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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
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
GODOT IS OPEN SOURCE
Diffstat (limited to 'drivers/gles1')
-rw-r--r--drivers/gles1/SCsub5
-rw-r--r--drivers/gles1/rasterizer_gles1.cpp5865
-rw-r--r--drivers/gles1/rasterizer_gles1.h1215
3 files changed, 7085 insertions, 0 deletions
diff --git a/drivers/gles1/SCsub b/drivers/gles1/SCsub
new file mode 100644
index 0000000000..6a3e474eae
--- /dev/null
+++ b/drivers/gles1/SCsub
@@ -0,0 +1,5 @@
+Import('env')
+Export('env');
+
+env.add_source_files(env.drivers_sources,"*.cpp")
+
diff --git a/drivers/gles1/rasterizer_gles1.cpp b/drivers/gles1/rasterizer_gles1.cpp
new file mode 100644
index 0000000000..da2b6801e5
--- /dev/null
+++ b/drivers/gles1/rasterizer_gles1.cpp
@@ -0,0 +1,5865 @@
+/*************************************************************************/
+/* rasterizer_gles1.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+#ifdef GLES1_ENABLED
+
+#include "rasterizer_gles1.h"
+#include "os/os.h"
+#include "globals.h"
+#include <stdio.h>
+#include "drivers/gl_context/context_gl.h"
+#include "servers/visual/shader_language.h"
+#include "servers/visual/particle_system_sw.h"
+#include "gl_context/context_gl.h"
+#include <string.h>
+
+_FORCE_INLINE_ static void _gl_load_transform(const Transform& tr) {
+
+ GLfloat matrix[16]={ /* build a 16x16 matrix */
+ tr.basis.elements[0][0],
+ tr.basis.elements[1][0],
+ tr.basis.elements[2][0],
+ 0,
+ tr.basis.elements[0][1],
+ tr.basis.elements[1][1],
+ tr.basis.elements[2][1],
+ 0,
+ tr.basis.elements[0][2],
+ tr.basis.elements[1][2],
+ tr.basis.elements[2][2],
+ 0,
+ tr.origin.x,
+ tr.origin.y,
+ tr.origin.z,
+ 1
+ };
+
+ glLoadMatrixf(matrix);
+};
+
+
+_FORCE_INLINE_ static void _gl_mult_transform(const Transform& tr) {
+
+ GLfloat matrix[16]={ /* build a 16x16 matrix */
+ tr.basis.elements[0][0],
+ tr.basis.elements[1][0],
+ tr.basis.elements[2][0],
+ 0,
+ tr.basis.elements[0][1],
+ tr.basis.elements[1][1],
+ tr.basis.elements[2][1],
+ 0,
+ tr.basis.elements[0][2],
+ tr.basis.elements[1][2],
+ tr.basis.elements[2][2],
+ 0,
+ tr.origin.x,
+ tr.origin.y,
+ tr.origin.z,
+ 1
+ };
+
+ glMultMatrixf(matrix);
+};
+
+_FORCE_INLINE_ static void _gl_mult_transform(const Matrix32& tr) {
+
+ GLfloat matrix[16]={ /* build a 16x16 matrix */
+ tr.elements[0][0],
+ tr.elements[0][1],
+ 0,
+ 0,
+ tr.elements[1][0],
+ tr.elements[1][1],
+ 0,
+ 0,
+ 0,
+ 0,
+ 1,
+ 0,
+ tr.elements[2][0],
+ tr.elements[2][1],
+ 0,
+ 1
+ };
+
+ glMultMatrixf(matrix);
+};
+
+
+RasterizerGLES1::FX::FX() {
+
+ bgcolor_active=false;
+ bgcolor=Color(0,1,0,1);
+
+ skybox_active=false;
+
+ glow_active=false;
+ glow_passes=4;
+ glow_attenuation=0.7;
+ glow_bloom=0.0;
+
+ antialias_active=true;
+ antialias_tolerance=15;
+
+ ssao_active=true;
+ ssao_attenuation=0.7;
+ ssao_radius=0.18;
+ ssao_max_distance=1.0;
+ ssao_range_min=0.25;
+ ssao_range_max=0.48;
+ ssao_only=false;
+
+
+ fog_active=false;
+ fog_near=5;
+ fog_far=100;
+ fog_attenuation=1.0;
+ fog_color_near=Color(1,1,1,1);
+ fog_color_far=Color(1,1,1,1);
+ fog_bg=false;
+
+ toon_active=false;
+ toon_treshold=0.4;
+ toon_soft=0.001;
+
+ edge_active=false;
+ edge_color=Color(0,0,0,1);
+ edge_size=1.0;
+
+}
+
+static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
+
+static 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) {
+
+ ERR_FAIL_COND(!p_vertices);
+ ERR_FAIL_COND(p_points <1 || p_points>4);
+
+ GLenum type = prim_type[p_points - 1];
+
+
+ //if (!p_colors) {
+ // glColor4f(1, 1, 1, 1);
+ //};
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)p_vertices);
+
+ if (p_normals) {
+
+ glEnableClientState(GL_NORMAL_ARRAY);
+ glNormalPointer(GL_FLOAT, 0, (GLvoid*)p_normals);
+ };
+
+ if (p_colors) {
+ glEnableClientState(GL_COLOR_ARRAY);
+ glColorPointer(4,GL_FLOAT, 0, p_colors);
+ };
+
+ if (p_uvs) {
+
+ glClientActiveTexture(GL_TEXTURE0);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(3, GL_FLOAT, 0, p_uvs);
+ };
+
+ glDrawArrays( type, 0, p_points);
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_NORMAL_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+};
+
+/* TEXTURE API */
+#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00
+#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01
+#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02
+#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2
+#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3
+#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB
+#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC
+#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE
+#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC
+#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD
+#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE
+#define _EXT_ETC1_RGB8_OES 0x8D64
+
+/* TEXTURE API */
+
+Image RasterizerGLES1::_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) {
+
+ r_has_alpha_cache=false;
+ r_compressed=false;
+ Image image=p_image;
+
+ switch(p_format) {
+
+ case Image::FORMAT_GRAYSCALE: {
+ r_gl_components=1;
+ r_gl_format=GL_LUMINANCE;
+
+ } break;
+ case Image::FORMAT_INTENSITY: {
+
+ if (!image.empty())
+ image.convert(Image::FORMAT_RGBA);
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ } break;
+ case Image::FORMAT_GRAYSCALE_ALPHA: {
+
+ //image.convert(Image::FORMAT_RGBA);
+ r_gl_components=2;
+ r_gl_format=GL_LUMINANCE_ALPHA;
+ r_has_alpha_cache=true;
+ } break;
+
+ case Image::FORMAT_INDEXED: {
+
+ if (!image.empty())
+ image.convert(Image::FORMAT_RGB);
+ r_gl_components=3;
+ r_gl_format=GL_RGB;
+
+ } break;
+
+ case Image::FORMAT_INDEXED_ALPHA: {
+
+ if (!image.empty())
+ image.convert(Image::FORMAT_RGBA);
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+
+ } break;
+ case Image::FORMAT_RGB: {
+
+ r_gl_components=3;
+ r_gl_format=GL_RGB;
+ } break;
+ case Image::FORMAT_RGBA: {
+
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ } break;
+ case Image::FORMAT_BC1: {
+
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ r_compressed=true;
+
+ } break;
+ case Image::FORMAT_BC2: {
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ r_has_alpha_cache=true;
+ r_compressed=true;
+
+ } break;
+ case Image::FORMAT_BC3: {
+
+ r_gl_components=1; //doesn't matter much
+ r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ r_has_alpha_cache=true;
+ r_compressed=true;
+
+ } break;
+ case Image::FORMAT_BC4: {
+
+ r_gl_format=_EXT_COMPRESSED_RED_RGTC1;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+
+ } break;
+ case Image::FORMAT_BC5: {
+
+ r_gl_format=_EXT_COMPRESSED_RG_RGTC2;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ } break;
+ case Image::FORMAT_PVRTC2: {
+
+ if (!pvr_supported) {
+
+ if (!image.empty())
+ image.decompress();
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ print_line("Load Compat PVRTC2");
+
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ print_line("Load Normal PVRTC2");
+ }
+
+ } break;
+ case Image::FORMAT_PVRTC2_ALPHA: {
+
+ if (!pvr_supported) {
+
+ if (!image.empty())
+ image.decompress();
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ print_line("Load Compat PVRTC2A");
+
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ print_line("Load Normal PVRTC2A");
+ }
+
+ } break;
+ case Image::FORMAT_PVRTC4: {
+
+ if (!pvr_supported) {
+
+ if (!image.empty())
+ image.decompress();
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ print_line("Load Compat PVRTC4");
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ print_line("Load Normal PVRTC4");
+ }
+
+ } break;
+ case Image::FORMAT_PVRTC4_ALPHA: {
+
+ if (!pvr_supported) {
+
+ if (!image.empty())
+ image.decompress();
+ r_gl_components=4;
+ r_gl_format=GL_RGBA;
+ r_has_alpha_cache=true;
+ print_line("Load Compat PVRTC4A");
+
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ print_line("Load Normal PVRTC4A");
+ }
+
+ } break;
+ case Image::FORMAT_ETC: {
+
+ if (!pvr_supported) {
+
+ if (!image.empty())
+ image.decompress();
+ } else {
+
+ r_gl_format=_EXT_ETC1_RGB8_OES;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ }
+
+ } break;
+ case Image::FORMAT_YUV_422:
+ case Image::FORMAT_YUV_444: {
+
+ if (!image.empty())
+ image.convert(Image::FORMAT_RGB);
+ r_gl_format=GL_RGB;
+ r_gl_components=3;
+
+ } break;
+
+ default: {
+
+ ERR_FAIL_V(Image());
+ }
+ }
+
+ return image;
+}
+
+
+RID RasterizerGLES1::texture_create() {
+
+ Texture *texture = memnew(Texture);
+ ERR_FAIL_COND_V(!texture,RID());
+ glGenTextures(1, &texture->tex_id);
+ texture->active=false;
+ texture->total_data_size=0;
+
+ return texture_owner.make_rid( texture );
+
+}
+
+void RasterizerGLES1::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) {
+
+ bool has_alpha_cache;
+ int components;
+ GLenum format;
+ bool compressed;
+
+ int po2_width = nearest_power_of_2(p_width);
+ int po2_height = nearest_power_of_2(p_height);
+
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+ texture->width=p_width;
+ texture->height=p_height;
+ texture->format=p_format;
+ texture->flags=p_flags;
+ texture->target = /*(p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP :*/ GL_TEXTURE_2D;
+
+ bool scale_textures = (!npo2_textures_available || p_format&VS::TEXTURE_FLAG_MIPMAPS);
+
+
+ if (scale_textures) {
+ texture->alloc_width = po2_width;
+ texture->alloc_height = po2_height;
+ } else {
+
+ texture->alloc_width = texture->width;
+ texture->alloc_height = texture->height;
+ };
+
+ _get_gl_image_and_format(Image(),texture->format,texture->flags,format,components,has_alpha_cache,compressed);
+
+ texture->gl_components_cache=components;
+ texture->gl_format_cache=format;
+ texture->format_has_alpha=has_alpha_cache;
+ texture->compressed=compressed;
+ texture->data_size=0;
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+
+
+
+ if (compressed) {
+
+ glTexParameteri( texture->target, GL_GENERATE_MIPMAP, GL_FALSE );
+ } else {
+ if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) {
+ glTexParameteri( texture->target, GL_GENERATE_MIPMAP, GL_TRUE );
+ } else {
+ glTexParameteri( texture->target, GL_GENERATE_MIPMAP, GL_FALSE );
+ }
+
+ }
+
+
+ if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
+ else
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
+
+ if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
+
+ glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
+
+ } else {
+
+ glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering
+
+ }
+ bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
+
+ if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT) {
+
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ } else {
+
+ //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
+ glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+ }
+
+ texture->active=true;
+}
+
+void RasterizerGLES1::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND(!texture);
+ ERR_FAIL_COND(!texture->active);
+ ERR_FAIL_COND(texture->format != p_image.get_format() );
+
+ int components;
+ GLenum format;
+ bool alpha;
+ bool compressed;
+
+ if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) {
+ texture->image[p_cube_side]=p_image;
+ }
+
+
+ Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,components,alpha,compressed);
+ if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) {
+
+ img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
+ };
+
+
+ GLenum blit_target = /*(texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:*/GL_TEXTURE_2D;
+
+ texture->data_size=img.get_data().size();
+ DVector<uint8_t>::Read read = img.get_data().read();
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+ int mipmaps=(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1;
+
+ int w=img.get_width();
+ int h=img.get_height();
+
+ int tsize=0;
+ for(int i=0;i<mipmaps;i++) {
+
+ int size,ofs;
+ img.get_mipmap_offset_and_size(i,ofs,size);
+
+ if (texture->compressed) {
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
+ glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] );
+
+ } else {
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+// glTexImage2D(blit_target, i, format==GL_RGB?GL_RGB8:format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
+ glTexImage2D(blit_target, i, format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]);
+ //glTexSubImage2D( blit_target, i, 0,0,w,h,format,GL_UNSIGNED_BYTE,&read[ofs] );
+ }
+ tsize+=size;
+
+ w = MAX(1,w>>1);
+ h = MAX(1,h>>1);
+
+ }
+
+ _rinfo.texture_mem-=texture->total_data_size;
+ texture->total_data_size=tsize;
+ _rinfo.texture_mem+=texture->total_data_size;
+
+ printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem);
+
+
+ if (mipmaps==1 && texture->flags&VS::TEXTURE_FLAG_MIPMAPS) {
+ glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE );
+
+ } else {
+ glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE );
+
+ }
+
+ if (mipmaps>1) {
+
+ //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always
+ }
+
+ //texture_set_flags(p_texture,texture->flags);
+
+
+}
+
+Image RasterizerGLES1::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,Image());
+ ERR_FAIL_COND_V(!texture->active,Image());
+
+ return texture->image[p_cube_side];
+#if 0
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,Image());
+ ERR_FAIL_COND_V(!texture->active,Image());
+ ERR_FAIL_COND_V(texture->data_size==0,Image());
+
+ DVector<uint8_t> data;
+ GLenum format,type=GL_UNSIGNED_BYTE;
+ Image::Format fmt;
+ int pixelsize=0;
+ int pixelshift=0;
+ int minw=1,minh=1;
+ bool compressed=false;
+
+ fmt=texture->format;
+
+ switch(texture->format) {
+
+ case Image::FORMAT_GRAYSCALE: {
+
+ format=GL_LUMINANCE;
+ type=GL_UNSIGNED_BYTE;
+ data.resize(texture->alloc_width*texture->alloc_height);
+ pixelsize=1;
+
+ } break;
+ case Image::FORMAT_INTENSITY: {
+ return Image();
+ } break;
+ case Image::FORMAT_GRAYSCALE_ALPHA: {
+
+ format=GL_LUMINANCE_ALPHA;
+ type=GL_UNSIGNED_BYTE;
+ pixelsize=2;
+
+ } break;
+ case Image::FORMAT_RGB: {
+ format=GL_RGB;
+ type=GL_UNSIGNED_BYTE;
+ pixelsize=3;
+ } break;
+ case Image::FORMAT_RGBA: {
+
+ format=GL_RGBA;
+ type=GL_UNSIGNED_BYTE;
+ pixelsize=4;
+ } break;
+ case Image::FORMAT_INDEXED: {
+
+ format=GL_RGB;
+ type=GL_UNSIGNED_BYTE;
+ fmt=Image::FORMAT_RGB;
+ pixelsize=3;
+ } break;
+ case Image::FORMAT_INDEXED_ALPHA: {
+
+ format=GL_RGBA;
+ type=GL_UNSIGNED_BYTE;
+ fmt=Image::FORMAT_RGBA;
+ pixelsize=4;
+
+ } break;
+ case Image::FORMAT_BC1: {
+
+ pixelsize=1; //doesn't matter much
+ format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ compressed=true;
+ pixelshift=1;
+ minw=minh=4;
+
+ } break;
+ case Image::FORMAT_BC2: {
+ pixelsize=1; //doesn't matter much
+ format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ compressed=true;
+ minw=minh=4;
+
+ } break;
+ case Image::FORMAT_BC3: {
+
+ pixelsize=1; //doesn't matter much
+ format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ compressed=true;
+ minw=minh=4;
+
+ } break;
+ case Image::FORMAT_BC4: {
+
+ format=GL_COMPRESSED_RED_RGTC1;
+ pixelsize=1; //doesn't matter much
+ compressed=true;
+ pixelshift=1;
+ minw=minh=4;
+
+ } break;
+ case Image::FORMAT_BC5: {
+
+ format=GL_COMPRESSED_RG_RGTC2;
+ pixelsize=1; //doesn't matter much
+ compressed=true;
+ minw=minh=4;
+
+ } break;
+
+ default:{}
+ }
+
+ data.resize(texture->data_size);
+ DVector<uint8_t>::Write wb = data.write();
+
+ glActiveTexture(GL_TEXTURE0);
+ int ofs=0;
+ glBindTexture(texture->target,texture->tex_id);
+
+ int w=texture->alloc_width;
+ int h=texture->alloc_height;
+ for(int i=0;i<texture->mipmaps+1;i++) {
+
+ if (compressed) {
+
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+ glGetCompressedTexImage(texture->target,i,&wb[ofs]);
+
+ } else {
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ glGetTexImage(texture->target,i,format,type,&wb[ofs]);
+ }
+
+ int size = (w*h*pixelsize)>>pixelshift;
+ ofs+=size;
+
+ w=MAX(minw,w>>1);
+ h=MAX(minh,h>>1);
+
+ }
+
+
+ wb=DVector<uint8_t>::Write();
+
+ Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data);
+
+ if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height))
+ img.resize(texture->width,texture->height);
+
+ return img;
+#endif
+}
+
+void RasterizerGLES1::texture_set_flags(RID p_texture,uint32_t p_flags) {
+
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+ uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP;
+ texture->flags=p_flags|cube; // can't remove a cube from being a cube
+
+ bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width);
+
+ if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT) {
+
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ } else {
+ //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
+ glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
+ glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
+
+ }
+
+
+ if (texture->flags&VS::TEXTURE_FLAG_FILTER) {
+
+ glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering
+ if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
+ else
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering
+
+ } else {
+
+ glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // nearest
+ }
+}
+uint32_t RasterizerGLES1::texture_get_flags(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->flags;
+
+}
+Image::Format RasterizerGLES1::texture_get_format(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE);
+
+ return texture->format;
+}
+uint32_t RasterizerGLES1::texture_get_width(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->width;
+}
+uint32_t RasterizerGLES1::texture_get_height(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->height;
+}
+
+bool RasterizerGLES1::texture_has_alpha(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return false;
+
+}
+
+void RasterizerGLES1::texture_set_size_override(RID p_texture,int p_width, int p_height) {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND(!texture);
+
+ ERR_FAIL_COND(p_width<=0 || p_width>4096);
+ ERR_FAIL_COND(p_height<=0 || p_height>4096);
+ //real texture size is in alloc width and height
+ texture->width=p_width;
+ texture->height=p_height;
+
+}
+
+void RasterizerGLES1::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND(!texture);
+
+ texture->reloader=p_owner;
+ texture->reloader_func=p_function;
+ if (use_reload_hooks && p_owner && keep_copies) {
+
+ for(int i=0;i<6;i++)
+ texture->image[i]=Image();
+ }
+
+
+}
+
+/* SHADER API */
+
+/* SHADER API */
+
+RID RasterizerGLES1::shader_create(VS::ShaderMode p_mode) {
+
+ Shader *shader = memnew( Shader );
+ shader->mode=p_mode;
+ shader->valid=false;
+ shader->has_alpha=false;
+ shader->fragment_line=0;
+ shader->vertex_line=0;
+ RID rid = shader_owner.make_rid(shader);
+ shader_set_mode(rid,p_mode);
+// _shader_make_dirty(shader);
+
+ return rid;
+
+}
+
+
+
+void RasterizerGLES1::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) {
+
+ ERR_FAIL_INDEX(p_mode,3);
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND(!shader);
+// if (shader->custom_code_id && p_mode==shader->mode)
+// return;
+
+ shader->mode=p_mode;
+
+}
+VS::ShaderMode RasterizerGLES1::shader_get_mode(RID p_shader) const {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL);
+ return shader->mode;
+}
+
+
+
+void RasterizerGLES1::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND(!shader);
+
+#ifdef DEBUG_ENABLED
+ if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
+ return;
+#endif
+ shader->fragment_code=p_fragment;
+ shader->vertex_code=p_vertex;
+ shader->fragment_line=p_fragment_ofs;
+ shader->vertex_line=p_vertex_ofs;
+
+}
+
+String RasterizerGLES1::shader_get_vertex_code(RID p_shader) const {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,String());
+ return shader->vertex_code;
+
+}
+
+String RasterizerGLES1::shader_get_fragment_code(RID p_shader) const {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND_V(!shader,String());
+ return shader->fragment_code;
+
+}
+
+
+void RasterizerGLES1::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const {
+
+ Shader *shader=shader_owner.get(p_shader);
+ ERR_FAIL_COND(!shader);
+#if 0
+
+ if (shader->dirty_list.in_list())
+ _update_shader(shader); // ok should be not anymore dirty
+
+
+ Map<int,StringName> order;
+
+
+ for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) {
+
+
+ order[E->get().order]=E->key();
+ }
+
+
+ for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) {
+
+ PropertyInfo pi;
+ ShaderLanguage::Uniform &u=shader->uniforms[E->get()];
+ pi.name=E->get();
+ switch(u.type) {
+
+ case ShaderLanguage::TYPE_VOID:
+ case ShaderLanguage::TYPE_BOOL:
+ case ShaderLanguage::TYPE_FLOAT:
+ case ShaderLanguage::TYPE_VEC2:
+ case ShaderLanguage::TYPE_VEC3:
+ case ShaderLanguage::TYPE_MAT3:
+ case ShaderLanguage::TYPE_MAT4:
+ case ShaderLanguage::TYPE_VEC4:
+ pi.type=u.default_value.get_type();
+ break;
+ case ShaderLanguage::TYPE_TEXTURE:
+ pi.type=Variant::_RID;
+ pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
+ pi.hint_string="Texture";
+ break;
+ case ShaderLanguage::TYPE_CUBEMAP:
+ pi.type=Variant::_RID;
+ pi.hint=PROPERTY_HINT_RESOURCE_TYPE;
+ pi.hint_string="Texture";
+ break;
+ };
+
+ p_param_list->push_back(pi);
+
+ }
+#endif
+
+}
+
+/* COMMON MATERIAL API */
+
+
+RID RasterizerGLES1::material_create() {
+
+ return material_owner.make_rid( memnew( Material ) );
+}
+
+void RasterizerGLES1::material_set_shader(RID p_material, RID p_shader) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+ material->shader=p_shader;
+
+}
+
+RID RasterizerGLES1::material_get_shader(RID p_material) const {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material,RID());
+ return material->shader;
+}
+
+#if 0
+
+void RasterizerGLES1::_material_check_alpha(Material *p_material) {
+
+ p_material->has_alpha=false;
+ Color diffuse=p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE];
+ if (diffuse.a<0.98) {
+
+ p_material->has_alpha=true;
+ return;
+ }
+
+ if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE].is_valid()) {
+
+ Texture *tex = texture_owner.get(p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]);
+ if (!tex)
+ return;
+ if (tex->has_alpha) {
+
+ p_material->has_alpha=true;
+ return;
+ }
+ }
+}
+
+#endif
+void RasterizerGLES1::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+
+ if (p_value.get_type()==Variant::NIL)
+ material->shader_params.erase(p_param);
+ else
+ material->shader_params[p_param]=p_value;
+}
+Variant RasterizerGLES1::material_get_param(RID p_material, const StringName& p_param) const {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material,Variant());
+
+ if (material->shader_params.has(p_param))
+ return material->shader_params[p_param];
+ else
+ return Variant();
+}
+
+
+void RasterizerGLES1::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+ ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX);
+ material->flags[p_flag]=p_enabled;
+
+}
+bool RasterizerGLES1::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material,false);
+ ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false);
+ return material->flags[p_flag];
+
+
+}
+
+void RasterizerGLES1::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+ ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
+ material->hints[p_hint]=p_enabled;
+
+}
+
+bool RasterizerGLES1::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material,false);
+ ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
+ return material->hints[p_hint];
+
+}
+
+void RasterizerGLES1::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+ material->shade_model=p_model;
+
+};
+
+VS::MaterialShadeModel RasterizerGLES1::material_get_shade_model(RID p_material) const {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
+ return material->shade_model;
+};
+
+
+void RasterizerGLES1::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+ material->blend_mode=p_mode;
+
+}
+VS::MaterialBlendMode RasterizerGLES1::material_get_blend_mode(RID p_material) const {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD);
+ return material->blend_mode;
+}
+
+void RasterizerGLES1::material_set_line_width(RID p_material,float p_line_width) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+ material->line_width=p_line_width;
+
+}
+float RasterizerGLES1::material_get_line_width(RID p_material) const {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material,0);
+
+ return material->line_width;
+}
+
+/* FIXED MATERIAL */
+
+
+RID RasterizerGLES1::fixed_material_create() {
+
+ return material_create();
+}
+
+void RasterizerGLES1::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+ ERR_FAIL_INDEX(p_flag, 3);
+ m->fixed_flags[p_flag]=p_enabled;
+}
+
+bool RasterizerGLES1::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m,false);
+ ERR_FAIL_INDEX_V(p_flag,VS::FIXED_MATERIAL_FLAG_MAX, false);
+ return m->fixed_flags[p_flag];
+}
+
+void RasterizerGLES1::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+ ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
+
+ m->parameters[p_parameter] = p_value;
+
+}
+
+Variant RasterizerGLES1::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, Variant());
+ ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
+
+ return m->parameters[p_parameter];
+}
+
+void RasterizerGLES1::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+ ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
+
+ m->textures[p_parameter] = p_texture;
+
+}
+RID RasterizerGLES1::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, RID());
+ ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant());
+
+ return m->textures[p_parameter];
+}
+
+void RasterizerGLES1::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+
+ m->detail_blend_mode = p_mode;
+}
+VS::MaterialBlendMode RasterizerGLES1::fixed_material_get_detail_blend_mode(RID p_material) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX);
+
+ return m->detail_blend_mode;
+}
+
+void RasterizerGLES1::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+ ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX);
+ ERR_FAIL_INDEX(p_mode,4);
+
+ m->texcoord_mode[p_parameter] = p_mode;
+}
+
+VS::FixedMaterialTexCoordMode RasterizerGLES1::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_UV);
+ ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV);
+
+ return m->texcoord_mode[p_parameter]; // for now
+}
+
+void RasterizerGLES1::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+
+ m->uv_transform = p_transform;
+}
+
+Transform RasterizerGLES1::fixed_material_get_uv_transform(RID p_material) const {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, Transform());
+
+ return m->uv_transform;
+}
+
+void RasterizerGLES1::fixed_material_set_point_size(RID p_material,float p_size) {
+
+ Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND(!m);
+ m->point_size=p_size;
+
+}
+float RasterizerGLES1::fixed_material_get_point_size(RID p_material) const {
+
+ const Material *m=material_owner.get( p_material );
+ ERR_FAIL_COND_V(!m, 0);
+ return m->point_size;
+}
+
+
+/* MESH API */
+
+
+RID RasterizerGLES1::mesh_create() {
+
+
+ return mesh_owner.make_rid( memnew( Mesh ) );
+}
+
+
+
+void RasterizerGLES1::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX );
+ ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX);
+
+ uint32_t format=0;
+
+ // validation
+ int index_array_len=0;
+ int array_len=0;
+
+ for(int i=0;i<p_arrays.size();i++) {
+
+ if (p_arrays[i].get_type()==Variant::NIL)
+ continue;
+
+ format|=(1<<i);
+
+ if (i==VS::ARRAY_VERTEX) {
+
+ array_len=Vector3Array(p_arrays[i]).size();
+ ERR_FAIL_COND(array_len==0);
+ } else if (i==VS::ARRAY_INDEX) {
+
+ index_array_len=IntArray(p_arrays[i]).size();
+ }
+ }
+
+ ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory
+
+
+ Surface *surface = memnew( Surface );
+ ERR_FAIL_COND( !surface );
+
+ bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there
+ if (format&VS::ARRAY_FORMAT_WEIGHTS || mesh->morph_target_count>0) {
+
+ use_VBO=false;
+ }
+
+ surface->packed=pack_arrays && use_VBO;
+
+ int total_elem_size=0;
+
+ for (int i=0;i<VS::ARRAY_MAX;i++) {
+
+
+ Surface::ArrayData&ad=surface->array[i];
+ ad.size=0;
+ ad.ofs=0;
+ int elem_size=0;
+ int elem_count=0;
+ bool valid_local=true;
+ GLenum datatype;
+ bool normalize=false;
+ bool bind=false;
+
+ if (!(format&(1<<i))) // no array
+ continue;
+
+
+ switch(i) {
+
+ case VS::ARRAY_VERTEX: {
+
+ if (surface->packed) {
+ elem_size=3*sizeof(int16_t); // vertex
+ datatype=GL_SHORT;
+ normalize=true;
+
+ } else {
+ elem_size=3*sizeof(GLfloat); // vertex
+ datatype=GL_FLOAT;
+ }
+ bind=true;
+ elem_count=3;
+
+ } break;
+ case VS::ARRAY_NORMAL: {
+
+ if (surface->packed) {
+ elem_size=3*sizeof(int8_t); // vertex
+ datatype=GL_BYTE;
+ normalize=true;
+ } else {
+ elem_size=3*sizeof(GLfloat); // vertex
+ datatype=GL_FLOAT;
+ }
+ bind=true;
+ elem_count=3;
+ } break;
+ case VS::ARRAY_TANGENT: {
+ if (surface->packed) {
+ elem_size=4*sizeof(int8_t); // vertex
+ datatype=GL_BYTE;
+ normalize=true;
+ } else {
+ elem_size=4*sizeof(GLfloat); // vertex
+ datatype=GL_FLOAT;
+ }
+ bind=true;
+ elem_count=4;
+
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ elem_size=4*sizeof(uint8_t); /* RGBA */
+ datatype=GL_UNSIGNED_BYTE;
+ elem_count=4;
+ bind=true;
+ normalize=true;
+ } break;
+ case VS::ARRAY_TEX_UV:
+ case VS::ARRAY_TEX_UV2: {
+ if (surface->packed) {
+ elem_size=2*sizeof(int16_t); // vertex
+ datatype=GL_SHORT;
+ normalize=true;
+ } else {
+ elem_size=2*sizeof(GLfloat); // vertex
+ datatype=GL_FLOAT;
+ }
+ bind=true;
+ elem_count=2;
+
+ } break;
+ case VS::ARRAY_WEIGHTS: {
+
+ elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
+ elem_count=VS::ARRAY_WEIGHTS_SIZE;
+ valid_local=false;
+ datatype=GL_FLOAT;
+
+ } break;
+ case VS::ARRAY_BONES: {
+
+ elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLuint);
+ elem_count=VS::ARRAY_WEIGHTS_SIZE;
+ valid_local=false;
+ datatype=GL_FLOAT;
+
+
+ } break;
+ case VS::ARRAY_INDEX: {
+
+ if (index_array_len<=0) {
+ ERR_PRINT("index_array_len==NO_INDEX_ARRAY");
+ break;
+ }
+ /* determine wether using 16 or 32 bits indices */
+ elem_size=2;
+ datatype=GL_UNSIGNED_SHORT;
+
+/*
+ if (use_VBO) {
+
+ glGenBuffers(1,&surface->index_id);
+ ERR_FAIL_COND(surface->index_id==0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
+ } else {
+ surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size);
+ };
+*/
+ surface->index_array_len=index_array_len; // only way it can exist
+ ad.ofs=0;
+ ad.size=elem_size;
+
+
+ continue;
+ } break;
+ default: {
+ ERR_FAIL( );
+ }
+ }
+
+ ad.ofs=total_elem_size;
+ ad.size=elem_size;
+ ad.datatype=datatype;
+ ad.normalize=normalize;
+ ad.bind=bind;
+ ad.count=elem_count;
+ total_elem_size+=elem_size;
+ if (valid_local) {
+ surface->local_stride+=elem_size;
+ surface->morph_format|=(1<<i);
+ }
+
+
+ }
+
+ surface->stride=total_elem_size;
+ surface->array_len=array_len;
+ surface->format=format;
+ surface->primitive=p_primitive;
+ surface->configured_format=0;
+ if (keep_copies) {
+ surface->data=p_arrays;
+ surface->morph_data=p_blend_shapes;
+ }
+
+ uint8_t *array_ptr=NULL;
+ uint8_t *index_array_ptr=NULL;
+ DVector<uint8_t> array_pre_vbo;
+ DVector<uint8_t>::Write vaw;
+ DVector<uint8_t> index_array_pre_vbo;
+ DVector<uint8_t>::Write iaw;
+
+ /* create pointers */
+ if (use_VBO) {
+
+ array_pre_vbo.resize(surface->array_len*surface->stride);
+ vaw = array_pre_vbo.write();
+ array_ptr=vaw.ptr();
+
+ if (surface->index_array_len) {
+
+ index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size);
+ iaw = index_array_pre_vbo.write();
+ index_array_ptr=iaw.ptr();
+ }
+ } else {
+
+ surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride);
+ array_ptr=(uint8_t*)surface->array_local;
+ if (surface->index_array_len) {
+ surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size);
+ index_array_ptr=(uint8_t*)surface->index_array_local;
+ }
+ }
+
+
+
+ _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true);
+
+
+ /* create buffers!! */
+ if (use_VBO) {
+ glGenBuffers(1,&surface->vertex_id);
+ ERR_FAIL_COND(surface->vertex_id==0);
+ glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id);
+ glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+ if (surface->index_array_len) {
+
+ glGenBuffers(1,&surface->index_id);
+ ERR_FAIL_COND(surface->index_id==0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
+
+ }
+ }
+
+ mesh->surfaces.push_back(surface);
+
+}
+
+Error RasterizerGLES1::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) {
+
+ uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride;
+
+ for(int ai=0;ai<VS::ARRAY_MAX;ai++) {
+ if (ai>=p_arrays.size())
+ break;
+ if (p_arrays[ai].get_type()==Variant::NIL)
+ continue;
+ Surface::ArrayData &a=p_surface->array[ai];
+
+ switch(ai) {
+
+
+ case VS::ARRAY_VERTEX: {
+
+ ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<Vector3> array = p_arrays[ai];
+ ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
+
+
+ DVector<Vector3>::Read read = array.read();
+ const Vector3* src=read.ptr();
+
+ // setting vertices means regenerating the AABB
+ AABB aabb;
+
+ float scale=1;
+ float max=0;
+
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+
+ GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
+
+ copymem(&p_mem[a.ofs+i*stride], vector, a.size);
+
+ if (i==0) {
+
+ aabb=AABB(src[i],Vector3());
+ } else {
+
+ aabb.expand_to( src[i] );
+ }
+ }
+
+ if (p_main) {
+ p_surface->aabb=aabb;
+ p_surface->vertex_scale=scale;
+ }
+
+
+ } break;
+ case VS::ARRAY_NORMAL: {
+
+ ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<Vector3> array = p_arrays[ai];
+ ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
+
+
+ DVector<Vector3>::Read read = array.read();
+ const Vector3* src=read.ptr();
+
+ // setting vertices means regenerating the AABB
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+
+ GLfloat vector[3]={ src[i].x, src[i].y, src[i].z };
+ copymem(&p_mem[a.ofs+i*stride], vector, a.size);
+
+ }
+
+
+ } break;
+ case VS::ARRAY_TANGENT: {
+
+ ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<real_t> array = p_arrays[ai];
+
+ ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER );
+
+
+ DVector<real_t>::Read read = array.read();
+ const real_t* src = read.ptr();
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ GLfloat xyzw[4]={
+ src[i*4+0],
+ src[i*4+1],
+ src[i*4+2],
+ src[i*4+3]
+ };
+
+ copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
+
+ }
+
+ } break;
+ case VS::ARRAY_COLOR: {
+
+ ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER );
+
+
+ DVector<Color> array = p_arrays[ai];
+
+ ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER );
+
+
+ DVector<Color>::Read read = array.read();
+ const Color* src = read.ptr();
+ bool alpha=false;
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters
+ alpha=true;
+
+ uint8_t colors[4];
+
+ for(int j=0;j<4;j++) {
+
+ colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 );
+ }
+
+ copymem(&p_mem[a.ofs+i*stride], colors, a.size);
+
+ }
+
+ if (p_main)
+ p_surface->has_alpha=alpha;
+
+ } break;
+ case VS::ARRAY_TEX_UV:
+ case VS::ARRAY_TEX_UV2: {
+
+ ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<Vector2> array = p_arrays[ai];
+
+ ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER);
+
+ DVector<Vector2>::Read read = array.read();
+
+ const Vector2 * src=read.ptr();
+ float scale=1.0;
+
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ GLfloat uv[2]={ src[i].x , src[i].y };
+
+ copymem(&p_mem[a.ofs+i*stride], uv, a.size);
+
+ }
+
+ if (p_main) {
+
+ if (ai==VS::ARRAY_TEX_UV) {
+
+ p_surface->uv_scale=scale;
+ }
+ if (ai==VS::ARRAY_TEX_UV2) {
+
+ p_surface->uv2_scale=scale;
+ }
+ }
+
+ } break;
+ case VS::ARRAY_BONES:
+ case VS::ARRAY_WEIGHTS: {
+
+
+ ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<real_t> array = p_arrays[ai];
+
+ ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
+
+
+ DVector<real_t>::Read read = array.read();
+
+ const real_t * src = read.ptr();
+
+ p_surface->max_bone=0;
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ GLfloat data[VS::ARRAY_WEIGHTS_SIZE];
+ for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
+ data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
+ if (ai==VS::ARRAY_BONES) {
+
+ p_surface->max_bone=MAX(data[j],p_surface->max_bone);
+ }
+ }
+
+ copymem(&p_mem[a.ofs+i*stride], data, a.size);
+
+
+ }
+
+ } break;
+ case VS::ARRAY_INDEX: {
+
+ ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA );
+ ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<int> indices = p_arrays[ai];
+ ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER );
+ ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER );
+
+ /* determine wether using 16 or 32 bits indices */
+
+ DVector<int>::Read read = indices.read();
+ const int *src=read.ptr();
+
+ for (int i=0;i<p_surface->index_array_len;i++) {
+
+
+ if (a.size==2) {
+ uint16_t v=src[i];
+
+ copymem(&p_index_mem[i*a.size], &v, a.size);
+ } else {
+ uint32_t v=src[i];
+
+ copymem(&p_index_mem[i*a.size], &v, a.size);
+ }
+ }
+
+
+ } break;
+
+
+ default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);}
+ }
+
+ p_surface->configured_format|=(1<<ai);
+ }
+
+ return OK;
+}
+
+
+
+void RasterizerGLES1::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) {
+
+ ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?");
+ ERR_FAIL_V();
+}
+
+Array RasterizerGLES1::mesh_get_surface_arrays(RID p_mesh,int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,Array());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, Array() );
+
+ return surface->data;
+
+
+}
+Array RasterizerGLES1::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,Array());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, Array() );
+
+ return surface->morph_data;
+
+}
+
+
+void RasterizerGLES1::mesh_set_morph_target_count(RID p_mesh,int p_amount) {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_COND( mesh->surfaces.size()!=0 );
+
+ mesh->morph_target_count=p_amount;
+
+}
+
+int RasterizerGLES1::mesh_get_morph_target_count(RID p_mesh) const{
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,-1);
+
+ return mesh->morph_target_count;
+
+}
+
+void RasterizerGLES1::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) {
+
+ ERR_FAIL_INDEX(p_mode,2);
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+
+ mesh->morph_target_mode=p_mode;
+
+}
+
+VS::MorphTargetMode RasterizerGLES1::mesh_get_morph_target_mode(RID p_mesh) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED);
+
+ return mesh->morph_target_mode;
+
+}
+
+
+
+void RasterizerGLES1::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND( !surface);
+
+ if (surface->material_owned && surface->material.is_valid())
+ free(surface->material);
+
+ surface->material_owned=p_owned;
+
+ surface->material=p_material;
+}
+
+RID RasterizerGLES1::mesh_surface_get_material(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,RID());
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, RID() );
+
+ return surface->material;
+}
+
+int RasterizerGLES1::mesh_surface_get_array_len(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,-1);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, -1 );
+
+ return surface->array_len;
+}
+int RasterizerGLES1::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,-1);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, -1 );
+
+ return surface->index_array_len;
+}
+uint32_t RasterizerGLES1::mesh_surface_get_format(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,0);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, 0 );
+
+ return surface->format;
+}
+VS::PrimitiveType RasterizerGLES1::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS);
+ ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS );
+ Surface *surface = mesh->surfaces[p_surface];
+ ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS );
+
+ return surface->primitive;
+}
+
+void RasterizerGLES1::mesh_remove_surface(RID p_mesh,int p_index) {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX(p_index, mesh->surfaces.size() );
+ Surface *surface = mesh->surfaces[p_index];
+ ERR_FAIL_COND( !surface);
+
+ if (mesh->morph_target_count) {
+ for(int i=0;i<mesh->morph_target_count;i++)
+ memfree(surface->morph_targets_local[i].array);
+ memfree( surface->morph_targets_local );
+ }
+
+ memdelete( mesh->surfaces[p_index] );
+ mesh->surfaces.remove(p_index);
+
+}
+int RasterizerGLES1::mesh_get_surface_count(RID p_mesh) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,-1);
+
+ return mesh->surfaces.size();
+}
+
+AABB RasterizerGLES1::mesh_get_aabb(RID p_mesh) const {
+
+ Mesh *mesh = mesh_owner.get( p_mesh );
+ ERR_FAIL_COND_V(!mesh,AABB());
+
+ AABB aabb;
+
+ for (int i=0;i<mesh->surfaces.size();i++) {
+
+ if (i==0)
+ aabb=mesh->surfaces[i]->aabb;
+ else
+ aabb.merge_with(mesh->surfaces[i]->aabb);
+ }
+
+ return aabb;
+}
+
+/* MULTIMESH API */
+
+RID RasterizerGLES1::multimesh_create() {
+
+ return multimesh_owner.make_rid( memnew( MultiMesh ));
+}
+
+void RasterizerGLES1::multimesh_set_instance_count(RID p_multimesh,int p_count) {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations
+ multimesh->elements.resize(p_count);
+
+}
+int RasterizerGLES1::multimesh_get_instance_count(RID p_multimesh) const {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,-1);
+
+ return multimesh->elements.size();
+}
+
+void RasterizerGLES1::multimesh_set_mesh(RID p_multimesh,RID p_mesh) {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ multimesh->mesh=p_mesh;
+
+}
+void RasterizerGLES1::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ multimesh->aabb=p_aabb;
+}
+void RasterizerGLES1::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index,multimesh->elements.size());
+ MultiMesh::Element &e=multimesh->elements[p_index];
+
+ e.matrix[0]=p_transform.basis.elements[0][0];
+ e.matrix[1]=p_transform.basis.elements[1][0];
+ e.matrix[2]=p_transform.basis.elements[2][0];
+ e.matrix[3]=0;
+ e.matrix[4]=p_transform.basis.elements[0][1];
+ e.matrix[5]=p_transform.basis.elements[1][1];
+ e.matrix[6]=p_transform.basis.elements[2][1];
+ e.matrix[7]=0;
+ e.matrix[8]=p_transform.basis.elements[0][2];
+ e.matrix[9]=p_transform.basis.elements[1][2];
+ e.matrix[10]=p_transform.basis.elements[2][2];
+ e.matrix[11]=0;
+ e.matrix[12]=p_transform.origin.x;
+ e.matrix[13]=p_transform.origin.y;
+ e.matrix[14]=p_transform.origin.z;
+ e.matrix[15]=1;
+
+}
+void RasterizerGLES1::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND(!multimesh)
+ ERR_FAIL_INDEX(p_index,multimesh->elements.size());
+ MultiMesh::Element &e=multimesh->elements[p_index];
+ e.color[0]=CLAMP(p_color.r*255,0,255);
+ e.color[1]=CLAMP(p_color.g*255,0,255);
+ e.color[2]=CLAMP(p_color.b*255,0,255);
+ e.color[3]=CLAMP(p_color.a*255,0,255);
+
+
+}
+
+RID RasterizerGLES1::multimesh_get_mesh(RID p_multimesh) const {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,RID());
+
+ return multimesh->mesh;
+}
+AABB RasterizerGLES1::multimesh_get_aabb(RID p_multimesh) const {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,AABB());
+
+ return multimesh->aabb;
+}
+
+Transform RasterizerGLES1::multimesh_instance_get_transform(RID p_multimesh,int p_index) const {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,Transform());
+
+ ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform());
+ MultiMesh::Element &e=multimesh->elements[p_index];
+
+ Transform tr;
+
+ tr.basis.elements[0][0]=e.matrix[0];
+ tr.basis.elements[1][0]=e.matrix[1];
+ tr.basis.elements[2][0]=e.matrix[2];
+ tr.basis.elements[0][1]=e.matrix[4];
+ tr.basis.elements[1][1]=e.matrix[5];
+ tr.basis.elements[2][1]=e.matrix[6];
+ tr.basis.elements[0][2]=e.matrix[8];
+ tr.basis.elements[1][2]=e.matrix[9];
+ tr.basis.elements[2][2]=e.matrix[10];
+ tr.origin.x=e.matrix[12];
+ tr.origin.y=e.matrix[13];
+ tr.origin.z=e.matrix[14];
+
+ return tr;
+}
+Color RasterizerGLES1::multimesh_instance_get_color(RID p_multimesh,int p_index) const {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,Color());
+ ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color());
+ MultiMesh::Element &e=multimesh->elements[p_index];
+ Color c;
+ c.r=e.color[0]/255.0;
+ c.g=e.color[1]/255.0;
+ c.b=e.color[2]/255.0;
+ c.a=e.color[3]/255.0;
+
+ return c;
+
+}
+
+void RasterizerGLES1::multimesh_set_visible_instances(RID p_multimesh,int p_visible) {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ multimesh->visible=p_visible;
+
+}
+
+int RasterizerGLES1::multimesh_get_visible_instances(RID p_multimesh) const {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,-1);
+ return multimesh->visible;
+
+}
+
+
+/* PARTICLES API */
+
+RID RasterizerGLES1::particles_create() {
+
+ Particles *particles = memnew( Particles );
+ ERR_FAIL_COND_V(!particles,RID());
+ return particles_owner.make_rid(particles);
+}
+
+void RasterizerGLES1::particles_set_amount(RID p_particles, int p_amount) {
+
+ ERR_FAIL_COND(p_amount<1);
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.amount=p_amount;
+
+}
+
+int RasterizerGLES1::particles_get_amount(RID p_particles) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,-1);
+ return particles->data.amount;
+
+}
+
+void RasterizerGLES1::particles_set_emitting(RID p_particles, bool p_emitting) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.emitting=p_emitting;;
+
+}
+bool RasterizerGLES1::particles_is_emitting(RID p_particles) const {
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,false);
+ return particles->data.emitting;
+
+}
+
+void RasterizerGLES1::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.visibility_aabb=p_visibility;
+
+}
+
+void RasterizerGLES1::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+
+ particles->data.emission_half_extents=p_half_extents;
+}
+Vector3 RasterizerGLES1::particles_get_emission_half_extents(RID p_particles) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,Vector3());
+
+ return particles->data.emission_half_extents;
+}
+
+void RasterizerGLES1::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+
+ particles->data.emission_base_velocity=p_base_velocity;
+}
+
+Vector3 RasterizerGLES1::particles_get_emission_base_velocity(RID p_particles) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,Vector3());
+
+ return particles->data.emission_base_velocity;
+}
+
+
+void RasterizerGLES1::particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+
+ particles->data.emission_points=p_points;
+}
+
+DVector<Vector3> RasterizerGLES1::particles_get_emission_points(RID p_particles) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,DVector<Vector3>());
+
+ return particles->data.emission_points;
+
+}
+
+void RasterizerGLES1::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+
+ particles->data.gravity_normal=p_normal;
+
+}
+Vector3 RasterizerGLES1::particles_get_gravity_normal(RID p_particles) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,Vector3());
+
+ return particles->data.gravity_normal;
+}
+
+
+AABB RasterizerGLES1::particles_get_visibility_aabb(RID p_particles) const {
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,AABB());
+ return particles->data.visibility_aabb;
+
+}
+
+void RasterizerGLES1::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) {
+
+ ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX);
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.particle_vars[p_variable]=p_value;
+
+}
+float RasterizerGLES1::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const {
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,-1);
+ return particles->data.particle_vars[p_variable];
+}
+
+void RasterizerGLES1::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.particle_randomness[p_variable]=p_randomness;
+
+}
+float RasterizerGLES1::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const {
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,-1);
+ return particles->data.particle_randomness[p_variable];
+
+}
+
+void RasterizerGLES1::particles_set_color_phases(RID p_particles, int p_phases) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES );
+ particles->data.color_phase_count=p_phases;
+
+}
+int RasterizerGLES1::particles_get_color_phases(RID p_particles) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,-1);
+ return particles->data.color_phase_count;
+}
+
+
+void RasterizerGLES1::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) {
+
+ ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
+ if (p_pos<0.0)
+ p_pos=0.0;
+ if (p_pos>1.0)
+ p_pos=1.0;
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.color_phases[p_phase].pos=p_pos;
+
+}
+float RasterizerGLES1::particles_get_color_phase_pos(RID p_particles, int p_phase) const {
+
+ ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0);
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,-1);
+ return particles->data.color_phases[p_phase].pos;
+
+}
+
+void RasterizerGLES1::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) {
+
+ ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES);
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.color_phases[p_phase].color=p_color;
+
+ //update alpha
+ particles->has_alpha=false;
+ for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) {
+ if (particles->data.color_phases[i].color.a<0.99)
+ particles->has_alpha=true;
+ }
+
+}
+
+Color RasterizerGLES1::particles_get_color_phase_color(RID p_particles, int p_phase) const {
+
+ ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color());
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,Color());
+ return particles->data.color_phases[p_phase].color;
+
+}
+
+void RasterizerGLES1::particles_set_attractors(RID p_particles, int p_attractors) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS );
+ particles->data.attractor_count=p_attractors;
+
+}
+int RasterizerGLES1::particles_get_attractors(RID p_particles) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,-1);
+ return particles->data.attractor_count;
+}
+
+void RasterizerGLES1::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
+ particles->data.attractors[p_attractor].pos=p_pos;;
+}
+Vector3 RasterizerGLES1::particles_get_attractor_pos(RID p_particles,int p_attractor) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,Vector3());
+ ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3());
+ return particles->data.attractors[p_attractor].pos;
+}
+
+void RasterizerGLES1::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count);
+ particles->data.attractors[p_attractor].force=p_force;
+}
+
+float RasterizerGLES1::particles_get_attractor_strength(RID p_particles,int p_attractor) const {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,0);
+ ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0);
+ return particles->data.attractors[p_attractor].force;
+}
+
+void RasterizerGLES1::particles_set_material(RID p_particles, RID p_material,bool p_owned) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ if (particles->material_owned && particles->material.is_valid())
+ free(particles->material);
+
+ particles->material_owned=p_owned;
+
+ particles->material=p_material;
+
+}
+RID RasterizerGLES1::particles_get_material(RID p_particles) const {
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,RID());
+ return particles->material;
+
+}
+
+void RasterizerGLES1::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.local_coordinates=p_enable;
+
+}
+
+bool RasterizerGLES1::particles_is_using_local_coordinates(RID p_particles) const {
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,false);
+ return particles->data.local_coordinates;
+}
+bool RasterizerGLES1::particles_has_height_from_velocity(RID p_particles) const {
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,false);
+ return particles->data.height_from_velocity;
+}
+
+void RasterizerGLES1::particles_set_height_from_velocity(RID p_particles, bool p_enable) {
+
+ Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND(!particles);
+ particles->data.height_from_velocity=p_enable;
+
+}
+
+AABB RasterizerGLES1::particles_get_aabb(RID p_particles) const {
+
+ const Particles* particles = particles_owner.get( p_particles );
+ ERR_FAIL_COND_V(!particles,AABB());
+ return particles->data.visibility_aabb;
+}
+
+/* SKELETON API */
+
+RID RasterizerGLES1::skeleton_create() {
+
+ Skeleton *skeleton = memnew( Skeleton );
+ ERR_FAIL_COND_V(!skeleton,RID());
+ return skeleton_owner.make_rid( skeleton );
+}
+void RasterizerGLES1::skeleton_resize(RID p_skeleton,int p_bones) {
+
+ Skeleton *skeleton = skeleton_owner.get( p_skeleton );
+ ERR_FAIL_COND(!skeleton);
+ if (p_bones == skeleton->bones.size()) {
+ return;
+ };
+
+ skeleton->bones.resize(p_bones);
+
+}
+int RasterizerGLES1::skeleton_get_bone_count(RID p_skeleton) const {
+
+ Skeleton *skeleton = skeleton_owner.get( p_skeleton );
+ ERR_FAIL_COND_V(!skeleton, -1);
+ return skeleton->bones.size();
+}
+void RasterizerGLES1::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) {
+
+ Skeleton *skeleton = skeleton_owner.get( p_skeleton );
+ ERR_FAIL_COND(!skeleton);
+ ERR_FAIL_INDEX( p_bone, skeleton->bones.size() );
+
+ skeleton->bones[p_bone] = p_transform;
+}
+
+Transform RasterizerGLES1::skeleton_bone_get_transform(RID p_skeleton,int p_bone) {
+
+ Skeleton *skeleton = skeleton_owner.get( p_skeleton );
+ ERR_FAIL_COND_V(!skeleton, Transform());
+ ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() );
+
+ // something
+ return skeleton->bones[p_bone];
+}
+
+
+/* LIGHT API */
+
+RID RasterizerGLES1::light_create(VS::LightType p_type) {
+
+ Light *light = memnew( Light );
+ light->type=p_type;
+ return light_owner.make_rid(light);
+}
+
+VS::LightType RasterizerGLES1::light_get_type(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI);
+ return light->type;
+}
+
+void RasterizerGLES1::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND(!light);
+ ERR_FAIL_INDEX( p_type, 3 );
+ light->colors[p_type]=p_color;
+}
+Color RasterizerGLES1::light_get_color(RID p_light,VS::LightColor p_type) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light, Color());
+ ERR_FAIL_INDEX_V( p_type, 3, Color() );
+ return light->colors[p_type];
+}
+
+void RasterizerGLES1::light_set_shadow(RID p_light,bool p_enabled) {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND(!light);
+ light->shadow_enabled=p_enabled;
+}
+
+bool RasterizerGLES1::light_has_shadow(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,false);
+ return light->shadow_enabled;
+}
+
+void RasterizerGLES1::light_set_volumetric(RID p_light,bool p_enabled) {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND(!light);
+ light->volumetric_enabled=p_enabled;
+
+}
+bool RasterizerGLES1::light_is_volumetric(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,false);
+ return light->volumetric_enabled;
+}
+
+void RasterizerGLES1::light_set_projector(RID p_light,RID p_texture) {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND(!light);
+ light->projector=p_texture;
+}
+RID RasterizerGLES1::light_get_projector(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,RID());
+ return light->projector;
+}
+
+void RasterizerGLES1::light_set_var(RID p_light, VS::LightParam p_var, float p_value) {
+
+ Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND(!light);
+ ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX );
+
+ light->vars[p_var]=p_value;
+}
+float RasterizerGLES1::light_get_var(RID p_light, VS::LightParam p_var) const {
+
+ Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light,0);
+
+ ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 );
+
+ return light->vars[p_var];
+}
+
+void RasterizerGLES1::light_set_operator(RID p_light,VS::LightOp p_op) {
+
+ Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND(!light);
+
+
+};
+
+VS::LightOp RasterizerGLES1::light_get_operator(RID p_light) const {
+
+ return VS::LightOp(0);
+};
+
+void RasterizerGLES1::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
+
+
+}
+
+VS::LightOmniShadowMode RasterizerGLES1::light_omni_get_shadow_mode(RID p_light) const{
+
+ return VS::LightOmniShadowMode(0);
+}
+
+void RasterizerGLES1::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) {
+
+
+}
+
+VS::LightDirectionalShadowMode RasterizerGLES1::light_directional_get_shadow_mode(RID p_light) const {
+
+ return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL;
+}
+
+void RasterizerGLES1::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) {
+
+
+}
+
+float RasterizerGLES1::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const {
+
+ return 0;
+}
+
+
+AABB RasterizerGLES1::light_get_aabb(RID p_light) const {
+
+ Light *light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light,AABB());
+
+ switch( light->type ) {
+
+ case VS::LIGHT_SPOT: {
+
+ float len=light->vars[VS::LIGHT_PARAM_RADIUS];
+ float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len;
+ return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) );
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ float r = light->vars[VS::LIGHT_PARAM_RADIUS];
+ return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 );
+ } break;
+ case VS::LIGHT_DIRECTIONAL: {
+
+ return AABB();
+ } break;
+ default: {}
+ }
+
+ ERR_FAIL_V( AABB() );
+}
+
+
+RID RasterizerGLES1::light_instance_create(RID p_light) {
+
+ Light *light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light, RID());
+
+ LightInstance *light_instance = memnew( LightInstance );
+
+ light_instance->light=p_light;
+ light_instance->base=light;
+ light_instance->last_pass=0;
+
+ return light_instance_owner.make_rid( light_instance );
+}
+void RasterizerGLES1::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) {
+
+ LightInstance *lighti = light_instance_owner.get( p_light_instance );
+ ERR_FAIL_COND(!lighti);
+ lighti->transform=p_transform;
+
+}
+
+bool RasterizerGLES1::light_instance_has_shadow(RID p_light_instance) const {
+
+ return false;
+
+ /*
+ LightInstance *lighti = light_instance_owner.get( p_light_instance );
+ ERR_FAIL_COND_V(!lighti, false);
+
+ if (!lighti->base->shadow_enabled)
+ return false;
+
+ if (lighti->base->type==VS::LIGHT_DIRECTIONAL) {
+ if (lighti->shadow_pass!=scene_pass)
+ return false;
+
+ } else {
+ if (lighti->shadow_pass!=frame)
+ return false;
+ }*/
+
+
+
+ //return !lighti->shadow_buffers.empty();
+
+}
+
+
+bool RasterizerGLES1::light_instance_assign_shadow(RID p_light_instance) {
+
+ return false;
+
+}
+
+
+Rasterizer::ShadowType RasterizerGLES1::light_instance_get_shadow_type(RID p_light_instance) const {
+
+ LightInstance *lighti = light_instance_owner.get( p_light_instance );
+ ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE);
+
+ switch(lighti->base->type) {
+
+ case VS::LIGHT_DIRECTIONAL: return SHADOW_PSM; break;
+ case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
+ case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
+ }
+
+ return Rasterizer::SHADOW_NONE;
+}
+
+Rasterizer::ShadowType RasterizerGLES1::light_instance_get_shadow_type(RID p_light_instance,bool p_far) const {
+
+ return SHADOW_NONE;
+}
+void RasterizerGLES1::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
+
+
+}
+
+int RasterizerGLES1::light_instance_get_shadow_passes(RID p_light_instance) const {
+
+ return 0;
+}
+
+void RasterizerGLES1::light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) {
+
+ LightInstance *lighti = light_instance_owner.get( p_light_instance );
+ ERR_FAIL_COND(!lighti);
+
+ ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL);
+ ERR_FAIL_INDEX(p_index,1);
+
+ lighti->custom_projection=p_camera;
+ lighti->custom_transform=p_transform;
+
+}
+void RasterizerGLES1::shadow_clear_near() {
+
+
+}
+
+bool RasterizerGLES1::shadow_allocate_near(RID p_light) {
+
+ return false;
+}
+
+bool RasterizerGLES1::shadow_allocate_far(RID p_light) {
+
+ return false;
+}
+
+/* PARTICLES INSTANCE */
+
+RID RasterizerGLES1::particles_instance_create(RID p_particles) {
+
+ ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID());
+ ParticlesInstance *particles_instance = memnew( ParticlesInstance );
+ ERR_FAIL_COND_V(!particles_instance, RID() );
+ particles_instance->particles=p_particles;
+ return particles_instance_owner.make_rid(particles_instance);
+}
+
+void RasterizerGLES1::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) {
+
+ ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance);
+ ERR_FAIL_COND(!particles_instance);
+ particles_instance->transform=p_transform;
+}
+
+
+/* RENDER API */
+/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
+
+
+RID RasterizerGLES1::viewport_data_create() {
+
+ return RID();
+}
+
+RID RasterizerGLES1::render_target_create(){
+
+ return RID();
+
+}
+void RasterizerGLES1::render_target_set_size(RID p_render_target, int p_width, int p_height){
+
+
+}
+RID RasterizerGLES1::render_target_get_texture(RID p_render_target) const{
+
+ return RID();
+
+}
+bool RasterizerGLES1::render_target_renedered_in_frame(RID p_render_target){
+
+ return false;
+}
+
+
+void RasterizerGLES1::begin_frame() {
+
+
+ window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
+ //print_line("begin frame - winsize: "+window_size);
+
+ double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec
+ time/=1000.0; // make secs
+ time_delta=time-last_time;
+ last_time=time;
+ frame++;
+ clear_viewport(Color(1,0,0.5));
+
+ _rinfo.vertex_count=0;
+ _rinfo.object_count=0;
+ _rinfo.mat_change_count=0;
+ _rinfo.shader_change_count=0;
+
+
+// material_shader.set_uniform_default(MaterialShaderGLES1::SCREENZ_SCALE, Math::fmod(time, 3600.0));
+ /* nehe ?*/
+
+// glClearColor(0,0,1,1);
+// glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
+}
+
+void RasterizerGLES1::capture_viewport(Image* r_capture) {
+
+
+}
+
+
+void RasterizerGLES1::clear_viewport(const Color& p_color) {
+
+ glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+ glEnable(GL_SCISSOR_TEST);
+ glClearColor(p_color.r,p_color.g,p_color.b,p_color.a);
+ glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
+ glDisable(GL_SCISSOR_TEST);
+
+};
+
+void RasterizerGLES1::set_viewport(const VS::ViewportRect& p_viewport) {
+
+
+
+ viewport=p_viewport;
+ //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height));
+
+ glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+}
+
+void RasterizerGLES1::set_render_target(RID p_render_target) {
+
+
+}
+
+
+void RasterizerGLES1::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) {
+
+
+ opaque_render_list.clear();
+ alpha_render_list.clear();
+ light_instance_count=0;
+ scene_fx = NULL; // p_env.is_valid() ? fx_owner.get(p_env) : NULL;
+ scene_pass++;
+ last_light_id=0;
+ directional_light_count=0;
+
+
+ //set state
+
+ glCullFace(GL_FRONT);
+ cull_front=true;
+};
+
+void RasterizerGLES1::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {
+
+}
+
+void RasterizerGLES1::set_camera(const Transform& p_world,const CameraMatrix& p_projection) {
+
+ camera_transform=p_world;
+ camera_transform_inverse=camera_transform.inverse();
+ camera_projection=p_projection;
+ camera_plane = Plane( camera_transform.origin, camera_transform.basis.get_axis(2) );
+ camera_z_near=camera_projection.get_z_near();
+ camera_z_far=camera_projection.get_z_far();
+ camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y);
+}
+
+void RasterizerGLES1::add_light( RID p_light_instance ) {
+
+#define LIGHT_FADE_TRESHOLD 0.05
+
+ ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS );
+
+ LightInstance *li = light_instance_owner.get(p_light_instance);
+ ERR_FAIL_COND(!li);
+
+
+ /* make light hash */
+
+ // actually, not really a hash, but helps to sort the lights
+ // and avoid recompiling redudant shader versions
+
+
+ li->last_pass=scene_pass;
+ li->sort_key=light_instance_count;
+
+ switch(li->base->type) {
+
+ case VisualServer::LIGHT_DIRECTIONAL: {
+
+ li->light_vector = camera_transform_inverse.basis.xform(li->transform.basis.get_axis(2)).normalized();
+ if (directional_light_count<MAX_HW_LIGHTS) {
+
+ directional_lights[directional_light_count++]=li;
+ }
+
+ } break;
+ case VisualServer::LIGHT_OMNI: {
+
+ float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
+ if (radius==0)
+ radius=0.0001;
+ li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius;
+ li->light_vector = camera_transform_inverse.xform(li->transform.origin);
+
+ } break;
+ case VisualServer::LIGHT_SPOT: {
+
+ float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS];
+ if (radius==0)
+ radius=0.0001;
+ li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius;
+ li->light_vector = camera_transform_inverse.xform(li->transform.origin);
+ li->spot_vector = -camera_transform_inverse.basis.xform(li->transform.basis.get_axis(2)).normalized();
+ //li->sort_key|=LIGHT_SPOT_BIT; // this way, omnis go first, spots go last and less shader versions are generated
+
+ /*
+ if (li->base->projector.is_valid()) {
+
+ float far = li->base->vars[ VS::LIGHT_VAR_RADIUS ];
+ ERR_FAIL_COND( far<=0 );
+ float near= far/200.0;
+ if (near<0.05)
+ near=0.05;
+
+ float angle = li->base->vars[ VS::LIGHT_VAR_SPOT_ANGLE ];
+
+ //CameraMatrix proj;
+ //proj.set_perspective( angle*2.0, 1.0, near, far );
+
+ //Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
+ //li->projector_mtx= proj * modelview;
+
+ }*/
+ } break;
+ }
+
+ light_instances[light_instance_count++]=li;
+
+}
+
+void RasterizerGLES1::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner) {
+
+ Material *m=NULL;
+ RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override : p_geometry->material;
+
+ if (m_src)
+ m=material_owner.get( m_src );
+
+ if (!m) {
+ m=material_owner.get( default_material );
+ }
+
+ ERR_FAIL_COND(!m);
+
+
+ if (m->last_pass!=frame) {
+
+ m->last_pass=frame;
+ }
+
+
+ LightInstance *lights[RenderList::MAX_LIGHTS];
+ int light_count=0;
+
+ RenderList *render_list=&opaque_render_list;
+ if (m->fixed_flags[VS::FIXED_MATERIAL_FLAG_USE_ALPHA] || m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX) {
+ render_list = &alpha_render_list;
+ };
+
+ if (!m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+
+ int lis = p_instance->light_instances.size();
+
+ for(int i=0;i<lis;i++) {
+ if (light_count>=RenderList::MAX_LIGHTS)
+ break;
+
+ LightInstance *li=light_instance_owner.get( p_instance->light_instances[i] );
+
+ if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
+ continue;
+ lights[light_count++]=li;
+ }
+ }
+
+ RenderList::Element *e = render_list->add_element();
+
+ e->geometry=p_geometry;
+// e->geometry_cmp=p_geometry_cmp;
+ e->material=m;
+ e->instance=p_instance;
+ //e->depth=camera_plane.distance_to(p_world->origin);
+ e->depth=camera_transform.origin.distance_to(p_instance->transform.origin);
+ e->owner=p_owner;
+ if (p_instance->skeleton.is_valid())
+ e->skeleton=skeleton_owner.get(p_instance->skeleton);
+ else
+ e->skeleton=NULL;
+ e->mirror=p_instance->mirror;
+ if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
+ e->mirror=!e->mirror;
+
+ e->light_key=0;
+ e->light_count=0;
+
+
+ if (!shadow) {
+
+
+ if (m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+
+
+ e->light_key--; //special key for all the shadeless people
+ } else if (light_count) {
+
+ for(int i=0;i<light_count;i++) {
+
+ e->lights[i]=lights[i]->sort_key;
+ }
+
+ e->light_count=light_count;
+ int poslight_count=light_count;
+ if (poslight_count>1) {
+ SortArray<uint16_t> light_sort;
+ light_sort.sort(&e->lights[0],poslight_count); //generate an equal sort key
+ }
+ }
+
+ }
+
+}
+
+
+void RasterizerGLES1::add_mesh( const RID& p_mesh, const InstanceData *p_data) {
+
+ Mesh *mesh = mesh_owner.get(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ int ssize = mesh->surfaces.size();
+
+ for (int i=0;i<ssize;i++) {
+
+ Surface *s = mesh->surfaces[i];
+ _add_geometry(s,p_data,s,NULL);
+ }
+
+ mesh->last_pass=frame;
+
+}
+
+void RasterizerGLES1::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ if (!multimesh->mesh.is_valid())
+ return;
+ if (multimesh->elements.empty())
+ return;
+
+ Mesh *mesh = mesh_owner.get(multimesh->mesh);
+ ERR_FAIL_COND(!mesh);
+
+ int surf_count = mesh->surfaces.size();
+ if (multimesh->last_pass!=scene_pass) {
+
+ multimesh->cache_surfaces.resize(surf_count);
+ for(int i=0;i<surf_count;i++) {
+
+ multimesh->cache_surfaces[i].material=mesh->surfaces[i]->material;
+ multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha;
+ multimesh->cache_surfaces[i].surface=mesh->surfaces[i];
+ }
+
+ multimesh->last_pass=scene_pass;
+ }
+
+ for(int i=0;i<surf_count;i++) {
+
+ _add_geometry(&multimesh->cache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh);
+ }
+
+
+}
+
+void RasterizerGLES1::add_particles( const RID& p_particle_instance, const InstanceData *p_data){
+
+ //print_line("adding particles");
+ ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance);
+ ERR_FAIL_COND(!particles_instance);
+ Particles *p=particles_owner.get( particles_instance->particles );
+ ERR_FAIL_COND(!p);
+
+ _add_geometry(p,p_data,p,particles_instance);
+
+}
+
+
+void RasterizerGLES1::_set_cull(bool p_front,bool p_reverse_cull) {
+
+ bool front = p_front;
+ if (p_reverse_cull)
+ front=!front;
+
+ if (front!=cull_front) {
+
+ glCullFace(front?GL_FRONT:GL_BACK);
+ cull_front=front;
+ }
+}
+
+
+void RasterizerGLES1::_setup_fixed_material(const Geometry *p_geometry,const Material *p_material) {
+
+ if (!shadow) {
+
+ ///ambient @TODO offer global ambient group option
+
+ //GLenum side = use_shaders?GL_FRONT:GL_FRONT_AND_BACK;
+ GLenum side = GL_FRONT_AND_BACK;
+
+
+ ///diffuse
+ Color diffuse_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE];
+ float diffuse_rgba[4]={
+ diffuse_color.r,
+ diffuse_color.g,
+ diffuse_color.b,
+ diffuse_color.a
+ };
+
+ //color array overrides this
+ glColor4f( diffuse_rgba[0],diffuse_rgba[1],diffuse_rgba[2],diffuse_rgba[3]);
+ last_color=diffuse_color;
+ glMaterialfv(side,GL_AMBIENT,diffuse_rgba);
+ glMaterialfv(side,GL_DIFFUSE,diffuse_rgba);
+ //specular
+
+ const Color specular_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR];
+ float specular_rgba[4]={
+ specular_color.r,
+ specular_color.g,
+ specular_color.b,
+ 1.0
+ };
+
+ glMaterialfv(side,GL_SPECULAR,specular_rgba);
+
+ const Color emission=p_material->parameters[VS::FIXED_MATERIAL_PARAM_EMISSION];
+
+
+ float emission_rgba[4]={
+ emission.r,
+ emission.g,
+ emission.b,
+ 1.0 //p_material->parameters[VS::FIXED_MATERIAL_PARAM_DETAIL_MIX]
+ };
+
+ glMaterialfv(side,GL_EMISSION,emission_rgba);
+
+ glMaterialf(side,GL_SHININESS,p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]);
+
+ Plane sparams=p_material->parameters[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM];
+ //depth test?
+
+
+ }
+
+
+ if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE].is_valid()) {
+
+ Texture *texture = texture_owner.get( p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE] );
+ ERR_FAIL_COND(!texture);
+ glEnable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+ } else {
+
+ glDisable(GL_TEXTURE_2D);
+ }
+
+}
+
+void RasterizerGLES1::_setup_material(const Geometry *p_geometry,const Material *p_material) {
+
+ if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED])
+ glDisable(GL_CULL_FACE);
+ else {
+ glEnable(GL_CULL_FACE);
+ }
+
+/* if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+ else
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);*/
+
+ if (p_material->line_width > 0)
+ glLineWidth(p_material->line_width);
+
+ if (!shadow) {
+
+
+ if (blend_mode!=p_material->blend_mode) {
+ switch(p_material->blend_mode) {
+
+
+ case VS::MATERIAL_BLEND_MODE_MIX: {
+ //glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ } break;
+ case VS::MATERIAL_BLEND_MODE_ADD: {
+
+ //glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ } break;
+ case VS::MATERIAL_BLEND_MODE_SUB: {
+
+ //glBlendEquation(GL_FUNC_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::MATERIAL_BLEND_MODE_MUL: {
+ //glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ } break;
+
+ }
+ blend_mode=p_material->blend_mode;
+ }
+
+ if (lighting!=!p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+ if (p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+ glDisable(GL_LIGHTING);
+ } else {
+ glEnable(GL_LIGHTING);
+ }
+ lighting=!p_material->flags[VS::MATERIAL_FLAG_UNSHADED];
+ }
+
+ }
+
+ bool current_depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW];
+ bool current_depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
+
+
+ _setup_fixed_material(p_geometry,p_material);
+
+ if (current_depth_write!=depth_write) {
+
+ depth_write=current_depth_write;
+ glDepthMask(depth_write);
+ }
+
+ if (current_depth_test!=depth_test) {
+
+ depth_test=current_depth_test;
+ if (depth_test)
+ glEnable(GL_DEPTH_TEST);
+ else
+ glDisable(GL_DEPTH_TEST);
+ }
+}
+/*
+static const MaterialShaderGLES1::Conditionals _gl_light_version[4][3]={
+ {MaterialShaderGLES1::LIGHT_0_DIRECTIONAL,MaterialShaderGLES1::LIGHT_0_OMNI,MaterialShaderGLES1::LIGHT_0_SPOT},
+ {MaterialShaderGLES1::LIGHT_1_DIRECTIONAL,MaterialShaderGLES1::LIGHT_1_OMNI,MaterialShaderGLES1::LIGHT_1_SPOT},
+ {MaterialShaderGLES1::LIGHT_2_DIRECTIONAL,MaterialShaderGLES1::LIGHT_2_OMNI,MaterialShaderGLES1::LIGHT_2_SPOT},
+ {MaterialShaderGLES1::LIGHT_3_DIRECTIONAL,MaterialShaderGLES1::LIGHT_3_OMNI,MaterialShaderGLES1::LIGHT_3_SPOT}
+};
+
+static const MaterialShaderGLES1::Conditionals _gl_light_shadow[4]={
+ MaterialShaderGLES1::LIGHT_0_SHADOW,
+ MaterialShaderGLES1::LIGHT_1_SHADOW,
+ MaterialShaderGLES1::LIGHT_2_SHADOW,
+ MaterialShaderGLES1::LIGHT_3_SHADOW
+};
+*/
+
+
+void RasterizerGLES1::_setup_light(LightInstance* p_instance, int p_idx) {
+
+ Light* ld = p_instance->base;
+
+// material_shader.set_conditional(MaterialShaderGLES1::LIGHT_0_DIRECTIONAL, true);
+
+ //material_shader.set_uniform_default(MaterialShaderGLES1::LIGHT_0_DIFFUSE, ld->colors[VS::LIGHT_COLOR_DIFFUSE]);
+ //material_shader.set_uniform_default(MaterialShaderGLES1::LIGHT_0_SPECULAR, ld->colors[VS::LIGHT_COLOR_SPECULAR]);
+ //material_shader.set_uniform_default(MaterialShaderGLES1::LIGHT_0_AMBIENT, ld->colors[VS::LIGHT_COLOR_AMBIENT]);
+
+ GLenum glid = GL_LIGHT0+p_idx;
+
+ Color diff_color = ld->colors[VS::LIGHT_COLOR_DIFFUSE];
+ float emult = ld->vars[VS::LIGHT_PARAM_ENERGY];
+
+ if (ld->type!=VS::LIGHT_DIRECTIONAL)
+ emult*=4.0;
+
+ GLfloat diffuse_sdark[4]={
+ diff_color.r*emult,
+ diff_color.g*emult,
+ diff_color.b*emult,
+ 1.0
+ };
+
+ glLightfv(glid , GL_DIFFUSE, diffuse_sdark);
+
+ Color amb_color = ld->colors[VS::LIGHT_COLOR_AMBIENT];
+ GLfloat amb_stexsize[4]={
+ amb_color.r,
+ amb_color.g,
+ amb_color.b,
+ 1.0
+ };
+
+ glLightfv(glid , GL_AMBIENT, amb_stexsize );
+
+ Color spec_color = ld->colors[VS::LIGHT_COLOR_SPECULAR];
+ GLfloat spec_op[4]={
+ spec_color.r,
+ spec_color.g,
+ spec_color.b,
+ 1.0
+ };
+
+ glLightfv(glid , GL_SPECULAR, spec_op );
+
+ switch(ld->type) {
+
+ case VS::LIGHT_DIRECTIONAL: {
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+
+ glLightf(glid,GL_CONSTANT_ATTENUATION, 1);
+ glLightf(glid,GL_LINEAR_ATTENUATION, 0);
+ glLightf(glid,GL_QUADRATIC_ATTENUATION,0); // energy
+
+ float lightdir[4]={
+ p_instance->light_vector.x,
+ p_instance->light_vector.y,
+ p_instance->light_vector.z,
+ 0.0
+ };
+
+ glLightfv(glid,GL_POSITION,lightdir); //at modelview
+ glLightf(glid,GL_SPOT_CUTOFF,180.0);
+ glLightf(glid,GL_SPOT_EXPONENT, 0);
+
+ float sdir[4]={
+ 0,
+ 0,
+ -1,
+ 0
+ };
+
+ glLightfv(glid,GL_SPOT_DIRECTION,sdir); //at modelview
+
+// material_shader.set_uniform_default(MaterialShaderGLES1::LIGHT_0_DIRECTION, p_instance->light_vector);
+ glPopMatrix();
+
+ } break;
+
+ case VS::LIGHT_OMNI: {
+
+
+ glLightf(glid,GL_SPOT_CUTOFF,180.0);
+ glLightf(glid,GL_SPOT_EXPONENT, 0);
+
+
+ glLightf(glid,GL_CONSTANT_ATTENUATION, 0);
+ glLightf(glid,GL_LINEAR_ATTENUATION, p_instance->linear_att);
+ glLightf(glid,GL_QUADRATIC_ATTENUATION, 0); // wut?
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ float lightpos[4]={
+ p_instance->light_vector.x,
+ p_instance->light_vector.y,
+ p_instance->light_vector.z,
+ 1.0
+ };
+
+ glLightfv(glid,GL_POSITION,lightpos); //at modelview
+
+ glPopMatrix();
+
+
+ } break;
+ case VS::LIGHT_SPOT: {
+
+ glLightf(glid,GL_SPOT_CUTOFF, ld->vars[VS::LIGHT_PARAM_SPOT_ANGLE]);
+ glLightf(glid,GL_SPOT_EXPONENT, ld->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]);
+
+
+ glLightf(glid,GL_CONSTANT_ATTENUATION, 0);
+ glLightf(glid,GL_LINEAR_ATTENUATION, p_instance->linear_att);
+ glLightf(glid,GL_QUADRATIC_ATTENUATION, 0); // wut?
+
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glLoadIdentity();
+ float lightpos[4]={
+ p_instance->light_vector.x,
+ p_instance->light_vector.y,
+ p_instance->light_vector.z,
+ 1.0
+ };
+
+ glLightfv(glid,GL_POSITION,lightpos); //at modelview
+
+ float lightdir[4]={
+ p_instance->spot_vector.x,
+ p_instance->spot_vector.y,
+ p_instance->spot_vector.z,
+ 1.0
+ };
+
+ glLightfv(glid,GL_SPOT_DIRECTION,lightdir); //at modelview
+
+ glPopMatrix();
+
+
+
+ } break;
+
+ default: break;
+ }
+};
+
+
+
+
+
+void RasterizerGLES1::_setup_lights(const uint16_t * p_lights,int p_light_count) {
+
+ if (shadow)
+ return;
+
+
+
+ for (int i=directional_light_count; i<MAX_HW_LIGHTS; i++) {
+
+ if (i<(directional_light_count+p_light_count)) {
+
+
+ glEnable(GL_LIGHT0 + i);
+ _setup_light(light_instances[p_lights[i]], i);
+
+ } else {
+ glDisable(GL_LIGHT0 + i);
+
+ }
+ }
+
+}
+
+
+
+static const GLenum gl_client_states[] = {
+
+ GL_VERTEX_ARRAY,
+ GL_NORMAL_ARRAY,
+ 0, // ARRAY_TANGENT
+ 0,//GL_COLOR_ARRAY,
+ GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV
+ 0,//GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV2
+ 0, // ARRAY_BONES
+ 0, // ARRAY_WEIGHTS
+};
+
+static const int gl_texcoord_index[VS::ARRAY_MAX-1] = {
+
+ -1,
+ -1,
+ -1, // ARRAY_TANGENT
+ -1,
+ 0, // ARRAY_TEX_UV
+ -1,//1, // ARRAY_TEX_UV2
+ -1, // ARRAY_BONES
+ -1, // ARRAY_WEIGHTS
+};
+
+
+Error RasterizerGLES1::_setup_geometry(const Geometry *p_geometry, const Material* p_material, const Skeleton *p_skeleton,const float *p_morphs) {
+
+
+ switch(p_geometry->type) {
+
+ case Geometry::GEOMETRY_MULTISURFACE:
+ case Geometry::GEOMETRY_SURFACE: {
+
+
+
+ const Surface *surf=NULL;
+ if (p_geometry->type==Geometry::GEOMETRY_SURFACE)
+ surf=static_cast<const Surface*>(p_geometry);
+ else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE)
+ surf=static_cast<const MultiMeshSurface*>(p_geometry)->surface;
+
+
+ if (surf->format != surf->configured_format) {
+ if (OS::get_singleton()->is_stdout_verbose()) {
+
+ print_line("has format: "+itos(surf->format));
+ print_line("configured format: "+itos(surf->configured_format));
+ }
+ ERR_EXPLAIN("Missing arrays (not set) in surface");
+ }
+ ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED );
+ uint8_t *base=0;
+ int stride=surf->stride;
+ bool use_VBO = (surf->array_local==0);
+ _setup_geometry_vinfo=surf->array_len;
+
+ bool skeleton_valid = p_skeleton && (surf->format&VS::ARRAY_FORMAT_BONES) && (surf->format&VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone;
+
+
+
+ if (!use_VBO) {
+
+ base = surf->array_local;
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size;
+ if (!can_copy_to_local)
+ skeleton_valid=false;
+
+ /* compute morphs */
+
+ if (p_morphs && surf->morph_target_count && can_copy_to_local) {
+
+ base = skinned_buffer;
+ stride=surf->local_stride;
+
+ //copy all first
+ float coef=1.0;
+
+ for(int i=0;i<surf->morph_target_count;i++) {
+ if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED)
+ coef-=p_morphs[i];
+ ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA );
+
+ }
+
+
+ for(int i=0;i<VS::ARRAY_MAX-1;i++) {
+
+ const Surface::ArrayData& ad=surf->array[i];
+ if (ad.size==0)
+ continue;
+
+ int ofs = ad.ofs;
+ int src_stride=surf->stride;
+ int dst_stride=surf->local_stride;
+ int count = surf->array_len;
+
+ switch(i) {
+
+ case VS::ARRAY_VERTEX:
+ case VS::ARRAY_NORMAL:
+ case VS::ARRAY_TANGENT:
+ {
+
+ for(int k=0;k<count;k++) {
+
+ const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
+ float *dst = (float*)&base[ofs+k*dst_stride];
+
+ dst[0]= src[0]*coef;
+ dst[1]= src[1]*coef;
+ dst[2]= src[2]*coef;
+ } break;
+
+ } break;
+ case VS::ARRAY_TEX_UV:
+ case VS::ARRAY_TEX_UV2: {
+
+ for(int k=0;k<count;k++) {
+
+ const float *src = (const float*)&surf->array_local[ofs+k*src_stride];
+ float *dst = (float*)&base[ofs+k*dst_stride];
+
+ dst[0]= src[0]*coef;
+ dst[1]= src[1]*coef;
+ } break;
+
+ } break;
+ }
+ }
+
+
+ for(int j=0;j<surf->morph_target_count;j++) {
+
+ for(int i=0;i<VS::ARRAY_MAX-1;i++) {
+
+ const Surface::ArrayData& ad=surf->array[i];
+ if (ad.size==0)
+ continue;
+
+
+ int ofs = ad.ofs;
+ int dst_stride=surf->local_stride;
+ int count = surf->array_len;
+ const uint8_t *morph=surf->morph_targets_local[j].array;
+ float w = p_morphs[j];
+
+ switch(i) {
+
+ case VS::ARRAY_VERTEX:
+ case VS::ARRAY_NORMAL:
+ case VS::ARRAY_TANGENT:
+ {
+
+ for(int k=0;k<count;k++) {
+
+ const float *src_morph = (const float*)&morph[ofs+k*dst_stride];
+ float *dst = (float*)&base[ofs+k*dst_stride];
+
+ dst[0]+= src_morph[0]*w;
+ dst[1]+= src_morph[1]*w;
+ dst[2]+= src_morph[2]*w;
+ } break;
+
+ } break;
+ case VS::ARRAY_TEX_UV:
+ case VS::ARRAY_TEX_UV2: {
+
+ for(int k=0;k<count;k++) {
+
+ const float *src_morph = (const float*)&morph[ofs+k*dst_stride];
+ float *dst = (float*)&base[ofs+k*dst_stride];
+
+ dst[0]+= src_morph[0]*w;
+ dst[1]+= src_morph[1]*w;
+ } break;
+
+ } break;
+ }
+ }
+ }
+
+ } else if (skeleton_valid) {
+
+ base = skinned_buffer;
+ //copy stuff and get it ready for the skeleton
+
+ int len = surf->array_len;
+ int src_stride = surf->stride;
+ int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
+
+ for(int i=0;i<len;i++) {
+ const uint8_t *src = &surf->array_local[i*src_stride];
+ uint8_t *dst = &base[i*dst_stride];
+ memcpy(dst,src,dst_stride);
+ }
+
+
+ stride=dst_stride;
+ }
+
+
+ if (skeleton_valid) {
+ //transform stuff
+
+ const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs];
+ const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs];
+ int src_stride = surf->stride;
+ int count = surf->array_len;
+ const Transform *skeleton = &p_skeleton->bones[0];
+
+ for(int i=0;i<VS::ARRAY_MAX-1;i++) {
+
+ const Surface::ArrayData& ad=surf->array[i];
+ if (ad.size==0)
+ continue;
+
+ int ofs = ad.ofs;
+
+
+ switch(i) {
+
+ case VS::ARRAY_VERTEX: {
+ for(int k=0;k<count;k++) {
+
+ float *ptr= (float*)&base[ofs+k*stride];
+ const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
+ const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
+
+ Vector3 src( ptr[0], ptr[1], ptr[2] );
+ Vector3 dst;
+ for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
+
+ float w = weights[j];
+ if (w==0)
+ break;
+
+ //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
+ dst+=skeleton[ Math::fast_ftoi(bones[j]) ].xform(src) * w;
+ }
+
+ ptr[0]=dst.x;
+ ptr[1]=dst.y;
+ ptr[2]=dst.z;
+
+ } break;
+
+ } break;
+ case VS::ARRAY_NORMAL:
+ case VS::ARRAY_TANGENT: {
+ for(int k=0;k<count;k++) {
+
+ float *ptr= (float*)&base[ofs+k*stride];
+ const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]);
+ const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]);
+
+ Vector3 src( ptr[0], ptr[1], ptr[2] );
+ Vector3 dst;
+ for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
+
+ float w = weights[j];
+ if (w==0)
+ break;
+
+ //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w));
+ dst+=skeleton[ Math::fast_ftoi(bones[j]) ].basis.xform(src) * w;
+ }
+
+ ptr[0]=dst.x;
+ ptr[1]=dst.y;
+ ptr[2]=dst.z;
+
+ } break;
+
+ } break;
+ }
+ }
+
+ }
+
+ } else {
+
+ glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id);
+ };
+
+
+ for (int i=0;i<(VS::ARRAY_MAX-1);i++) {
+
+ const Surface::ArrayData& ad=surf->array[i];
+
+// if (!gl_texcoord_shader[i])
+// continue;
+
+ if (ad.size==0 || i==VS::ARRAY_BONES || i==VS::ARRAY_WEIGHTS || gl_client_states[i]==0 ) {
+
+ if (gl_texcoord_index[i] != -1) {
+ glClientActiveTexture(GL_TEXTURE0+gl_texcoord_index[i]);
+ }
+
+ if (gl_client_states[i] != 0)
+ glDisableClientState(gl_client_states[i]);
+
+ if (i == VS::ARRAY_COLOR) {
+ glColor4f(last_color.r,last_color.g,last_color.b,last_color.a);
+ };
+ continue; // this one is disabled.
+ }
+
+ if (gl_texcoord_index[i] != -1) {
+ glClientActiveTexture(GL_TEXTURE0+gl_texcoord_index[i]);
+ }
+
+ glEnableClientState(gl_client_states[i]);
+
+ switch (i) {
+
+ case VS::ARRAY_VERTEX: {
+
+ glVertexPointer(3,ad.datatype,stride,&base[ad.ofs]);
+
+ } break; /* fallthrough to normal */
+ case VS::ARRAY_NORMAL: {
+
+ glNormalPointer(ad.datatype,stride,&base[ad.ofs]);
+ } break;
+ case VS::ARRAY_COLOR: {
+ glColorPointer(4,ad.datatype,stride,&base[ad.ofs]);
+ } break;
+ case VS::ARRAY_TEX_UV:
+ case VS::ARRAY_TEX_UV2: {
+
+ glTexCoordPointer(2,ad.datatype,stride,&base[ad.ofs]);
+ } break;
+ case VS::ARRAY_TANGENT: {
+
+ //glVertexAttribPointer(i, 4, use_VBO?GL_BYTE:GL_FLOAT, use_VBO?GL_TRUE:GL_FALSE, stride, &base[ad.ofs]);
+
+ } break;
+ case VS::ARRAY_BONES:
+ case VS::ARRAY_WEIGHTS: {
+
+ //do none
+ //glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, surf->stride, &base[ad.ofs]);
+
+ } break;
+ case VS::ARRAY_INDEX:
+ ERR_PRINT("Bug");
+ break;
+ };
+ }
+
+
+ } break;
+
+ default: break;
+
+ };
+
+ return OK;
+};
+
+static const GLenum gl_primitive[]={
+ GL_POINTS,
+ GL_LINES,
+ GL_LINE_STRIP,
+ GL_LINE_LOOP,
+ GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ GL_TRIANGLE_FAN
+};
+
+static const GLenum gl_poly_primitive[4]={
+ GL_POINTS,
+ GL_LINES,
+ GL_TRIANGLES,
+ //GL_QUADS
+
+};
+
+
+void RasterizerGLES1::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner) {
+
+
+ _rinfo.object_count++;
+
+ switch(p_geometry->type) {
+
+ case Geometry::GEOMETRY_SURFACE: {
+
+ Surface *s = (Surface*)p_geometry;
+
+ _rinfo.vertex_count+=s->array_len;
+
+ if (s->packed && s->array_local==0) {
+
+ float sc = (1.0/32767.0)*s->vertex_scale;
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ glScalef(sc,sc,sc);
+ if (s->format&VS::ARRAY_FORMAT_TEX_UV) {
+ float uvs=(1.0/32767.0)*s->uv_scale;
+ //glActiveTexture(GL_TEXTURE0);
+ glClientActiveTexture(GL_TEXTURE0);
+ glMatrixMode(GL_TEXTURE);
+ glPushMatrix();
+ glScalef(uvs,uvs,uvs);
+ }
+
+
+ }
+
+
+ if (s->index_array_len>0) {
+
+ if (s->index_array_local) {
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_SHORT:GL_UNSIGNED_SHORT, s->index_array_local);
+
+ } else {
+ // print_line("indices: "+itos(s->index_array_local) );
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
+ glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_SHORT:GL_UNSIGNED_SHORT,0);
+ }
+
+
+ } else {
+
+ glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
+
+ };
+
+ if (s->packed && s->array_local==0) {
+ if (s->format&VS::ARRAY_FORMAT_TEX_UV) {
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ }
+ glPopMatrix();
+ };
+ } break;
+
+ case Geometry::GEOMETRY_MULTISURFACE: {
+
+ Surface *s = static_cast<const MultiMeshSurface*>(p_geometry)->surface;
+ const MultiMesh *mm = static_cast<const MultiMesh*>(p_owner);
+ int element_count=mm->elements.size();
+
+ if (element_count==0)
+ return;
+
+ const MultiMesh::Element *elements=&mm->elements[0];
+
+ _rinfo.vertex_count+=s->array_len*element_count;
+
+
+ if (s->index_array_len>0) {
+
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
+ for(int i=0;i<element_count;i++) {
+ //glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES1::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
+ glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_SHORT:GL_UNSIGNED_SHORT,0);
+ }
+
+
+ } else {
+
+ for(int i=0;i<element_count;i++) {
+// glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES1::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
+ glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
+ }
+
+
+ };
+ } break;
+ case Geometry::GEOMETRY_PARTICLES: {
+
+
+ //print_line("particulinas");
+ const Particles *particles = static_cast<const Particles*>( p_geometry );
+ ERR_FAIL_COND(!p_owner);
+ ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner;
+
+ ParticleSystemProcessSW &pp = particles_instance->particles_process;
+ float td = time_delta; //MIN(time_delta,1.0/10.0);
+ pp.process(&particles->data,particles_instance->transform,td);
+ ERR_EXPLAIN("A parameter in the particle system is not correct.");
+ ERR_FAIL_COND(!pp.valid);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+
+ Transform camera;
+ if (shadow)
+ camera=shadow->transform;
+ else
+ camera=camera_transform;
+
+ particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera);
+
+ _rinfo.vertex_count+=4*particles->data.amount;
+
+ {
+ static const Vector3 points[4]={
+ Vector3(-1.0,1.0,0),
+ Vector3(1.0,1.0,0),
+ Vector3(1.0,-1.0,0),
+ Vector3(-1.0,-1.0,0)
+ };
+ static const Vector3 uvs[4]={
+ Vector3(0.0,0.0,0.0),
+ Vector3(1.0,0.0,0.0),
+ Vector3(1.0,1.0,0.0),
+ Vector3(0,1.0,0.0)
+ };
+ static const Vector3 normals[4]={
+ Vector3(0,0,1),
+ Vector3(0,0,1),
+ Vector3(0,0,1),
+ Vector3(0,0,1)
+ };
+
+ static const Plane tangents[4]={
+ Plane(Vector3(1,0,0),0),
+ Plane(Vector3(1,0,0),0),
+ Plane(Vector3(1,0,0),0),
+ Plane(Vector3(1,0,0),0)
+ };
+
+
+ glMatrixMode(GL_MODELVIEW);
+ glPushMatrix();
+ _gl_load_transform(camera_transform_inverse);
+ for(int i=0;i<particles->data.amount;i++) {
+
+ ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i];
+ if (!pinfo.data->active)
+ continue;
+ glPushMatrix();
+ _gl_mult_transform(pinfo.transform);
+
+ glColor4f(pinfo.color.r*last_color.r,pinfo.color.g*last_color.g,pinfo.color.b*last_color.b,pinfo.color.a*last_color.a);
+ _draw_primitive(4,points,normals,NULL,uvs,tangents);
+ glPopMatrix();
+
+ }
+ glPopMatrix();
+
+ }
+
+ } break;
+ default: break;
+ };
+
+};
+
+void RasterizerGLES1::_setup_shader_params(const Material *p_material) {
+#if 0
+ int idx=0;
+ int tex_idx=0;
+
+ for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) {
+
+ Variant v; //
+ v = E->get();
+ const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key());
+ if (F)
+ v=F->get();
+
+ switch(v.get_type() ) {
+ case Variant::OBJECT:
+ case Variant::_RID: {
+
+ RID tex=v;
+ if (!tex.is_valid())
+ break;
+
+ Texture *texture = texture_owner.get(tex);
+ if (!texture)
+ break;
+ glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx);
+ glActiveTexture(tex_idx);
+ glBindTexture(texture->target,texture->tex_id);
+
+ } break;
+ case Variant::COLOR: {
+
+ Color c=v;
+ material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b));
+ } break;
+ default: {
+
+ material_shader.set_custom_uniform(idx,v);
+ } break;
+ }
+
+ }
+#endif
+
+}
+
+void RasterizerGLES1::_render_list_forward(RenderList *p_render_list,bool p_reverse_cull) {
+
+ const Material *prev_material=NULL;
+ uint64_t prev_light_key=0;
+ const Skeleton *prev_skeleton=NULL;
+ const Geometry *prev_geometry=NULL;
+
+ Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
+
+ for (int i=0;i<p_render_list->element_count;i++) {
+
+ RenderList::Element *e = p_render_list->elements[i];
+ const Material *material = e->material;
+ uint64_t light_key = e->light_key;
+ const Skeleton *skeleton = e->skeleton;
+ const Geometry *geometry = e->geometry;
+
+ if (material!=prev_material || geometry->type!=prev_geometry_type) {
+ _setup_material(e->geometry,material);
+ _rinfo.mat_change_count++;
+ //_setup_material_overrides(e->material,NULL,material_overrides);
+ //_setup_material_skeleton(material,skeleton);
+ } else {
+
+ if (prev_skeleton!=skeleton) {
+ //_setup_material_skeleton(material,skeleton);
+ };
+ }
+
+
+ if (geometry!=prev_geometry || geometry->type!=prev_geometry_type || prev_skeleton!=skeleton) {
+
+ _setup_geometry(geometry, material,e->skeleton,e->instance->morph_values.ptr());
+ };
+
+ if (i==0 || light_key!=prev_light_key)
+ _setup_lights(e->lights,e->light_count);
+
+ _set_cull(e->mirror,p_reverse_cull);
+
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ glPushMatrix();
+
+
+ if (e->instance->billboard || e->instance->depth_scale) {
+
+ Transform xf=e->instance->transform;
+ if (e->instance->depth_scale) {
+
+ if (camera_projection.matrix[3][3]) {
+ //orthogonal matrix, try to do about the same
+ //with viewport size
+ //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) );
+ real_t h = Math::abs( 1.0/(2.0*camera_projection.matrix[1][1]) );
+ float sc = (h*2.0); //consistent with Y-fov
+ xf.basis.scale( Vector3(sc,sc,sc));
+ } else {
+ //just scale by depth
+ real_t sc = -camera_plane.distance_to(xf.origin);
+ xf.basis.scale( Vector3(sc,sc,sc));
+ }
+ }
+
+ if (e->instance->billboard) {
+
+ Vector3 scale = xf.basis.get_scale();
+ xf.set_look_at(xf.origin,xf.origin+camera_transform.get_basis().get_axis(2),camera_transform.get_basis().get_axis(1));
+ xf.basis.scale(scale);
+ }
+ _gl_mult_transform(xf); // for fixed pipeline
+
+ } else {
+ _gl_mult_transform(e->instance->transform); // for fixed pipeline
+ }
+
+
+
+ //bool changed_shader = material_shader.bind();
+ //if ( changed_shader && material->shader_cache && !material->shader_cache->params.empty())
+ // _setup_shader_params(material);
+
+ _render(geometry, material, skeleton,e->owner);
+
+
+
+ prev_material=material;
+ prev_skeleton=skeleton;
+ prev_geometry=geometry;
+ prev_light_key=e->light_key;
+ prev_geometry_type=geometry->type;
+ }
+
+
+
+};
+
+
+
+void RasterizerGLES1::end_scene() {
+
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+ depth_write=true;
+ depth_test=true;
+
+ if (scene_fx && scene_fx->skybox_active) {
+
+ //skybox
+ } else if (scene_fx && scene_fx->bgcolor_active) {
+
+ glClearColor(scene_fx->bgcolor.r,scene_fx->bgcolor.g,scene_fx->bgcolor.b,1.0);
+
+ } else {
+
+ glClearColor(0.3,0.3,0.3,1.0);
+ }
+#ifdef GLES_OVER_GL
+ //glClearDepth(1.0);
+#else
+ //glClearDepthf(1.0);
+#endif
+
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+ if (scene_fx && scene_fx->fog_active) {
+
+ /*
+ glEnable(GL_FOG);
+ glFogf(GL_FOG_MODE,GL_LINEAR);
+ glFogf(GL_FOG_DENSITY,scene_fx->fog_attenuation);
+ glFogf(GL_FOG_START,scene_fx->fog_near);
+ glFogf(GL_FOG_END,scene_fx->fog_far);
+ glFogfv(GL_FOG_COLOR,scene_fx->fog_color_far.components);
+ glLightfv(GL_LIGHT5,GL_DIFFUSE,scene_fx->fog_color_near.components);
+
+ material_shader.set_conditional( MaterialShaderGLES1::USE_FOG,true);
+ */
+ }
+
+
+
+ for(int i=0;i<directional_light_count;i++) {
+
+ glEnable(GL_LIGHT0+i);
+ _setup_light(directional_lights[i],i);
+ }
+
+ opaque_render_list.sort_mat_light();
+
+ //material_shader.set_uniform_camera(MaterialShaderGLES1::PROJECTION_MATRIX, camera_projection);
+
+ /*
+ printf("setting projection to ");
+ for (int i=0; i<16; i++) {
+ printf("%f, ", ((float*)camera_projection.matrix)[i]);
+ };
+ printf("\n");
+
+ print_line(String("setting camera to ")+camera_transform_inverse);
+ */
+// material_shader.set_uniform_default(MaterialShaderGLES1::CAMERA_INVERSE, camera_transform_inverse);
+
+ //projection
+ //glEnable(GL_RESCALE_NORMAL);
+ glEnable(GL_NORMALIZE);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(&camera_projection.matrix[0][0]);
+ //modelview (fixedpipie)
+ glMatrixMode(GL_MODELVIEW);
+ _gl_load_transform(camera_transform_inverse);
+ glPushMatrix();
+
+ glDisable(GL_BLEND);
+
+ blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
+ lighting=true;
+ glEnable(GL_LIGHTING);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ _render_list_forward(&opaque_render_list);
+
+
+ alpha_render_list.sort_z();
+ glEnable(GL_BLEND);
+
+ _render_list_forward(&alpha_render_list);
+
+ glPopMatrix();
+
+
+// material_shader.set_conditional( MaterialShaderGLES1::USE_FOG,false);
+
+ _debug_shadows();
+}
+void RasterizerGLES1::end_shadow_map() {
+#if 0
+ ERR_FAIL_COND(!shadow);
+ ERR_FAIL_INDEX(shadow_pass,shadow->shadow_buffers.size());
+
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(true);
+
+
+ ShadowBuffer *sb = shadow->shadow_buffers[shadow_pass];
+
+ ERR_FAIL_COND(!sb);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
+ glViewport(0, 0, sb->size, sb->size);
+
+ glColorMask(0, 0, 0, 0);
+
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ //glPolygonOffset(4,8);
+ glPolygonOffset( 4.0f, 4096.0f);
+ glPolygonOffset( 8.0f, 16.0f);
+
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+ CameraMatrix cm;
+ float z_near,z_far;
+ Transform light_transform;
+
+ float dp_direction=0.0;
+ bool flip_facing=false;
+
+ switch(shadow->base->type) {
+
+ case VS::LIGHT_DIRECTIONAL: {
+
+ cm = shadow->custom_projection;
+ light_transform=shadow->custom_transform;
+ z_near=cm.get_z_near();
+ z_far=cm.get_z_far();
+
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ material_shader.set_conditional(MaterialShaderGLES1::USE_DUAL_PARABOLOID,true);
+ dp_direction = shadow_pass?1.0:0.0;
+ flip_facing = (shadow_pass == 1);
+ light_transform=shadow->transform;
+ z_near=0;
+ z_far=shadow->base->vars[ VS::LIGHT_VAR_RADIUS ];
+ } break;
+ case VS::LIGHT_SPOT: {
+
+ float far = shadow->base->vars[ VS::LIGHT_VAR_RADIUS ];
+ ERR_FAIL_COND( far<=0 );
+ float near= far/200.0;
+ if (near<0.05)
+ near=0.05;
+
+ float angle = shadow->base->vars[ VS::LIGHT_VAR_SPOT_ANGLE ];
+
+ cm.set_perspective( angle*2.0, 1.0, near, far );
+ shadow->projection=cm; // cache
+ light_transform=shadow->transform;
+ z_near=cm.get_z_near();
+ z_far=cm.get_z_far();
+
+ } break;
+ }
+
+ Transform light_transform_inverse = light_transform.inverse();
+
+ opaque_render_list.sort_mat();
+
+ glLightf(GL_LIGHT5,GL_LINEAR_ATTENUATION,z_near);
+ glLightf(GL_LIGHT5,GL_QUADRATIC_ATTENUATION,z_far);
+ glLightf(GL_LIGHT5,GL_CONSTANT_ATTENUATION,dp_direction);
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(&cm.matrix[0][0]);
+ glMatrixMode(GL_MODELVIEW);
+ _gl_load_transform(light_transform_inverse);
+ glPushMatrix();
+
+ for(int i=0;i<4;i++) {
+ for(int j=0;j<3;j++) {
+
+ material_shader.set_conditional(_gl_light_version[i][j],false); //start false by default
+ }
+ material_shader.set_conditional(_gl_light_shadow[i],false);
+ }
+
+ _render_list_forward(&opaque_render_list,flip_facing);
+
+ material_shader.set_conditional(MaterialShaderGLES1::USE_DUAL_PARABOLOID,false);
+ glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+ if (framebuffer.active)
+ glBindFramebufferEXT(GL_FRAMEBUFFER,framebuffer.fbo);
+ else
+ glBindFramebufferEXT(GL_FRAMEBUFFER,0);
+
+ glDisable(GL_POLYGON_OFFSET_FILL);
+
+ glColorMask(1, 1, 1, 1);
+ shadow=NULL;
+#endif
+}
+
+void RasterizerGLES1::_debug_draw_shadow(ShadowBuffer *p_buffer, const Rect2& p_rect) {
+
+/*
+
+ Transform modelview;
+ modelview.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
+ modelview.scale( Vector3( 2.0f / viewport.width, -2.0f / viewport.height, 1.0f ) );
+ modelview.translate(p_rect.pos.x, p_rect.pos.y, 0);
+ material_shader.set_uniform_default(MaterialShaderGLES1::MODELVIEW_TRANSFORM, *e->transform);
+ glBindTexture(GL_TEXTURE_2D,p_buffer->depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
+
+ Vector3 coords[4]= {
+ Vector3(p_rect.pos.x, p_rect.pos.y, 0 ),
+ Vector3(p_rect.pos.x+p_rect.size.width,
+ p_rect.pos.y, 0 ),
+ Vector3(p_rect.pos.x+p_rect.size.width,
+ p_rect.pos.y+p_rect.size.height, 0 ),
+ Vector3(p_rect.pos.x,
+ p_rect.pos.y+p_rect.size.height, 0 )
+ };
+
+ Vector3 texcoords[4]={
+ Vector3( 0.0f,0.0f, 0),
+ Vector3( 1.0f,0.0f, 0),
+ Vector3( 1.0f, 1.0f, 0),
+ Vector3( 0.0f, 1.0f, 0),
+ };
+
+ _draw_primitive(4,coords,0,0,texcoords);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+*/
+}
+
+void RasterizerGLES1::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs) {
+
+
+// Size2 debug_size(128,128);
+ Size2 debug_size(512,512);
+
+ for (int i=0;i<p_shadows.size();i++) {
+
+ ShadowBuffer *sb=&p_shadows[i];
+
+ if (!sb->owner)
+ continue;
+
+ if (sb->owner->base->type==VS::LIGHT_DIRECTIONAL) {
+
+ if (sb->owner->shadow_pass!=scene_pass-1)
+ continue;
+ } else {
+
+ if (sb->owner->shadow_pass!=frame)
+ continue;
+ }
+ _debug_draw_shadow(sb, Rect2( ofs, debug_size ));
+ ofs.x+=debug_size.x;
+ if ( (ofs.x+debug_size.x) > viewport.width ) {
+
+ ofs.x=0;
+ ofs.y+=debug_size.y;
+ }
+ }
+
+}
+
+
+void RasterizerGLES1::_debug_shadows() {
+
+ return;
+#if 0
+ canvas_begin();
+ glUseProgram(0);
+ glDisable(GL_BLEND);
+ Size2 ofs;
+
+ /*
+ for(int i=0;i<16;i++) {
+ glActiveTexture(GL_TEXTURE0+i);
+ //glDisable(GL_TEXTURE_2D);
+ }
+ glActiveTexture(GL_TEXTURE0);
+ //glEnable(GL_TEXTURE_2D);
+ */
+
+
+ _debug_draw_shadows_type(near_shadow_buffers,ofs);
+ _debug_draw_shadows_type(far_shadow_buffers,ofs);
+#endif
+}
+
+void RasterizerGLES1::end_frame() {
+
+ /*
+ if (framebuffer.active) {
+
+ canvas_begin(); //resets stuff and goes back to fixedpipe
+ glBindFramebuffer(GL_FRAMEBUFFER,0);
+
+ //copy to main bufferz
+ glEnable(GL_TEXTURE_2D);
+
+ glBindTexture(GL_TEXTURE_2D,framebuffer.color);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0,0);
+ glVertex2f(-1,-1);
+ glTexCoord2f(0,1);
+ glVertex2f(-1,+1);
+ glTexCoord2f(1,1);
+ glVertex2f(+1,+1);
+ glTexCoord2f(1,0);
+ glVertex2f(+1,-1);
+ glEnd();
+
+
+ }
+ */
+
+ //print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count));
+
+ OS::get_singleton()->swap_buffers();
+}
+
+/* CANVAS API */
+
+
+void RasterizerGLES1::reset_state() {
+
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+ glActiveTexture(GL_TEXTURE0);
+ glClientActiveTexture(GL_TEXTURE0);
+ glMatrixMode(GL_TEXTURE);
+ glLoadIdentity();
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glColor4f(1,1,1,1);
+
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glEnable(GL_BLEND);
+// glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+// glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ canvas_blend=VS::MATERIAL_BLEND_MODE_MIX;
+ glLineWidth(1.0);
+ glDisable(GL_LIGHTING);
+
+}
+
+_FORCE_INLINE_ static void _set_glcoloro(const Color& p_color,const float p_opac) {
+
+ glColor4f(p_color.r, p_color.g, p_color.b, p_color.a*p_opac);
+}
+
+
+void RasterizerGLES1::canvas_begin() {
+
+
+ reset_state();
+ canvas_opacity=1.0;
+ glEnable(GL_BLEND);
+
+
+}
+void RasterizerGLES1::canvas_set_opacity(float p_opacity) {
+
+ canvas_opacity = p_opacity;
+}
+
+void RasterizerGLES1::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
+
+ switch(p_mode) {
+
+ case VS::MATERIAL_BLEND_MODE_MIX: {
+ //glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ } break;
+ case VS::MATERIAL_BLEND_MODE_ADD: {
+
+ //glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+
+ } break;
+ case VS::MATERIAL_BLEND_MODE_SUB: {
+
+ //glBlendEquation(GL_FUNC_SUBTRACT);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE);
+ } break;
+ case VS::MATERIAL_BLEND_MODE_MUL: {
+ //glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
+
+ } break;
+
+ }
+
+}
+
+
+void RasterizerGLES1::canvas_begin_rect(const Matrix32& p_transform) {
+
+ glMatrixMode(GL_MODELVIEW);
+ glLoadIdentity();
+ glScalef(2.0 / viewport.width, -2.0 / viewport.height, 0);
+ glTranslatef((-(viewport.width / 2.0)), (-(viewport.height / 2.0)), 0);
+ _gl_mult_transform(p_transform);
+
+ glPushMatrix();
+
+}
+
+void RasterizerGLES1::canvas_set_clip(bool p_clip, const Rect2& p_rect) {
+
+ if (p_clip) {
+
+ glEnable(GL_SCISSOR_TEST);
+ // glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)),
+ //p_rect.size.width,p_rect.size.height);
+ //glScissor(p_rect.pos.x,(viewport.height-(p_rect.pos.y+p_rect.size.height)),p_rect.size.width,p_rect.size.height);
+ glScissor(viewport.x+p_rect.pos.x,viewport.y+ (window_size.y-(p_rect.pos.y+p_rect.size.height)),
+ p_rect.size.width,p_rect.size.height);
+ } else {
+
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+
+}
+
+void RasterizerGLES1::canvas_end_rect() {
+
+ glPopMatrix();
+}
+
+void RasterizerGLES1::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) {
+
+ glDisable(GL_TEXTURE_2D);
+ _set_glcoloro( p_color,canvas_opacity );
+
+ Vector3 verts[2]={
+ Vector3(p_from.x,p_from.y,0),
+ Vector3(p_to.x,p_to.y,0)
+ };
+ Color colors[2]={
+ p_color,
+ p_color
+ };
+ colors[0].a*=canvas_opacity;
+ colors[1].a*=canvas_opacity;
+ glLineWidth(p_width);
+ _draw_primitive(2,verts,0,colors,0);
+
+}
+
+static void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_flip_h=false,bool p_flip_v=false ) {
+
+
+ Vector3 texcoords[4]= {
+ Vector3( p_src_region.pos.x/p_tex_size.width,
+ p_src_region.pos.y/p_tex_size.height, 0),
+
+ Vector3((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
+ p_src_region.pos.y/p_tex_size.height, 0),
+
+ Vector3( (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
+ (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height, 0),
+
+ Vector3( p_src_region.pos.x/p_tex_size.width,
+ (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height, 0)
+ };
+
+
+ if (p_flip_h) {
+ SWAP( texcoords[0], texcoords[1] );
+ SWAP( texcoords[2], texcoords[3] );
+ }
+ if (p_flip_v) {
+ SWAP( texcoords[1], texcoords[2] );
+ SWAP( texcoords[0], texcoords[3] );
+ }
+
+ Vector3 coords[4]= {
+ Vector3( p_rect.pos.x, p_rect.pos.y, 0 ),
+ Vector3( p_rect.pos.x+p_rect.size.width, p_rect.pos.y, 0 ),
+ Vector3( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height, 0 ),
+ Vector3( p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0 )
+ };
+
+ _draw_primitive(4,coords,0,0,texcoords);
+}
+
+static void _draw_quad(const Rect2& p_rect) {
+
+ Vector3 coords[4]= {
+ Vector3( p_rect.pos.x,p_rect.pos.y, 0 ),
+ Vector3( p_rect.pos.x+p_rect.size.width,p_rect.pos.y, 0 ),
+ Vector3( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height, 0 ),
+ Vector3( p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0 )
+ };
+
+ _draw_primitive(4,coords,0,0,0);
+
+}
+
+
+void RasterizerGLES1::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) {
+
+ _set_glcoloro( p_modulate,canvas_opacity );
+
+ if ( p_texture.is_valid() ) {
+
+ glEnable(GL_TEXTURE_2D);
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+
+ if (!(p_flags&CANVAS_RECT_REGION)) {
+
+ Rect2 region = Rect2(0,0,texture->width,texture->height);
+ _draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V);
+
+ } else {
+
+
+ _draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V );
+
+ }
+ } else {
+
+ glDisable(GL_TEXTURE_2D);
+ _draw_quad( p_rect );
+
+ }
+
+
+}
+void RasterizerGLES1::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) {
+
+ _set_glcoloro( p_modulate,canvas_opacity );
+
+
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+
+ glEnable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+
+
+ /* CORNERS */
+
+ _draw_textured_quad( // top left
+ Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
+ Rect2( Point2(), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // top right
+ Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
+ Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],0), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])),
+ Size2( texture->width, texture->height ) );
+
+
+ _draw_textured_quad( // bottom left
+ Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
+ Rect2( Point2(0,texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // bottom right
+ Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
+ Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])),
+ Size2( texture->width, texture->height ) );
+
+ Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));
+
+ Rect2 src_center( Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( texture->width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], texture->height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] ));
+
+
+ _draw_textured_quad( // top
+ Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])),
+ Rect2( Point2(p_margin[MARGIN_LEFT],0), Size2(src_center.size.width,p_margin[MARGIN_TOP])),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // bottom
+ Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])),
+ Rect2( Point2(p_margin[MARGIN_LEFT],src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // left
+ Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)),
+ Rect2( Point2(0,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)),
+ Size2( texture->width, texture->height ) );
+
+ _draw_textured_quad( // right
+ Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)),
+ Rect2( Point2(src_center.pos.x+src_center.size.width,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)),
+ Size2( texture->width, texture->height ) );
+
+ if (p_draw_center) {
+
+ _draw_textured_quad(
+ rect_center,
+ src_center,
+ Size2( texture->width, texture->height ));
+ }
+
+}
+void RasterizerGLES1::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width) {
+
+ ERR_FAIL_COND(p_points.size()<1);
+ Vector3 verts[4];
+ Vector3 uvs[4];
+
+ _set_glcoloro( Color(1,1,1),canvas_opacity );
+
+ for(int i=0;i<p_points.size();i++) {
+
+ verts[i]=Vector3(p_points[i].x,p_points[i].y,0);
+ }
+
+ for(int i=0;i<p_uvs.size();i++) {
+
+ uvs[i]=Vector3(p_uvs[i].x,p_uvs[i].y,0);
+ }
+
+ if (p_texture.is_valid()) {
+ glEnable(GL_TEXTURE_2D);
+ Texture *texture = texture_owner.get( p_texture );
+ if (texture) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+ }
+ }
+
+ glLineWidth(p_width);
+ _draw_primitive(p_points.size(),&verts[0],NULL,p_colors.size()?&p_colors[0]:NULL,p_uvs.size()?uvs:NULL);
+
+}
+
+static const int _max_draw_poly_indices = 8*1024;
+static uint16_t _draw_poly_indices[_max_draw_poly_indices];
+static float _verts3[_max_draw_poly_indices];
+
+void RasterizerGLES1::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) {
+
+ bool do_colors=false;
+
+ //reset_state();
+ if (p_singlecolor) {
+ Color m = *p_colors;
+ m.a*=canvas_opacity;
+ glColor4f(m.r, m.g, m.b, m.a);
+ } else if (!p_colors) {
+ glColor4f(1, 1, 1, canvas_opacity);
+ } else
+ do_colors=true;
+
+ glColor4f(1, 1, 1, 1);
+
+ Texture* texture = NULL;
+ if (p_texture.is_valid()) {
+ glEnable(GL_TEXTURE_2D);
+ texture = texture_owner.get( p_texture );
+ if (texture) {
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D,texture->tex_id );
+ }
+ }
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, (GLvoid*)p_vertices);
+ if (do_colors) {
+
+ glEnableClientState(GL_COLOR_ARRAY);
+ glColorPointer(4,GL_FLOAT, 0, p_colors);
+
+ } else {
+ glDisableClientState(GL_COLOR_ARRAY);
+ }
+
+ if (texture && p_uvs) {
+
+ glClientActiveTexture(GL_TEXTURE0);
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glTexCoordPointer(2, GL_FLOAT, 0, p_uvs);
+
+ } else {
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ }
+
+ if (p_indices) {
+
+ for (int i=0; i<p_vertex_count; i++) {
+ _draw_poly_indices[i] = p_indices[i];
+ };
+ glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices );
+ } else {
+
+ glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
+ }
+
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+}
+
+void RasterizerGLES1::canvas_set_transform(const Matrix32& p_transform) {
+
+ //restore
+ glPopMatrix();
+ glPushMatrix();
+ //set
+ _gl_mult_transform(p_transform);
+}
+
+/* FX */
+
+RID RasterizerGLES1::fx_create() {
+
+ FX *fx = memnew( FX );
+ ERR_FAIL_COND_V(!fx,RID());
+ return fx_owner.make_rid(fx);
+
+}
+void RasterizerGLES1::fx_get_effects(RID p_fx,List<String> *p_effects) const {
+
+ FX *fx = fx_owner.get(p_fx);
+ ERR_FAIL_COND(!fx);
+
+ p_effects->clear();
+ p_effects->push_back("bgcolor");
+ p_effects->push_back("skybox");
+ p_effects->push_back("antialias");
+ //p_effects->push_back("hdr");
+ p_effects->push_back("glow"); // glow has a bloom parameter, too
+ p_effects->push_back("ssao");
+ p_effects->push_back("fog");
+ p_effects->push_back("dof_blur");
+ p_effects->push_back("toon");
+ p_effects->push_back("edge");
+
+}
+void RasterizerGLES1::fx_set_active(RID p_fx,const String& p_effect, bool p_active) {
+
+ FX *fx = fx_owner.get(p_fx);
+ ERR_FAIL_COND(!fx);
+
+ if (p_effect=="bgcolor")
+ fx->bgcolor_active=p_active;
+ else if (p_effect=="skybox")
+ fx->skybox_active=p_active;
+ else if (p_effect=="antialias")
+ fx->antialias_active=p_active;
+ else if (p_effect=="glow")
+ fx->glow_active=p_active;
+ else if (p_effect=="ssao")
+ fx->ssao_active=p_active;
+ else if (p_effect=="fog")
+ fx->fog_active=p_active;
+// else if (p_effect=="dof_blur")
+// fx->dof_blur_active=p_active;
+ else if (p_effect=="toon")
+ fx->toon_active=p_active;
+ else if (p_effect=="edge")
+ fx->edge_active=p_active;
+}
+bool RasterizerGLES1::fx_is_active(RID p_fx,const String& p_effect) const {
+
+ FX *fx = fx_owner.get(p_fx);
+ ERR_FAIL_COND_V(!fx,false);
+
+ if (p_effect=="bgcolor")
+ return fx->bgcolor_active;
+ else if (p_effect=="skybox")
+ return fx->skybox_active;
+ else if (p_effect=="antialias")
+ return fx->antialias_active;
+ else if (p_effect=="glow")
+ return fx->glow_active;
+ else if (p_effect=="ssao")
+ return fx->ssao_active;
+ else if (p_effect=="fog")
+ return fx->fog_active;
+ //else if (p_effect=="dof_blur")
+ // return fx->dof_blur_active;
+ else if (p_effect=="toon")
+ return fx->toon_active;
+ else if (p_effect=="edge")
+ return fx->edge_active;
+
+ return false;
+}
+void RasterizerGLES1::fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const {
+
+ FX *fx = fx_owner.get(p_fx);
+ ERR_FAIL_COND(!fx);
+
+
+ if (p_effect=="bgcolor") {
+
+ p_params->push_back( PropertyInfo( Variant::COLOR, "color" ) );
+ } else if (p_effect=="skybox") {
+ p_params->push_back( PropertyInfo( Variant::_RID, "cubemap" ) );
+ } else if (p_effect=="antialias") {
+
+ p_params->push_back( PropertyInfo( Variant::REAL, "tolerance", PROPERTY_HINT_RANGE,"1,128,1" ) );
+
+ } else if (p_effect=="glow") {
+
+ p_params->push_back( PropertyInfo( Variant::INT, "passes", PROPERTY_HINT_RANGE,"1,4,1" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "attenuation", PROPERTY_HINT_RANGE,"0.01,8.0,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "bloom", PROPERTY_HINT_RANGE,"-1.0,1.0,0.01" ) );
+
+ } else if (p_effect=="ssao") {
+
+ p_params->push_back( PropertyInfo( Variant::REAL, "radius", PROPERTY_HINT_RANGE,"0.0,16.0,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "max_distance", PROPERTY_HINT_RANGE,"0.0,256.0,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "range_max", PROPERTY_HINT_RANGE,"0.0,1.0,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "range_min", PROPERTY_HINT_RANGE,"0.0,1.0,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "attenuation", PROPERTY_HINT_RANGE,"0.0,8.0,0.01" ) );
+
+ } else if (p_effect=="fog") {
+
+ p_params->push_back( PropertyInfo( Variant::REAL, "begin", PROPERTY_HINT_RANGE,"0.0,8192,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "end", PROPERTY_HINT_RANGE,"0.0,8192,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "attenuation", PROPERTY_HINT_RANGE,"0.0,8.0,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::COLOR, "color_begin" ) );
+ p_params->push_back( PropertyInfo( Variant::COLOR, "color_end" ) );
+ p_params->push_back( PropertyInfo( Variant::BOOL, "fog_bg" ) );
+
+// } else if (p_effect=="dof_blur") {
+// return fx->dof_blur_active;
+ } else if (p_effect=="toon") {
+ p_params->push_back( PropertyInfo( Variant::REAL, "treshold", PROPERTY_HINT_RANGE,"0.0,1.0,0.01" ) );
+ p_params->push_back( PropertyInfo( Variant::REAL, "soft", PROPERTY_HINT_RANGE,"0.001,1.0,0.001" ) );
+ } else if (p_effect=="edge") {
+
+ }
+}
+Variant RasterizerGLES1::fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const {
+
+ FX *fx = fx_owner.get(p_fx);
+ ERR_FAIL_COND_V(!fx,Variant());
+
+ if (p_effect=="bgcolor") {
+
+ if (p_param=="color")
+ return fx->bgcolor;
+ } else if (p_effect=="skybox") {
+ if (p_param=="cubemap")
+ return fx->skybox_cubemap;
+ } else if (p_effect=="antialias") {
+
+ if (p_param=="tolerance")
+ return fx->antialias_tolerance;
+
+ } else if (p_effect=="glow") {
+
+ if (p_param=="passes")
+ return fx->glow_passes;
+ if (p_param=="attenuation")
+ return fx->glow_attenuation;
+ if (p_param=="bloom")
+ return fx->glow_bloom;
+
+ } else if (p_effect=="ssao") {
+
+ if (p_param=="attenuation")
+ return fx->ssao_attenuation;
+ if (p_param=="max_distance")
+ return fx->ssao_max_distance;
+ if (p_param=="range_max")
+ return fx->ssao_range_max;
+ if (p_param=="range_min")
+ return fx->ssao_range_min;
+ if (p_param=="radius")
+ return fx->ssao_radius;
+
+ } else if (p_effect=="fog") {
+
+ if (p_param=="begin")
+ return fx->fog_near;
+ if (p_param=="end")
+ return fx->fog_far;
+ if (p_param=="attenuation")
+ return fx->fog_attenuation;
+ if (p_param=="color_begin")
+ return fx->fog_color_near;
+ if (p_param=="color_end")
+ return fx->fog_color_far;
+ if (p_param=="fog_bg")
+ return fx->fog_bg;
+// } else if (p_effect=="dof_blur") {
+// return fx->dof_blur_active;
+ } else if (p_effect=="toon") {
+ if (p_param=="treshold")
+ return fx->toon_treshold;
+ if (p_param=="soft")
+ return fx->toon_soft;
+
+ } else if (p_effect=="edge") {
+
+ }
+ return Variant();
+}
+void RasterizerGLES1::fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_value) {
+
+ FX *fx = fx_owner.get(p_fx);
+ ERR_FAIL_COND(!fx);
+
+ if (p_effect=="bgcolor") {
+
+ if (p_param=="color")
+ fx->bgcolor=p_value;
+ } else if (p_effect=="skybox") {
+ if (p_param=="cubemap")
+ fx->skybox_cubemap=p_value;
+
+ } else if (p_effect=="antialias") {
+
+ if (p_param=="tolerance")
+ fx->antialias_tolerance=p_value;
+
+ } else if (p_effect=="glow") {
+
+ if (p_param=="passes")
+ fx->glow_passes=p_value;
+ if (p_param=="attenuation")
+ fx->glow_attenuation=p_value;
+ if (p_param=="bloom")
+ fx->glow_bloom=p_value;
+
+ } else if (p_effect=="ssao") {
+
+ if (p_param=="attenuation")
+ fx->ssao_attenuation=p_value;
+ if (p_param=="radius")
+ fx->ssao_radius=p_value;
+ if (p_param=="max_distance")
+ fx->ssao_max_distance=p_value;
+ if (p_param=="range_max")
+ fx->ssao_range_max=p_value;
+ if (p_param=="range_min")
+ fx->ssao_range_min=p_value;
+
+ } else if (p_effect=="fog") {
+
+ if (p_param=="begin")
+ fx->fog_near=p_value;
+ if (p_param=="end")
+ fx->fog_far=p_value;
+ if (p_param=="attenuation")
+ fx->fog_attenuation=p_value;
+ if (p_param=="color_begin")
+ fx->fog_color_near=p_value;
+ if (p_param=="color_end")
+ fx->fog_color_far=p_value;
+ if (p_param=="fog_bg")
+ fx->fog_bg=p_value;
+// } else if (p_effect=="dof_blur") {
+// fx->dof_blur_active=p_value;
+ } else if (p_effect=="toon") {
+
+ if (p_param=="treshold")
+ fx->toon_treshold=p_value;
+ if (p_param=="soft")
+ fx->toon_soft=p_value;
+
+ } else if (p_effect=="edge") {
+
+ }
+
+}
+
+/* ENVIRONMENT */
+
+RID RasterizerGLES1::environment_create() {
+
+ Environment * env = memnew( Environment );
+ return environment_owner.make_rid(env);
+}
+
+void RasterizerGLES1::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) {
+
+ ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX);
+ Environment * env = environment_owner.get(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_mode=p_bg;
+}
+
+VS::EnvironmentBG RasterizerGLES1::environment_get_background(RID p_env) const{
+
+ const Environment * env = environment_owner.get(p_env);
+ ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX);
+ return env->bg_mode;
+}
+
+void RasterizerGLES1::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){
+
+ ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX);
+ Environment * env = environment_owner.get(p_env);
+ ERR_FAIL_COND(!env);
+ env->bg_param[p_param]=p_value;
+
+}
+Variant RasterizerGLES1::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{
+
+ ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant());
+ const Environment * env = environment_owner.get(p_env);
+ ERR_FAIL_COND_V(!env,Variant());
+ return env->bg_param[p_param];
+
+}
+
+void RasterizerGLES1::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){
+
+ ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX);
+ Environment * env = environment_owner.get(p_env);
+ ERR_FAIL_COND(!env);
+ env->fx_enabled[p_effect]=p_enabled;
+}
+bool RasterizerGLES1::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{
+
+ ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false);
+ const Environment * env = environment_owner.get(p_env);
+ ERR_FAIL_COND_V(!env,false);
+ return env->fx_enabled[p_effect];
+
+}
+
+void RasterizerGLES1::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){
+
+ ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX);
+ Environment * env = environment_owner.get(p_env);
+ ERR_FAIL_COND(!env);
+ env->fx_param[p_param]=p_value;
+}
+Variant RasterizerGLES1::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{
+
+ ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant());
+ const Environment * env = environment_owner.get(p_env);
+ ERR_FAIL_COND_V(!env,Variant());
+ return env->fx_param[p_param];
+
+}
+
+/*MISC*/
+
+bool RasterizerGLES1::is_texture(const RID& p_rid) const {
+
+ return texture_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_material(const RID& p_rid) const {
+
+ return material_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_mesh(const RID& p_rid) const {
+
+ return mesh_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_multimesh(const RID& p_rid) const {
+
+ return multimesh_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_particles(const RID &p_beam) const {
+
+ return particles_owner.owns(p_beam);
+}
+
+bool RasterizerGLES1::is_light(const RID& p_rid) const {
+
+ return light_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_light_instance(const RID& p_rid) const {
+
+ return light_instance_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_particles_instance(const RID& p_rid) const {
+
+ return particles_instance_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_skeleton(const RID& p_rid) const {
+
+ return skeleton_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_environment(const RID& p_rid) const {
+
+ return environment_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_fx(const RID& p_rid) const {
+
+ return fx_owner.owns(p_rid);
+}
+bool RasterizerGLES1::is_shader(const RID& p_rid) const {
+
+ return false;
+}
+
+void RasterizerGLES1::free(const RID& p_rid) {
+
+ if (texture_owner.owns(p_rid)) {
+
+ // delete the texture
+ Texture *texture = texture_owner.get(p_rid);
+
+ glDeleteTextures( 1,&texture->tex_id );
+ _rinfo.texture_mem-=texture->total_data_size;
+ texture_owner.free(p_rid);
+ memdelete(texture);
+
+ } else if (shader_owner.owns(p_rid)) {
+
+ // delete the texture
+ Shader *shader = shader_owner.get(p_rid);
+
+
+
+ shader_owner.free(p_rid);
+ memdelete(shader);
+
+ } else if (material_owner.owns(p_rid)) {
+
+ Material *material = material_owner.get( p_rid );
+ ERR_FAIL_COND(!material);
+
+ material_owner.free(p_rid);
+ memdelete(material);
+
+ } else if (mesh_owner.owns(p_rid)) {
+
+ Mesh *mesh = mesh_owner.get(p_rid);
+ ERR_FAIL_COND(!mesh);
+ for (int i=0;i<mesh->surfaces.size();i++) {
+
+ Surface *surface = mesh->surfaces[i];
+ if (surface->array_local != 0) {
+ memfree(surface->array_local);
+ };
+ if (surface->index_array_local != 0) {
+ memfree(surface->index_array_local);
+ };
+
+ if (mesh->morph_target_count>0) {
+
+ for(int i=0;i<mesh->morph_target_count;i++) {
+
+ memfree(surface->morph_targets_local[i].array);
+ }
+ memfree(surface->morph_targets_local);
+ surface->morph_targets_local=NULL;
+ }
+
+ if (surface->vertex_id)
+ glDeleteBuffers(1,&surface->vertex_id);
+ if (surface->index_id)
+ glDeleteBuffers(1,&surface->index_id);
+
+ memdelete( surface );
+ };
+
+ mesh->surfaces.clear();
+
+ mesh_owner.free(p_rid);
+ memdelete(mesh);
+
+ } else if (multimesh_owner.owns(p_rid)) {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_rid);
+ ERR_FAIL_COND(!multimesh);
+
+ multimesh_owner.free(p_rid);
+ memdelete(multimesh);
+
+ } else if (particles_owner.owns(p_rid)) {
+
+ Particles *particles = particles_owner.get(p_rid);
+ ERR_FAIL_COND(!particles);
+
+ particles_owner.free(p_rid);
+ memdelete(particles);
+ } else if (particles_instance_owner.owns(p_rid)) {
+
+ ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid);
+ ERR_FAIL_COND(!particles_isntance);
+
+ particles_instance_owner.free(p_rid);
+ memdelete(particles_isntance);
+
+ } else if (skeleton_owner.owns(p_rid)) {
+
+ Skeleton *skeleton = skeleton_owner.get( p_rid );
+ ERR_FAIL_COND(!skeleton)
+
+ skeleton_owner.free(p_rid);
+ memdelete(skeleton);
+
+ } else if (light_owner.owns(p_rid)) {
+
+ Light *light = light_owner.get( p_rid );
+ ERR_FAIL_COND(!light)
+
+ light_owner.free(p_rid);
+ memdelete(light);
+
+ } else if (light_instance_owner.owns(p_rid)) {
+
+ LightInstance *light_instance = light_instance_owner.get( p_rid );
+ ERR_FAIL_COND(!light_instance);
+ light_instance->clear_shadow_buffers();
+ light_instance_owner.free(p_rid);
+ memdelete( light_instance );
+
+ } else if (fx_owner.owns(p_rid)) {
+
+ FX *fx = fx_owner.get( p_rid );
+ ERR_FAIL_COND(!fx);
+
+ fx_owner.free(p_rid);
+ memdelete( fx );
+
+ } else if (environment_owner.owns(p_rid)) {
+
+ Environment *env = environment_owner.get( p_rid );
+ ERR_FAIL_COND(!env);
+
+ environment_owner.free(p_rid);
+ memdelete( env );
+ };
+}
+
+
+void RasterizerGLES1::custom_shade_model_set_shader(int p_model, RID p_shader) {
+
+
+};
+
+RID RasterizerGLES1::custom_shade_model_get_shader(int p_model) const {
+
+ return RID();
+};
+
+void RasterizerGLES1::custom_shade_model_set_name(int p_model, const String& p_name) {
+
+};
+
+String RasterizerGLES1::custom_shade_model_get_name(int p_model) const {
+
+ return String();
+};
+
+void RasterizerGLES1::custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info) {
+
+};
+
+void RasterizerGLES1::custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const {
+
+};
+
+
+void RasterizerGLES1::ShadowBuffer::init(int p_size) {
+
+
+#if 0
+ size=p_size;
+
+ glActiveTexture(GL_TEXTURE0);
+ glGenTextures(1, &depth);
+ ERR_FAIL_COND(depth==0);
+
+ /* Setup Depth Texture */
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, p_size, p_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ float border_color[]={1.0f, 1.0f, 1.0f, 1.0f};
+ glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color);
+
+ /* Create FBO */
+ glGenFramebuffers(1, &fbo);
+
+ ERR_FAIL_COND( fbo==0 );
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
+ glDrawBuffer(GL_FALSE);
+ glReadBuffer(GL_FALSE);
+
+ /* Check FBO creation */
+ GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER);
+
+ ERR_FAIL_COND( status==GL_FRAMEBUFFER_UNSUPPORTED );
+
+ glBindFramebufferEXT(GL_FRAMEBUFFER, 0);
+#endif
+
+}
+
+void RasterizerGLES1::_init_shadow_buffers() {
+
+ int near_shadow_size=GLOBAL_DEF("rasterizer/near_shadow_size",512);
+ int far_shadow_size=GLOBAL_DEF("rasterizer/far_shadow_size",64);
+
+ near_shadow_buffers.resize( GLOBAL_DEF("rasterizer/near_shadow_count",4) );
+ far_shadow_buffers.resize( GLOBAL_DEF("rasterizer/far_shadow_count",16) );
+
+ shadow_near_far_split_size_ratio = GLOBAL_DEF("rasterizer/shadow_near_far_split_size_ratio",0.3);
+
+ for (int i=0;i<near_shadow_buffers.size();i++) {
+
+ near_shadow_buffers[i].init(near_shadow_size );
+ }
+
+ for (int i=0;i<far_shadow_buffers.size();i++) {
+
+ far_shadow_buffers[i].init(far_shadow_size);
+ }
+
+}
+
+
+void RasterizerGLES1::_update_framebuffer() {
+
+ return;
+
+#if 0
+ bool want_16 = GLOBAL_DEF("rasterizer/support_hdr",true);
+ int blur_buffer_div=GLOBAL_DEF("rasterizer/blur_buffer_div",4);
+ bool use_fbo = GLOBAL_DEF("rasterizer/use_fbo",true);
+
+
+ if (blur_buffer_div<1)
+ blur_buffer_div=2;
+
+
+ if (use_fbo==framebuffer.active && framebuffer.width==window_size.width && framebuffer.height==window_size.height && framebuffer.buff16==want_16)
+ return; //nuthin to change
+
+ if (framebuffer.fbo!=0) {
+
+ WARN_PRINT("Resizing the screen multiple times while using to FBOs may decrease performance on some hardware.");
+ //free the framebuffarz
+ glDeleteRenderbuffers(1,&framebuffer.fbo);
+ glDeleteTextures(1,&framebuffer.depth);
+ glDeleteTextures(1,&framebuffer.color);
+ for(int i=0;i<2;i++) {
+ glDeleteRenderbuffers(1,&framebuffer.blur[i].fbo);
+ glDeleteTextures(1,&framebuffer.blur[i].color);
+
+ }
+
+ framebuffer.fbo=0;
+ }
+
+ framebuffer.active=use_fbo;
+ framebuffer.width=window_size.width;
+ framebuffer.height=window_size.height;
+ framebuffer.buff16=want_16;
+
+
+ if (!use_fbo)
+ return;
+
+
+ glGenFramebuffers(1, &framebuffer.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
+
+ print_line("generating fbo, id: "+itos(framebuffer.fbo));
+ //depth
+ glGenTextures(1, &framebuffer.depth);
+
+ glBindTexture(GL_TEXTURE_2D, framebuffer.depth);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);
+ //color
+ glGenTextures(1, &framebuffer.color);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.color);
+ glTexImage2D(GL_TEXTURE_2D, 0, want_16?GL_RGB16F:GL_RGBA8, framebuffer.width, framebuffer.height, 0, GL_RGBA, want_16?GL_HALF_FLOAT:GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+
+ for(int i=0;i<2;i++) {
+
+ glGenFramebuffers(1, &framebuffer.blur[i].fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo);
+
+ glGenTextures(1, &framebuffer.blur[i].color);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, framebuffer.width/blur_buffer_div, framebuffer.height/blur_buffer_div, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
+
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+#endif
+}
+
+void RasterizerGLES1::init() {
+
+#ifdef GLES_OVER_GL
+ glewInit();
+#endif
+
+
+
+
+ scene_pass=1;
+ if (ContextGL::get_singleton())
+ ContextGL::get_singleton()->make_current();
+
+
+
+ Set<String> extensions;
+ Vector<String> strings = String((const char*)glGetString( GL_EXTENSIONS )).split(" ",false);
+ for(int i=0;i<strings.size();i++) {
+
+ extensions.insert(strings[i]);
+// print_line(strings[i]);
+ }
+
+
+
+ GLint tmp = 0;
+// glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp);
+// print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp));
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glFrontFace(GL_CW);
+ //glEnable(GL_TEXTURE_2D);
+
+ default_material=create_default_material();
+
+ _init_shadow_buffers();
+
+ shadow=NULL;
+ shadow_pass=0;
+
+ framebuffer.fbo=0;
+ framebuffer.width=0;
+ framebuffer.height=0;
+ framebuffer.buff16=false;
+ framebuffer.blur[0].fbo=false;
+ framebuffer.blur[1].fbo=false;
+ framebuffer.active=false;
+
+ //do a single initial clear
+ glClearColor(0,0,0,1);
+ //glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+ skinned_buffer_size = GLOBAL_DEF("rasterizer/skinned_buffer_size",DEFAULT_SKINNED_BUFFER_SIZE);
+ skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size );
+
+ glGenTextures(1, &white_tex);
+ unsigned char whitetexdata[8*8*3];
+ for(int i=0;i<8*8*3;i++) {
+ whitetexdata[i]=255;
+ }
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,white_tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
+
+ npo2_textures_available=false;
+ pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
+ etc_supported=true;
+ s3tc_supported=false;
+ _rinfo.texture_mem=0;
+
+
+}
+
+void RasterizerGLES1::finish() {
+
+ memdelete(skinned_buffer);
+}
+
+int RasterizerGLES1::get_render_info(VS::RenderInfo p_info) {
+
+ switch(p_info) {
+
+ case VS::INFO_OBJECTS_IN_FRAME: {
+
+ return _rinfo.object_count;
+ } break;
+ case VS::INFO_VERTICES_IN_FRAME: {
+
+ return _rinfo.vertex_count;
+ } break;
+ case VS::INFO_MATERIAL_CHANGES_IN_FRAME: {
+
+ return _rinfo.mat_change_count;
+ } break;
+ case VS::INFO_SHADER_CHANGES_IN_FRAME: {
+
+ return _rinfo.shader_change_count;
+ } break;
+ case VS::INFO_USAGE_VIDEO_MEM_TOTAL: {
+
+ return 0;
+ } break;
+ case VS::INFO_VIDEO_MEM_USED: {
+
+ return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED);
+ } break;
+ case VS::INFO_TEXTURE_MEM_USED: {
+
+ _rinfo.texture_mem;
+ } break;
+ case VS::INFO_VERTEX_MEM_USED: {
+
+ return 0;
+ } break;
+ }
+
+ return false;
+}
+
+bool RasterizerGLES1::needs_to_draw_next_frame() const {
+
+ return false;
+}
+
+void RasterizerGLES1::reload_vram() {
+
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LEQUAL);
+ glFrontFace(GL_CW);
+
+ //do a single initial clear
+ glClearColor(0,0,0,1);
+ //glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+/*
+ glGenTextures(1, &white_tex);
+ unsigned char whitetexdata[8*8*3];
+ for(int i=0;i<8*8*3;i++) {
+ whitetexdata[i]=255;
+ }
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,white_tex);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D,0);
+
+*/
+ glEnable(GL_TEXTURE_2D);
+ glActiveTexture(GL_TEXTURE0);
+
+ List<RID> textures;
+ texture_owner.get_owned_list(&textures);
+ keep_copies=false;
+ for(List<RID>::Element *E=textures.front();E;E=E->next()) {
+
+ RID tid = E->get();
+ Texture *t=texture_owner.get(tid);
+ ERR_CONTINUE(!t);
+ t->tex_id=0;
+ t->data_size=0;
+ glGenTextures(1, &t->tex_id);
+ t->active=false;
+ texture_allocate(tid,t->width,t->height,t->format,t->flags);
+ bool had_image=false;
+ for(int i=0;i<6;i++) {
+ if (!t->image[i].empty()) {
+ texture_set_data(tid,t->image[i],VS::CubeMapSide(i));
+ had_image=true;
+ }
+ }
+
+ if (!had_image && t->reloader) {
+ Object *rl = ObjectDB::get_instance(t->reloader);
+ if (rl)
+ rl->call(t->reloader_func,tid);
+ }
+ }
+
+ keep_copies=true;
+
+
+}
+
+bool RasterizerGLES1::has_feature(VS::Features p_feature) const {
+
+ switch( p_feature) {
+ case VS::FEATURE_SHADERS: return false;
+ case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks;
+ default: return false;
+
+ }
+
+}
+
+
+RasterizerGLES1::RasterizerGLES1(bool p_keep_copies,bool p_use_reload_hooks) {
+ keep_copies=p_keep_copies;
+ pack_arrays=false;
+ use_reload_hooks=p_use_reload_hooks;
+
+ frame = 0;
+};
+
+RasterizerGLES1::~RasterizerGLES1() {
+
+};
+
+
+#endif
diff --git a/drivers/gles1/rasterizer_gles1.h b/drivers/gles1/rasterizer_gles1.h
new file mode 100644
index 0000000000..cb0a3271ed
--- /dev/null
+++ b/drivers/gles1/rasterizer_gles1.h
@@ -0,0 +1,1215 @@
+/*************************************************************************/
+/* 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