1720 lines
48 KiB
C++
1720 lines
48 KiB
C++
/*************************************************************************/
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/* rasterizer_gles2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZER_GLES2_H
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#define RASTERIZER_GLES2_H
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#include "servers/visual/rasterizer.h"
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#define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call.
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#ifdef GLES2_ENABLED
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#include "image.h"
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#include "rid.h"
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#include "servers/visual_server.h"
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#include "list.h"
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#include "map.h"
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#include "camera_matrix.h"
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#include "sort.h"
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#include "self_list.h"
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#include "platform_config.h"
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#ifndef GLES2_INCLUDE_H
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#include <GLES2/gl2.h>
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#else
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#include GLES2_INCLUDE_H
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#endif
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#include "drivers/gles2/shaders/material.glsl.h"
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#include "drivers/gles2/shaders/canvas.glsl.h"
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#include "drivers/gles2/shaders/canvas_shadow.glsl.h"
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#include "drivers/gles2/shaders/blur.glsl.h"
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#include "drivers/gles2/shaders/copy.glsl.h"
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#include "drivers/gles2/shader_compiler_gles2.h"
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#include "servers/visual/particle_system_sw.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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*/
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class RasterizerGLES2 : public Rasterizer {
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enum {
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MAX_SCENE_LIGHTS=2048,
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LIGHT_SPOT_BIT=0x80,
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DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices
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MAX_HW_LIGHTS = 1,
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};
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uint8_t *skinned_buffer;
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int skinned_buffer_size;
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bool pvr_supported;
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bool pvr_srgb_supported;
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bool s3tc_supported;
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bool s3tc_srgb_supported;
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bool latc_supported;
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bool etc_supported;
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bool atitc_supported;
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bool npo2_textures_available;
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bool read_depth_supported;
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bool use_framebuffers;
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bool full_float_fb_supported;
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bool use_shadow_mapping;
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bool use_fp16_fb;
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bool srgb_supported;
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bool float_supported;
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bool float_linear_supported;
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bool use_16bits_fbo;
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ShadowFilterTechnique shadow_filter;
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bool use_shadow_esm;
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bool use_shadow_pcf;
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bool use_hw_skeleton_xform;
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bool use_depth24;
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bool use_texture_instancing;
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bool use_attribute_instancing;
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bool use_rgba_shadowmaps;
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bool use_anisotropic_filter;
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float anisotropic_level;
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bool use_half_float;
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bool low_memory_2d;
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Vector<float> skel_default;
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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);
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struct RenderTarget;
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struct Texture {
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String path;
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uint32_t flags;
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int width,height;
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int alloc_width, alloc_height;
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Image::Format format;
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GLenum target;
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GLenum gl_format_cache;
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GLenum gl_internal_format_cache;
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int gl_components_cache;
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int data_size; //original data size, useful for retrieving back
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bool has_alpha;
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bool format_has_alpha;
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bool compressed;
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bool disallow_mipmaps;
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int total_data_size;
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bool ignore_mipmaps;
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ObjectID reloader;
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StringName reloader_func;
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Image image[6];
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int mipmaps;
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bool active;
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GLuint tex_id;
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RenderTarget *render_target;
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Texture() {
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ignore_mipmaps=false;
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render_target=NULL;
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flags=width=height=0;
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tex_id=0;
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data_size=0;
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format=Image::FORMAT_GRAYSCALE;
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gl_components_cache=0;
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format_has_alpha=false;
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has_alpha=false;
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active=false;
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disallow_mipmaps=false;
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compressed=false;
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total_data_size=0;
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target=GL_TEXTURE_2D;
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mipmaps=0;
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reloader=0;
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}
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~Texture() {
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if (tex_id!=0) {
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glDeleteTextures(1,&tex_id);
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}
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}
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};
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mutable RID_Owner<Texture> texture_owner;
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struct Shader {
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String vertex_code;
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String fragment_code;
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String light_code;
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int vertex_line;
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int fragment_line;
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int light_line;
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VS::ShaderMode mode;
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uint32_t custom_code_id;
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uint32_t version;
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bool valid;
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bool has_alpha;
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bool can_zpass;
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bool has_texscreen;
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bool has_screen_uv;
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bool writes_vertex;
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bool uses_discard;
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bool uses_time;
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bool uses_normal;
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bool uses_texpixel_size;
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Map<StringName,ShaderLanguage::Uniform> uniforms;
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StringName first_texture;
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Map<StringName,RID> default_textures;
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SelfList<Shader> dirty_list;
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Shader() : dirty_list(this) {
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valid=false;
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custom_code_id=0;
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has_alpha=false;
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version=1;
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vertex_line=0;
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fragment_line=0;
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light_line=0;
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can_zpass=true;
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has_texscreen=false;
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has_screen_uv=false;
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writes_vertex=false;
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uses_discard=false;
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uses_time=false;
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uses_normal=false;
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}
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};
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mutable RID_Owner<Shader> shader_owner;
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mutable SelfList<Shader>::List _shader_dirty_list;
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_FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader);
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void _update_shader( Shader* p_shader) const;
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struct Material {
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bool flags[VS::MATERIAL_FLAG_MAX];
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VS::MaterialBlendMode blend_mode;
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VS::MaterialDepthDrawMode depth_draw_mode;
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float line_width;
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bool has_alpha;
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mutable uint32_t shader_version;
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RID shader; // shader material
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Shader *shader_cache;
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struct UniformData {
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bool inuse;
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bool istexture;
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Variant value;
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int index;
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};
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mutable Map<StringName,UniformData> shader_params;
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uint64_t last_pass;
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Material() {
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for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
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flags[i]=false;
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flags[VS::MATERIAL_FLAG_VISIBLE]=true;
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line_width=1;
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has_alpha=false;
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depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY;
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blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
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last_pass = 0;
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shader_version=0;
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shader_cache=NULL;
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}
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};
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_FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const;
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mutable RID_Owner<Material> material_owner;
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struct Geometry {
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enum Type {
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GEOMETRY_INVALID,
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GEOMETRY_SURFACE,
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GEOMETRY_IMMEDIATE,
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GEOMETRY_PARTICLES,
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GEOMETRY_MULTISURFACE,
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};
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Type type;
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RID material;
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bool has_alpha;
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bool material_owned;
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Geometry() { has_alpha=false; material_owned = false; }
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virtual ~Geometry() {};
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};
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struct GeometryOwner {
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virtual ~GeometryOwner() {}
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};
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struct Mesh;
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struct Surface : public Geometry {
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struct ArrayData {
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uint32_t ofs,size,datatype,count;
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bool normalize;
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bool bind;
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ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
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};
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Mesh *mesh;
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Array data;
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Array morph_data;
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ArrayData array[VS::ARRAY_MAX];
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// support for vertex array objects
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GLuint array_object_id;
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// support for vertex buffer object
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GLuint vertex_id; // 0 means, unconfigured
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GLuint index_id; // 0 means, unconfigured
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// no support for the above, array in localmem.
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uint8_t *array_local;
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uint8_t *index_array_local;
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Vector<AABB> skeleton_bone_aabb;
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Vector<bool> skeleton_bone_used;
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//bool packed;
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struct MorphTarget {
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uint32_t configured_format;
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uint8_t *array;
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};
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MorphTarget* morph_targets_local;
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int morph_target_count;
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AABB aabb;
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int array_len;
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int index_array_len;
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int max_bone;
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float vertex_scale;
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float uv_scale;
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float uv2_scale;
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bool alpha_sort;
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VS::PrimitiveType primitive;
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uint32_t format;
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uint32_t configured_format;
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int stride;
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int local_stride;
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uint32_t morph_format;
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bool active;
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Point2 uv_min;
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Point2 uv_max;
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Surface() {
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array_len=0;
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local_stride=0;
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morph_format=0;
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type=GEOMETRY_SURFACE;
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primitive=VS::PRIMITIVE_POINTS;
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index_array_len=0;
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vertex_scale=1.0;
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uv_scale=1.0;
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uv2_scale=1.0;
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alpha_sort=false;
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format=0;
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stride=0;
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morph_targets_local=0;
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morph_target_count=0;
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array_local = index_array_local = 0;
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vertex_id = index_id = 0;
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active=false;
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//packed=false;
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}
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~Surface() {
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}
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};
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struct Mesh {
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bool active;
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Vector<Surface*> surfaces;
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int morph_target_count;
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VS::MorphTargetMode morph_target_mode;
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AABB custom_aabb;
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mutable uint64_t last_pass;
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Mesh() {
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morph_target_mode=VS::MORPH_MODE_NORMALIZED;
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morph_target_count=0;
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last_pass=0;
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active=false;
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}
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};
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mutable RID_Owner<Mesh> mesh_owner;
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Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
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struct MultiMesh;
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struct MultiMeshSurface : public Geometry {
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Surface *surface;
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MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
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};
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struct MultiMesh : public GeometryOwner {
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struct Element {
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float matrix[16];
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uint8_t color[4];
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Element() {
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matrix[0]=1;
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matrix[1]=0;
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matrix[2]=0;
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matrix[3]=0;
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matrix[4]=0;
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matrix[5]=1;
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matrix[6]=0;
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matrix[7]=0;
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matrix[8]=0;
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matrix[9]=0;
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matrix[10]=1;
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matrix[11]=0;
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matrix[12]=0;
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matrix[13]=0;
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matrix[14]=0;
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matrix[15]=1;
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};
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};
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AABB aabb;
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RID mesh;
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int visible;
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//IDirect3DVertexBuffer9* instance_buffer;
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Vector<Element> elements;
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Vector<MultiMeshSurface> cache_surfaces;
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mutable uint64_t last_pass;
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GLuint tex_id;
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int tw;
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int th;
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SelfList<MultiMesh> dirty_list;
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MultiMesh() : dirty_list(this) {
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tw=1;
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th=1;
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tex_id=0;
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last_pass=0;
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visible = -1;
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}
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};
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mutable RID_Owner<MultiMesh> multimesh_owner;
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mutable SelfList<MultiMesh>::List _multimesh_dirty_list;
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struct Immediate : public Geometry {
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struct Chunk {
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RID texture;
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VS::PrimitiveType primitive;
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Vector<Vector3> vertices;
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Vector<Vector3> normals;
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Vector<Plane> tangents;
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Vector<Color> colors;
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Vector<Vector2> uvs;
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Vector<Vector2> uvs2;
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};
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List<Chunk> chunks;
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bool building;
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int mask;
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AABB aabb;
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Immediate() { type=GEOMETRY_IMMEDIATE; building=false;}
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};
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mutable RID_Owner<Immediate> immediate_owner;
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struct Particles : public Geometry {
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ParticleSystemSW data; // software particle system
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Particles() {
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type=GEOMETRY_PARTICLES;
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}
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};
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mutable RID_Owner<Particles> particles_owner;
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struct ParticlesInstance : public GeometryOwner {
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RID particles;
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ParticleSystemProcessSW particles_process;
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Transform transform;
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ParticlesInstance() { }
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};
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mutable RID_Owner<ParticlesInstance> particles_instance_owner;
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ParticleSystemDrawInfoSW particle_draw_info;
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struct Skeleton {
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struct Bone {
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float mtx[4][4]; //used
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Bone() {
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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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mtx[i][j]=(i==j)?1:0;
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}
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}
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}
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_ALWAYS_INLINE_ void transform_add_mul3(const float * p_src, float* r_dst, float p_weight) const {
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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;
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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;
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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;
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}
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_ALWAYS_INLINE_ void transform3_add_mul3(const float * p_src, float* r_dst, float p_weight) const {
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r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) )*p_weight;
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r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) )*p_weight;
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r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) )*p_weight;
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}
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_ALWAYS_INLINE_ AABB transform_aabb(const AABB& p_aabb) const {
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float vertices[8][3]={
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{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<Bone> bones;
|
|
|
|
SelfList<Skeleton> dirty_list;
|
|
|
|
Skeleton() : dirty_list(this) { tex_id=0; pixel_size=1.0; }
|
|
|
|
};
|
|
|
|
mutable RID_Owner<Skeleton> skeleton_owner;
|
|
mutable SelfList<Skeleton>::List _skeleton_dirty_list;
|
|
|
|
|
|
template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE>
|
|
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> environment_owner;
|
|
|
|
|
|
struct SampledLight {
|
|
|
|
int w,h;
|
|
GLuint texture;
|
|
float multiplier;
|
|
bool is_float;
|
|
};
|
|
|
|
mutable RID_Owner<SampledLight> 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<ViewportData> 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<RenderTarget> 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> light_owner;
|
|
mutable RID_Owner<LightInstance> 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;
|
|
Material *shadow_mat_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<Element*,SortZ> 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<Element*,SortMatGeom> 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<Element*,SortMatLight> 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<Element*,SortMatLightType> 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<Element*,SortMatLightTypeFlags> 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<String> 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);
|
|
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<ShadowBuffer> near_shadow_buffers;
|
|
ShadowBuffer blur_shadow_buffer;
|
|
|
|
Vector<ShadowBuffer> far_shadow_buffers;
|
|
|
|
LightInstance *shadow;
|
|
int shadow_pass;
|
|
|
|
|
|
float shadow_near_far_split_size_ratio;
|
|
bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers);
|
|
void _debug_draw_shadow(GLuint tex, const Rect2& p_rect);
|
|
void _debug_draw_shadows_type(Vector<ShadowBuffer>& 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> 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<Vector2> lines;
|
|
int len;
|
|
};
|
|
|
|
RID_Owner<CanvasOccluder> 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<CanvasLightShadow> 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<bool use_normalmap>
|
|
_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<VS::TextureInfo> *r_info);
|
|
|
|
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<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 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<Vector3>& p_points);
|
|
virtual DVector<Vector3> 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;
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virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
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virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
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virtual AABB light_get_aabb(RID p_poly) const;
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virtual RID light_instance_create(RID p_light);
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virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
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virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const;
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virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
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virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) const;
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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);
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virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const;
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virtual void shadow_clear_near();
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virtual bool shadow_allocate_near(RID p_light);
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virtual bool shadow_allocate_far(RID p_light);
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/* SHADOW */
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virtual RID particles_instance_create(RID p_particles);
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virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
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/* VIEWPORT */
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virtual RID viewport_data_create();
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virtual RID render_target_create();
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virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
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virtual RID render_target_get_texture(RID p_render_target) const;
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virtual bool render_target_renedered_in_frame(RID p_render_target);
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/* RENDER API */
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/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
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virtual void begin_frame();
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virtual void set_viewport(const VS::ViewportRect& p_viewport);
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virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false);
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virtual void clear_viewport(const Color& p_color);
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virtual void capture_viewport(Image* r_capture);
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virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug);
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virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
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virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint);
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virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
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typedef Map<StringName,Variant> ParamOverrideMap;
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virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
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virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
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virtual void add_immediate( const RID& p_immediate, const InstanceData *p_data);
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virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
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virtual void end_scene();
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virtual void end_shadow_map();
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virtual void end_frame();
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/* CANVAS API */
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virtual void begin_canvas_bg();
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virtual void canvas_begin();
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virtual void canvas_disable_blending();
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virtual void canvas_set_opacity(float p_opacity);
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virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
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virtual void canvas_begin_rect(const Matrix32& p_transform);
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virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
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virtual void canvas_end_rect();
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virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
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virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
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virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
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virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
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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);
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virtual void canvas_set_transform(const Matrix32& p_transform);
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virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
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virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
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/* CANVAS LIGHT SHADOW */
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//buffer
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virtual RID canvas_light_shadow_buffer_create(int p_width);
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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);
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//occluder
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virtual RID canvas_light_occluder_create();
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virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
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/* ENVIRONMENT */
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virtual RID environment_create();
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virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
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virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
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virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
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virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
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virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
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virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
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virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
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virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
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/* SAMPLED LIGHT */
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virtual RID sampled_light_dp_create(int p_width,int p_height);
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virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier);
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/*MISC*/
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virtual bool is_texture(const RID& p_rid) const;
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virtual bool is_material(const RID& p_rid) const;
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virtual bool is_mesh(const RID& p_rid) const;
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virtual bool is_immediate(const RID& p_rid) const;
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virtual bool is_multimesh(const RID& p_rid) const;
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virtual bool is_particles(const RID &p_beam) const;
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virtual bool is_light(const RID& p_rid) const;
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virtual bool is_light_instance(const RID& p_rid) const;
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virtual bool is_particles_instance(const RID& p_rid) const;
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virtual bool is_skeleton(const RID& p_rid) const;
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virtual bool is_environment(const RID& p_rid) const;
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virtual bool is_shader(const RID& p_rid) const;
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virtual bool is_canvas_light_occluder(const RID& p_rid) const;
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virtual void free(const RID& p_rid);
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virtual void init();
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virtual void finish();
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virtual int get_render_info(VS::RenderInfo p_info);
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void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0));
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virtual void flush_frame(); //not necesary in most cases
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void set_extensions(const char *p_strings);
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virtual bool needs_to_draw_next_frame() const;
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void set_use_framebuffers(bool p_use);
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void reload_vram();
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virtual bool has_feature(VS::Features p_feature) const;
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virtual void restore_framebuffer();
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static RasterizerGLES2* get_singleton();
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virtual void set_force_16_bits_fbo(bool p_force);
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RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false);
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virtual ~RasterizerGLES2();
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};
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#endif
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#endif
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