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authorAnton Yabchinskiy <arn@bestmx.ru>2015-03-10 11:44:40 +0300
committerAnton Yabchinskiy <arn@bestmx.ru>2015-03-10 11:44:40 +0300
commit43713810deaadfec6a1656767cf5520073e58a06 (patch)
tree8b1c7e82562494e1889b1550b58b3d953f076696 /drivers/gles2/rasterizer_gles2.h
parent19a99afa81354ed69e1c07b6050aeb438e4ee2cb (diff)
parent91744e9ed3124ca48e0837ee72bfe7182fd31701 (diff)
Merge branch 'master' of https://github.com/okamstudio/godot
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.h')
-rw-r--r--drivers/gles2/rasterizer_gles2.h64
1 files changed, 60 insertions, 4 deletions
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h
index f1ba04adc5..f09714f50c 100644
--- a/drivers/gles2/rasterizer_gles2.h
+++ b/drivers/gles2/rasterizer_gles2.h
@@ -51,6 +51,7 @@
#include "drivers/gles2/shaders/material.glsl.h"
#include "drivers/gles2/shaders/canvas.glsl.h"
+#include "drivers/gles2/shaders/canvas_shadow.glsl.h"
#include "drivers/gles2/shaders/blur.glsl.h"
#include "drivers/gles2/shaders/copy.glsl.h"
#include "drivers/gles2/shader_compiler_gles2.h"
@@ -816,6 +817,7 @@ class RasterizerGLES2 : public Rasterizer {
bool current_depth_mask;
VS::MaterialBlendMode current_blend_mode;
bool use_fast_texture_filter;
+ int max_texture_size;
bool fragment_lighting;
RID shadow_material;
@@ -1160,6 +1162,7 @@ class RasterizerGLES2 : public Rasterizer {
void _process_glow_and_bloom();
//void _update_blur_buffer();
+
/*********/
/* FRAME */
/*********/
@@ -1178,6 +1181,45 @@ class RasterizerGLES2 : public Rasterizer {
} _rinfo;
+ /*******************/
+ /* CANVAS OCCLUDER */
+ /*******************/
+
+
+ struct CanvasOccluder {
+
+ GLuint vertex_id; // 0 means, unconfigured
+ GLuint index_id; // 0 means, unconfigured
+ DVector<Vector2> lines;
+ int len;
+ };
+
+ RID_Owner<CanvasOccluder> canvas_occluder_owner;
+
+ /***********************/
+ /* CANVAS LIGHT SHADOW */
+ /***********************/
+
+
+ struct CanvasLightShadow {
+
+ int size;
+ int height;
+ GLuint fbo;
+ GLuint rbo;
+ GLuint depth;
+ GLuint rgba; //for older devices
+
+ GLuint blur;
+
+ };
+
+ RID_Owner<CanvasLightShadow> canvas_light_shadow_owner;
+
+ RID canvas_shadow_blur;
+
+ /* ETC */
+
RenderTarget *current_rt;
bool current_rt_transparent;
bool current_rt_vflip;
@@ -1192,7 +1234,7 @@ class RasterizerGLES2 : public Rasterizer {
bool uses_texpixel_size;
bool rebind_texpixel_size;
Transform canvas_transform;
- RID canvas_last_shader;
+ CanvasItemMaterial *canvas_last_material;
bool canvas_texscreen_used;
Vector2 normal_flip;
_FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip);
@@ -1227,17 +1269,19 @@ class RasterizerGLES2 : public Rasterizer {
VS::ScenarioDebugMode current_debug;
RID overdraw_material;
+
mutable MaterialShaderGLES2 material_shader;
mutable CanvasShaderGLES2 canvas_shader;
BlurShaderGLES2 blur_shader;
CopyShaderGLES2 copy_shader;
+ mutable CanvasShadowShaderGLES2 canvas_shadow_shader;
mutable ShaderCompilerGLES2 shader_precompiler;
void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
_FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2);
- void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false );
+ void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false, bool p_transpose=false );
void _draw_quad(const Rect2& p_rect);
void _copy_screen_quad();
void _copy_to_texscreen();
@@ -1254,8 +1298,8 @@ class RasterizerGLES2 : public Rasterizer {
template<bool use_normalmap>
_FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip);
- _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItem *shader_owner,Shader* p_shader);
- _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItem *shader_owner,Shader* p_shader);
+ _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* p_shader);
+ _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* p_shader);
public:
/* TEXTURE API */
@@ -1572,7 +1616,17 @@ public:
virtual void canvas_set_transform(const Matrix32& p_transform);
virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light);
+ virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow);
+ /* CANVAS LIGHT SHADOW */
+
+ //buffer
+ virtual RID canvas_light_shadow_buffer_create(int p_width);
+ virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
+
+ //occluder
+ virtual RID canvas_light_occluder_create();
+ virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines);
/* ENVIRONMENT */
@@ -1611,6 +1665,8 @@ public:
virtual bool is_environment(const RID& p_rid) const;
virtual bool is_shader(const RID& p_rid) const;
+ virtual bool is_canvas_light_occluder(const RID& p_rid) const;
+
virtual void free(const RID& p_rid);
virtual void init();