godot/drivers/gles3/rasterizer_storage_gles3.h

1247 lines
32 KiB
C++

#ifndef RASTERIZERSTORAGEGLES3_H
#define RASTERIZERSTORAGEGLES3_H
#include "servers/visual/rasterizer.h"
#include "servers/visual/shader_language.h"
#include "shader_gles3.h"
#include "shaders/copy.glsl.h"
#include "shaders/canvas.glsl.h"
#include "shaders/blend_shape.glsl.h"
#include "shaders/cubemap_filter.glsl.h"
#include "shaders/particles.glsl.h"
#include "self_list.h"
#include "shader_compiler_gles3.h"
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
#define _TEXTURE_SRGB_DECODE_EXT 0x8A48
#define _DECODE_EXT 0x8A49
#define _SKIP_DECODE_EXT 0x8A4A
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 {
RenderArchitecture render_arch;
bool shrink_textures_x2;
bool use_fast_texture_filter;
bool use_anisotropic_filter;
bool s3tc_supported;
bool latc_supported;
bool bptc_supported;
bool etc_supported;
bool etc2_supported;
bool pvrtc_supported;
bool srgb_decode_supported;
bool use_rgba_2d_shadows;
float anisotropic_level;
int max_texture_image_units;
int max_texture_size;
Set<String> extensions;
bool keep_original_textures;
} config;
mutable struct Shaders {
CopyShaderGLES3 copy;
ShaderCompilerGLES3 compiler;
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 quadie;
GLuint quadie_array;
GLuint transform_feedback_buffers[2];
GLuint transform_feedback_array;
} resources;
struct Info {
uint64_t texture_mem;
uint32_t render_object_count;
uint32_t render_material_switch_count;
uint32_t render_surface_switch_count;
uint32_t render_shader_rebind_count;
uint32_t render_vertices_count;
} info;
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////DATA///////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
struct Instantiable : public RID_Data {
SelfList<RasterizerScene::InstanceBase>::List instance_list;
_FORCE_INLINE_ void instance_change_notify() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while(instances) {
instances->self()->base_changed();
instances=instances->next();
}
}
_FORCE_INLINE_ void instance_material_change_notify() {
SelfList<RasterizerScene::InstanceBase> *instances = instance_list.first();
while(instances) {
instances->self()->base_material_changed();
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 {
String path;
uint32_t flags;
int width,height;
int alloc_width, alloc_height;
Image::Format format;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
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 active;
GLuint tex_id;
bool using_srgb;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Image images[6];
Texture() {
using_srgb=false;
stored_cube_sides=0;
ignore_mipmaps=false;
render_target=NULL;
flags=width=height=0;
tex_id=0;
data_size=0;
format=Image::FORMAT_L8;
active=false;
compressed=false;
total_data_size=0;
target=GL_TEXTURE_2D;
mipmaps=0;
}
~Texture() {
if (tex_id!=0) {
glDeleteTextures(1,&tex_id);
}
}
};
mutable RID_Owner<Texture> texture_owner;
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, GLenum &r_type, bool &r_compressed, bool &srgb);
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 void texture_set_size_override(RID p_texture,int p_width, int p_height);
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);
/* SKYBOX API */
struct SkyBox : public RID_Data {
RID cubemap;
GLuint radiance;
int radiance_size;
};
mutable RID_Owner<SkyBox> skybox_owner;
virtual RID skybox_create();
virtual void skybox_set_texture(RID p_skybox,RID p_cube_map,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::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,
};
int blend_mode;
enum LightMode {
LIGHT_MODE_NORMAL,
LIGHT_MODE_UNSHADED,
LIGHT_MODE_LIGHT_ONLY
};
int light_mode;
} canvas_item;
struct Spatial {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
int blend_mode;
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_NEVER,
DEPTH_DRAW_ALPHA_PREPASS,
};
int depth_draw_mode;
enum CullMode {
CULL_MODE_FRONT,
CULL_MODE_BACK,
CULL_MODE_DISABLED,
};
int cull_mode;
bool uses_alpha;
bool unshaded;
bool ontop;
bool uses_vertex;
bool uses_discard;
bool uses_sss;
} spatial;
struct Particles {
} particles;
bool uses_vertex_time;
bool uses_fragment_time;
Shader() : dirty_list(this) {
shader=NULL;
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(VS::ShaderMode p_mode=VS::SHADER_SPATIAL);
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_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;
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<RID> textures;
float line_width;
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() : list(this), dirty_list(this) {
can_cast_shadow_cache=false;
is_animated_cache=false;
shader=NULL;
line_width=1.0;
ubo_id=0;
ubo_size=0;
last_pass=0;
}
};
mutable SelfList<Material>::List _material_dirty_list;
void _material_make_dirty(Material *p_material) const;
void _material_add_geometry(RID p_material,Geometry *p_instantiable);
void _material_remove_geometry(RID p_material, Geometry *p_instantiable);
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 void material_set_line_width(RID p_material, float p_width);
virtual bool material_is_animated(RID p_material);
virtual bool material_casts_shadows(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);
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;
Vector<Rect3> skeleton_bone_aabb;
Vector<bool> skeleton_bone_used;
//bool packed;
struct BlendShape {
GLuint vertex_id;
GLuint array_id;
};
Vector<BlendShape> blend_shapes;
Rect3 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_material_change_notify();
}
Surface() {
array_byte_size=0;
index_array_byte_size=0;
mesh=NULL;
format=0;
array_id=0;
vertex_id=0;
index_id=0;
array_len=0;
type=GEOMETRY_SURFACE;
primitive=VS::PRIMITIVE_POINTS;
index_array_len=0;
active=false;
}
~Surface() {
}
};
struct Mesh : public GeometryOwner {
bool active;
Vector<Surface*> surfaces;
int blend_shape_count;
VS::BlendShapeMode blend_shape_mode;
Rect3 custom_aabb;
mutable uint64_t last_pass;
Mesh() {
blend_shape_mode=VS::BLEND_SHAPE_MODE_NORMALIZED;
blend_shape_count=0;
last_pass=0;
active=false;
}
};
mutable RID_Owner<Mesh> mesh_owner;
virtual RID mesh_create();
virtual void mesh_add_surface(RID p_mesh,uint32_t p_format,VS::PrimitiveType p_primitive,const PoolVector<uint8_t>& p_array,int p_vertex_count,const PoolVector<uint8_t>& p_index_array,int p_index_count,const Rect3& p_aabb,const Vector<PoolVector<uint8_t> >& p_blend_shapes=Vector<PoolVector<uint8_t> >(),const Vector<Rect3>& p_bone_aabbs=Vector<Rect3>());
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_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 Rect3 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<Rect3> 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 Rect3& p_aabb);
virtual Rect3 mesh_get_custom_aabb(RID p_mesh) const;
virtual Rect3 mesh_get_aabb(RID p_mesh, RID p_skeleton) const;
virtual void mesh_clear(RID p_mesh);
void mesh_render_blend_shapes(Surface *s, float *p_weights);
/* MULTIMESH API */
struct MultiMesh : public GeometryOwner {
RID mesh;
int size;
VS::MultimeshTransformFormat transform_format;
VS::MultimeshColorFormat color_format;
Vector<float> data;
Rect3 aabb;
SelfList<MultiMesh> update_list;
GLuint buffer;
int visible_instances;
int xform_floats;
int color_floats;
bool dirty_aabb;
bool dirty_data;
MultiMesh() : update_list(this) {
dirty_aabb=true;
dirty_data=true;
xform_floats=0;
color_floats=0;
visible_instances=-1;
size=0;
buffer=0;
transform_format=VS::MULTIMESH_TRANSFORM_2D;
color_format=VS::MULTIMESH_COLOR_NONE;
}
};
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);
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 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 void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
virtual Rect3 multimesh_get_aabb(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;
Rect3 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_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 void immediate_set_material(RID p_immediate,RID p_material);
virtual RID immediate_get_material(RID p_immediate) const;
virtual Rect3 immediate_get_aabb(RID p_immediate) const;
/* SKELETON API */
struct Skeleton : RID_Data {
int size;
bool use_2d;
Vector<float> bones; //4x3 or 4x2 depending on what is needed
GLuint ubo;
SelfList<Skeleton> update_list;
Set<RasterizerScene::InstanceBase*> instances; //instances using skeleton
Skeleton() : update_list(this) {
size=0;
use_2d=false;
ubo=0;
}
};
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;
/* 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;
uint32_t cull_mask;
VS::LightOmniShadowMode omni_shadow_mode;
VS::LightOmniShadowDetail omni_shadow_detail;
VS::LightDirectionalShadowMode directional_shadow_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_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 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 Rect3 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 Rect3 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;
/* ROOM API */
virtual RID room_create();
virtual void room_add_bounds(RID p_room, const PoolVector<Vector2>& p_convex_polygon,float p_height,const Transform& p_transform);
virtual void room_clear_bounds(RID p_room);
/* PORTAL API */
// portals are only (x/y) points, forming a convex shape, which its clockwise
// order points outside. (z is 0);
virtual RID portal_create();
virtual void portal_set_shape(RID p_portal, const Vector<Point2>& p_shape);
virtual void portal_set_enabled(RID p_portal, bool p_enabled);
virtual void portal_set_disable_distance(RID p_portal, float p_distance);
virtual void portal_set_disabled_color(RID p_portal, const Color& p_color);
/* GI PROBE API */
struct GIProbe : public Instantiable {
Rect3 bounds;
Transform to_cell;
float cell_size;
int dynamic_range;
float energy;
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 Rect3& p_bounds);
virtual Rect3 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_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 GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const;
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);
/* PARTICLES */
struct Particles : public Instantiable {
bool emitting;
int amount;
float lifetime;
float pre_process_time;
float explosiveness;
float randomness;
Rect3 custom_aabb;
Vector3 gravity;
bool use_local_coords;
RID process_material;
VS::ParticlesEmissionShape emission_shape;
float emission_sphere_radius;
Vector3 emission_box_extents;
PoolVector<Vector3> emission_points;
GLuint emission_point_texture;
VS::ParticlesDrawOrder draw_order;
struct DrawPass {
RID mesh;
RID material;
};
Vector<DrawPass> draw_passes;
Rect3 computed_aabb;
GLuint particle_buffers[2];
SelfList<Particles> particle_element;
float phase;
float prev_phase;
uint64_t prev_ticks;
Transform origin;
Particles() : particle_element(this) {
emitting=false;
amount=0;
lifetime=1.0;
pre_process_time=0.0;
explosiveness=0.0;
randomness=0.0;
use_local_coords=true;
draw_order=VS::PARTICLES_DRAW_ORDER_INDEX;
emission_shape=VS::PARTICLES_EMSSION_POINT;
emission_sphere_radius=1.0;
emission_box_extents=Vector3(1,1,1);
emission_point_texture=0;
particle_buffers[0]=0;
particle_buffers[1]=0;
prev_ticks=0;
glGenBuffers(2,particle_buffers);
}
~Particles() {
glDeleteBuffers(2,particle_buffers);
}
};
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 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_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 Rect3& p_aabb);
virtual void particles_set_gravity(RID p_particles,const Vector3& p_gravity);
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_emission_shape(RID p_particles,VS::ParticlesEmissionShape p_shape);
virtual void particles_set_emission_sphere_radius(RID p_particles,float p_radius);
virtual void particles_set_emission_box_extents(RID p_particles,const Vector3& p_extents);
virtual void particles_set_emission_points(RID p_particles,const PoolVector<Vector3>& p_points);
virtual void particles_set_draw_order(RID p_particles,VS::ParticlesDrawOrder p_order);
virtual void particles_set_draw_passes(RID p_particles,int p_count);
virtual void particles_set_draw_pass_material(RID p_particles,int p_pass, RID p_material);
virtual void particles_set_draw_pass_mesh(RID p_particles,int p_pass, RID p_mesh);
virtual Rect3 particles_get_current_aabb(RID p_particles);
/* 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 {
GLuint fbo;
GLuint depth;
GLuint specular;
GLuint diffuse;
GLuint normal_rough;
GLuint motion_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() { blur_fbo[0]=0; blur_fbo[1]=0; linear_depth=0; }
} ssao;
Effects() {}
} effects;
struct Exposure {
GLuint fbo;
GLuint color;
Exposure() { fbo=0; }
} exposure;
uint64_t last_exposure_tick;
int width,height;
bool flags[RENDER_TARGET_FLAG_MAX];
bool used_in_frame;
VS::ViewportMSAA msaa;
RID texture;
RenderTarget() {
msaa=VS::VIEWPORT_MSAA_DISABLED;
width=0;
height=0;
depth=0;
fbo=0;
buffers.fbo=0;
used_in_frame=false;
flags[RENDER_TARGET_VFLIP]=false;
flags[RENDER_TARGET_TRANSPARENT]=false;
flags[RENDER_TARGET_NO_3D]=false;
flags[RENDER_TARGET_HDR]=true;
flags[RENDER_TARGET_NO_SAMPLING]=false;
last_exposure_tick=0;
}
};
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_size(RID p_render_target,int p_width, int p_height);
virtual RID render_target_get_texture(RID p_render_target) const;
virtual void render_target_set_flag(RID p_render_target,RenderTargetFlags p_flag,bool p_value);
virtual bool render_target_renedered_in_frame(RID p_render_target);
virtual void render_target_set_msaa(RID p_render_target,VS::ViewportMSAA p_msaa);
/* 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 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;
int canvas_draw_commands;
float time[4];
float delta;
uint64_t prev_tick;
uint64_t count;
} frame;
void initialize();
void finalize();
RasterizerStorageGLES3();
};
#endif // RASTERIZERSTORAGEGLES3_H