~Instantiable() { } }; struct GeometryOwner : public Instantiable { virtual ~GeometryOwner() {} }; struct Geometry : Instantiable { enum Type { GEOMETRY_INVALID, GEOMETRY_SURFACE, GEOMETRY_IMMEDIATE, GEOMETRY_MULTISURFACE, }; Type type; RID material; uint64_t last_pass; uint32_t index; virtual void material_changed_notify() {} Geometry() { last_pass = 0; index = 0; } }; ///////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////API//////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////// /* TEXTURE API */ struct RenderTarget; struct Texture : public RID_Data { Texture *proxy; Set<Texture *> proxy_owners; String path; uint32_t flags; int width, height, depth; int alloc_width, alloc_height, alloc_depth; Image::Format format; VS::TextureType type; GLenum target; GLenum gl_format_cache; GLenum gl_internal_format_cache; GLenum gl_type_cache; int data_size; //original data size, useful for retrieving back bool compressed; bool srgb; int total_data_size; bool ignore_mipmaps; int mipmaps; bool is_npot_repeat_mipmap; bool active; GLuint tex_id; bool using_srgb; bool redraw_if_visible; uint16_t stored_cube_sides; RenderTarget *render_target; Vector<Ref<Image>> images; VisualServer::TextureDetectCallback detect_3d; void *detect_3d_ud; VisualServer::TextureDetectCallback detect_srgb; void *detect_srgb_ud; VisualServer::TextureDetectCallback detect_normal; void *detect_normal_ud; Texture() : proxy(nullptr), flags(0), width(0), height(0), format(Image::FORMAT_L8), type(VS::TEXTURE_TYPE_2D), target(GL_TEXTURE_2D), data_size(0), compressed(false), srgb(false), total_data_size(0), ignore_mipmaps(false), mipmaps(0), active(false), tex_id(0), using_srgb(false), redraw_if_visible(false), stored_cube_sides(0), render_target(nullptr), detect_3d(nullptr), detect_3d_ud(nullptr), detect_srgb(nullptr), detect_srgb_ud(nullptr), detect_normal(nullptr), detect_normal_ud(nullptr) { } _ALWAYS_INLINE_ Texture *get_ptr() { if (proxy) { return proxy; //->get_ptr(); only one level of indirection, else not inlining possible. } else { return this; } } ~Texture() { if (tex_id != 0) { glDeleteTextures(1, &tex_id); } for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) { E->get()->proxy = nullptr; } if (proxy) { proxy->proxy_owners.erase(this); } } }; mutable RID_Owner<Texture> texture_owner; Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &r_srgb, bool p_force_decompress) const; virtual RID texture_create(); virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0); virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) 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 VS::TextureType texture_get_type(RID p_texture) const; virtual uint32_t texture_get_texid(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 uint32_t texture_get_depth(RID p_texture) const; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth); virtual void texture_bind(RID p_texture, uint32_t p_texture_no); virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); virtual void texture_debug_usage(List<VS::TextureInfo> *r_info); virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const; virtual void textures_keep_original(bool p_enable); virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_proxy(RID p_texture, RID p_proxy); virtual Size2 texture_size_with_proxy(RID p_texture) const; virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); /* SKY API */ struct Sky : public RID_Data { RID panorama; GLuint radiance; GLuint irradiance; int radiance_size; }; mutable RID_Owner<Sky> sky_owner; virtual RID sky_create(); virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size); /* SHADER API */ struct Material; struct Shader : public RID_Data { RID self; VS::ShaderMode mode; ShaderGLES3 *shader; String code; SelfList<Material>::List materials; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; uint32_t texture_count; uint32_t custom_code_id; uint32_t version; SelfList<Shader> dirty_list; Map<StringName, RID> default_textures; Vector<ShaderLanguage::DataType> texture_types; Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; bool valid; String path; struct CanvasItem { enum BlendMode { BLEND_MODE_MIX, BLEND_MODE_ADD, BLEND_MODE_SUB, BLEND_MODE_MUL, BLEND_MODE_PMALPHA, BLEND_MODE_DISABLED, }; int blend_mode; enum LightMode { LIGHT_MODE_NORMAL, LIGHT_MODE_UNSHADED, LIGHT_MODE_LIGHT_ONLY }; int light_mode; // these flags are specifically for batching // some of the logic is thus in rasterizer_storage.cpp // we could alternatively set bitflags for each 'uses' and test on the fly // defined in RasterizerStorageCommon::BatchFlags unsigned int batch_flags; bool uses_screen_texture; bool uses_screen_uv; bool uses_time; bool uses_modulate; bool uses_color; bool uses_vertex; // all these should disable item joining if used in a custom shader bool uses_world_matrix; bool uses_extra_matrix; bool uses_projection_matrix; bool uses_instance_custom; } 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 uses_alpha_scissor; bool unshaded; bool no_depth_test; bool uses_vertex; bool uses_discard; bool uses_sss; bool uses_screen_texture; bool uses_depth_texture; bool uses_time; bool uses_tangent; bool uses_ensure_correct_normals; bool writes_modelview_or_projection; bool uses_vertex_lighting; bool uses_world_coordinates; } spatial; struct Particles { } particles; bool uses_vertex_time; bool uses_fragment_time; Shader() : dirty_list(this) { shader = nullptr; ubo_size = 0; valid = false; custom_code_id = 0; version = 1; } }; mutable SelfList<Shader>::List _shader_dirty_list; void _shader_make_dirty(Shader *p_shader); mutable RID_Owner<Shader> shader_owner; virtual RID shader_create(); virtual void shader_set_code(RID p_shader, const String &p_code); virtual String shader_get_code(RID p_shader) const; virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *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 void shader_add_custom_define(RID p_shader, const String &p_define); virtual void shader_get_custom_defines(RID p_shader, Vector<String> *p_defines) const; virtual void shader_remove_custom_define(RID p_shader, const String &p_define); virtual void set_shader_async_hidden_forbidden(bool p_forbidden); virtual bool is_shader_async_hidden_forbidden(); void _update_shader(Shader *p_shader) const; void update_dirty_shaders(); /* COMMON MATERIAL API */ struct Material : public RID_Data { Shader *shader; GLuint ubo_id; uint32_t ubo_size; Map<StringName, Variant> params; SelfList<Material> list; SelfList<Material> dirty_list; Vector<bool> texture_is_3d; Vector<RID> textures; float line_width; int render_priority; RID next_pass; uint32_t index; uint64_t last_pass; Map<Geometry *, int> geometry_owners; Map<RasterizerScene::InstanceBase *, int> instance_owners; bool can_cast_shadow_cache; bool is_animated_cache; Material() : shader(nullptr), ubo_id(0), ubo_size(0), list(this), dirty_list(this), line_width(1.0), render_priority(0), last_pass(0), can_cast_shadow_cache(false), is_animated_cache(false) { } }; mutable SelfList<Material>::List _material_dirty_list; void _material_make_dirty(Material *p_material) const; void _material_add_geometry(RID p_material, Geometry *p_geometry); void _material_remove_geometry(RID p_material, Geometry *p_geometry); mutable RID_Owner<Material> material_owner; virtual RID material_create(); virtual void material_set_shader(RID p_material, RID p_shader); virtual RID material_get_shader(RID p_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 Variant material_get_param_default(RID p_material, const StringName &p_param) const; virtual void material_set_line_width(RID p_material, float p_width); virtual void material_set_next_pass(RID p_material, RID p_next_material); virtual bool material_is_animated(RID p_material); virtual bool material_casts_shadows(RID p_material); virtual bool material_uses_tangents(RID p_material); virtual bool material_uses_ensure_correct_normals(RID p_material); virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); virtual void material_set_render_priority(RID p_material, int priority); void _update_material(Material *material); void update_dirty_materials(); /* MESH API */ struct Mesh; struct Surface : public Geometry { struct Attrib { bool enabled; bool integer; GLuint index; GLint size; GLenum type; GLboolean normalized; GLsizei stride; uint32_t offset; }; Attrib attribs[VS::ARRAY_MAX]; Mesh *mesh; uint32_t format; GLuint array_id; GLuint instancing_array_id; GLuint vertex_id; GLuint index_id; GLuint index_wireframe_id; GLuint array_wireframe_id; GLuint instancing_array_wireframe_id; int index_wireframe_len; Vector<AABB> skeleton_bone_aabb; Vector<bool> skeleton_bone_used; //bool packed; struct BlendShape { GLuint vertex_id; GLuint array_id; }; Vector<BlendShape> blend_shapes; AABB aabb; int array_len; int index_array_len; int max_bone; int array_byte_size; int index_array_byte_size; VS::PrimitiveType primitive; bool active; virtual void material_changed_notify() { mesh->instance_change_notify(false, true); mesh->update_multimeshes(); } int total_data_size; Surface() : mesh(nullptr), format(0), array_id(0), vertex_id(0), index_id(0), index_wireframe_id(0), array_wireframe_id(0), instancing_array_wireframe_id(0), index_wireframe_len(0), array_len(0), index_array_len(0), array_byte_size(0), index_array_byte_size(0), primitive(VS::PRIMITIVE_POINTS), active(false), total_data_size(0) { type = GEOMETRY_SURFACE; } ~Surface() { } }; struct MultiMesh; struct Mesh : public GeometryOwner { bool active; Vector<Surface *> surfaces; int blend_shape_count; VS::BlendShapeMode blend_shape_mode; PoolRealArray blend_shape_values; AABB custom_aabb; mutable uint64_t last_pass; SelfList<MultiMesh>::List multimeshes; _FORCE_INLINE_ void update_multimeshes() { SelfList<MultiMesh> *mm = multimeshes.first(); while (mm) { mm->self()->instance_change_notify(false, true); mm = mm->next(); } } Mesh() : active(false), blend_shape_count(0), blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED), last_pass(0) { } }; 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 PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t>> &p_blend_shapes = Vector<PoolVector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()); virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount); virtual int mesh_get_blend_shape_count(RID p_mesh) const; virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode); virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; virtual void mesh_set_blend_shape_values(RID p_mesh, PoolVector<float> p_values); virtual PoolVector<float> mesh_get_blend_shape_values(RID p_mesh) const; virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data); virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); 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 PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const; virtual PoolVector<uint8_t> mesh_surface_get_index_array(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 AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; virtual Vector<PoolVector<uint8_t>> mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const; 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, RID p_skeleton) const; virtual void mesh_clear(RID p_mesh); void mesh_render_blend_shapes(Surface *s, const float *p_weights); /* MULTIMESH API */ struct MultiMesh : public GeometryOwner { RID mesh; int size; VS::MultimeshTransformFormat transform_format; VS::MultimeshColorFormat color_format; VS::MultimeshCustomDataFormat custom_data_format; Vector<float> data; AABB aabb; SelfList<MultiMesh> update_list; SelfList<MultiMesh> mesh_list; GLuint buffer; int visible_instances; int xform_floats; int color_floats; int custom_data_floats; bool dirty_aabb; bool dirty_data; MMInterpolator interpolator; MultiMesh() : size(0), transform_format(VS::MULTIMESH_TRANSFORM_2D), color_format(VS::MULTIMESH_COLOR_NONE), custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE), update_list(this), mesh_list(this), buffer(0), visible_instances(-1), xform_floats(0), color_floats(0), custom_data_floats(0), dirty_aabb(true), dirty_data(true) { } }; mutable RID_Owner<MultiMesh> multimesh_owner; SelfList<MultiMesh>::List multimesh_update_list; void update_dirty_multimeshes(); virtual RID _multimesh_create(); virtual void _multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data_format = VS::MULTIMESH_CUSTOM_DATA_NONE); virtual int _multimesh_get_instance_count(RID p_multimesh) const; virtual void _multimesh_set_mesh(RID p_multimesh, RID p_mesh); virtual void _multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); virtual void _multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform); virtual void _multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color); virtual void _multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_custom_data); virtual RID _multimesh_get_mesh(RID p_multimesh) const; virtual Transform _multimesh_instance_get_transform(RID p_multimesh, int p_index) const; virtual Transform2D _multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const; virtual Color _multimesh_instance_get_color(RID p_multimesh, int p_index) const; virtual Color _multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const; virtual void _multimesh_set_as_bulk_array(RID p_multimesh, const PoolVector<float> &p_array); virtual void _multimesh_set_visible_instances(RID p_multimesh, int p_visible); virtual int _multimesh_get_visible_instances(RID p_multimesh) const; virtual AABB _multimesh_get_aabb(RID p_multimesh) const; virtual MMInterpolator *_multimesh_get_interpolator(RID p_multimesh) const; /* IMMEDIATE API */ struct Immediate : public Geometry { struct Chunk { RID texture; VS::PrimitiveType primitive; Vector<Vector3> vertices; Vector<Vector3> normals; Vector<Plane> tangents; Vector<Color> colors; Vector<Vector2> uvs; Vector<Vector2> uvs2; }; List<Chunk> chunks; bool building; int mask; AABB aabb; Immediate() { type = GEOMETRY_IMMEDIATE; building = false; } }; Vector3 chunk_vertex; Vector3 chunk_normal; Plane chunk_tangent; Color chunk_color; Vector2 chunk_uv; Vector2 chunk_uv2; mutable RID_Owner<Immediate> immediate_owner; virtual RID immediate_create(); virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, 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 void immediate_set_material(RID p_immediate, RID p_material); virtual RID immediate_get_material(RID p_immediate) const; virtual AABB immediate_get_aabb(RID p_immediate) const; /* SKELETON API */ struct Skeleton : RID_Data { bool use_2d; int size; uint32_t revision; Vector<float> skel_texture; GLuint texture; SelfList<Skeleton> update_list; Set<RasterizerScene::InstanceBase *> instances; //instances using skeleton Transform2D base_transform_2d; Skeleton() : use_2d(false), size(0), revision(1), texture(0), update_list(this) { } }; mutable RID_Owner<Skeleton> skeleton_owner; SelfList<Skeleton>::List skeleton_update_list; void update_dirty_skeletons(); virtual RID skeleton_create(); virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false); 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) const; virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform); virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform); virtual uint32_t skeleton_get_revision(RID p_skeleton) const; /* Light API */ struct Light : Instantiable { VS::LightType type; float param[VS::LIGHT_PARAM_MAX]; Color color; Color shadow_color; RID projector; bool shadow; bool negative; bool reverse_cull; VS::LightBakeMode bake_mode; uint32_t cull_mask; VS::LightOmniShadowMode omni_shadow_mode; VS::LightOmniShadowDetail omni_shadow_detail; VS::LightDirectionalShadowMode directional_shadow_mode; VS::LightDirectionalShadowDepthRangeMode directional_range_mode; bool directional_blend_splits; uint64_t version; }; mutable RID_Owner<Light> light_owner; virtual RID light_create(VS::LightType p_type); virtual void light_set_color(RID p_light, const Color &p_color); virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value); virtual void light_set_shadow(RID p_light, bool p_enabled); virtual void light_set_shadow_color(RID p_light, const Color &p_color); virtual void light_set_projector(RID p_light, RID p_texture); virtual void light_set_negative(RID p_light, bool p_enable); virtual void light_set_cull_mask(RID p_light, uint32_t p_mask); virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); virtual void light_set_use_gi(RID p_light, bool p_enabled); virtual void light_set_bake_mode(RID p_light, VS::LightBakeMode p_bake_mode); virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail); virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode); virtual void light_directional_set_blend_splits(RID p_light, bool p_enable); virtual bool light_directional_get_blend_splits(RID p_light) const; virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode); virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const; virtual bool light_has_shadow(RID p_light) const; virtual VS::LightType light_get_type(RID p_light) const; virtual float light_get_param(RID p_light, VS::LightParam p_param); virtual Color light_get_color(RID p_light); virtual bool light_get_use_gi(RID p_light); virtual VS::LightBakeMode light_get_bake_mode(RID p_light); virtual AABB light_get_aabb(RID p_light) const; virtual uint64_t light_get_version(RID p_light) const; /* PROBE API */ struct ReflectionProbe : Instantiable { VS::ReflectionProbeUpdateMode update_mode; float intensity; Color interior_ambient; float interior_ambient_energy; float interior_ambient_probe_contrib; float max_distance; Vector3 extents; Vector3 origin_offset; bool interior; bool box_projection; bool enable_shadows; uint32_t cull_mask; }; mutable RID_Owner<ReflectionProbe> reflection_probe_owner; virtual RID reflection_probe_create(); virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity); virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient); virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib); virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance); virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents); virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset); virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable); virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution); virtual AABB reflection_probe_get_aabb(RID p_probe) const; virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const; virtual Vector3 reflection_probe_get_extents(RID p_probe) const; virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const; virtual bool reflection_probe_renders_shadows(RID p_probe) const; /* GI PROBE API */ struct GIProbe : public Instantiable { AABB bounds; Transform to_cell; float cell_size; int dynamic_range; float energy; float bias; float normal_bias; float propagation; bool interior; bool compress; uint32_t version; PoolVector<int> dynamic_data; }; mutable RID_Owner<GIProbe> gi_probe_owner; virtual RID gi_probe_create(); virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds); virtual AABB gi_probe_get_bounds(RID p_probe) const; virtual void gi_probe_set_cell_size(RID p_probe, float p_size); virtual float gi_probe_get_cell_size(RID p_probe) const; virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform); virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const; virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data); virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const; virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range); virtual int gi_probe_get_dynamic_range(RID p_probe) const; virtual void gi_probe_set_energy(RID p_probe, float p_range); virtual float gi_probe_get_energy(RID p_probe) const; virtual void gi_probe_set_bias(RID p_probe, float p_range); virtual float gi_probe_get_bias(RID p_probe) const; virtual void gi_probe_set_normal_bias(RID p_probe, float p_range); virtual float gi_probe_get_normal_bias(RID p_probe) const; virtual void gi_probe_set_propagation(RID p_probe, float p_range); virtual float gi_probe_get_propagation(RID p_probe) const; virtual void gi_probe_set_interior(RID p_probe, bool p_enable); virtual bool gi_probe_is_interior(RID p_probe) const; virtual void gi_probe_set_compress(RID p_probe, bool p_enable); virtual bool gi_probe_is_compressed(RID p_probe) const; virtual uint32_t gi_probe_get_version(RID p_probe); struct GIProbeData : public RID_Data { int width; int height; int depth; int levels; GLuint tex_id; GIProbeCompression compression; GIProbeData() { } }; mutable RID_Owner<GIProbeData> gi_probe_data_owner; virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression); virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data); /* LIGHTMAP CAPTURE */ virtual RID lightmap_capture_create(); virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds); virtual AABB lightmap_capture_get_bounds(RID p_capture) const; virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree); virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const; virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform); virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const; virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv); virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const; virtual void lightmap_capture_set_energy(RID p_capture, float p_energy); virtual float lightmap_capture_get_energy(RID p_capture) const; virtual void lightmap_capture_set_interior(RID p_capture, bool p_interior); virtual bool lightmap_capture_is_interior(RID p_capture) const; virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const; struct LightmapCapture : public Instantiable { PoolVector<LightmapCaptureOctree> octree; AABB bounds; Transform cell_xform; int cell_subdiv; float energy; bool interior; SelfList<LightmapCapture> update_list; LightmapCapture() : update_list(this) { energy = 1.0; cell_subdiv = 1; interior = false; } }; SelfList<LightmapCapture>::List capture_update_list; void update_dirty_captures(); mutable RID_Owner<LightmapCapture> lightmap_capture_data_owner; /* PARTICLES */ struct Particles : public GeometryOwner { bool inactive; float inactive_time; bool emitting; bool one_shot; int amount; float lifetime; float pre_process_time; float explosiveness; float randomness; bool restart_request; AABB custom_aabb; bool use_local_coords; RID process_material; VS::ParticlesDrawOrder draw_order; Vector<RID> draw_passes; GLuint particle_buffers[2]; GLuint particle_vaos[2]; GLuint particle_buffer_histories[2]; GLuint particle_vao_histories[2]; bool particle_valid_histories[2]; bool histories_enabled; SelfList<Particles> particle_element; float phase; float prev_phase; uint64_t prev_ticks; uint32_t random_seed; uint32_t cycle_number; float speed_scale; int fixed_fps; bool fractional_delta; float frame_remainder; bool clear; Transform emission_transform; Particles() : inactive(true), inactive_time(0.0), emitting(false), one_shot(false), amount(0), lifetime(1.0), pre_process_time(0.0), explosiveness(0.0), randomness(0.0), restart_request(false), custom_aabb(AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8))), use_local_coords(true), draw_order(VS::PARTICLES_DRAW_ORDER_INDEX), histories_enabled(false), particle_element(this), prev_ticks(0), random_seed(0), cycle_number(0), speed_scale(1.0), fixed_fps(0), fractional_delta(false), frame_remainder(0), clear(true) { particle_buffers[0] = 0; particle_buffers[1] = 0; glGenBuffers(2, particle_buffers); glGenVertexArrays(2, particle_vaos); } ~Particles() { glDeleteBuffers(2, particle_buffers); glDeleteVertexArrays(2, particle_vaos); if (histories_enabled) { glDeleteBuffers(2, particle_buffer_histories); glDeleteVertexArrays(2, particle_vao_histories); } } }; SelfList<Particles>::List particle_update_list; void update_particles(); mutable RID_Owner<Particles> particles_owner; virtual RID particles_create(); virtual void particles_set_emitting(RID p_particles, bool p_emitting); virtual bool particles_get_emitting(RID p_particles); virtual void particles_set_amount(RID p_particles, int p_amount); virtual void particles_set_lifetime(RID p_particles, float p_lifetime); virtual void particles_set_one_shot(RID p_particles, bool p_one_shot); virtual void particles_set_pre_process_time(RID p_particles, float p_time); virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio); virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio); virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb); virtual void particles_set_speed_scale(RID p_particles, float p_scale); virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); virtual void particles_set_process_material(RID p_particles, RID p_material); virtual void particles_set_fixed_fps(RID p_particles, int p_fps); virtual void particles_set_fractional_delta(RID p_particles, bool p_enable); virtual void particles_restart(RID p_particles); virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order); virtual void particles_set_draw_passes(RID p_particles, int p_passes); virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh); virtual void particles_request_process(RID p_particles); virtual AABB particles_get_current_aabb(RID p_particles); virtual AABB particles_get_aabb(RID p_particles) const; virtual void _particles_update_histories(Particles *particles); virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform); void _particles_process(Particles *p_particles, float p_delta); virtual int particles_get_draw_passes(RID p_particles) const; virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const; virtual bool particles_is_inactive(RID p_particles) const; /* INSTANCE */ virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); 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 { GLuint fbo; GLuint color; GLuint depth; struct Buffers { bool active; bool effects_active; GLuint fbo; GLuint depth; GLuint specular; GLuint diffuse; GLuint normal_rough; GLuint sss; GLuint effect_fbo; GLuint effect; } buffers; struct Effects { struct MipMaps { struct Size { GLuint fbo; int width; int height; }; Vector<Size> sizes; GLuint color; int levels; MipMaps() : color(0), levels(0) { } }; MipMaps mip_maps[2]; //first mipmap chain starts from full-screen //GLuint depth2; //depth for the second mipmap chain, in case of desiring upsampling struct SSAO { GLuint blur_fbo[2]; // blur fbo GLuint blur_red[2]; // 8 bits red buffer GLuint linear_depth; Vector<GLuint> depth_mipmap_fbos; //fbos for depth mipmapsla ver SSAO() : linear_depth(0) { blur_fbo[0] = 0; blur_fbo[1] = 0; } } ssao; Effects() {} } effects; struct Exposure { GLuint fbo; GLuint color; Exposure() : fbo(0) {} } exposure; // External FBO to render our final result to (mostly used for ARVR) struct External { GLuint fbo; GLuint color; GLuint depth; External() : fbo(0), color(0), depth(0) { } } external; uint64_t last_exposure_tick; int width, height; bool flags[RENDER_TARGET_FLAG_MAX]; bool used_in_frame; VS::ViewportMSAA msaa; bool use_fxaa; bool use_debanding; float sharpen_intensity; RID texture; RenderTarget() : fbo(0), depth(0), last_exposure_tick(0), width(0), height(0), used_in_frame(false), msaa(VS::VIEWPORT_MSAA_DISABLED), use_fxaa(false), use_debanding(false), sharpen_intensity(0.0) { exposure.fbo = 0; buffers.fbo = 0; external.fbo = 0; for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) { flags[i] = false; } flags[RENDER_TARGET_HDR] = true; buffers.active = false; buffers.effects_active = false; } }; mutable RID_Owner<RenderTarget> render_target_owner; void _render_target_clear(RenderTarget *rt); void _render_target_allocate(RenderTarget *rt); virtual RID render_target_create(); virtual void render_target_set_position(RID p_render_target, int p_x, int p_y); 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 uint32_t render_target_get_depth_texture_id(RID p_render_target) const; virtual void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id, unsigned int p_depth_id); virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); virtual bool render_target_was_used(RID p_render_target); virtual void render_target_clear_used(RID p_render_target); virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa); virtual void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa); virtual void render_target_set_use_debanding(RID p_render_target, bool p_debanding); virtual void render_target_set_sharpen_intensity(RID p_render_target, float p_intensity); /* CANVAS SHADOW */ struct CanvasLightShadow : public RID_Data { int size; int height; GLuint fbo; GLuint depth; GLuint distance; //for older devices }; RID_Owner<CanvasLightShadow> canvas_light_shadow_owner; virtual RID canvas_light_shadow_buffer_create(int p_width); /* LIGHT SHADOW MAPPING */ struct CanvasOccluder : public RID_Data { GLuint array_id; // 0 means, unconfigured GLuint vertex_id; // 0 means, unconfigured GLuint index_id; // 0 means, unconfigured PoolVector<Vector2> lines; int len; }; RID_Owner<CanvasOccluder> canvas_occluder_owner; virtual RID canvas_light_occluder_create(); virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines); virtual VS::InstanceType get_base_type(RID p_rid) const; virtual bool free(RID p_rid); struct Frame { RenderTarget *current_rt; bool clear_request; Color clear_request_color; float time[4]; float delta; uint64_t count; } frame; void initialize(); void finalize(); virtual bool has_os_feature(const String &p_feature) const; virtual void update_dirty_resources(); virtual void set_debug_generate_wireframes(bool p_generate); virtual void render_info_begin_capture(); virtual void render_info_end_capture(); virtual int get_captured_render_info(VS::RenderInfo p_info); virtual uint64_t get_render_info(VS::RenderInfo p_info); virtual String get_video_adapter_name() const; virtual String get_video_adapter_vendor() const; // NOTE : THESE SIZES ARE IN BYTES. BUFFER SIZES MAY NOT BE SPECIFIED IN BYTES SO REMEMBER TO CONVERT THEM WHEN CALLING. void buffer_orphan_and_upload(unsigned int p_buffer_size_bytes, unsigned int p_offset_bytes, unsigned int p_data_size_bytes, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const; bool safe_buffer_sub_data(unsigned int p_total_buffer_size_bytes, GLenum p_target, unsigned int p_offset_bytes, unsigned int p_data_size_bytes, const void *p_data, unsigned int &r_offset_after_bytes) const; RasterizerStorageGLES3(); ~RasterizerStorageGLES3(); }; inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_buffer_size_bytes, GLenum p_target, unsigned int p_offset_bytes, unsigned int p_data_size_bytes, const void *p_data, unsigned int &r_offset_after_bytes) const { r_offset_after_bytes = p_offset_bytes + p_data_size_bytes; #ifdef DEBUG_ENABLED // we are trying to write across the edge of the buffer if (r_offset_after_bytes > p_total_buffer_size_bytes) { return false; } #endif glBufferSubData(p_target, p_offset_bytes, p_data_size_bytes, p_data); return true; } // standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future // bugs causing pipeline stalls // NOTE : THESE SIZES ARE IN BYTES. BUFFER SIZES MAY NOT BE SPECIFIED IN BYTES SO REMEMBER TO CONVERT THEM WHEN CALLING. inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size_bytes, unsigned int p_offset_bytes, unsigned int p_data_size_bytes, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const { // Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData // Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other) if (!p_optional_orphan || (config.should_orphan)) { glBufferData(p_target, p_buffer_size_bytes, nullptr, p_usage); #ifdef RASTERIZER_EXTRA_CHECKS // fill with garbage off the end of the array if (p_buffer_size_bytes) { unsigned int start = p_offset_bytes + p_data_size_bytes; unsigned int end = start + 1024; if (end < p_buffer_size) { uint8_t *garbage = (uint8_t *)alloca(1024); for (int n = 0; n < 1024; n++) { garbage[n] = Math::random(0, 255); } glBufferSubData(p_target, start, 1024, garbage); } } #endif } ERR_FAIL_COND((p_offset_bytes + p_data_size_bytes) > p_buffer_size_bytes); glBufferSubData(p_target, p_offset_bytes, p_data_size_bytes, p_data); } #endif // RASTERIZER_STORAGE_GLES3_H