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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/gles2/rasterizer_gles2.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
GODOT IS OPEN SOURCE
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_gles2.cpp7918
1 files changed, 7918 insertions, 0 deletions
diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp
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+++ b/drivers/gles2/rasterizer_gles2.cpp
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+/*************************************************************************/
+/* rasterizer_gles2.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 GLES2_ENABLED
+
+#include "rasterizer_gles2.h"
+#include "os/os.h"
+#include "globals.h"
+#include <stdio.h>
+#include "servers/visual/shader_language.h"
+#include "servers/visual/particle_system_sw.h"
+#include "gl_context/context_gl.h"
+#include <string.h>
+
+#ifdef GLEW_ENABLED
+#define _GL_HALF_FLOAT_OES 0x140B
+#else
+#define _GL_HALF_FLOAT_OES 0x8D61
+#endif
+
+
+#define _DEPTH_COMPONENT24_OES 0x81A6
+
+#ifdef GLEW_ENABLED
+#define _glClearDepth glClearDepth
+#else
+#define _glClearDepth glClearDepthf
+#endif
+
+//#define DEBUG_OPENGL
+
+#ifdef DEBUG_OPENGL
+
+#define DEBUG_TEST_ERROR(m_section)\
+{\
+ print_line("AT: "+String(m_section)); glFlush();\
+ uint32_t err = glGetError();\
+ if (err) {\
+ print_line("OpenGL Error #"+itos(err)+" at: "+m_section);\
+ }\
+}
+
+#else
+
+#define DEBUG_TEST_ERROR(m_section)
+
+#endif
+
+static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
+
+_FORCE_INLINE_ static void _set_color_attrib(const Color& p_color) {
+
+ GLfloat c[4]= { p_color.r, p_color.g, p_color.b, p_color.a };
+ glVertexAttrib4fv( VS::ARRAY_COLOR, c );
+}
+
+
+
+static _FORCE_INLINE_ uint16_t make_half_float(float f) {
+
+ union {
+ float fv;
+ uint32_t ui;
+ } ci;
+ ci.fv=f;
+
+ unsigned int x = ci.ui;
+ unsigned int sign = (unsigned short)(x >> 31);
+ unsigned int mantissa;
+ unsigned int exp;
+ uint16_t hf;
+
+ // get mantissa
+ mantissa = x & ((1 << 23) - 1);
+ // get exponent bits
+ exp = x & (0xFF << 23);
+ if (exp >= 0x47800000)
+ {
+ // check if the original single precision float number is a NaN
+ if (mantissa && (exp == (0xFF << 23)))
+ {
+ // we have a single precision NaN
+ mantissa = (1 << 23) - 1;
+ }
+ else
+ {
+ // 16-bit half-float representation stores number as Inf
+ mantissa = 0;
+ }
+ hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
+ (uint16_t)(mantissa >> 13);
+ }
+ // check if exponent is <= -15
+ else if (exp <= 0x38000000)
+ {
+
+ // store a denorm half-float value or zero
+ exp = (0x38000000 - exp) >> 23;
+ mantissa >>= (14 + exp);
+
+ hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
+ }
+ else
+ {
+ hf = (((uint16_t)sign) << 15) |
+ (uint16_t)((exp - 0x38000000) >> 13) |
+ (uint16_t)(mantissa >> 13);
+ }
+
+ return hf;
+}
+
+void RasterizerGLES2::_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,int p_instanced) {
+
+ ERR_FAIL_COND(!p_vertices);
+ ERR_FAIL_COND(p_points <1 || p_points>4);
+
+ bool quad=false;
+
+ GLenum type;
+ switch(p_points) {
+
+ case 1: type=GL_POINTS; break;
+ case 2: type=GL_LINES; break;
+ case 4: quad=true; p_points=3;
+ case 3: type=GL_TRIANGLES; break;
+ };
+
+
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+
+ GLfloat vert_array[18];
+ GLfloat normal_array[18];
+ GLfloat color_array[24];
+ GLfloat tangent_array[24];
+ GLfloat uv_array[18];
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 3 ,GL_FLOAT, false, 0, vert_array );
+
+ for (int i=0;i<p_points;i++) {
+
+ vert_array[i*3+0]=p_vertices[i].x;
+ vert_array[i*3+1]=p_vertices[i].y;
+ vert_array[i*3+2]=p_vertices[i].z;
+ if (quad) {
+ int idx=2+i;
+ if (idx==4)
+ idx=0;
+ vert_array[9+i*3+0]=p_vertices[idx].x;
+ vert_array[9+i*3+1]=p_vertices[idx].y;
+ vert_array[9+i*3+2]=p_vertices[idx].z;
+
+ }
+ }
+
+ if (p_normals) {
+ glEnableVertexAttribArray(VS::ARRAY_NORMAL);
+ glVertexAttribPointer( VS::ARRAY_NORMAL, 3 ,GL_FLOAT, false, 0, normal_array );
+ for (int i=0;i<p_points;i++) {
+
+ normal_array[i*3+0]=p_normals[i].x;
+ normal_array[i*3+1]=p_normals[i].y;
+ normal_array[i*3+2]=p_normals[i].z;
+ if (quad) {
+ int idx=2+i;
+ if (idx==4)
+ idx=0;
+ normal_array[9+i*3+0]=p_normals[idx].x;
+ normal_array[9+i*3+1]=p_normals[idx].y;
+ normal_array[9+i*3+2]=p_normals[idx].z;
+
+ }
+ }
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_NORMAL);
+ }
+
+ if (p_colors) {
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, 0, color_array );
+ for (int i=0;i<p_points;i++) {
+
+ color_array[i*4+0]=p_colors[i].r;
+ color_array[i*4+1]=p_colors[i].g;
+ color_array[i*4+2]=p_colors[i].b;
+ color_array[i*4+3]=p_colors[i].a;
+ if (quad) {
+ int idx=2+i;
+ if (idx==4)
+ idx=0;
+ color_array[12+i*4+0]=p_colors[idx].r;
+ color_array[12+i*4+1]=p_colors[idx].g;
+ color_array[12+i*4+2]=p_colors[idx].b;
+ color_array[12+i*4+3]=p_colors[idx].a;
+
+ }
+ }
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ }
+
+ if (p_tangents) {
+ glEnableVertexAttribArray(VS::ARRAY_TANGENT);
+ glVertexAttribPointer( VS::ARRAY_TANGENT, 4 ,GL_FLOAT, false, 0, tangent_array );
+ for (int i=0;i<p_points;i++) {
+
+ tangent_array[i*4+0]=p_tangents[i].normal.x;
+ tangent_array[i*4+1]=p_tangents[i].normal.y;
+ tangent_array[i*4+2]=p_tangents[i].normal.z;
+ tangent_array[i*4+3]=p_tangents[i].d;
+ if (quad) {
+ int idx=2+i;
+ if (idx==4)
+ idx=0;
+ tangent_array[12+i*4+0]=p_tangents[idx].normal.x;
+ tangent_array[12+i*4+1]=p_tangents[idx].normal.y;
+ tangent_array[12+i*4+2]=p_tangents[idx].normal.z;
+ tangent_array[12+i*4+3]=p_tangents[idx].d;
+
+ }
+ }
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TANGENT);
+ }
+
+ if (p_uvs) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV, 3 ,GL_FLOAT, false, 0, uv_array );
+ for (int i=0;i<p_points;i++) {
+
+ uv_array[i*3+0]=p_uvs[i].x;
+ uv_array[i*3+1]=p_uvs[i].y;
+ uv_array[i*3+2]=p_uvs[i].z;
+ if (quad) {
+ int idx=2+i;
+ if (idx==4)
+ idx=0;
+ uv_array[9+i*3+0]=p_uvs[idx].x;
+ uv_array[9+i*3+1]=p_uvs[idx].y;
+ uv_array[9+i*3+2]=p_uvs[idx].z;
+
+ }
+ }
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ /*
+ if (p_instanced>1)
+ glDrawArraysInstanced(type,0,p_points,p_instanced);
+ else
+ */
+
+ glDrawArrays(type,0,quad?6:p_points);
+
+};
+
+
+/* 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 RasterizerGLES2::_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;
+
+
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+
+ }
+
+ } 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;
+
+
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+
+ }
+
+ } 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;
+ } else {
+
+ r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ }
+
+ } 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;
+
+ } else {
+ r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
+ r_gl_components=1; //doesn't matter much
+ r_compressed=true;
+ }
+
+ } break;
+ case Image::FORMAT_ETC: {
+
+ if (!etc_supported) {
+
+ if (!image.empty()) {
+ image.decompress();
+ }
+ r_gl_components=3;
+ r_gl_format=GL_RGB;
+
+
+ } 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;
+}
+
+static const GLenum _cube_side_enum[6]={
+
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_X,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
+ GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
+ GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
+
+};
+
+RID RasterizerGLES2::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 RasterizerGLES2::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);
+
+ if (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
+ p_flags&=~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video
+ }
+
+
+ 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 = !(p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && (!npo2_textures_available || p_flags&VS::TEXTURE_FLAG_MIPMAPS);
+
+
+ if (scale_textures) {
+ texture->alloc_width = po2_width;
+ texture->alloc_height = po2_height;
+ // print_line("scale because npo2: "+itos(npo2_textures_available)+" mm: "+itos(p_format&VS::TEXTURE_FLAG_MIPMAPS)+" "+itos(p_mipmap_count) );
+ } 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->has_alpha=false; //by default it doesn't have alpha unless something with alpha is blitteds
+ texture->data_size=0;
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(texture->target, texture->tex_id);
+
+
+ if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS)
+ glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST: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 && texture->target != GL_TEXTURE_CUBE_MAP) {
+
+ 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 (p_flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
+ //prealloc if video
+ glTexImage2D(texture->target, 0, format, p_width, p_height, 0, format, GL_UNSIGNED_BYTE,NULL);
+ }
+
+ texture->active=true;
+}
+
+void RasterizerGLES2::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->render_target);
+ ERR_FAIL_COND(texture->format != p_image.get_format() );
+ ERR_FAIL_COND( p_image.empty() );
+
+ 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()) {
+
+ if (img.get_format() <= Image::FORMAT_INDEXED_ALPHA)
+ img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR);
+ };
+
+
+
+ if (img.detect_alpha()==Image::ALPHA_BLEND) {
+ texture->has_alpha=true;
+ }
+
+ 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);
+ if (texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) {
+ glTexSubImage2D( blit_target, i, 0,0,w,h,format,GL_UNSIGNED_BYTE,&read[ofs] );
+ } else {
+ glTexImage2D(blit_target, i, format, w, h, 0, 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 (texture->flags&VS::TEXTURE_FLAG_MIPMAPS && mipmaps==1) {
+ //generate mipmaps if they were requested and the image does not contain them
+ glGenerateMipmap(texture->target);
+ }
+
+
+
+
+ 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 RasterizerGLES2::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());
+ ERR_FAIL_COND_V(texture->data_size==0,Image());
+ ERR_FAIL_COND_V(texture->render_target,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 RasterizerGLES2::texture_set_flags(RID p_texture,uint32_t p_flags) {
+
+ Texture *texture = texture_owner.get( p_texture );
+ ERR_FAIL_COND(!texture);
+ ERR_FAIL_COND(texture->render_target);
+
+ 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 && texture->target != GL_TEXTURE_CUBE_MAP) {
+
+ 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,use_fast_texture_filter?GL_LINEAR_MIPMAP_NEAREST: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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::texture_get_height(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->height;
+}
+
+bool RasterizerGLES2::texture_has_alpha(RID p_texture) const {
+
+ Texture * texture = texture_owner.get(p_texture);
+
+ ERR_FAIL_COND_V(!texture,0);
+
+ return texture->has_alpha;
+
+}
+
+void RasterizerGLES2::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(texture->render_target);
+
+ 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 RasterizerGLES2::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);
+ ERR_FAIL_COND(texture->render_target);
+
+ 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 */
+
+RID RasterizerGLES2::shader_create(VS::ShaderMode p_mode) {
+
+ Shader *shader = memnew( Shader );
+ shader->mode=p_mode;
+ RID rid = shader_owner.make_rid(shader);
+ shader_set_mode(rid,p_mode);
+ _shader_make_dirty(shader);
+
+ return rid;
+
+}
+
+
+
+void RasterizerGLES2::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;
+
+
+ if (shader->custom_code_id) {
+
+ switch(shader->mode) {
+ case VS::SHADER_MATERIAL: {
+ material_shader.free_custom_shader(shader->custom_code_id);
+ } break;
+ }
+
+ shader->custom_code_id=0;
+ }
+
+ shader->mode=p_mode;
+
+ switch(shader->mode) {
+ case VS::SHADER_MATERIAL: {
+ shader->custom_code_id=material_shader.create_custom_shader();
+ } break;
+ }
+ _shader_make_dirty(shader);
+
+}
+VS::ShaderMode RasterizerGLES2::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 RasterizerGLES2::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;
+ _shader_make_dirty(shader);
+
+}
+
+String RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
+
+ if (p_shader->dirty_list.in_list())
+ return;
+
+ _shader_dirty_list.add(&p_shader->dirty_list);
+}
+
+void RasterizerGLES2::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 (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="CubeMap";
+ break;
+ };
+
+ p_param_list->push_back(pi);
+
+ }
+
+}
+
+
+/* COMMON MATERIAL API */
+
+
+RID RasterizerGLES2::material_create() {
+
+ return material_owner.make_rid( memnew( Material ) );
+}
+
+void RasterizerGLES2::material_set_shader(RID p_material, RID p_shader) {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND(!material);
+ if (material->shader==p_shader)
+ return;
+ material->shader=p_shader;
+ material->shader_version=0;
+
+}
+
+RID RasterizerGLES2::material_get_shader(RID p_material) const {
+
+ Material *material = material_owner.get(p_material);
+ ERR_FAIL_COND_V(!material,RID());
+ return material->shader;
+}
+
+
+void RasterizerGLES2::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);
+
+ Map<StringName,Material::UniformData>::Element *E=material->shader_params.find(p_param);
+ if (E) {
+
+ if (p_value.get_type()==Variant::NIL) {
+
+ material->shader_params.erase(E);
+ material->shader_version=0; //get default!
+ } else {
+ E->get().value=p_value;
+ }
+ } else {
+
+ Material::UniformData ud;
+ ud.index=-1;
+ ud.value=p_value;
+ ud.istexture=p_value.get_type()==Variant::_RID; /// cache it being texture
+ material->shader_params[p_param]=ud; //may be got at some point, or erased
+
+ }
+}
+Variant RasterizerGLES2::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.is_valid()) {
+ //update shader params if necesary
+ //make sure the shader is compiled and everything
+ //so the actual parameters can be properly retrieved!
+ material->shader_cache=shader_owner.get( material->shader );
+ if (!material->shader_cache) {
+ //invalidate
+ material->shader=RID();
+ material->shader_cache=NULL;
+ } else {
+
+ if (material->shader_cache->dirty_list.in_list())
+ _update_shader(material->shader_cache);
+ if (material->shader_cache->valid && material->shader_cache->version!=material->shader_version) {
+ //validate
+ _update_material_shader_params(material);
+ }
+ }
+ }
+
+
+ if (material->shader_params.has(p_param))
+ return material->shader_params[p_param].value;
+ else
+ return Variant();
+}
+
+
+void RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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;
+}
+
+
+
+/* MESH API */
+
+RID RasterizerGLES2::mesh_create() {
+
+
+ return mesh_owner.make_rid( memnew( Mesh ) );
+}
+
+
+
+void RasterizerGLES2::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 ((!use_hw_skeleton_xform && 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 (use_VBO && use_half_float) {
+ elem_size=3*sizeof(int16_t); // vertex
+ datatype=_GL_HALF_FLOAT_OES;
+ } else {
+
+ elem_size=3*sizeof(GLfloat); // vertex
+ datatype=GL_FLOAT;
+ }
+ bind=true;
+ elem_count=3;
+
+ } break;
+ case VS::ARRAY_NORMAL: {
+
+ if (use_VBO) {
+ elem_size=4*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 (use_VBO) {
+ 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 (use_VBO && use_half_float) {
+ elem_size=2*sizeof(int16_t); // vertex
+ datatype=_GL_HALF_FLOAT_OES;
+ } else {
+ elem_size=2*sizeof(GLfloat); // vertex
+ datatype=GL_FLOAT;
+ }
+ bind=true;
+ elem_count=2;
+
+ } break;
+ case VS::ARRAY_WEIGHTS: {
+
+ if (use_VBO) {
+
+ elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
+ elem_count=VS::ARRAY_WEIGHTS_SIZE;
+ valid_local=false;
+ bind=true;
+ normalize=true;
+ datatype=GL_UNSIGNED_SHORT;
+ elem_count=4;
+
+ } else {
+ elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat);
+ elem_count=VS::ARRAY_WEIGHTS_SIZE;
+ valid_local=false;
+ bind=false;
+ datatype=GL_FLOAT;
+ elem_count=4;
+ }
+
+ } break;
+ case VS::ARRAY_BONES: {
+
+ if (use_VBO) {
+ elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLubyte);
+ elem_count=VS::ARRAY_WEIGHTS_SIZE;
+ valid_local=false;
+ bind=true;
+ datatype=GL_UNSIGNED_BYTE;
+ elem_count=4;
+ } else {
+
+ elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLushort);
+ elem_count=VS::ARRAY_WEIGHTS_SIZE;
+ valid_local=false;
+ bind=false;
+ datatype=GL_UNSIGNED_SHORT;
+ elem_count=4;
+
+ }
+
+
+ } 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 */
+ if (array_len>(1<<16)) {
+
+ elem_size=4;
+ datatype=GL_UNSIGNED_INT;
+ } else {
+ 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 RasterizerGLES2::_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;
+
+
+
+ if (p_surface->array[VS::ARRAY_VERTEX].datatype==_GL_HALF_FLOAT_OES) {
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+
+ uint16_t vector[3]={ make_half_float(src[i].x), make_half_float(src[i].y), make_half_float(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] );
+ }
+ }
+
+
+ } else {
+ 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
+
+ if (p_surface->array[VS::ARRAY_NORMAL].datatype==GL_BYTE) {
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ GLbyte vector[4]={
+ CLAMP(src[i].x*127,-128,127),
+ CLAMP(src[i].y*127,-128,127),
+ CLAMP(src[i].z*127,-128,127),
+ 0,
+ };
+
+ copymem(&p_mem[a.ofs+i*stride], vector, a.size);
+
+ }
+
+ } else {
+ 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();
+
+ if (p_surface->array[VS::ARRAY_TANGENT].datatype==GL_BYTE) {
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ GLbyte xyzw[4]={
+ CLAMP(src[i*4+0]*127,-128,127),
+ CLAMP(src[i*4+1]*127,-128,127),
+ CLAMP(src[i*4+2]*127,-128,127),
+ CLAMP(src[i*4+3]*127,-128,127)
+ };
+
+ copymem(&p_mem[a.ofs+i*stride], xyzw, a.size);
+
+ }
+
+
+ } else {
+ 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;
+
+
+ if (p_surface->array[ai].datatype==_GL_HALF_FLOAT_OES) {
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ uint16_t uv[2]={ make_half_float(src[i].x) , make_half_float(src[i].y) };
+ copymem(&p_mem[a.ofs+i*stride], uv, a.size);
+ }
+
+ } else {
+ 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_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();
+
+ if (p_surface->array[VS::ARRAY_WEIGHTS].datatype==GL_UNSIGNED_SHORT) {
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ GLushort data[VS::ARRAY_WEIGHTS_SIZE];
+ for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
+ data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j]*65535,0,65535);
+ }
+
+ copymem(&p_mem[a.ofs+i*stride], data, a.size);
+ }
+ } else {
+
+ 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];
+ }
+
+ copymem(&p_mem[a.ofs+i*stride], data, a.size);
+
+
+ }
+
+
+ }
+
+ } break;
+ case VS::ARRAY_BONES: {
+
+
+ ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER );
+
+ DVector<int> array = p_arrays[ai];
+
+ ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER );
+
+
+ DVector<int>::Read read = array.read();
+
+ const int * src = read.ptr();
+
+ p_surface->max_bone=0;
+
+
+ if (p_surface->array[VS::ARRAY_BONES].datatype==GL_UNSIGNED_BYTE) {
+
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ GLubyte data[VS::ARRAY_WEIGHTS_SIZE];
+ for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
+ data[j]=CLAMP(src[i*VS::ARRAY_WEIGHTS_SIZE+j],0,255);
+ p_surface->max_bone=MAX(data[j],p_surface->max_bone);
+
+ }
+
+ copymem(&p_mem[a.ofs+i*stride], data, a.size);
+
+
+ }
+
+ } else {
+ for (int i=0;i<p_surface->array_len;i++) {
+
+ GLushort data[VS::ARRAY_WEIGHTS_SIZE];
+ for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) {
+ data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j];
+ 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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 (surface->vertex_id)
+ glDeleteBuffers(1,&surface->vertex_id);
+ if (surface->index_id)
+ glDeleteBuffers(1,&surface->index_id);
+
+
+ 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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::multimesh_create() {
+
+ return multimesh_owner.make_rid( memnew( MultiMesh ));
+}
+
+void RasterizerGLES2::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
+
+ if (use_texture_instancing) {
+
+ if (nearest_power_of_2(p_count)!=nearest_power_of_2(multimesh->elements.size())) {
+ if (multimesh->tex_id) {
+ glDeleteTextures(1,&multimesh->tex_id);
+ multimesh->tex_id=0;
+ }
+
+ if (p_count) {
+
+ uint32_t po2 = nearest_power_of_2(p_count);
+ if (po2&0xAAAAAAAA) {
+ //half width
+
+ multimesh->tw=Math::sqrt(po2*2);
+ multimesh->th=multimesh->tw/2;
+ } else {
+
+ multimesh->tw=Math::sqrt(po2);
+ multimesh->th=multimesh->tw;
+
+ }
+ multimesh->tw*=4;
+ if (multimesh->th==0)
+ multimesh->th=1;
+
+
+
+ glGenTextures(1, &multimesh->tex_id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,multimesh->tex_id);
+
+#ifdef GLEW_ENABLED
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
+#else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, multimesh->tw, multimesh->th, 0, GL_RGBA, GL_FLOAT,NULL);
+#endif
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ //multimesh->pixel_size=1.0/ps;
+
+ glBindTexture(GL_TEXTURE_2D,0);
+ }
+
+ }
+
+ if (!multimesh->dirty_list.in_list()) {
+ _multimesh_dirty_list.add(&multimesh->dirty_list);
+ }
+
+ }
+
+ multimesh->elements.resize(p_count);
+
+}
+int RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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;
+
+ if (!multimesh->dirty_list.in_list()) {
+ _multimesh_dirty_list.add(&multimesh->dirty_list);
+ }
+
+}
+void RasterizerGLES2::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);
+
+ if (!multimesh->dirty_list.in_list()) {
+ _multimesh_dirty_list.add(&multimesh->dirty_list);
+ }
+
+}
+
+RID RasterizerGLES2::multimesh_get_mesh(RID p_multimesh) const {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,RID());
+
+ return multimesh->mesh;
+}
+AABB RasterizerGLES2::multimesh_get_aabb(RID p_multimesh) const {
+
+ MultiMesh *multimesh = multimesh_owner.get(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh,AABB());
+
+ return multimesh->aabb;
+}
+
+Transform RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::particles_create() {
+
+ Particles *particles = memnew( Particles );
+ ERR_FAIL_COND_V(!particles,RID());
+ return particles_owner.make_rid(particles);
+}
+
+void RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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> RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::skeleton_create() {
+
+ Skeleton *skeleton = memnew( Skeleton );
+ ERR_FAIL_COND_V(!skeleton,RID());
+ return skeleton_owner.make_rid( skeleton );
+}
+void RasterizerGLES2::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;
+ };
+ if (use_hw_skeleton_xform) {
+
+ if (nearest_power_of_2(p_bones)!=nearest_power_of_2(skeleton->bones.size())) {
+ if (skeleton->tex_id) {
+ glDeleteTextures(1,&skeleton->tex_id);
+ skeleton->tex_id=0;
+ }
+
+ if (p_bones) {
+
+ glGenTextures(1, &skeleton->tex_id);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,skeleton->tex_id);
+ int ps = nearest_power_of_2(p_bones*3);
+#ifdef GLEW_ENABLED
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
+#else
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ps, 1, 0, GL_RGBA, GL_FLOAT,skel_default.ptr());
+#endif
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ skeleton->pixel_size=1.0/ps;
+
+ glBindTexture(GL_TEXTURE_2D,0);
+ }
+
+ }
+
+ if (!skeleton->dirty_list.in_list()) {
+ _skeleton_dirty_list.add(&skeleton->dirty_list);
+ }
+
+ }
+ skeleton->bones.resize(p_bones);
+
+}
+int RasterizerGLES2::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 RasterizerGLES2::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::Bone &b = skeleton->bones[p_bone];
+
+ b.mtx[0][0]=p_transform.basis[0][0];
+ b.mtx[0][1]=p_transform.basis[1][0];
+ b.mtx[0][2]=p_transform.basis[2][0];
+ b.mtx[1][0]=p_transform.basis[0][1];
+ b.mtx[1][1]=p_transform.basis[1][1];
+ b.mtx[1][2]=p_transform.basis[2][1];
+ b.mtx[2][0]=p_transform.basis[0][2];
+ b.mtx[2][1]=p_transform.basis[1][2];
+ b.mtx[2][2]=p_transform.basis[2][2];
+ b.mtx[3][0]=p_transform.origin[0];
+ b.mtx[3][1]=p_transform.origin[1];
+ b.mtx[3][2]=p_transform.origin[2];
+
+ if (skeleton->tex_id) {
+ if (!skeleton->dirty_list.in_list()) {
+ _skeleton_dirty_list.add(&skeleton->dirty_list);
+ }
+ }
+
+}
+
+Transform RasterizerGLES2::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() );
+
+ const Skeleton::Bone &b = skeleton->bones[p_bone];
+
+ Transform t;
+ t.basis[0][0]=b.mtx[0][0];
+ t.basis[1][0]=b.mtx[0][1];
+ t.basis[2][0]=b.mtx[0][2];
+ t.basis[0][1]=b.mtx[1][0];
+ t.basis[1][1]=b.mtx[1][1];
+ t.basis[2][1]=b.mtx[1][2];
+ t.basis[0][2]=b.mtx[2][0];
+ t.basis[1][2]=b.mtx[2][1];
+ t.basis[2][2]=b.mtx[2][2];
+ t.origin[0]=b.mtx[3][0];
+ t.origin[1]=b.mtx[3][1];
+ t.origin[2]=b.mtx[3][2];
+
+ return t;
+
+}
+
+
+/* LIGHT API */
+
+RID RasterizerGLES2::light_create(VS::LightType p_type) {
+
+ Light *light = memnew( Light );
+ light->type=p_type;
+ return light_owner.make_rid(light);
+}
+
+VS::LightType RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::light_get_projector(RID p_light) const {
+
+ Light *light = light_owner.get(p_light);
+ ERR_FAIL_COND_V(!light,RID());
+ return light->projector;
+}
+
+void RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::light_set_operator(RID p_light,VS::LightOp p_op) {
+
+};
+
+VS::LightOp RasterizerGLES2::light_get_operator(RID p_light) const {
+
+ return VS::LightOp();
+};
+
+void RasterizerGLES2::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) {
+
+ Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND(!light);
+
+ light->omni_shadow_mode=p_mode;
+}
+VS::LightOmniShadowMode RasterizerGLES2::light_omni_get_shadow_mode(RID p_light) const {
+
+ const Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI_SHADOW_DEFAULT);
+
+ return light->omni_shadow_mode;
+}
+
+void RasterizerGLES2::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) {
+
+ Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND(!light);
+
+ light->directional_shadow_mode=p_mode;
+}
+
+
+VS::LightDirectionalShadowMode RasterizerGLES2::light_directional_get_shadow_mode(RID p_light) const {
+
+ const Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light,VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL);
+
+ return light->directional_shadow_mode;
+}
+
+void RasterizerGLES2::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) {
+
+ Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND(!light);
+
+ light->directional_shadow_param[p_param]=p_value;
+}
+
+float RasterizerGLES2::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const {
+
+ const Light * light = light_owner.get( p_light );
+ ERR_FAIL_COND_V(!light,0);
+ return light->directional_shadow_param[p_param];
+}
+
+
+AABB RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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;
+
+}
+
+
+Rasterizer::ShadowType RasterizerGLES2::light_instance_get_shadow_type(RID p_light_instance, bool p_far) 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: {
+ switch(lighti->base->directional_shadow_mode) {
+ case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: {
+ return SHADOW_ORTHOGONAL;
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PERSPECTIVE:{
+ return SHADOW_PSM;
+ } break;
+ case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT:{
+ return SHADOW_PSSM;
+ } break;
+ }
+
+ }break;
+ case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break;
+ case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break;
+ }
+
+ return Rasterizer::SHADOW_NONE;
+}
+
+int RasterizerGLES2::light_instance_get_shadow_passes(RID p_light_instance) const {
+
+ LightInstance *lighti = light_instance_owner.get( p_light_instance );
+ ERR_FAIL_COND_V(!lighti,0);
+ if (lighti->base->type==VS::LIGHT_OMNI || (lighti->base->type==VS::LIGHT_DIRECTIONAL && lighti->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT))
+ return 2; // dp
+ else
+ return 1;
+}
+
+void RasterizerGLES2::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) {
+
+ 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);
+
+ if (p_index==0) {
+ lighti->custom_projection=p_camera;
+ lighti->custom_transform=p_transform;
+ //Plane p(0,0,-p_split_far,1);
+ //p=camera_projection.xform4(p);
+ //lighti->shadow_split=p.normal.z/p.d;
+ lighti->shadow_split=1.0/p_split_far;
+
+ //lighti->shadow_split=-p_split_far;
+ } else {
+
+ lighti->custom_projection2=p_camera;
+ lighti->custom_transform2=p_transform;
+ lighti->shadow_split2=p_split_far;
+
+ }
+
+}
+
+int RasterizerGLES2::light_instance_get_shadow_size(RID p_light_instance, int p_index) const{
+
+ LightInstance *lighti = light_instance_owner.get( p_light_instance );
+ ERR_FAIL_COND_V(!lighti,1);
+ ERR_FAIL_COND_V(!lighti->near_shadow_buffer,256);
+ return lighti->near_shadow_buffer->size/2;
+}
+
+void RasterizerGLES2::shadow_clear_near() {
+
+
+ for(int i=0;i<near_shadow_buffers.size();i++) {
+
+ if (near_shadow_buffers[i].owner)
+ near_shadow_buffers[i].owner->clear_near_shadow_buffers();
+ }
+
+}
+
+bool RasterizerGLES2::shadow_allocate_near(RID p_light) {
+
+ if (!use_shadow_mapping || !use_framebuffers)
+ return false;
+
+ LightInstance *li = light_instance_owner.get(p_light);
+ ERR_FAIL_COND_V(!li,false);
+ ERR_FAIL_COND_V( li->near_shadow_buffer, false);
+
+ int skip=0;
+ if (framebuffer.active) {
+
+ int sc = framebuffer.scale;
+ while(sc>1) {
+ sc/=2;
+ skip++;
+ }
+ }
+
+ for(int i=0;i<near_shadow_buffers.size();i++) {
+
+
+ if (skip>0) {
+ skip--;
+ continue;
+ }
+
+ if (near_shadow_buffers[i].owner!=NULL)
+ continue;
+
+ near_shadow_buffers[i].owner=li;
+ li->near_shadow_buffer=&near_shadow_buffers[i];
+ return true;
+ }
+
+ return false;
+}
+
+bool RasterizerGLES2::shadow_allocate_far(RID p_light) {
+
+ return false;
+}
+
+
+/* PARTICLES INSTANCE */
+
+RID RasterizerGLES2::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 RasterizerGLES2::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;
+}
+
+
+
+RID RasterizerGLES2::viewport_data_create() {
+
+ ViewportData *vd = memnew( ViewportData );
+
+ glActiveTexture(GL_TEXTURE0);
+ glGenFramebuffers(1, &vd->lum_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
+
+ glGenTextures(1, &vd->lum_color);
+ glBindTexture(GL_TEXTURE_2D, vd->lum_color);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, vd->lum_color, 0);
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
+ DEBUG_TEST_ERROR("Viewport Data Init");
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT("Can't create framebuffer for vd");
+ }
+
+ return viewport_data_owner.make_rid(vd);
+}
+
+RID RasterizerGLES2::render_target_create(){
+
+ RenderTarget *rt = memnew( RenderTarget );
+ rt->fbo=0;
+ rt->width=0;
+ rt->height=0;
+ rt->last_pass=0;
+
+ Texture *texture = memnew(Texture);
+ texture->active=false;
+ texture->total_data_size=0;
+ texture->render_target=rt;
+ rt->texture_ptr=texture;
+ rt->texture=texture_owner.make_rid( texture );
+ rt->texture_ptr->active=false;
+ return render_target_owner.make_rid(rt);
+
+}
+void RasterizerGLES2::render_target_set_size(RID p_render_target,int p_width,int p_height){
+
+ RenderTarget *rt = render_target_owner.get(p_render_target);
+
+ if (p_width==rt->width && p_height==rt->height)
+ return;
+
+ if (rt->width!=0 && rt->height!=0) {
+
+ glDeleteFramebuffers(1,&rt->fbo);
+ glDeleteRenderbuffers(1,&rt->depth);
+ glDeleteTextures(1,&rt->color);
+
+ rt->fbo=0;
+ rt->width=0;
+ rt->height=0;
+ rt->texture_ptr->tex_id=0;
+ rt->texture_ptr->active=false;
+
+ }
+
+ if (p_width==0 || p_height==0)
+ return;
+
+ rt->width=p_width;
+ rt->height=p_height;
+
+ //fbo
+ glGenFramebuffers(1, &rt->fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, rt->fbo);
+
+ //depth
+ glGenRenderbuffers(1, &rt->depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, rt->depth );
+
+ glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, rt->width,rt->height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
+
+ //color
+ glGenTextures(1, &rt->color);
+ glBindTexture(GL_TEXTURE_2D, rt->color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 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);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0);
+
+ rt->texture_ptr->tex_id=rt->color;
+ rt->texture_ptr->active=true;
+ rt->texture_ptr->width=p_width;
+ rt->texture_ptr->height=p_height;
+
+#
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+
+ glDeleteRenderbuffers(1,&rt->fbo);
+ glDeleteTextures(1,&rt->depth);
+ glDeleteTextures(1,&rt->color);
+ rt->fbo=0;
+ rt->width=0;
+ rt->height=0;
+ rt->color=0;
+ rt->depth=0;
+ rt->texture_ptr->tex_id=0;
+ rt->texture_ptr->active=false;
+ WARN_PRINT("Could not create framebuffer!!");
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
+
+}
+
+RID RasterizerGLES2::render_target_get_texture(RID p_render_target) const{
+
+ const RenderTarget *rt = render_target_owner.get(p_render_target);
+ ERR_FAIL_COND_V(!rt,RID());
+ return rt->texture;
+}
+bool RasterizerGLES2::render_target_renedered_in_frame(RID p_render_target){
+
+ RenderTarget *rt = render_target_owner.get(p_render_target);
+ ERR_FAIL_COND_V(!rt,false);
+ return rt->last_pass==frame;
+}
+
+
+/* RENDER API */
+/* all calls (inside begin/end shadow) are always warranted to be in the following order: */
+
+
+
+
+
+void RasterizerGLES2::begin_frame() {
+
+
+
+
+ _update_framebuffer();
+
+ glDepthFunc(GL_LEQUAL);
+ glFrontFace(GL_CW);
+
+ //fragment_lighting=Globals::get_singleton()->get("rasterizer/use_fragment_lighting");
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_PIXEL_SNAP,GLOBAL_DEF("rasterizer/use_pixel_snap",false));
+
+
+ window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height );
+
+ 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;
+ _rinfo.ci_draw_commands=0;
+ _rinfo.surface_count=0;
+ _rinfo.draw_calls=0;
+
+
+ _update_fixed_materials();
+ while(_shader_dirty_list.first()) {
+
+ _update_shader(_shader_dirty_list.first()->self());
+ }
+
+ while(_skeleton_dirty_list.first()) {
+
+
+ Skeleton *s=_skeleton_dirty_list.first()->self();
+
+ float *sk_float = (float*)skinned_buffer;
+ for(int i=0;i<s->bones.size();i++) {
+
+ float *m = &sk_float[i*12];
+ const Skeleton::Bone &b=s->bones[i];
+ m[0]=b.mtx[0][0];
+ m[1]=b.mtx[1][0];
+ m[2]=b.mtx[2][0];
+ m[3]=b.mtx[3][0];
+
+ m[4]=b.mtx[0][1];
+ m[5]=b.mtx[1][1];
+ m[6]=b.mtx[2][1];
+ m[7]=b.mtx[3][1];
+
+ m[8]=b.mtx[0][2];
+ m[9]=b.mtx[1][2];
+ m[10]=b.mtx[2][2];
+ m[11]=b.mtx[3][2];
+
+
+ }
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,s->tex_id);
+ glTexSubImage2D(GL_TEXTURE_2D,0,0,0,nearest_power_of_2(s->bones.size()*3),1,GL_RGBA,GL_FLOAT,sk_float);
+ _skeleton_dirty_list.remove( _skeleton_dirty_list.first() );
+ }
+
+ while(_multimesh_dirty_list.first()) {
+
+
+ MultiMesh *s=_multimesh_dirty_list.first()->self();
+
+ float *sk_float = (float*)skinned_buffer;
+ for(int i=0;i<s->elements.size();i++) {
+
+ float *m = &sk_float[i*16];
+ const float *im=s->elements[i].matrix;
+ for(int j=0;j<16;j++) {
+ m[j]=im[j];
+ }
+
+ }
+
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D,s->tex_id);
+ glTexSubImage2D(GL_TEXTURE_2D,0,0,0,s->tw,s->th,GL_RGBA,GL_FLOAT,sk_float);
+ _multimesh_dirty_list.remove( _multimesh_dirty_list.first() );
+ }
+
+
+ draw_next_frame=false;
+// material_shader.set_uniform_default(MaterialShaderGLES2::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 RasterizerGLES2::capture_viewport(Image* r_capture) {
+#if 0
+ DVector<uint8_t> pixels;
+ pixels.resize(viewport.width*viewport.height*3);
+ DVector<uint8_t>::Write w = pixels.write();
+#ifdef GLEW_ENABLED
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+#endif
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ if (current_rt)
+ glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr() );
+ else
+ glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGB,GL_UNSIGNED_BYTE,w.ptr());
+
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+
+ w=DVector<uint8_t>::Write();
+
+ r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGB,pixels);
+#else
+
+
+ DVector<uint8_t> pixels;
+ pixels.resize(viewport.width*viewport.height*4);
+ DVector<uint8_t>::Write w = pixels.write();
+ glPixelStorei(GL_PACK_ALIGNMENT, 4);
+ if (current_rt) {
+#ifdef GLEW_ENABLED
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+#endif
+ glReadPixels( 0, 0, viewport.width, viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr() );
+ } else {
+ // back?
+ glReadPixels( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height,GL_RGBA,GL_UNSIGNED_BYTE,w.ptr());
+ }
+ w=DVector<uint8_t>::Write();
+
+ r_capture->create(viewport.width,viewport.height,0,Image::FORMAT_RGBA,pixels);
+ r_capture->flip_y();
+
+
+#endif
+
+}
+
+
+void RasterizerGLES2::clear_viewport(const Color& p_color) {
+
+ if (current_rt) {
+
+ glScissor( 0, 0, viewport.width, viewport.height );
+ } else {
+ 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,1.0);
+ glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared..
+ glDisable(GL_SCISSOR_TEST);
+};
+
+
+void RasterizerGLES2::set_render_target(RID p_render_target) {
+
+ if (!p_render_target.is_valid()) {
+ glBindFramebuffer(GL_FRAMEBUFFER,base_framebuffer);
+ current_rt=NULL;
+
+ } else {
+ RenderTarget *rt = render_target_owner.get(p_render_target);
+ ERR_FAIL_COND(!rt);
+ ERR_FAIL_COND(rt->fbo==0);
+ glBindFramebuffer(GL_FRAMEBUFFER,rt->fbo);
+ current_rt=rt;
+ }
+
+}
+
+void RasterizerGLES2::set_viewport(const VS::ViewportRect& p_viewport) {
+
+ viewport=p_viewport;
+ //viewport.width/=2;
+ //viewport.height/=2;
+ //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height));
+
+ if (current_rt) {
+
+ glViewport( 0, 0,viewport.width, viewport.height );
+ } else {
+ glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+ }
+}
+
+void RasterizerGLES2::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) {
+
+
+ current_debug=p_debug;
+ opaque_render_list.clear();
+ alpha_render_list.clear();
+ light_instance_count=0;
+ current_env = p_env.is_valid() ? environment_owner.get(p_env) : NULL;
+ scene_pass++;
+ last_light_id=0;
+ directional_light_count=0;
+ lights_use_shadow=false;
+ texscreen_used=false;
+ current_vd=viewport_data_owner.get(p_viewport_data);
+ if (current_debug==VS::SCENARIO_DEBUG_WIREFRAME) {
+#ifdef GLEW_ENABLED
+ glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+#endif
+ }
+
+ //set state
+
+ glCullFace(GL_FRONT);
+ cull_front=true;
+};
+
+void RasterizerGLES2::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) {
+
+ ERR_FAIL_COND(shadow);
+ shadow = light_instance_owner.get(p_light_instance);
+ shadow_pass=p_shadow_pass;
+ ERR_FAIL_COND(!shadow);
+
+ opaque_render_list.clear();
+ alpha_render_list.clear();
+// pre_zpass_render_list.clear();
+ light_instance_count=0;
+
+ glCullFace(GL_FRONT);
+ cull_front=true;
+
+}
+
+void RasterizerGLES2::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 RasterizerGLES2::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);
+
+
+ switch(li->base->type) {
+
+ case VS::LIGHT_DIRECTIONAL: {
+
+ ERR_FAIL_COND( directional_light_count >= RenderList::MAX_LIGHTS);
+ directional_lights[directional_light_count++]=li;
+
+ if (li->base->shadow_enabled) {
+ CameraMatrix bias;
+ bias.set_light_bias();
+ Transform modelview=Transform(camera_transform_inverse * li->custom_transform).inverse();
+ li->shadow_projection = bias * li->custom_projection * modelview;
+
+ Transform modelview2=Transform(camera_transform_inverse * li->custom_transform2).inverse();
+ li->shadow_projection2 = bias * li->custom_projection2 * modelview2;
+ lights_use_shadow=true;
+ }
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ if (li->base->shadow_enabled) {
+ li->shadow_projection = Transform(camera_transform_inverse * li->transform).inverse();
+ lights_use_shadow=true;
+ }
+ } break;
+ case VS::LIGHT_SPOT: {
+
+ if (li->base->shadow_enabled) {
+ CameraMatrix bias;
+ bias.set_light_bias();
+ Transform modelview=Transform(camera_transform_inverse * li->transform).inverse();
+ li->shadow_projection = bias * li->projection * modelview;
+ lights_use_shadow=true;
+ }
+ } break;
+
+ }
+
+
+ /* 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;
+
+ light_instances[light_instance_count++]=li;
+
+}
+
+void RasterizerGLES2::_update_shader( Shader* p_shader) const {
+
+ _shader_dirty_list.remove( &p_shader->dirty_list );
+
+ p_shader->valid=false;
+
+
+ p_shader->uniforms.clear();
+ Vector<StringName> uniform_names;
+
+ String vertex_code;
+ String vertex_globals;
+ ShaderCompilerGLES2::Flags flags;
+
+ if (p_shader->mode==VS::SHADER_MATERIAL) {
+ Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,flags,&p_shader->uniforms);
+ if (err) {
+ return; //invalid
+ }
+ }
+
+ //print_line("compiled vertex: "+vertex_code);
+ //print_line("compiled vertex globals: "+vertex_globals);
+
+ //print_line("UCV: "+itos(p_shader->uniforms.size()));
+ String fragment_code;
+ String fragment_globals;
+
+ Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,flags,&p_shader->uniforms);
+ if (err) {
+ return; //invalid
+ }
+
+ //print_line("compiled fragment: "+fragment_code);
+ //print_line("compiled fragment globals: "+fragment_globals);
+
+ //print_line("UCF: "+itos(p_shader->uniforms.size()));
+
+ for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_shader->uniforms.front();E;E=E->next()) {
+
+ uniform_names.push_back("_"+String(E->key()));
+ }
+
+ if (p_shader->mode==VS::SHADER_MATERIAL) {
+ //print_line("setting code to id.. "+itos(p_shader->custom_code_id));
+ Vector<const char*> enablers;
+ if (flags.use_color_interp)
+ enablers.push_back("#define ENABLE_COLOR_INTERP\n");
+ if (flags.use_uv_interp)
+ enablers.push_back("#define ENABLE_UV_INTERP\n");
+ if (flags.use_uv2_interp)
+ enablers.push_back("#define ENABLE_UV2_INTERP\n");
+ if (flags.use_tangent_interp)
+ enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
+ if (flags.use_var1_interp)
+ enablers.push_back("#define ENABLE_VAR1_INTERP\n");
+ if (flags.use_var2_interp)
+ enablers.push_back("#define ENABLE_VAR2_INTERP\n");
+ if (flags.uses_texscreen) {
+ enablers.push_back("#define ENABLE_TEXSCREEN\n");
+ }
+ if (flags.uses_screen_uv) {
+ enablers.push_back("#define ENABLE_SCREEN_UV\n");
+ }
+
+ material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers);
+ } else {
+ //postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
+ }
+
+ p_shader->valid=true;
+ p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen;
+ p_shader->has_texscreen=flags.uses_texscreen;
+ p_shader->has_screen_uv=flags.uses_screen_uv;
+ p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex;
+ p_shader->version++;
+
+}
+
+
+void RasterizerGLES2::_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;
+
+#ifdef DEBUG_ENABLED
+ if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
+ m_src=overdraw_material;
+ }
+
+#endif
+
+ 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) {
+
+ if (m->shader.is_valid()) {
+
+ m->shader_cache=shader_owner.get(m->shader);
+ if (m->shader_cache) {
+
+
+
+ if (!m->shader_cache->valid) {
+ m->shader_cache=NULL;
+ } else {
+ if (m->shader_cache->has_texscreen)
+ texscreen_used=true;
+ }
+ } else {
+ m->shader=RID();
+ }
+
+ } else {
+ m->shader_cache=NULL;
+ }
+
+ m->last_pass=frame;
+ }
+
+
+ LightInstance *lights[RenderList::MAX_LIGHTS];
+
+ RenderList *render_list=NULL;
+
+ bool has_alpha = m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX || (m->shader_cache && m->shader_cache->has_alpha) || m->flags[VS::MATERIAL_FLAG_ONTOP];
+
+
+ if (shadow) {
+
+ if (has_alpha)
+ return; //bye
+
+ if (true) {
+ m = shadow_mat_ptr; //for now do this always
+ if (m->last_pass!=frame) {
+
+ if (m->shader.is_valid()) {
+
+ m->shader_cache=shader_owner.get(m->shader);
+ if (m->shader_cache) {
+
+
+ if (!m->shader_cache->valid)
+ m->shader_cache=NULL;
+ } else {
+ m->shader=RID();
+ }
+
+ } else {
+ m->shader_cache=NULL;
+ }
+
+ m->last_pass=frame;
+ }
+ }
+
+ render_list = &opaque_render_list;
+ /* notyet
+ if (!m->shader_cache || m->shader_cache->can_zpass)
+ render_list = &alpha_render_list;
+ } else {
+ render_list = &opaque_render_list;
+ }*/
+
+ } else {
+ if (has_alpha) {
+ render_list = &alpha_render_list;
+ } else {
+ render_list = &opaque_render_list;
+
+ }
+ }
+
+
+ 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;
+ e->light_type=0;
+ e->additive=false;
+ e->additive_ptr=&e->additive;
+ e->sort_flags=0;
+
+
+ if (p_instance->skeleton.is_valid()) {
+ e->skeleton=skeleton_owner.get(p_instance->skeleton);
+ if (!e->skeleton)
+ const_cast<InstanceData*>(p_instance)->skeleton=RID();
+ else
+ e->sort_flags|=RenderList::SORT_FLAG_SKELETON;
+ } else {
+ e->skeleton=NULL;
+
+ }
+
+ if (e->geometry->type==Geometry::GEOMETRY_MULTISURFACE)
+ e->sort_flags|=RenderList::SORT_FLAG_INSTANCING;
+
+
+ e->mirror=p_instance->mirror;
+ if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES])
+ e->mirror=!e->mirror;
+
+ e->light_type=0xFF; // no lights!
+ e->light=0xFFFF;
+
+ if (shadow || m->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+
+ e->light_type=0x7F; //unshaded is zero
+ } else {
+
+ //setup lights
+ uint16_t light_count=0;
+ uint16_t sort_key[4];
+ uint8_t light_types[4];
+
+ int dlc = MIN(directional_light_count,RenderList::MAX_LIGHTS);;
+ light_count=dlc;
+
+ for(int i=0;i<dlc;i++) {
+ sort_key[i]=directional_lights[i]->sort_key;
+ light_types[i]=VS::LIGHT_DIRECTIONAL;
+ if (directional_lights[i]->base->shadow_enabled) {
+ light_types[i]|=0x8;
+ if (directional_lights[i]->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT)
+ light_types[i]|=0x10;
+
+ }
+
+ }
+
+
+ const RID *liptr = p_instance->light_instances.ptr();
+ int ilc=p_instance->light_instances.size();
+
+
+
+ for(int i=0;i<ilc;i++) {
+
+ if (light_count>=RenderList::MAX_LIGHTS)
+ break;
+
+ LightInstance *li=light_instance_owner.get( liptr[i] );
+ if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene
+ continue;
+ light_types[light_count]=li->base->type;
+ if (li->base->shadow_enabled)
+ light_types[light_count]|=0x8;
+ sort_key[light_count++]=li->sort_key;
+
+
+ }
+
+ for(int i=0;i<light_count;i++) {
+
+ RenderList::Element *ec;
+ if (i>0) {
+
+ ec = render_list->add_element();
+ memcpy(ec,e,sizeof(RenderList::Element));
+ } else {
+
+ ec=e;
+ }
+
+ ec->light_type=light_types[i];
+ ec->light=sort_key[i];
+ ec->additive_ptr=&e->additive;
+ }
+
+ }
+
+ DEBUG_TEST_ERROR("Add Geometry");
+
+}
+
+void RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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);
+ draw_next_frame=true;
+
+}
+
+
+void RasterizerGLES2::_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;
+ }
+}
+
+
+_FORCE_INLINE_ void RasterizerGLES2::_update_material_shader_params(Material *p_material) const {
+
+
+ Map<StringName,Material::UniformData> old_mparams=p_material->shader_params;
+ Map<StringName,Material::UniformData> &mparams=p_material->shader_params;
+ mparams.clear();
+ int idx=0;
+ for(Map<StringName,ShaderLanguage::Uniform>::Element *E=p_material->shader_cache->uniforms.front();E;E=E->next()) {
+
+ Material::UniformData ud;
+
+ bool keep=true;
+
+ if (!old_mparams.has(E->key()))
+ keep=false;
+ else if (old_mparams[E->key()].value.get_type()!=E->value().default_value.get_type()) {
+
+ if (old_mparams[E->key()].value.get_type()==Variant::OBJECT) {
+ if (E->value().default_value.get_type()!=Variant::_RID) //hackfor textures
+ keep=false;
+ } else if (!old_mparams[E->key()].value.is_num() || !E->value().default_value.get_type())
+ keep=false;
+ }
+
+ if (keep) {
+ ud.value=old_mparams[E->key()].value;
+ //print_line("KEEP: "+String(E->key()));
+ } else {
+ ud.value=E->value().default_value;
+ //print_line("NEW: "+String(E->key())+" because: hasold-"+itos(old_mparams.has(E->key())));
+ //if (old_mparams.has(E->key()))
+ // print_line(" told "+Variant::get_type_name(old_mparams[E->key()].value.get_type())+" tnew "+Variant::get_type_name(E->value().default_value.get_type()));
+ }
+
+ ud.istexture=(E->get().type==ShaderLanguage::TYPE_TEXTURE || E->get().type==ShaderLanguage::TYPE_CUBEMAP);
+ ud.index=idx++;
+ mparams[E->key()]=ud;
+ }
+
+ p_material->shader_version=p_material->shader_cache->version;
+
+}
+
+bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material *p_material,bool p_no_const_light) {
+
+ if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) {
+ glDisable(GL_CULL_FACE);
+ } else {
+ glEnable(GL_CULL_FACE);
+ }
+
+ //glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
+
+ /*
+ 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)
+ glLineWidth(p_material->line_width);
+
+
+ //all goes to false by default
+ material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PASS,shadow!=NULL);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF,use_shadow_pcf);
+ //material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,true);
+
+
+ if (!shadow) {
+
+ bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
+ bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW];
+
+ if (current_depth_mask!=depth_write) {
+ current_depth_mask=depth_write;
+ glDepthMask( depth_write );
+
+ }
+
+
+ if (current_depth_test!=depth_test) {
+
+
+ current_depth_test=depth_test;
+ if(depth_test)
+ glEnable(GL_DEPTH_TEST);
+ else
+ glDisable(GL_DEPTH_TEST);
+ }
+
+
+ material_shader.set_conditional(MaterialShaderGLES2::USE_FOG,current_env && current_env->fx_enabled[VS::ENV_FX_FOG]);
+ //glDepthMask( true );
+
+ }
+
+
+ DEBUG_TEST_ERROR("Pre Shader Bind");
+
+ bool rebind=false;
+
+ if (p_material->shader_cache && p_material->shader_cache->valid) {
+
+ // // reduce amount of conditional compilations
+ // for(int i=0;i<_tex_version_count;i++)
+ // material_shader.set_conditional((MaterialShaderGLES2::Conditionals)_tex_version[i],false);
+
+
+ // material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
+
+ if (p_material->shader_version!=p_material->shader_cache->version) {
+ //shader changed somehow, must update uniforms
+
+ _update_material_shader_params((Material*)p_material);
+
+ }
+ material_shader.set_custom_shader(p_material->shader_cache->custom_code_id);
+ rebind = material_shader.bind();
+
+ DEBUG_TEST_ERROR("Shader Bind");
+
+ //set uniforms!
+ int texcoord=0;
+ for (Map<StringName,Material::UniformData>::Element *E=p_material->shader_params.front();E;E=E->next()) {
+
+ if (E->get().index<0)
+ continue;
+ if (E->get().istexture) {
+ //clearly a texture..
+ RID rid = E->get().value;
+ int loc = material_shader.get_custom_uniform_location(E->get().index); //should be automatic..
+
+
+ Texture *t=NULL;
+ if (rid.is_valid()) {
+
+ t=texture_owner.get(rid);
+ if (!t)
+ E->get().value=RID(); //nullify, invalid texture
+ }
+
+
+ glActiveTexture(GL_TEXTURE0+texcoord);
+ glUniform1i(loc,texcoord); //TODO - this could happen automatically on compile...
+ if (t) {
+ if (t->render_target)
+ t->render_target->last_pass=frame;
+ glBindTexture(t->target,t->tex_id);
+ } else
+ glBindTexture(GL_TEXTURE_2D,white_tex); //no texture
+ texcoord++;
+
+ } else {
+ material_shader.set_custom_uniform(E->get().index,E->get().value);
+ }
+
+ }
+
+ if (p_material->shader_cache->has_texscreen && framebuffer.active) {
+ material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_SCREEN_MULT,Vector2(float(viewport.width)/framebuffer.width,float(viewport.height)/framebuffer.height));
+ material_shader.set_uniform(MaterialShaderGLES2::TEXSCREEN_TEX,texcoord);
+ glActiveTexture(GL_TEXTURE0+texcoord);
+ glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
+
+ }
+ if (p_material->shader_cache->has_screen_uv) {
+ material_shader.set_uniform(MaterialShaderGLES2::SCREEN_UV_MULT,Vector2(1.0/viewport.width,1.0/viewport.height));
+ }
+ DEBUG_TEST_ERROR("Material arameters");
+
+ } else {
+
+ material_shader.set_custom_shader(0);
+ rebind = material_shader.bind();
+
+ DEBUG_TEST_ERROR("Shader bind2");
+ }
+
+
+
+ if (shadow) {
+
+ float zofs = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET];
+ float zslope = shadow->base->vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE];
+ if (shadow_pass>=1 && shadow->base->type==VS::LIGHT_DIRECTIONAL) {
+ float m = Math::pow(shadow->base->directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE],shadow_pass);
+ zofs*=m;
+ zslope*=m;
+ }
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_OFFSET,zofs);
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_Z_SLOPE_SCALE,zslope);
+ if (shadow->base->type==VS::LIGHT_OMNI)
+ material_shader.set_uniform(MaterialShaderGLES2::DUAL_PARABOLOID,shadow->dp);
+ DEBUG_TEST_ERROR("Shadow uniforms");
+
+ }
+
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_FOG]) {
+
+ Color col_begin = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR];
+ Color col_end = current_env->fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR];
+ float from = current_env->fx_param[VS::ENV_FX_PARAM_FOG_BEGIN];
+ float zf = camera_z_far;
+ float curve = current_env->fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION];
+ material_shader.set_uniform(MaterialShaderGLES2::FOG_PARAMS,Vector3(from,zf,curve));
+ material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_BEGIN,Vector3(col_begin.r,col_begin.g,col_begin.b));
+ material_shader.set_uniform(MaterialShaderGLES2::FOG_COLOR_END,Vector3(col_end.r,col_end.g,col_end.b));
+ }
+
+ material_shader.set_uniform(MaterialShaderGLES2::CONST_LIGHT_MULT,p_no_const_light?0.0:1.0);
+ //material_shader.set_uniform(MaterialShaderGLES2::TIME,Math::fmod(last_time,300.0));
+ //if uses TIME - draw_next_frame=true
+
+ return rebind;
+
+}
+
+
+
+void RasterizerGLES2::_setup_light(uint16_t p_light) {
+
+ if (shadow)
+ return;
+
+ if (p_light==0xFFFF)
+ return;
+
+ enum {
+ VL_LIGHT_POS,
+ VL_LIGHT_DIR,
+ VL_LIGHT_ATTENUATION,
+ VL_LIGHT_SPOT_ATTENUATION,
+ VL_LIGHT_AMBIENT,
+ VL_LIGHT_DIFFUSE,
+ VL_LIGHT_SPECULAR,
+ VL_LIGHT_MAX
+ };
+
+ static const MaterialShaderGLES2::Uniforms light_uniforms[VL_LIGHT_MAX]={
+ MaterialShaderGLES2::LIGHT_POS,
+ MaterialShaderGLES2::LIGHT_DIRECTION,
+ MaterialShaderGLES2::LIGHT_ATTENUATION,
+ MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
+ MaterialShaderGLES2::LIGHT_AMBIENT,
+ MaterialShaderGLES2::LIGHT_DIFFUSE,
+ MaterialShaderGLES2::LIGHT_SPECULAR,
+ };
+
+
+ GLfloat light_data[VL_LIGHT_MAX][3];
+ memset(light_data,0,(VL_LIGHT_MAX)*3*sizeof(GLfloat));
+
+ LightInstance *li=light_instances[p_light];
+ Light *l=li->base;
+
+
+ for(int j=0;j<3;j++) {
+ light_data[VL_LIGHT_AMBIENT][j]=l->colors[VS::LIGHT_COLOR_AMBIENT][j];
+ light_data[VL_LIGHT_DIFFUSE][j]=l->colors[VS::LIGHT_COLOR_DIFFUSE][j];
+ light_data[VL_LIGHT_SPECULAR][j]=l->colors[VS::LIGHT_COLOR_SPECULAR][j];
+ }
+
+ if (l->type!=VS::LIGHT_OMNI) {
+
+ Vector3 dir = -li->transform.get_basis().get_axis(2);
+ dir = camera_transform_inverse.basis.xform(dir).normalized();
+ for(int j=0;j<3;j++)
+ light_data[VL_LIGHT_DIR][j]=dir[j];
+ }
+
+
+ if (l->type!=VS::LIGHT_DIRECTIONAL) {
+
+ Vector3 pos = li->transform.get_origin();
+ pos = camera_transform_inverse.xform(pos);
+ for(int j=0;j<3;j++)
+ light_data[VL_LIGHT_POS][j]=pos[j];
+ }
+
+ if (li->near_shadow_buffer) {
+
+ glActiveTexture(GL_TEXTURE7);
+ //if (read_depth_supported) {
+
+ glBindTexture(GL_TEXTURE_2D,li->near_shadow_buffer->depth);
+ //} else {
+
+
+ //}
+
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX,li->shadow_projection);
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXEL_SIZE,Vector2(1.0,1.0)/li->near_shadow_buffer->size);
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_TEXTURE,7);
+
+ if (li->base->type==VS::LIGHT_DIRECTIONAL && li->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) {
+
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_MATRIX2,li->shadow_projection2);
+ material_shader.set_uniform(MaterialShaderGLES2::LIGHT_PSSM_SPLIT,li->shadow_split);
+ //print_line("shadow split: "+rtos(li->shadow_split));
+ }
+ material_shader.set_uniform(MaterialShaderGLES2::SHADOW_DARKENING,li->base->vars[VS::LIGHT_PARAM_SHADOW_DARKENING]);
+ //matrix
+
+ }
+
+
+ light_data[VL_LIGHT_ATTENUATION][0]=l->vars[VS::LIGHT_PARAM_ENERGY];
+ light_data[VL_LIGHT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_RADIUS];
+ light_data[VL_LIGHT_ATTENUATION][2]=l->vars[VS::LIGHT_PARAM_ATTENUATION];
+
+ light_data[VL_LIGHT_SPOT_ATTENUATION][0]=Math::cos(Math::deg2rad(l->vars[VS::LIGHT_PARAM_SPOT_ANGLE]));
+ light_data[VL_LIGHT_SPOT_ATTENUATION][1]=l->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION];
+
+
+ //int uf = material_shader.get_uniform(MaterialShaderGLES2::LIGHT_PARAMS);
+ for(int i=0;i<VL_LIGHT_MAX;i++) {
+ glUniform3f( material_shader.get_uniform(light_uniforms[i]),light_data[i][0],light_data[i][1],light_data[i][2]);
+ }
+
+}
+
+
+template<bool USE_NORMAL, bool USE_TANGENT>
+void RasterizerGLES2::_skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms) {
+
+ uint32_t basesize = 3;
+ if (USE_NORMAL)
+ basesize+=3;
+ if (USE_TANGENT)
+ basesize+=4;
+
+ uint32_t extra=(p_dst_stride-basesize*4);
+
+ for(int i=0;i<p_elements;i++) {
+
+ uint32_t ss = p_src_stride*i;
+ uint32_t ds = p_dst_stride*i;
+ const uint16_t *bi = (const uint16_t*)&p_src_bones[ss];
+ const float *bw = (const float *)&p_src_weights[ss];
+ const float *src_vec=(const float *)&p_src_array[ss];
+ float *dst_vec=(float*)&p_dst_array[ds];
+
+ dst_vec[0]=0.0;
+ dst_vec[1]=0.0;
+ dst_vec[2]=0.0;
+ //conditionals simply removed by optimizer
+ if (USE_NORMAL) {
+
+ dst_vec[3]=0.0;
+ dst_vec[4]=0.0;
+ dst_vec[5]=0.0;
+
+ if (USE_TANGENT) {
+
+ dst_vec[6]=0.0;
+ dst_vec[7]=0.0;
+ dst_vec[8]=0.0;
+ dst_vec[9]=src_vec[9];
+ }
+ } else {
+
+ if (USE_TANGENT) {
+
+ dst_vec[3]=0.0;
+ dst_vec[4]=0.0;
+ dst_vec[5]=0.0;
+ dst_vec[6]=src_vec[6];
+ }
+ }
+
+
+#define _XFORM_BONE(m_idx)\
+ if (bw[m_idx]==0)\
+ goto end;\
+ p_bone_xforms[bi[m_idx]].transform_add_mul3(&src_vec[0],&dst_vec[0],bw[m_idx]);\
+ if (USE_NORMAL) {\
+ p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
+ if (USE_TANGENT) {\
+ p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[6],&dst_vec[6],bw[m_idx]);\
+ }\
+ } else {\
+ if (USE_TANGENT) {\
+ p_bone_xforms[bi[m_idx]].transform3_add_mul3(&src_vec[3],&dst_vec[3],bw[m_idx]);\
+ }\
+ }
+
+ _XFORM_BONE(0);
+ _XFORM_BONE(1);
+ _XFORM_BONE(2);
+ _XFORM_BONE(3);
+
+ end:
+
+ //copy extra stuff
+ const uint8_t *esp =(const uint8_t*) &src_vec[basesize];
+ uint8_t *edp =(uint8_t*) &dst_vec[basesize];
+
+
+ for(uint32_t j=0;j<extra;j++) {
+
+ edp[j]=esp[j];
+ }
+
+ }
+}
+
+
+Error RasterizerGLES2::_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 (surf->packed) {
+ float scales[4]={surf->vertex_scale,surf->uv_scale,surf->uv2_scale,0.0};
+ glVertexAttrib4fv( 7, scales );
+ } else {
+ glVertexAttrib4f( 7, 1,1,1,1 );
+
+ }*/
+
+ if (!use_VBO) {
+
+ DEBUG_TEST_ERROR("Draw NO 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;
+ }
+ }
+ }
+
+#if 0
+ {
+ //in-place skeleton tansformation, only used for morphs, slow.
+ //should uptimize some day....
+
+ 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));
+ int bidx = Math::fast_ftoi(bones[j]);
+ dst+=skeleton[ bidx ].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));
+ int bidx=Math::fast_ftoi(bones[j]);
+ dst+=skeleton[ bidx ].basis.xform(src) * w;
+ }
+
+ ptr[0]=dst.x;
+ ptr[1]=dst.y;
+ ptr[2]=dst.z;
+
+ } break;
+
+ } break;
+ }
+ }
+ }
+#endif
+
+ } else if (skeleton_valid) {
+
+ base = skinned_buffer;
+ //copy stuff and get it ready for the skeleton
+
+ int src_stride = surf->stride;
+ int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size );
+ 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];
+ const Skeleton::Bone *skeleton = &p_skeleton->bones[0];
+
+ if (surf->format&VS::ARRAY_FORMAT_NORMAL && surf->format&VS::ARRAY_FORMAT_TANGENT)
+ _skeleton_xform<true,true>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
+ else if (surf->format&(VS::ARRAY_FORMAT_NORMAL))
+ _skeleton_xform<true,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
+ else if (surf->format&(VS::ARRAY_FORMAT_TANGENT))
+ _skeleton_xform<false,true>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
+ else
+ _skeleton_xform<false,false>(surf->array_local,surf->stride,base,dst_stride,surf->array_len,src_bones,src_weights,skeleton);
+
+
+ stride=dst_stride;
+ }
+
+
+
+
+ } 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 || ! ad.bind) {
+ glDisableVertexAttribArray(i);
+ if (i == VS::ARRAY_COLOR) {
+ _set_color_attrib(Color(1, 1, 1,1));
+ };
+ //print_line("disable: "+itos(i));
+ continue; // this one is disabled.
+ }
+
+ glEnableVertexAttribArray(i);
+// print_line("set: "+itos(i)+" - count: "+itos(ad.count)+" datatype: "+itos(ad.datatype)+" ofs: "+itos(ad.ofs)+" stride: "+itos(stride)+" total len: "+itos(surf->array_len));
+ glVertexAttribPointer(i, ad.count, ad.datatype, ad.normalize, stride, &base[ad.ofs]);
+
+ }
+#ifdef GLEW_ENABLED
+//"desktop" opengl needs this.
+ if (surf->primitive==VS::PRIMITIVE_POINTS) {
+ glEnable(GL_POINT_SPRITE);
+ glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
+
+ } else {
+ glDisable(GL_POINT_SPRITE);
+ glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
+ }
+#endif
+ } 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
+};
+
+
+
+void RasterizerGLES2::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner,const Transform& p_xform) {
+
+
+ _rinfo.object_count++;
+
+ switch(p_geometry->type) {
+
+ case Geometry::GEOMETRY_SURFACE: {
+
+ Surface *s = (Surface*)p_geometry;
+
+ _rinfo.vertex_count+=s->array_len;
+
+ if (s->index_array_len>0) {
+
+ if (s->index_array_local) {
+
+ //print_line("LOCAL F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT, s->index_array_local);
+
+ } else {
+ // print_line("indices: "+itos(s->index_array_local) );
+
+
+ //print_line("VBO F: "+itos(s->format)+" C: "+itos(s->index_array_len)+" VC: "+itos(s->array_len));
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
+ glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
+ }
+
+
+ } else {
+
+ glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
+
+ };
+
+ _rinfo.draw_calls++;
+ } break;
+
+ case Geometry::GEOMETRY_MULTISURFACE: {
+
+ material_shader.bind_uniforms();
+ 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;
+
+ _rinfo.draw_calls+=element_count;
+
+
+ if (use_texture_instancing) {
+ //this is probably the fastest all around way if vertex texture fetch is supported
+
+ float twd=(1.0/mm->tw)*4.0;
+ float thd=1.0/mm->th;
+ float parm[3]={0.0,01.0,(1.0f/mm->tw)};
+ glActiveTexture(GL_TEXTURE6);
+ glDisableVertexAttribArray(6);
+ glBindTexture(GL_TEXTURE_2D,mm->tex_id);
+
+ if (s->index_array_len>0) {
+
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
+ for(int i=0;i<element_count;i++) {
+ parm[0]=(i%(mm->tw>>2))*twd;
+ parm[1]=(i/(mm->tw>>2))*thd;
+ glVertexAttrib3fv(6,parm);
+ glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
+
+ }
+
+
+ } else {
+
+ for(int i=0;i<element_count;i++) {
+ //parm[0]=(i%(mm->tw>>2))*twd;
+ //parm[1]=(i/(mm->tw>>2))*thd;
+ glVertexAttrib3fv(6,parm);
+ glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
+ }
+ };
+
+ } else if (use_attribute_instancing) {
+ //if not, using atributes instead of uniforms can be really fast in forward rendering architectures
+ if (s->index_array_len>0) {
+
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id);
+ for(int i=0;i<element_count;i++) {
+ glVertexAttrib4fv(8,&elements[i].matrix[0]);
+ glVertexAttrib4fv(9,&elements[i].matrix[4]);
+ glVertexAttrib4fv(10,&elements[i].matrix[8]);
+ glVertexAttrib4fv(11,&elements[i].matrix[12]);
+ glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
+ }
+
+
+ } else {
+
+ for(int i=0;i<element_count;i++) {
+ glVertexAttrib4fv(8,&elements[i].matrix[0]);
+ glVertexAttrib4fv(9,&elements[i].matrix[4]);
+ glVertexAttrib4fv(10,&elements[i].matrix[8]);
+ glVertexAttrib4fv(11,&elements[i].matrix[12]);
+ glDrawArrays(gl_primitive[s->primitive],0,s->array_len);
+ }
+ };
+
+
+ } else {
+
+ //nothing to do, slow path (hope no hardware has to use it... but you never know)
+
+ 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(MaterialShaderGLES2::INSTANCE_TRANSFORM), 1, false, elements[i].matrix);
+ glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_INT:GL_UNSIGNED_SHORT,0);
+ }
+
+
+ } else {
+
+ for(int i=0;i<element_count;i++) {
+ glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES2::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);
+
+
+ Transform camera;
+ if (shadow)
+ camera=shadow->transform;
+ else
+ camera=camera_transform;
+
+ particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera);
+ _rinfo.draw_calls+=particles->data.amount;
+
+
+ _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)
+ };
+
+ for(int i=0;i<particles->data.amount;i++) {
+
+ ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i];
+ if (!pinfo.data->active)
+ continue;
+
+ material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, pinfo.transform);
+ _set_color_attrib(pinfo.color);
+ _draw_primitive(4,points,normals,NULL,uvs,tangents);
+
+ }
+
+ }
+
+ } break;
+ default: break;
+ };
+};
+
+void RasterizerGLES2::_setup_shader_params(const Material *p_material) {
+
+ int idx=0;
+ int tex_idx=0;
+#if 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 RasterizerGLES2::_setup_skeleton(const Skeleton *p_skeleton) {
+
+ material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,p_skeleton!=NULL);
+ if (p_skeleton && p_skeleton->tex_id) {
+
+ glActiveTexture(GL_TEXTURE6);
+ glBindTexture(GL_TEXTURE_2D,p_skeleton->tex_id);
+ }
+
+
+}
+
+
+void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Transform& p_view_transform, const Transform& p_view_transform_inverse,const CameraMatrix& p_projection,bool p_reverse_cull,bool p_fragment_light,bool p_alpha_pass) {
+
+ const Material *prev_material=NULL;
+ uint16_t prev_light=0x777E;
+ const Geometry *prev_geometry_cmp=NULL;
+ uint8_t prev_light_type=0xEF;
+ const ParamOverrideMap* prev_overrides=NULL; // make it diferent than NULL
+ const Skeleton *prev_skeleton =NULL;
+ uint8_t prev_sort_flags=0xFF;
+
+ Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID;
+
+ material_shader.set_conditional(MaterialShaderGLES2::USE_VERTEX_LIGHTING,!shadow && !p_fragment_light);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_FRAGMENT_LIGHTING,!shadow && p_fragment_light);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_SKELETON,false);
+
+ if (shadow) {
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
+ material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
+ }
+
+
+
+
+ bool prev_blend=false;
+ glDisable(GL_BLEND);
+ for (int i=0;i<p_render_list->element_count;i++) {
+
+ RenderList::Element *e = p_render_list->elements[i];
+ const Material *material = e->material;
+ uint16_t light = e->light;
+ uint8_t light_type = e->light_type;
+ uint8_t sort_flags= e->sort_flags;
+ const Skeleton *skeleton = e->skeleton;
+ const Geometry *geometry_cmp = e->geometry_cmp;
+
+ bool rebind=false;
+ bool additive=false;
+
+
+ if (!shadow) {
+
+ if (texscreen_used && !texscreen_copied && material->shader_cache && material->shader_cache->valid && material->shader_cache->has_texscreen) {
+
+ texscreen_copied=true;
+ _copy_to_texscreen();
+
+ //force reset state
+ prev_material=NULL;
+ prev_light=0x777E;
+ prev_geometry_cmp=NULL;
+ prev_light_type=0xEF;
+ prev_overrides=NULL; // make it diferent than NULL
+ prev_skeleton =NULL;
+ prev_sort_flags=0xFF;
+ prev_geometry_type=Geometry::GEOMETRY_INVALID;
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+
+ }
+
+ if (light_type!=prev_light_type) {
+
+ if (material->flags[VS::MATERIAL_FLAG_UNSHADED]) {
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,false);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,false);
+ material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,true);
+ } else {
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_DIRECTIONAL,(light_type&0x3)==VS::LIGHT_DIRECTIONAL);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_OMNI,(light_type&0x3)==VS::LIGHT_OMNI);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_TYPE_SPOT,(light_type&0x3)==VS::LIGHT_SPOT);
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_SHADOW,(light_type&0x8));
+ material_shader.set_conditional(MaterialShaderGLES2::LIGHT_USE_PSSM,(light_type&0x10));
+ material_shader.set_conditional(MaterialShaderGLES2::SHADELESS,false);
+ }
+
+ rebind=true;
+ }
+
+
+ if (!*e->additive_ptr) {
+
+ additive=false;
+ *e->additive_ptr=true;
+ } else {
+ additive=true;
+ }
+
+ bool desired_blend=false;
+ VS::MaterialBlendMode desired_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
+
+ if (additive) {
+ desired_blend=true;
+ desired_blend_mode=VS::MATERIAL_BLEND_MODE_ADD;
+ } else {
+ desired_blend=p_alpha_pass;
+ desired_blend_mode=material->blend_mode;
+ }
+
+ if (prev_blend!=desired_blend) {
+
+ if (desired_blend) {
+ glEnable(GL_BLEND);
+ } else {
+ glDisable(GL_BLEND);
+ }
+
+ prev_blend=desired_blend;
+ }
+
+ if (desired_blend && desired_blend_mode!=current_blend_mode) {
+
+ switch(desired_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;
+
+ }
+
+ current_blend_mode=desired_blend_mode;
+ }
+
+ }
+
+ if (sort_flags!=prev_sort_flags) {
+
+ if (sort_flags&RenderList::SORT_FLAG_INSTANCING) {
+ material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,!use_texture_instancing && !use_attribute_instancing);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,use_attribute_instancing);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,use_texture_instancing);
+ } else {
+ material_shader.set_conditional(MaterialShaderGLES2::USE_UNIFORM_INSTANCING,false);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_ATTRIBUTE_INSTANCING,false);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_TEXTURE_INSTANCING,false);
+ }
+ rebind=true;
+ }
+ if (use_hw_skeleton_xform && skeleton!=prev_skeleton) {
+ if (!prev_skeleton || !skeleton)
+ rebind=true; //went from skeleton <-> no skeleton, needs rebind
+ _setup_skeleton(skeleton);
+ }
+
+ if (material!=prev_material || rebind) {
+
+ rebind = _setup_material(e->geometry,material,additive);
+
+ DEBUG_TEST_ERROR("Setup 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_cmp!=prev_geometry_cmp || prev_skeleton!=skeleton) {
+
+ _setup_geometry(e->geometry, material,e->skeleton,e->instance->morph_values.ptr());
+ _rinfo.surface_count++;
+ DEBUG_TEST_ERROR("Setup geometry");
+ };
+
+ if (i==0 || light!=prev_light || rebind) {
+ if (e->light!=0xFFFF) {
+ _setup_light(e->light&0x3);
+ }
+ }
+
+ _set_cull(e->mirror,p_reverse_cull);
+
+
+ if (i==0 || rebind) {
+ material_shader.set_uniform(MaterialShaderGLES2::CAMERA_INVERSE_TRANSFORM, p_view_transform_inverse);
+ material_shader.set_uniform(MaterialShaderGLES2::PROJECTION_TRANSFORM, p_projection);
+ if (skeleton && use_hw_skeleton_xform) {
+ //material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
+ material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
+ }
+ _rinfo.shader_change_count++;
+ }
+
+ if (e->instance->billboard || e->instance->depth_scale) {
+
+ Transform xf=e->instance->transform;
+ if (e->instance->depth_scale) {
+
+ if (p_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*p_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+p_view_transform.get_basis().get_axis(2),p_view_transform.get_basis().get_axis(1));
+ xf.basis.scale(scale);
+ }
+ material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, xf);
+
+ } else {
+ material_shader.set_uniform(MaterialShaderGLES2::WORLD_TRANSFORM, e->instance->transform);
+ }
+
+
+ _render(e->geometry, material, skeleton,e->owner,e->instance->transform);
+ DEBUG_TEST_ERROR("Rendering");
+
+ prev_material=material;
+ prev_skeleton=skeleton;
+ prev_geometry_cmp=geometry_cmp;
+ prev_light=e->light;
+ prev_light_type=e->light_type;
+ prev_sort_flags=sort_flags;
+// prev_geometry_type=geometry->type;
+ }
+
+ //print_line("shaderchanges: "+itos(p_alpha_pass)+": "+itos(_rinfo.shader_change_count));
+
+
+
+};
+
+
+void RasterizerGLES2::_copy_to_texscreen() {
+
+ //what am i missing?
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+#ifdef GLEW_ENABLED
+ glDisable(GL_POINT_SPRITE);
+ glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
+#endif
+ glDisable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+
+ for(int i=0;i<VS::ARRAY_MAX;i++) {
+ glDisableVertexAttribArray(i);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+
+
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, framebuffer.color );
+ copy_shader.bind();
+ _copy_screen_quad();
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
+
+
+}
+
+void RasterizerGLES2::_copy_screen_quad() {
+
+
+ Vector2 dst_pos[4]={
+ Vector2(-1, 1),
+ Vector2( 1, 1),
+ Vector2( 1,-1),
+ Vector2(-1,-1)
+ };
+
+ Size2 uvscale(
+ (viewport.width / float(framebuffer.scale)) / framebuffer.width,
+ (viewport.height / float(framebuffer.scale)) / framebuffer.height
+ );
+
+ Vector2 src_uv[4]={
+ Vector2( 0, 1)*uvscale,
+ Vector2( 1, 1)*uvscale,
+ Vector2( 1, 0)*uvscale,
+ Vector2( 0, 0)*uvscale
+ };
+
+ Vector2 full_uv[4]={
+ Vector2( 0, 1),
+ Vector2( 1, 1),
+ Vector2( 1, 0),
+ Vector2( 0, 0)
+ };
+
+ _draw_gui_primitive2(4,dst_pos,NULL,src_uv,full_uv);
+
+}
+
+void RasterizerGLES2::_process_glow_bloom() {
+
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.color );
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,true);
+ if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,true);
+
+ }
+
+ copy_shader.bind();
+ copy_shader.set_uniform(CopyShaderGLES2::BLOOM,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]));
+ copy_shader.set_uniform(CopyShaderGLES2::BLOOM_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]));
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+
+ if (current_vd && current_env->fx_enabled[VS::ENV_FX_HDR]) {
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
+ copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
+ copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
+ copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
+
+ glActiveTexture(GL_TEXTURE0);
+ }
+
+ glViewport( 0, 0, framebuffer.blur_size, framebuffer.blur_size );
+ _copy_screen_quad();
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_COPY,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
+ int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
+ Vector2 psize(1.0/framebuffer.blur_size,1.0/framebuffer.blur_size);
+
+ for(int i=0;i<passes;i++) {
+
+ static const Vector2 src_uv[4]={
+ Vector2( 0, 1),
+ Vector2( 1, 1),
+ Vector2( 1, 0),
+ Vector2( 0, 0)
+ };
+ static const Vector2 dst_pos[4]={
+ Vector2(-1, 1),
+ Vector2( 1, 1),
+ Vector2( 1,-1),
+ Vector2(-1,-1)
+ };
+
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[1].fbo);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
+ copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,true);
+ copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
+ copy_shader.bind();
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
+
+ _draw_gui_primitive(4,dst_pos,NULL,src_uv);
+
+
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[0].fbo);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.blur[1].color );
+ copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
+ copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,true);
+ copy_shader.bind();
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
+
+ _draw_gui_primitive(4,dst_pos,NULL,src_uv);
+
+
+ }
+
+ copy_shader.set_conditional(CopyShaderGLES2::BLUR_V_PASS,false);
+ copy_shader.set_conditional(CopyShaderGLES2::BLUR_H_PASS,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
+
+ //blur it
+
+
+}
+
+void RasterizerGLES2::_process_hdr() {
+
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[0].fbo);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.color );
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,true);
+ copy_shader.bind();
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+ glViewport( 0, 0, framebuffer.luminance[0].size, framebuffer.luminance[0].size );
+ _copy_screen_quad();
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
+ int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
+ copy_shader.bind();
+
+ for(int i=1;i<framebuffer.luminance.size();i++) {
+
+
+ static const Vector2 src_uv[4]={
+ Vector2( 0, 1),
+ Vector2( 1, 1),
+ Vector2( 1, 0),
+ Vector2( 0, 0)
+ };
+ static const Vector2 dst_pos[4]={
+ Vector2(-1, 1),
+ Vector2( 1, 1),
+ Vector2( 1,-1),
+ Vector2(-1,-1)
+ };
+
+
+ Vector2 psize(1.0/framebuffer.luminance[i-1].size,1.0/framebuffer.luminance[i-1].size);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.luminance[i].fbo);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.luminance[i-1].color );
+ glViewport( 0, 0, framebuffer.luminance[i].size, framebuffer.luminance[i].size );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+
+ if (framebuffer.luminance[i].size==1) {
+ //last step
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,true);
+ copy_shader.bind();
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_VD_LUM),1);
+ copy_shader.set_uniform(CopyShaderGLES2::HDR_TIME_DELTA,time_delta);
+ copy_shader.set_uniform(CopyShaderGLES2::HDR_EXP_ADJ_SPEED,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]));
+ copy_shader.set_uniform(CopyShaderGLES2::MIN_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]));
+ copy_shader.set_uniform(CopyShaderGLES2::MAX_LUMINANCE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]));
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+
+ //swap them
+ SWAP( current_vd->lum_color, framebuffer.luminance[i].color);
+ SWAP( current_vd->lum_fbo, framebuffer.luminance[i].fbo);
+
+ }
+
+ copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,psize);
+
+ _draw_gui_primitive(4,dst_pos,NULL,src_uv);
+
+ }
+
+
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_STORE,false);
+
+ draw_next_frame=true;
+
+}
+
+
+void RasterizerGLES2::_draw_tex_bg() {
+
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ RID texture;
+
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ texture=current_env->bg_param[VS::ENV_BG_PARAM_TEXTURE];
+ } else {
+ texture=current_env->bg_param[VS::ENV_BG_PARAM_CUBEMAP];
+ }
+
+ if (!texture_owner.owns(texture)) {
+ return;
+ }
+
+ Texture *t = texture_owner.get(texture);
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(t->target, t->tex_id);
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,true);
+
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
+
+ } else {
+ copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,true);
+ }
+
+ if (current_env->bg_mode==VS::ENV_BG_CUBEMAP_RGBE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,true);
+ } else {
+ copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
+ }
+
+ copy_shader.bind();
+
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+ glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+ } else {
+ glUniform1i( copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE_CUBE),0);
+ }
+
+ float nrg =float(current_env->bg_param[VS::ENV_BG_PARAM_ENERGY]);
+ if (current_env->fx_enabled[VS::ENV_FX_HDR])
+ nrg*=0.25; //go down a quarter for hdr
+ copy_shader.set_uniform(CopyShaderGLES2::ENERGY,nrg);
+
+ Vector3 vertices[4]={
+ Vector3(-1,-1,1),
+ Vector3( 1,-1,1),
+ Vector3( 1, 1,1),
+ Vector3(-1, 1,1)
+ };
+
+
+ Vector3 src_uv[4]={
+ Vector3( 0, 1, 0),
+ Vector3( 1, 1, 0),
+ Vector3( 1, 0, 0),
+ Vector3( 0, 0, 0)
+ };
+
+ if (current_env->bg_mode==VS::ENV_BG_TEXTURE || current_env->bg_mode==VS::ENV_BG_TEXTURE_RGBE) {
+
+ //regular texture
+ //adjust aspect
+
+ float aspect_t = t->width / float(t->height);
+ float aspect_v = viewport.width / float(viewport.height);
+
+ if (aspect_v > aspect_t) {
+ //wider than texture
+ for(int i=0;i<4;i++) {
+ src_uv[i].y=(src_uv[i].y-0.5)*(aspect_t/aspect_v)+0.5;
+ }
+
+ } else {
+ //narrower than texture
+ for(int i=0;i<4;i++) {
+ src_uv[i].x=(src_uv[i].x-0.5)*(aspect_v/aspect_t)+0.5;
+ }
+ }
+
+ float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
+ for(int i=0;i<4;i++) {
+
+ src_uv[i].x*=scale;
+ src_uv[i].y*=scale;
+ }
+ } else {
+
+ //skybox uv vectors
+ float vw,vh,zn;
+ camera_projection.get_viewport_size(vw,vh);
+ zn=camera_projection.get_z_near();
+
+ float scale=current_env->bg_param[VS::ENV_BG_PARAM_SCALE];
+
+ for(int i=0;i<4;i++) {
+
+ Vector3 uv=src_uv[i];
+ uv.x=(uv.x*2.0-1.0)*vw*scale;
+ uv.y=-(uv.y*2.0-1.0)*vh*scale;
+ uv.z=-zn;
+ src_uv[i] = camera_transform.basis.xform(uv).normalized();
+ src_uv[i].z = -src_uv[i].z;
+
+ }
+ }
+
+ _draw_primitive(4,vertices,NULL,NULL,src_uv);
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_ENERGY,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_RGBE,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_CUBEMAP,false);
+}
+
+void RasterizerGLES2::end_scene() {
+
+
+
+ glEnable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+
+ bool use_fb=false;
+
+ if (framebuffer.active) {
+
+ //detect when to use the framebuffer object
+ if (texscreen_used || framebuffer.scale!=1) {
+ use_fb=true;
+ } else if (current_env) {
+ use_fb=false;
+ for(int i=0;i<VS::ENV_FX_MAX;i++) {
+
+ if (i==VS::ENV_FX_FOG) //does not need fb
+ continue;
+
+ if (current_env->fx_enabled[i]) {
+ use_fb=true;
+ break;
+ }
+ }
+ }
+ }
+
+
+ if (use_fb) {
+
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
+ glViewport( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
+ glScissor( 0,0,viewport.width / framebuffer.scale, viewport.height / framebuffer.scale );
+
+ material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
+
+ } else {
+ if (current_rt) {
+ glScissor( 0,0,viewport.width,viewport.height);
+ } else {
+ glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+ }
+ }
+
+ glEnable(GL_SCISSOR_TEST);
+ _glClearDepth(1.0);
+
+ bool draw_tex_background=false;
+
+ if (current_debug==VS::SCENARIO_DEBUG_OVERDRAW) {
+
+ glClearColor(0,0,0,1);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+ } else if (current_env) {
+
+ switch(current_env->bg_mode) {
+
+ case VS::ENV_BG_KEEP: {
+ //copy from framebuffer if framebuffer
+ glClear(GL_DEPTH_BUFFER_BIT);
+ } break;
+ case VS::ENV_BG_DEFAULT_COLOR:
+ case VS::ENV_BG_COLOR: {
+
+ Color bgcolor;
+ if (current_env->bg_mode==VS::ENV_BG_COLOR)
+ bgcolor = current_env->bg_param[VS::ENV_BG_PARAM_COLOR];
+ else
+ bgcolor = Globals::get_singleton()->get("render/default_clear_color");
+ float a = use_fb ? 0.0 : 1.0;
+ glClearColor(bgcolor.r,bgcolor.g,bgcolor.b,a);
+ _glClearDepth(1.0);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+
+ } break;
+ case VS::ENV_BG_TEXTURE:
+ case VS::ENV_BG_CUBEMAP:
+ case VS::ENV_BG_TEXTURE_RGBE:
+ case VS::ENV_BG_CUBEMAP_RGBE: {
+
+
+ glClear(GL_DEPTH_BUFFER_BIT);
+ draw_tex_background=true;
+ } break;
+
+ }
+ } else {
+
+ glClearColor(0.3,0.3,0.3,1.0);
+ glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
+ }
+
+ glDisable(GL_SCISSOR_TEST);
+
+
+ //material_shader.set_uniform_camera(MaterialShaderGLES2::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(MaterialShaderGLES2::CAMERA_INVERSE, camera_transform_inverse);
+
+
+ current_depth_test=true;
+ current_depth_mask=true;
+ texscreen_copied=false;
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_BLEND);
+ current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
+
+ material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
+ opaque_render_list.sort_mat_light_type_flags();
+ _render_list_forward(&opaque_render_list,camera_transform,camera_transform_inverse,camera_projection,false,fragment_lighting);
+
+ if (draw_tex_background) {
+ //most 3D vendors recommend drawing a texture bg or skybox here,
+ //after opaque geometry has been drawn
+ //so the zbuffer can get rid of most pixels
+ _draw_tex_bg();
+ }
+
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glDisable(GL_BLEND);
+ current_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
+ material_shader.set_conditional(MaterialShaderGLES2::USE_GLOW,false);
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
+ glColorMask(1,1,1,0); //don't touch alpha
+ }
+
+ alpha_render_list.sort_z();
+ _render_list_forward(&alpha_render_list,camera_transform,camera_transform_inverse,camera_projection,false,false,true);
+ glColorMask(1,1,1,1);
+
+// material_shader.set_conditional( MaterialShaderGLES2::USE_FOG,false);
+
+ DEBUG_TEST_ERROR("Drawing Scene");
+
+#ifdef GLEW_ENABLED
+ glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+#endif
+
+ if (use_fb) {
+
+
+
+ for(int i=0;i<VS::ARRAY_MAX;i++) {
+ glDisableVertexAttribArray(i);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ glDisable(GL_BLEND);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_SCISSOR_TEST);
+ glDepthMask(false);
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
+ _process_hdr();
+ }
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
+ _process_glow_bloom();
+ }
+
+ glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
+
+ if (current_rt) {
+ glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
+ glViewport( 0,0,viewport.width,viewport.height);
+ } else {
+ glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
+ glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
+ }
+
+ //time to copy!!!
+ copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
+
+ copy_shader.bind();
+ //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
+
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
+
+ }
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
+
+ glActiveTexture(GL_TEXTURE2);
+ glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
+ copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
+
+ }
+
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
+
+ Vector3 bcs;
+ bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
+ bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
+ bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
+ copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
+ }
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_GAMMA]) {
+ copy_shader.set_uniform(CopyShaderGLES2::GAMMA,float(current_env->fx_param[VS::ENV_FX_PARAM_GAMMA]));
+ }
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.color );
+ glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
+
+ _copy_screen_quad();
+
+ copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GAMMA,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
+ material_shader.set_conditional(MaterialShaderGLES2::USE_HDR,false);
+
+
+ if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
+ _debug_luminances();
+ }
+ }
+
+ current_env=NULL;
+ current_debug=VS::SCENARIO_DEBUG_DISABLED;
+ if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
+ _debug_shadows();
+ }
+
+
+}
+void RasterizerGLES2::end_shadow_map() {
+
+
+
+ ERR_FAIL_COND(!shadow);
+
+ glDisable(GL_BLEND);
+ glDisable(GL_SCISSOR_TEST);
+ glDisable(GL_DITHER);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(true);
+
+
+ ShadowBuffer *sb = shadow->near_shadow_buffer;
+
+ ERR_FAIL_COND(!sb);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo);
+
+ if (!use_rgba_shadowmaps)
+ glColorMask(0, 0, 0, 0);
+
+ //glEnable(GL_POLYGON_OFFSET_FILL);
+ //glPolygonOffset( 8.0f, 16.0f);
+
+ 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: {
+
+ if (shadow->base->directional_shadow_mode==VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_SPLIT) {
+
+ if (shadow_pass==0) {
+
+ cm = shadow->custom_projection;
+ light_transform=shadow->custom_transform;
+ glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
+ glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
+ } else {
+
+ cm = shadow->custom_projection2;
+ light_transform=shadow->custom_transform2;
+ glViewport(0, 0, sb->size, sb->size*0.5);
+ glScissor(0, 0, sb->size, sb->size*0.5);
+
+ }
+
+ glEnable(GL_SCISSOR_TEST);
+
+ } else {
+ cm = shadow->custom_projection;
+ light_transform=shadow->custom_transform;
+ glViewport(0, 0, sb->size, sb->size);
+ }
+
+ z_near=cm.get_z_near();
+ z_far=cm.get_z_far();
+
+ _glClearDepth(1.0f);
+ glClearColor(1,1,1,1);
+
+ if (use_rgba_shadowmaps)
+ glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
+ else
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+
+ glDisable(GL_SCISSOR_TEST);
+
+ } break;
+ case VS::LIGHT_OMNI: {
+
+ material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,true);
+ dp_direction = shadow_pass?1.0:-1.0;
+ flip_facing = (shadow_pass == 1);
+ light_transform=shadow->transform;
+ z_near=0;
+ z_far=shadow->base->vars[ VS::LIGHT_PARAM_RADIUS ];
+ shadow->dp.x=1.0/z_far;
+ shadow->dp.y=dp_direction;
+
+ if (shadow_pass==0) {
+ glViewport(0, sb->size*0.5, sb->size, sb->size*0.5);
+ glScissor(0, sb->size*0.5, sb->size, sb->size*0.5);
+ } else {
+ glViewport(0, 0, sb->size, sb->size*0.5);
+ glScissor(0, 0, sb->size, sb->size*0.5);
+ }
+ glEnable(GL_SCISSOR_TEST);
+ shadow->projection=cm;
+
+
+ glClearColor(1,1,1,1);
+ _glClearDepth(1.0f);
+ if (use_rgba_shadowmaps)
+ glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
+ else
+ glClear(GL_DEPTH_BUFFER_BIT);
+ glDisable(GL_SCISSOR_TEST);
+
+
+ } break;
+ case VS::LIGHT_SPOT: {
+
+ float far = shadow->base->vars[ VS::LIGHT_PARAM_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_PARAM_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();
+
+ glViewport(0, 0, sb->size, sb->size);
+ _glClearDepth(1.0f);
+ glClearColor(1,1,1,1);
+ if (use_rgba_shadowmaps)
+ glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
+ else
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+
+ } break;
+ }
+
+ Transform light_transform_inverse = light_transform.affine_inverse();
+
+ opaque_render_list.sort_mat_geom();
+ _render_list_forward(&opaque_render_list,light_transform,light_transform_inverse,cm,flip_facing,false);
+
+ material_shader.set_conditional(MaterialShaderGLES2::USE_DUAL_PARABOLOID,false);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
+ //glDisable(GL_POLYGON_OFFSET_FILL);
+
+
+ if (!use_rgba_shadowmaps)
+ glColorMask(1, 1, 1, 1);
+
+ DEBUG_TEST_ERROR("Drawing Shadow");
+ shadow=NULL;
+
+
+}
+
+void RasterizerGLES2::_debug_draw_shadow(GLuint tex, const Rect2& p_rect) {
+
+
+
+
+ Matrix32 modelview;
+ modelview.translate(p_rect.pos.x, p_rect.pos.y);
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, modelview);
+ glBindTexture(GL_TEXTURE_2D,tex);
+
+ 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 RasterizerGLES2::_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->depth, 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 RasterizerGLES2::_debug_luminances() {
+
+ canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,true);
+ canvas_begin();
+ glDisable(GL_BLEND);
+ canvas_shader.bind();
+
+ Size2 debug_size(128,128);
+ Size2 ofs;
+
+ for (int i=0;i<framebuffer.luminance.size();i++) {
+
+ _debug_draw_shadow(framebuffer.luminance[i].color, 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;
+ }
+ }
+
+ canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,false);
+
+}
+
+
+void RasterizerGLES2::_debug_shadows() {
+
+ canvas_begin();
+ 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);
+
+}
+
+void RasterizerGLES2::end_frame() {
+
+
+ //print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count)+" CI: "+itos(_rinfo.ci_draw_commands));
+
+ //print_line("TOTAL VTX: "+itos(_rinfo.vertex_count));
+ OS::get_singleton()->swap_buffers();
+}
+
+void RasterizerGLES2::flush_frame() {
+
+ glFlush();
+}
+
+/* CANVAS API */
+
+void RasterizerGLES2::canvas_begin() {
+
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_SCISSOR_TEST);
+#ifdef GLEW_ENABLED
+ glDisable(GL_POINT_SPRITE);
+ glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
+#endif
+ glEnable(GL_BLEND);
+ glBlendEquation(GL_FUNC_ADD);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ //glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
+ glLineWidth(1.0);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
+ for(int i=0;i<VS::ARRAY_MAX;i++) {
+ glDisableVertexAttribArray(i);
+ }
+
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture( GL_TEXTURE_2D, white_tex );
+ canvas_tex=RID();
+ //material_shader.unbind();
+ canvas_shader.unbind();
+ canvas_shader.bind();
+ canvas_shader.set_uniform(CanvasShaderGLES2::TEXTURE, 0);
+ _set_color_attrib(Color(1,1,1));
+ Transform canvas_transform;
+ canvas_transform.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f);
+ canvas_transform.scale( Vector3( 2.0f / viewport.width, -2.0f / viewport.height, 1.0f ) );
+ canvas_shader.set_uniform(CanvasShaderGLES2::PROJECTION_MATRIX,canvas_transform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,Matrix32());
+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+
+ canvas_opacity=1.0;
+
+ canvas_blend_mode=VS::MATERIAL_BLEND_MODE_MIX;
+
+
+}
+void RasterizerGLES2::canvas_set_opacity(float p_opacity) {
+
+ canvas_opacity = p_opacity;
+}
+
+void RasterizerGLES2::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) {
+
+ if (p_mode==canvas_blend_mode)
+ return;
+ 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;
+
+ }
+
+ canvas_blend_mode=p_mode;
+
+}
+
+
+void RasterizerGLES2::canvas_begin_rect(const Matrix32& p_transform) {
+
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX,p_transform);
+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,Matrix32());
+
+}
+
+void RasterizerGLES2::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);
+ } else {
+
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+
+}
+
+void RasterizerGLES2::canvas_end_rect() {
+
+ //glPopMatrix();
+}
+
+
+RasterizerGLES2::Texture* RasterizerGLES2::_bind_canvas_texture(const RID& p_texture) {
+
+ if (p_texture==canvas_tex) {
+ if (canvas_tex.is_valid()) {
+ Texture*texture=texture_owner.get(p_texture);
+ return texture;
+ }
+ return NULL;
+ }
+
+
+
+ if (p_texture.is_valid()) {
+
+ Texture*texture=texture_owner.get(p_texture);
+ if (!texture) {
+ canvas_tex=RID();
+ glBindTexture(GL_TEXTURE_2D,white_tex);
+ return NULL;
+ }
+
+ if (texture->render_target)
+ texture->render_target->last_pass=frame;
+
+ glBindTexture(GL_TEXTURE_2D,texture->tex_id);
+ canvas_tex=p_texture;
+ return texture;
+
+
+ } else {
+
+
+ glBindTexture(GL_TEXTURE_2D,white_tex);
+ canvas_tex=p_texture;
+ }
+
+
+ return NULL;
+}
+
+void RasterizerGLES2::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) {
+
+ _bind_canvas_texture(RID());
+ Color c=p_color;
+ c.a*=canvas_opacity;
+ _set_color_attrib(c);
+
+ Vector3 verts[2]={
+ Vector3(p_from.x,p_from.y,0),
+ Vector3(p_to.x,p_to.y,0)
+ };
+
+ glLineWidth(p_width);
+ _draw_primitive(2,verts,0,0,0);
+ _rinfo.ci_draw_commands++;
+}
+
+void RasterizerGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs) {
+
+
+
+ static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
+
+
+//#define GLES_USE_PRIMITIVE_BUFFER
+
+#ifndef GLES_NO_CLIENT_ARRAYS
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
+
+ if (p_colors) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ }
+
+ if (p_uvs) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ glDrawArrays(prim[p_points],0,p_points);
+
+#else
+
+ glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
+ float b[32];
+ int ofs=0;
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
+ for(int i=0;i<p_points;i++) {
+ b[ofs++]=p_vertices[i].x;
+ b[ofs++]=p_vertices[i].y;
+ }
+
+ if (p_colors) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(float)*4, ((float*)0)+ofs );
+ for(int i=0;i<p_points;i++) {
+ b[ofs++]=p_colors[i].r;
+ b[ofs++]=p_colors[i].g;
+ b[ofs++]=p_colors[i].b;
+ b[ofs++]=p_colors[i].a;
+ }
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ }
+
+
+ if (p_uvs) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(float)*2, ((float*)0)+ofs );
+ for(int i=0;i<p_points;i++) {
+ b[ofs++]=p_uvs[i].x;
+ b[ofs++]=p_uvs[i].y;
+ }
+
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ glBufferSubData(GL_ARRAY_BUFFER,0,ofs*4,&b[0]);
+ glDrawArrays(prim[p_points],0,p_points);
+ glBindBuffer(GL_ARRAY_BUFFER,0);
+
+
+#endif
+ _rinfo.ci_draw_commands++;
+}
+
+void RasterizerGLES2::_draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2) {
+
+
+ static const GLenum prim[5]={GL_POINTS,GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN};
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
+ if (p_colors) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ }
+
+ if (p_uvs) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ if (p_uvs2) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV2);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV2, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs2 );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV2);
+ }
+
+ glDrawArrays(prim[p_points],0,p_points);
+ _rinfo.ci_draw_commands++;
+}
+
+void RasterizerGLES2::_draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip, bool p_v_flip ) {
+
+ Vector2 texcoords[4]= {
+ Vector2( p_src_region.pos.x/p_tex_size.width,
+ p_src_region.pos.y/p_tex_size.height),
+
+ Vector2((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width,
+ p_src_region.pos.y/p_tex_size.height),
+
+ Vector2( (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),
+
+ Vector2( p_src_region.pos.x/p_tex_size.width,
+ (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height)
+ };
+
+ if (p_h_flip) {
+ SWAP( texcoords[0], texcoords[1] );
+ SWAP( texcoords[2], texcoords[3] );
+ }
+ if (p_v_flip) {
+ SWAP( texcoords[1], texcoords[2] );
+ SWAP( texcoords[0], texcoords[3] );
+ }
+
+ Vector2 coords[4]= {
+ Vector2( p_rect.pos.x, p_rect.pos.y ),
+ Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y ),
+ Vector2( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height ),
+ Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
+ };
+
+ _draw_gui_primitive(4,coords,0,texcoords);
+ _rinfo.ci_draw_commands++;
+}
+
+void RasterizerGLES2::_draw_quad(const Rect2& p_rect) {
+
+ Vector2 coords[4]= {
+ Vector2( p_rect.pos.x,p_rect.pos.y ),
+ Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y ),
+ Vector2( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height ),
+ Vector2( p_rect.pos.x,p_rect.pos.y+p_rect.size.height )
+ };
+
+ _draw_gui_primitive(4,coords,0,0);
+ _rinfo.ci_draw_commands++;
+
+}
+
+void RasterizerGLES2::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) {
+
+ Color m = p_modulate;
+ m.a*=canvas_opacity;
+ _set_color_attrib(m);
+ Texture *texture = _bind_canvas_texture(p_texture);
+
+
+ if ( texture ) {
+
+ 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 );
+ //print_line("rect: "+p_rect);
+
+ }
+
+ _rinfo.ci_draw_commands++;
+
+}
+
+void RasterizerGLES2::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) {
+
+ Color m = p_modulate;
+ m.a*=canvas_opacity;
+ _set_color_attrib(m);
+
+ Texture* texture=_bind_canvas_texture(p_texture);
+ ERR_FAIL_COND(!texture);
+ /* 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 ));
+ }
+
+
+ _rinfo.ci_draw_commands++;
+}
+
+void RasterizerGLES2::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);
+ _set_color_attrib(Color(1,1,1,canvas_opacity));
+ _bind_canvas_texture(p_texture);
+ _draw_gui_primitive(p_points.size(),p_points.ptr(),p_colors.ptr(),p_uvs.ptr());
+
+ _rinfo.ci_draw_commands++;
+}
+
+void RasterizerGLES2::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;
+
+ if (p_singlecolor) {
+ Color m = *p_colors;
+ m.a*=canvas_opacity;
+ _set_color_attrib(m);
+ } else if (!p_colors) {
+ _set_color_attrib( Color(1,1,1,canvas_opacity));
+ } else
+ do_colors=true;
+
+ Texture *texture = _bind_canvas_texture(p_texture);
+
+ glEnableVertexAttribArray(VS::ARRAY_VERTEX);
+ glVertexAttribPointer( VS::ARRAY_VERTEX, 2 ,GL_FLOAT, false, sizeof(Vector2), p_vertices );
+ if (do_colors) {
+
+ glEnableVertexAttribArray(VS::ARRAY_COLOR);
+ glVertexAttribPointer( VS::ARRAY_COLOR, 4 ,GL_FLOAT, false, sizeof(Color), p_colors );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_COLOR);
+ }
+
+ if (texture && p_uvs) {
+
+ glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
+ glVertexAttribPointer( VS::ARRAY_TEX_UV, 2 ,GL_FLOAT, false, sizeof(Vector2), p_uvs );
+ } else {
+ glDisableVertexAttribArray(VS::ARRAY_TEX_UV);
+ }
+
+ if (p_indices) {
+
+ glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_INT, p_indices );
+ } else {
+ glDrawArrays(GL_TRIANGLES,0,p_vertex_count);
+ }
+
+ _rinfo.ci_draw_commands++;
+
+};
+
+
+void RasterizerGLES2::canvas_set_transform(const Matrix32& p_transform) {
+
+ canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX,p_transform);
+
+ //canvas_transform = Variant(p_transform);
+}
+
+/* ENVIRONMENT */
+
+RID RasterizerGLES2::environment_create() {
+
+ Environment * env = memnew( Environment );
+ return environment_owner.make_rid(env);
+}
+
+void RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::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 RasterizerGLES2::is_texture(const RID& p_rid) const {
+
+ return texture_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_material(const RID& p_rid) const {
+
+ return material_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_mesh(const RID& p_rid) const {
+
+ return mesh_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_multimesh(const RID& p_rid) const {
+
+ return multimesh_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_particles(const RID &p_beam) const {
+
+ return particles_owner.owns(p_beam);
+}
+
+bool RasterizerGLES2::is_light(const RID& p_rid) const {
+
+ return light_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_light_instance(const RID& p_rid) const {
+
+ return light_instance_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_particles_instance(const RID& p_rid) const {
+
+ return particles_instance_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_skeleton(const RID& p_rid) const {
+
+ return skeleton_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_environment(const RID& p_rid) const {
+
+ return environment_owner.owns(p_rid);
+}
+bool RasterizerGLES2::is_shader(const RID& p_rid) const {
+
+ return false;
+}
+
+void RasterizerGLES2::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);
+
+ switch(shader->mode) {
+ case VS::SHADER_MATERIAL: {
+ material_shader.free_custom_shader(shader->custom_code_id);
+ } break;
+ case VS::SHADER_POST_PROCESS: {
+ //postprocess_shader.free_custom_shader(shader->custom_code_id);
+ } break;
+ }
+
+ if (shader->dirty_list.in_list())
+ _shader_dirty_list.remove(&shader->dirty_list);
+
+ //material_shader.free_custom_shader(shader->custom_code_id);
+ 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);
+
+ _free_fixed_material(p_rid); //just in case
+ 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);
+
+ if (multimesh->tex_id) {
+ glDeleteTextures(1,&multimesh->tex_id);
+ }
+
+ 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);
+
+ if (skeleton->dirty_list.in_list())
+ _skeleton_dirty_list.remove(&skeleton->dirty_list);
+ if (skeleton->tex_id) {
+ glDeleteTextures(1,&skeleton->tex_id);
+ }
+ 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 (environment_owner.owns(p_rid)) {
+
+ Environment *env = environment_owner.get( p_rid );
+ ERR_FAIL_COND(!env);
+
+ environment_owner.free(p_rid);
+ memdelete( env );
+
+ } else if (viewport_data_owner.owns(p_rid)) {
+
+ ViewportData *viewport_data = viewport_data_owner.get( p_rid );
+ ERR_FAIL_COND(!viewport_data);
+ glDeleteFramebuffers(1,&viewport_data->lum_fbo);
+ glDeleteTextures(1,&viewport_data->lum_color);
+ viewport_data_owner.free(p_rid);
+ memdelete( viewport_data );
+
+ } else if (render_target_owner.owns(p_rid)) {
+
+ RenderTarget *render_target = render_target_owner.get( p_rid );
+ ERR_FAIL_COND(!render_target);
+ render_target_set_size(p_rid,0,0); //clears framebuffer
+ texture_owner.free(render_target->texture);
+ memdelete(render_target->texture_ptr);
+ render_target_owner.free(p_rid);
+ memdelete( render_target );
+
+ };
+}
+
+
+
+bool RasterizerGLES2::ShadowBuffer::init(int p_size,bool p_use_depth) {
+
+ size=p_size;
+ // Create a framebuffer object
+ glGenFramebuffers(1, &fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo);
+
+ // Create a render buffer
+ glGenRenderbuffers(1, &rbo);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+
+ // Create a texture for storing the depth
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ // Remove artifact on the edges of the shadowmap
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ //print_line("ERROR? "+itos(glGetError()));
+ if ( p_use_depth ) {
+
+ // We'll use a depth texture to store the depths in the shadow map
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0,
+ GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+
+ // Attach the depth texture to FBO depth attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_TEXTURE_2D, depth, 0);
+
+#ifdef GLEW_ENABLED
+ glDrawBuffer(GL_NONE);
+#endif
+ } else {
+ // We'll use a RGBA texture into which we pack the depth info
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+
+ // Attach the RGBA texture to FBO color attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, depth, 0);
+
+ // Allocate 16-bit depth buffer
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size,size);
+
+ // Attach the render buffer as depth buffer - will be ignored
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, rbo);
+
+
+ }
+
+#if 0
+
+ if (!p_use_depth) {
+
+
+ print_line("try no depth!");
+
+ glGenTextures(1, &rgba);
+ glBindTexture(GL_TEXTURE_2D, rgba);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rgba, 0);
+/*
+ glGenRenderbuffers(1, &depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, depth);
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, p_size, p_size);
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depth);
+*/
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
+
+ } else {
+
+// glGenRenderbuffers(1, &rbo);
+// glBindRenderbuffer(GL_RENDERBUFFER, rbo);
+
+ glGenTextures(1, &depth);
+ glBindTexture(GL_TEXTURE_2D, depth);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, size, size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0);
+
+ }
+
+#endif
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ //printf("errnum: %x\n",status);
+#ifdef GLEW_ENABLED
+ if (p_use_depth) {
+ glDrawBuffer(GL_BACK);
+ }
+#endif
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ DEBUG_TEST_ERROR("Shadow Buffer Init");
+ ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
+
+#ifdef GLEW_ENABLED
+ if (p_use_depth) {
+ glDrawBuffer(GL_BACK);
+ }
+#endif
+
+#if 0
+ glGenFramebuffers(1, &fbo_blur);
+ glBindFramebuffer(GL_FRAMEBUFFER, fbo_blur);
+
+ glGenRenderbuffers(1, &rbo_blur);
+ glBindRenderbuffer(GL_RENDERBUFFER, rbo_blur);
+
+ glGenTextures(1, &blur);
+ glBindTexture(GL_TEXTURE_2D, blur);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+// glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, size, size, 0,
+// GL_DEPTH_COMPONENT16, GL_UNSIGNED_SHORT, NULL);
+
+ // Attach the RGBA texture to FBO color attachment point
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, blur, 0);
+
+ // Allocate 16-bit depth buffer
+ /* glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
+
+ // Attach the render buffer as depth buffer - will be ignored
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
+ GL_RENDERBUFFER, rbo_blur);
+*/
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ OS::get_singleton()->print("Status: %x\n",status);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ DEBUG_TEST_ERROR("Shadow Blur Buffer Init");
+ ERR_FAIL_COND_V( status != GL_FRAMEBUFFER_COMPLETE,false );
+#endif
+
+ return true;
+
+}
+
+
+
+void RasterizerGLES2::_update_framebuffer() {
+
+ if (!use_framebuffers)
+ return;
+
+ int scale = GLOBAL_DEF("rasterizer/framebuffer_shrink",1);
+
+ int dwidth = OS::get_singleton()->get_video_mode().width/scale;
+ int dheight = OS::get_singleton()->get_video_mode().height/scale;
+
+ if (framebuffer.fbo && dwidth==framebuffer.width && dheight==framebuffer.height)
+ return;
+
+
+ bool use_fbo=true;
+
+
+ if (framebuffer.fbo!=0) {
+
+ glDeleteFramebuffers(1,&framebuffer.fbo);
+#if 0
+ glDeleteTextures(1,&framebuffer.depth);
+#else
+ glDeleteRenderbuffers(1,&framebuffer.depth);
+
+#endif
+ glDeleteTextures(1,&framebuffer.color);
+
+ for(int i=0;i<framebuffer.luminance.size();i++) {
+
+ glDeleteTextures(1,&framebuffer.luminance[i].color);
+ glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
+
+ }
+ for(int i=0;i<3;i++) {
+
+ glDeleteTextures(1,&framebuffer.blur[i].color);
+ glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
+ }
+
+ glDeleteTextures(1,&framebuffer.sample_color);
+ glDeleteFramebuffers(1,&framebuffer.sample_fbo);
+
+ framebuffer.fbo=0;
+ }
+
+ framebuffer.active=use_fbo;
+ framebuffer.width=dwidth;
+ framebuffer.height=dheight;
+ framebuffer.scale=scale;
+
+ if (!framebuffer.active)
+ return;
+
+
+ glGenFramebuffers(1, &framebuffer.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo);
+
+ //print_line("generating fbo, id: "+itos(framebuffer.fbo));
+ //depth
+
+ // Create a render buffer
+
+#if 0
+ 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_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE );
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0);
+
+#else
+
+ glGenRenderbuffers(1, &framebuffer.depth);
+ glBindRenderbuffer(GL_RENDERBUFFER, framebuffer.depth );
+
+ glRenderbufferStorage(GL_RENDERBUFFER, use_depth24?_DEPTH_COMPONENT24_OES:GL_DEPTH_COMPONENT16, framebuffer.width,framebuffer.height);
+
+ glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, framebuffer.depth);
+
+#endif
+ //color
+ glGenTextures(1, &framebuffer.color);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 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);
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0);
+#
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+
+ glDeleteFramebuffers(1,&framebuffer.fbo);
+#if 0
+ glDeleteTextures(1,&framebuffer.depth);
+#else
+ glDeleteRenderbuffers(1,&framebuffer.depth);
+
+#endif
+ glDeleteTextures(1,&framebuffer.color);
+ framebuffer.fbo=0;
+ framebuffer.active=false;
+ //print_line("**************** NO FAMEBUFFEEEERRRR????");
+ WARN_PRINT("Could not create framebuffer!!");
+ }
+
+ //sample
+
+ glGenFramebuffers(1, &framebuffer.sample_fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.sample_fbo);
+ glGenTextures(1, &framebuffer.sample_color);
+ glBindTexture(GL_TEXTURE_2D, framebuffer.sample_color);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, framebuffer.width, framebuffer.height, 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);
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+// glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.sample_color, 0);
+#
+ status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+
+ glDeleteFramebuffers(1,&framebuffer.fbo);
+#if 0
+ glDeleteTextures(1,&framebuffer.depth);
+#else
+ glDeleteRenderbuffers(1,&framebuffer.depth);
+
+#endif
+ glDeleteTextures(1,&framebuffer.color);
+ glDeleteTextures(1,&framebuffer.sample_color);
+ glDeleteFramebuffers(1,&framebuffer.sample_fbo);
+ framebuffer.fbo=0;
+ framebuffer.active=false;
+ //print_line("**************** NO FAMEBUFFEEEERRRR????");
+ WARN_PRINT("Could not create framebuffer!!");
+ }
+ //blur
+
+ int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
+
+ if (size!=framebuffer.blur_size) {
+
+
+ for(int i=0;i<3;i++) {
+
+ if (framebuffer.blur[i].fbo) {
+ glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
+ glDeleteTextures(1,&framebuffer.blur[i].color);
+ framebuffer.blur[i].fbo=0;
+ framebuffer.blur[i].color=0;
+ }
+ }
+
+ framebuffer.blur_size=size;
+
+ for(int i=0;i<3;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);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ DEBUG_TEST_ERROR("Shadow Buffer Init");
+ ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
+
+
+ }
+
+ }
+
+ // luminance
+
+ int base_size = GLOBAL_DEF("rasterizer/luminance_buffer_size",81);
+
+ if (framebuffer.luminance.empty() || framebuffer.luminance[0].size!=base_size) {
+
+
+ for(int i=0;i<framebuffer.luminance.size();i++) {
+
+ glDeleteFramebuffers(1,&framebuffer.luminance[i].fbo);
+ glDeleteTextures(1,&framebuffer.luminance[i].color);
+ }
+
+ framebuffer.luminance.clear();
+
+
+
+ while(base_size>0) {
+
+ FrameBuffer::Luminance lb;
+ lb.size=base_size;
+
+
+ glGenFramebuffers(1, &lb.fbo);
+ glBindFramebuffer(GL_FRAMEBUFFER, lb.fbo);
+
+ glGenTextures(1, &lb.color);
+ glBindTexture(GL_TEXTURE_2D, lb.color);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, lb.size, lb.size, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, lb.color, 0);
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ DEBUG_TEST_ERROR("Shadow Buffer Init");
+ ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
+
+ base_size/=3;
+ framebuffer.luminance.push_back(lb);
+
+ }
+ }
+
+
+
+}
+
+void RasterizerGLES2::set_base_framebuffer(GLuint p_id) {
+
+ base_framebuffer=p_id;
+}
+
+#if 0
+void RasterizerGLES2::_update_blur_buffer() {
+
+ int size = GLOBAL_DEF("rasterizer/blur_buffer_size",256);
+ if (size!=framebuffer.blur_size) {
+
+ for(int i=0;i<3;i++) {
+
+ if (framebuffer.blur[i].fbo) {
+ glDeleteFramebuffers(1,&framebuffer.blur[i].fbo);
+ glDeleteTextures(1,&framebuffer.blur[i].color);
+ framebuffer.blur[i].fbo=0;
+ framebuffer.blur[i].color=0;
+ }
+ }
+
+ framebuffer.blur_size=size;
+
+ for(int i=0;i<3;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);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, size, size, 0,
+ GL_RGBA, GL_UNSIGNED_BYTE, NULL);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
+ GL_TEXTURE_2D, framebuffer.blur[i].color, 0);
+
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ DEBUG_TEST_ERROR("Shadow Buffer Init");
+ ERR_CONTINUE( status != GL_FRAMEBUFFER_COMPLETE );
+
+
+ }
+
+ }
+
+
+
+
+
+}
+#endif
+void RasterizerGLES2::init() {
+
+#ifdef GLEW_ENABLED
+ GLuint res = glewInit();
+ ERR_FAIL_COND(res!=GLEW_OK);
+#endif
+
+
+
+
+ scene_pass=1;
+
+ if (extensions.size()==0) {
+
+ set_extensions( (const char*)glGetString( GL_EXTENSIONS ));
+ }
+
+
+ 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();
+
+ material_shader.init();
+ canvas_shader.init();
+ copy_shader.init();
+
+#ifdef GLEW_ENABLED
+ material_shader.set_conditional(MaterialShaderGLES2::USE_GLES_OVER_GL,true);
+ canvas_shader.set_conditional(CanvasShaderGLES2::USE_GLES_OVER_GL,true);
+ copy_shader.set_conditional(CopyShaderGLES2::USE_GLES_OVER_GL,true);
+#endif
+
+
+ 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);
+ glGenerateMipmap(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D,0);
+
+#ifdef GLEW_ENABLED
+
+ read_depth_supported=true;
+ pvr_supported=false;
+ etc_supported=false;
+ use_depth24 =true;
+ s3tc_supported = true;
+ use_hw_skeleton_xform = false;
+// use_texture_instancing=false;
+// use_attribute_instancing=true;
+ use_texture_instancing=false;
+ use_attribute_instancing=true;
+#ifdef OSX_ENABLED
+ use_rgba_shadowmaps=true;
+#else
+ use_rgba_shadowmaps=false;
+#endif
+ use_half_float=true;
+
+#else
+ read_depth_supported=extensions.has("GL_OES_depth_texture");
+ use_rgba_shadowmaps=!read_depth_supported;
+ pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc");
+ etc_supported=extensions.has("GL_OES_compressed_ETC1_RGB8_texture");
+ use_depth24 = extensions.has("GL_OES_depth24");
+ s3tc_supported = extensions.has("GL_EXT_texture_compression_dxt1") || extensions.has("GL_EXT_texture_compression_s3tc");
+ use_half_float = extensions.has("GL_OES_vertex_half_float");
+
+
+ GLint vtf;
+ glGetIntegerv(GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS,&vtf);
+ use_hw_skeleton_xform=vtf>0 && extensions.has("GL_OES_texture_float");
+ //if (extensions.has("GL_QCOM_tiled_rendering"))
+ // use_hw_skeleton_xform=false;
+ GLint mva;
+ glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,&mva);
+ if (vtf==0 && mva>8) {
+ //tegra 3, mali 400
+ use_attribute_instancing=true;
+ use_texture_instancing=false;
+ } else if (vtf>0 && extensions.has("GL_OES_texture_float")){
+ //use_texture_instancing=true;
+ use_texture_instancing=false; // i don't get it, uniforms are faster.
+ use_attribute_instancing=false;
+
+
+
+ } else {
+
+ use_texture_instancing=false;
+ use_attribute_instancing=false;
+ }
+
+
+ //etc_supported=false;
+ use_hw_skeleton_xform=false;
+
+#endif
+
+ //use_rgba_shadowmaps=true;
+
+
+
+
+ //read_depth_supported=false;
+
+ {
+ //shadowmaps
+ OS::VideoMode vm=OS::get_singleton()->get_video_mode();
+
+ //don't use a shadowbuffer too big in GLES, this should be the maximum
+ int max_shadow_size = GLOBAL_DEF("rasterizer/max_shadow_buffer_size",1024);//nearest_power_of_2(MIN(vm.width,vm.height))/2;
+ while(max_shadow_size>=16) {
+
+ ShadowBuffer sb;
+ bool s = sb.init(max_shadow_size,!use_rgba_shadowmaps);
+ if (s)
+ near_shadow_buffers.push_back(sb);
+ max_shadow_size/=2;
+ }
+
+ //material_shader
+ material_shader.set_conditional(MaterialShaderGLES2::USE_DEPTH_SHADOWS,!use_rgba_shadowmaps);
+
+ }
+
+
+ shadow_material = material_create(); //empty with nothing
+ shadow_mat_ptr = material_owner.get(shadow_material);
+ overdraw_material = create_overdraw_debug_material();
+
+ npo2_textures_available=true;
+ //fragment_lighting=false;
+ _rinfo.texture_mem=0;
+ current_env=NULL;
+ current_rt=NULL;
+ current_vd=NULL;
+ current_debug=VS::SCENARIO_DEBUG_DISABLED;
+
+ glGenBuffers(1,&gui_quad_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER,gui_quad_buffer);
+ glBufferData(GL_ARRAY_BUFFER,128,NULL,GL_DYNAMIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER,0); //unbind
+
+
+
+ _update_framebuffer();
+ DEBUG_TEST_ERROR("Initializing");
+}
+
+void RasterizerGLES2::finish() {
+
+
+ memdelete_arr(skinned_buffer);
+}
+
+int RasterizerGLES2::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_DRAW_CALLS_IN_FRAME: {
+
+ return _rinfo.draw_calls;
+ } break;
+ case VS::INFO_SURFACE_CHANGES_IN_FRAME: {
+
+ return _rinfo.surface_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: {
+
+ return _rinfo.texture_mem;
+ } break;
+ case VS::INFO_VERTEX_MEM_USED: {
+
+ return 0;
+ } break;
+ }
+
+ return 0;
+}
+
+void RasterizerGLES2::set_extensions(const char *p_strings) {
+
+ Vector<String> strings = String(p_strings).split(" ",false);
+ for(int i=0;i<strings.size();i++) {
+
+ extensions.insert(strings[i]);
+// print_line(strings[i]);
+ }
+}
+
+bool RasterizerGLES2::needs_to_draw_next_frame() const {
+
+ return draw_next_frame;
+}
+
+bool RasterizerGLES2::has_feature(VS::Features p_feature) const {
+
+ switch( p_feature) {
+ case VS::FEATURE_SHADERS: return true;
+ case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks;
+ default: return false;
+ }
+}
+
+
+void RasterizerGLES2::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);
+
+
+
+ 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;
+ if (t->render_target)
+ continue;
+ 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;
+
+ List<RID> render_targets;
+ render_target_owner.get_owned_list(&render_targets);
+ for(List<RID>::Element *E=render_targets.front();E;E=E->next()) {
+ RenderTarget *rt = render_target_owner.get(E->get());
+
+ int w = rt->width;
+ int h = rt->height;
+ rt->width=0;
+ rt->height=0;
+ render_target_set_size(E->get(),w,h);
+ }
+
+
+ List<RID> meshes;
+ mesh_owner.get_owned_list(&meshes);
+ for(List<RID>::Element *E=meshes.front();E;E=E->next()) {
+
+ Mesh *mesh = mesh_owner.get(E->get());
+ Vector<Surface*> surfaces =mesh->surfaces;
+ mesh->surfaces.clear();
+ for(int i=0;i<surfaces.size();i++) {
+ mesh_add_surface(E->get(),surfaces[i]->primitive,surfaces[i]->data,surfaces[i]->morph_data,surfaces[i]->alpha_sort);
+ mesh_surface_set_material(E->get(),i,surfaces[i]->material);
+
+ if (surfaces[i]->array_local != 0) {
+ memfree(surfaces[i]->array_local);
+ };
+ if (surfaces[i]->index_array_local != 0) {
+ memfree(surfaces[i]->index_array_local);
+ };
+
+ memdelete( surfaces[i] );
+ }
+
+ }
+
+ List<RID> skeletons;
+ skeleton_owner.get_owned_list(&skeletons);
+ for(List<RID>::Element *E=skeletons.front();E;E=E->next()) {
+
+ Skeleton *sk = skeleton_owner.get(E->get());
+ if (!sk->tex_id)
+ continue; //does not use hw transform, leave alone
+
+ Vector<Skeleton::Bone> bones = sk->bones;
+ sk->bones.clear();
+ sk->tex_id=0;
+ sk->pixel_size=1.0;
+ skeleton_resize(E->get(),bones.size());
+ sk->bones=bones;
+ }
+
+ List<RID> multimeshes;
+ multimesh_owner.get_owned_list(&multimeshes);
+ for(List<RID>::Element *E=multimeshes.front();E;E=E->next()) {
+
+ MultiMesh *mm = multimesh_owner.get(E->get());
+ if (!mm->tex_id)
+ continue; //does not use hw transform, leave alone
+
+ Vector<MultiMesh::Element> elements = mm->elements;
+ mm->elements.clear();
+
+ mm->tw=1;
+ mm->th=1;
+ mm->tex_id=0;
+ mm->last_pass=0;
+ mm->visible = -1;
+
+ multimesh_set_instance_count(E->get(),elements.size());
+ mm->elements=elements;
+
+ }
+
+
+
+
+ if (framebuffer.fbo!=0) {
+
+ framebuffer.fbo=0;
+ framebuffer.depth=0;
+ framebuffer.color=0;
+
+ for(int i=0;i<3;i++) {
+ framebuffer.blur[i].fbo=0;
+ framebuffer.blur[i].color=0;
+ }
+
+ framebuffer.luminance.clear();
+
+ }
+
+ for(int i=0;i<near_shadow_buffers.size();i++) {
+ near_shadow_buffers[i].init(near_shadow_buffers[i].size,!use_rgba_shadowmaps);
+ }
+
+
+
+ canvas_shader.clear_caches();
+ material_shader.clear_caches();
+ blur_shader.clear_caches();
+ copy_shader.clear_caches();
+
+
+ List<RID> shaders;
+ shader_owner.get_owned_list(&shaders);
+ for(List<RID>::Element *E=shaders.front();E;E=E->next()) {
+
+ Shader *s = shader_owner.get(E->get());
+ s->custom_code_id=0;
+ s->version=1;
+ s->valid=false;
+ shader_set_mode(E->get(),s->mode);
+
+ }
+
+ List<RID> materials;
+ material_owner.get_owned_list(&materials);
+ for(List<RID>::Element *E=materials.front();E;E=E->next()) {
+
+
+ Material *m = material_owner.get(E->get());
+ RID shader = m->shader;
+ m->shader_version=0;
+ material_set_shader(E->get(),shader);
+
+ }
+
+
+
+}
+
+void RasterizerGLES2::set_use_framebuffers(bool p_use) {
+
+ use_framebuffers=p_use;
+}
+
+RasterizerGLES2::RasterizerGLES2(bool p_compress_arrays,bool p_keep_ram_copy,bool p_default_fragment_lighting,bool p_use_reload_hooks) {
+
+ keep_copies=p_keep_ram_copy;
+ use_reload_hooks=p_use_reload_hooks;
+ pack_arrays=p_compress_arrays;
+ p_default_fragment_lighting=false;
+ fragment_lighting=GLOBAL_DEF("rasterizer/use_fragment_lighting",true);
+ read_depth_supported=true; //todo check for extension
+ use_shadow_pcf=GLOBAL_DEF("rasterizer/use_shadow_pcf",true);
+ use_shadow_mapping=true;
+ use_fast_texture_filter=GLOBAL_DEF("rasterizer/trilinear_mipmap_filter",true);
+ skel_default.resize(1024*4);
+ for(int i=0;i<1024/3;i++) {
+ float * ptr = skel_default.ptr();
+ ptr+=i*4*4;
+ ptr[0]=1.0;
+ ptr[1]=0.0;
+ ptr[2]=0.0;
+ ptr[3]=0.0;
+
+ ptr[4]=0.0;
+ ptr[5]=1.0;
+ ptr[6]=0.0;
+ ptr[7]=0.0;
+
+ ptr[8]=0.0;
+ ptr[9]=0.0;
+ ptr[10]=1.0;
+ ptr[12]=0.0;
+
+ }
+
+ base_framebuffer=0;
+ frame = 0;
+ draw_next_frame=false;
+ use_framebuffers=true;
+ framebuffer.active=false;
+};
+
+RasterizerGLES2::~RasterizerGLES2() {
+
+};
+
+
+#endif