diff options
author | Juan Linietsky <reduzio@gmail.com> | 2020-03-27 15:21:27 -0300 |
---|---|---|
committer | Juan Linietsky <reduzio@gmail.com> | 2020-03-27 15:21:27 -0300 |
commit | a6f3bc7c696af03e3875f78e098d2476e409d15e (patch) | |
tree | fc1bb58e900436c48c03c52106eb57250442ae35 /drivers/gles2 | |
parent | 307b1b3a5835ecdb477859785c673a07e248f904 (diff) |
Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D
Also renamed corresponding files.
Diffstat (limited to 'drivers/gles2')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 216 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.cpp | 4 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 304 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.h | 32 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 548 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 118 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 346 | ||||
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.h | 10 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/blend_shape.glsl | 2 |
12 files changed, 793 insertions, 793 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 5e8948e9c4..734b4463ff 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -33,7 +33,7 @@ #include "core/os/os.h" #include "core/project_settings.h" #include "rasterizer_scene_gles2.h" -#include "servers/visual/visual_server_raster.h" +#include "servers/rendering/rendering_server_raster.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf @@ -85,7 +85,7 @@ void RasterizerCanvasGLES2::_set_uniforms() { state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_COLOR, light->color * light->energy); state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_POS, light->light_shader_pos); state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_HEIGHT, light->height); - state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == VS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); + state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_OUTSIDE_ALPHA, light->mode == RS::CANVAS_LIGHT_MODE_MASK ? 1.0 : 0.0); if (state.using_shadow) { RasterizerStorageGLES2::CanvasLightShadow *cls = storage->canvas_light_shadow_owner.getornull(light->shadow_buffer); @@ -152,8 +152,8 @@ void RasterizerCanvasGLES2::canvas_begin() { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - glDisableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); + glDisableVertexAttribArray(RS::ARRAY_COLOR); // set up default uniforms @@ -188,7 +188,7 @@ void RasterizerCanvasGLES2::canvas_end() { glBindBuffer(GL_ARRAY_BUFFER, 0); - for (int i = 0; i < VS::ARRAY_MAX; i++) { + for (int i = 0; i < RS::ARRAY_MAX; i++) { glDisableVertexAttribArray(i); } @@ -224,7 +224,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con } else { if (texture->redraw_if_visible) { - VisualServerRaster::redraw_request(); + RenderingServerRaster::redraw_request(); } texture = texture->get_ptr(); @@ -266,7 +266,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con } else { if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies - VisualServerRaster::redraw_request(); + RenderingServerRaster::redraw_request(); } normal_map = normal_map->get_ptr(); @@ -299,47 +299,47 @@ void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_coun uint32_t buffer_ofs = 0; glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); buffer_ofs += sizeof(Vector2) * p_vertex_count; if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); + glDisableVertexAttribArray(RS::ARRAY_COLOR); Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a); } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + glDisableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); } else { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + glEnableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(Color) * p_vertex_count; } if (p_uvs) { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(Vector2) * p_vertex_count; } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + glDisableVertexAttribArray(RS::ARRAY_TEX_UV); } if (p_weights && p_bones) { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(float) * 4 * p_vertex_count, p_weights); - glEnableVertexAttribArray(VS::ARRAY_WEIGHTS); - glVertexAttribPointer(VS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + glEnableVertexAttribArray(RS::ARRAY_WEIGHTS); + glVertexAttribPointer(RS::ARRAY_WEIGHTS, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(float) * 4 * p_vertex_count; glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(int) * 4 * p_vertex_count, p_bones); - glEnableVertexAttribArray(VS::ARRAY_BONES); - glVertexAttribPointer(VS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + glEnableVertexAttribArray(RS::ARRAY_BONES); + glVertexAttribPointer(RS::ARRAY_BONES, 4, GL_UNSIGNED_INT, GL_FALSE, sizeof(int) * 4, CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(int) * 4 * p_vertex_count; } else { - glDisableVertexAttribArray(VS::ARRAY_WEIGHTS); - glDisableVertexAttribArray(VS::ARRAY_BONES); + glDisableVertexAttribArray(RS::ARRAY_WEIGHTS); + glDisableVertexAttribArray(RS::ARRAY_BONES); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); @@ -375,30 +375,30 @@ void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count uint32_t buffer_ofs = 0; glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); buffer_ofs += sizeof(Vector2) * p_vertex_count; if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); + glDisableVertexAttribArray(RS::ARRAY_COLOR); Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a); } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + glDisableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); } else { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + glEnableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(Color) * p_vertex_count; } if (p_uvs) { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + glDisableVertexAttribArray(RS::ARRAY_TEX_UV); } glDrawArrays(p_primitive, 0, p_vertex_count); @@ -417,31 +417,31 @@ void RasterizerCanvasGLES2::_draw_generic_indices(GLuint p_primitive, const int uint32_t buffer_ofs = 0; glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); buffer_ofs += sizeof(Vector2) * p_vertex_count; if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); + glDisableVertexAttribArray(RS::ARRAY_COLOR); Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + glVertexAttrib4f(RS::ARRAY_COLOR, m.r, m.g, m.b, m.a); } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + glDisableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); } else { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + glEnableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(Color) * p_vertex_count; } if (p_uvs) { glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buffer_ofs)); buffer_ofs += sizeof(Vector2) * p_vertex_count; } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + glDisableVertexAttribArray(RS::ARRAY_TEX_UV); } glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); @@ -514,16 +514,16 @@ void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_v #endif glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); if (p_colors) { - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float))); - glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_offset * sizeof(float))); + glEnableVertexAttribArray(RS::ARRAY_COLOR); } if (p_uvs) { - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float))); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(uv_offset * sizeof(float))); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); } glDrawArrays(prim[p_points], 0, p_points); @@ -564,8 +564,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur _bind_canvas_texture(RID(), RID()); - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components); + glDisableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttrib4fv(RS::ARRAY_COLOR, line->color.components); state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); @@ -616,8 +616,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur Item::CommandRect *r = static_cast<Item::CommandRect *>(command); - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); + glDisableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttrib4fv(RS::ARRAY_COLOR, r->modulate.components); bool can_tile = true; if (r->texture.is_valid() && r->flags & CANVAS_RECT_TILE && !storage->config.support_npot_repeat_mipmap) { @@ -696,7 +696,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur bool untile = false; - if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & VS::TEXTURE_FLAG_REPEAT)) { + if (can_tile && r->flags & CANVAS_RECT_TILE && !(texture->flags & RS::TEXTURE_FLAG_REPEAT)) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); untile = true; @@ -753,7 +753,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur bool untile = false; - if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) { + if (can_tile && r->flags & CANVAS_RECT_TILE && !(tex->flags & RS::TEXTURE_FLAG_REPEAT)) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); untile = true; @@ -816,8 +816,8 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur state.canvas_shader.use_material((void *)p_material); } - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components); + glDisableVertexAttribArray(RS::ARRAY_COLOR); + glVertexAttrib4fv(RS::ARRAY_COLOR, np->color.components); RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map); @@ -968,11 +968,11 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2))); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR((sizeof(float) * 2))); glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL); @@ -1072,18 +1072,18 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); } - for (int k = 0; k < VS::ARRAY_MAX - 1; k++) { + for (int k = 0; k < RS::ARRAY_MAX - 1; k++) { if (s->attribs[k].enabled) { glEnableVertexAttribArray(k); glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset)); } else { glDisableVertexAttribArray(k); switch (k) { - case VS::ARRAY_NORMAL: { - glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); + case RS::ARRAY_NORMAL: { + glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; - case VS::ARRAY_COLOR: { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + case RS::ARRAY_COLOR: { + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); } break; default: { @@ -1099,7 +1099,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } } - for (int j = 1; j < VS::ARRAY_MAX - 1; j++) { + for (int j = 1; j < RS::ARRAY_MAX - 1; j++) { glDisableVertexAttribArray(j); } } @@ -1118,7 +1118,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (!mesh_data) break; - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != VS::MULTIMESH_CUSTOM_DATA_NONE); + state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCE_CUSTOM, multi_mesh->custom_data_format != RS::MULTIMESH_CUSTOM_DATA_NONE); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_INSTANCING, true); state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); @@ -1162,18 +1162,18 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); } - for (int k = 0; k < VS::ARRAY_MAX - 1; k++) { + for (int k = 0; k < RS::ARRAY_MAX - 1; k++) { if (s->attribs[k].enabled) { glEnableVertexAttribArray(k); glVertexAttribPointer(s->attribs[k].index, s->attribs[k].size, s->attribs[k].type, s->attribs[k].normalized, s->attribs[k].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[k].offset)); } else { glDisableVertexAttribArray(k); switch (k) { - case VS::ARRAY_NORMAL: { - glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); + case RS::ARRAY_NORMAL: { + glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; - case VS::ARRAY_COLOR: { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + case RS::ARRAY_COLOR: { + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); } break; default: { @@ -1189,7 +1189,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 0, &buffer[0]); glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 1, &buffer[4]); - if (multi_mesh->transform_format == VS::MULTIMESH_TRANSFORM_3D) { + if (multi_mesh->transform_format == RS::MULTIMESH_TRANSFORM_3D) { glVertexAttrib4fv(INSTANCE_ATTRIB_BASE + 2, &buffer[8]); } else { glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 2, 0.0, 0.0, 1.0, 0.0); @@ -1197,7 +1197,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } if (multi_mesh->color_floats) { - if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multi_mesh->color_format == RS::MULTIMESH_COLOR_8BIT) { uint8_t *color_data = (uint8_t *)(buffer + color_ofs); glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0); } else { @@ -1208,7 +1208,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur } if (multi_mesh->custom_data_floats) { - if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multi_mesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) { uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs); glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0); } else { @@ -1301,9 +1301,9 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (primitive->colors.size() == 1 && primitive->points.size() > 1) { Color c = primitive->colors[0]; - glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a); + glVertexAttrib4f(RS::ARRAY_COLOR, c.r, c.g, c.b, c.a); } else if (primitive->colors.empty()) { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); } _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr()); @@ -1518,7 +1518,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons if (material_ptr) { shader_ptr = material_ptr->shader; - if (shader_ptr && shader_ptr->mode != VS::SHADER_CANVAS_ITEM) { + if (shader_ptr && shader_ptr->mode != RS::SHADER_CANVAS_ITEM) { shader_ptr = NULL; // not a canvas item shader, don't use. } } @@ -1542,7 +1542,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons if (shader_ptr != shader_cache) { if (shader_ptr->canvas_item.uses_time) { - VisualServerRaster::redraw_request(); + RenderingServerRaster::redraw_request(); } state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id); @@ -1582,7 +1582,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons } if (t->redraw_if_visible) { - VisualServerRaster::redraw_request(); + RenderingServerRaster::redraw_request(); } t = t->get_ptr(); @@ -1682,7 +1682,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons Light *light = p_light; bool light_used = false; - VS::CanvasLightMode mode = VS::CANVAS_LIGHT_MODE_ADD; + RS::CanvasLightMode mode = RS::CANVAS_LIGHT_MODE_ADD; state.uniforms.final_modulate = ci->final_modulate; // remove the canvas modulate while (light) { @@ -1697,17 +1697,17 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons switch (mode) { - case VS::CANVAS_LIGHT_MODE_ADD: { + case RS::CANVAS_LIGHT_MODE_ADD: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; - case VS::CANVAS_LIGHT_MODE_SUB: { + case RS::CANVAS_LIGHT_MODE_SUB: { glBlendEquation(GL_FUNC_REVERSE_SUBTRACT); glBlendFunc(GL_SRC_ALPHA, GL_ONE); } break; - case VS::CANVAS_LIGHT_MODE_MIX: - case VS::CANVAS_LIGHT_MODE_MASK: { + case RS::CANVAS_LIGHT_MODE_MIX: + case RS::CANVAS_LIGHT_MODE_MASK: { glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -1726,12 +1726,12 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow); if (has_shadow) { state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0); - state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE); - state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3); - state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5); - state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7); - state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9); - state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_NONE); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF3); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF5); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF7); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF9); + state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == RS::CANVAS_LIGHT_FILTER_PCF13); } state.canvas_shader.bind(); @@ -1846,7 +1846,7 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons glClearColor(1, 1, 1, 1); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); - VS::CanvasOccluderPolygonCullMode cull = VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; + RS::CanvasOccluderPolygonCullMode cull = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED; for (int i = 0; i < 4; i++) { @@ -1903,31 +1903,31 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons state.canvas_shadow_shader.set_uniform(CanvasShadowShaderGLES2::WORLD_MATRIX, instance->xform_cache); - VS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; + RS::CanvasOccluderPolygonCullMode transformed_cull_cache = instance->cull_cache; - if (transformed_cull_cache != VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && + if (transformed_cull_cache != RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED && (p_light_xform.basis_determinant() * instance->xform_cache.basis_determinant()) < 0) { transformed_cull_cache = - transformed_cull_cache == VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? - VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : - VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; + transformed_cull_cache == RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE ? + RS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE : + RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE; } if (cull != transformed_cull_cache) { cull = transformed_cull_cache; switch (cull) { - case VS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { + case RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED: { glDisable(GL_CULL_FACE); } break; - case VS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { + case RS::CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE: { glEnable(GL_CULL_FACE); glCullFace(GL_FRONT); } break; - case VS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { + case RS::CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE: { glEnable(GL_CULL_FACE); glCullFace(GL_BACK); @@ -1937,8 +1937,8 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons } glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id); glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0); @@ -1979,8 +1979,8 @@ void RasterizerCanvasGLES2::reset_canvas() { void RasterizerCanvasGLES2::_bind_quad_buffer() { glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL); } void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { @@ -2022,7 +2022,7 @@ void RasterizerCanvasGLES2::draw_lens_distortion_rect(const Rect2 &p_rect, float // and cleanup glBindBuffer(GL_ARRAY_BUFFER, 0); - for (int i = 0; i < VS::ARRAY_MAX; i++) { + for (int i = 0; i < RS::ARRAY_MAX; i++) { glDisableVertexAttribArray(i); } } diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index f6ae6a60c0..4e4db98c25 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -32,7 +32,7 @@ #define RASTERIZERCANVASGLES2_H #include "rasterizer_storage_gles2.h" -#include "servers/visual/rasterizer.h" +#include "servers/rendering/rasterizer.h" #include "shaders/canvas.glsl.gen.h" #include "shaders/lens_distorted.glsl.gen.h" diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index f14c5f9406..cc17af171e 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -263,7 +263,7 @@ void RasterizerGLES2::initialize() { #endif // GLES_OVER_GL #endif // CAN_DEBUG - print_line("OpenGL ES 2.0 Renderer: " + VisualServer::get_singleton()->get_video_adapter_name()); + print_line("OpenGL ES 2.0 Renderer: " + RenderingServer::get_singleton()->get_video_adapter_name()); storage->initialize(); canvas->initialize(); scene->initialize(); @@ -359,7 +359,7 @@ void RasterizerGLES2::set_boot_image(const Ref<Image> &p_image, const Color &p_c canvas->canvas_begin(); RID texture = storage->texture_create(); - storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0); + storage->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RS::TEXTURE_TYPE_2D, p_use_filter ? RS::TEXTURE_FLAG_FILTER : 0); storage->texture_set_data(texture, p_image); Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height()); diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index 9a5501f13d..027a634ae8 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -34,7 +34,7 @@ #include "rasterizer_canvas_gles2.h" #include "rasterizer_scene_gles2.h" #include "rasterizer_storage_gles2.h" -#include "servers/visual/rasterizer.h" +#include "servers/rendering/rasterizer.h" class RasterizerGLES2 : public Rasterizer { diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index 8872dde9fc..4bb8d5a16d 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -37,7 +37,7 @@ #include "core/vmap.h" #include "rasterizer_canvas_gles2.h" #include "servers/camera/camera_feed.h" -#include "servers/visual/visual_server_raster.h" +#include "servers/rendering/rendering_server_raster.h" #ifndef GLES_OVER_GL #define glClearDepth glClearDepthf @@ -456,10 +456,10 @@ int RasterizerSceneGLES2::get_directional_light_shadow_size(RID p_light_intance) ERR_FAIL_COND_V(!light_instance, 0); switch (light_instance->light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: + case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: break; //none - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: + case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: + case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: shadow_size /= 2; break; } @@ -525,7 +525,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_needs_redraw(RID p_instance const ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_instance); ERR_FAIL_COND_V(!rpi, false); - bool need_redraw = rpi->probe_ptr->resolution != rpi->current_resolution || rpi->dirty || rpi->probe_ptr->update_mode == VS::REFLECTION_PROBE_UPDATE_ALWAYS; + bool need_redraw = rpi->probe_ptr->resolution != rpi->current_resolution || rpi->dirty || rpi->probe_ptr->update_mode == RS::REFLECTION_PROBE_UPDATE_ALWAYS; rpi->dirty = false; return need_redraw; } @@ -610,7 +610,7 @@ bool RasterizerSceneGLES2::reflection_probe_instance_postprocess_step(RID p_inst glDisable(GL_BLEND); glDepthMask(GL_FALSE); - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + for (int i = 0; i < RS::ARRAY_MAX - 1; i++) { glDisableVertexAttribArray(i); } } @@ -690,7 +690,7 @@ RID RasterizerSceneGLES2::environment_create() { return environment_owner.make_rid(env); } -void RasterizerSceneGLES2::environment_set_background(RID p_env, VS::EnvironmentBG p_bg) { +void RasterizerSceneGLES2::environment_set_background(RID p_env, RS::EnvironmentBG p_bg) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -755,7 +755,7 @@ void RasterizerSceneGLES2::environment_set_camera_feed_id(RID p_env, int p_camer env->camera_feed_id = p_camera_feed_id; } -void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { +void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -767,7 +767,7 @@ void RasterizerSceneGLES2::environment_set_dof_blur_far(RID p_env, bool p_enable env->dof_blur_far_quality = p_quality; } -void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality) { +void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -779,7 +779,7 @@ void RasterizerSceneGLES2::environment_set_dof_blur_near(RID p_env, bool p_enabl env->dof_blur_near_quality = p_quality; } -void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) { +void RasterizerSceneGLES2::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); @@ -806,12 +806,12 @@ void RasterizerSceneGLES2::environment_set_ssr(RID p_env, bool p_enable, int p_m ERR_FAIL_COND(!env); } -void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VisualServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) { +void RasterizerSceneGLES2::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, RS::EnvironmentSSAOQuality p_quality, RenderingServer::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); } -void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { +void RasterizerSceneGLES2::environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) { Environment *env = environment_owner.getornull(p_env); ERR_FAIL_COND(!env); } @@ -866,9 +866,9 @@ bool RasterizerSceneGLES2::is_environment(RID p_env) { return environment_owner.owns(p_env); } -VS::EnvironmentBG RasterizerSceneGLES2::environment_get_background(RID p_env) { +RS::EnvironmentBG RasterizerSceneGLES2::environment_get_background(RID p_env) { const Environment *env = environment_owner.getornull(p_env); - ERR_FAIL_COND_V(!env, VS::ENV_BG_MAX); + ERR_FAIL_COND_V(!env, RS::ENV_BG_MAX); return env->bg_mode; } @@ -914,7 +914,7 @@ void RasterizerSceneGLES2::light_instance_set_shadow_transform(RID p_light_insta LightInstance *light_instance = light_instance_owner.getornull(p_light_instance); ERR_FAIL_COND(!light_instance); - if (light_instance->light_ptr->type != VS::LIGHT_DIRECTIONAL) { + if (light_instance->light_ptr->type != RS::LIGHT_DIRECTIONAL) { p_pass = 0; } @@ -1022,7 +1022,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { //shader does not use discard and does not write a vertex position, use generic material - if (p_instance->cast_shadows == VS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) { + if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED) { p_material = storage->material_owner.getornull(!p_shadow_pass && p_material->shader->spatial.uses_world_coordinates ? default_worldcoord_material_twosided : default_material_twosided); mirror = false; } else { @@ -1048,7 +1048,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G e->use_accum = false; e->light_index = RenderList::MAX_LIGHTS; e->use_accum_ptr = &e->use_accum; - e->instancing = (e->instance->base_type == VS::INSTANCE_MULTIMESH) ? 1 : 0; + e->instancing = (e->instance->base_type == RS::INSTANCE_MULTIMESH) ? 1 : 0; e->front_facing = false; if (e->geometry->last_pass != render_pass) { @@ -1162,7 +1162,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G //directional sort key e->light_type1 = 1; - e->light_type2 = li->light_ptr->type == VisualServer::LIGHT_OMNI ? 0 : 1; + e->light_type2 = li->light_ptr->type == RenderingServer::LIGHT_OMNI ? 0 : 1; e->light_index = li->light_index; copy = true; @@ -1181,7 +1181,7 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G // do not add anything here, as lights are duplicated elements.. if (p_material->shader->spatial.uses_time) { - VisualServerRaster::redraw_request(); + RenderingServerRaster::redraw_request(); } } @@ -1224,7 +1224,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p switch (instance->base_type) { - case VS::INSTANCE_MESH: { + case RS::INSTANCE_MESH: { RasterizerStorageGLES2::Mesh *mesh = storage->mesh_owner.getornull(instance->base); ERR_CONTINUE(!mesh); @@ -1241,7 +1241,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p } break; - case VS::INSTANCE_MULTIMESH: { + case RS::INSTANCE_MULTIMESH: { RasterizerStorageGLES2::MultiMesh *multi_mesh = storage->multimesh_owner.getornull(instance->base); ERR_CONTINUE(!multi_mesh); @@ -1260,7 +1260,7 @@ void RasterizerSceneGLES2::_fill_render_list(InstanceBase **p_cull_result, int p } } break; - case VS::INSTANCE_IMMEDIATE: { + case RS::INSTANCE_IMMEDIATE: { RasterizerStorageGLES2::Immediate *im = storage->immediate_owner.getornull(instance->base); ERR_CONTINUE(!im); @@ -1426,7 +1426,7 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m } if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies - VisualServerRaster::redraw_request(); + RenderingServerRaster::redraw_request(); } t = t->get_ptr(); @@ -1459,7 +1459,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste switch (p_element->instance->base_type) { - case VS::INSTANCE_MESH: { + case RS::INSTANCE_MESH: { RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id); @@ -1468,18 +1468,18 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); } - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + for (int i = 0; i < RS::ARRAY_MAX - 1; i++) { if (s->attribs[i].enabled) { glEnableVertexAttribArray(i); glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset)); } else { glDisableVertexAttribArray(i); switch (i) { - case VS::ARRAY_NORMAL: { - glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); + case RS::ARRAY_NORMAL: { + glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; - case VS::ARRAY_COLOR: { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + case RS::ARRAY_COLOR: { + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); } break; default: { @@ -1502,7 +1502,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste Vector<float> &transform_buffer = storage->resources.skeleton_transform_cpu_buffer; - if (!s->attribs[VS::ARRAY_BONES].enabled || !s->attribs[VS::ARRAY_WEIGHTS].enabled) { + if (!s->attribs[RS::ARRAY_BONES].enabled || !s->attribs[RS::ARRAY_WEIGHTS].enabled) { break; // the whole instance has a skeleton, but this surface is not affected by it. } @@ -1511,10 +1511,10 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste transform_buffer.resize(s->array_len * 12); } - const size_t bones_offset = s->attribs[VS::ARRAY_BONES].offset; - const size_t bones_stride = s->attribs[VS::ARRAY_BONES].stride; - const size_t bone_weight_offset = s->attribs[VS::ARRAY_WEIGHTS].offset; - const size_t bone_weight_stride = s->attribs[VS::ARRAY_WEIGHTS].stride; + const size_t bones_offset = s->attribs[RS::ARRAY_BONES].offset; + const size_t bones_stride = s->attribs[RS::ARRAY_BONES].stride; + const size_t bone_weight_offset = s->attribs[RS::ARRAY_WEIGHTS].offset; + const size_t bone_weight_stride = s->attribs[RS::ARRAY_WEIGHTS].stride; { float *write = transform_buffer.ptrw(); @@ -1530,7 +1530,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste size_t bones[4]; float bone_weight[4]; - if (s->attribs[VS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) { + if (s->attribs[RS::ARRAY_BONES].type == GL_UNSIGNED_BYTE) { // read as byte const uint8_t *bones_ptr = vertex_data + bones_offset + (i * bones_stride); bones[0] = bones_ptr[0]; @@ -1546,7 +1546,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste bones[3] = bones_ptr[3]; } - if (s->attribs[VS::ARRAY_WEIGHTS].type == GL_FLOAT) { + if (s->attribs[RS::ARRAY_WEIGHTS].type == GL_FLOAT) { // read as float const float *weight_ptr = (const float *)(vertex_data + bone_weight_offset + (i * bone_weight_stride)); bone_weight[0] = weight_ptr[0]; @@ -1621,7 +1621,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste } break; - case VS::INSTANCE_MULTIMESH: { + case RS::INSTANCE_MULTIMESH: { RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id); @@ -1630,18 +1630,18 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_id); } - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + for (int i = 0; i < RS::ARRAY_MAX - 1; i++) { if (s->attribs[i].enabled) { glEnableVertexAttribArray(i); glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, s->attribs[i].type, s->attribs[i].normalized, s->attribs[i].stride, CAST_INT_TO_UCHAR_PTR(s->attribs[i].offset)); } else { glDisableVertexAttribArray(i); switch (i) { - case VS::ARRAY_NORMAL: { - glVertexAttrib4f(VS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); + case RS::ARRAY_NORMAL: { + glVertexAttrib4f(RS::ARRAY_NORMAL, 0.0, 0.0, 1, 1); } break; - case VS::ARRAY_COLOR: { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + case RS::ARRAY_COLOR: { + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); } break; default: { @@ -1662,7 +1662,7 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste } break; - case VS::INSTANCE_IMMEDIATE: { + case RS::INSTANCE_IMMEDIATE: { } break; default: { @@ -1674,7 +1674,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { switch (p_element->instance->base_type) { - case VS::INSTANCE_MESH: { + case RS::INSTANCE_MESH: { RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); @@ -1688,22 +1688,22 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { storage->info.render.vertices_count += s->array_len; } /* - if (p_element->instance->skeleton.is_valid() && s->attribs[VS::ARRAY_BONES].enabled && s->attribs[VS::ARRAY_WEIGHTS].enabled) { + if (p_element->instance->skeleton.is_valid() && s->attribs[RS::ARRAY_BONES].enabled && s->attribs[RS::ARRAY_WEIGHTS].enabled) { //clean up after skeleton glBindBuffer(GL_ARRAY_BUFFER, storage->resources.skeleton_transform_buffer); - glDisableVertexAttribArray(VS::ARRAY_MAX + 0); - glDisableVertexAttribArray(VS::ARRAY_MAX + 1); - glDisableVertexAttribArray(VS::ARRAY_MAX + 2); + glDisableVertexAttribArray(RS::ARRAY_MAX + 0); + glDisableVertexAttribArray(RS::ARRAY_MAX + 1); + glDisableVertexAttribArray(RS::ARRAY_MAX + 2); - glVertexAttrib4f(VS::ARRAY_MAX + 0, 1, 0, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 1, 0, 1, 0, 0); - glVertexAttrib4f(VS::ARRAY_MAX + 2, 0, 0, 1, 0); + glVertexAttrib4f(RS::ARRAY_MAX + 0, 1, 0, 0, 0); + glVertexAttrib4f(RS::ARRAY_MAX + 1, 0, 1, 0, 0); + glVertexAttrib4f(RS::ARRAY_MAX + 2, 0, 0, 1, 0); } */ } break; - case VS::INSTANCE_MULTIMESH: { + case RS::INSTANCE_MULTIMESH: { RasterizerStorageGLES2::MultiMesh *multi_mesh = static_cast<RasterizerStorageGLES2::MultiMesh *>(p_element->owner); RasterizerStorageGLES2::Surface *s = static_cast<RasterizerStorageGLES2::Surface *>(p_element->geometry); @@ -1734,7 +1734,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } if (multi_mesh->color_floats) { - if (multi_mesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multi_mesh->color_format == RS::MULTIMESH_COLOR_8BIT) { uint8_t *color_data = (uint8_t *)(buffer + color_ofs); glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 3, color_data[0] / 255.0, color_data[1] / 255.0, color_data[2] / 255.0, color_data[3] / 255.0); } else { @@ -1745,7 +1745,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } if (multi_mesh->custom_data_floats) { - if (multi_mesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multi_mesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) { uint8_t *custom_data = (uint8_t *)(buffer + custom_data_ofs); glVertexAttrib4f(INSTANCE_ATTRIB_BASE + 4, custom_data[0] / 255.0, custom_data[1] / 255.0, custom_data[2] / 255.0, custom_data[3] / 255.0); } else { @@ -1764,7 +1764,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } break; - case VS::INSTANCE_IMMEDIATE: { + case RS::INSTANCE_IMMEDIATE: { const RasterizerStorageGLES2::Immediate *im = static_cast<const RasterizerStorageGLES2::Immediate *>(p_element->geometry); if (im->building) { @@ -1792,7 +1792,7 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(c.texture); if (t->redraw_if_visible) { - VisualServerRaster::redraw_request(); + RenderingServerRaster::redraw_request(); } t = t->get_ptr(); @@ -1816,53 +1816,53 @@ void RasterizerSceneGLES2::_render_geometry(RenderList::Element *p_element) { } if (!c.normals.empty()) { - glEnableVertexAttribArray(VS::ARRAY_NORMAL); + glEnableVertexAttribArray(RS::ARRAY_NORMAL); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.normals.ptr()); - glVertexAttribPointer(VS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); + glVertexAttribPointer(RS::ARRAY_NORMAL, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector3) * vertices; } else { - glDisableVertexAttribArray(VS::ARRAY_NORMAL); + glDisableVertexAttribArray(RS::ARRAY_NORMAL); } if (!c.tangents.empty()) { - glEnableVertexAttribArray(VS::ARRAY_TANGENT); + glEnableVertexAttribArray(RS::ARRAY_TANGENT); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Plane) * vertices, c.tangents.ptr()); - glVertexAttribPointer(VS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs)); + glVertexAttribPointer(RS::ARRAY_TANGENT, 4, GL_FLOAT, GL_FALSE, sizeof(Plane), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Plane) * vertices; } else { - glDisableVertexAttribArray(VS::ARRAY_TANGENT); + glDisableVertexAttribArray(RS::ARRAY_TANGENT); } if (!c.colors.empty()) { - glEnableVertexAttribArray(VS::ARRAY_COLOR); + glEnableVertexAttribArray(RS::ARRAY_COLOR); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Color) * vertices, c.colors.ptr()); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs)); + glVertexAttribPointer(RS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Color) * vertices; } else { - glDisableVertexAttribArray(VS::ARRAY_COLOR); + glDisableVertexAttribArray(RS::ARRAY_COLOR); } if (!c.uvs.empty()) { - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uvs.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector2) * vertices; } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + glDisableVertexAttribArray(RS::ARRAY_TEX_UV); } if (!c.uv2s.empty()) { - glEnableVertexAttribArray(VS::ARRAY_TEX_UV2); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV2); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector2) * vertices, c.uv2s.ptr()); - glVertexAttribPointer(VS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); + glVertexAttribPointer(RS::ARRAY_TEX_UV2, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), CAST_INT_TO_UCHAR_PTR(buf_ofs)); buf_ofs += sizeof(Vector2) * vertices; } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV2); + glDisableVertexAttribArray(RS::ARRAY_TEX_UV2); } - glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); glBufferSubData(GL_ARRAY_BUFFER, buf_ofs, sizeof(Vector3) * vertices, c.vertices.ptr()); - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); + glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3), CAST_INT_TO_UCHAR_PTR(buf_ofs)); glDrawArrays(gl_primitive[c.primitive], 0, c.vertices.size()); } @@ -1901,18 +1901,18 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas state.scene_shader.set_conditional(SceneShaderGLES2::USE_LIGHTING, true); switch (p_light->light_ptr->type) { - case VS::LIGHT_DIRECTIONAL: { + case RS::LIGHT_DIRECTIONAL: { state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_DIRECTIONAL, true); switch (p_light->light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { + case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { //no need } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { + case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM2, true); } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { + case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_USE_PSSM4, true); } break; } @@ -1931,7 +1931,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas } } break; - case VS::LIGHT_OMNI: { + case RS::LIGHT_OMNI: { state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_OMNI, true); if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) { @@ -1946,7 +1946,7 @@ void RasterizerSceneGLES2::_setup_light_type(LightInstance *p_light, ShadowAtlas state.scene_shader.set_conditional(SceneShaderGLES2::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13); } } break; - case VS::LIGHT_SPOT: { + case RS::LIGHT_SPOT: { state.scene_shader.set_conditional(SceneShaderGLES2::LIGHT_MODE_SPOT, true); if (!state.render_no_shadows && shadow_atlas && p_light->light_ptr->shadow) { @@ -1969,8 +1969,8 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado RasterizerStorageGLES2::Light *light_ptr = light->light_ptr; //common parameters - float energy = light_ptr->param[VS::LIGHT_PARAM_ENERGY]; - float specular = light_ptr->param[VS::LIGHT_PARAM_SPECULAR]; + float energy = light_ptr->param[RS::LIGHT_PARAM_ENERGY]; + float specular = light_ptr->param[RS::LIGHT_PARAM_SPECULAR]; float sign = (light_ptr->negative && !accum_pass) ? -1 : 1; //inverse color for base pass lights only state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPECULAR, specular); @@ -1982,7 +1982,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado //specific parameters switch (light_ptr->type) { - case VS::LIGHT_DIRECTIONAL: { + case RS::LIGHT_DIRECTIONAL: { //not using inverse for performance, view should be normalized anyway Vector3 direction = p_view_transform.basis.xform_inv(light->transform.basis.xform(Vector3(0, 0, -1))).normalized(); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction); @@ -1995,15 +1995,15 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Color split_offsets; switch (light_ptr->directional_shadow_mode) { - case VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { + case RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL: { shadow_count = 1; } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { + case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS: { shadow_count = 2; } break; - case VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { + case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: { shadow_count = 4; } break; } @@ -2015,7 +2015,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado uint32_t width = light->directional_rect.size.x; uint32_t height = light->directional_rect.size.y; - if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + if (light_ptr->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { width /= 2; height /= 2; @@ -2029,7 +2029,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado y += height; } - } else if (light_ptr->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + } else if (light_ptr->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { height /= 2; @@ -2067,16 +2067,16 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SHADOW_MATRIX4, matrices[3]); } } break; - case VS::LIGHT_OMNI: { + case RS::LIGHT_OMNI: { Vector3 position = p_view_transform.xform_inv(light->transform.origin); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_POSITION, position); - float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; + float range = light_ptr->param[RS::LIGHT_PARAM_RANGE]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_RANGE, range); - float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; + float attenuation = light_ptr->param[RS::LIGHT_PARAM_ATTENUATION]; state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); if (!state.render_no_shadows && light_ptr->shadow && shadow_atlas && shadow_atlas->shadow_owners.has(light->self)) { @@ -2101,7 +2101,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado uint32_t width = shadow_size; uint32_t height = shadow_size; - if (light->light_ptr->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + if (light->light_ptr->omni_shadow_detail == RS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { height /= 2; } else { width /= 2; @@ -2121,7 +2121,7 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado } } break; - case VS::LIGHT_SPOT: { + case RS::LIGHT_SPOT: { Vector3 position = p_view_transform.xform_inv(light->transform.origin); @@ -2129,10 +2129,10 @@ void RasterizerSceneGLES2::_setup_light(LightInstance *light, ShadowAtlas *shado Vector3 direction = p_view_transform.inverse().basis.xform(light->transform.basis.xform(Vector3(0, 0, -1))).normalized(); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_DIRECTION, direction); - float attenuation = light_ptr->param[VS::LIGHT_PARAM_ATTENUATION]; - float range = light_ptr->param[VS::LIGHT_PARAM_RANGE]; - float spot_attenuation = light_ptr->param[VS::LIGHT_PARAM_SPOT_ATTENUATION]; - float angle = light_ptr->param[VS::LIGHT_PARAM_SPOT_ANGLE]; + float attenuation = light_ptr->param[RS::LIGHT_PARAM_ATTENUATION]; + float range = light_ptr->param[RS::LIGHT_PARAM_RANGE]; + float spot_attenuation = light_ptr->param[RS::LIGHT_PARAM_SPOT_ATTENUATION]; + float angle = light_ptr->param[RS::LIGHT_PARAM_SPOT_ANGLE]; angle = Math::cos(Math::deg2rad(angle)); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_ATTENUATION, attenuation); state.scene_shader.set_uniform(SceneShaderGLES2::LIGHT_SPOT_ATTENUATION, spot_attenuation); @@ -2490,7 +2490,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements, rebind = true; } - bool instancing = e->instance->base_type == VS::INSTANCE_MULTIMESH; + bool instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH; if (instancing != prev_instancing) { @@ -2726,10 +2726,10 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C glBufferData(GL_ARRAY_BUFFER, sizeof(Vector3) * 8, vertices, GL_DYNAMIC_DRAW); // bind sky vertex array.... - glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3))); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(RS::ARRAY_VERTEX, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, 0); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 3, GL_FLOAT, GL_FALSE, sizeof(Vector3) * 2, CAST_INT_TO_UCHAR_PTR(sizeof(Vector3))); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, asymmetrical); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_PANORAMA, !asymmetrical); @@ -2752,8 +2752,8 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - glDisableVertexAttribArray(VS::ARRAY_VERTEX); - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + glDisableVertexAttribArray(RS::ARRAY_VERTEX); + glDisableVertexAttribArray(RS::ARRAY_TEX_UV); glBindBuffer(GL_ARRAY_BUFFER, 0); storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_ASYM_PANO, false); @@ -2845,9 +2845,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::USE_ORTHOGONAL_PROJECTION, p_cam_projection.is_orthogonal()); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_FAR_BLUR, true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_far_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_far_quality == RS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_far_quality == RS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_far_quality == RS::ENV_DOF_BLUR_QUALITY_HIGH); state.effect_blur_shader.bind(); int qsteps[3] = { 4, 10, 20 }; @@ -2911,9 +2911,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_BLUR, true); state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_NEAR_FIRST_TAP, true); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_LOW); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_MEDIUM); - state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_near_quality == VS::ENV_DOF_BLUR_QUALITY_HIGH); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_LOW, env->dof_blur_near_quality == RS::ENV_DOF_BLUR_QUALITY_LOW); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_MEDIUM, env->dof_blur_near_quality == RS::ENV_DOF_BLUR_QUALITY_MEDIUM); + state.effect_blur_shader.set_conditional(EffectBlurShaderGLES2::DOF_QUALITY_HIGH, env->dof_blur_near_quality == RS::ENV_DOF_BLUR_QUALITY_HIGH); state.effect_blur_shader.bind(); int qsteps[3] = { 4, 10, 20 }; @@ -3003,7 +3003,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p if (env->glow_enabled) { - for (int i = 0; i < VS::MAX_GLOW_LEVELS; i++) { + for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) { if (env->glow_levels & (1 << i)) { if (i >= storage->frame.current_rt->mip_maps[1].sizes.size()) { @@ -3156,9 +3156,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p } } - state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SCREEN); - state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT); - state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == VS::ENV_GLOW_BLEND_MODE_REPLACE); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SCREEN, env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_SCREEN); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_SOFTLIGHT, env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT); + state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_REPLACE, env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_REPLACE); } //Adjustments @@ -3288,7 +3288,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const LightInstance *light = light_instance_owner.getornull(light_rid); - if (light->light_ptr->type == VS::LIGHT_DIRECTIONAL) { + if (light->light_ptr->type == RS::LIGHT_DIRECTIONAL) { render_directional_lights++; //as going in reverse, directional lights are always first anyway } @@ -3322,7 +3322,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const reflection_probe_count = 0; } - if (env && env->bg_mode == VS::ENV_BG_CANVAS) { + if (env && env->bg_mode == RS::ENV_BG_CANVAS) { // If using canvas background, copy 2d to screen copy texture // TODO: When GLES2 renders to current_rt->mip_maps[], this copy will no longer be needed _copy_texture_to_buffer(storage->frame.current_rt->color, storage->frame.current_rt->copy_screen_effect.fbo); @@ -3358,22 +3358,22 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) { clear_color = Color(0, 0, 0, 0); storage->frame.clear_request = false; - } else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR || env->bg_mode == VS::ENV_BG_SKY) { + } else if (!env || env->bg_mode == RS::ENV_BG_CLEAR_COLOR || env->bg_mode == RS::ENV_BG_SKY) { if (storage->frame.clear_request) { clear_color = storage->frame.clear_request_color; storage->frame.clear_request = false; } - } else if (env->bg_mode == VS::ENV_BG_CANVAS || env->bg_mode == VS::ENV_BG_COLOR || env->bg_mode == VS::ENV_BG_COLOR_SKY) { + } else if (env->bg_mode == RS::ENV_BG_CANVAS || env->bg_mode == RS::ENV_BG_COLOR || env->bg_mode == RS::ENV_BG_COLOR_SKY) { clear_color = env->bg_color; storage->frame.clear_request = false; - } else if (env->bg_mode == VS::ENV_BG_CAMERA_FEED) { + } else if (env->bg_mode == RS::ENV_BG_CAMERA_FEED) { feed = CameraServer::get_singleton()->get_feed_by_id(env->camera_feed_id); storage->frame.clear_request = false; } else { storage->frame.clear_request = false; } - if (!env || env->bg_mode != VS::ENV_BG_KEEP) { + if (!env || env->bg_mode != RS::ENV_BG_KEEP) { glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a); glClear(GL_COLOR_BUFFER_BIT); } @@ -3385,7 +3385,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const glDisable(GL_SCISSOR_TEST); } - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + glVertexAttrib4f(RS::ARRAY_COLOR, 1, 1, 1, 1); glBlendEquation(GL_FUNC_ADD); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); @@ -3396,15 +3396,15 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (env) { switch (env->bg_mode) { - case VS::ENV_BG_COLOR_SKY: - case VS::ENV_BG_SKY: { + case RS::ENV_BG_COLOR_SKY: + case RS::ENV_BG_SKY: { sky = storage->sky_owner.getornull(env->sky); if (sky) { env_radiance_tex = sky->radiance; } } break; - case VS::ENV_BG_CAMERA_FEED: { + case RS::ENV_BG_CAMERA_FEED: { if (feed.is_valid() && (feed->get_base_width() > 0) && (feed->get_base_height() > 0)) { // copy our camera feed to our background @@ -3419,12 +3419,12 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const if (feed->get_datatype() == CameraFeed::FEED_RGB) { RID camera_RGBA = feed->get_texture(CameraServer::FEED_RGBA_IMAGE); - VS::get_singleton()->texture_bind(camera_RGBA, 0); + RS::get_singleton()->texture_bind(camera_RGBA, 0); } else if (feed->get_datatype() == CameraFeed::FEED_YCBCR) { RID camera_YCbCr = feed->get_texture(CameraServer::FEED_YCBCR_IMAGE); - VS::get_singleton()->texture_bind(camera_YCbCr, 0); + RS::get_singleton()->texture_bind(camera_YCbCr, 0); storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true); @@ -3432,8 +3432,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const RID camera_Y = feed->get_texture(CameraServer::FEED_Y_IMAGE); RID camera_CbCr = feed->get_texture(CameraServer::FEED_CBCR_IMAGE); - VS::get_singleton()->texture_bind(camera_Y, 0); - VS::get_singleton()->texture_bind(camera_CbCr, 1); + RS::get_singleton()->texture_bind(camera_Y, 0); + RS::get_singleton()->texture_bind(camera_CbCr, 1); storage->shaders.copy.set_conditional(CopyShaderGLES2::SEP_CBCR_TEXTURE, true); storage->shaders.copy.set_conditional(CopyShaderGLES2::YCBCR_TO_RGB, true); @@ -3444,8 +3444,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const storage->bind_quad_array(); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); - glDisableVertexAttribArray(VS::ARRAY_VERTEX); - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + glDisableVertexAttribArray(RS::ARRAY_VERTEX); + glDisableVertexAttribArray(RS::ARRAY_TEX_UV); glBindBuffer(GL_ARRAY_BUFFER, 0); // turn off everything used @@ -3464,7 +3464,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const clear_color = Color(0.0, 1.0, 0.0, 1.0); } } break; - case VS::ENV_BG_CANVAS: { + case RS::ENV_BG_CANVAS: { // use screen copy as background _copy_texture_to_buffer(storage->frame.current_rt->copy_screen_effect.color, current_fb); } break; @@ -3484,7 +3484,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const _render_render_list(render_list.elements, render_list.element_count, cam_transform, p_cam_projection, p_shadow_atlas, env, env_radiance_tex, 0.0, 0.0, reverse_cull, false, false); // then draw the sky after - if (env && env->bg_mode == VS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) { + if (env && env->bg_mode == RS::ENV_BG_SKY && (!storage->frame.current_rt || !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT])) { if (sky && sky->panorama.is_valid()) { _draw_sky(sky, p_cam_projection, cam_transform, false, env->sky_custom_fov, env->bg_energy, env->sky_orientation); @@ -3616,7 +3616,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ // TODO directional light - if (light->type == VS::LIGHT_DIRECTIONAL) { + if (light->type == RS::LIGHT_DIRECTIONAL) { // set pssm stuff // TODO set this only when changed @@ -3651,7 +3651,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ width = light_instance->directional_rect.size.width; height = light_instance->directional_rect.size.height; - if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { + if (light->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) { width /= 2; height /= 2; @@ -3665,7 +3665,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ y += height; } - } else if (light->directional_shadow_mode == VS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { + } else if (light->directional_shadow_mode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) { height /= 2; @@ -3676,10 +3676,10 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ } } - float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]); - zfar = light->param[VS::LIGHT_PARAM_RANGE]; - bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult; - normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult; + float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, light->param[RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE]); + zfar = light->param[RS::LIGHT_PARAM_RANGE]; + bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] * bias_mult; + normal_bias = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * bias_mult; fbo = directional_shadow.fbo; } else { @@ -3708,9 +3708,9 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ width = shadow_size; height = shadow_size; - if (light->type == VS::LIGHT_OMNI) { + if (light->type == RS::LIGHT_OMNI) { // cubemap only - if (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) { + if (light->omni_shadow_mode == RS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) { int cubemap_index = shadow_cubemaps.size() - 1; // find an appropriate cubemap to render to @@ -3727,7 +3727,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ light_transform = light_instance->shadow_transform[0].transform; custom_vp_size = shadow_cubemaps[cubemap_index].size; - zfar = light->param[VS::LIGHT_PARAM_RANGE]; + zfar = light->param[RS::LIGHT_PARAM_RANGE]; current_cubemap = cubemap_index; } else { @@ -3736,7 +3736,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ light_projection = light_instance->shadow_transform[0].camera; light_transform = light_instance->shadow_transform[0].transform; - if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + if (light->omni_shadow_detail == RS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { height /= 2; y += p_pass * height; @@ -3747,22 +3747,22 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ state.dual_parbolloid_direction = p_pass == 0 ? 1.0 : -1.0; flip_facing = (p_pass == 1); - zfar = light->param[VS::LIGHT_PARAM_RANGE]; - bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; + zfar = light->param[RS::LIGHT_PARAM_RANGE]; + bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS]; state.dual_parbolloid_zfar = zfar; state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, true); } - } else if (light->type == VS::LIGHT_SPOT) { + } else if (light->type == RS::LIGHT_SPOT) { light_projection = light_instance->shadow_transform[0].camera; light_transform = light_instance->shadow_transform[0].transform; flip_facing = false; - zfar = light->param[VS::LIGHT_PARAM_RANGE]; - bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS]; - normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; + zfar = light->param[RS::LIGHT_PARAM_RANGE]; + bias = light->param[RS::LIGHT_PARAM_SHADOW_BIAS]; + normal_bias = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS]; } } @@ -3812,7 +3812,7 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ state.scene_shader.set_conditional(SceneShaderGLES2::RENDER_DEPTH_DUAL_PARABOLOID, false); // convert cubemap to dual paraboloid if needed - if (light->type == VS::LIGHT_OMNI && (light->omni_shadow_mode == VS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) && p_pass == 5) { + if (light->type == RS::LIGHT_OMNI && (light->omni_shadow_mode == RS::LIGHT_OMNI_SHADOW_CUBE && storage->config.support_shadow_cubemaps) && p_pass == 5) { ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas); glBindFramebuffer(GL_FRAMEBUFFER, shadow_atlas->fbo); @@ -3827,14 +3827,14 @@ void RasterizerSceneGLES2::render_shadow(RID p_light, RID p_shadow_atlas, int p_ state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_FLIP, i == 1); state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_NEAR, light_projection.get_z_near()); state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::Z_FAR, light_projection.get_z_far()); - state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::BIAS, light->param[VS::LIGHT_PARAM_SHADOW_BIAS]); + state.cube_to_dp_shader.set_uniform(CubeToDpShaderGLES2::BIAS, light->param[RS::LIGHT_PARAM_SHADOW_BIAS]); uint32_t local_width = width; uint32_t local_height = height; uint32_t local_x = x; uint32_t local_y = y; - if (light->omni_shadow_detail == VS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { + if (light->omni_shadow_detail == RS::LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL) { local_height /= 2; local_y += i * local_height; } else { @@ -3922,7 +3922,7 @@ bool RasterizerSceneGLES2::free(RID p_rid) { return true; } -void RasterizerSceneGLES2::set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw) { +void RasterizerSceneGLES2::set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) { } void RasterizerSceneGLES2::initialize() { diff --git a/drivers/gles2/rasterizer_scene_gles2.h b/drivers/gles2/rasterizer_scene_gles2.h index 174cdd8e2e..6d0a5a45ca 100644 --- a/drivers/gles2/rasterizer_scene_gles2.h +++ b/drivers/gles2/rasterizer_scene_gles2.h @@ -236,7 +236,7 @@ public: /* ENVIRONMENT API */ struct Environment { - VS::EnvironmentBG bg_mode; + RS::EnvironmentBG bg_mode; RID sky; float sky_custom_fov; @@ -259,7 +259,7 @@ public: float glow_intensity; float glow_strength; float glow_bloom; - VS::EnvironmentGlowBlendMode glow_blend_mode; + RS::EnvironmentGlowBlendMode glow_blend_mode; float glow_hdr_bleed_threshold; float glow_hdr_bleed_scale; float glow_hdr_luminance_cap; @@ -269,13 +269,13 @@ public: float dof_blur_far_distance; float dof_blur_far_transition; float dof_blur_far_amount; - VS::EnvironmentDOFBlurQuality dof_blur_far_quality; + RS::EnvironmentDOFBlurQuality dof_blur_far_quality; bool dof_blur_near_enabled; float dof_blur_near_distance; float dof_blur_near_transition; float dof_blur_near_amount; - VS::EnvironmentDOFBlurQuality dof_blur_near_quality; + RS::EnvironmentDOFBlurQuality dof_blur_near_quality; bool adjustments_enabled; float adjustments_brightness; @@ -300,7 +300,7 @@ public: float fog_height_curve; Environment() : - bg_mode(VS::ENV_BG_CLEAR_COLOR), + bg_mode(RS::ENV_BG_CLEAR_COLOR), sky_custom_fov(0.0), bg_energy(1.0), sky_ambient(0), @@ -313,7 +313,7 @@ public: glow_intensity(0.8), glow_strength(1.0), glow_bloom(0.0), - glow_blend_mode(VS::ENV_GLOW_BLEND_MODE_SOFTLIGHT), + glow_blend_mode(RS::ENV_GLOW_BLEND_MODE_SOFTLIGHT), glow_hdr_bleed_threshold(1.0), glow_hdr_bleed_scale(2.0), glow_hdr_luminance_cap(12.0), @@ -322,12 +322,12 @@ public: dof_blur_far_distance(10), dof_blur_far_transition(5), dof_blur_far_amount(0.1), - dof_blur_far_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM), + dof_blur_far_quality(RS::ENV_DOF_BLUR_QUALITY_MEDIUM), dof_blur_near_enabled(false), dof_blur_near_distance(2), dof_blur_near_transition(1), dof_blur_near_amount(0.1), - dof_blur_near_quality(VS::ENV_DOF_BLUR_QUALITY_MEDIUM), + dof_blur_near_quality(RS::ENV_DOF_BLUR_QUALITY_MEDIUM), adjustments_enabled(false), adjustments_brightness(1.0), adjustments_contrast(1.0), @@ -353,7 +353,7 @@ public: virtual RID environment_create(); - virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg); + virtual void environment_set_background(RID p_env, RS::EnvironmentBG p_bg); virtual void environment_set_sky(RID p_env, RID p_sky); virtual void environment_set_sky_custom_fov(RID p_env, float p_scale); virtual void environment_set_sky_orientation(RID p_env, const Basis &p_orientation); @@ -363,15 +363,15 @@ public: virtual void environment_set_ambient_light(RID p_env, const Color &p_color, float p_energy = 1.0, float p_sky_contribution = 0.0); virtual void environment_set_camera_feed_id(RID p_env, int p_camera_feed_id); - virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); - virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, VS::EnvironmentDOFBlurQuality p_quality); - virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale); + virtual void environment_set_dof_blur_near(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_dof_blur_far(RID p_env, bool p_enable, float p_distance, float p_transition, float p_amount, RS::EnvironmentDOFBlurQuality p_quality); + virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale); virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture); virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness); - virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); + virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, RS::EnvironmentSSAOQuality p_quality, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness); - virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); + virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp); @@ -381,7 +381,7 @@ public: virtual bool is_environment(RID p_env); - virtual VS::EnvironmentBG environment_get_background(RID p_env); + virtual RS::EnvironmentBG environment_get_background(RID p_env); virtual int environment_get_canvas_max_layer(RID p_env); /* LIGHT INSTANCE */ @@ -650,7 +650,7 @@ public: virtual bool free(RID p_rid); virtual void set_scene_pass(uint64_t p_pass); - virtual void set_debug_draw_mode(VS::ViewportDebugDraw p_debug_draw); + virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw); void iteration(); void initialize(); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index f76c7da8e1..4337d2a833 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -34,7 +34,7 @@ #include "core/project_settings.h" #include "rasterizer_canvas_gles2.h" #include "rasterizer_scene_gles2.h" -#include "servers/visual/shader_language.h" +#include "servers/rendering/shader_language.h" GLuint RasterizerStorageGLES2::system_fbo = 0; @@ -127,11 +127,11 @@ PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC glCompressedTexSubImage3DOES; void RasterizerStorageGLES2::bind_quad_array() const { glBindBuffer(GL_ARRAY_BUFFER, resources.quadie); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8)); + glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0); + glVertexAttribPointer(RS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, CAST_INT_TO_UCHAR_PTR(8)); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glEnableVertexAttribArray(RS::ARRAY_VERTEX); + glEnableVertexAttribArray(RS::ARRAY_TEX_UV); } Ref<Image> RasterizerStorageGLES2::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const { @@ -549,15 +549,15 @@ RID RasterizerStorageGLES2::texture_create() { return texture_owner.make_rid(texture); } -void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VisualServer::TextureType p_type, uint32_t p_flags) { +void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RenderingServer::TextureType p_type, uint32_t p_flags) { GLenum format; GLenum internal_format; GLenum type; bool compressed = false; - if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { - p_flags &= ~VS::TEXTURE_FLAG_MIPMAPS; // no mipies for video + if (p_flags & RS::TEXTURE_FLAG_USED_FOR_STREAMING) { + p_flags &= ~RS::TEXTURE_FLAG_MIPMAPS; // no mipies for video } Texture *texture = texture_owner.getornull(p_texture); @@ -570,15 +570,15 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ texture->type = p_type; switch (p_type) { - case VS::TEXTURE_TYPE_2D: { + case RS::TEXTURE_TYPE_2D: { texture->target = GL_TEXTURE_2D; texture->images.resize(1); } break; - case VS::TEXTURE_TYPE_CUBEMAP: { + case RS::TEXTURE_TYPE_CUBEMAP: { texture->target = GL_TEXTURE_CUBE_MAP; texture->images.resize(6); } break; - case VS::TEXTURE_TYPE_2D_ARRAY: { + case RS::TEXTURE_TYPE_2D_ARRAY: { if (config.texture_array_supported) { texture->target = GL_TEXTURE_2D_ARRAY; texture->images.resize(p_depth_3d); @@ -587,7 +587,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ return; } } break; - case VS::TEXTURE_TYPE_3D: { + case RS::TEXTURE_TYPE_3D: { if (config.texture_3d_supported) { texture->target = GL_TEXTURE_3D; texture->images.resize(p_depth_3d); @@ -611,12 +611,12 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ bool is_po2 = p_width == po2_width && p_height == po2_height; - if (!is_po2 && (p_flags & VS::TEXTURE_FLAG_REPEAT || p_flags & VS::TEXTURE_FLAG_MIPMAPS)) { + if (!is_po2 && (p_flags & RS::TEXTURE_FLAG_REPEAT || p_flags & RS::TEXTURE_FLAG_MIPMAPS)) { - if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + if (p_flags & RS::TEXTURE_FLAG_USED_FOR_STREAMING) { //not supported ERR_PRINT("Streaming texture for non power of 2 or has mipmaps on this hardware: " + texture->path + "'. Mipmaps and repeat disabled."); - texture->flags &= ~(VS::TEXTURE_FLAG_REPEAT | VS::TEXTURE_FLAG_MIPMAPS); + texture->flags &= ~(RS::TEXTURE_FLAG_REPEAT | RS::TEXTURE_FLAG_MIPMAPS); } else { texture->alloc_height = po2_height; texture->alloc_width = po2_width; @@ -640,7 +640,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ glBindTexture(texture->target, texture->tex_id); #if defined(GLES_OVER_GL) || defined(ANDROID_ENABLED) - if ((p_type == VS::TEXTURE_TYPE_3D && config.texture_3d_supported) || (p_type == VS::TEXTURE_TYPE_2D_ARRAY && config.texture_array_supported)) { + if ((p_type == RS::TEXTURE_TYPE_3D && config.texture_3d_supported) || (p_type == RS::TEXTURE_TYPE_2D_ARRAY && config.texture_array_supported)) { int width = p_width; int height = p_height; @@ -648,7 +648,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ int mipmaps = 0; - while (width > 0 || height > 0 || (p_type == VS::TEXTURE_TYPE_3D && depth > 0)) { + while (width > 0 || height > 0 || (p_type == RS::TEXTURE_TYPE_3D && depth > 0)) { width = MAX(1, width); height = MAX(1, height); depth = MAX(1, depth); @@ -658,13 +658,13 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ width /= 2; height /= 2; - if (p_type == VS::TEXTURE_TYPE_3D) { + if (p_type == RS::TEXTURE_TYPE_3D) { depth /= 2; } mipmaps++; - if (!(p_flags & VS::TEXTURE_FLAG_MIPMAPS)) + if (!(p_flags & RS::TEXTURE_FLAG_MIPMAPS)) break; } #ifdef GLES_OVER_GL @@ -674,7 +674,7 @@ void RasterizerStorageGLES2::texture_allocate(RID p_texture, int p_width, int p_ } else #endif - if (p_flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + if (p_flags & RS::TEXTURE_FLAG_USED_FOR_STREAMING) { //prealloc if video glTexImage2D(texture->target, 0, internal_format, texture->alloc_width, texture->alloc_height, 0, format, type, NULL); } @@ -686,7 +686,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); - if ((texture->type == VS::TEXTURE_TYPE_2D_ARRAY && !config.texture_array_supported) || (texture->type == VS::TEXTURE_TYPE_3D && !config.texture_3d_supported)) { + if ((texture->type == RS::TEXTURE_TYPE_2D_ARRAY && !config.texture_array_supported) || (texture->type == RS::TEXTURE_TYPE_3D && !config.texture_3d_supported)) { return; } ERR_FAIL_COND(!texture->active); @@ -699,7 +699,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p GLenum internal_format; bool compressed = false; - if (config.keep_original_textures && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { + if (config.keep_original_textures && !(texture->flags & RS::TEXTURE_FLAG_USED_FOR_STREAMING)) { texture->images.write[p_layer] = p_image; } @@ -717,7 +717,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p img->resize_to_po2(false); } - if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING)) { + if (config.shrink_textures_x2 && (p_image->has_mipmaps() || !p_image->is_compressed()) && !(texture->flags & RS::TEXTURE_FLAG_USED_FOR_STREAMING)) { texture->alloc_height = MAX(1, texture->alloc_height / 2); texture->alloc_width = MAX(1, texture->alloc_width / 2); @@ -734,17 +734,17 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p GLenum blit_target = GL_TEXTURE_2D; switch (texture->type) { - case VS::TEXTURE_TYPE_2D: { + case RS::TEXTURE_TYPE_2D: { blit_target = GL_TEXTURE_2D; } break; - case VS::TEXTURE_TYPE_CUBEMAP: { + case RS::TEXTURE_TYPE_CUBEMAP: { ERR_FAIL_INDEX(p_layer, 6); blit_target = _cube_side_enum[p_layer]; } break; - case VS::TEXTURE_TYPE_2D_ARRAY: { + case RS::TEXTURE_TYPE_2D_ARRAY: { blit_target = GL_TEXTURE_2D_ARRAY; } break; - case VS::TEXTURE_TYPE_3D: { + case RS::TEXTURE_TYPE_3D: { blit_target = GL_TEXTURE_3D; } break; } @@ -758,17 +758,17 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p texture->ignore_mipmaps = compressed && !img->has_mipmaps(); - if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) + if ((texture->flags & RS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR); else { - if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + if (texture->flags & RS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } - if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + if (texture->flags & RS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering @@ -777,9 +777,9 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // raw Filtering } - if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) { + if (((texture->flags & RS::TEXTURE_FLAG_REPEAT) || (texture->flags & RS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) { - if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) { + if (texture->flags & RS::TEXTURE_FLAG_MIRRORED_REPEAT) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); } else { @@ -793,7 +793,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - int mipmaps = ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1; + int mipmaps = ((texture->flags & RS::TEXTURE_FLAG_MIPMAPS) && img->has_mipmaps()) ? img->get_mipmap_count() + 1 : 1; int w = img->get_width(); int h = img->get_height(); @@ -804,7 +804,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p int size, ofs; img->get_mipmap_offset_and_size(i, ofs, size); - if (texture->type == VS::TEXTURE_TYPE_2D || texture->type == VS::TEXTURE_TYPE_CUBEMAP) { + if (texture->type == RS::TEXTURE_TYPE_2D || texture->type == RS::TEXTURE_TYPE_CUBEMAP) { if (compressed) { glPixelStorei(GL_UNPACK_ALIGNMENT, 4); @@ -816,7 +816,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p } else { glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - if (texture->flags & VS::TEXTURE_FLAG_USED_FOR_STREAMING) { + if (texture->flags & RS::TEXTURE_FLAG_USED_FOR_STREAMING) { glTexSubImage2D(blit_target, i, 0, 0, w, h, format, type, &read[ofs]); } else { glTexImage2D(blit_target, i, internal_format, w, h, 0, format, type, &read[ofs]); @@ -854,7 +854,7 @@ void RasterizerStorageGLES2::texture_set_data(RID p_texture, const Ref<Image> &p texture->stored_cube_sides |= (1 << p_layer); - if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != VS::TEXTURE_TYPE_CUBEMAP || texture->stored_cube_sides == (1 << 6) - 1)) { + if ((texture->flags & RS::TEXTURE_FLAG_MIPMAPS) && mipmaps == 1 && !texture->ignore_mipmaps && (texture->type != RS::TEXTURE_TYPE_CUBEMAP || texture->stored_cube_sides == (1 << 6) - 1)) { //generate mipmaps if they were requested and the image does not contain them glGenerateMipmap(texture->target); } @@ -875,7 +875,7 @@ Ref<Image> RasterizerStorageGLES2::texture_get_data(RID p_texture, int p_layer) ERR_FAIL_COND_V(!texture->active, Ref<Image>()); ERR_FAIL_COND_V(texture->data_size == 0 && !texture->render_target, Ref<Image>()); - if (texture->type == VS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) { + if (texture->type == RS::TEXTURE_TYPE_CUBEMAP && p_layer < 6 && p_layer >= 0 && !texture->images[p_layer].is_null()) { return texture->images[p_layer]; } @@ -997,16 +997,16 @@ void RasterizerStorageGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); - bool had_mipmaps = texture->flags & VS::TEXTURE_FLAG_MIPMAPS; + bool had_mipmaps = texture->flags & RS::TEXTURE_FLAG_MIPMAPS; texture->flags = p_flags; glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - if (((texture->flags & VS::TEXTURE_FLAG_REPEAT) || (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) { + if (((texture->flags & RS::TEXTURE_FLAG_REPEAT) || (texture->flags & RS::TEXTURE_FLAG_MIRRORED_REPEAT)) && texture->target != GL_TEXTURE_CUBE_MAP) { - if (texture->flags & VS::TEXTURE_FLAG_MIRRORED_REPEAT) { + if (texture->flags & RS::TEXTURE_FLAG_MIRRORED_REPEAT) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT); } else { @@ -1019,21 +1019,21 @@ void RasterizerStorageGLES2::texture_set_flags(RID p_texture, uint32_t p_flags) glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } - if ((texture->flags & VS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) { + if ((texture->flags & RS::TEXTURE_FLAG_MIPMAPS) && !texture->ignore_mipmaps) { if (!had_mipmaps && texture->mipmaps == 1) { glGenerateMipmap(texture->target); } glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, config.use_fast_texture_filter ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR_MIPMAP_LINEAR); } else { - if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + if (texture->flags & RS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } else { glTexParameteri(texture->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST); } } - if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + if (texture->flags & RS::TEXTURE_FLAG_FILTER) { glTexParameteri(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Linear Filtering @@ -1059,10 +1059,10 @@ Image::Format RasterizerStorageGLES2::texture_get_format(RID p_texture) const { return texture->format; } -VisualServer::TextureType RasterizerStorageGLES2::texture_get_type(RID p_texture) const { +RenderingServer::TextureType RasterizerStorageGLES2::texture_get_type(RID p_texture) const { Texture *texture = texture_owner.getornull(p_texture); - ERR_FAIL_COND_V(!texture, VS::TEXTURE_TYPE_2D); + ERR_FAIL_COND_V(!texture, RS::TEXTURE_TYPE_2D); return texture->type; } @@ -1135,7 +1135,7 @@ String RasterizerStorageGLES2::texture_get_path(RID p_texture) const { return texture->path; } -void RasterizerStorageGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info) { +void RasterizerStorageGLES2::texture_debug_usage(List<RS::TextureInfo> *r_info) { List<RID> textures; texture_owner.get_owned_list(&textures); @@ -1144,7 +1144,7 @@ void RasterizerStorageGLES2::texture_debug_usage(List<VS::TextureInfo> *r_info) Texture *t = texture_owner.getornull(E->get()); if (!t) continue; - VS::TextureInfo tinfo; + RS::TextureInfo tinfo; tinfo.path = t->path; tinfo.format = t->format; tinfo.width = t->alloc_width; @@ -1200,7 +1200,7 @@ void RasterizerStorageGLES2::texture_set_force_redraw_if_visible(RID p_texture, texture->redraw_if_visible = p_enable; } -void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { +void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); @@ -1208,7 +1208,7 @@ void RasterizerStorageGLES2::texture_set_detect_3d_callback(RID p_texture, Visua texture->detect_3d_ud = p_userdata; } -void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { +void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); @@ -1216,7 +1216,7 @@ void RasterizerStorageGLES2::texture_set_detect_srgb_callback(RID p_texture, Vis texture->detect_srgb_ud = p_userdata; } -void RasterizerStorageGLES2::texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata) { +void RasterizerStorageGLES2::texture_set_detect_normal_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata) { Texture *texture = texture_owner.getornull(p_texture); ERR_FAIL_COND(!texture); @@ -1265,7 +1265,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glDisable(GL_SCISSOR_TEST); glDisable(GL_BLEND); - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + for (int i = 0; i < RS::ARRAY_MAX - 1; i++) { glDisableVertexAttribArray(i); } } @@ -1397,7 +1397,7 @@ void RasterizerStorageGLES2::sky_set_texture(RID p_sky, RID p_panorama, int p_ra RID RasterizerStorageGLES2::shader_create() { Shader *shader = memnew(Shader); - shader->mode = VS::SHADER_SPATIAL; + shader->mode = RS::SHADER_SPATIAL; shader->shader = &scene->state.scene_shader; RID rid = shader_owner.make_rid(shader); _shader_make_dirty(shader); @@ -1421,16 +1421,16 @@ void RasterizerStorageGLES2::shader_set_code(RID p_shader, const String &p_code) shader->code = p_code; String mode_string = ShaderLanguage::get_shader_type(p_code); - VS::ShaderMode mode; + RS::ShaderMode mode; if (mode_string == "canvas_item") - mode = VS::SHADER_CANVAS_ITEM; + mode = RS::SHADER_CANVAS_ITEM; else if (mode_string == "particles") - mode = VS::SHADER_PARTICLES; + mode = RS::SHADER_PARTICLES; else if (mode_string == "sky") - mode = VS::SHADER_SKY; + mode = RS::SHADER_SKY; else - mode = VS::SHADER_SPATIAL; + mode = RS::SHADER_SPATIAL; if (shader->custom_code_id && mode != shader->mode) { shader->shader->free_custom_shader(shader->custom_code_id); @@ -1440,10 +1440,10 @@ void RasterizerStorageGLES2::shader_set_code(RID p_shader, const String &p_code) shader->mode = mode; // TODO handle all shader types - if (mode == VS::SHADER_CANVAS_ITEM) { + if (mode == RS::SHADER_CANVAS_ITEM) { shader->shader = &canvas->state.canvas_shader; - } else if (mode == VS::SHADER_SPATIAL) { + } else if (mode == RS::SHADER_SPATIAL) { shader->shader = &scene->state.scene_shader; } else { return; @@ -1481,7 +1481,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const { switch (p_shader->mode) { - case VS::SHADER_CANVAS_ITEM: { + case RS::SHADER_CANVAS_ITEM: { p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL; p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX; @@ -1508,7 +1508,7 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const { actions->uniforms = &p_shader->uniforms; } break; - case VS::SHADER_SPATIAL: { + case RS::SHADER_SPATIAL: { p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX; p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE; p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK; @@ -1949,8 +1949,8 @@ void RasterizerStorageGLES2::material_remove_instance_owner(RID p_material, Rast } void RasterizerStorageGLES2::material_set_render_priority(RID p_material, int priority) { - ERR_FAIL_COND(priority < VS::MATERIAL_RENDER_PRIORITY_MIN); - ERR_FAIL_COND(priority > VS::MATERIAL_RENDER_PRIORITY_MAX); + ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN); + ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX); Material *material = material_owner.getornull(p_material); ERR_FAIL_COND(!material); @@ -1975,7 +1975,7 @@ void RasterizerStorageGLES2::_update_material(Material *p_material) { bool can_cast_shadow = false; bool is_animated = false; - if (p_material->shader && p_material->shader->mode == VS::SHADER_SPATIAL) { + if (p_material->shader && p_material->shader->mode == RS::SHADER_SPATIAL) { if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX && (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) { @@ -2087,14 +2087,14 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ uint32_t p_format = format; - static int src_size[VS::ARRAY_MAX]; - static int dst_size[VS::ARRAY_MAX]; - static int to_convert[VS::ARRAY_MAX]; + static int src_size[RS::ARRAY_MAX]; + static int dst_size[RS::ARRAY_MAX]; + static int to_convert[RS::ARRAY_MAX]; int src_stride = 0; int dst_stride = 0; - for (int i = 0; i < VS::ARRAY_MAX; i++) { + for (int i = 0; i < RS::ARRAY_MAX; i++) { to_convert[i] = 0; if (!(p_format & (1 << i))) { @@ -2105,11 +2105,11 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ switch (i) { - case VS::ARRAY_VERTEX: { + case RS::ARRAY_VERTEX: { - if (p_format & VS::ARRAY_COMPRESS_VERTEX) { + if (p_format & RS::ARRAY_COMPRESS_VERTEX) { - if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) { + if (p_format & RS::ARRAY_FLAG_USE_2D_VERTICES) { src_size[i] = 4; dst_size[i] = 8; to_convert[i] = 2; @@ -2119,10 +2119,10 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ to_convert[i] = 3; } - format &= ~VS::ARRAY_COMPRESS_VERTEX; + format &= ~RS::ARRAY_COMPRESS_VERTEX; } else { - if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) { + if (p_format & RS::ARRAY_FLAG_USE_2D_VERTICES) { src_size[i] = 8; dst_size[i] = 8; } else { @@ -2132,9 +2132,9 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ } } break; - case VS::ARRAY_NORMAL: { + case RS::ARRAY_NORMAL: { - if (p_format & VS::ARRAY_COMPRESS_NORMAL) { + if (p_format & RS::ARRAY_COMPRESS_NORMAL) { src_size[i] = 4; dst_size[i] = 4; } else { @@ -2143,9 +2143,9 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ } } break; - case VS::ARRAY_TANGENT: { + case RS::ARRAY_TANGENT: { - if (p_format & VS::ARRAY_COMPRESS_TANGENT) { + if (p_format & RS::ARRAY_COMPRESS_TANGENT) { src_size[i] = 4; dst_size[i] = 4; } else { @@ -2154,9 +2154,9 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ } } break; - case VS::ARRAY_COLOR: { + case RS::ARRAY_COLOR: { - if (p_format & VS::ARRAY_COMPRESS_COLOR) { + if (p_format & RS::ARRAY_COMPRESS_COLOR) { src_size[i] = 4; dst_size[i] = 4; } else { @@ -2165,12 +2165,12 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ } } break; - case VS::ARRAY_TEX_UV: { + case RS::ARRAY_TEX_UV: { - if (p_format & VS::ARRAY_COMPRESS_TEX_UV) { + if (p_format & RS::ARRAY_COMPRESS_TEX_UV) { src_size[i] = 4; to_convert[i] = 2; - format &= ~VS::ARRAY_COMPRESS_TEX_UV; + format &= ~RS::ARRAY_COMPRESS_TEX_UV; } else { src_size[i] = 8; } @@ -2178,12 +2178,12 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ dst_size[i] = 8; } break; - case VS::ARRAY_TEX_UV2: { + case RS::ARRAY_TEX_UV2: { - if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) { + if (p_format & RS::ARRAY_COMPRESS_TEX_UV2) { src_size[i] = 4; to_convert[i] = 2; - format &= ~VS::ARRAY_COMPRESS_TEX_UV2; + format &= ~RS::ARRAY_COMPRESS_TEX_UV2; } else { src_size[i] = 8; } @@ -2191,9 +2191,9 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ dst_size[i] = 8; } break; - case VS::ARRAY_BONES: { + case RS::ARRAY_BONES: { - if (p_format & VS::ARRAY_FLAG_USE_16_BIT_BONES) { + if (p_format & RS::ARRAY_FLAG_USE_16_BIT_BONES) { src_size[i] = 8; dst_size[i] = 8; } else { @@ -2202,9 +2202,9 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ } } break; - case VS::ARRAY_WEIGHTS: { + case RS::ARRAY_WEIGHTS: { - if (p_format & VS::ARRAY_COMPRESS_WEIGHTS) { + if (p_format & RS::ARRAY_COMPRESS_WEIGHTS) { src_size[i] = 8; dst_size[i] = 8; } else { @@ -2213,7 +2213,7 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ } } break; - case VS::ARRAY_INDEX: { + case RS::ARRAY_INDEX: { src_size[i] = 0; dst_size[i] = 0; @@ -2234,7 +2234,7 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ int src_offset = 0; int dst_offset = 0; - for (int i = 0; i < VS::ARRAY_MAX; i++) { + for (int i = 0; i < RS::ARRAY_MAX; i++) { if (src_size[i] == 0) { continue; //no go @@ -2272,27 +2272,27 @@ static Vector<uint8_t> _unpack_half_floats(const Vector<uint8_t> &array, uint32_ return ret; } -void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) { +void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, RS::PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes, const Vector<AABB> &p_bone_aabbs) { Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); - ERR_FAIL_COND(!(p_format & VS::ARRAY_FORMAT_VERTEX)); + ERR_FAIL_COND(!(p_format & RS::ARRAY_FORMAT_VERTEX)); //must have index and bones, both. { - uint32_t bones_weight = VS::ARRAY_FORMAT_BONES | VS::ARRAY_FORMAT_WEIGHTS; + uint32_t bones_weight = RS::ARRAY_FORMAT_BONES | RS::ARRAY_FORMAT_WEIGHTS; ERR_FAIL_COND_MSG((p_format & bones_weight) && (p_format & bones_weight) != bones_weight, "Array must have both bones and weights in format or none."); } //bool has_morph = p_blend_shapes.size(); - Surface::Attrib attribs[VS::ARRAY_MAX]; + Surface::Attrib attribs[RS::ARRAY_MAX]; int stride = 0; bool uses_half_float = false; - for (int i = 0; i < VS::ARRAY_MAX; i++) { + for (int i = 0; i < RS::ARRAY_MAX; i++) { attribs[i].index = i; @@ -2308,15 +2308,15 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: switch (i) { - case VS::ARRAY_VERTEX: { + case RS::ARRAY_VERTEX: { - if (p_format & VS::ARRAY_FLAG_USE_2D_VERTICES) { + if (p_format & RS::ARRAY_FLAG_USE_2D_VERTICES) { attribs[i].size = 2; } else { - attribs[i].size = (p_format & VS::ARRAY_COMPRESS_VERTEX) ? 4 : 3; + attribs[i].size = (p_format & RS::ARRAY_COMPRESS_VERTEX) ? 4 : 3; } - if (p_format & VS::ARRAY_COMPRESS_VERTEX) { + if (p_format & RS::ARRAY_COMPRESS_VERTEX) { attribs[i].type = _GL_HALF_FLOAT_OES; stride += attribs[i].size * 2; uses_half_float = true; @@ -2328,11 +2328,11 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: attribs[i].normalized = GL_FALSE; } break; - case VS::ARRAY_NORMAL: { + case RS::ARRAY_NORMAL: { attribs[i].size = 3; - if (p_format & VS::ARRAY_COMPRESS_NORMAL) { + if (p_format & RS::ARRAY_COMPRESS_NORMAL) { attribs[i].type = GL_BYTE; stride += 4; //pad extra byte attribs[i].normalized = GL_TRUE; @@ -2343,11 +2343,11 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } } break; - case VS::ARRAY_TANGENT: { + case RS::ARRAY_TANGENT: { attribs[i].size = 4; - if (p_format & VS::ARRAY_COMPRESS_TANGENT) { + if (p_format & RS::ARRAY_COMPRESS_TANGENT) { attribs[i].type = GL_BYTE; stride += 4; attribs[i].normalized = GL_TRUE; @@ -2358,11 +2358,11 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } } break; - case VS::ARRAY_COLOR: { + case RS::ARRAY_COLOR: { attribs[i].size = 4; - if (p_format & VS::ARRAY_COMPRESS_COLOR) { + if (p_format & RS::ARRAY_COMPRESS_COLOR) { attribs[i].type = GL_UNSIGNED_BYTE; stride += 4; attribs[i].normalized = GL_TRUE; @@ -2373,11 +2373,11 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } } break; - case VS::ARRAY_TEX_UV: { + case RS::ARRAY_TEX_UV: { attribs[i].size = 2; - if (p_format & VS::ARRAY_COMPRESS_TEX_UV) { + if (p_format & RS::ARRAY_COMPRESS_TEX_UV) { attribs[i].type = _GL_HALF_FLOAT_OES; stride += 4; uses_half_float = true; @@ -2389,11 +2389,11 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: attribs[i].normalized = GL_FALSE; } break; - case VS::ARRAY_TEX_UV2: { + case RS::ARRAY_TEX_UV2: { attribs[i].size = 2; - if (p_format & VS::ARRAY_COMPRESS_TEX_UV2) { + if (p_format & RS::ARRAY_COMPRESS_TEX_UV2) { attribs[i].type = _GL_HALF_FLOAT_OES; stride += 4; uses_half_float = true; @@ -2404,11 +2404,11 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: attribs[i].normalized = GL_FALSE; } break; - case VS::ARRAY_BONES: { + case RS::ARRAY_BONES: { attribs[i].size = 4; - if (p_format & VS::ARRAY_FLAG_USE_16_BIT_BONES) { + if (p_format & RS::ARRAY_FLAG_USE_16_BIT_BONES) { attribs[i].type = GL_UNSIGNED_SHORT; stride += 8; } else { @@ -2420,11 +2420,11 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: attribs[i].integer = true; } break; - case VS::ARRAY_WEIGHTS: { + case RS::ARRAY_WEIGHTS: { attribs[i].size = 4; - if (p_format & VS::ARRAY_COMPRESS_WEIGHTS) { + if (p_format & RS::ARRAY_COMPRESS_WEIGHTS) { attribs[i].type = GL_UNSIGNED_SHORT; stride += 8; @@ -2436,7 +2436,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } } break; - case VS::ARRAY_INDEX: { + case RS::ARRAY_INDEX: { attribs[i].size = 1; @@ -2454,7 +2454,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } } - for (int i = 0; i < VS::ARRAY_MAX - 1; i++) { + for (int i = 0; i < RS::ARRAY_MAX - 1; i++) { attribs[i].stride = stride; } @@ -2500,9 +2500,9 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: return; //do not go any further, above function used unpacked stuff will be used instead. } - if (p_format & VS::ARRAY_FORMAT_INDEX) { + if (p_format & RS::ARRAY_FORMAT_INDEX) { - index_array_size = attribs[VS::ARRAY_INDEX].stride * p_index_count; + index_array_size = attribs[RS::ARRAY_INDEX].stride * p_index_count; } ERR_FAIL_COND(p_index_array.size() != index_array_size); @@ -2545,7 +2545,7 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: surface->skeleton_bone_used.write[i] = !(surface->skeleton_bone_aabb[i].size.x < 0 || surface->skeleton_bone_aabb[i].size.y < 0 || surface->skeleton_bone_aabb[i].size.z < 0); } - for (int i = 0; i < VS::ARRAY_MAX; i++) { + for (int i = 0; i < RS::ARRAY_MAX; i++) { surface->attribs[i] = attribs[i]; } @@ -2555,11 +2555,11 @@ void RasterizerStorageGLES2::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: glGenBuffers(1, &surface->vertex_id); glBindBuffer(GL_ARRAY_BUFFER, surface->vertex_id); - glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), (p_format & VS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); + glBufferData(GL_ARRAY_BUFFER, array_size, vr.ptr(), (p_format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW); glBindBuffer(GL_ARRAY_BUFFER, 0); - if (p_format & VS::ARRAY_FORMAT_INDEX) { + if (p_format & RS::ARRAY_FORMAT_INDEX) { const uint8_t *ir = p_index_array.ptr(); glGenBuffers(1, &surface->index_id); @@ -2616,16 +2616,16 @@ int RasterizerStorageGLES2::mesh_get_blend_shape_count(RID p_mesh) const { return mesh->blend_shape_count; } -void RasterizerStorageGLES2::mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode) { +void RasterizerStorageGLES2::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) { Mesh *mesh = mesh_owner.getornull(p_mesh); ERR_FAIL_COND(!mesh); mesh->blend_shape_mode = p_mode; } -VS::BlendShapeMode RasterizerStorageGLES2::mesh_get_blend_shape_mode(RID p_mesh) const { +RS::BlendShapeMode RasterizerStorageGLES2::mesh_get_blend_shape_mode(RID p_mesh) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, VS::BLEND_SHAPE_MODE_NORMALIZED); + ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED); return mesh->blend_shape_mode; } @@ -2723,10 +2723,10 @@ uint32_t RasterizerStorageGLES2::mesh_surface_get_format(RID p_mesh, int p_surfa return mesh->surfaces[p_surface]->format; } -VS::PrimitiveType RasterizerStorageGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { +RS::PrimitiveType RasterizerStorageGLES2::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { const Mesh *mesh = mesh_owner.getornull(p_mesh); - ERR_FAIL_COND_V(!mesh, VS::PRIMITIVE_MAX); - ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_MAX); + ERR_FAIL_COND_V(!mesh, RS::PRIMITIVE_MAX); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RS::PRIMITIVE_MAX); return mesh->surfaces[p_surface]->primitive; } @@ -2827,7 +2827,7 @@ AABB RasterizerStorageGLES2::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { for (int i = 0; i < mesh->surfaces.size(); i++) { AABB laabb; - if ((mesh->surfaces[i]->format & VS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) { + if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->skeleton_bone_aabb.size()) { int bs = mesh->surfaces[i]->skeleton_bone_aabb.size(); const AABB *skbones = mesh->surfaces[i]->skeleton_bone_aabb.ptr(); @@ -2939,7 +2939,7 @@ RID RasterizerStorageGLES2::multimesh_create() { return multimesh_owner.make_rid(multimesh); } -void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data) { +void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, RS::MultimeshColorFormat p_color_format, RS::MultimeshCustomDataFormat p_data) { MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); @@ -2957,23 +2957,23 @@ void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances multimesh->data.resize(0); } - if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) { + if (multimesh->transform_format == RS::MULTIMESH_TRANSFORM_2D) { multimesh->xform_floats = 8; } else { multimesh->xform_floats = 12; } - if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multimesh->color_format == RS::MULTIMESH_COLOR_8BIT) { multimesh->color_floats = 1; - } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) { + } else if (multimesh->color_format == RS::MULTIMESH_COLOR_FLOAT) { multimesh->color_floats = 4; } else { multimesh->color_floats = 0; } - if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) { multimesh->custom_data_floats = 1; - } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) { + } else if (multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_FLOAT) { multimesh->custom_data_floats = 4; } else { multimesh->custom_data_floats = 0; @@ -2987,7 +2987,7 @@ void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances int color_from = 0; int custom_data_from = 0; - if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) { + if (multimesh->transform_format == RS::MULTIMESH_TRANSFORM_2D) { multimesh->data.write[i + 0] = 1.0; multimesh->data.write[i + 1] = 0.0; multimesh->data.write[i + 2] = 0.0; @@ -3015,7 +3015,7 @@ void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances custom_data_from = 12; } - if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multimesh->color_format == RS::MULTIMESH_COLOR_8BIT) { union { uint32_t colu; float colf; @@ -3024,7 +3024,7 @@ void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances cu.colu = 0xFFFFFFFF; multimesh->data.write[i + color_from + 0] = cu.colf; custom_data_from = color_from + 1; - } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) { + } else if (multimesh->color_format == RS::MULTIMESH_COLOR_FLOAT) { multimesh->data.write[i + color_from + 0] = 1.0; multimesh->data.write[i + color_from + 1] = 1.0; multimesh->data.write[i + color_from + 2] = 1.0; @@ -3032,7 +3032,7 @@ void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances custom_data_from = color_from + 4; } - if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) { union { uint32_t colu; float colf; @@ -3040,7 +3040,7 @@ void RasterizerStorageGLES2::multimesh_allocate(RID p_multimesh, int p_instances cu.colu = 0; multimesh->data.write[i + custom_data_from + 0] = cu.colf; - } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) { + } else if (multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_FLOAT) { multimesh->data.write[i + custom_data_from + 0] = 0.0; multimesh->data.write[i + custom_data_from + 1] = 0.0; multimesh->data.write[i + custom_data_from + 2] = 0.0; @@ -3094,7 +3094,7 @@ void RasterizerStorageGLES2::multimesh_instance_set_transform(RID p_multimesh, i MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); - ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D); + ERR_FAIL_COND(multimesh->transform_format == RS::MULTIMESH_TRANSFORM_2D); int stride = multimesh->color_floats + multimesh->custom_data_floats + multimesh->xform_floats; @@ -3125,7 +3125,7 @@ void RasterizerStorageGLES2::multimesh_instance_set_transform_2d(RID p_multimesh MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); - ERR_FAIL_COND(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D); + ERR_FAIL_COND(multimesh->transform_format == RS::MULTIMESH_TRANSFORM_3D); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index]; @@ -3151,13 +3151,13 @@ void RasterizerStorageGLES2::multimesh_instance_set_color(RID p_multimesh, int p MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); - ERR_FAIL_COND(multimesh->color_format == VS::MULTIMESH_COLOR_NONE); - ERR_FAIL_INDEX(multimesh->color_format, VS::MULTIMESH_COLOR_MAX); + ERR_FAIL_COND(multimesh->color_format == RS::MULTIMESH_COLOR_NONE); + ERR_FAIL_INDEX(multimesh->color_format, RS::MULTIMESH_COLOR_MAX); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; - if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multimesh->color_format == RS::MULTIMESH_COLOR_8BIT) { uint8_t *data8 = (uint8_t *)dataptr; data8[0] = CLAMP(p_color.r * 255.0, 0, 255); @@ -3165,7 +3165,7 @@ void RasterizerStorageGLES2::multimesh_instance_set_color(RID p_multimesh, int p data8[2] = CLAMP(p_color.b * 255.0, 0, 255); data8[3] = CLAMP(p_color.a * 255.0, 0, 255); - } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) { + } else if (multimesh->color_format == RS::MULTIMESH_COLOR_FLOAT) { dataptr[0] = p_color.r; dataptr[1] = p_color.g; dataptr[2] = p_color.b; @@ -3184,13 +3184,13 @@ void RasterizerStorageGLES2::multimesh_instance_set_custom_data(RID p_multimesh, MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND(!multimesh); ERR_FAIL_INDEX(p_index, multimesh->size); - ERR_FAIL_COND(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE); - ERR_FAIL_INDEX(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX); + ERR_FAIL_COND(multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_NONE); + ERR_FAIL_INDEX(multimesh->custom_data_format, RS::MULTIMESH_CUSTOM_DATA_MAX); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; - if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) { uint8_t *data8 = (uint8_t *)dataptr; data8[0] = CLAMP(p_custom_data.r * 255.0, 0, 255); @@ -3198,7 +3198,7 @@ void RasterizerStorageGLES2::multimesh_instance_set_custom_data(RID p_multimesh, data8[2] = CLAMP(p_custom_data.b * 255.0, 0, 255); data8[3] = CLAMP(p_custom_data.a * 255.0, 0, 255); - } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) { + } else if (multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_FLOAT) { dataptr[0] = p_custom_data.r; dataptr[1] = p_custom_data.g; dataptr[2] = p_custom_data.b; @@ -3224,7 +3224,7 @@ Transform RasterizerStorageGLES2::multimesh_instance_get_transform(RID p_multime MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh, Transform()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform()); - ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D, Transform()); + ERR_FAIL_COND_V(multimesh->transform_format == RS::MULTIMESH_TRANSFORM_2D, Transform()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index]; @@ -3251,7 +3251,7 @@ Transform2D RasterizerStorageGLES2::multimesh_instance_get_transform_2d(RID p_mu MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh, Transform2D()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Transform2D()); - ERR_FAIL_COND_V(multimesh->transform_format == VS::MULTIMESH_TRANSFORM_3D, Transform2D()); + ERR_FAIL_COND_V(multimesh->transform_format == RS::MULTIMESH_TRANSFORM_3D, Transform2D()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index]; @@ -3272,13 +3272,13 @@ Color RasterizerStorageGLES2::multimesh_instance_get_color(RID p_multimesh, int MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh, Color()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Color()); - ERR_FAIL_COND_V(multimesh->color_format == VS::MULTIMESH_COLOR_NONE, Color()); - ERR_FAIL_INDEX_V(multimesh->color_format, VS::MULTIMESH_COLOR_MAX, Color()); + ERR_FAIL_COND_V(multimesh->color_format == RS::MULTIMESH_COLOR_NONE, Color()); + ERR_FAIL_INDEX_V(multimesh->color_format, RS::MULTIMESH_COLOR_MAX, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats]; - if (multimesh->color_format == VS::MULTIMESH_COLOR_8BIT) { + if (multimesh->color_format == RS::MULTIMESH_COLOR_8BIT) { union { uint32_t colu; float colf; @@ -3288,7 +3288,7 @@ Color RasterizerStorageGLES2::multimesh_instance_get_color(RID p_multimesh, int return Color::hex(BSWAP32(cu.colu)); - } else if (multimesh->color_format == VS::MULTIMESH_COLOR_FLOAT) { + } else if (multimesh->color_format == RS::MULTIMESH_COLOR_FLOAT) { Color c; c.r = dataptr[0]; c.g = dataptr[1]; @@ -3305,13 +3305,13 @@ Color RasterizerStorageGLES2::multimesh_instance_get_custom_data(RID p_multimesh MultiMesh *multimesh = multimesh_owner.getornull(p_multimesh); ERR_FAIL_COND_V(!multimesh, Color()); ERR_FAIL_INDEX_V(p_index, multimesh->size, Color()); - ERR_FAIL_COND_V(multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_NONE, Color()); - ERR_FAIL_INDEX_V(multimesh->custom_data_format, VS::MULTIMESH_CUSTOM_DATA_MAX, Color()); + ERR_FAIL_COND_V(multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_NONE, Color()); + ERR_FAIL_INDEX_V(multimesh->custom_data_format, RS::MULTIMESH_CUSTOM_DATA_MAX, Color()); int stride = multimesh->color_floats + multimesh->xform_floats + multimesh->custom_data_floats; float *dataptr = &multimesh->data.write[stride * p_index + multimesh->xform_floats + multimesh->color_floats]; - if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_8BIT) { + if (multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_8BIT) { union { uint32_t colu; float colf; @@ -3321,7 +3321,7 @@ Color RasterizerStorageGLES2::multimesh_instance_get_custom_data(RID p_multimesh return Color::hex(BSWAP32(cu.colu)); - } else if (multimesh->custom_data_format == VS::MULTIMESH_CUSTOM_DATA_FLOAT) { + } else if (multimesh->custom_data_format == RS::MULTIMESH_CUSTOM_DATA_FLOAT) { Color c; c.r = dataptr[0]; c.g = dataptr[1]; @@ -3400,7 +3400,7 @@ void RasterizerStorageGLES2::update_dirty_multimeshes() { AABB aabb; - if (multimesh->transform_format == VS::MULTIMESH_TRANSFORM_2D) { + if (multimesh->transform_format == RS::MULTIMESH_TRANSFORM_2D) { for (int i = 0; i < count; i += stride) { @@ -3472,7 +3472,7 @@ RID RasterizerStorageGLES2::immediate_create() { return immediate_owner.make_rid(im); } -void RasterizerStorageGLES2::immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture) { +void RasterizerStorageGLES2::immediate_begin(RID p_immediate, RS::PrimitiveType p_primitive, RID p_texture) { Immediate *im = immediate_owner.getornull(p_immediate); ERR_FAIL_COND(!im); ERR_FAIL_COND(im->building); @@ -3499,17 +3499,17 @@ void RasterizerStorageGLES2::immediate_vertex(RID p_immediate, const Vector3 &p_ im->aabb.expand_to(p_vertex); } - if (im->mask & VS::ARRAY_FORMAT_NORMAL) + if (im->mask & RS::ARRAY_FORMAT_NORMAL) c->normals.push_back(chunk_normal); - if (im->mask & VS::ARRAY_FORMAT_TANGENT) + if (im->mask & RS::ARRAY_FORMAT_TANGENT) c->tangents.push_back(chunk_tangent); - if (im->mask & VS::ARRAY_FORMAT_COLOR) + if (im->mask & RS::ARRAY_FORMAT_COLOR) c->colors.push_back(chunk_color); - if (im->mask & VS::ARRAY_FORMAT_TEX_UV) + if (im->mask & RS::ARRAY_FORMAT_TEX_UV) c->uvs.push_back(chunk_uv); - if (im->mask & VS::ARRAY_FORMAT_TEX_UV2) + if (im->mask & RS::ARRAY_FORMAT_TEX_UV2) c->uv2s.push_back(chunk_uv2); - im->mask |= VS::ARRAY_FORMAT_VERTEX; + im->mask |= RS::ARRAY_FORMAT_VERTEX; c->vertices.push_back(p_vertex); } @@ -3518,7 +3518,7 @@ void RasterizerStorageGLES2::immediate_normal(RID p_immediate, const Vector3 &p_ ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask |= VS::ARRAY_FORMAT_NORMAL; + im->mask |= RS::ARRAY_FORMAT_NORMAL; chunk_normal = p_normal; } @@ -3527,7 +3527,7 @@ void RasterizerStorageGLES2::immediate_tangent(RID p_immediate, const Plane &p_t ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask |= VS::ARRAY_FORMAT_TANGENT; + im->mask |= RS::ARRAY_FORMAT_TANGENT; chunk_tangent = p_tangent; } @@ -3536,7 +3536,7 @@ void RasterizerStorageGLES2::immediate_color(RID p_immediate, const Color &p_col ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask |= VS::ARRAY_FORMAT_COLOR; + im->mask |= RS::ARRAY_FORMAT_COLOR; chunk_color = p_color; } @@ -3545,7 +3545,7 @@ void RasterizerStorageGLES2::immediate_uv(RID p_immediate, const Vector2 &tex_uv ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask |= VS::ARRAY_FORMAT_TEX_UV; + im->mask |= RS::ARRAY_FORMAT_TEX_UV; chunk_uv = tex_uv; } @@ -3554,7 +3554,7 @@ void RasterizerStorageGLES2::immediate_uv2(RID p_immediate, const Vector2 &tex_u ERR_FAIL_COND(!im); ERR_FAIL_COND(!im->building); - im->mask |= VS::ARRAY_FORMAT_TEX_UV2; + im->mask |= RS::ARRAY_FORMAT_TEX_UV2; chunk_uv2 = tex_uv; } @@ -3812,34 +3812,34 @@ void RasterizerStorageGLES2::update_dirty_skeletons() { /* Light API */ -RID RasterizerStorageGLES2::light_create(VS::LightType p_type) { +RID RasterizerStorageGLES2::light_create(RS::LightType p_type) { Light *light = memnew(Light); light->type = p_type; - light->param[VS::LIGHT_PARAM_ENERGY] = 1.0; - light->param[VS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0; - light->param[VS::LIGHT_PARAM_SPECULAR] = 0.5; - light->param[VS::LIGHT_PARAM_RANGE] = 1.0; - light->param[VS::LIGHT_PARAM_SPOT_ANGLE] = 45; - light->param[VS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45; - light->param[VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0; - light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1; - light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3; - light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6; - light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1; - light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1; + light->param[RS::LIGHT_PARAM_ENERGY] = 1.0; + light->param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0; + light->param[RS::LIGHT_PARAM_SPECULAR] = 0.5; + light->param[RS::LIGHT_PARAM_RANGE] = 1.0; + light->param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45; + light->param[RS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45; + light->param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0; + light->param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1; + light->param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3; + light->param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6; + light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1; + light->param[RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1; light->color = Color(1, 1, 1, 1); light->shadow = false; light->negative = false; light->cull_mask = 0xFFFFFFFF; - light->directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; - light->omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; - light->omni_shadow_detail = VS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL; + light->directional_shadow_mode = RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; + light->omni_shadow_mode = RS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID; + light->omni_shadow_detail = RS::LIGHT_OMNI_SHADOW_DETAIL_VERTICAL; light->directional_blend_splits = false; - light->directional_range_mode = VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; + light->directional_range_mode = RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE; light->reverse_cull = false; light->use_gi = true; light->version = 0; @@ -3854,20 +3854,20 @@ void RasterizerStorageGLES2::light_set_color(RID p_light, const Color &p_color) light->color = p_color; } -void RasterizerStorageGLES2::light_set_param(RID p_light, VS::LightParam p_param, float p_value) { +void RasterizerStorageGLES2::light_set_param(RID p_light, RS::LightParam p_param, float p_value) { Light *light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); - ERR_FAIL_INDEX(p_param, VS::LIGHT_PARAM_MAX); + ERR_FAIL_INDEX(p_param, RS::LIGHT_PARAM_MAX); switch (p_param) { - case VS::LIGHT_PARAM_RANGE: - case VS::LIGHT_PARAM_SPOT_ANGLE: - case VS::LIGHT_PARAM_SHADOW_MAX_DISTANCE: - case VS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: - case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: - case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: - case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: - case VS::LIGHT_PARAM_SHADOW_BIAS: { + case RS::LIGHT_PARAM_RANGE: + case RS::LIGHT_PARAM_SPOT_ANGLE: + case RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE: + case RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET: + case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET: + case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET: + case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS: + case RS::LIGHT_PARAM_SHADOW_BIAS: { light->version++; light->instance_change_notify(true, false); } break; @@ -3939,7 +3939,7 @@ void RasterizerStorageGLES2::light_set_use_gi(RID p_light, bool p_enabled) { light->instance_change_notify(true, false); } -void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode) { +void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode) { Light *light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); @@ -3949,14 +3949,14 @@ void RasterizerStorageGLES2::light_omni_set_shadow_mode(RID p_light, VS::LightOm light->instance_change_notify(true, false); } -VS::LightOmniShadowMode RasterizerStorageGLES2::light_omni_get_shadow_mode(RID p_light) { +RS::LightOmniShadowMode RasterizerStorageGLES2::light_omni_get_shadow_mode(RID p_light) { Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, VS::LIGHT_OMNI_SHADOW_CUBE); + ERR_FAIL_COND_V(!light, RS::LIGHT_OMNI_SHADOW_CUBE); return light->omni_shadow_mode; } -void RasterizerStorageGLES2::light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail) { +void RasterizerStorageGLES2::light_omni_set_shadow_detail(RID p_light, RS::LightOmniShadowDetail p_detail) { Light *light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); @@ -3966,7 +3966,7 @@ void RasterizerStorageGLES2::light_omni_set_shadow_detail(RID p_light, VS::Light light->instance_change_notify(true, false); } -void RasterizerStorageGLES2::light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode) { +void RasterizerStorageGLES2::light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode) { Light *light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); @@ -3992,37 +3992,37 @@ bool RasterizerStorageGLES2::light_directional_get_blend_splits(RID p_light) con return light->directional_blend_splits; } -VS::LightDirectionalShadowMode RasterizerStorageGLES2::light_directional_get_shadow_mode(RID p_light) { +RS::LightDirectionalShadowMode RasterizerStorageGLES2::light_directional_get_shadow_mode(RID p_light) { Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL); return light->directional_shadow_mode; } -void RasterizerStorageGLES2::light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode) { +void RasterizerStorageGLES2::light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode) { Light *light = light_owner.getornull(p_light); ERR_FAIL_COND(!light); light->directional_range_mode = p_range_mode; } -VS::LightDirectionalShadowDepthRangeMode RasterizerStorageGLES2::light_directional_get_shadow_depth_range_mode(RID p_light) const { +RS::LightDirectionalShadowDepthRangeMode RasterizerStorageGLES2::light_directional_get_shadow_depth_range_mode(RID p_light) const { Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE); return light->directional_range_mode; } -VS::LightType RasterizerStorageGLES2::light_get_type(RID p_light) const { +RS::LightType RasterizerStorageGLES2::light_get_type(RID p_light) const { Light *light = light_owner.getornull(p_light); - ERR_FAIL_COND_V(!light, VS::LIGHT_DIRECTIONAL); + ERR_FAIL_COND_V(!light, RS::LIGHT_DIRECTIONAL); return light->type; } -float RasterizerStorageGLES2::light_get_param(RID p_light, VS::LightParam p_param) { +float RasterizerStorageGLES2::light_get_param(RID p_light, RS::LightParam p_param) { Light *light = light_owner.getornull(p_light); ERR_FAIL_COND_V(!light, 0.0); - ERR_FAIL_INDEX_V(p_param, VS::LIGHT_PARAM_MAX, 0.0); + ERR_FAIL_INDEX_V(p_param, RS::LIGHT_PARAM_MAX, 0.0); return light->param[p_param]; } @@ -4061,18 +4061,18 @@ AABB RasterizerStorageGLES2::light_get_aabb(RID p_light) const { switch (light->type) { - case VS::LIGHT_SPOT: { - float len = light->param[VS::LIGHT_PARAM_RANGE]; - float size = Math::tan(Math::deg2rad(light->param[VS::LIGHT_PARAM_SPOT_ANGLE])) * len; + case RS::LIGHT_SPOT: { + float len = light->param[RS::LIGHT_PARAM_RANGE]; + float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len; return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len)); }; - case VS::LIGHT_OMNI: { - float r = light->param[VS::LIGHT_PARAM_RANGE]; + case RS::LIGHT_OMNI: { + float r = light->param[RS::LIGHT_PARAM_RANGE]; return AABB(-Vector3(r, r, r), Vector3(r, r, r) * 2); }; - case VS::LIGHT_DIRECTIONAL: { + case RS::LIGHT_DIRECTIONAL: { return AABB(); }; } @@ -4097,13 +4097,13 @@ RID RasterizerStorageGLES2::reflection_probe_create() { reflection_probe->box_projection = false; reflection_probe->enable_shadows = false; reflection_probe->cull_mask = (1 << 20) - 1; - reflection_probe->update_mode = VS::REFLECTION_PROBE_UPDATE_ONCE; + reflection_probe->update_mode = RS::REFLECTION_PROBE_UPDATE_ONCE; reflection_probe->resolution = 128; return reflection_probe_owner.make_rid(reflection_probe); } -void RasterizerStorageGLES2::reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode) { +void RasterizerStorageGLES2::reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode) { ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); ERR_FAIL_COND(!reflection_probe); @@ -4220,10 +4220,10 @@ AABB RasterizerStorageGLES2::reflection_probe_get_aabb(RID p_probe) const { return aabb; } -VS::ReflectionProbeUpdateMode RasterizerStorageGLES2::reflection_probe_get_update_mode(RID p_probe) const { +RS::ReflectionProbeUpdateMode RasterizerStorageGLES2::reflection_probe_get_update_mode(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe); - ERR_FAIL_COND_V(!reflection_probe, VS::REFLECTION_PROBE_UPDATE_ALWAYS); + ERR_FAIL_COND_V(!reflection_probe, RS::REFLECTION_PROBE_UPDATE_ALWAYS); return reflection_probe->update_mode; } @@ -4518,7 +4518,7 @@ void RasterizerStorageGLES2::particles_set_fractional_delta(RID p_particles, boo void RasterizerStorageGLES2::particles_set_process_material(RID p_particles, RID p_material) { } -void RasterizerStorageGLES2::particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order) { +void RasterizerStorageGLES2::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) { } void RasterizerStorageGLES2::particles_set_draw_passes(RID p_particles, int p_passes) { @@ -4581,35 +4581,35 @@ void RasterizerStorageGLES2::instance_add_dependency(RID p_base, RasterizerScene Instantiable *inst = NULL; switch (p_instance->base_type) { - case VS::INSTANCE_MESH: { + case RS::INSTANCE_MESH: { inst = mesh_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - case VS::INSTANCE_MULTIMESH: { + case RS::INSTANCE_MULTIMESH: { inst = multimesh_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - case VS::INSTANCE_IMMEDIATE: { + case RS::INSTANCE_IMMEDIATE: { inst = immediate_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - /*case VS::INSTANCE_PARTICLES: { + /*case RS::INSTANCE_PARTICLES: { inst = particles_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break;*/ - case VS::INSTANCE_REFLECTION_PROBE: { + case RS::INSTANCE_REFLECTION_PROBE: { inst = reflection_probe_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - case VS::INSTANCE_LIGHT: { + case RS::INSTANCE_LIGHT: { inst = light_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - /*case VS::INSTANCE_GI_PROBE: { + /*case RS::INSTANCE_GI_PROBE: { inst = gi_probe_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break;*/ - case VS::INSTANCE_LIGHTMAP_CAPTURE: { + case RS::INSTANCE_LIGHTMAP_CAPTURE: { inst = lightmap_capture_data_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; @@ -4626,35 +4626,35 @@ void RasterizerStorageGLES2::instance_remove_dependency(RID p_base, RasterizerSc Instantiable *inst = NULL; switch (p_instance->base_type) { - case VS::INSTANCE_MESH: { + case RS::INSTANCE_MESH: { inst = mesh_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - case VS::INSTANCE_MULTIMESH: { + case RS::INSTANCE_MULTIMESH: { inst = multimesh_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - case VS::INSTANCE_IMMEDIATE: { + case RS::INSTANCE_IMMEDIATE: { inst = immediate_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - /*case VS::INSTANCE_PARTICLES: { + /*case RS::INSTANCE_PARTICLES: { inst = particles_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break;*/ - case VS::INSTANCE_REFLECTION_PROBE: { + case RS::INSTANCE_REFLECTION_PROBE: { inst = reflection_probe_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - case VS::INSTANCE_LIGHT: { + case RS::INSTANCE_LIGHT: { inst = light_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; - /*case VS::INSTANCE_GI_PROBE: { + /*case RS::INSTANCE_GI_PROBE: { inst = gi_probe_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; */ - case VS::INSTANCE_LIGHTMAP_CAPTURE: { + case RS::INSTANCE_LIGHTMAP_CAPTURE: { inst = lightmap_capture_data_owner.getornull(p_base); ERR_FAIL_COND(!inst); } break; @@ -4723,7 +4723,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0, color_format, color_type, NULL); - if (texture->flags & VS::TEXTURE_FLAG_FILTER) { + if (texture->flags & RS::TEXTURE_FLAG_FILTER) { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); @@ -4805,7 +4805,7 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { /* For MSAA */ #ifndef JAVASCRIPT_ENABLED - if (rt->msaa >= VS::VIEWPORT_MSAA_2X && rt->msaa <= VS::VIEWPORT_MSAA_16X && config.multisample_supported) { + if (rt->msaa >= RS::VIEWPORT_MSAA_2X && rt->msaa <= RS::VIEWPORT_MSAA_16X && config.multisample_supported) { rt->multisample_active = true; @@ -5134,7 +5134,7 @@ RID RasterizerStorageGLES2::render_target_create() { Texture *t = memnew(Texture); - t->type = VS::TEXTURE_TYPE_2D; + t->type = RS::TEXTURE_TYPE_2D; t->flags = 0; t->width = 0; t->height = 0; @@ -5235,7 +5235,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar // allocate a texture t = memnew(Texture); - t->type = VS::TEXTURE_TYPE_2D; + t->type = RS::TEXTURE_TYPE_2D; t->flags = 0; t->width = 0; t->height = 0; @@ -5278,7 +5278,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar // Switch our texture on our frame buffer #if ANDROID_ENABLED - if (rt->msaa >= VS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= VS::VIEWPORT_MSAA_EXT_4X) { + if (rt->msaa >= RS::VIEWPORT_MSAA_EXT_2X && rt->msaa <= RS::VIEWPORT_MSAA_EXT_4X) { // This code only applies to the Oculus Go and Oculus Quest. Due to the the tiled nature // of the GPU we can do a single render pass by rendering directly into our texture chains // texture and apply MSAA as we render. @@ -5287,7 +5287,7 @@ void RasterizerStorageGLES2::render_target_set_external_texture(RID p_render_tar // the normal MSAA modes need to be used to enable our two pass approach static const int msaa_value[] = { 2, 4 }; - int msaa = msaa_value[rt->msaa - VS::VIEWPORT_MSAA_EXT_2X]; + int msaa = msaa_value[rt->msaa - RS::VIEWPORT_MSAA_EXT_2X]; if (rt->external.depth == 0) { // create a multisample depth buffer, we're not reusing Godots because Godot's didn't get created.. @@ -5370,7 +5370,7 @@ void RasterizerStorageGLES2::render_target_set_as_unused(RID p_render_target) { rt->used_in_frame = false; } -void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa) { +void RasterizerStorageGLES2::render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) { RenderTarget *rt = render_target_owner.getornull(p_render_target); ERR_FAIL_COND(!rt); @@ -5544,22 +5544,22 @@ void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder, } } -VS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const { +RS::InstanceType RasterizerStorageGLES2::get_base_type(RID p_rid) const { if (mesh_owner.owns(p_rid)) { - return VS::INSTANCE_MESH; + return RS::INSTANCE_MESH; } else if (light_owner.owns(p_rid)) { - return VS::INSTANCE_LIGHT; + return RS::INSTANCE_LIGHT; } else if (multimesh_owner.owns(p_rid)) { - return VS::INSTANCE_MULTIMESH; + return RS::INSTANCE_MULTIMESH; } else if (immediate_owner.owns(p_rid)) { - return VS::INSTANCE_IMMEDIATE; + return RS::INSTANCE_IMMEDIATE; } else if (reflection_probe_owner.owns(p_rid)) { - return VS::INSTANCE_REFLECTION_PROBE; + return RS::INSTANCE_REFLECTION_PROBE; } else if (lightmap_capture_data_owner.owns(p_rid)) { - return VS::INSTANCE_LIGHTMAP_CAPTURE; + return RS::INSTANCE_LIGHTMAP_CAPTURE; } else { - return VS::INSTANCE_NONE; + return RS::INSTANCE_NONE; } } @@ -5710,7 +5710,7 @@ bool RasterizerStorageGLES2::free(RID p_rid) { } } - multimesh_allocate(p_rid, 0, VS::MULTIMESH_TRANSFORM_3D, VS::MULTIMESH_COLOR_NONE); + multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_3D, RS::MULTIMESH_COLOR_NONE); update_dirty_multimeshes(); @@ -5817,25 +5817,25 @@ void RasterizerStorageGLES2::render_info_end_capture() { info.snap.vertices_count = info.render.vertices_count - info.snap.vertices_count; } -int RasterizerStorageGLES2::get_captured_render_info(VS::RenderInfo p_info) { +int RasterizerStorageGLES2::get_captured_render_info(RS::RenderInfo p_info) { switch (p_info) { - case VS::INFO_OBJECTS_IN_FRAME: { + case RS::INFO_OBJECTS_IN_FRAME: { return info.snap.object_count; } break; - case VS::INFO_VERTICES_IN_FRAME: { + case RS::INFO_VERTICES_IN_FRAME: { return info.snap.vertices_count; } break; - case VS::INFO_MATERIAL_CHANGES_IN_FRAME: { + case RS::INFO_MATERIAL_CHANGES_IN_FRAME: { return info.snap.material_switch_count; } break; - case VS::INFO_SHADER_CHANGES_IN_FRAME: { + case RS::INFO_SHADER_CHANGES_IN_FRAME: { return info.snap.shader_rebind_count; } break; - case VS::INFO_SURFACE_CHANGES_IN_FRAME: { + case RS::INFO_SURFACE_CHANGES_IN_FRAME: { return info.snap.surface_switch_count; } break; - case VS::INFO_DRAW_CALLS_IN_FRAME: { + case RS::INFO_DRAW_CALLS_IN_FRAME: { return info.snap.draw_call_count; } break; default: { @@ -5844,27 +5844,27 @@ int RasterizerStorageGLES2::get_captured_render_info(VS::RenderInfo p_info) { } } -int RasterizerStorageGLES2::get_render_info(VS::RenderInfo p_info) { +int RasterizerStorageGLES2::get_render_info(RS::RenderInfo p_info) { switch (p_info) { - case VS::INFO_OBJECTS_IN_FRAME: + case RS::INFO_OBJECTS_IN_FRAME: return info.render_final.object_count; - case VS::INFO_VERTICES_IN_FRAME: + case RS::INFO_VERTICES_IN_FRAME: return info.render_final.vertices_count; - case VS::INFO_MATERIAL_CHANGES_IN_FRAME: + case RS::INFO_MATERIAL_CHANGES_IN_FRAME: return info.render_final.material_switch_count; - case VS::INFO_SHADER_CHANGES_IN_FRAME: + case RS::INFO_SHADER_CHANGES_IN_FRAME: return info.render_final.shader_rebind_count; - case VS::INFO_SURFACE_CHANGES_IN_FRAME: + case RS::INFO_SURFACE_CHANGES_IN_FRAME: return info.render_final.surface_switch_count; - case VS::INFO_DRAW_CALLS_IN_FRAME: + case RS::INFO_DRAW_CALLS_IN_FRAME: return info.render_final.draw_call_count; - case VS::INFO_USAGE_VIDEO_MEM_TOTAL: + case RS::INFO_USAGE_VIDEO_MEM_TOTAL: return 0; //no idea - case VS::INFO_VIDEO_MEM_USED: + case RS::INFO_VIDEO_MEM_USED: return info.vertex_mem + info.texture_mem; - case VS::INFO_TEXTURE_MEM_USED: + case RS::INFO_TEXTURE_MEM_USED: return info.texture_mem; - case VS::INFO_VERTEX_MEM_USED: + case RS::INFO_VERTEX_MEM_USED: return info.vertex_mem; default: return 0; //no idea either diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index 86965730e0..f8b8b824bd 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -32,8 +32,8 @@ #define RASTERIZERSTORAGEGLES2_H #include "core/self_list.h" -#include "servers/visual/rasterizer.h" -#include "servers/visual/shader_language.h" +#include "servers/rendering/rasterizer.h" +#include "servers/rendering/shader_language.h" #include "shader_compiler_gles2.h" #include "shader_gles2.h" @@ -249,7 +249,7 @@ public: int width, height, depth; int alloc_width, alloc_height; Image::Format format; - VS::TextureType type; + RS::TextureType type; GLenum target; GLenum gl_format_cache; @@ -279,13 +279,13 @@ public: bool redraw_if_visible; - VisualServer::TextureDetectCallback detect_3d; + RenderingServer::TextureDetectCallback detect_3d; void *detect_3d_ud; - VisualServer::TextureDetectCallback detect_srgb; + RenderingServer::TextureDetectCallback detect_srgb; void *detect_srgb_ud; - VisualServer::TextureDetectCallback detect_normal; + RenderingServer::TextureDetectCallback detect_normal; void *detect_normal_ud; Texture() : @@ -296,7 +296,7 @@ public: alloc_width(0), alloc_height(0), format(Image::FORMAT_L8), - type(VS::TEXTURE_TYPE_2D), + type(RS::TEXTURE_TYPE_2D), target(0), data_size(0), total_data_size(0), @@ -345,14 +345,14 @@ public: Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const; virtual RID texture_create(); - virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); + virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, RS::TextureType p_type, uint32_t p_flags = RS::TEXTURE_FLAGS_DEFAULT); virtual void texture_set_data(RID p_texture, const Ref<Image> &p_image, int p_layer = 0); virtual void texture_set_data_partial(RID p_texture, const Ref<Image> &p_image, int src_x, int src_y, int src_w, int src_h, int dst_x, int dst_y, int p_dst_mip, int p_layer = 0); virtual Ref<Image> texture_get_data(RID p_texture, int p_layer = 0) const; virtual void texture_set_flags(RID p_texture, uint32_t p_flags); virtual uint32_t texture_get_flags(RID p_texture) const; virtual Image::Format texture_get_format(RID p_texture) const; - virtual VS::TextureType texture_get_type(RID p_texture) const; + virtual RS::TextureType texture_get_type(RID p_texture) const; virtual uint32_t texture_get_texid(RID p_texture) const; virtual uint32_t texture_get_width(RID p_texture) const; virtual uint32_t texture_get_height(RID p_texture) const; @@ -365,7 +365,7 @@ public: virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); - virtual void texture_debug_usage(List<VS::TextureInfo> *r_info); + virtual void texture_debug_usage(List<RS::TextureInfo> *r_info); virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const; @@ -374,9 +374,9 @@ public: virtual void texture_set_proxy(RID p_texture, RID p_proxy); virtual Size2 texture_size_with_proxy(RID p_texture) const; - virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); - virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); - virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_3d_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_srgb_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_normal_callback(RID p_texture, RenderingServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable); @@ -402,7 +402,7 @@ public: RID self; - VS::ShaderMode mode; + RS::ShaderMode mode; ShaderGLES2 *shader; String code; SelfList<Material>::List materials; @@ -617,7 +617,7 @@ public: uint32_t offset; }; - Attrib attribs[VS::ARRAY_MAX]; + Attrib attribs[RS::ARRAY_MAX]; Mesh *mesh; uint32_t format; @@ -641,7 +641,7 @@ public: int array_byte_size; int index_array_byte_size; - VS::PrimitiveType primitive; + RS::PrimitiveType primitive; Vector<AABB> skeleton_bone_aabb; Vector<bool> skeleton_bone_used; @@ -660,7 +660,7 @@ public: index_array_len(0), array_byte_size(0), index_array_byte_size(0), - primitive(VS::PRIMITIVE_POINTS), + primitive(RS::PRIMITIVE_POINTS), active(false), total_data_size(0) { } @@ -675,7 +675,7 @@ public: Vector<Surface *> surfaces; int blend_shape_count; - VS::BlendShapeMode blend_shape_mode; + RS::BlendShapeMode blend_shape_mode; AABB custom_aabb; @@ -694,7 +694,7 @@ public: Mesh() : blend_shape_count(0), - blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED) { + blend_shape_mode(RS::BLEND_SHAPE_MODE_NORMALIZED) { } }; @@ -702,13 +702,13 @@ public: virtual RID mesh_create(); - virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes = Vector<Vector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()); + virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, RS::PrimitiveType p_primitive, const Vector<uint8_t> &p_array, int p_vertex_count, const Vector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<Vector<uint8_t>> &p_blend_shapes = Vector<Vector<uint8_t>>(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()); virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount); virtual int mesh_get_blend_shape_count(RID p_mesh) const; - virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode); - virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; + virtual void mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode); + virtual RS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data); @@ -722,7 +722,7 @@ public: virtual Vector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const; virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; - virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + virtual RS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; virtual Vector<Vector<uint8_t>> mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; @@ -744,9 +744,9 @@ public: RID mesh; int size; - VS::MultimeshTransformFormat transform_format; - VS::MultimeshColorFormat color_format; - VS::MultimeshCustomDataFormat custom_data_format; + RS::MultimeshTransformFormat transform_format; + RS::MultimeshColorFormat color_format; + RS::MultimeshCustomDataFormat custom_data_format; Vector<float> data; @@ -766,9 +766,9 @@ public: MultiMesh() : size(0), - transform_format(VS::MULTIMESH_TRANSFORM_2D), - color_format(VS::MULTIMESH_COLOR_NONE), - custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE), + transform_format(RS::MULTIMESH_TRANSFORM_2D), + color_format(RS::MULTIMESH_COLOR_NONE), + custom_data_format(RS::MULTIMESH_CUSTOM_DATA_NONE), update_list(this), mesh_list(this), visible_instances(-1), @@ -786,7 +786,7 @@ public: virtual RID multimesh_create(); - virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format, VS::MultimeshCustomDataFormat p_data = VS::MULTIMESH_CUSTOM_DATA_NONE); + virtual void multimesh_allocate(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, RS::MultimeshColorFormat p_color_format, RS::MultimeshCustomDataFormat p_data = RS::MULTIMESH_CUSTOM_DATA_NONE); virtual int multimesh_get_instance_count(RID p_multimesh) const; virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh); @@ -817,7 +817,7 @@ public: struct Chunk { RID texture; - VS::PrimitiveType primitive; + RS::PrimitiveType primitive; Vector<Vector3> vertices; Vector<Vector3> normals; Vector<Plane> tangents; @@ -846,7 +846,7 @@ public: mutable RID_PtrOwner<Immediate> immediate_owner; virtual RID immediate_create(); - virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_primitive, RID p_texture = RID()); + virtual void immediate_begin(RID p_immediate, RS::PrimitiveType p_primitive, RID p_texture = RID()); virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex); virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal); virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent); @@ -906,8 +906,8 @@ public: /* Light API */ struct Light : Instantiable { - VS::LightType type; - float param[VS::LIGHT_PARAM_MAX]; + RS::LightType type; + float param[RS::LIGHT_PARAM_MAX]; Color color; Color shadow_color; @@ -921,11 +921,11 @@ public: uint32_t cull_mask; - VS::LightOmniShadowMode omni_shadow_mode; - VS::LightOmniShadowDetail omni_shadow_detail; + RS::LightOmniShadowMode omni_shadow_mode; + RS::LightOmniShadowDetail omni_shadow_detail; - VS::LightDirectionalShadowMode directional_shadow_mode; - VS::LightDirectionalShadowDepthRangeMode directional_range_mode; + RS::LightDirectionalShadowMode directional_shadow_mode; + RS::LightDirectionalShadowDepthRangeMode directional_range_mode; bool directional_blend_splits; @@ -934,10 +934,10 @@ public: mutable RID_PtrOwner<Light> light_owner; - virtual RID light_create(VS::LightType p_type); + virtual RID light_create(RS::LightType p_type); virtual void light_set_color(RID p_light, const Color &p_color); - virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value); + virtual void light_set_param(RID p_light, RS::LightParam p_param, float p_value); virtual void light_set_shadow(RID p_light, bool p_enabled); virtual void light_set_shadow_color(RID p_light, const Color &p_color); virtual void light_set_projector(RID p_light, RID p_texture); @@ -946,23 +946,23 @@ public: virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); virtual void light_set_use_gi(RID p_light, bool p_enabled); - virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); - virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail); + virtual void light_omni_set_shadow_mode(RID p_light, RS::LightOmniShadowMode p_mode); + virtual void light_omni_set_shadow_detail(RID p_light, RS::LightOmniShadowDetail p_detail); - virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode); + virtual void light_directional_set_shadow_mode(RID p_light, RS::LightDirectionalShadowMode p_mode); virtual void light_directional_set_blend_splits(RID p_light, bool p_enable); virtual bool light_directional_get_blend_splits(RID p_light) const; - virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); - virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); + virtual RS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); + virtual RS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); - virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode); - virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const; + virtual void light_directional_set_shadow_depth_range_mode(RID p_light, RS::LightDirectionalShadowDepthRangeMode p_range_mode); + virtual RS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const; virtual bool light_has_shadow(RID p_light) const; - virtual VS::LightType light_get_type(RID p_light) const; - virtual float light_get_param(RID p_light, VS::LightParam p_param); + virtual RS::LightType light_get_type(RID p_light) const; + virtual float light_get_param(RID p_light, RS::LightParam p_param); virtual Color light_get_color(RID p_light); virtual bool light_get_use_gi(RID p_light); @@ -973,7 +973,7 @@ public: struct ReflectionProbe : Instantiable { - VS::ReflectionProbeUpdateMode update_mode; + RS::ReflectionProbeUpdateMode update_mode; float intensity; Color interior_ambient; float interior_ambient_energy; @@ -992,7 +992,7 @@ public: virtual RID reflection_probe_create(); - virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); + virtual void reflection_probe_set_update_mode(RID p_probe, RS::ReflectionProbeUpdateMode p_mode); virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity); virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient); virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); @@ -1007,7 +1007,7 @@ public: virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution); virtual AABB reflection_probe_get_aabb(RID p_probe) const; - virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; + virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const; virtual int reflection_probe_get_resolution(RID p_probe) const; @@ -1111,7 +1111,7 @@ public: virtual void particles_set_fractional_delta(RID p_particles, bool p_enable); virtual void particles_restart(RID p_particles); - virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order); + virtual void particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order); virtual void particles_set_draw_passes(RID p_particles, int p_passes); virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh); @@ -1203,7 +1203,7 @@ public: bool flags[RENDER_TARGET_FLAG_MAX]; bool used_in_frame; - VS::ViewportMSAA msaa; + RS::ViewportMSAA msaa; RID texture; @@ -1223,7 +1223,7 @@ public: width(0), height(0), used_in_frame(false), - msaa(VS::VIEWPORT_MSAA_DISABLED), + msaa(RS::VIEWPORT_MSAA_DISABLED), used_dof_blur_near(false), mip_maps_allocated(false) { for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) { @@ -1247,7 +1247,7 @@ public: virtual void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); virtual bool render_target_was_used(RID p_render_target); virtual void render_target_set_as_unused(RID p_render_target); - virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa); + virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa); /* CANVAS SHADOW */ @@ -1279,7 +1279,7 @@ public: virtual RID canvas_light_occluder_create(); virtual void canvas_light_occluder_set_polylines(RID p_occluder, const Vector<Vector2> &p_lines); - virtual VS::InstanceType get_base_type(RID p_rid) const; + virtual RS::InstanceType get_base_type(RID p_rid) const; virtual bool free(RID p_rid); @@ -1309,9 +1309,9 @@ public: virtual void render_info_begin_capture(); virtual void render_info_end_capture(); - virtual int get_captured_render_info(VS::RenderInfo p_info); + virtual int get_captured_render_info(RS::RenderInfo p_info); - virtual int get_render_info(VS::RenderInfo p_info); + virtual int get_render_info(RS::RenderInfo p_info); virtual String get_video_adapter_name() const; virtual String get_video_adapter_vendor() const; diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 620fcdbdca..d626263431 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -934,7 +934,7 @@ String ShaderCompilerGLES2::_dump_node_code(SL::Node *p_node, int p_level, Gener return code.as_string(); } -Error ShaderCompilerGLES2::compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { +Error ShaderCompilerGLES2::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderTypes::get_singleton()->get_types()); @@ -975,210 +975,210 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { /** CANVAS ITEM SHADER **/ - actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; - actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv"; - actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size"; - - actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; - actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; - actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance"; - actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time"; - actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass"; - actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom"; - - actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; - actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; - actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map"; - actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth"; - actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture"; - actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; - actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture"; - actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv"; - actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture"; - actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size"; - actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord"; - actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord"; - - actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec"; - actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height"; - actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color"; - actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; - actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; - actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; - actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec"; - - actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy"; + actions[RS::SHADER_CANVAS_ITEM].renames["UV"] = "uv"; + actions[RS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size"; + + actions[RS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix"; + actions[RS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix"; + actions[RS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] = "extra_matrix_instance"; + actions[RS::SHADER_CANVAS_ITEM].renames["TIME"] = "time"; + actions[RS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass"; + actions[RS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom"; + + actions[RS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color"; + actions[RS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal"; + actions[RS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map"; + actions[RS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth"; + actions[RS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture"; + actions[RS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size"; + actions[RS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture"; + actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv"; + actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[RS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size"; + actions[RS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord"; + actions[RS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord"; + + actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec"; + actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height"; + actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color"; + actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv"; + actions[RS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light"; + actions[RS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color"; + actions[RS::SHADER_CANVAS_ITEM].renames["SHADOW_VEC"] = "shadow_vec"; + + actions[RS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[RS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_VEC"] = "#define SHADOW_VEC_USED\n"; // Ported from GLES3 - actions[VS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["sinh"] = "#define SINH_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["cosh"] = "#define COSH_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["tanh"] = "#define TANH_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["asinh"] = "#define ASINH_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["acosh"] = "#define ACOSH_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["atanh"] = "#define ATANH_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["determinant"] = "#define DETERMINANT_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["transpose"] = "#define TRANSPOSE_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["round"] = "#define ROUND_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["inverse"] = "#define INVERSE_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["isinf"] = "#define IS_INF_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["isnan"] = "#define IS_NAN_USED\n"; + actions[RS::SHADER_CANVAS_ITEM].usage_defines["trunc"] = "#define TRUNC_USED\n"; /** SPATIAL SHADER **/ - actions[VS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform"; - actions[VS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix"; - actions[VS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix"; - actions[VS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix"; - actions[VS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix"; - actions[VS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview"; - - actions[VS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz"; - actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal"; - actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent"; - actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal"; - actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position"; - actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; - actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; - actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; - actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size"; + actions[RS::SHADER_SPATIAL].renames["WORLD_MATRIX"] = "world_transform"; + actions[RS::SHADER_SPATIAL].renames["INV_CAMERA_MATRIX"] = "camera_inverse_matrix"; + actions[RS::SHADER_SPATIAL].renames["CAMERA_MATRIX"] = "camera_matrix"; + actions[RS::SHADER_SPATIAL].renames["PROJECTION_MATRIX"] = "projection_matrix"; + actions[RS::SHADER_SPATIAL].renames["INV_PROJECTION_MATRIX"] = "projection_inverse_matrix"; + actions[RS::SHADER_SPATIAL].renames["MODELVIEW_MATRIX"] = "modelview"; + + actions[RS::SHADER_SPATIAL].renames["VERTEX"] = "vertex.xyz"; + actions[RS::SHADER_SPATIAL].renames["NORMAL"] = "normal"; + actions[RS::SHADER_SPATIAL].renames["TANGENT"] = "tangent"; + actions[RS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal"; + actions[RS::SHADER_SPATIAL].renames["POSITION"] = "position"; + actions[RS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; + actions[RS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; + actions[RS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; + actions[RS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size"; // gl_InstanceID is not available in OpenGL ES 2.0 - actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; + actions[RS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; //builtins - actions[VS::SHADER_SPATIAL].renames["TIME"] = "time"; - actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size"; - - actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; - actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing"; - actions[VS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap"; - actions[VS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; - actions[VS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; - actions[VS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; - actions[VS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; - actions[VS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; - actions[VS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; - actions[VS::SHADER_SPATIAL].renames["RIM"] = "rim"; - actions[VS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint"; - actions[VS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat"; - actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; - actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; - actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; - actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; - actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; - actions[VS::SHADER_SPATIAL].renames["AO"] = "ao"; - actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; - actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; - actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; - actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; - actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; - actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; - actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture"; + actions[RS::SHADER_SPATIAL].renames["TIME"] = "time"; + actions[RS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size"; + + actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; + actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing"; + actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap"; + actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; + actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; + actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; + actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; + actions[RS::SHADER_SPATIAL].renames["SPECULAR"] = "specular"; + actions[RS::SHADER_SPATIAL].renames["ROUGHNESS"] = "roughness"; + actions[RS::SHADER_SPATIAL].renames["RIM"] = "rim"; + actions[RS::SHADER_SPATIAL].renames["RIM_TINT"] = "rim_tint"; + actions[RS::SHADER_SPATIAL].renames["CLEARCOAT"] = "clearcoat"; + actions[RS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss"; + actions[RS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy"; + actions[RS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow"; + actions[RS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength"; + actions[RS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission"; + actions[RS::SHADER_SPATIAL].renames["AO"] = "ao"; + actions[RS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect"; + actions[RS::SHADER_SPATIAL].renames["EMISSION"] = "emission"; + actions[RS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord"; + actions[RS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom"; + actions[RS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; + actions[RS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; + actions[RS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture"; // Defined in GLES3, but not available in GLES2 - //actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; - actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; - actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + //actions[RS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; + actions[RS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; + actions[RS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; //for light - actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view"; - actions[VS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color"; - actions[VS::SHADER_SPATIAL].renames["LIGHT"] = "light"; - actions[VS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation"; - actions[VS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light"; - actions[VS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light"; - - actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; - actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; - actions[VS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n"; - actions[VS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM"; - actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n"; - actions[VS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; - actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n"; - actions[VS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; - actions[VS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n"; - actions[VS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; - actions[VS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; - actions[VS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; - actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n"; - actions[VS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; - actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; - actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; - actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; - - actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; - actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; - - actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[RS::SHADER_SPATIAL].renames["VIEW"] = "view"; + actions[RS::SHADER_SPATIAL].renames["LIGHT_COLOR"] = "light_color"; + actions[RS::SHADER_SPATIAL].renames["LIGHT"] = "light"; + actions[RS::SHADER_SPATIAL].renames["ATTENUATION"] = "attenuation"; + actions[RS::SHADER_SPATIAL].renames["DIFFUSE_LIGHT"] = "diffuse_light"; + actions[RS::SHADER_SPATIAL].renames["SPECULAR_LIGHT"] = "specular_light"; + + actions[RS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n"; + actions[RS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT"; + actions[RS::SHADER_SPATIAL].usage_defines["RIM"] = "#define LIGHT_USE_RIM\n"; + actions[RS::SHADER_SPATIAL].usage_defines["RIM_TINT"] = "@RIM"; + actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT"] = "#define LIGHT_USE_CLEARCOAT\n"; + actions[RS::SHADER_SPATIAL].usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT"; + actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY"] = "#define LIGHT_USE_ANISOTROPY\n"; + actions[RS::SHADER_SPATIAL].usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY"; + actions[RS::SHADER_SPATIAL].usage_defines["AO"] = "#define ENABLE_AO\n"; + actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; + actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; + actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; + actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n"; + actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; + actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; + actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; + + actions[RS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; + actions[RS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; + + actions[RS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; + actions[RS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; // Ported from GLES3 - actions[VS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n"; - actions[VS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n"; - - actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["sinh"] = "#define SINH_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["cosh"] = "#define COSH_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["tanh"] = "#define TANH_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["asinh"] = "#define ASINH_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["acosh"] = "#define ACOSH_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["atanh"] = "#define ATANH_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["determinant"] = "#define DETERMINANT_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["transpose"] = "#define TRANSPOSE_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["outerProduct"] = "#define OUTER_PRODUCT_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["round"] = "#define ROUND_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["roundEven"] = "#define ROUND_EVEN_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["inverse"] = "#define INVERSE_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["isinf"] = "#define IS_INF_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["isnan"] = "#define IS_NAN_USED\n"; + actions[RS::SHADER_SPATIAL].usage_defines["trunc"] = "#define TRUNC_USED\n"; + + actions[RS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; // Defined in GLES3, could be implemented in GLES2 too if there's a need for it - //actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; + //actions[RS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; // Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available - //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; - //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; + //actions[RS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; + //actions[RS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley"); if (!force_lambert) { - actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n"; } - actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx"); if (!force_blinn) { - actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; } else { - actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; } - actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; + actions[RS::SHADER_SPATIAL].render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n"; // No defines for particle shaders in GLES2, there are no GPU particles diff --git a/drivers/gles2/shader_compiler_gles2.h b/drivers/gles2/shader_compiler_gles2.h index dd10a27c0d..757dcdd4f2 100644 --- a/drivers/gles2/shader_compiler_gles2.h +++ b/drivers/gles2/shader_compiler_gles2.h @@ -33,9 +33,9 @@ #include "core/pair.h" #include "core/string_builder.h" -#include "servers/visual/shader_language.h" -#include "servers/visual/shader_types.h" -#include "servers/visual_server.h" +#include "servers/rendering/shader_language.h" +#include "servers/rendering/shader_types.h" +#include "servers/rendering_server.h" class ShaderCompilerGLES2 { public: @@ -91,10 +91,10 @@ private: Set<StringName> used_rmode_defines; Set<StringName> internal_functions; - DefaultIdentifierActions actions[VS::SHADER_MAX]; + DefaultIdentifierActions actions[RS::SHADER_MAX]; public: - Error compile(VS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code); + Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code); ShaderCompilerGLES2(); }; diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index d5e8159479..54858becb6 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -44,7 +44,7 @@ #include "core/math/camera_matrix.h" #include "core/pair.h" #include "core/variant.h" -#include "servers/visual/shader_language.h" +#include "servers/rendering/shader_language.h" #include <stdio.h> diff --git a/drivers/gles2/shaders/blend_shape.glsl b/drivers/gles2/shaders/blend_shape.glsl index a1e954e33d..0d0b3e24e4 100644 --- a/drivers/gles2/shaders/blend_shape.glsl +++ b/drivers/gles2/shaders/blend_shape.glsl @@ -2,7 +2,7 @@ [vertex] /* -from VisualServer: +from RenderingServer: ARRAY_VERTEX=0, ARRAY_NORMAL=1, |