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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /drivers/gles1/rasterizer_gles1.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
GODOT IS OPEN SOURCE
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diff --git a/drivers/gles1/rasterizer_gles1.h b/drivers/gles1/rasterizer_gles1.h
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+/*************************************************************************/
+/* rasterizer_gles1.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#ifndef RASTERIZER_GLES1_H
+#define RASTERIZER_GLES1_H
+
+#include "servers/visual/rasterizer.h"
+
+#ifdef GLES1_ENABLED
+
+#include "image.h"
+#include "rid.h"
+#include "servers/visual_server.h"
+#include "list.h"
+#include "map.h"
+#include "camera_matrix.h"
+#include "sort.h"
+
+#include "platform_config.h"
+#ifndef GLES1_INCLUDE_H
+#include <GLES/gl.h>
+#else
+#include GLES1_INCLUDE_H
+#endif
+
+
+
+#include "servers/visual/particle_system_sw.h"
+
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
+class RasterizerGLES1 : public Rasterizer {
+
+ enum {
+
+ MAX_SCENE_LIGHTS=2048,
+ LIGHT_SPOT_BIT=0x80,
+ DEFAULT_SKINNED_BUFFER_SIZE = 1024 * 1024, // 10k vertices
+ MAX_HW_LIGHTS = 1,
+ };
+
+
+ uint8_t *skinned_buffer;
+ int skinned_buffer_size;
+ bool pvr_supported;
+ bool s3tc_supported;
+ bool etc_supported;
+ bool npo2_textures_available;
+ bool pack_arrays;
+ bool use_reload_hooks;
+
+ Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed);
+
+
+ struct Texture {
+
+ uint32_t flags;
+ int width,height;
+ int alloc_width, alloc_height;
+ Image::Format format;
+
+ GLenum target;
+ GLenum gl_format_cache;
+ int gl_components_cache;
+ int data_size; //original data size, useful for retrieving back
+ bool format_has_alpha;
+ bool compressed;
+ bool disallow_mipmaps;
+ int total_data_size;
+
+ Image image[6];
+
+ bool active;
+ GLuint tex_id;
+
+ ObjectID reloader;
+ StringName reloader_func;
+
+ Texture() {
+
+ flags=width=height=0;
+ tex_id=0;
+ data_size=0;
+ format=Image::FORMAT_GRAYSCALE;
+ gl_components_cache=0;
+ format_has_alpha=false;
+ active=false;
+ disallow_mipmaps=false;
+// gen_mipmap=true;
+ compressed=false;
+ total_data_size=0;
+ }
+
+ ~Texture() {
+
+ if (tex_id!=0) {
+
+ glDeleteTextures(1,&tex_id);
+ }
+ }
+ };
+
+ mutable RID_Owner<Texture> texture_owner;
+
+ struct Shader {
+
+ String vertex_code;
+ String fragment_code;
+ VS::ShaderMode mode;
+ Map<StringName,Variant> params;
+ int fragment_line;
+ int vertex_line;
+ bool valid;
+ bool has_alpha;
+ bool use_world_transform;
+
+ };
+
+ mutable RID_Owner<Shader> shader_owner;
+
+
+ struct Material {
+
+ bool fixed_flags[VS::FIXED_MATERIAL_FLAG_MAX];
+ bool flags[VS::MATERIAL_FLAG_MAX];
+ bool hints[VS::MATERIAL_HINT_MAX];
+ Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX];
+ RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX];
+
+ VS::MaterialShadeModel shade_model;
+ Transform uv_transform;
+ VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX];
+
+ VS::MaterialBlendMode detail_blend_mode;
+ VS::MaterialBlendMode blend_mode;
+
+ float line_width;
+ float point_size;
+ bool has_alpha;
+
+ RID shader; // shader material
+ uint64_t last_pass;
+
+ Map<StringName,Variant> shader_params;
+
+
+ Material() {
+
+
+ for(int i=0;i<VS::FIXED_MATERIAL_FLAG_MAX;i++)
+ flags[i]=false;
+
+ for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++)
+ flags[i]=false;
+ flags[VS::MATERIAL_FLAG_VISIBLE]=true;
+ for(int i=0;i<VS::MATERIAL_HINT_MAX;i++)
+ hints[i]=false;
+
+ parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8);
+ parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12;
+
+ for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) {
+ texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV;
+ };
+ detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX;
+ line_width=1;
+ has_alpha=false;
+ blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
+ last_pass = 0;
+ point_size = 1.0;
+
+ }
+ };
+ mutable RID_Owner<Material> material_owner;
+
+ void _material_check_alpha(Material *p_material);
+
+
+ struct Geometry {
+
+ enum Type {
+ GEOMETRY_INVALID,
+ GEOMETRY_SURFACE,
+ GEOMETRY_POLY,
+ GEOMETRY_PARTICLES,
+ GEOMETRY_MULTISURFACE,
+ };
+
+ Type type;
+ RID material;
+ bool has_alpha;
+ bool material_owned;
+
+ Geometry() { has_alpha=false; material_owned = false; }
+ virtual ~Geometry() {};
+ };
+
+ struct GeometryOwner {
+
+ virtual ~GeometryOwner() {}
+ };
+
+ class Mesh;
+
+ struct Surface : public Geometry {
+
+ struct ArrayData {
+
+ uint32_t ofs,size,datatype,count;
+ bool normalize;
+ bool bind;
+
+ ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;}
+ };
+
+ Mesh *mesh;
+
+ Array data;
+ Array morph_data;
+ ArrayData array[VS::ARRAY_MAX];
+ // support for vertex array objects
+ GLuint array_object_id;
+ // support for vertex buffer object
+ GLuint vertex_id; // 0 means, unconfigured
+ GLuint index_id; // 0 means, unconfigured
+ // no support for the above, array in localmem.
+ uint8_t *array_local;
+ uint8_t *index_array_local;
+
+ bool packed;
+
+ struct MorphTarget {
+ uint32_t configured_format;
+ uint8_t *array;
+ };
+
+ MorphTarget* morph_targets_local;
+ int morph_target_count;
+ AABB aabb;
+
+ int array_len;
+ int index_array_len;
+ int max_bone;
+
+ float vertex_scale;
+ float uv_scale;
+ float uv2_scale;
+
+ VS::PrimitiveType primitive;
+
+ uint32_t format;
+ uint32_t configured_format;
+
+ int stride;
+ int local_stride;
+ uint32_t morph_format;
+
+ bool active;
+
+ Point2 uv_min;
+ Point2 uv_max;
+
+ Surface() {
+
+
+ array_len=0;
+ local_stride=0;
+ morph_format=0;
+ type=GEOMETRY_SURFACE;
+ primitive=VS::PRIMITIVE_POINTS;
+ index_array_len=0;
+ vertex_scale=1.0;
+ uv_scale=1.0;
+ uv2_scale=1.0;
+
+ format=0;
+ stride=0;
+ morph_targets_local=0;
+ morph_target_count=0;
+
+ array_local = index_array_local = 0;
+ vertex_id = index_id = 0;
+
+ active=false;
+ packed=false;
+ }
+
+ ~Surface() {
+
+ }
+ };
+
+
+ struct Mesh {
+
+ bool active;
+ Vector<Surface*> surfaces;
+ int morph_target_count;
+ VS::MorphTargetMode morph_target_mode;
+
+ mutable uint64_t last_pass;
+ Mesh() {
+ morph_target_mode=VS::MORPH_MODE_NORMALIZED;
+ morph_target_count=0;
+ last_pass=0;
+ active=false;
+ }
+ };
+ mutable RID_Owner<Mesh> mesh_owner;
+
+ Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main);
+
+ struct MultiMesh;
+
+ struct MultiMeshSurface : public Geometry {
+
+ Surface *surface;
+ MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; }
+ };
+
+ struct MultiMesh : public GeometryOwner {
+
+ struct Element {
+
+ float matrix[16];
+ uint8_t color[4];
+ };
+
+ AABB aabb;
+ RID mesh;
+ int visible;
+
+ //IDirect3DVertexBuffer9* instance_buffer;
+ Vector<Element> elements;
+ Vector<MultiMeshSurface> cache_surfaces;
+ mutable uint64_t last_pass;
+
+ MultiMesh() {
+
+ last_pass=0;
+ visible = -1;
+ }
+ };
+
+ mutable RID_Owner<MultiMesh> multimesh_owner;
+
+ struct Particles : public Geometry {
+
+ ParticleSystemSW data; // software particle system
+
+ Particles() {
+ type=GEOMETRY_PARTICLES;
+
+ }
+ };
+
+ mutable RID_Owner<Particles> particles_owner;
+
+ struct ParticlesInstance : public GeometryOwner {
+
+ RID particles;
+
+ ParticleSystemProcessSW particles_process;
+ Transform transform;
+
+ ParticlesInstance() { }
+ };
+
+ mutable RID_Owner<ParticlesInstance> particles_instance_owner;
+ ParticleSystemDrawInfoSW particle_draw_info;
+
+ struct Skeleton {
+
+ Vector<Transform> bones;
+
+ };
+
+ mutable RID_Owner<Skeleton> skeleton_owner;
+
+
+ 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;
+
+
+ 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_Z_OFFSET]=0.05;
+ colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0);
+ colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1);
+ colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1);
+ shadow_enabled=false;
+ volumetric_enabled=false;
+ }
+ };
+
+
+ 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;
+
+ 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_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_EXPOSURE]=0.4;
+ fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=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;
+ fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0;
+
+ }
+
+ };
+
+ mutable RID_Owner<Environment> environment_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;
+ CameraMatrix custom_projection;
+
+ Vector3 light_vector;
+ Vector3 spot_vector;
+ float linear_att;
+
+ uint64_t shadow_pass;
+ uint64_t last_pass;
+ uint16_t sort_key;
+
+ Vector<ShadowBuffer*> shadow_buffers;
+
+ void clear_shadow_buffers() {
+
+ for (int i=0;i<shadow_buffers.size();i++) {
+
+ ShadowBuffer *sb=shadow_buffers[i];
+ ERR_CONTINUE( sb->owner != this );
+
+ sb->owner=NULL;
+ }
+
+ shadow_buffers.clear();
+ }
+
+ LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; }
+
+ };
+ mutable RID_Owner<Light> light_owner;
+ mutable RID_Owner<LightInstance> light_instance_owner;
+
+ LightInstance *light_instances[MAX_SCENE_LIGHTS];
+ LightInstance *directional_lights[4];
+// LightInstance *directional_light_instances[MAX_SCENE_LIGHTS];
+ int light_instance_count;
+ int directional_light_count;
+ int last_light_id;
+
+
+ struct RenderList {
+
+ enum {
+ MAX_ELEMENTS=4096,
+ MAX_LIGHTS=4
+ };
+
+ struct Element {
+
+
+ float depth;
+ const InstanceData *instance;
+ const Skeleton *skeleton;
+ union {
+ uint16_t lights[MAX_HW_LIGHTS];
+ uint64_t light_key;
+ };
+
+ const Geometry *geometry;
+ const Material *material;
+ const GeometryOwner *owner;
+ uint16_t light_count;
+ bool mirror;
+
+
+ };
+
+
+ Element _elements[MAX_ELEMENTS];
+ Element *elements[MAX_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 SortMat {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+ // TODO move to a single uint64 (one comparison)
+ if (A->material == B->material) {
+
+ return A->light_key < B->light_key;
+ } else {
+
+ return (A->material < B->material);
+ }
+ }
+ };
+
+ void sort_mat() {
+
+ SortArray<Element*,SortMat> sorter;
+ sorter.sort(elements,element_count);
+ }
+
+ struct SortMatLight {
+
+ _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const {
+
+ if (A->material->flags[VS::MATERIAL_FLAG_UNSHADED] == B->material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+
+ if (A->material == B->material) {
+
+ if (A->geometry == B->geometry) {
+
+ return A->light_key<B->light_key;
+ } else
+ return (A->geometry < B->geometry);
+ } else {
+
+ return (A->material < B->material);
+ }
+ } else {
+
+ return (int(A->material->flags[VS::MATERIAL_FLAG_UNSHADED]) < int(B->material->flags[VS::MATERIAL_FLAG_UNSHADED]));
+ }
+ }
+ };
+
+ void sort_mat_light() {
+
+ SortArray<Element*,SortMatLight> 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++];
+ }
+
+ RenderList() {
+
+ element_count = 0;
+ for (int i=0;i<MAX_ELEMENTS;i++)
+ elements[i]=&_elements[i]; // assign elements
+ }
+ };
+
+ RenderList opaque_render_list;
+ RenderList alpha_render_list;
+
+ RID default_material;
+
+ struct FX {
+
+ bool bgcolor_active;
+ Color bgcolor;
+
+ bool skybox_active;
+ RID skybox_cubemap;
+
+ bool antialias_active;
+ float antialias_tolerance;
+
+ bool glow_active;
+ int glow_passes;
+ float glow_attenuation;
+ float glow_bloom;
+
+ bool ssao_active;
+ float ssao_attenuation;
+ float ssao_radius;
+ float ssao_max_distance;
+ float ssao_range_max;
+ float ssao_range_min;
+ bool ssao_only;
+
+ bool fog_active;
+ float fog_near;
+ float fog_far;
+ float fog_attenuation;
+ Color fog_color_near;
+ Color fog_color_far;
+ bool fog_bg;
+
+ bool toon_active;
+ float toon_treshold;
+ float toon_soft;
+
+ bool edge_active;
+ Color edge_color;
+ float edge_size;
+
+ FX();
+
+ };
+ mutable RID_Owner<FX> fx_owner;
+
+
+ FX *scene_fx;
+ CameraMatrix camera_projection;
+ Transform camera_transform;
+ Transform camera_transform_inverse;
+ float camera_z_near;
+ float camera_z_far;
+ Size2 camera_vp_size;
+ Color last_color;
+
+ Plane camera_plane;
+
+ bool keep_copies;
+
+ bool depth_write;
+ bool depth_test;
+ int blend_mode;
+ bool lighting;
+
+ _FORCE_INLINE_ 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,bool p_reverse_cull=false);
+
+ void _setup_light(LightInstance* p_instance, int p_idx);
+ void _setup_lights(const uint16_t * p_lights,int p_light_count);
+
+ _FORCE_INLINE_ void _setup_shader_params(const Material *p_material);
+ void _setup_fixed_material(const Geometry *p_geometry,const Material *p_material);
+ void _setup_material(const Geometry *p_geometry,const Material *p_material);
+
+ 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);
+
+
+ /***********/
+ /* SHADOWS */
+ /***********/
+
+ struct ShadowBuffer {
+
+ int size;
+ GLuint fbo;
+ GLuint depth;
+ LightInstance *owner;
+ void init(int p_size);
+ ShadowBuffer() { size=0; depth=0; owner=NULL; }
+ };
+
+ Vector<ShadowBuffer> near_shadow_buffers;
+ Vector<ShadowBuffer> far_shadow_buffers;
+
+ LightInstance *shadow;
+ int shadow_pass;
+ void _init_shadow_buffers();
+
+ float shadow_near_far_split_size_ratio;
+ bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers);
+ void _debug_draw_shadow(ShadowBuffer *p_buffer, const Rect2& p_rect);
+ void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs);
+ void _debug_shadows();
+ void reset_state();
+
+ /***********/
+ /* FBOs */
+ /***********/
+
+
+ struct FrameBuffer {
+
+ GLuint fbo;
+ GLuint color;
+ GLuint depth;
+ int width,height;
+ bool buff16;
+ bool active;
+
+ struct Blur {
+
+ GLuint fbo;
+ GLuint color;
+ } blur[2];
+
+ } framebuffer;
+
+ void _update_framebuffer();
+ void _process_glow_and_bloom();
+
+ /*********/
+ /* FRAME */
+ /*********/
+
+ struct _Rinfo {
+
+ int texture_mem;
+ int vertex_count;
+ int object_count;
+ int mat_change_count;
+ int shader_change_count;
+
+ } _rinfo;
+
+ GLuint white_tex;
+ RID canvas_tex;
+ float canvas_opacity;
+ VS::MaterialBlendMode canvas_blend;
+ _FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture);
+
+
+ int _setup_geometry_vinfo;
+
+ bool cull_front;
+ _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false);
+
+ Size2 window_size;
+ VS::ViewportRect viewport;
+ double last_time;
+ double time_delta;
+ uint64_t frame;
+ uint64_t scene_pass;
+
+ //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);
+ //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 );
+ //void _draw_quad(const Rect2& p_rect);
+
+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;
+
+ /* 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,int p_vertex_ofs=0,int p_fragment_ofs=0);
+ virtual String shader_get_fragment_code(RID p_shader) const;
+ virtual String shader_get_vertex_code(RID p_shader) const;
+
+ virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const;
+
+ /* 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_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled);
+ virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const;
+
+ virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model);
+ virtual VS::MaterialShadeModel material_get_shade_model(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;
+
+ /* FIXED MATERIAL */
+
+ virtual RID fixed_material_create();
+
+ virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled);
+ virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const;
+
+ virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value);
+ virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const;
+
+ virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture);
+ virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const;
+
+ virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode);
+ virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const;
+
+ virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode);
+ virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const;
+
+ virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform);
+ virtual Transform fixed_material_get_uv_transform(RID p_material) const;
+
+ virtual void fixed_material_set_point_size(RID p_material,float p_size);
+ virtual float fixed_material_get_point_size(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) 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;
+
+ /* 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;
+ virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value);
+ virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const;
+
+ virtual AABB light_get_aabb(RID p_poly) const;
+
+
+ virtual RID light_instance_create(RID p_light);
+ virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform);
+
+ virtual bool light_instance_has_shadow(RID p_light_instance) const;
+ virtual bool light_instance_assign_shadow(RID p_light_instance);
+ virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const;
+ virtual int light_instance_get_shadow_passes(RID p_light_instance) const;
+ virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
+ virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; }
+
+ virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0);
+
+ virtual void shadow_clear_near();
+ virtual bool shadow_allocate_near(RID p_light);
+ virtual bool shadow_allocate_far(RID p_light);
+
+
+ /* PARTICLES INSTANCE */
+
+ virtual RID particles_instance_create(RID p_particles);
+ virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform);
+
+ /* VIEWPORT */
+
+ virtual RID viewport_data_create();
+
+ virtual RID render_target_create();
+ virtual void render_target_set_size(RID p_render_target, int p_width, int p_height);
+ virtual RID render_target_get_texture(RID p_render_target) const;
+ virtual bool render_target_renedered_in_frame(RID p_render_target);
+
+ /* RENDER API */
+ /* all calls (inside begin/end shadow) are always warranted to be in the following order: */
+
+ virtual void begin_frame();
+
+ virtual void set_viewport(const VS::ViewportRect& p_viewport);
+ virtual void set_render_target(RID p_render_target);
+ virtual void clear_viewport(const Color& p_color);
+ virtual void capture_viewport(Image* r_capture);
+
+
+ virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug);
+ virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass );
+
+ virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection);
+
+ virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls
+
+
+ virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data);
+ virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data);
+ virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data);
+
+ virtual void end_scene();
+ virtual void end_shadow_map();
+
+ virtual void end_frame();
+
+ /* CANVAS API */
+
+ virtual void canvas_begin();
+ virtual void canvas_set_opacity(float p_opacity);
+ virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode);
+ virtual void canvas_begin_rect(const Matrix32& p_transform);
+ virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect);
+ virtual void canvas_end_rect();
+ virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width);
+ virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate);
+ virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1));
+ virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width);
+ virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
+ virtual void canvas_set_transform(const Matrix32& p_transform);
+
+ /* FX */
+
+ virtual RID fx_create();
+ virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const;
+ virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active);
+ virtual bool fx_is_active(RID p_fx,const String& p_effect) const;
+ virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const;
+ virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const;
+ virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue);
+
+ /* ENVIRONMENT */
+
+ virtual RID environment_create();
+
+ virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg);
+ virtual VS::EnvironmentBG environment_get_background(RID p_env) const;
+
+ virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value);
+ virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const;
+
+ virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled);
+ virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const;
+
+ virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value);
+ virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const;
+
+
+ /*MISC*/
+
+ virtual bool is_texture(const RID& p_rid) const;
+ virtual bool is_material(const RID& p_rid) const;
+ virtual bool is_mesh(const RID& p_rid) const;
+ virtual bool is_multimesh(const RID& p_rid) const;
+ virtual bool is_particles(const RID &p_beam) const;
+
+ virtual bool is_light(const RID& p_rid) const;
+ virtual bool is_light_instance(const RID& p_rid) const;
+ virtual bool is_particles_instance(const RID& p_rid) const;
+ virtual bool is_skeleton(const RID& p_rid) const;
+ virtual bool is_environment(const RID& p_rid) const;
+ virtual bool is_fx(const RID& p_rid) const;
+ virtual bool is_shader(const RID& p_rid) const;
+
+ virtual void free(const RID& p_rid);
+
+ virtual void custom_shade_model_set_shader(int p_model, RID p_shader);
+ virtual RID custom_shade_model_get_shader(int p_model) const;
+ virtual void custom_shade_model_set_name(int p_model, const String& p_name);
+ virtual String custom_shade_model_get_name(int p_model) const;
+ virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info);
+ virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const;
+
+
+ virtual void init();
+ virtual void finish();
+
+ virtual int get_render_info(VS::RenderInfo p_info);
+
+ void reload_vram();
+
+ virtual bool needs_to_draw_next_frame() const;
+
+ virtual bool has_feature(VS::Features p_feature) const;
+
+
+#ifdef TOOLS_ENABLED
+ RasterizerGLES1(bool p_keep_copies=true,bool p_use_reload_hooks=false);
+#else
+ RasterizerGLES1(bool p_keep_copies=false,bool p_use_reload_hooks=false);
+#endif
+ virtual ~RasterizerGLES1();
+};
+
+#endif
+#endif