godot/drivers/gles3/rasterizer_storage_gles3.h
Hugo Locurcio b1a295b739
Implement distance fade properties in OmniLight3D and SpotLight3D
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.

While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
2022-02-25 15:17:35 +01:00

1441 lines
52 KiB
C++

/*************************************************************************/
/* rasterizer_storage_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RASTERIZER_STORAGE_OPENGL_H
#define RASTERIZER_STORAGE_OPENGL_H
#ifdef GLES3_ENABLED
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/shader_compiler.h"
#include "servers/rendering/shader_language.h"
#include "shaders/copy.glsl.gen.h"
class RasterizerCanvasGLES3;
class RasterizerSceneGLES3;
class RasterizerStorageGLES3 : public RendererStorage {
friend class RasterizerGLES3;
Thread::ID _main_thread_id = 0;
bool _is_main_thread();
public:
RasterizerCanvasGLES3 *canvas;
RasterizerSceneGLES3 *scene;
static GLuint system_fbo;
struct Config {
bool shrink_textures_x2;
bool use_fast_texture_filter;
bool use_skeleton_software;
int max_vertex_texture_image_units;
int max_texture_image_units;
int max_texture_size;
// TODO implement wireframe in OpenGL
// bool generate_wireframes;
Set<String> extensions;
bool float_texture_supported;
bool s3tc_supported;
bool latc_supported;
bool rgtc_supported;
bool bptc_supported;
bool etc_supported;
bool etc2_supported;
bool srgb_decode_supported;
bool keep_original_textures;
bool force_vertex_shading;
bool use_rgba_2d_shadows;
bool use_rgba_3d_shadows;
bool support_32_bits_indices;
bool support_write_depth;
bool support_half_float_vertices;
bool support_npot_repeat_mipmap;
bool support_depth_texture;
bool support_depth_cubemaps;
bool support_shadow_cubemaps;
bool render_to_mipmap_supported;
GLuint depth_internalformat;
GLuint depth_type;
GLuint depth_buffer_internalformat;
// in some cases the legacy render didn't orphan. We will mark these
// so the user can switch orphaning off for them.
bool should_orphan;
} config;
struct Resources {
GLuint white_tex;
GLuint black_tex;
GLuint normal_tex;
GLuint aniso_tex;
GLuint mipmap_blur_fbo;
GLuint mipmap_blur_color;
GLuint radical_inverse_vdc_cache_tex;
bool use_rgba_2d_shadows;
GLuint quadie;
size_t skeleton_transform_buffer_size;
GLuint skeleton_transform_buffer;
LocalVector<float> skeleton_transform_cpu_buffer;
} resources;
mutable struct Shaders {
ShaderCompiler compiler;
CopyShaderGLES3 copy;
RID copy_version;
//CubemapFilterShaderGLES3 cubemap_filter;
ShaderCompiler::IdentifierActions actions_canvas;
ShaderCompiler::IdentifierActions actions_scene;
ShaderCompiler::IdentifierActions actions_particles;
} shaders;
struct Info {
uint64_t texture_mem = 0;
uint64_t vertex_mem = 0;
struct Render {
uint32_t object_count;
uint32_t draw_call_count;
uint32_t material_switch_count;
uint32_t surface_switch_count;
uint32_t shader_rebind_count;
uint32_t vertices_count;
uint32_t _2d_item_count;
uint32_t _2d_draw_call_count;
void reset() {
object_count = 0;
draw_call_count = 0;
material_switch_count = 0;
surface_switch_count = 0;
shader_rebind_count = 0;
vertices_count = 0;
_2d_item_count = 0;
_2d_draw_call_count = 0;
}
} render, render_final, snap;
Info() {
render.reset();
render_final.reset();
}
} info;
void bind_quad_array() const;
/////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////API////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////
bool can_create_resources_async() const override;
// TEXTURE API
enum OpenGLTextureFlags {
TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
TEXTURE_FLAG_USED_FOR_STREAMING = 2048,
TEXTURE_FLAGS_DEFAULT = TEXTURE_FLAG_REPEAT | TEXTURE_FLAG_MIPMAPS | TEXTURE_FLAG_FILTER
};
/* CANVAS TEXTURE API (2D) */
struct CanvasTexture {
RID diffuse;
RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
RS::CanvasItemTextureFilter texture_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT;
RS::CanvasItemTextureRepeat texture_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT;
Size2i size_cache = Size2i(1, 1);
bool use_normal_cache = false;
bool use_specular_cache = false;
bool cleared_cache = true;
};
RID_Owner<CanvasTexture, true> canvas_texture_owner;
struct RenderTarget;
struct Texture {
RID self;
Texture *proxy;
Set<Texture *> proxy_owners;
String path;
uint32_t flags;
int width, height, depth;
int alloc_width, alloc_height;
Image::Format format;
RenderingDevice::TextureType type;
GLenum target;
GLenum gl_format_cache;
GLenum gl_internal_format_cache;
GLenum gl_type_cache;
int data_size;
int total_data_size;
bool ignore_mipmaps;
bool compressed;
bool srgb;
int mipmaps;
bool resize_to_po2;
bool active;
GLenum tex_id;
uint16_t stored_cube_sides;
RenderTarget *render_target;
Vector<Ref<Image>> images;
bool redraw_if_visible;
RS::TextureDetectCallback detect_3d;
void *detect_3d_ud;
RS::TextureDetectCallback detect_srgb;
void *detect_srgb_ud;
RS::TextureDetectCallback detect_normal;
void *detect_normal_ud;
CanvasTexture *canvas_texture = nullptr;
// some silly opengl shenanigans where
// texture coords start from bottom left, means we need to draw render target textures upside down
// to be compatible with vulkan etc.
bool is_upside_down() const {
if (proxy) {
return proxy->is_upside_down();
}
return render_target != nullptr;
}
Texture() {
create();
}
_ALWAYS_INLINE_ Texture *get_ptr() {
if (proxy) {
return proxy; //->get_ptr(); only one level of indirection, else not inlining possible.
} else {
return this;
}
}
~Texture() {
destroy();
if (tex_id != 0) {
glDeleteTextures(1, &tex_id);
}
}
void copy_from(const Texture &o) {
proxy = o.proxy;
flags = o.flags;
width = o.width;
height = o.height;
alloc_width = o.alloc_width;
alloc_height = o.alloc_height;
format = o.format;
type = o.type;
target = o.target;
data_size = o.data_size;
total_data_size = o.total_data_size;
ignore_mipmaps = o.ignore_mipmaps;
compressed = o.compressed;
mipmaps = o.mipmaps;
resize_to_po2 = o.resize_to_po2;
active = o.active;
tex_id = o.tex_id;
stored_cube_sides = o.stored_cube_sides;
render_target = o.render_target;
redraw_if_visible = o.redraw_if_visible;
detect_3d = o.detect_3d;
detect_3d_ud = o.detect_3d_ud;
detect_srgb = o.detect_srgb;
detect_srgb_ud = o.detect_srgb_ud;
detect_normal = o.detect_normal;
detect_normal_ud = o.detect_normal_ud;
images.clear();
}
void create() {
proxy = nullptr;
flags = 0;
width = 0;
height = 0;
alloc_width = 0;
alloc_height = 0;
format = Image::FORMAT_L8;
type = RenderingDevice::TEXTURE_TYPE_2D;
target = 0;
data_size = 0;
total_data_size = 0;
ignore_mipmaps = false;
compressed = false;
mipmaps = 0;
resize_to_po2 = false;
active = false;
tex_id = 0;
stored_cube_sides = 0;
render_target = nullptr;
redraw_if_visible = false;
detect_3d = nullptr;
detect_3d_ud = nullptr;
detect_srgb = nullptr;
detect_srgb_ud = nullptr;
detect_normal = nullptr;
detect_normal_ud = nullptr;
}
void destroy() {
images.clear();
for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) {
E->get()->proxy = nullptr;
}
if (proxy) {
proxy->proxy_owners.erase(this);
}
}
// texture state
void GLSetFilter(GLenum p_target, RS::CanvasItemTextureFilter p_filter) {
if (p_filter == state_filter) {
return;
}
state_filter = p_filter;
GLint pmin = GL_LINEAR; // param min
GLint pmag = GL_LINEAR; // param mag
switch (state_filter) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: {
pmin = GL_LINEAR_MIPMAP_LINEAR;
pmag = GL_LINEAR;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: {
pmin = GL_NEAREST;
pmag = GL_NEAREST;
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: {
pmin = GL_NEAREST_MIPMAP_NEAREST;
pmag = GL_NEAREST;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_MIN_FILTER, pmin);
glTexParameteri(p_target, GL_TEXTURE_MAG_FILTER, pmag);
}
void GLSetRepeat(GLenum p_target, RS::CanvasItemTextureRepeat p_repeat) {
if (p_repeat == state_repeat) {
return;
}
state_repeat = p_repeat;
GLint prep = GL_CLAMP_TO_EDGE; // parameter repeat
switch (state_repeat) {
default: {
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: {
prep = GL_REPEAT;
} break;
case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: {
prep = GL_MIRRORED_REPEAT;
} break;
}
glTexParameteri(p_target, GL_TEXTURE_WRAP_S, prep);
glTexParameteri(p_target, GL_TEXTURE_WRAP_T, prep);
}
private:
RS::CanvasItemTextureFilter state_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
RS::CanvasItemTextureRepeat state_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
};
mutable RID_PtrOwner<Texture> texture_owner;
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
void _texture_set_state_from_flags(Texture *p_tex);
// new
RID texture_allocate() override;
void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) override;
void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) override;
void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) override;
void texture_proxy_initialize(RID p_texture, RID p_base) override; //all slices, then all the mipmaps, must be coherent
void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) override;
void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) override {}
void texture_proxy_update(RID p_proxy, RID p_base) override {}
void texture_2d_placeholder_initialize(RID p_texture) override;
void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) override;
void texture_3d_placeholder_initialize(RID p_texture) override;
Ref<Image> texture_2d_get(RID p_texture) const override;
Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); }
Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); }
void texture_replace(RID p_texture, RID p_by_texture) override;
//void texture_set_size_override(RID p_texture, int p_width, int p_height) override {}
void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {}
// old
uint32_t texture_get_width(RID p_texture) const;
uint32_t texture_get_height(RID p_texture) const;
private:
RID texture_create();
//void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
void _texture_allocate_internal(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingDevice::TextureType p_type, uint32_t p_flags = TEXTURE_FLAGS_DEFAULT);
void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0);
void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0);
//Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const;
void texture_set_flags(RID p_texture, uint32_t p_flags);
uint32_t texture_get_flags(RID p_texture) const;
Image::Format texture_get_format(RID p_texture) const;
RenderingDevice::TextureType texture_get_type(RID p_texture) const;
uint32_t texture_get_texid(RID p_texture) const;
uint32_t texture_get_depth(RID p_texture) const;
void texture_set_size_override(RID p_texture, int p_width, int p_height) override;
void texture_bind(RID p_texture, uint32_t p_texture_no);
void texture_set_path(RID p_texture, const String &p_path) override;
String texture_get_path(RID p_texture) const override;
void texture_set_shrink_all_x2_on_set_data(bool p_enable);
void texture_debug_usage(List<RS::TextureInfo> *r_info) override;
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
void textures_keep_original(bool p_enable);
void texture_set_proxy(RID p_texture, RID p_proxy);
Size2 texture_size_with_proxy(RID p_texture) override;
void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_srgb_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata);
void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) override;
void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) override {}
void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) override;
public:
RID canvas_texture_allocate() override;
void canvas_texture_initialize(RID p_rid) override;
void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) override;
void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_specular_color, float p_shininess) override;
void canvas_texture_set_texture_filter(RID p_canvas_texture, RS::CanvasItemTextureFilter p_filter) override;
void canvas_texture_set_texture_repeat(RID p_canvas_texture, RS::CanvasItemTextureRepeat p_repeat) override;
/* SKY API */
// not sure if used in godot 4?
struct Sky {
RID self;
RID panorama;
GLuint radiance;
int radiance_size;
};
mutable RID_PtrOwner<Sky> sky_owner;
RID sky_create();
void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size);
// SHADER API
struct Material;
struct Shader {
RID self;
RS::ShaderMode mode;
ShaderGLES3 *shader;
String code;
SelfList<Material>::List materials;
Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
RID version;
SelfList<Shader> dirty_list;
Map<StringName, Map<int, RID>> default_textures;
Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
bool valid;
String path;
uint32_t index;
uint64_t last_pass;
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;
bool uses_screen_texture;
bool uses_screen_uv;
bool uses_time;
bool uses_modulate;
bool uses_color;
bool uses_vertex;
// all these should disable item joining if used in a custom shader
bool uses_world_matrix;
bool uses_extra_matrix;
bool uses_projection_matrix;
bool uses_instance_custom;
} canvas_item;
struct Spatial {
enum BlendMode {
BLEND_MODE_MIX,
BLEND_MODE_ADD,
BLEND_MODE_SUB,
BLEND_MODE_MUL,
};
int blend_mode;
enum DepthDrawMode {
DEPTH_DRAW_OPAQUE,
DEPTH_DRAW_ALWAYS,
DEPTH_DRAW_NEVER,
DEPTH_DRAW_ALPHA_PREPASS,
};
int depth_draw_mode;
enum CullMode {
CULL_MODE_FRONT,
CULL_MODE_BACK,
CULL_MODE_DISABLED,
};
int cull_mode;
bool uses_alpha;
bool uses_alpha_scissor;
bool unshaded;
bool no_depth_test;
bool uses_vertex;
bool uses_discard;
bool uses_sss;
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_time;
bool uses_tangent;
bool uses_ensure_correct_normals;
bool writes_modelview_or_projection;
bool uses_vertex_lighting;
bool uses_world_coordinates;
} spatial;
struct Particles {
} particles;
bool uses_vertex_time;
bool uses_fragment_time;
Shader() :
dirty_list(this) {
shader = nullptr;
valid = false;
version = RID();
last_pass = 0;
}
};
mutable RID_PtrOwner<Shader> shader_owner;
mutable SelfList<Shader>::List _shader_dirty_list;
void _shader_make_dirty(Shader *p_shader);
RID shader_allocate() override;
void shader_initialize(RID p_rid) override;
//RID shader_create() override;
void shader_set_code(RID p_shader, const String &p_code) override;
String shader_get_code(RID p_shader) const override;
void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override;
void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override;
RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override;
RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); };
void _update_shader(Shader *p_shader) const;
void update_dirty_shaders();
// new
Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); }
// COMMON MATERIAL API
struct Material {
RID self;
Shader *shader;
Map<StringName, Variant> params;
SelfList<Material> list;
SelfList<Material> dirty_list;
Vector<Pair<StringName, RID>> textures;
float line_width;
int render_priority;
RID next_pass;
uint32_t index;
uint64_t last_pass;
// Map<Geometry *, int> geometry_owners;
// Map<InstanceBaseDependency *, 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 = nullptr;
line_width = 1.0;
last_pass = 0;
render_priority = 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_geometry);
// void _material_remove_geometry(RID p_material, Geometry *p_geometry);
void _update_material(Material *p_material);
mutable RID_PtrOwner<Material> material_owner;
// new
void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters) override {}
void material_update_dependency(RID p_material, DependencyTracker *p_instance) override {}
// old
RID material_allocate() override;
void material_initialize(RID p_rid) override;
//RID material_create() override;
void material_set_shader(RID p_material, RID p_shader) override;
RID material_get_shader(RID p_material) const;
void material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) override;
Variant material_get_param(RID p_material, const StringName &p_param) const override;
Variant material_get_param_default(RID p_material, const StringName &p_param) const;
void material_set_line_width(RID p_material, float p_width);
void material_set_next_pass(RID p_material, RID p_next_material) override;
bool material_is_animated(RID p_material) override;
bool material_casts_shadows(RID p_material) override;
bool material_uses_tangents(RID p_material);
bool material_uses_ensure_correct_normals(RID p_material);
void material_add_instance_owner(RID p_material, DependencyTracker *p_instance);
void material_remove_instance_owner(RID p_material, DependencyTracker *p_instance);
void material_set_render_priority(RID p_material, int priority) override;
void update_dirty_materials();
/* MESH API */
RID mesh_allocate() override;
void mesh_initialize(RID p_rid) override;
void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) override;
bool mesh_needs_instance(RID p_mesh, bool p_has_skeleton) override;
RID mesh_instance_create(RID p_base) override;
void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override;
void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override;
void mesh_instance_check_for_update(RID p_mesh_instance) override;
void update_mesh_instances() override;
void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override;
float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override;
void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override;
int mesh_get_blend_shape_count(RID p_mesh) const override;
void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) override;
RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const override;
void mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
void mesh_surface_update_attribute_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
void mesh_surface_update_skin_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) override;
void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) override;
RID mesh_surface_get_material(RID p_mesh, int p_surface) const override;
RS::SurfaceData mesh_get_surface(RID p_mesh, int p_surface) const override;
int mesh_get_surface_count(RID p_mesh) const override;
void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) override;
AABB mesh_get_custom_aabb(RID p_mesh) const override;
AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) override;
void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
void mesh_clear(RID p_mesh) override;
/* MULTIMESH API */
struct MultiMesh {
RID mesh;
int instances = 0;
RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
bool uses_colors = false;
bool uses_custom_data = false;
int visible_instances = -1;
AABB aabb;
bool aabb_dirty = false;
bool buffer_set = false;
uint32_t stride_cache = 0;
uint32_t color_offset_cache = 0;
uint32_t custom_data_offset_cache = 0;
Vector<float> data_cache; //used if individual setting is used
bool *data_cache_dirty_regions = nullptr;
uint32_t data_cache_used_dirty_regions = 0;
RID buffer; //storage buffer
RID uniform_set_3d;
RID uniform_set_2d;
bool dirty = false;
MultiMesh *dirty_list = nullptr;
Dependency dependency;
};
mutable RID_Owner<MultiMesh, true> multimesh_owner;
MultiMesh *multimesh_dirty_list = nullptr;
_FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
_FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
_FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
_FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
void _update_dirty_multimeshes();
RID multimesh_allocate() override;
void multimesh_initialize(RID p_rid) override;
void multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors = false, bool p_use_custom_data = false) override;
int multimesh_get_instance_count(RID p_multimesh) const override;
void multimesh_set_mesh(RID p_multimesh, RID p_mesh) override;
void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) override;
void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) override;
void multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) override;
void multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) override;
RID multimesh_get_mesh(RID p_multimesh) const override;
AABB multimesh_get_aabb(RID p_multimesh) const override;
Transform3D multimesh_instance_get_transform(RID p_multimesh, int p_index) const override;
Transform2D multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const override;
Color multimesh_instance_get_color(RID p_multimesh, int p_index) const override;
Color multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const override;
void multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) override;
Vector<float> multimesh_get_buffer(RID p_multimesh) const override;
void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
int multimesh_get_visible_instances(RID p_multimesh) const override;
_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->xform_format;
}
_FORCE_INLINE_ bool multimesh_uses_colors(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->uses_colors;
}
_FORCE_INLINE_ bool multimesh_uses_custom_data(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->uses_custom_data;
}
_FORCE_INLINE_ uint32_t multimesh_get_instances_to_draw(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
if (multimesh->visible_instances >= 0) {
return multimesh->visible_instances;
}
return multimesh->instances;
}
/* SKELETON API */
RID skeleton_allocate() override;
void skeleton_initialize(RID p_rid) override;
void skeleton_allocate_data(RID p_skeleton, int p_bones, bool p_2d_skeleton = false) override;
void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) override;
int skeleton_get_bone_count(RID p_skeleton) const override;
void skeleton_bone_set_transform(RID p_skeleton, int p_bone, const Transform3D &p_transform) override;
Transform3D skeleton_bone_get_transform(RID p_skeleton, int p_bone) const override;
void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) override;
Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const override;
/* Light API */
RID directional_light_allocate() override;
void directional_light_initialize(RID p_rid) override;
RID omni_light_allocate() override;
void omni_light_initialize(RID p_rid) override;
RID spot_light_allocate() override;
void spot_light_initialize(RID p_rid) override;
RID reflection_probe_allocate() override;
void reflection_probe_initialize(RID p_rid) override;
void light_set_color(RID p_light, const Color &p_color) override;
void light_set_param(RID p_light, RS::LightParam p_param, float p_value) override;
void light_set_shadow(RID p_light, bool p_enabled) override;
void light_set_shadow_color(RID p_light, const Color &p_color) override;
void light_set_projector(RID p_light, RID p_texture) override;
void light_set_negative(RID p_light, bool p_enable) override;
void light_set_cull_mask(RID p_light, uint32_t p_mask) override;
void light_set_distance_fade(RID p_light, bool p_enabled, float p_begin, float p_shadow, float p_length) override;
void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled) override;
void light_set_bake_mode(RID p_light, RS::LightBakeMode p_bake_mode) override;
void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) override;
void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) override;
void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) override;
void light_directional_set_blend_splits(RID p_light, bool p_enable) override;
bool light_directional_get_blend_splits(RID p_light) const override;
void light_directional_set_sky_only(RID p_light, bool p_sky_only) override;
bool light_directional_is_sky_only(RID p_light) const override;
RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) override;
RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) override;
bool light_has_shadow(RID p_light) const override;
bool light_has_projector(RID p_light) const override;
RS::LightType light_get_type(RID p_light) const override;
AABB light_get_aabb(RID p_light) const override;
float light_get_param(RID p_light, RS::LightParam p_param) override;
Color light_get_color(RID p_light) override;
RS::LightBakeMode light_get_bake_mode(RID p_light) override;
uint32_t light_get_max_sdfgi_cascade(RID p_light) override;
uint64_t light_get_version(RID p_light) const override;
/* PROBE API */
void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) override;
void reflection_probe_set_intensity(RID p_probe, float p_intensity) override;
void reflection_probe_set_ambient_mode(RID p_probe, RS::ReflectionProbeAmbientMode p_mode) override;
void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override;
void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override;
void reflection_probe_set_max_distance(RID p_probe, float p_distance) override;
void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override;
void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override;
void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override;
void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override;
void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) override;
void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) override;
void reflection_probe_set_resolution(RID p_probe, int p_resolution) override;
AABB reflection_probe_get_aabb(RID p_probe) const override;
RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override;
uint32_t reflection_probe_get_cull_mask(RID p_probe) const override;
Vector3 reflection_probe_get_extents(RID p_probe) const override;
Vector3 reflection_probe_get_origin_offset(RID p_probe) const override;
float reflection_probe_get_origin_max_distance(RID p_probe) const override;
bool reflection_probe_renders_shadows(RID p_probe) const override;
void base_update_dependency(RID p_base, DependencyTracker *p_instance) override;
void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) override;
/* DECAL API */
RID decal_allocate() override;
void decal_initialize(RID p_rid) override;
void decal_set_extents(RID p_decal, const Vector3 &p_extents) override;
void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override;
void decal_set_emission_energy(RID p_decal, float p_energy) override;
void decal_set_albedo_mix(RID p_decal, float p_mix) override;
void decal_set_modulate(RID p_decal, const Color &p_modulate) override;
void decal_set_cull_mask(RID p_decal, uint32_t p_layers) override;
void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) override;
void decal_set_fade(RID p_decal, float p_above, float p_below) override;
void decal_set_normal_fade(RID p_decal, float p_fade) override;
AABB decal_get_aabb(RID p_decal) const override;
/* VOXEL GI API */
RID voxel_gi_allocate() override;
void voxel_gi_initialize(RID p_rid) override;
void voxel_gi_allocate_data(RID p_voxel_gi, const Transform3D &p_to_cell_xform, const AABB &p_aabb, const Vector3i &p_octree_size, const Vector<uint8_t> &p_octree_cells, const Vector<uint8_t> &p_data_cells, const Vector<uint8_t> &p_distance_field, const Vector<int> &p_level_counts) override;
AABB voxel_gi_get_bounds(RID p_voxel_gi) const override;
Vector3i voxel_gi_get_octree_size(RID p_voxel_gi) const override;
Vector<uint8_t> voxel_gi_get_octree_cells(RID p_voxel_gi) const override;
Vector<uint8_t> voxel_gi_get_data_cells(RID p_voxel_gi) const override;
Vector<uint8_t> voxel_gi_get_distance_field(RID p_voxel_gi) const override;
Vector<int> voxel_gi_get_level_counts(RID p_voxel_gi) const override;
Transform3D voxel_gi_get_to_cell_xform(RID p_voxel_gi) const override;
void voxel_gi_set_dynamic_range(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_dynamic_range(RID p_voxel_gi) const override;
void voxel_gi_set_propagation(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_propagation(RID p_voxel_gi) const override;
void voxel_gi_set_energy(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_energy(RID p_voxel_gi) const override;
void voxel_gi_set_bias(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_bias(RID p_voxel_gi) const override;
void voxel_gi_set_normal_bias(RID p_voxel_gi, float p_range) override;
float voxel_gi_get_normal_bias(RID p_voxel_gi) const override;
void voxel_gi_set_interior(RID p_voxel_gi, bool p_enable) override;
bool voxel_gi_is_interior(RID p_voxel_gi) const override;
void voxel_gi_set_use_two_bounces(RID p_voxel_gi, bool p_enable) override;
bool voxel_gi_is_using_two_bounces(RID p_voxel_gi) const override;
void voxel_gi_set_anisotropy_strength(RID p_voxel_gi, float p_strength) override;
float voxel_gi_get_anisotropy_strength(RID p_voxel_gi) const override;
uint32_t voxel_gi_get_version(RID p_voxel_gi) override;
/* LIGHTMAP CAPTURE */
RID lightmap_allocate() override;
void lightmap_initialize(RID p_rid) override;
void lightmap_set_textures(RID p_lightmap, RID p_light, bool p_uses_spherical_haromics) override;
void lightmap_set_probe_bounds(RID p_lightmap, const AABB &p_bounds) override;
void lightmap_set_probe_interior(RID p_lightmap, bool p_interior) override;
void lightmap_set_probe_capture_data(RID p_lightmap, const PackedVector3Array &p_points, const PackedColorArray &p_point_sh, const PackedInt32Array &p_tetrahedra, const PackedInt32Array &p_bsp_tree) override;
PackedVector3Array lightmap_get_probe_capture_points(RID p_lightmap) const override;
PackedColorArray lightmap_get_probe_capture_sh(RID p_lightmap) const override;
PackedInt32Array lightmap_get_probe_capture_tetrahedra(RID p_lightmap) const override;
PackedInt32Array lightmap_get_probe_capture_bsp_tree(RID p_lightmap) const override;
AABB lightmap_get_aabb(RID p_lightmap) const override;
void lightmap_tap_sh_light(RID p_lightmap, const Vector3 &p_point, Color *r_sh) override;
bool lightmap_is_interior(RID p_lightmap) const override;
void lightmap_set_probe_capture_update_speed(float p_speed) override;
float lightmap_get_probe_capture_update_speed() const override;
/* OCCLUDER */
void occluder_set_mesh(RID p_occluder, const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices);
/* PARTICLES */
RID particles_allocate() override;
void particles_initialize(RID p_rid) override;
void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
void particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) override;
void particles_set_emitting(RID p_particles, bool p_emitting) override;
void particles_set_amount(RID p_particles, int p_amount) override;
void particles_set_lifetime(RID p_particles, double p_lifetime) override;
void particles_set_one_shot(RID p_particles, bool p_one_shot) override;
void particles_set_pre_process_time(RID p_particles, double p_time) override;
void particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) override;
void particles_set_randomness_ratio(RID p_particles, real_t p_ratio) override;
void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) override;
void particles_set_speed_scale(RID p_particles, double p_scale) override;
void particles_set_use_local_coordinates(RID p_particles, bool p_enable) override;
void particles_set_process_material(RID p_particles, RID p_material) override;
RID particles_get_process_material(RID p_particles) const override;
void particles_set_fixed_fps(RID p_particles, int p_fps) override;
void particles_set_interpolate(RID p_particles, bool p_enable) override;
void particles_set_fractional_delta(RID p_particles, bool p_enable) override;
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles) override;
void particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) override;
void particles_set_collision_base_size(RID p_particles, real_t p_size) override;
void particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) override;
void particles_set_trails(RID p_particles, bool p_enable, double p_length) override;
void particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) override;
void particles_restart(RID p_particles) override;
void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) override;
void particles_set_draw_passes(RID p_particles, int p_count) override;
void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) override;
void particles_request_process(RID p_particles) override;
AABB particles_get_current_aabb(RID p_particles) override;
AABB particles_get_aabb(RID p_particles) const override;
void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) override;
bool particles_get_emitting(RID p_particles) override;
int particles_get_draw_passes(RID p_particles) const override;
RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const override;
void particles_add_collision(RID p_particles, RID p_instance) override;
void particles_remove_collision(RID p_particles, RID p_instance) override;
void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
void update_particles() override;
/* PARTICLES COLLISION */
RID particles_collision_allocate() override;
void particles_collision_initialize(RID p_rid) override;
void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) override;
void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) override;
void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) override;
void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) override;
void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) override;
void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) override;
void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) override;
void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) override;
void particles_collision_height_field_update(RID p_particles_collision) override;
void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
AABB particles_collision_get_aabb(RID p_particles_collision) const override;
bool particles_collision_is_heightfield(RID p_particles_collision) const override;
RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
RID particles_collision_instance_create(RID p_collision) override;
void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override;
void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override;
/* FOG VOLUMES */
RID fog_volume_allocate() override;
void fog_volume_initialize(RID p_rid) override;
void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override;
void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override;
void fog_volume_set_material(RID p_fog_volume, RID p_material) override;
AABB fog_volume_get_aabb(RID p_fog_volume) const override;
RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override;
/* VISIBILITY NOTIFIER */
RID visibility_notifier_allocate() override;
void visibility_notifier_initialize(RID p_notifier) override;
void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) override;
void visibility_notifier_set_callbacks(RID p_notifier, const Callable &p_enter_callbable, const Callable &p_exit_callable) override;
AABB visibility_notifier_get_aabb(RID p_notifier) const override;
void visibility_notifier_call(RID p_notifier, bool p_enter, bool p_deferred) override;
/* GLOBAL VARIABLES */
void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value) override;
void global_variable_remove(const StringName &p_name) override;
Vector<StringName> global_variable_get_list() const override;
void global_variable_set(const StringName &p_name, const Variant &p_value) override;
void global_variable_set_override(const StringName &p_name, const Variant &p_value) override;
Variant global_variable_get(const StringName &p_name) const override;
RS::GlobalVariableType global_variable_get_type(const StringName &p_name) const override;
void global_variables_load_settings(bool p_load_textures = true) override;
void global_variables_clear() override;
int32_t global_variables_instance_allocate(RID p_instance) override;
void global_variables_instance_free(RID p_instance) override;
void global_variables_instance_update(RID p_instance, int p_index, const Variant &p_value) override;
bool particles_is_inactive(RID p_particles) const override;
// RENDER TARGET
struct RenderTarget {
RID self;
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
GLuint multisample_fbo = 0;
GLuint multisample_color = 0;
GLuint multisample_depth = 0;
bool multisample_active = false;
struct Effect {
GLuint fbo = 0;
int width = 0;
int height = 0;
GLuint color = 0;
Effect() {
}
};
Effect copy_screen_effect;
struct MipMaps {
struct Size {
GLuint fbo;
GLuint color;
int width;
int height;
};
Vector<Size> sizes;
GLuint color = 0;
int levels = 0;
MipMaps() {
}
};
MipMaps mip_maps[2];
struct External {
GLuint fbo = 0;
GLuint color = 0;
GLuint depth = 0;
RID texture;
External() {
}
} external;
int x = 0, y = 0, width = 0, height = 0;
bool flags[RENDER_TARGET_FLAG_MAX];
// instead of allocating sized render targets immediately,
// defer this for faster startup
bool allocate_is_dirty = false;
bool used_in_frame = false;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
bool use_fxaa = false;
bool use_debanding = false;
RID texture;
bool used_dof_blur_near = false;
bool mip_maps_allocated = false;
Color clear_color = Color(1, 1, 1, 1);
bool clear_requested = false;
RenderTarget() {
for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) {
flags[i] = false;
}
external.fbo = 0;
}
};
mutable RID_PtrOwner<RenderTarget> render_target_owner;
void _render_target_clear(RenderTarget *rt);
void _render_target_allocate(RenderTarget *rt);
void _set_current_render_target(RID p_render_target);
RID render_target_create() override;
void render_target_set_position(RID p_render_target, int p_x, int p_y) override;
void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) override;
Size2i render_target_get_size(RID p_render_target);
RID render_target_get_texture(RID p_render_target) override;
void render_target_set_external_texture(RID p_render_target, unsigned int p_texture_id) override;
void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value) override;
bool render_target_was_used(RID p_render_target) override;
void render_target_clear_used(RID p_render_target);
void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa);
void render_target_set_use_fxaa(RID p_render_target, bool p_fxaa);
void render_target_set_use_debanding(RID p_render_target, bool p_debanding);
// new
void render_target_set_as_unused(RID p_render_target) override {
render_target_clear_used(p_render_target);
}
void render_target_request_clear(RID p_render_target, const Color &p_clear_color) override;
bool render_target_is_clear_requested(RID p_render_target) override;
Color render_target_get_clear_request_color(RID p_render_target) override;
void render_target_disable_clear_request(RID p_render_target) override;
void render_target_do_clear_request(RID p_render_target) override;
void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) override;
Rect2i render_target_get_sdf_rect(RID p_render_target) const override;
void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) override;
// access from canvas
// RenderTarget * render_target_get(RID p_render_target);
/* CANVAS SHADOW */
struct CanvasLightShadow {
RID self;
int size;
int height;
GLuint fbo;
GLuint depth;
GLuint distance; //for older devices
};
RID_PtrOwner<CanvasLightShadow> canvas_light_shadow_owner;
RID canvas_light_shadow_buffer_create(int p_width);
/* LIGHT SHADOW MAPPING */
/*
struct CanvasOccluder {
RID self;
GLuint vertex_id; // 0 means, unconfigured
GLuint index_id; // 0 means, unconfigured
LocalVector<Vector2> lines;
int len;
};
RID_Owner<CanvasOccluder> canvas_occluder_owner;
RID canvas_light_occluder_create();
void canvas_light_occluder_set_polylines(RID p_occluder, const LocalVector<Vector2> &p_lines);
*/
RS::InstanceType get_base_type(RID p_rid) const override;
bool free(RID p_rid) override;
struct Frame {
RenderTarget *current_rt;
// these 2 may have been superseded by the equivalents in the render target.
// these may be able to be removed.
bool clear_request;
Color clear_request_color;
float time;
float delta;
uint64_t count;
Frame() {
// current_rt = nullptr;
// clear_request = false;
}
} frame;
void initialize();
void finalize();
void _copy_screen();
void update_memory_info() override;
uint64_t get_rendering_info(RS::RenderingInfo p_info) override;
bool has_os_feature(const String &p_feature) const override;
void update_dirty_resources() override;
void set_debug_generate_wireframes(bool p_generate) override;
// void render_info_begin_capture() override;
// void render_info_end_capture() override;
// int get_captured_render_info(RS::RenderInfo p_info) override;
// int get_render_info(RS::RenderInfo p_info) override;
String get_video_adapter_name() const override;
String get_video_adapter_vendor() const override;
RenderingDevice::DeviceType get_video_adapter_type() const override;
void capture_timestamps_begin() override {}
void capture_timestamp(const String &p_name) override {}
uint32_t get_captured_timestamps_count() const override {
return 0;
}
uint64_t get_captured_timestamps_frame() const override {
return 0;
}
uint64_t get_captured_timestamp_gpu_time(uint32_t p_index) const override {
return 0;
}
uint64_t get_captured_timestamp_cpu_time(uint32_t p_index) const override {
return 0;
}
String get_captured_timestamp_name(uint32_t p_index) const override {
return String();
}
// make access easier to these
struct Dimensions {
// render target
int rt_width;
int rt_height;
// window
int win_width;
int win_height;
Dimensions() {
rt_width = 0;
rt_height = 0;
win_width = 0;
win_height = 0;
}
} _dims;
void buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target = GL_ARRAY_BUFFER, GLenum p_usage = GL_DYNAMIC_DRAW, bool p_optional_orphan = false) const;
bool safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const;
void bind_framebuffer(GLuint framebuffer) {
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
}
void bind_framebuffer_system() {
glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
}
RasterizerStorageGLES3();
~RasterizerStorageGLES3();
};
inline bool RasterizerStorageGLES3::safe_buffer_sub_data(unsigned int p_total_buffer_size, GLenum p_target, unsigned int p_offset, unsigned int p_data_size, const void *p_data, unsigned int &r_offset_after) const {
r_offset_after = p_offset + p_data_size;
#ifdef DEBUG_ENABLED
// we are trying to write across the edge of the buffer
if (r_offset_after > p_total_buffer_size) {
return false;
}
#endif
glBufferSubData(p_target, p_offset, p_data_size, p_data);
return true;
}
// standardize the orphan / upload in one place so it can be changed per platform as necessary, and avoid future
// bugs causing pipeline stalls
inline void RasterizerStorageGLES3::buffer_orphan_and_upload(unsigned int p_buffer_size, unsigned int p_offset, unsigned int p_data_size, const void *p_data, GLenum p_target, GLenum p_usage, bool p_optional_orphan) const {
// Orphan the buffer to avoid CPU/GPU sync points caused by glBufferSubData
// Was previously #ifndef GLES_OVER_GL however this causes stalls on desktop mac also (and possibly other)
if (!p_optional_orphan || (config.should_orphan)) {
glBufferData(p_target, p_buffer_size, nullptr, p_usage);
#ifdef RASTERIZER_EXTRA_CHECKS
// fill with garbage off the end of the array
if (p_buffer_size) {
unsigned int start = p_offset + p_data_size;
unsigned int end = start + 1024;
if (end < p_buffer_size) {
uint8_t *garbage = (uint8_t *)alloca(1024);
for (int n = 0; n < 1024; n++) {
garbage[n] = Math::random(0, 255);
}
glBufferSubData(p_target, start, 1024, garbage);
}
}
#endif
}
glBufferSubData(p_target, p_offset, p_data_size, p_data);
}
#endif // GLES3_ENABLED
#endif // RASTERIZER_STORAGE_OPENGL_H