diff options
Diffstat (limited to 'drivers/gles1')
-rw-r--r-- | drivers/gles1/SCsub | 5 | ||||
-rw-r--r-- | drivers/gles1/rasterizer_gles1.cpp | 5865 | ||||
-rw-r--r-- | drivers/gles1/rasterizer_gles1.h | 1215 |
3 files changed, 7085 insertions, 0 deletions
diff --git a/drivers/gles1/SCsub b/drivers/gles1/SCsub new file mode 100644 index 0000000000..6a3e474eae --- /dev/null +++ b/drivers/gles1/SCsub @@ -0,0 +1,5 @@ +Import('env') +Export('env'); + +env.add_source_files(env.drivers_sources,"*.cpp") + diff --git a/drivers/gles1/rasterizer_gles1.cpp b/drivers/gles1/rasterizer_gles1.cpp new file mode 100644 index 0000000000..da2b6801e5 --- /dev/null +++ b/drivers/gles1/rasterizer_gles1.cpp @@ -0,0 +1,5865 @@ +/*************************************************************************/ +/* rasterizer_gles1.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifdef GLES1_ENABLED + +#include "rasterizer_gles1.h" +#include "os/os.h" +#include "globals.h" +#include <stdio.h> +#include "drivers/gl_context/context_gl.h" +#include "servers/visual/shader_language.h" +#include "servers/visual/particle_system_sw.h" +#include "gl_context/context_gl.h" +#include <string.h> + +_FORCE_INLINE_ static void _gl_load_transform(const Transform& tr) { + + GLfloat matrix[16]={ /* build a 16x16 matrix */ + tr.basis.elements[0][0], + tr.basis.elements[1][0], + tr.basis.elements[2][0], + 0, + tr.basis.elements[0][1], + tr.basis.elements[1][1], + tr.basis.elements[2][1], + 0, + tr.basis.elements[0][2], + tr.basis.elements[1][2], + tr.basis.elements[2][2], + 0, + tr.origin.x, + tr.origin.y, + tr.origin.z, + 1 + }; + + glLoadMatrixf(matrix); +}; + + +_FORCE_INLINE_ static void _gl_mult_transform(const Transform& tr) { + + GLfloat matrix[16]={ /* build a 16x16 matrix */ + tr.basis.elements[0][0], + tr.basis.elements[1][0], + tr.basis.elements[2][0], + 0, + tr.basis.elements[0][1], + tr.basis.elements[1][1], + tr.basis.elements[2][1], + 0, + tr.basis.elements[0][2], + tr.basis.elements[1][2], + tr.basis.elements[2][2], + 0, + tr.origin.x, + tr.origin.y, + tr.origin.z, + 1 + }; + + glMultMatrixf(matrix); +}; + +_FORCE_INLINE_ static void _gl_mult_transform(const Matrix32& tr) { + + GLfloat matrix[16]={ /* build a 16x16 matrix */ + tr.elements[0][0], + tr.elements[0][1], + 0, + 0, + tr.elements[1][0], + tr.elements[1][1], + 0, + 0, + 0, + 0, + 1, + 0, + tr.elements[2][0], + tr.elements[2][1], + 0, + 1 + }; + + glMultMatrixf(matrix); +}; + + +RasterizerGLES1::FX::FX() { + + bgcolor_active=false; + bgcolor=Color(0,1,0,1); + + skybox_active=false; + + glow_active=false; + glow_passes=4; + glow_attenuation=0.7; + glow_bloom=0.0; + + antialias_active=true; + antialias_tolerance=15; + + ssao_active=true; + ssao_attenuation=0.7; + ssao_radius=0.18; + ssao_max_distance=1.0; + ssao_range_min=0.25; + ssao_range_max=0.48; + ssao_only=false; + + + fog_active=false; + fog_near=5; + fog_far=100; + fog_attenuation=1.0; + fog_color_near=Color(1,1,1,1); + fog_color_far=Color(1,1,1,1); + fog_bg=false; + + toon_active=false; + toon_treshold=0.4; + toon_soft=0.001; + + edge_active=false; + edge_color=Color(0,0,0,1); + edge_size=1.0; + +} + +static const GLenum prim_type[]={GL_POINTS,GL_LINES,GL_TRIANGLES,GL_TRIANGLE_FAN}; + +static void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1) { + + ERR_FAIL_COND(!p_vertices); + ERR_FAIL_COND(p_points <1 || p_points>4); + + GLenum type = prim_type[p_points - 1]; + + + //if (!p_colors) { + // glColor4f(1, 1, 1, 1); + //}; + + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(3, GL_FLOAT, 0, (GLvoid*)p_vertices); + + if (p_normals) { + + glEnableClientState(GL_NORMAL_ARRAY); + glNormalPointer(GL_FLOAT, 0, (GLvoid*)p_normals); + }; + + if (p_colors) { + glEnableClientState(GL_COLOR_ARRAY); + glColorPointer(4,GL_FLOAT, 0, p_colors); + }; + + if (p_uvs) { + + glClientActiveTexture(GL_TEXTURE0); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(3, GL_FLOAT, 0, p_uvs); + }; + + glDrawArrays( type, 0, p_points); + + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); +}; + +/* TEXTURE API */ +#define _EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#define _EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 +#define _EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#define _EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 +#define _EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define _EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define _EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#define _EXT_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define _EXT_COMPRESSED_RED_RGTC1 0x8DBB +#define _EXT_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define _EXT_COMPRESSED_RG_RGTC2 0x8DBD +#define _EXT_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define _EXT_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define _EXT_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define _EXT_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#define _EXT_ETC1_RGB8_OES 0x8D64 + +/* TEXTURE API */ + +Image RasterizerGLES1::_get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed) { + + r_has_alpha_cache=false; + r_compressed=false; + Image image=p_image; + + switch(p_format) { + + case Image::FORMAT_GRAYSCALE: { + r_gl_components=1; + r_gl_format=GL_LUMINANCE; + + } break; + case Image::FORMAT_INTENSITY: { + + if (!image.empty()) + image.convert(Image::FORMAT_RGBA); + r_gl_components=4; + r_gl_format=GL_RGBA; + r_has_alpha_cache=true; + } break; + case Image::FORMAT_GRAYSCALE_ALPHA: { + + //image.convert(Image::FORMAT_RGBA); + r_gl_components=2; + r_gl_format=GL_LUMINANCE_ALPHA; + r_has_alpha_cache=true; + } break; + + case Image::FORMAT_INDEXED: { + + if (!image.empty()) + image.convert(Image::FORMAT_RGB); + r_gl_components=3; + r_gl_format=GL_RGB; + + } break; + + case Image::FORMAT_INDEXED_ALPHA: { + + if (!image.empty()) + image.convert(Image::FORMAT_RGBA); + r_gl_components=4; + r_gl_format=GL_RGBA; + r_has_alpha_cache=true; + + } break; + case Image::FORMAT_RGB: { + + r_gl_components=3; + r_gl_format=GL_RGB; + } break; + case Image::FORMAT_RGBA: { + + r_gl_components=4; + r_gl_format=GL_RGBA; + r_has_alpha_cache=true; + } break; + case Image::FORMAT_BC1: { + + r_gl_components=1; //doesn't matter much + r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT1_EXT; + r_compressed=true; + + } break; + case Image::FORMAT_BC2: { + r_gl_components=1; //doesn't matter much + r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT3_EXT; + r_has_alpha_cache=true; + r_compressed=true; + + } break; + case Image::FORMAT_BC3: { + + r_gl_components=1; //doesn't matter much + r_gl_format=_EXT_COMPRESSED_RGBA_S3TC_DXT5_EXT; + r_has_alpha_cache=true; + r_compressed=true; + + } break; + case Image::FORMAT_BC4: { + + r_gl_format=_EXT_COMPRESSED_RED_RGTC1; + r_gl_components=1; //doesn't matter much + r_compressed=true; + + } break; + case Image::FORMAT_BC5: { + + r_gl_format=_EXT_COMPRESSED_RG_RGTC2; + r_gl_components=1; //doesn't matter much + r_compressed=true; + } break; + case Image::FORMAT_PVRTC2: { + + if (!pvr_supported) { + + if (!image.empty()) + image.decompress(); + r_gl_components=4; + r_gl_format=GL_RGBA; + r_has_alpha_cache=true; + print_line("Load Compat PVRTC2"); + + } else { + + r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_2BPPV1_IMG; + r_gl_components=1; //doesn't matter much + r_compressed=true; + print_line("Load Normal PVRTC2"); + } + + } break; + case Image::FORMAT_PVRTC2_ALPHA: { + + if (!pvr_supported) { + + if (!image.empty()) + image.decompress(); + r_gl_components=4; + r_gl_format=GL_RGBA; + r_has_alpha_cache=true; + print_line("Load Compat PVRTC2A"); + + } else { + + r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG; + r_gl_components=1; //doesn't matter much + r_compressed=true; + print_line("Load Normal PVRTC2A"); + } + + } break; + case Image::FORMAT_PVRTC4: { + + if (!pvr_supported) { + + if (!image.empty()) + image.decompress(); + r_gl_components=4; + r_gl_format=GL_RGBA; + r_has_alpha_cache=true; + print_line("Load Compat PVRTC4"); + } else { + + r_gl_format=_EXT_COMPRESSED_RGB_PVRTC_4BPPV1_IMG; + r_gl_components=1; //doesn't matter much + r_compressed=true; + print_line("Load Normal PVRTC4"); + } + + } break; + case Image::FORMAT_PVRTC4_ALPHA: { + + if (!pvr_supported) { + + if (!image.empty()) + image.decompress(); + r_gl_components=4; + r_gl_format=GL_RGBA; + r_has_alpha_cache=true; + print_line("Load Compat PVRTC4A"); + + } else { + + r_gl_format=_EXT_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG; + r_gl_components=1; //doesn't matter much + r_compressed=true; + print_line("Load Normal PVRTC4A"); + } + + } break; + case Image::FORMAT_ETC: { + + if (!pvr_supported) { + + if (!image.empty()) + image.decompress(); + } else { + + r_gl_format=_EXT_ETC1_RGB8_OES; + r_gl_components=1; //doesn't matter much + r_compressed=true; + } + + } break; + case Image::FORMAT_YUV_422: + case Image::FORMAT_YUV_444: { + + if (!image.empty()) + image.convert(Image::FORMAT_RGB); + r_gl_format=GL_RGB; + r_gl_components=3; + + } break; + + default: { + + ERR_FAIL_V(Image()); + } + } + + return image; +} + + +RID RasterizerGLES1::texture_create() { + + Texture *texture = memnew(Texture); + ERR_FAIL_COND_V(!texture,RID()); + glGenTextures(1, &texture->tex_id); + texture->active=false; + texture->total_data_size=0; + + return texture_owner.make_rid( texture ); + +} + +void RasterizerGLES1::texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags) { + + bool has_alpha_cache; + int components; + GLenum format; + bool compressed; + + int po2_width = nearest_power_of_2(p_width); + int po2_height = nearest_power_of_2(p_height); + + Texture *texture = texture_owner.get( p_texture ); + ERR_FAIL_COND(!texture); + texture->width=p_width; + texture->height=p_height; + texture->format=p_format; + texture->flags=p_flags; + texture->target = /*(p_flags & VS::TEXTURE_FLAG_CUBEMAP) ? GL_TEXTURE_CUBE_MAP :*/ GL_TEXTURE_2D; + + bool scale_textures = (!npo2_textures_available || p_format&VS::TEXTURE_FLAG_MIPMAPS); + + + if (scale_textures) { + texture->alloc_width = po2_width; + texture->alloc_height = po2_height; + } else { + + texture->alloc_width = texture->width; + texture->alloc_height = texture->height; + }; + + _get_gl_image_and_format(Image(),texture->format,texture->flags,format,components,has_alpha_cache,compressed); + + texture->gl_components_cache=components; + texture->gl_format_cache=format; + texture->format_has_alpha=has_alpha_cache; + texture->compressed=compressed; + texture->data_size=0; + + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + + + + if (compressed) { + + glTexParameteri( texture->target, GL_GENERATE_MIPMAP, GL_FALSE ); + } else { + if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) { + glTexParameteri( texture->target, GL_GENERATE_MIPMAP, GL_TRUE ); + } else { + glTexParameteri( texture->target, GL_GENERATE_MIPMAP, GL_FALSE ); + } + + } + + + if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); + else + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + + if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + + glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering + + } else { + + glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // raw Filtering + + } + bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width); + + if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT) { + + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + } else { + + //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); + glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + } + + texture->active=true; +} + +void RasterizerGLES1::texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side) { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + ERR_FAIL_COND(!texture->active); + ERR_FAIL_COND(texture->format != p_image.get_format() ); + + int components; + GLenum format; + bool alpha; + bool compressed; + + if (keep_copies && !(texture->flags&VS::TEXTURE_FLAG_VIDEO_SURFACE) && !(use_reload_hooks && texture->reloader)) { + texture->image[p_cube_side]=p_image; + } + + + Image img = _get_gl_image_and_format(p_image, p_image.get_format(),texture->flags,format,components,alpha,compressed); + if (texture->alloc_width != img.get_width() || texture->alloc_height != img.get_height()) { + + img.resize(texture->alloc_width, texture->alloc_height, Image::INTERPOLATE_BILINEAR); + }; + + + GLenum blit_target = /*(texture->target == GL_TEXTURE_CUBE_MAP)?_cube_side_enum[p_cube_side]:*/GL_TEXTURE_2D; + + texture->data_size=img.get_data().size(); + DVector<uint8_t>::Read read = img.get_data().read(); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + int mipmaps=(texture->flags&VS::TEXTURE_FLAG_MIPMAPS && img.get_mipmaps()>0) ? img.get_mipmaps() +1 : 1; + + int w=img.get_width(); + int h=img.get_height(); + + int tsize=0; + for(int i=0;i<mipmaps;i++) { + + int size,ofs; + img.get_mipmap_offset_and_size(i,ofs,size); + + if (texture->compressed) { + glPixelStorei(GL_UNPACK_ALIGNMENT, 4); + glCompressedTexImage2D( blit_target, i, format,w,h,0,size,&read[ofs] ); + + } else { + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); +// glTexImage2D(blit_target, i, format==GL_RGB?GL_RGB8:format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]); + glTexImage2D(blit_target, i, format, w, h, 0, format, GL_UNSIGNED_BYTE,&read[ofs]); + //glTexSubImage2D( blit_target, i, 0,0,w,h,format,GL_UNSIGNED_BYTE,&read[ofs] ); + } + tsize+=size; + + w = MAX(1,w>>1); + h = MAX(1,h>>1); + + } + + _rinfo.texture_mem-=texture->total_data_size; + texture->total_data_size=tsize; + _rinfo.texture_mem+=texture->total_data_size; + + printf("texture: %i x %i - size: %i - total: %i\n",texture->width,texture->height,tsize,_rinfo.texture_mem); + + + if (mipmaps==1 && texture->flags&VS::TEXTURE_FLAG_MIPMAPS) { + glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE ); + + } else { + glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE ); + + } + + if (mipmaps>1) { + + //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps-1 ); - assumed to have all, always + } + + //texture_set_flags(p_texture,texture->flags); + + +} + +Image RasterizerGLES1::texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,Image()); + ERR_FAIL_COND_V(!texture->active,Image()); + + return texture->image[p_cube_side]; +#if 0 + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,Image()); + ERR_FAIL_COND_V(!texture->active,Image()); + ERR_FAIL_COND_V(texture->data_size==0,Image()); + + DVector<uint8_t> data; + GLenum format,type=GL_UNSIGNED_BYTE; + Image::Format fmt; + int pixelsize=0; + int pixelshift=0; + int minw=1,minh=1; + bool compressed=false; + + fmt=texture->format; + + switch(texture->format) { + + case Image::FORMAT_GRAYSCALE: { + + format=GL_LUMINANCE; + type=GL_UNSIGNED_BYTE; + data.resize(texture->alloc_width*texture->alloc_height); + pixelsize=1; + + } break; + case Image::FORMAT_INTENSITY: { + return Image(); + } break; + case Image::FORMAT_GRAYSCALE_ALPHA: { + + format=GL_LUMINANCE_ALPHA; + type=GL_UNSIGNED_BYTE; + pixelsize=2; + + } break; + case Image::FORMAT_RGB: { + format=GL_RGB; + type=GL_UNSIGNED_BYTE; + pixelsize=3; + } break; + case Image::FORMAT_RGBA: { + + format=GL_RGBA; + type=GL_UNSIGNED_BYTE; + pixelsize=4; + } break; + case Image::FORMAT_INDEXED: { + + format=GL_RGB; + type=GL_UNSIGNED_BYTE; + fmt=Image::FORMAT_RGB; + pixelsize=3; + } break; + case Image::FORMAT_INDEXED_ALPHA: { + + format=GL_RGBA; + type=GL_UNSIGNED_BYTE; + fmt=Image::FORMAT_RGBA; + pixelsize=4; + + } break; + case Image::FORMAT_BC1: { + + pixelsize=1; //doesn't matter much + format=GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; + compressed=true; + pixelshift=1; + minw=minh=4; + + } break; + case Image::FORMAT_BC2: { + pixelsize=1; //doesn't matter much + format=GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + compressed=true; + minw=minh=4; + + } break; + case Image::FORMAT_BC3: { + + pixelsize=1; //doesn't matter much + format=GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + compressed=true; + minw=minh=4; + + } break; + case Image::FORMAT_BC4: { + + format=GL_COMPRESSED_RED_RGTC1; + pixelsize=1; //doesn't matter much + compressed=true; + pixelshift=1; + minw=minh=4; + + } break; + case Image::FORMAT_BC5: { + + format=GL_COMPRESSED_RG_RGTC2; + pixelsize=1; //doesn't matter much + compressed=true; + minw=minh=4; + + } break; + + default:{} + } + + data.resize(texture->data_size); + DVector<uint8_t>::Write wb = data.write(); + + glActiveTexture(GL_TEXTURE0); + int ofs=0; + glBindTexture(texture->target,texture->tex_id); + + int w=texture->alloc_width; + int h=texture->alloc_height; + for(int i=0;i<texture->mipmaps+1;i++) { + + if (compressed) { + + glPixelStorei(GL_PACK_ALIGNMENT, 4); + glGetCompressedTexImage(texture->target,i,&wb[ofs]); + + } else { + glPixelStorei(GL_PACK_ALIGNMENT, 1); + glGetTexImage(texture->target,i,format,type,&wb[ofs]); + } + + int size = (w*h*pixelsize)>>pixelshift; + ofs+=size; + + w=MAX(minw,w>>1); + h=MAX(minh,h>>1); + + } + + + wb=DVector<uint8_t>::Write(); + + Image img(texture->alloc_width,texture->alloc_height,texture->mipmaps,fmt,data); + + if (texture->format<Image::FORMAT_INDEXED && (texture->alloc_width!=texture->width || texture->alloc_height!=texture->height)) + img.resize(texture->width,texture->height); + + return img; +#endif +} + +void RasterizerGLES1::texture_set_flags(RID p_texture,uint32_t p_flags) { + + Texture *texture = texture_owner.get( p_texture ); + ERR_FAIL_COND(!texture); + + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + uint32_t cube = texture->flags & VS::TEXTURE_FLAG_CUBEMAP; + texture->flags=p_flags|cube; // can't remove a cube from being a cube + + bool force_clamp_to_edge = !(p_flags&VS::TEXTURE_FLAG_MIPMAPS) && (nearest_power_of_2(texture->alloc_height)!=texture->alloc_height || nearest_power_of_2(texture->alloc_width)!=texture->alloc_width); + + if (!force_clamp_to_edge && texture->flags&VS::TEXTURE_FLAG_REPEAT) { + + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + } else { + //glTexParameterf( texture->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); + glTexParameterf( texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + + } + + + if (texture->flags&VS::TEXTURE_FLAG_FILTER) { + + glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // Linear Filtering + if (texture->flags&VS::TEXTURE_FLAG_MIPMAPS) + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); + else + glTexParameteri(texture->target,GL_TEXTURE_MIN_FILTER,GL_LINEAR); // Linear Filtering + + } else { + + glTexParameteri(texture->target,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // nearest + } +} +uint32_t RasterizerGLES1::texture_get_flags(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->flags; + +} +Image::Format RasterizerGLES1::texture_get_format(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,Image::FORMAT_GRAYSCALE); + + return texture->format; +} +uint32_t RasterizerGLES1::texture_get_width(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->width; +} +uint32_t RasterizerGLES1::texture_get_height(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return texture->height; +} + +bool RasterizerGLES1::texture_has_alpha(RID p_texture) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND_V(!texture,0); + + return false; + +} + +void RasterizerGLES1::texture_set_size_override(RID p_texture,int p_width, int p_height) { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + + ERR_FAIL_COND(p_width<=0 || p_width>4096); + ERR_FAIL_COND(p_height<=0 || p_height>4096); + //real texture size is in alloc width and height + texture->width=p_width; + texture->height=p_height; + +} + +void RasterizerGLES1::texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const { + + Texture * texture = texture_owner.get(p_texture); + + ERR_FAIL_COND(!texture); + + texture->reloader=p_owner; + texture->reloader_func=p_function; + if (use_reload_hooks && p_owner && keep_copies) { + + for(int i=0;i<6;i++) + texture->image[i]=Image(); + } + + +} + +/* SHADER API */ + +/* SHADER API */ + +RID RasterizerGLES1::shader_create(VS::ShaderMode p_mode) { + + Shader *shader = memnew( Shader ); + shader->mode=p_mode; + shader->valid=false; + shader->has_alpha=false; + shader->fragment_line=0; + shader->vertex_line=0; + RID rid = shader_owner.make_rid(shader); + shader_set_mode(rid,p_mode); +// _shader_make_dirty(shader); + + return rid; + +} + + + +void RasterizerGLES1::shader_set_mode(RID p_shader,VS::ShaderMode p_mode) { + + ERR_FAIL_INDEX(p_mode,3); + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); +// if (shader->custom_code_id && p_mode==shader->mode) +// return; + + shader->mode=p_mode; + +} +VS::ShaderMode RasterizerGLES1::shader_get_mode(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,VS::SHADER_MATERIAL); + return shader->mode; +} + + + +void RasterizerGLES1::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); + +#ifdef DEBUG_ENABLED + if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment) + return; +#endif + shader->fragment_code=p_fragment; + shader->vertex_code=p_vertex; + shader->fragment_line=p_fragment_ofs; + shader->vertex_line=p_vertex_ofs; + +} + +String RasterizerGLES1::shader_get_vertex_code(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + return shader->vertex_code; + +} + +String RasterizerGLES1::shader_get_fragment_code(RID p_shader) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND_V(!shader,String()); + return shader->fragment_code; + +} + + +void RasterizerGLES1::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { + + Shader *shader=shader_owner.get(p_shader); + ERR_FAIL_COND(!shader); +#if 0 + + if (shader->dirty_list.in_list()) + _update_shader(shader); // ok should be not anymore dirty + + + Map<int,StringName> order; + + + for(Map<StringName,ShaderLanguage::Uniform>::Element *E=shader->uniforms.front();E;E=E->next()) { + + + order[E->get().order]=E->key(); + } + + + for(Map<int,StringName>::Element *E=order.front();E;E=E->next()) { + + PropertyInfo pi; + ShaderLanguage::Uniform &u=shader->uniforms[E->get()]; + pi.name=E->get(); + switch(u.type) { + + case ShaderLanguage::TYPE_VOID: + case ShaderLanguage::TYPE_BOOL: + case ShaderLanguage::TYPE_FLOAT: + case ShaderLanguage::TYPE_VEC2: + case ShaderLanguage::TYPE_VEC3: + case ShaderLanguage::TYPE_MAT3: + case ShaderLanguage::TYPE_MAT4: + case ShaderLanguage::TYPE_VEC4: + pi.type=u.default_value.get_type(); + break; + case ShaderLanguage::TYPE_TEXTURE: + pi.type=Variant::_RID; + pi.hint=PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string="Texture"; + break; + case ShaderLanguage::TYPE_CUBEMAP: + pi.type=Variant::_RID; + pi.hint=PROPERTY_HINT_RESOURCE_TYPE; + pi.hint_string="Texture"; + break; + }; + + p_param_list->push_back(pi); + + } +#endif + +} + +/* COMMON MATERIAL API */ + + +RID RasterizerGLES1::material_create() { + + return material_owner.make_rid( memnew( Material ) ); +} + +void RasterizerGLES1::material_set_shader(RID p_material, RID p_shader) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + material->shader=p_shader; + +} + +RID RasterizerGLES1::material_get_shader(RID p_material) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,RID()); + return material->shader; +} + +#if 0 + +void RasterizerGLES1::_material_check_alpha(Material *p_material) { + + p_material->has_alpha=false; + Color diffuse=p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE]; + if (diffuse.a<0.98) { + + p_material->has_alpha=true; + return; + } + + if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE].is_valid()) { + + Texture *tex = texture_owner.get(p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE]); + if (!tex) + return; + if (tex->has_alpha) { + + p_material->has_alpha=true; + return; + } + } +} + +#endif +void RasterizerGLES1::material_set_param(RID p_material, const StringName& p_param, const Variant& p_value) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + + if (p_value.get_type()==Variant::NIL) + material->shader_params.erase(p_param); + else + material->shader_params[p_param]=p_value; +} +Variant RasterizerGLES1::material_get_param(RID p_material, const StringName& p_param) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,Variant()); + + if (material->shader_params.has(p_param)) + return material->shader_params[p_param]; + else + return Variant(); +} + + +void RasterizerGLES1::material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + ERR_FAIL_INDEX(p_flag,VS::MATERIAL_FLAG_MAX); + material->flags[p_flag]=p_enabled; + +} +bool RasterizerGLES1::material_get_flag(RID p_material,VS::MaterialFlag p_flag) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,false); + ERR_FAIL_INDEX_V(p_flag,VS::MATERIAL_FLAG_MAX,false); + return material->flags[p_flag]; + + +} + +void RasterizerGLES1::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX); + material->hints[p_hint]=p_enabled; + +} + +bool RasterizerGLES1::material_get_hint(RID p_material,VS::MaterialHint p_hint) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,false); + ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false); + return material->hints[p_hint]; + +} + +void RasterizerGLES1::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + material->shade_model=p_model; + +}; + +VS::MaterialShadeModel RasterizerGLES1::material_get_shade_model(RID p_material) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT); + return material->shade_model; +}; + + +void RasterizerGLES1::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + material->blend_mode=p_mode; + +} +VS::MaterialBlendMode RasterizerGLES1::material_get_blend_mode(RID p_material) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,VS::MATERIAL_BLEND_MODE_ADD); + return material->blend_mode; +} + +void RasterizerGLES1::material_set_line_width(RID p_material,float p_line_width) { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND(!material); + material->line_width=p_line_width; + +} +float RasterizerGLES1::material_get_line_width(RID p_material) const { + + Material *material = material_owner.get(p_material); + ERR_FAIL_COND_V(!material,0); + + return material->line_width; +} + +/* FIXED MATERIAL */ + + +RID RasterizerGLES1::fixed_material_create() { + + return material_create(); +} + +void RasterizerGLES1::fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled) { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND(!m); + ERR_FAIL_INDEX(p_flag, 3); + m->fixed_flags[p_flag]=p_enabled; +} + +bool RasterizerGLES1::fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND_V(!m,false); + ERR_FAIL_INDEX_V(p_flag,VS::FIXED_MATERIAL_FLAG_MAX, false); + return m->fixed_flags[p_flag]; +} + +void RasterizerGLES1::fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value) { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND(!m); + ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX); + + m->parameters[p_parameter] = p_value; + +} + +Variant RasterizerGLES1::fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND_V(!m, Variant()); + ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant()); + + return m->parameters[p_parameter]; +} + +void RasterizerGLES1::fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture) { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND(!m); + ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX); + + m->textures[p_parameter] = p_texture; + +} +RID RasterizerGLES1::fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND_V(!m, RID()); + ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, Variant()); + + return m->textures[p_parameter]; +} + +void RasterizerGLES1::fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND(!m); + + m->detail_blend_mode = p_mode; +} +VS::MaterialBlendMode RasterizerGLES1::fixed_material_get_detail_blend_mode(RID p_material) const { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND_V(!m, VS::MATERIAL_BLEND_MODE_MIX); + + return m->detail_blend_mode; +} + +void RasterizerGLES1::fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode) { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND(!m); + ERR_FAIL_INDEX(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX); + ERR_FAIL_INDEX(p_mode,4); + + m->texcoord_mode[p_parameter] = p_mode; +} + +VS::FixedMaterialTexCoordMode RasterizerGLES1::fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND_V(!m, VS::FIXED_MATERIAL_TEXCOORD_UV); + ERR_FAIL_INDEX_V(p_parameter, VisualServer::FIXED_MATERIAL_PARAM_MAX, VS::FIXED_MATERIAL_TEXCOORD_UV); + + return m->texcoord_mode[p_parameter]; // for now +} + +void RasterizerGLES1::fixed_material_set_uv_transform(RID p_material,const Transform& p_transform) { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND(!m); + + m->uv_transform = p_transform; +} + +Transform RasterizerGLES1::fixed_material_get_uv_transform(RID p_material) const { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND_V(!m, Transform()); + + return m->uv_transform; +} + +void RasterizerGLES1::fixed_material_set_point_size(RID p_material,float p_size) { + + Material *m=material_owner.get( p_material ); + ERR_FAIL_COND(!m); + m->point_size=p_size; + +} +float RasterizerGLES1::fixed_material_get_point_size(RID p_material) const { + + const Material *m=material_owner.get( p_material ); + ERR_FAIL_COND_V(!m, 0); + return m->point_size; +} + + +/* MESH API */ + + +RID RasterizerGLES1::mesh_create() { + + + return mesh_owner.make_rid( memnew( Mesh ) ); +} + + + +void RasterizerGLES1::mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes,bool p_alpha_sort) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + + ERR_FAIL_INDEX( p_primitive, VS::PRIMITIVE_MAX ); + ERR_FAIL_COND(p_arrays.size()!=VS::ARRAY_MAX); + + uint32_t format=0; + + // validation + int index_array_len=0; + int array_len=0; + + for(int i=0;i<p_arrays.size();i++) { + + if (p_arrays[i].get_type()==Variant::NIL) + continue; + + format|=(1<<i); + + if (i==VS::ARRAY_VERTEX) { + + array_len=Vector3Array(p_arrays[i]).size(); + ERR_FAIL_COND(array_len==0); + } else if (i==VS::ARRAY_INDEX) { + + index_array_len=IntArray(p_arrays[i]).size(); + } + } + + ERR_FAIL_COND((format&VS::ARRAY_FORMAT_VERTEX)==0); // mandatory + + + Surface *surface = memnew( Surface ); + ERR_FAIL_COND( !surface ); + + bool use_VBO=true; //glGenBuffersARB!=NULL; // TODO detect if it's in there + if (format&VS::ARRAY_FORMAT_WEIGHTS || mesh->morph_target_count>0) { + + use_VBO=false; + } + + surface->packed=pack_arrays && use_VBO; + + int total_elem_size=0; + + for (int i=0;i<VS::ARRAY_MAX;i++) { + + + Surface::ArrayData&ad=surface->array[i]; + ad.size=0; + ad.ofs=0; + int elem_size=0; + int elem_count=0; + bool valid_local=true; + GLenum datatype; + bool normalize=false; + bool bind=false; + + if (!(format&(1<<i))) // no array + continue; + + + switch(i) { + + case VS::ARRAY_VERTEX: { + + if (surface->packed) { + elem_size=3*sizeof(int16_t); // vertex + datatype=GL_SHORT; + normalize=true; + + } else { + elem_size=3*sizeof(GLfloat); // vertex + datatype=GL_FLOAT; + } + bind=true; + elem_count=3; + + } break; + case VS::ARRAY_NORMAL: { + + if (surface->packed) { + elem_size=3*sizeof(int8_t); // vertex + datatype=GL_BYTE; + normalize=true; + } else { + elem_size=3*sizeof(GLfloat); // vertex + datatype=GL_FLOAT; + } + bind=true; + elem_count=3; + } break; + case VS::ARRAY_TANGENT: { + if (surface->packed) { + elem_size=4*sizeof(int8_t); // vertex + datatype=GL_BYTE; + normalize=true; + } else { + elem_size=4*sizeof(GLfloat); // vertex + datatype=GL_FLOAT; + } + bind=true; + elem_count=4; + + } break; + case VS::ARRAY_COLOR: { + + elem_size=4*sizeof(uint8_t); /* RGBA */ + datatype=GL_UNSIGNED_BYTE; + elem_count=4; + bind=true; + normalize=true; + } break; + case VS::ARRAY_TEX_UV: + case VS::ARRAY_TEX_UV2: { + if (surface->packed) { + elem_size=2*sizeof(int16_t); // vertex + datatype=GL_SHORT; + normalize=true; + } else { + elem_size=2*sizeof(GLfloat); // vertex + datatype=GL_FLOAT; + } + bind=true; + elem_count=2; + + } break; + case VS::ARRAY_WEIGHTS: { + + elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLfloat); + elem_count=VS::ARRAY_WEIGHTS_SIZE; + valid_local=false; + datatype=GL_FLOAT; + + } break; + case VS::ARRAY_BONES: { + + elem_size=VS::ARRAY_WEIGHTS_SIZE*sizeof(GLuint); + elem_count=VS::ARRAY_WEIGHTS_SIZE; + valid_local=false; + datatype=GL_FLOAT; + + + } break; + case VS::ARRAY_INDEX: { + + if (index_array_len<=0) { + ERR_PRINT("index_array_len==NO_INDEX_ARRAY"); + break; + } + /* determine wether using 16 or 32 bits indices */ + elem_size=2; + datatype=GL_UNSIGNED_SHORT; + +/* + if (use_VBO) { + + glGenBuffers(1,&surface->index_id); + ERR_FAIL_COND(surface->index_id==0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*elem_size,NULL,GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind + } else { + surface->index_array_local = (uint8_t*)memalloc(index_array_len*elem_size); + }; +*/ + surface->index_array_len=index_array_len; // only way it can exist + ad.ofs=0; + ad.size=elem_size; + + + continue; + } break; + default: { + ERR_FAIL( ); + } + } + + ad.ofs=total_elem_size; + ad.size=elem_size; + ad.datatype=datatype; + ad.normalize=normalize; + ad.bind=bind; + ad.count=elem_count; + total_elem_size+=elem_size; + if (valid_local) { + surface->local_stride+=elem_size; + surface->morph_format|=(1<<i); + } + + + } + + surface->stride=total_elem_size; + surface->array_len=array_len; + surface->format=format; + surface->primitive=p_primitive; + surface->configured_format=0; + if (keep_copies) { + surface->data=p_arrays; + surface->morph_data=p_blend_shapes; + } + + uint8_t *array_ptr=NULL; + uint8_t *index_array_ptr=NULL; + DVector<uint8_t> array_pre_vbo; + DVector<uint8_t>::Write vaw; + DVector<uint8_t> index_array_pre_vbo; + DVector<uint8_t>::Write iaw; + + /* create pointers */ + if (use_VBO) { + + array_pre_vbo.resize(surface->array_len*surface->stride); + vaw = array_pre_vbo.write(); + array_ptr=vaw.ptr(); + + if (surface->index_array_len) { + + index_array_pre_vbo.resize(surface->index_array_len*surface->array[VS::ARRAY_INDEX].size); + iaw = index_array_pre_vbo.write(); + index_array_ptr=iaw.ptr(); + } + } else { + + surface->array_local = (uint8_t*)memalloc(surface->array_len*surface->stride); + array_ptr=(uint8_t*)surface->array_local; + if (surface->index_array_len) { + surface->index_array_local = (uint8_t*)memalloc(index_array_len*surface->array[VS::ARRAY_INDEX].size); + index_array_ptr=(uint8_t*)surface->index_array_local; + } + } + + + + _surface_set_arrays(surface,array_ptr,index_array_ptr,p_arrays,true); + + + /* create buffers!! */ + if (use_VBO) { + glGenBuffers(1,&surface->vertex_id); + ERR_FAIL_COND(surface->vertex_id==0); + glBindBuffer(GL_ARRAY_BUFFER,surface->vertex_id); + glBufferData(GL_ARRAY_BUFFER,surface->array_len*surface->stride,array_ptr,GL_STATIC_DRAW); + glBindBuffer(GL_ARRAY_BUFFER,0); //unbind + if (surface->index_array_len) { + + glGenBuffers(1,&surface->index_id); + ERR_FAIL_COND(surface->index_id==0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,surface->index_id); + glBufferData(GL_ELEMENT_ARRAY_BUFFER,index_array_len*surface->array[VS::ARRAY_INDEX].size,index_array_ptr,GL_STATIC_DRAW); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind + + } + } + + mesh->surfaces.push_back(surface); + +} + +Error RasterizerGLES1::_surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main) { + + uint32_t stride = p_main ? p_surface->stride : p_surface->local_stride; + + for(int ai=0;ai<VS::ARRAY_MAX;ai++) { + if (ai>=p_arrays.size()) + break; + if (p_arrays[ai].get_type()==Variant::NIL) + continue; + Surface::ArrayData &a=p_surface->array[ai]; + + switch(ai) { + + + case VS::ARRAY_VERTEX: { + + ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER ); + + DVector<Vector3> array = p_arrays[ai]; + ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); + + + DVector<Vector3>::Read read = array.read(); + const Vector3* src=read.ptr(); + + // setting vertices means regenerating the AABB + AABB aabb; + + float scale=1; + float max=0; + + + for (int i=0;i<p_surface->array_len;i++) { + + + GLfloat vector[3]={ src[i].x, src[i].y, src[i].z }; + + copymem(&p_mem[a.ofs+i*stride], vector, a.size); + + if (i==0) { + + aabb=AABB(src[i],Vector3()); + } else { + + aabb.expand_to( src[i] ); + } + } + + if (p_main) { + p_surface->aabb=aabb; + p_surface->vertex_scale=scale; + } + + + } break; + case VS::ARRAY_NORMAL: { + + ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY, ERR_INVALID_PARAMETER ); + + DVector<Vector3> array = p_arrays[ai]; + ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); + + + DVector<Vector3>::Read read = array.read(); + const Vector3* src=read.ptr(); + + // setting vertices means regenerating the AABB + + for (int i=0;i<p_surface->array_len;i++) { + + + GLfloat vector[3]={ src[i].x, src[i].y, src[i].z }; + copymem(&p_mem[a.ofs+i*stride], vector, a.size); + + } + + + } break; + case VS::ARRAY_TANGENT: { + + ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER ); + + DVector<real_t> array = p_arrays[ai]; + + ERR_FAIL_COND_V( array.size() != p_surface->array_len*4, ERR_INVALID_PARAMETER ); + + + DVector<real_t>::Read read = array.read(); + const real_t* src = read.ptr(); + + for (int i=0;i<p_surface->array_len;i++) { + + GLfloat xyzw[4]={ + src[i*4+0], + src[i*4+1], + src[i*4+2], + src[i*4+3] + }; + + copymem(&p_mem[a.ofs+i*stride], xyzw, a.size); + + } + + } break; + case VS::ARRAY_COLOR: { + + ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::COLOR_ARRAY, ERR_INVALID_PARAMETER ); + + + DVector<Color> array = p_arrays[ai]; + + ERR_FAIL_COND_V( array.size() != p_surface->array_len, ERR_INVALID_PARAMETER ); + + + DVector<Color>::Read read = array.read(); + const Color* src = read.ptr(); + bool alpha=false; + + for (int i=0;i<p_surface->array_len;i++) { + + if (src[i].a<0.98) // tolerate alpha a bit, for crappy exporters + alpha=true; + + uint8_t colors[4]; + + for(int j=0;j<4;j++) { + + colors[j]=CLAMP( int((src[i][j])*255.0), 0,255 ); + } + + copymem(&p_mem[a.ofs+i*stride], colors, a.size); + + } + + if (p_main) + p_surface->has_alpha=alpha; + + } break; + case VS::ARRAY_TEX_UV: + case VS::ARRAY_TEX_UV2: { + + ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::VECTOR3_ARRAY && p_arrays[ai].get_type() != Variant::VECTOR2_ARRAY, ERR_INVALID_PARAMETER ); + + DVector<Vector2> array = p_arrays[ai]; + + ERR_FAIL_COND_V( array.size() != p_surface->array_len , ERR_INVALID_PARAMETER); + + DVector<Vector2>::Read read = array.read(); + + const Vector2 * src=read.ptr(); + float scale=1.0; + + + for (int i=0;i<p_surface->array_len;i++) { + + GLfloat uv[2]={ src[i].x , src[i].y }; + + copymem(&p_mem[a.ofs+i*stride], uv, a.size); + + } + + if (p_main) { + + if (ai==VS::ARRAY_TEX_UV) { + + p_surface->uv_scale=scale; + } + if (ai==VS::ARRAY_TEX_UV2) { + + p_surface->uv2_scale=scale; + } + } + + } break; + case VS::ARRAY_BONES: + case VS::ARRAY_WEIGHTS: { + + + ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::REAL_ARRAY, ERR_INVALID_PARAMETER ); + + DVector<real_t> array = p_arrays[ai]; + + ERR_FAIL_COND_V( array.size() != p_surface->array_len*VS::ARRAY_WEIGHTS_SIZE, ERR_INVALID_PARAMETER ); + + + DVector<real_t>::Read read = array.read(); + + const real_t * src = read.ptr(); + + p_surface->max_bone=0; + + for (int i=0;i<p_surface->array_len;i++) { + + GLfloat data[VS::ARRAY_WEIGHTS_SIZE]; + for (int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) { + data[j]=src[i*VS::ARRAY_WEIGHTS_SIZE+j]; + if (ai==VS::ARRAY_BONES) { + + p_surface->max_bone=MAX(data[j],p_surface->max_bone); + } + } + + copymem(&p_mem[a.ofs+i*stride], data, a.size); + + + } + + } break; + case VS::ARRAY_INDEX: { + + ERR_FAIL_COND_V( p_surface->index_array_len<=0, ERR_INVALID_DATA ); + ERR_FAIL_COND_V( p_arrays[ai].get_type() != Variant::INT_ARRAY, ERR_INVALID_PARAMETER ); + + DVector<int> indices = p_arrays[ai]; + ERR_FAIL_COND_V( indices.size() == 0, ERR_INVALID_PARAMETER ); + ERR_FAIL_COND_V( indices.size() != p_surface->index_array_len, ERR_INVALID_PARAMETER ); + + /* determine wether using 16 or 32 bits indices */ + + DVector<int>::Read read = indices.read(); + const int *src=read.ptr(); + + for (int i=0;i<p_surface->index_array_len;i++) { + + + if (a.size==2) { + uint16_t v=src[i]; + + copymem(&p_index_mem[i*a.size], &v, a.size); + } else { + uint32_t v=src[i]; + + copymem(&p_index_mem[i*a.size], &v, a.size); + } + } + + + } break; + + + default: { ERR_FAIL_V(ERR_INVALID_PARAMETER);} + } + + p_surface->configured_format|=(1<<ai); + } + + return OK; +} + + + +void RasterizerGLES1::mesh_add_custom_surface(RID p_mesh,const Variant& p_dat) { + + ERR_EXPLAIN("OpenGL Rasterizer does not support custom surfaces. Running on wrong platform?"); + ERR_FAIL_V(); +} + +Array RasterizerGLES1::mesh_get_surface_arrays(RID p_mesh,int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,Array()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, Array() ); + + return surface->data; + + +} +Array RasterizerGLES1::mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const{ + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,Array()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), Array() ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, Array() ); + + return surface->morph_data; + +} + + +void RasterizerGLES1::mesh_set_morph_target_count(RID p_mesh,int p_amount) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + ERR_FAIL_COND( mesh->surfaces.size()!=0 ); + + mesh->morph_target_count=p_amount; + +} + +int RasterizerGLES1::mesh_get_morph_target_count(RID p_mesh) const{ + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,-1); + + return mesh->morph_target_count; + +} + +void RasterizerGLES1::mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode) { + + ERR_FAIL_INDEX(p_mode,2); + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + + mesh->morph_target_mode=p_mode; + +} + +VS::MorphTargetMode RasterizerGLES1::mesh_get_morph_target_mode(RID p_mesh) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,VS::MORPH_MODE_NORMALIZED); + + return mesh->morph_target_mode; + +} + + + +void RasterizerGLES1::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX(p_surface, mesh->surfaces.size() ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND( !surface); + + if (surface->material_owned && surface->material.is_valid()) + free(surface->material); + + surface->material_owned=p_owned; + + surface->material=p_material; +} + +RID RasterizerGLES1::mesh_surface_get_material(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,RID()); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), RID() ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, RID() ); + + return surface->material; +} + +int RasterizerGLES1::mesh_surface_get_array_len(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,-1); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, -1 ); + + return surface->array_len; +} +int RasterizerGLES1::mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,-1); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), -1 ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, -1 ); + + return surface->index_array_len; +} +uint32_t RasterizerGLES1::mesh_surface_get_format(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,0); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), 0 ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, 0 ); + + return surface->format; +} +VS::PrimitiveType RasterizerGLES1::mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,VS::PRIMITIVE_POINTS); + ERR_FAIL_INDEX_V(p_surface, mesh->surfaces.size(), VS::PRIMITIVE_POINTS ); + Surface *surface = mesh->surfaces[p_surface]; + ERR_FAIL_COND_V( !surface, VS::PRIMITIVE_POINTS ); + + return surface->primitive; +} + +void RasterizerGLES1::mesh_remove_surface(RID p_mesh,int p_index) { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND(!mesh); + ERR_FAIL_INDEX(p_index, mesh->surfaces.size() ); + Surface *surface = mesh->surfaces[p_index]; + ERR_FAIL_COND( !surface); + + if (mesh->morph_target_count) { + for(int i=0;i<mesh->morph_target_count;i++) + memfree(surface->morph_targets_local[i].array); + memfree( surface->morph_targets_local ); + } + + memdelete( mesh->surfaces[p_index] ); + mesh->surfaces.remove(p_index); + +} +int RasterizerGLES1::mesh_get_surface_count(RID p_mesh) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,-1); + + return mesh->surfaces.size(); +} + +AABB RasterizerGLES1::mesh_get_aabb(RID p_mesh) const { + + Mesh *mesh = mesh_owner.get( p_mesh ); + ERR_FAIL_COND_V(!mesh,AABB()); + + AABB aabb; + + for (int i=0;i<mesh->surfaces.size();i++) { + + if (i==0) + aabb=mesh->surfaces[i]->aabb; + else + aabb.merge_with(mesh->surfaces[i]->aabb); + } + + return aabb; +} + +/* MULTIMESH API */ + +RID RasterizerGLES1::multimesh_create() { + + return multimesh_owner.make_rid( memnew( MultiMesh )); +} + +void RasterizerGLES1::multimesh_set_instance_count(RID p_multimesh,int p_count) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + + multimesh->elements.clear(); // make sure to delete everything, so it "fails" in all implementations + multimesh->elements.resize(p_count); + +} +int RasterizerGLES1::multimesh_get_instance_count(RID p_multimesh) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,-1); + + return multimesh->elements.size(); +} + +void RasterizerGLES1::multimesh_set_mesh(RID p_multimesh,RID p_mesh) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + + multimesh->mesh=p_mesh; + +} +void RasterizerGLES1::multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + multimesh->aabb=p_aabb; +} +void RasterizerGLES1::multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + ERR_FAIL_INDEX(p_index,multimesh->elements.size()); + MultiMesh::Element &e=multimesh->elements[p_index]; + + e.matrix[0]=p_transform.basis.elements[0][0]; + e.matrix[1]=p_transform.basis.elements[1][0]; + e.matrix[2]=p_transform.basis.elements[2][0]; + e.matrix[3]=0; + e.matrix[4]=p_transform.basis.elements[0][1]; + e.matrix[5]=p_transform.basis.elements[1][1]; + e.matrix[6]=p_transform.basis.elements[2][1]; + e.matrix[7]=0; + e.matrix[8]=p_transform.basis.elements[0][2]; + e.matrix[9]=p_transform.basis.elements[1][2]; + e.matrix[10]=p_transform.basis.elements[2][2]; + e.matrix[11]=0; + e.matrix[12]=p_transform.origin.x; + e.matrix[13]=p_transform.origin.y; + e.matrix[14]=p_transform.origin.z; + e.matrix[15]=1; + +} +void RasterizerGLES1::multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh) + ERR_FAIL_INDEX(p_index,multimesh->elements.size()); + MultiMesh::Element &e=multimesh->elements[p_index]; + e.color[0]=CLAMP(p_color.r*255,0,255); + e.color[1]=CLAMP(p_color.g*255,0,255); + e.color[2]=CLAMP(p_color.b*255,0,255); + e.color[3]=CLAMP(p_color.a*255,0,255); + + +} + +RID RasterizerGLES1::multimesh_get_mesh(RID p_multimesh) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,RID()); + + return multimesh->mesh; +} +AABB RasterizerGLES1::multimesh_get_aabb(RID p_multimesh) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,AABB()); + + return multimesh->aabb; +} + +Transform RasterizerGLES1::multimesh_instance_get_transform(RID p_multimesh,int p_index) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Transform()); + + ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Transform()); + MultiMesh::Element &e=multimesh->elements[p_index]; + + Transform tr; + + tr.basis.elements[0][0]=e.matrix[0]; + tr.basis.elements[1][0]=e.matrix[1]; + tr.basis.elements[2][0]=e.matrix[2]; + tr.basis.elements[0][1]=e.matrix[4]; + tr.basis.elements[1][1]=e.matrix[5]; + tr.basis.elements[2][1]=e.matrix[6]; + tr.basis.elements[0][2]=e.matrix[8]; + tr.basis.elements[1][2]=e.matrix[9]; + tr.basis.elements[2][2]=e.matrix[10]; + tr.origin.x=e.matrix[12]; + tr.origin.y=e.matrix[13]; + tr.origin.z=e.matrix[14]; + + return tr; +} +Color RasterizerGLES1::multimesh_instance_get_color(RID p_multimesh,int p_index) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,Color()); + ERR_FAIL_INDEX_V(p_index,multimesh->elements.size(),Color()); + MultiMesh::Element &e=multimesh->elements[p_index]; + Color c; + c.r=e.color[0]/255.0; + c.g=e.color[1]/255.0; + c.b=e.color[2]/255.0; + c.a=e.color[3]/255.0; + + return c; + +} + +void RasterizerGLES1::multimesh_set_visible_instances(RID p_multimesh,int p_visible) { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + multimesh->visible=p_visible; + +} + +int RasterizerGLES1::multimesh_get_visible_instances(RID p_multimesh) const { + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND_V(!multimesh,-1); + return multimesh->visible; + +} + + +/* PARTICLES API */ + +RID RasterizerGLES1::particles_create() { + + Particles *particles = memnew( Particles ); + ERR_FAIL_COND_V(!particles,RID()); + return particles_owner.make_rid(particles); +} + +void RasterizerGLES1::particles_set_amount(RID p_particles, int p_amount) { + + ERR_FAIL_COND(p_amount<1); + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.amount=p_amount; + +} + +int RasterizerGLES1::particles_get_amount(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.amount; + +} + +void RasterizerGLES1::particles_set_emitting(RID p_particles, bool p_emitting) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.emitting=p_emitting;; + +} +bool RasterizerGLES1::particles_is_emitting(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,false); + return particles->data.emitting; + +} + +void RasterizerGLES1::particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.visibility_aabb=p_visibility; + +} + +void RasterizerGLES1::particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + + particles->data.emission_half_extents=p_half_extents; +} +Vector3 RasterizerGLES1::particles_get_emission_half_extents(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Vector3()); + + return particles->data.emission_half_extents; +} + +void RasterizerGLES1::particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + + particles->data.emission_base_velocity=p_base_velocity; +} + +Vector3 RasterizerGLES1::particles_get_emission_base_velocity(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Vector3()); + + return particles->data.emission_base_velocity; +} + + +void RasterizerGLES1::particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + + particles->data.emission_points=p_points; +} + +DVector<Vector3> RasterizerGLES1::particles_get_emission_points(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,DVector<Vector3>()); + + return particles->data.emission_points; + +} + +void RasterizerGLES1::particles_set_gravity_normal(RID p_particles, const Vector3& p_normal) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + + particles->data.gravity_normal=p_normal; + +} +Vector3 RasterizerGLES1::particles_get_gravity_normal(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Vector3()); + + return particles->data.gravity_normal; +} + + +AABB RasterizerGLES1::particles_get_visibility_aabb(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,AABB()); + return particles->data.visibility_aabb; + +} + +void RasterizerGLES1::particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value) { + + ERR_FAIL_INDEX(p_variable,VS::PARTICLE_VAR_MAX); + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.particle_vars[p_variable]=p_value; + +} +float RasterizerGLES1::particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.particle_vars[p_variable]; +} + +void RasterizerGLES1::particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.particle_randomness[p_variable]=p_randomness; + +} +float RasterizerGLES1::particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.particle_randomness[p_variable]; + +} + +void RasterizerGLES1::particles_set_color_phases(RID p_particles, int p_phases) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + ERR_FAIL_COND( p_phases<0 || p_phases>VS::MAX_PARTICLE_COLOR_PHASES ); + particles->data.color_phase_count=p_phases; + +} +int RasterizerGLES1::particles_get_color_phases(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.color_phase_count; +} + + +void RasterizerGLES1::particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos) { + + ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES); + if (p_pos<0.0) + p_pos=0.0; + if (p_pos>1.0) + p_pos=1.0; + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.color_phases[p_phase].pos=p_pos; + +} +float RasterizerGLES1::particles_get_color_phase_pos(RID p_particles, int p_phase) const { + + ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, -1.0); + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.color_phases[p_phase].pos; + +} + +void RasterizerGLES1::particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color) { + + ERR_FAIL_INDEX(p_phase, VS::MAX_PARTICLE_COLOR_PHASES); + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.color_phases[p_phase].color=p_color; + + //update alpha + particles->has_alpha=false; + for(int i=0;i<VS::MAX_PARTICLE_COLOR_PHASES;i++) { + if (particles->data.color_phases[i].color.a<0.99) + particles->has_alpha=true; + } + +} + +Color RasterizerGLES1::particles_get_color_phase_color(RID p_particles, int p_phase) const { + + ERR_FAIL_INDEX_V(p_phase, VS::MAX_PARTICLE_COLOR_PHASES, Color()); + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Color()); + return particles->data.color_phases[p_phase].color; + +} + +void RasterizerGLES1::particles_set_attractors(RID p_particles, int p_attractors) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + ERR_FAIL_COND( p_attractors<0 || p_attractors>VisualServer::MAX_PARTICLE_ATTRACTORS ); + particles->data.attractor_count=p_attractors; + +} +int RasterizerGLES1::particles_get_attractors(RID p_particles) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,-1); + return particles->data.attractor_count; +} + +void RasterizerGLES1::particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count); + particles->data.attractors[p_attractor].pos=p_pos;; +} +Vector3 RasterizerGLES1::particles_get_attractor_pos(RID p_particles,int p_attractor) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,Vector3()); + ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,Vector3()); + return particles->data.attractors[p_attractor].pos; +} + +void RasterizerGLES1::particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + ERR_FAIL_INDEX(p_attractor,particles->data.attractor_count); + particles->data.attractors[p_attractor].force=p_force; +} + +float RasterizerGLES1::particles_get_attractor_strength(RID p_particles,int p_attractor) const { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,0); + ERR_FAIL_INDEX_V(p_attractor,particles->data.attractor_count,0); + return particles->data.attractors[p_attractor].force; +} + +void RasterizerGLES1::particles_set_material(RID p_particles, RID p_material,bool p_owned) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + if (particles->material_owned && particles->material.is_valid()) + free(particles->material); + + particles->material_owned=p_owned; + + particles->material=p_material; + +} +RID RasterizerGLES1::particles_get_material(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,RID()); + return particles->material; + +} + +void RasterizerGLES1::particles_set_use_local_coordinates(RID p_particles, bool p_enable) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.local_coordinates=p_enable; + +} + +bool RasterizerGLES1::particles_is_using_local_coordinates(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,false); + return particles->data.local_coordinates; +} +bool RasterizerGLES1::particles_has_height_from_velocity(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,false); + return particles->data.height_from_velocity; +} + +void RasterizerGLES1::particles_set_height_from_velocity(RID p_particles, bool p_enable) { + + Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND(!particles); + particles->data.height_from_velocity=p_enable; + +} + +AABB RasterizerGLES1::particles_get_aabb(RID p_particles) const { + + const Particles* particles = particles_owner.get( p_particles ); + ERR_FAIL_COND_V(!particles,AABB()); + return particles->data.visibility_aabb; +} + +/* SKELETON API */ + +RID RasterizerGLES1::skeleton_create() { + + Skeleton *skeleton = memnew( Skeleton ); + ERR_FAIL_COND_V(!skeleton,RID()); + return skeleton_owner.make_rid( skeleton ); +} +void RasterizerGLES1::skeleton_resize(RID p_skeleton,int p_bones) { + + Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + ERR_FAIL_COND(!skeleton); + if (p_bones == skeleton->bones.size()) { + return; + }; + + skeleton->bones.resize(p_bones); + +} +int RasterizerGLES1::skeleton_get_bone_count(RID p_skeleton) const { + + Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + ERR_FAIL_COND_V(!skeleton, -1); + return skeleton->bones.size(); +} +void RasterizerGLES1::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform) { + + Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + ERR_FAIL_COND(!skeleton); + ERR_FAIL_INDEX( p_bone, skeleton->bones.size() ); + + skeleton->bones[p_bone] = p_transform; +} + +Transform RasterizerGLES1::skeleton_bone_get_transform(RID p_skeleton,int p_bone) { + + Skeleton *skeleton = skeleton_owner.get( p_skeleton ); + ERR_FAIL_COND_V(!skeleton, Transform()); + ERR_FAIL_INDEX_V( p_bone, skeleton->bones.size(), Transform() ); + + // something + return skeleton->bones[p_bone]; +} + + +/* LIGHT API */ + +RID RasterizerGLES1::light_create(VS::LightType p_type) { + + Light *light = memnew( Light ); + light->type=p_type; + return light_owner.make_rid(light); +} + +VS::LightType RasterizerGLES1::light_get_type(RID p_light) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light,VS::LIGHT_OMNI); + return light->type; +} + +void RasterizerGLES1::light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color) { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND(!light); + ERR_FAIL_INDEX( p_type, 3 ); + light->colors[p_type]=p_color; +} +Color RasterizerGLES1::light_get_color(RID p_light,VS::LightColor p_type) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light, Color()); + ERR_FAIL_INDEX_V( p_type, 3, Color() ); + return light->colors[p_type]; +} + +void RasterizerGLES1::light_set_shadow(RID p_light,bool p_enabled) { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND(!light); + light->shadow_enabled=p_enabled; +} + +bool RasterizerGLES1::light_has_shadow(RID p_light) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light,false); + return light->shadow_enabled; +} + +void RasterizerGLES1::light_set_volumetric(RID p_light,bool p_enabled) { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND(!light); + light->volumetric_enabled=p_enabled; + +} +bool RasterizerGLES1::light_is_volumetric(RID p_light) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light,false); + return light->volumetric_enabled; +} + +void RasterizerGLES1::light_set_projector(RID p_light,RID p_texture) { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND(!light); + light->projector=p_texture; +} +RID RasterizerGLES1::light_get_projector(RID p_light) const { + + Light *light = light_owner.get(p_light); + ERR_FAIL_COND_V(!light,RID()); + return light->projector; +} + +void RasterizerGLES1::light_set_var(RID p_light, VS::LightParam p_var, float p_value) { + + Light * light = light_owner.get( p_light ); + ERR_FAIL_COND(!light); + ERR_FAIL_INDEX( p_var, VS::LIGHT_PARAM_MAX ); + + light->vars[p_var]=p_value; +} +float RasterizerGLES1::light_get_var(RID p_light, VS::LightParam p_var) const { + + Light * light = light_owner.get( p_light ); + ERR_FAIL_COND_V(!light,0); + + ERR_FAIL_INDEX_V( p_var, VS::LIGHT_PARAM_MAX,0 ); + + return light->vars[p_var]; +} + +void RasterizerGLES1::light_set_operator(RID p_light,VS::LightOp p_op) { + + Light * light = light_owner.get( p_light ); + ERR_FAIL_COND(!light); + + +}; + +VS::LightOp RasterizerGLES1::light_get_operator(RID p_light) const { + + return VS::LightOp(0); +}; + +void RasterizerGLES1::light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode) { + + +} + +VS::LightOmniShadowMode RasterizerGLES1::light_omni_get_shadow_mode(RID p_light) const{ + + return VS::LightOmniShadowMode(0); +} + +void RasterizerGLES1::light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode) { + + +} + +VS::LightDirectionalShadowMode RasterizerGLES1::light_directional_get_shadow_mode(RID p_light) const { + + return VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; +} + +void RasterizerGLES1::light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value) { + + +} + +float RasterizerGLES1::light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const { + + return 0; +} + + +AABB RasterizerGLES1::light_get_aabb(RID p_light) const { + + Light *light = light_owner.get( p_light ); + ERR_FAIL_COND_V(!light,AABB()); + + switch( light->type ) { + + case VS::LIGHT_SPOT: { + + float len=light->vars[VS::LIGHT_PARAM_RADIUS]; + float size=Math::tan(Math::deg2rad(light->vars[VS::LIGHT_PARAM_SPOT_ANGLE]))*len; + return AABB( Vector3( -size,-size,-len ), Vector3( size*2, size*2, len ) ); + } break; + case VS::LIGHT_OMNI: { + + float r = light->vars[VS::LIGHT_PARAM_RADIUS]; + return AABB( -Vector3(r,r,r), Vector3(r,r,r)*2 ); + } break; + case VS::LIGHT_DIRECTIONAL: { + + return AABB(); + } break; + default: {} + } + + ERR_FAIL_V( AABB() ); +} + + +RID RasterizerGLES1::light_instance_create(RID p_light) { + + Light *light = light_owner.get( p_light ); + ERR_FAIL_COND_V(!light, RID()); + + LightInstance *light_instance = memnew( LightInstance ); + + light_instance->light=p_light; + light_instance->base=light; + light_instance->last_pass=0; + + return light_instance_owner.make_rid( light_instance ); +} +void RasterizerGLES1::light_instance_set_transform(RID p_light_instance,const Transform& p_transform) { + + LightInstance *lighti = light_instance_owner.get( p_light_instance ); + ERR_FAIL_COND(!lighti); + lighti->transform=p_transform; + +} + +bool RasterizerGLES1::light_instance_has_shadow(RID p_light_instance) const { + + return false; + + /* + LightInstance *lighti = light_instance_owner.get( p_light_instance ); + ERR_FAIL_COND_V(!lighti, false); + + if (!lighti->base->shadow_enabled) + return false; + + if (lighti->base->type==VS::LIGHT_DIRECTIONAL) { + if (lighti->shadow_pass!=scene_pass) + return false; + + } else { + if (lighti->shadow_pass!=frame) + return false; + }*/ + + + + //return !lighti->shadow_buffers.empty(); + +} + + +bool RasterizerGLES1::light_instance_assign_shadow(RID p_light_instance) { + + return false; + +} + + +Rasterizer::ShadowType RasterizerGLES1::light_instance_get_shadow_type(RID p_light_instance) const { + + LightInstance *lighti = light_instance_owner.get( p_light_instance ); + ERR_FAIL_COND_V(!lighti,Rasterizer::SHADOW_NONE); + + switch(lighti->base->type) { + + case VS::LIGHT_DIRECTIONAL: return SHADOW_PSM; break; + case VS::LIGHT_OMNI: return SHADOW_DUAL_PARABOLOID; break; + case VS::LIGHT_SPOT: return SHADOW_SIMPLE; break; + } + + return Rasterizer::SHADOW_NONE; +} + +Rasterizer::ShadowType RasterizerGLES1::light_instance_get_shadow_type(RID p_light_instance,bool p_far) const { + + return SHADOW_NONE; +} +void RasterizerGLES1::light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { + + +} + +int RasterizerGLES1::light_instance_get_shadow_passes(RID p_light_instance) const { + + return 0; +} + +void RasterizerGLES1::light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near,float p_split_far) { + + LightInstance *lighti = light_instance_owner.get( p_light_instance ); + ERR_FAIL_COND(!lighti); + + ERR_FAIL_COND(lighti->base->type!=VS::LIGHT_DIRECTIONAL); + ERR_FAIL_INDEX(p_index,1); + + lighti->custom_projection=p_camera; + lighti->custom_transform=p_transform; + +} +void RasterizerGLES1::shadow_clear_near() { + + +} + +bool RasterizerGLES1::shadow_allocate_near(RID p_light) { + + return false; +} + +bool RasterizerGLES1::shadow_allocate_far(RID p_light) { + + return false; +} + +/* PARTICLES INSTANCE */ + +RID RasterizerGLES1::particles_instance_create(RID p_particles) { + + ERR_FAIL_COND_V(!particles_owner.owns(p_particles),RID()); + ParticlesInstance *particles_instance = memnew( ParticlesInstance ); + ERR_FAIL_COND_V(!particles_instance, RID() ); + particles_instance->particles=p_particles; + return particles_instance_owner.make_rid(particles_instance); +} + +void RasterizerGLES1::particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform) { + + ParticlesInstance *particles_instance=particles_instance_owner.get(p_particles_instance); + ERR_FAIL_COND(!particles_instance); + particles_instance->transform=p_transform; +} + + +/* RENDER API */ +/* all calls (inside begin/end shadow) are always warranted to be in the following order: */ + + +RID RasterizerGLES1::viewport_data_create() { + + return RID(); +} + +RID RasterizerGLES1::render_target_create(){ + + return RID(); + +} +void RasterizerGLES1::render_target_set_size(RID p_render_target, int p_width, int p_height){ + + +} +RID RasterizerGLES1::render_target_get_texture(RID p_render_target) const{ + + return RID(); + +} +bool RasterizerGLES1::render_target_renedered_in_frame(RID p_render_target){ + + return false; +} + + +void RasterizerGLES1::begin_frame() { + + + window_size = Size2( OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height ); + //print_line("begin frame - winsize: "+window_size); + + double time = (OS::get_singleton()->get_ticks_usec()/1000); // get msec + time/=1000.0; // make secs + time_delta=time-last_time; + last_time=time; + frame++; + clear_viewport(Color(1,0,0.5)); + + _rinfo.vertex_count=0; + _rinfo.object_count=0; + _rinfo.mat_change_count=0; + _rinfo.shader_change_count=0; + + +// material_shader.set_uniform_default(MaterialShaderGLES1::SCREENZ_SCALE, Math::fmod(time, 3600.0)); + /* nehe ?*/ + +// glClearColor(0,0,1,1); +// glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared.. +} + +void RasterizerGLES1::capture_viewport(Image* r_capture) { + + +} + + +void RasterizerGLES1::clear_viewport(const Color& p_color) { + + glScissor( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); + glEnable(GL_SCISSOR_TEST); + glClearColor(p_color.r,p_color.g,p_color.b,p_color.a); + glClear(GL_COLOR_BUFFER_BIT); //should not clear if anything else cleared.. + glDisable(GL_SCISSOR_TEST); + +}; + +void RasterizerGLES1::set_viewport(const VS::ViewportRect& p_viewport) { + + + + viewport=p_viewport; + //print_line("viewport: "+itos(p_viewport.x)+","+itos(p_viewport.y)+","+itos(p_viewport.width)+","+itos(p_viewport.height)); + + glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); +} + +void RasterizerGLES1::set_render_target(RID p_render_target) { + + +} + + +void RasterizerGLES1::begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug) { + + + opaque_render_list.clear(); + alpha_render_list.clear(); + light_instance_count=0; + scene_fx = NULL; // p_env.is_valid() ? fx_owner.get(p_env) : NULL; + scene_pass++; + last_light_id=0; + directional_light_count=0; + + + //set state + + glCullFace(GL_FRONT); + cull_front=true; +}; + +void RasterizerGLES1::begin_shadow_map( RID p_light_instance, int p_shadow_pass ) { + +} + +void RasterizerGLES1::set_camera(const Transform& p_world,const CameraMatrix& p_projection) { + + camera_transform=p_world; + camera_transform_inverse=camera_transform.inverse(); + camera_projection=p_projection; + camera_plane = Plane( camera_transform.origin, camera_transform.basis.get_axis(2) ); + camera_z_near=camera_projection.get_z_near(); + camera_z_far=camera_projection.get_z_far(); + camera_projection.get_viewport_size(camera_vp_size.x,camera_vp_size.y); +} + +void RasterizerGLES1::add_light( RID p_light_instance ) { + +#define LIGHT_FADE_TRESHOLD 0.05 + + ERR_FAIL_COND( light_instance_count >= MAX_SCENE_LIGHTS ); + + LightInstance *li = light_instance_owner.get(p_light_instance); + ERR_FAIL_COND(!li); + + + /* make light hash */ + + // actually, not really a hash, but helps to sort the lights + // and avoid recompiling redudant shader versions + + + li->last_pass=scene_pass; + li->sort_key=light_instance_count; + + switch(li->base->type) { + + case VisualServer::LIGHT_DIRECTIONAL: { + + li->light_vector = camera_transform_inverse.basis.xform(li->transform.basis.get_axis(2)).normalized(); + if (directional_light_count<MAX_HW_LIGHTS) { + + directional_lights[directional_light_count++]=li; + } + + } break; + case VisualServer::LIGHT_OMNI: { + + float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS]; + if (radius==0) + radius=0.0001; + li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius; + li->light_vector = camera_transform_inverse.xform(li->transform.origin); + + } break; + case VisualServer::LIGHT_SPOT: { + + float radius = li->base->vars[VisualServer::LIGHT_PARAM_RADIUS]; + if (radius==0) + radius=0.0001; + li->linear_att=(1/LIGHT_FADE_TRESHOLD)/radius; + li->light_vector = camera_transform_inverse.xform(li->transform.origin); + li->spot_vector = -camera_transform_inverse.basis.xform(li->transform.basis.get_axis(2)).normalized(); + //li->sort_key|=LIGHT_SPOT_BIT; // this way, omnis go first, spots go last and less shader versions are generated + + /* + if (li->base->projector.is_valid()) { + + float far = li->base->vars[ VS::LIGHT_VAR_RADIUS ]; + ERR_FAIL_COND( far<=0 ); + float near= far/200.0; + if (near<0.05) + near=0.05; + + float angle = li->base->vars[ VS::LIGHT_VAR_SPOT_ANGLE ]; + + //CameraMatrix proj; + //proj.set_perspective( angle*2.0, 1.0, near, far ); + + //Transform modelview=Transform(camera_transform_inverse * li->transform).inverse(); + //li->projector_mtx= proj * modelview; + + }*/ + } break; + } + + light_instances[light_instance_count++]=li; + +} + +void RasterizerGLES1::_add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner) { + + Material *m=NULL; + RID m_src=p_instance->material_override.is_valid() ? p_instance->material_override : p_geometry->material; + + if (m_src) + m=material_owner.get( m_src ); + + if (!m) { + m=material_owner.get( default_material ); + } + + ERR_FAIL_COND(!m); + + + if (m->last_pass!=frame) { + + m->last_pass=frame; + } + + + LightInstance *lights[RenderList::MAX_LIGHTS]; + int light_count=0; + + RenderList *render_list=&opaque_render_list; + if (m->fixed_flags[VS::FIXED_MATERIAL_FLAG_USE_ALPHA] || m->blend_mode!=VS::MATERIAL_BLEND_MODE_MIX) { + render_list = &alpha_render_list; + }; + + if (!m->flags[VS::MATERIAL_FLAG_UNSHADED]) { + + int lis = p_instance->light_instances.size(); + + for(int i=0;i<lis;i++) { + if (light_count>=RenderList::MAX_LIGHTS) + break; + + LightInstance *li=light_instance_owner.get( p_instance->light_instances[i] ); + + if (!li || li->last_pass!=scene_pass) //lit by light not in visible scene + continue; + lights[light_count++]=li; + } + } + + RenderList::Element *e = render_list->add_element(); + + e->geometry=p_geometry; +// e->geometry_cmp=p_geometry_cmp; + e->material=m; + e->instance=p_instance; + //e->depth=camera_plane.distance_to(p_world->origin); + e->depth=camera_transform.origin.distance_to(p_instance->transform.origin); + e->owner=p_owner; + if (p_instance->skeleton.is_valid()) + e->skeleton=skeleton_owner.get(p_instance->skeleton); + else + e->skeleton=NULL; + e->mirror=p_instance->mirror; + if (m->flags[VS::MATERIAL_FLAG_INVERT_FACES]) + e->mirror=!e->mirror; + + e->light_key=0; + e->light_count=0; + + + if (!shadow) { + + + if (m->flags[VS::MATERIAL_FLAG_UNSHADED]) { + + + e->light_key--; //special key for all the shadeless people + } else if (light_count) { + + for(int i=0;i<light_count;i++) { + + e->lights[i]=lights[i]->sort_key; + } + + e->light_count=light_count; + int poslight_count=light_count; + if (poslight_count>1) { + SortArray<uint16_t> light_sort; + light_sort.sort(&e->lights[0],poslight_count); //generate an equal sort key + } + } + + } + +} + + +void RasterizerGLES1::add_mesh( const RID& p_mesh, const InstanceData *p_data) { + + Mesh *mesh = mesh_owner.get(p_mesh); + ERR_FAIL_COND(!mesh); + + int ssize = mesh->surfaces.size(); + + for (int i=0;i<ssize;i++) { + + Surface *s = mesh->surfaces[i]; + _add_geometry(s,p_data,s,NULL); + } + + mesh->last_pass=frame; + +} + +void RasterizerGLES1::add_multimesh( const RID& p_multimesh, const InstanceData *p_data){ + + MultiMesh *multimesh = multimesh_owner.get(p_multimesh); + ERR_FAIL_COND(!multimesh); + + if (!multimesh->mesh.is_valid()) + return; + if (multimesh->elements.empty()) + return; + + Mesh *mesh = mesh_owner.get(multimesh->mesh); + ERR_FAIL_COND(!mesh); + + int surf_count = mesh->surfaces.size(); + if (multimesh->last_pass!=scene_pass) { + + multimesh->cache_surfaces.resize(surf_count); + for(int i=0;i<surf_count;i++) { + + multimesh->cache_surfaces[i].material=mesh->surfaces[i]->material; + multimesh->cache_surfaces[i].has_alpha=mesh->surfaces[i]->has_alpha; + multimesh->cache_surfaces[i].surface=mesh->surfaces[i]; + } + + multimesh->last_pass=scene_pass; + } + + for(int i=0;i<surf_count;i++) { + + _add_geometry(&multimesh->cache_surfaces[i],p_data,multimesh->cache_surfaces[i].surface,multimesh); + } + + +} + +void RasterizerGLES1::add_particles( const RID& p_particle_instance, const InstanceData *p_data){ + + //print_line("adding particles"); + ParticlesInstance *particles_instance = particles_instance_owner.get(p_particle_instance); + ERR_FAIL_COND(!particles_instance); + Particles *p=particles_owner.get( particles_instance->particles ); + ERR_FAIL_COND(!p); + + _add_geometry(p,p_data,p,particles_instance); + +} + + +void RasterizerGLES1::_set_cull(bool p_front,bool p_reverse_cull) { + + bool front = p_front; + if (p_reverse_cull) + front=!front; + + if (front!=cull_front) { + + glCullFace(front?GL_FRONT:GL_BACK); + cull_front=front; + } +} + + +void RasterizerGLES1::_setup_fixed_material(const Geometry *p_geometry,const Material *p_material) { + + if (!shadow) { + + ///ambient @TODO offer global ambient group option + + //GLenum side = use_shaders?GL_FRONT:GL_FRONT_AND_BACK; + GLenum side = GL_FRONT_AND_BACK; + + + ///diffuse + Color diffuse_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE]; + float diffuse_rgba[4]={ + diffuse_color.r, + diffuse_color.g, + diffuse_color.b, + diffuse_color.a + }; + + //color array overrides this + glColor4f( diffuse_rgba[0],diffuse_rgba[1],diffuse_rgba[2],diffuse_rgba[3]); + last_color=diffuse_color; + glMaterialfv(side,GL_AMBIENT,diffuse_rgba); + glMaterialfv(side,GL_DIFFUSE,diffuse_rgba); + //specular + + const Color specular_color=p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR]; + float specular_rgba[4]={ + specular_color.r, + specular_color.g, + specular_color.b, + 1.0 + }; + + glMaterialfv(side,GL_SPECULAR,specular_rgba); + + const Color emission=p_material->parameters[VS::FIXED_MATERIAL_PARAM_EMISSION]; + + + float emission_rgba[4]={ + emission.r, + emission.g, + emission.b, + 1.0 //p_material->parameters[VS::FIXED_MATERIAL_PARAM_DETAIL_MIX] + }; + + glMaterialfv(side,GL_EMISSION,emission_rgba); + + glMaterialf(side,GL_SHININESS,p_material->parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP]); + + Plane sparams=p_material->parameters[VS::FIXED_MATERIAL_PARAM_SHADE_PARAM]; + //depth test? + + + } + + + if (p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE].is_valid()) { + + Texture *texture = texture_owner.get( p_material->textures[VS::FIXED_MATERIAL_PARAM_DIFFUSE] ); + ERR_FAIL_COND(!texture); + glEnable(GL_TEXTURE_2D); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D,texture->tex_id ); + } else { + + glDisable(GL_TEXTURE_2D); + } + +} + +void RasterizerGLES1::_setup_material(const Geometry *p_geometry,const Material *p_material) { + + if (p_material->flags[VS::MATERIAL_FLAG_DOUBLE_SIDED]) + glDisable(GL_CULL_FACE); + else { + glEnable(GL_CULL_FACE); + } + +/* if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME]) + glPolygonMode(GL_FRONT_AND_BACK,GL_LINE); + else + glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);*/ + + if (p_material->line_width > 0) + glLineWidth(p_material->line_width); + + if (!shadow) { + + + if (blend_mode!=p_material->blend_mode) { + switch(p_material->blend_mode) { + + + case VS::MATERIAL_BLEND_MODE_MIX: { + //glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + + } break; + case VS::MATERIAL_BLEND_MODE_ADD: { + + //glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + + } break; + case VS::MATERIAL_BLEND_MODE_SUB: { + + //glBlendEquation(GL_FUNC_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + } break; + case VS::MATERIAL_BLEND_MODE_MUL: { + //glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + + } break; + + } + blend_mode=p_material->blend_mode; + } + + if (lighting!=!p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) { + if (p_material->flags[VS::MATERIAL_FLAG_UNSHADED]) { + glDisable(GL_LIGHTING); + } else { + glEnable(GL_LIGHTING); + } + lighting=!p_material->flags[VS::MATERIAL_FLAG_UNSHADED]; + } + + } + + bool current_depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW]; + bool current_depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP]; + + + _setup_fixed_material(p_geometry,p_material); + + if (current_depth_write!=depth_write) { + + depth_write=current_depth_write; + glDepthMask(depth_write); + } + + if (current_depth_test!=depth_test) { + + depth_test=current_depth_test; + if (depth_test) + glEnable(GL_DEPTH_TEST); + else + glDisable(GL_DEPTH_TEST); + } +} +/* +static const MaterialShaderGLES1::Conditionals _gl_light_version[4][3]={ + {MaterialShaderGLES1::LIGHT_0_DIRECTIONAL,MaterialShaderGLES1::LIGHT_0_OMNI,MaterialShaderGLES1::LIGHT_0_SPOT}, + {MaterialShaderGLES1::LIGHT_1_DIRECTIONAL,MaterialShaderGLES1::LIGHT_1_OMNI,MaterialShaderGLES1::LIGHT_1_SPOT}, + {MaterialShaderGLES1::LIGHT_2_DIRECTIONAL,MaterialShaderGLES1::LIGHT_2_OMNI,MaterialShaderGLES1::LIGHT_2_SPOT}, + {MaterialShaderGLES1::LIGHT_3_DIRECTIONAL,MaterialShaderGLES1::LIGHT_3_OMNI,MaterialShaderGLES1::LIGHT_3_SPOT} +}; + +static const MaterialShaderGLES1::Conditionals _gl_light_shadow[4]={ + MaterialShaderGLES1::LIGHT_0_SHADOW, + MaterialShaderGLES1::LIGHT_1_SHADOW, + MaterialShaderGLES1::LIGHT_2_SHADOW, + MaterialShaderGLES1::LIGHT_3_SHADOW +}; +*/ + + +void RasterizerGLES1::_setup_light(LightInstance* p_instance, int p_idx) { + + Light* ld = p_instance->base; + +// material_shader.set_conditional(MaterialShaderGLES1::LIGHT_0_DIRECTIONAL, true); + + //material_shader.set_uniform_default(MaterialShaderGLES1::LIGHT_0_DIFFUSE, ld->colors[VS::LIGHT_COLOR_DIFFUSE]); + //material_shader.set_uniform_default(MaterialShaderGLES1::LIGHT_0_SPECULAR, ld->colors[VS::LIGHT_COLOR_SPECULAR]); + //material_shader.set_uniform_default(MaterialShaderGLES1::LIGHT_0_AMBIENT, ld->colors[VS::LIGHT_COLOR_AMBIENT]); + + GLenum glid = GL_LIGHT0+p_idx; + + Color diff_color = ld->colors[VS::LIGHT_COLOR_DIFFUSE]; + float emult = ld->vars[VS::LIGHT_PARAM_ENERGY]; + + if (ld->type!=VS::LIGHT_DIRECTIONAL) + emult*=4.0; + + GLfloat diffuse_sdark[4]={ + diff_color.r*emult, + diff_color.g*emult, + diff_color.b*emult, + 1.0 + }; + + glLightfv(glid , GL_DIFFUSE, diffuse_sdark); + + Color amb_color = ld->colors[VS::LIGHT_COLOR_AMBIENT]; + GLfloat amb_stexsize[4]={ + amb_color.r, + amb_color.g, + amb_color.b, + 1.0 + }; + + glLightfv(glid , GL_AMBIENT, amb_stexsize ); + + Color spec_color = ld->colors[VS::LIGHT_COLOR_SPECULAR]; + GLfloat spec_op[4]={ + spec_color.r, + spec_color.g, + spec_color.b, + 1.0 + }; + + glLightfv(glid , GL_SPECULAR, spec_op ); + + switch(ld->type) { + + case VS::LIGHT_DIRECTIONAL: { + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + + glLightf(glid,GL_CONSTANT_ATTENUATION, 1); + glLightf(glid,GL_LINEAR_ATTENUATION, 0); + glLightf(glid,GL_QUADRATIC_ATTENUATION,0); // energy + + float lightdir[4]={ + p_instance->light_vector.x, + p_instance->light_vector.y, + p_instance->light_vector.z, + 0.0 + }; + + glLightfv(glid,GL_POSITION,lightdir); //at modelview + glLightf(glid,GL_SPOT_CUTOFF,180.0); + glLightf(glid,GL_SPOT_EXPONENT, 0); + + float sdir[4]={ + 0, + 0, + -1, + 0 + }; + + glLightfv(glid,GL_SPOT_DIRECTION,sdir); //at modelview + +// material_shader.set_uniform_default(MaterialShaderGLES1::LIGHT_0_DIRECTION, p_instance->light_vector); + glPopMatrix(); + + } break; + + case VS::LIGHT_OMNI: { + + + glLightf(glid,GL_SPOT_CUTOFF,180.0); + glLightf(glid,GL_SPOT_EXPONENT, 0); + + + glLightf(glid,GL_CONSTANT_ATTENUATION, 0); + glLightf(glid,GL_LINEAR_ATTENUATION, p_instance->linear_att); + glLightf(glid,GL_QUADRATIC_ATTENUATION, 0); // wut? + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + float lightpos[4]={ + p_instance->light_vector.x, + p_instance->light_vector.y, + p_instance->light_vector.z, + 1.0 + }; + + glLightfv(glid,GL_POSITION,lightpos); //at modelview + + glPopMatrix(); + + + } break; + case VS::LIGHT_SPOT: { + + glLightf(glid,GL_SPOT_CUTOFF, ld->vars[VS::LIGHT_PARAM_SPOT_ANGLE]); + glLightf(glid,GL_SPOT_EXPONENT, ld->vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]); + + + glLightf(glid,GL_CONSTANT_ATTENUATION, 0); + glLightf(glid,GL_LINEAR_ATTENUATION, p_instance->linear_att); + glLightf(glid,GL_QUADRATIC_ATTENUATION, 0); // wut? + + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); + float lightpos[4]={ + p_instance->light_vector.x, + p_instance->light_vector.y, + p_instance->light_vector.z, + 1.0 + }; + + glLightfv(glid,GL_POSITION,lightpos); //at modelview + + float lightdir[4]={ + p_instance->spot_vector.x, + p_instance->spot_vector.y, + p_instance->spot_vector.z, + 1.0 + }; + + glLightfv(glid,GL_SPOT_DIRECTION,lightdir); //at modelview + + glPopMatrix(); + + + + } break; + + default: break; + } +}; + + + + + +void RasterizerGLES1::_setup_lights(const uint16_t * p_lights,int p_light_count) { + + if (shadow) + return; + + + + for (int i=directional_light_count; i<MAX_HW_LIGHTS; i++) { + + if (i<(directional_light_count+p_light_count)) { + + + glEnable(GL_LIGHT0 + i); + _setup_light(light_instances[p_lights[i]], i); + + } else { + glDisable(GL_LIGHT0 + i); + + } + } + +} + + + +static const GLenum gl_client_states[] = { + + GL_VERTEX_ARRAY, + GL_NORMAL_ARRAY, + 0, // ARRAY_TANGENT + 0,//GL_COLOR_ARRAY, + GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV + 0,//GL_TEXTURE_COORD_ARRAY, // ARRAY_TEX_UV2 + 0, // ARRAY_BONES + 0, // ARRAY_WEIGHTS +}; + +static const int gl_texcoord_index[VS::ARRAY_MAX-1] = { + + -1, + -1, + -1, // ARRAY_TANGENT + -1, + 0, // ARRAY_TEX_UV + -1,//1, // ARRAY_TEX_UV2 + -1, // ARRAY_BONES + -1, // ARRAY_WEIGHTS +}; + + +Error RasterizerGLES1::_setup_geometry(const Geometry *p_geometry, const Material* p_material, const Skeleton *p_skeleton,const float *p_morphs) { + + + switch(p_geometry->type) { + + case Geometry::GEOMETRY_MULTISURFACE: + case Geometry::GEOMETRY_SURFACE: { + + + + const Surface *surf=NULL; + if (p_geometry->type==Geometry::GEOMETRY_SURFACE) + surf=static_cast<const Surface*>(p_geometry); + else if (p_geometry->type==Geometry::GEOMETRY_MULTISURFACE) + surf=static_cast<const MultiMeshSurface*>(p_geometry)->surface; + + + if (surf->format != surf->configured_format) { + if (OS::get_singleton()->is_stdout_verbose()) { + + print_line("has format: "+itos(surf->format)); + print_line("configured format: "+itos(surf->configured_format)); + } + ERR_EXPLAIN("Missing arrays (not set) in surface"); + } + ERR_FAIL_COND_V( surf->format != surf->configured_format, ERR_UNCONFIGURED ); + uint8_t *base=0; + int stride=surf->stride; + bool use_VBO = (surf->array_local==0); + _setup_geometry_vinfo=surf->array_len; + + bool skeleton_valid = p_skeleton && (surf->format&VS::ARRAY_FORMAT_BONES) && (surf->format&VS::ARRAY_FORMAT_WEIGHTS) && !p_skeleton->bones.empty() && p_skeleton->bones.size() > surf->max_bone; + + + + if (!use_VBO) { + + base = surf->array_local; + glBindBuffer(GL_ARRAY_BUFFER, 0); + bool can_copy_to_local=surf->local_stride * surf->array_len <= skinned_buffer_size; + if (!can_copy_to_local) + skeleton_valid=false; + + /* compute morphs */ + + if (p_morphs && surf->morph_target_count && can_copy_to_local) { + + base = skinned_buffer; + stride=surf->local_stride; + + //copy all first + float coef=1.0; + + for(int i=0;i<surf->morph_target_count;i++) { + if (surf->mesh->morph_target_mode==VS::MORPH_MODE_NORMALIZED) + coef-=p_morphs[i]; + ERR_FAIL_COND_V( surf->morph_format != surf->morph_targets_local[i].configured_format, ERR_INVALID_DATA ); + + } + + + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + const Surface::ArrayData& ad=surf->array[i]; + if (ad.size==0) + continue; + + int ofs = ad.ofs; + int src_stride=surf->stride; + int dst_stride=surf->local_stride; + int count = surf->array_len; + + switch(i) { + + case VS::ARRAY_VERTEX: + case VS::ARRAY_NORMAL: + case VS::ARRAY_TANGENT: + { + + for(int k=0;k<count;k++) { + + const float *src = (const float*)&surf->array_local[ofs+k*src_stride]; + float *dst = (float*)&base[ofs+k*dst_stride]; + + dst[0]= src[0]*coef; + dst[1]= src[1]*coef; + dst[2]= src[2]*coef; + } break; + + } break; + case VS::ARRAY_TEX_UV: + case VS::ARRAY_TEX_UV2: { + + for(int k=0;k<count;k++) { + + const float *src = (const float*)&surf->array_local[ofs+k*src_stride]; + float *dst = (float*)&base[ofs+k*dst_stride]; + + dst[0]= src[0]*coef; + dst[1]= src[1]*coef; + } break; + + } break; + } + } + + + for(int j=0;j<surf->morph_target_count;j++) { + + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + const Surface::ArrayData& ad=surf->array[i]; + if (ad.size==0) + continue; + + + int ofs = ad.ofs; + int dst_stride=surf->local_stride; + int count = surf->array_len; + const uint8_t *morph=surf->morph_targets_local[j].array; + float w = p_morphs[j]; + + switch(i) { + + case VS::ARRAY_VERTEX: + case VS::ARRAY_NORMAL: + case VS::ARRAY_TANGENT: + { + + for(int k=0;k<count;k++) { + + const float *src_morph = (const float*)&morph[ofs+k*dst_stride]; + float *dst = (float*)&base[ofs+k*dst_stride]; + + dst[0]+= src_morph[0]*w; + dst[1]+= src_morph[1]*w; + dst[2]+= src_morph[2]*w; + } break; + + } break; + case VS::ARRAY_TEX_UV: + case VS::ARRAY_TEX_UV2: { + + for(int k=0;k<count;k++) { + + const float *src_morph = (const float*)&morph[ofs+k*dst_stride]; + float *dst = (float*)&base[ofs+k*dst_stride]; + + dst[0]+= src_morph[0]*w; + dst[1]+= src_morph[1]*w; + } break; + + } break; + } + } + } + + } else if (skeleton_valid) { + + base = skinned_buffer; + //copy stuff and get it ready for the skeleton + + int len = surf->array_len; + int src_stride = surf->stride; + int dst_stride = surf->stride - ( surf->array[VS::ARRAY_BONES].size + surf->array[VS::ARRAY_WEIGHTS].size ); + + for(int i=0;i<len;i++) { + const uint8_t *src = &surf->array_local[i*src_stride]; + uint8_t *dst = &base[i*dst_stride]; + memcpy(dst,src,dst_stride); + } + + + stride=dst_stride; + } + + + if (skeleton_valid) { + //transform stuff + + const uint8_t *src_weights=&surf->array_local[surf->array[VS::ARRAY_WEIGHTS].ofs]; + const uint8_t *src_bones=&surf->array_local[surf->array[VS::ARRAY_BONES].ofs]; + int src_stride = surf->stride; + int count = surf->array_len; + const Transform *skeleton = &p_skeleton->bones[0]; + + for(int i=0;i<VS::ARRAY_MAX-1;i++) { + + const Surface::ArrayData& ad=surf->array[i]; + if (ad.size==0) + continue; + + int ofs = ad.ofs; + + + switch(i) { + + case VS::ARRAY_VERTEX: { + for(int k=0;k<count;k++) { + + float *ptr= (float*)&base[ofs+k*stride]; + const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]); + const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]); + + Vector3 src( ptr[0], ptr[1], ptr[2] ); + Vector3 dst; + for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) { + + float w = weights[j]; + if (w==0) + break; + + //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w)); + dst+=skeleton[ Math::fast_ftoi(bones[j]) ].xform(src) * w; + } + + ptr[0]=dst.x; + ptr[1]=dst.y; + ptr[2]=dst.z; + + } break; + + } break; + case VS::ARRAY_NORMAL: + case VS::ARRAY_TANGENT: { + for(int k=0;k<count;k++) { + + float *ptr= (float*)&base[ofs+k*stride]; + const GLfloat* weights = reinterpret_cast<const GLfloat*>(&src_weights[k*src_stride]); + const GLfloat *bones = reinterpret_cast<const GLfloat*>(&src_bones[k*src_stride]); + + Vector3 src( ptr[0], ptr[1], ptr[2] ); + Vector3 dst; + for(int j=0;j<VS::ARRAY_WEIGHTS_SIZE;j++) { + + float w = weights[j]; + if (w==0) + break; + + //print_line("accum "+itos(i)+" += "+rtos(Math::ftoi(bones[j]))+" * "+skeleton[ Math::ftoi(bones[j]) ]+" * "+rtos(w)); + dst+=skeleton[ Math::fast_ftoi(bones[j]) ].basis.xform(src) * w; + } + + ptr[0]=dst.x; + ptr[1]=dst.y; + ptr[2]=dst.z; + + } break; + + } break; + } + } + + } + + } else { + + glBindBuffer(GL_ARRAY_BUFFER, surf->vertex_id); + }; + + + for (int i=0;i<(VS::ARRAY_MAX-1);i++) { + + const Surface::ArrayData& ad=surf->array[i]; + +// if (!gl_texcoord_shader[i]) +// continue; + + if (ad.size==0 || i==VS::ARRAY_BONES || i==VS::ARRAY_WEIGHTS || gl_client_states[i]==0 ) { + + if (gl_texcoord_index[i] != -1) { + glClientActiveTexture(GL_TEXTURE0+gl_texcoord_index[i]); + } + + if (gl_client_states[i] != 0) + glDisableClientState(gl_client_states[i]); + + if (i == VS::ARRAY_COLOR) { + glColor4f(last_color.r,last_color.g,last_color.b,last_color.a); + }; + continue; // this one is disabled. + } + + if (gl_texcoord_index[i] != -1) { + glClientActiveTexture(GL_TEXTURE0+gl_texcoord_index[i]); + } + + glEnableClientState(gl_client_states[i]); + + switch (i) { + + case VS::ARRAY_VERTEX: { + + glVertexPointer(3,ad.datatype,stride,&base[ad.ofs]); + + } break; /* fallthrough to normal */ + case VS::ARRAY_NORMAL: { + + glNormalPointer(ad.datatype,stride,&base[ad.ofs]); + } break; + case VS::ARRAY_COLOR: { + glColorPointer(4,ad.datatype,stride,&base[ad.ofs]); + } break; + case VS::ARRAY_TEX_UV: + case VS::ARRAY_TEX_UV2: { + + glTexCoordPointer(2,ad.datatype,stride,&base[ad.ofs]); + } break; + case VS::ARRAY_TANGENT: { + + //glVertexAttribPointer(i, 4, use_VBO?GL_BYTE:GL_FLOAT, use_VBO?GL_TRUE:GL_FALSE, stride, &base[ad.ofs]); + + } break; + case VS::ARRAY_BONES: + case VS::ARRAY_WEIGHTS: { + + //do none + //glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, surf->stride, &base[ad.ofs]); + + } break; + case VS::ARRAY_INDEX: + ERR_PRINT("Bug"); + break; + }; + } + + + } break; + + default: break; + + }; + + return OK; +}; + +static const GLenum gl_primitive[]={ + GL_POINTS, + GL_LINES, + GL_LINE_STRIP, + GL_LINE_LOOP, + GL_TRIANGLES, + GL_TRIANGLE_STRIP, + GL_TRIANGLE_FAN +}; + +static const GLenum gl_poly_primitive[4]={ + GL_POINTS, + GL_LINES, + GL_TRIANGLES, + //GL_QUADS + +}; + + +void RasterizerGLES1::_render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner) { + + + _rinfo.object_count++; + + switch(p_geometry->type) { + + case Geometry::GEOMETRY_SURFACE: { + + Surface *s = (Surface*)p_geometry; + + _rinfo.vertex_count+=s->array_len; + + if (s->packed && s->array_local==0) { + + float sc = (1.0/32767.0)*s->vertex_scale; + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glScalef(sc,sc,sc); + if (s->format&VS::ARRAY_FORMAT_TEX_UV) { + float uvs=(1.0/32767.0)*s->uv_scale; + //glActiveTexture(GL_TEXTURE0); + glClientActiveTexture(GL_TEXTURE0); + glMatrixMode(GL_TEXTURE); + glPushMatrix(); + glScalef(uvs,uvs,uvs); + } + + + } + + + if (s->index_array_len>0) { + + if (s->index_array_local) { + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); + glDrawElements(gl_primitive[s->primitive], s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_SHORT:GL_UNSIGNED_SHORT, s->index_array_local); + + } else { + // print_line("indices: "+itos(s->index_array_local) ); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); + glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_SHORT:GL_UNSIGNED_SHORT,0); + } + + + } else { + + glDrawArrays(gl_primitive[s->primitive],0,s->array_len); + + }; + + if (s->packed && s->array_local==0) { + if (s->format&VS::ARRAY_FORMAT_TEX_UV) { + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); + } + glPopMatrix(); + }; + } break; + + case Geometry::GEOMETRY_MULTISURFACE: { + + Surface *s = static_cast<const MultiMeshSurface*>(p_geometry)->surface; + const MultiMesh *mm = static_cast<const MultiMesh*>(p_owner); + int element_count=mm->elements.size(); + + if (element_count==0) + return; + + const MultiMesh::Element *elements=&mm->elements[0]; + + _rinfo.vertex_count+=s->array_len*element_count; + + + if (s->index_array_len>0) { + + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,s->index_id); + for(int i=0;i<element_count;i++) { + //glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES1::INSTANCE_TRANSFORM), 1, false, elements[i].matrix); + glDrawElements(gl_primitive[s->primitive],s->index_array_len, (s->array_len>(1<<16))?GL_UNSIGNED_SHORT:GL_UNSIGNED_SHORT,0); + } + + + } else { + + for(int i=0;i<element_count;i++) { +// glUniformMatrix4fv(material_shader.get_uniform_location(MaterialShaderGLES1::INSTANCE_TRANSFORM), 1, false, elements[i].matrix); + glDrawArrays(gl_primitive[s->primitive],0,s->array_len); + } + + + }; + } break; + case Geometry::GEOMETRY_PARTICLES: { + + + //print_line("particulinas"); + const Particles *particles = static_cast<const Particles*>( p_geometry ); + ERR_FAIL_COND(!p_owner); + ParticlesInstance *particles_instance = (ParticlesInstance*)p_owner; + + ParticleSystemProcessSW &pp = particles_instance->particles_process; + float td = time_delta; //MIN(time_delta,1.0/10.0); + pp.process(&particles->data,particles_instance->transform,td); + ERR_EXPLAIN("A parameter in the particle system is not correct."); + ERR_FAIL_COND(!pp.valid); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind + glBindBuffer(GL_ARRAY_BUFFER,0); + + + Transform camera; + if (shadow) + camera=shadow->transform; + else + camera=camera_transform; + + particle_draw_info.prepare(&particles->data,&pp,particles_instance->transform,camera); + + _rinfo.vertex_count+=4*particles->data.amount; + + { + static const Vector3 points[4]={ + Vector3(-1.0,1.0,0), + Vector3(1.0,1.0,0), + Vector3(1.0,-1.0,0), + Vector3(-1.0,-1.0,0) + }; + static const Vector3 uvs[4]={ + Vector3(0.0,0.0,0.0), + Vector3(1.0,0.0,0.0), + Vector3(1.0,1.0,0.0), + Vector3(0,1.0,0.0) + }; + static const Vector3 normals[4]={ + Vector3(0,0,1), + Vector3(0,0,1), + Vector3(0,0,1), + Vector3(0,0,1) + }; + + static const Plane tangents[4]={ + Plane(Vector3(1,0,0),0), + Plane(Vector3(1,0,0),0), + Plane(Vector3(1,0,0),0), + Plane(Vector3(1,0,0),0) + }; + + + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + _gl_load_transform(camera_transform_inverse); + for(int i=0;i<particles->data.amount;i++) { + + ParticleSystemDrawInfoSW::ParticleDrawInfo &pinfo=*particle_draw_info.draw_info_order[i]; + if (!pinfo.data->active) + continue; + glPushMatrix(); + _gl_mult_transform(pinfo.transform); + + glColor4f(pinfo.color.r*last_color.r,pinfo.color.g*last_color.g,pinfo.color.b*last_color.b,pinfo.color.a*last_color.a); + _draw_primitive(4,points,normals,NULL,uvs,tangents); + glPopMatrix(); + + } + glPopMatrix(); + + } + + } break; + default: break; + }; + +}; + +void RasterizerGLES1::_setup_shader_params(const Material *p_material) { +#if 0 + int idx=0; + int tex_idx=0; + + for(Map<StringName,Variant>::Element *E=p_material->shader_cache->params.front();E;E=E->next(),idx++) { + + Variant v; // + v = E->get(); + const Map<StringName,Variant>::Element *F=p_material->shader_params.find(E->key()); + if (F) + v=F->get(); + + switch(v.get_type() ) { + case Variant::OBJECT: + case Variant::_RID: { + + RID tex=v; + if (!tex.is_valid()) + break; + + Texture *texture = texture_owner.get(tex); + if (!texture) + break; + glUniform1i( material_shader.get_custom_uniform_location(idx), tex_idx); + glActiveTexture(tex_idx); + glBindTexture(texture->target,texture->tex_id); + + } break; + case Variant::COLOR: { + + Color c=v; + material_shader.set_custom_uniform(idx,Vector3(c.r,c.g,c.b)); + } break; + default: { + + material_shader.set_custom_uniform(idx,v); + } break; + } + + } +#endif + +} + +void RasterizerGLES1::_render_list_forward(RenderList *p_render_list,bool p_reverse_cull) { + + const Material *prev_material=NULL; + uint64_t prev_light_key=0; + const Skeleton *prev_skeleton=NULL; + const Geometry *prev_geometry=NULL; + + Geometry::Type prev_geometry_type=Geometry::GEOMETRY_INVALID; + + for (int i=0;i<p_render_list->element_count;i++) { + + RenderList::Element *e = p_render_list->elements[i]; + const Material *material = e->material; + uint64_t light_key = e->light_key; + const Skeleton *skeleton = e->skeleton; + const Geometry *geometry = e->geometry; + + if (material!=prev_material || geometry->type!=prev_geometry_type) { + _setup_material(e->geometry,material); + _rinfo.mat_change_count++; + //_setup_material_overrides(e->material,NULL,material_overrides); + //_setup_material_skeleton(material,skeleton); + } else { + + if (prev_skeleton!=skeleton) { + //_setup_material_skeleton(material,skeleton); + }; + } + + + if (geometry!=prev_geometry || geometry->type!=prev_geometry_type || prev_skeleton!=skeleton) { + + _setup_geometry(geometry, material,e->skeleton,e->instance->morph_values.ptr()); + }; + + if (i==0 || light_key!=prev_light_key) + _setup_lights(e->lights,e->light_count); + + _set_cull(e->mirror,p_reverse_cull); + + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glPushMatrix(); + + + if (e->instance->billboard || e->instance->depth_scale) { + + Transform xf=e->instance->transform; + if (e->instance->depth_scale) { + + if (camera_projection.matrix[3][3]) { + //orthogonal matrix, try to do about the same + //with viewport size + //real_t w = Math::abs( 1.0/(2.0*(p_projection.matrix[0][0])) ); + real_t h = Math::abs( 1.0/(2.0*camera_projection.matrix[1][1]) ); + float sc = (h*2.0); //consistent with Y-fov + xf.basis.scale( Vector3(sc,sc,sc)); + } else { + //just scale by depth + real_t sc = -camera_plane.distance_to(xf.origin); + xf.basis.scale( Vector3(sc,sc,sc)); + } + } + + if (e->instance->billboard) { + + Vector3 scale = xf.basis.get_scale(); + xf.set_look_at(xf.origin,xf.origin+camera_transform.get_basis().get_axis(2),camera_transform.get_basis().get_axis(1)); + xf.basis.scale(scale); + } + _gl_mult_transform(xf); // for fixed pipeline + + } else { + _gl_mult_transform(e->instance->transform); // for fixed pipeline + } + + + + //bool changed_shader = material_shader.bind(); + //if ( changed_shader && material->shader_cache && !material->shader_cache->params.empty()) + // _setup_shader_params(material); + + _render(geometry, material, skeleton,e->owner); + + + + prev_material=material; + prev_skeleton=skeleton; + prev_geometry=geometry; + prev_light_key=e->light_key; + prev_geometry_type=geometry->type; + } + + + +}; + + + +void RasterizerGLES1::end_scene() { + + glEnable(GL_BLEND); + glDepthMask(GL_TRUE); + glEnable(GL_DEPTH_TEST); + glDisable(GL_SCISSOR_TEST); + depth_write=true; + depth_test=true; + + if (scene_fx && scene_fx->skybox_active) { + + //skybox + } else if (scene_fx && scene_fx->bgcolor_active) { + + glClearColor(scene_fx->bgcolor.r,scene_fx->bgcolor.g,scene_fx->bgcolor.b,1.0); + + } else { + + glClearColor(0.3,0.3,0.3,1.0); + } +#ifdef GLES_OVER_GL + //glClearDepth(1.0); +#else + //glClearDepthf(1.0); +#endif + + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + + if (scene_fx && scene_fx->fog_active) { + + /* + glEnable(GL_FOG); + glFogf(GL_FOG_MODE,GL_LINEAR); + glFogf(GL_FOG_DENSITY,scene_fx->fog_attenuation); + glFogf(GL_FOG_START,scene_fx->fog_near); + glFogf(GL_FOG_END,scene_fx->fog_far); + glFogfv(GL_FOG_COLOR,scene_fx->fog_color_far.components); + glLightfv(GL_LIGHT5,GL_DIFFUSE,scene_fx->fog_color_near.components); + + material_shader.set_conditional( MaterialShaderGLES1::USE_FOG,true); + */ + } + + + + for(int i=0;i<directional_light_count;i++) { + + glEnable(GL_LIGHT0+i); + _setup_light(directional_lights[i],i); + } + + opaque_render_list.sort_mat_light(); + + //material_shader.set_uniform_camera(MaterialShaderGLES1::PROJECTION_MATRIX, camera_projection); + + /* + printf("setting projection to "); + for (int i=0; i<16; i++) { + printf("%f, ", ((float*)camera_projection.matrix)[i]); + }; + printf("\n"); + + print_line(String("setting camera to ")+camera_transform_inverse); + */ +// material_shader.set_uniform_default(MaterialShaderGLES1::CAMERA_INVERSE, camera_transform_inverse); + + //projection + //glEnable(GL_RESCALE_NORMAL); + glEnable(GL_NORMALIZE); + + glMatrixMode(GL_PROJECTION); + glLoadMatrixf(&camera_projection.matrix[0][0]); + //modelview (fixedpipie) + glMatrixMode(GL_MODELVIEW); + _gl_load_transform(camera_transform_inverse); + glPushMatrix(); + + glDisable(GL_BLEND); + + blend_mode=VS::MATERIAL_BLEND_MODE_MIX; + lighting=true; + glEnable(GL_LIGHTING); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + + _render_list_forward(&opaque_render_list); + + + alpha_render_list.sort_z(); + glEnable(GL_BLEND); + + _render_list_forward(&alpha_render_list); + + glPopMatrix(); + + +// material_shader.set_conditional( MaterialShaderGLES1::USE_FOG,false); + + _debug_shadows(); +} +void RasterizerGLES1::end_shadow_map() { +#if 0 + ERR_FAIL_COND(!shadow); + ERR_FAIL_INDEX(shadow_pass,shadow->shadow_buffers.size()); + + glDisable(GL_BLEND); + glDisable(GL_SCISSOR_TEST); + glEnable(GL_DEPTH_TEST); + glDepthMask(true); + + + ShadowBuffer *sb = shadow->shadow_buffers[shadow_pass]; + + ERR_FAIL_COND(!sb); + + glBindFramebuffer(GL_FRAMEBUFFER, sb->fbo); + glViewport(0, 0, sb->size, sb->size); + + glColorMask(0, 0, 0, 0); + + glEnable(GL_POLYGON_OFFSET_FILL); + //glPolygonOffset(4,8); + glPolygonOffset( 4.0f, 4096.0f); + glPolygonOffset( 8.0f, 16.0f); + + glClearDepth(1.0f); + glClear(GL_DEPTH_BUFFER_BIT); + CameraMatrix cm; + float z_near,z_far; + Transform light_transform; + + float dp_direction=0.0; + bool flip_facing=false; + + switch(shadow->base->type) { + + case VS::LIGHT_DIRECTIONAL: { + + cm = shadow->custom_projection; + light_transform=shadow->custom_transform; + z_near=cm.get_z_near(); + z_far=cm.get_z_far(); + + } break; + case VS::LIGHT_OMNI: { + + material_shader.set_conditional(MaterialShaderGLES1::USE_DUAL_PARABOLOID,true); + dp_direction = shadow_pass?1.0:0.0; + flip_facing = (shadow_pass == 1); + light_transform=shadow->transform; + z_near=0; + z_far=shadow->base->vars[ VS::LIGHT_VAR_RADIUS ]; + } break; + case VS::LIGHT_SPOT: { + + float far = shadow->base->vars[ VS::LIGHT_VAR_RADIUS ]; + ERR_FAIL_COND( far<=0 ); + float near= far/200.0; + if (near<0.05) + near=0.05; + + float angle = shadow->base->vars[ VS::LIGHT_VAR_SPOT_ANGLE ]; + + cm.set_perspective( angle*2.0, 1.0, near, far ); + shadow->projection=cm; // cache + light_transform=shadow->transform; + z_near=cm.get_z_near(); + z_far=cm.get_z_far(); + + } break; + } + + Transform light_transform_inverse = light_transform.inverse(); + + opaque_render_list.sort_mat(); + + glLightf(GL_LIGHT5,GL_LINEAR_ATTENUATION,z_near); + glLightf(GL_LIGHT5,GL_QUADRATIC_ATTENUATION,z_far); + glLightf(GL_LIGHT5,GL_CONSTANT_ATTENUATION,dp_direction); + + glMatrixMode(GL_PROJECTION); + glLoadMatrixf(&cm.matrix[0][0]); + glMatrixMode(GL_MODELVIEW); + _gl_load_transform(light_transform_inverse); + glPushMatrix(); + + for(int i=0;i<4;i++) { + for(int j=0;j<3;j++) { + + material_shader.set_conditional(_gl_light_version[i][j],false); //start false by default + } + material_shader.set_conditional(_gl_light_shadow[i],false); + } + + _render_list_forward(&opaque_render_list,flip_facing); + + material_shader.set_conditional(MaterialShaderGLES1::USE_DUAL_PARABOLOID,false); + glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height ); + if (framebuffer.active) + glBindFramebufferEXT(GL_FRAMEBUFFER,framebuffer.fbo); + else + glBindFramebufferEXT(GL_FRAMEBUFFER,0); + + glDisable(GL_POLYGON_OFFSET_FILL); + + glColorMask(1, 1, 1, 1); + shadow=NULL; +#endif +} + +void RasterizerGLES1::_debug_draw_shadow(ShadowBuffer *p_buffer, const Rect2& p_rect) { + +/* + + Transform modelview; + modelview.translate(-(viewport.width / 2.0f), -(viewport.height / 2.0f), 0.0f); + modelview.scale( Vector3( 2.0f / viewport.width, -2.0f / viewport.height, 1.0f ) ); + modelview.translate(p_rect.pos.x, p_rect.pos.y, 0); + material_shader.set_uniform_default(MaterialShaderGLES1::MODELVIEW_TRANSFORM, *e->transform); + glBindTexture(GL_TEXTURE_2D,p_buffer->depth); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + + Vector3 coords[4]= { + Vector3(p_rect.pos.x, p_rect.pos.y, 0 ), + Vector3(p_rect.pos.x+p_rect.size.width, + p_rect.pos.y, 0 ), + Vector3(p_rect.pos.x+p_rect.size.width, + p_rect.pos.y+p_rect.size.height, 0 ), + Vector3(p_rect.pos.x, + p_rect.pos.y+p_rect.size.height, 0 ) + }; + + Vector3 texcoords[4]={ + Vector3( 0.0f,0.0f, 0), + Vector3( 1.0f,0.0f, 0), + Vector3( 1.0f, 1.0f, 0), + Vector3( 0.0f, 1.0f, 0), + }; + + _draw_primitive(4,coords,0,0,texcoords); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); +*/ +} + +void RasterizerGLES1::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs) { + + +// Size2 debug_size(128,128); + Size2 debug_size(512,512); + + for (int i=0;i<p_shadows.size();i++) { + + ShadowBuffer *sb=&p_shadows[i]; + + if (!sb->owner) + continue; + + if (sb->owner->base->type==VS::LIGHT_DIRECTIONAL) { + + if (sb->owner->shadow_pass!=scene_pass-1) + continue; + } else { + + if (sb->owner->shadow_pass!=frame) + continue; + } + _debug_draw_shadow(sb, Rect2( ofs, debug_size )); + ofs.x+=debug_size.x; + if ( (ofs.x+debug_size.x) > viewport.width ) { + + ofs.x=0; + ofs.y+=debug_size.y; + } + } + +} + + +void RasterizerGLES1::_debug_shadows() { + + return; +#if 0 + canvas_begin(); + glUseProgram(0); + glDisable(GL_BLEND); + Size2 ofs; + + /* + for(int i=0;i<16;i++) { + glActiveTexture(GL_TEXTURE0+i); + //glDisable(GL_TEXTURE_2D); + } + glActiveTexture(GL_TEXTURE0); + //glEnable(GL_TEXTURE_2D); + */ + + + _debug_draw_shadows_type(near_shadow_buffers,ofs); + _debug_draw_shadows_type(far_shadow_buffers,ofs); +#endif +} + +void RasterizerGLES1::end_frame() { + + /* + if (framebuffer.active) { + + canvas_begin(); //resets stuff and goes back to fixedpipe + glBindFramebuffer(GL_FRAMEBUFFER,0); + + //copy to main bufferz + glEnable(GL_TEXTURE_2D); + + glBindTexture(GL_TEXTURE_2D,framebuffer.color); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex2f(-1,-1); + glTexCoord2f(0,1); + glVertex2f(-1,+1); + glTexCoord2f(1,1); + glVertex2f(+1,+1); + glTexCoord2f(1,0); + glVertex2f(+1,-1); + glEnd(); + + + } + */ + + //print_line("VTX: "+itos(_rinfo.vertex_count)+" OBJ: "+itos(_rinfo.object_count)+" MAT: "+itos(_rinfo.mat_change_count)+" SHD: "+itos(_rinfo.shader_change_count)); + + OS::get_singleton()->swap_buffers(); +} + +/* CANVAS API */ + + +void RasterizerGLES1::reset_state() { + + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0); //unbind + glBindBuffer(GL_ARRAY_BUFFER,0); + + glActiveTexture(GL_TEXTURE0); + glClientActiveTexture(GL_TEXTURE0); + glMatrixMode(GL_TEXTURE); + glLoadIdentity(); + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glColor4f(1,1,1,1); + + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glEnable(GL_BLEND); +// glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +// glPolygonMode(GL_FRONT_AND_BACK,GL_FILL); + canvas_blend=VS::MATERIAL_BLEND_MODE_MIX; + glLineWidth(1.0); + glDisable(GL_LIGHTING); + +} + +_FORCE_INLINE_ static void _set_glcoloro(const Color& p_color,const float p_opac) { + + glColor4f(p_color.r, p_color.g, p_color.b, p_color.a*p_opac); +} + + +void RasterizerGLES1::canvas_begin() { + + + reset_state(); + canvas_opacity=1.0; + glEnable(GL_BLEND); + + +} +void RasterizerGLES1::canvas_set_opacity(float p_opacity) { + + canvas_opacity = p_opacity; +} + +void RasterizerGLES1::canvas_set_blend_mode(VS::MaterialBlendMode p_mode) { + + switch(p_mode) { + + case VS::MATERIAL_BLEND_MODE_MIX: { + //glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + + } break; + case VS::MATERIAL_BLEND_MODE_ADD: { + + //glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + + } break; + case VS::MATERIAL_BLEND_MODE_SUB: { + + //glBlendEquation(GL_FUNC_SUBTRACT); + glBlendFunc(GL_SRC_ALPHA,GL_ONE); + } break; + case VS::MATERIAL_BLEND_MODE_MUL: { + //glBlendEquation(GL_FUNC_ADD); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + + } break; + + } + +} + + +void RasterizerGLES1::canvas_begin_rect(const Matrix32& p_transform) { + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + glScalef(2.0 / viewport.width, -2.0 / viewport.height, 0); + glTranslatef((-(viewport.width / 2.0)), (-(viewport.height / 2.0)), 0); + _gl_mult_transform(p_transform); + + glPushMatrix(); + +} + +void RasterizerGLES1::canvas_set_clip(bool p_clip, const Rect2& p_rect) { + + if (p_clip) { + + glEnable(GL_SCISSOR_TEST); + // glScissor(viewport.x+p_rect.pos.x,viewport.y+ (viewport.height-(p_rect.pos.y+p_rect.size.height)), + //p_rect.size.width,p_rect.size.height); + //glScissor(p_rect.pos.x,(viewport.height-(p_rect.pos.y+p_rect.size.height)),p_rect.size.width,p_rect.size.height); + glScissor(viewport.x+p_rect.pos.x,viewport.y+ (window_size.y-(p_rect.pos.y+p_rect.size.height)), + p_rect.size.width,p_rect.size.height); + } else { + + glDisable(GL_SCISSOR_TEST); + } + + +} + +void RasterizerGLES1::canvas_end_rect() { + + glPopMatrix(); +} + +void RasterizerGLES1::canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width) { + + glDisable(GL_TEXTURE_2D); + _set_glcoloro( p_color,canvas_opacity ); + + Vector3 verts[2]={ + Vector3(p_from.x,p_from.y,0), + Vector3(p_to.x,p_to.y,0) + }; + Color colors[2]={ + p_color, + p_color + }; + colors[0].a*=canvas_opacity; + colors[1].a*=canvas_opacity; + glLineWidth(p_width); + _draw_primitive(2,verts,0,colors,0); + +} + +static void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_flip_h=false,bool p_flip_v=false ) { + + + Vector3 texcoords[4]= { + Vector3( p_src_region.pos.x/p_tex_size.width, + p_src_region.pos.y/p_tex_size.height, 0), + + Vector3((p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width, + p_src_region.pos.y/p_tex_size.height, 0), + + Vector3( (p_src_region.pos.x+p_src_region.size.width)/p_tex_size.width, + (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height, 0), + + Vector3( p_src_region.pos.x/p_tex_size.width, + (p_src_region.pos.y+p_src_region.size.height)/p_tex_size.height, 0) + }; + + + if (p_flip_h) { + SWAP( texcoords[0], texcoords[1] ); + SWAP( texcoords[2], texcoords[3] ); + } + if (p_flip_v) { + SWAP( texcoords[1], texcoords[2] ); + SWAP( texcoords[0], texcoords[3] ); + } + + Vector3 coords[4]= { + Vector3( p_rect.pos.x, p_rect.pos.y, 0 ), + Vector3( p_rect.pos.x+p_rect.size.width, p_rect.pos.y, 0 ), + Vector3( p_rect.pos.x+p_rect.size.width, p_rect.pos.y+p_rect.size.height, 0 ), + Vector3( p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0 ) + }; + + _draw_primitive(4,coords,0,0,texcoords); +} + +static void _draw_quad(const Rect2& p_rect) { + + Vector3 coords[4]= { + Vector3( p_rect.pos.x,p_rect.pos.y, 0 ), + Vector3( p_rect.pos.x+p_rect.size.width,p_rect.pos.y, 0 ), + Vector3( p_rect.pos.x+p_rect.size.width,p_rect.pos.y+p_rect.size.height, 0 ), + Vector3( p_rect.pos.x,p_rect.pos.y+p_rect.size.height, 0 ) + }; + + _draw_primitive(4,coords,0,0,0); + +} + + +void RasterizerGLES1::canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate) { + + _set_glcoloro( p_modulate,canvas_opacity ); + + if ( p_texture.is_valid() ) { + + glEnable(GL_TEXTURE_2D); + Texture *texture = texture_owner.get( p_texture ); + ERR_FAIL_COND(!texture); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D,texture->tex_id ); + + if (!(p_flags&CANVAS_RECT_REGION)) { + + Rect2 region = Rect2(0,0,texture->width,texture->height); + _draw_textured_quad(p_rect,region,region.size,p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V); + + } else { + + + _draw_textured_quad(p_rect, p_source, Size2(texture->width,texture->height),p_flags&CANVAS_RECT_FLIP_H,p_flags&CANVAS_RECT_FLIP_V ); + + } + } else { + + glDisable(GL_TEXTURE_2D); + _draw_quad( p_rect ); + + } + + +} +void RasterizerGLES1::canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margin, bool p_draw_center,const Color& p_modulate) { + + _set_glcoloro( p_modulate,canvas_opacity ); + + + Texture *texture = texture_owner.get( p_texture ); + ERR_FAIL_COND(!texture); + + glEnable(GL_TEXTURE_2D); + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D,texture->tex_id ); + + + /* CORNERS */ + + _draw_textured_quad( // top left + Rect2( p_rect.pos, Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])), + Rect2( Point2(), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_TOP])), + Size2( texture->width, texture->height ) ); + + _draw_textured_quad( // top right + Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])), + Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],0), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_TOP])), + Size2( texture->width, texture->height ) ); + + + _draw_textured_quad( // bottom left + Rect2( Point2(p_rect.pos.x,p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])), + Rect2( Point2(0,texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_LEFT],p_margin[MARGIN_BOTTOM])), + Size2( texture->width, texture->height ) ); + + _draw_textured_quad( // bottom right + Rect2( Point2( p_rect.pos.x + p_rect.size.width - p_margin[MARGIN_RIGHT], p_rect.pos.y + p_rect.size.height - p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])), + Rect2( Point2(texture->width-p_margin[MARGIN_RIGHT],texture->height-p_margin[MARGIN_BOTTOM]), Size2(p_margin[MARGIN_RIGHT],p_margin[MARGIN_BOTTOM])), + Size2( texture->width, texture->height ) ); + + Rect2 rect_center( p_rect.pos+Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( p_rect.size.width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], p_rect.size.height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] )); + + Rect2 src_center( Point2( p_margin[MARGIN_LEFT], p_margin[MARGIN_TOP]), Size2( texture->width - p_margin[MARGIN_LEFT] - p_margin[MARGIN_RIGHT], texture->height - p_margin[MARGIN_TOP] - p_margin[MARGIN_BOTTOM] )); + + + _draw_textured_quad( // top + Rect2( Point2(rect_center.pos.x,p_rect.pos.y),Size2(rect_center.size.width,p_margin[MARGIN_TOP])), + Rect2( Point2(p_margin[MARGIN_LEFT],0), Size2(src_center.size.width,p_margin[MARGIN_TOP])), + Size2( texture->width, texture->height ) ); + + _draw_textured_quad( // bottom + Rect2( Point2(rect_center.pos.x,rect_center.pos.y+rect_center.size.height),Size2(rect_center.size.width,p_margin[MARGIN_BOTTOM])), + Rect2( Point2(p_margin[MARGIN_LEFT],src_center.pos.y+src_center.size.height), Size2(src_center.size.width,p_margin[MARGIN_BOTTOM])), + Size2( texture->width, texture->height ) ); + + _draw_textured_quad( // left + Rect2( Point2(p_rect.pos.x,rect_center.pos.y),Size2(p_margin[MARGIN_LEFT],rect_center.size.height)), + Rect2( Point2(0,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_LEFT],src_center.size.height)), + Size2( texture->width, texture->height ) ); + + _draw_textured_quad( // right + Rect2( Point2(rect_center.pos.x+rect_center.size.width,rect_center.pos.y),Size2(p_margin[MARGIN_RIGHT],rect_center.size.height)), + Rect2( Point2(src_center.pos.x+src_center.size.width,p_margin[MARGIN_TOP]), Size2(p_margin[MARGIN_RIGHT],src_center.size.height)), + Size2( texture->width, texture->height ) ); + + if (p_draw_center) { + + _draw_textured_quad( + rect_center, + src_center, + Size2( texture->width, texture->height )); + } + +} +void RasterizerGLES1::canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width) { + + ERR_FAIL_COND(p_points.size()<1); + Vector3 verts[4]; + Vector3 uvs[4]; + + _set_glcoloro( Color(1,1,1),canvas_opacity ); + + for(int i=0;i<p_points.size();i++) { + + verts[i]=Vector3(p_points[i].x,p_points[i].y,0); + } + + for(int i=0;i<p_uvs.size();i++) { + + uvs[i]=Vector3(p_uvs[i].x,p_uvs[i].y,0); + } + + if (p_texture.is_valid()) { + glEnable(GL_TEXTURE_2D); + Texture *texture = texture_owner.get( p_texture ); + if (texture) { + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D,texture->tex_id ); + } + } + + glLineWidth(p_width); + _draw_primitive(p_points.size(),&verts[0],NULL,p_colors.size()?&p_colors[0]:NULL,p_uvs.size()?uvs:NULL); + +} + +static const int _max_draw_poly_indices = 8*1024; +static uint16_t _draw_poly_indices[_max_draw_poly_indices]; +static float _verts3[_max_draw_poly_indices]; + +void RasterizerGLES1::canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor) { + + bool do_colors=false; + + //reset_state(); + if (p_singlecolor) { + Color m = *p_colors; + m.a*=canvas_opacity; + glColor4f(m.r, m.g, m.b, m.a); + } else if (!p_colors) { + glColor4f(1, 1, 1, canvas_opacity); + } else + do_colors=true; + + glColor4f(1, 1, 1, 1); + + Texture* texture = NULL; + if (p_texture.is_valid()) { + glEnable(GL_TEXTURE_2D); + texture = texture_owner.get( p_texture ); + if (texture) { + glActiveTexture(GL_TEXTURE0); + glBindTexture( GL_TEXTURE_2D,texture->tex_id ); + } + } + + glEnableClientState(GL_VERTEX_ARRAY); + glVertexPointer(2, GL_FLOAT, 0, (GLvoid*)p_vertices); + if (do_colors) { + + glEnableClientState(GL_COLOR_ARRAY); + glColorPointer(4,GL_FLOAT, 0, p_colors); + + } else { + glDisableClientState(GL_COLOR_ARRAY); + } + + if (texture && p_uvs) { + + glClientActiveTexture(GL_TEXTURE0); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glTexCoordPointer(2, GL_FLOAT, 0, p_uvs); + + } else { + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + } + + if (p_indices) { + + for (int i=0; i<p_vertex_count; i++) { + _draw_poly_indices[i] = p_indices[i]; + }; + glDrawElements(GL_TRIANGLES, p_vertex_count, GL_UNSIGNED_SHORT, _draw_poly_indices ); + } else { + + glDrawArrays(GL_TRIANGLES,0,p_vertex_count); + } + + glDisableClientState(GL_VERTEX_ARRAY); + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + +} + +void RasterizerGLES1::canvas_set_transform(const Matrix32& p_transform) { + + //restore + glPopMatrix(); + glPushMatrix(); + //set + _gl_mult_transform(p_transform); +} + +/* FX */ + +RID RasterizerGLES1::fx_create() { + + FX *fx = memnew( FX ); + ERR_FAIL_COND_V(!fx,RID()); + return fx_owner.make_rid(fx); + +} +void RasterizerGLES1::fx_get_effects(RID p_fx,List<String> *p_effects) const { + + FX *fx = fx_owner.get(p_fx); + ERR_FAIL_COND(!fx); + + p_effects->clear(); + p_effects->push_back("bgcolor"); + p_effects->push_back("skybox"); + p_effects->push_back("antialias"); + //p_effects->push_back("hdr"); + p_effects->push_back("glow"); // glow has a bloom parameter, too + p_effects->push_back("ssao"); + p_effects->push_back("fog"); + p_effects->push_back("dof_blur"); + p_effects->push_back("toon"); + p_effects->push_back("edge"); + +} +void RasterizerGLES1::fx_set_active(RID p_fx,const String& p_effect, bool p_active) { + + FX *fx = fx_owner.get(p_fx); + ERR_FAIL_COND(!fx); + + if (p_effect=="bgcolor") + fx->bgcolor_active=p_active; + else if (p_effect=="skybox") + fx->skybox_active=p_active; + else if (p_effect=="antialias") + fx->antialias_active=p_active; + else if (p_effect=="glow") + fx->glow_active=p_active; + else if (p_effect=="ssao") + fx->ssao_active=p_active; + else if (p_effect=="fog") + fx->fog_active=p_active; +// else if (p_effect=="dof_blur") +// fx->dof_blur_active=p_active; + else if (p_effect=="toon") + fx->toon_active=p_active; + else if (p_effect=="edge") + fx->edge_active=p_active; +} +bool RasterizerGLES1::fx_is_active(RID p_fx,const String& p_effect) const { + + FX *fx = fx_owner.get(p_fx); + ERR_FAIL_COND_V(!fx,false); + + if (p_effect=="bgcolor") + return fx->bgcolor_active; + else if (p_effect=="skybox") + return fx->skybox_active; + else if (p_effect=="antialias") + return fx->antialias_active; + else if (p_effect=="glow") + return fx->glow_active; + else if (p_effect=="ssao") + return fx->ssao_active; + else if (p_effect=="fog") + return fx->fog_active; + //else if (p_effect=="dof_blur") + // return fx->dof_blur_active; + else if (p_effect=="toon") + return fx->toon_active; + else if (p_effect=="edge") + return fx->edge_active; + + return false; +} +void RasterizerGLES1::fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const { + + FX *fx = fx_owner.get(p_fx); + ERR_FAIL_COND(!fx); + + + if (p_effect=="bgcolor") { + + p_params->push_back( PropertyInfo( Variant::COLOR, "color" ) ); + } else if (p_effect=="skybox") { + p_params->push_back( PropertyInfo( Variant::_RID, "cubemap" ) ); + } else if (p_effect=="antialias") { + + p_params->push_back( PropertyInfo( Variant::REAL, "tolerance", PROPERTY_HINT_RANGE,"1,128,1" ) ); + + } else if (p_effect=="glow") { + + p_params->push_back( PropertyInfo( Variant::INT, "passes", PROPERTY_HINT_RANGE,"1,4,1" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "attenuation", PROPERTY_HINT_RANGE,"0.01,8.0,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "bloom", PROPERTY_HINT_RANGE,"-1.0,1.0,0.01" ) ); + + } else if (p_effect=="ssao") { + + p_params->push_back( PropertyInfo( Variant::REAL, "radius", PROPERTY_HINT_RANGE,"0.0,16.0,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "max_distance", PROPERTY_HINT_RANGE,"0.0,256.0,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "range_max", PROPERTY_HINT_RANGE,"0.0,1.0,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "range_min", PROPERTY_HINT_RANGE,"0.0,1.0,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "attenuation", PROPERTY_HINT_RANGE,"0.0,8.0,0.01" ) ); + + } else if (p_effect=="fog") { + + p_params->push_back( PropertyInfo( Variant::REAL, "begin", PROPERTY_HINT_RANGE,"0.0,8192,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "end", PROPERTY_HINT_RANGE,"0.0,8192,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "attenuation", PROPERTY_HINT_RANGE,"0.0,8.0,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::COLOR, "color_begin" ) ); + p_params->push_back( PropertyInfo( Variant::COLOR, "color_end" ) ); + p_params->push_back( PropertyInfo( Variant::BOOL, "fog_bg" ) ); + +// } else if (p_effect=="dof_blur") { +// return fx->dof_blur_active; + } else if (p_effect=="toon") { + p_params->push_back( PropertyInfo( Variant::REAL, "treshold", PROPERTY_HINT_RANGE,"0.0,1.0,0.01" ) ); + p_params->push_back( PropertyInfo( Variant::REAL, "soft", PROPERTY_HINT_RANGE,"0.001,1.0,0.001" ) ); + } else if (p_effect=="edge") { + + } +} +Variant RasterizerGLES1::fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const { + + FX *fx = fx_owner.get(p_fx); + ERR_FAIL_COND_V(!fx,Variant()); + + if (p_effect=="bgcolor") { + + if (p_param=="color") + return fx->bgcolor; + } else if (p_effect=="skybox") { + if (p_param=="cubemap") + return fx->skybox_cubemap; + } else if (p_effect=="antialias") { + + if (p_param=="tolerance") + return fx->antialias_tolerance; + + } else if (p_effect=="glow") { + + if (p_param=="passes") + return fx->glow_passes; + if (p_param=="attenuation") + return fx->glow_attenuation; + if (p_param=="bloom") + return fx->glow_bloom; + + } else if (p_effect=="ssao") { + + if (p_param=="attenuation") + return fx->ssao_attenuation; + if (p_param=="max_distance") + return fx->ssao_max_distance; + if (p_param=="range_max") + return fx->ssao_range_max; + if (p_param=="range_min") + return fx->ssao_range_min; + if (p_param=="radius") + return fx->ssao_radius; + + } else if (p_effect=="fog") { + + if (p_param=="begin") + return fx->fog_near; + if (p_param=="end") + return fx->fog_far; + if (p_param=="attenuation") + return fx->fog_attenuation; + if (p_param=="color_begin") + return fx->fog_color_near; + if (p_param=="color_end") + return fx->fog_color_far; + if (p_param=="fog_bg") + return fx->fog_bg; +// } else if (p_effect=="dof_blur") { +// return fx->dof_blur_active; + } else if (p_effect=="toon") { + if (p_param=="treshold") + return fx->toon_treshold; + if (p_param=="soft") + return fx->toon_soft; + + } else if (p_effect=="edge") { + + } + return Variant(); +} +void RasterizerGLES1::fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_value) { + + FX *fx = fx_owner.get(p_fx); + ERR_FAIL_COND(!fx); + + if (p_effect=="bgcolor") { + + if (p_param=="color") + fx->bgcolor=p_value; + } else if (p_effect=="skybox") { + if (p_param=="cubemap") + fx->skybox_cubemap=p_value; + + } else if (p_effect=="antialias") { + + if (p_param=="tolerance") + fx->antialias_tolerance=p_value; + + } else if (p_effect=="glow") { + + if (p_param=="passes") + fx->glow_passes=p_value; + if (p_param=="attenuation") + fx->glow_attenuation=p_value; + if (p_param=="bloom") + fx->glow_bloom=p_value; + + } else if (p_effect=="ssao") { + + if (p_param=="attenuation") + fx->ssao_attenuation=p_value; + if (p_param=="radius") + fx->ssao_radius=p_value; + if (p_param=="max_distance") + fx->ssao_max_distance=p_value; + if (p_param=="range_max") + fx->ssao_range_max=p_value; + if (p_param=="range_min") + fx->ssao_range_min=p_value; + + } else if (p_effect=="fog") { + + if (p_param=="begin") + fx->fog_near=p_value; + if (p_param=="end") + fx->fog_far=p_value; + if (p_param=="attenuation") + fx->fog_attenuation=p_value; + if (p_param=="color_begin") + fx->fog_color_near=p_value; + if (p_param=="color_end") + fx->fog_color_far=p_value; + if (p_param=="fog_bg") + fx->fog_bg=p_value; +// } else if (p_effect=="dof_blur") { +// fx->dof_blur_active=p_value; + } else if (p_effect=="toon") { + + if (p_param=="treshold") + fx->toon_treshold=p_value; + if (p_param=="soft") + fx->toon_soft=p_value; + + } else if (p_effect=="edge") { + + } + +} + +/* ENVIRONMENT */ + +RID RasterizerGLES1::environment_create() { + + Environment * env = memnew( Environment ); + return environment_owner.make_rid(env); +} + +void RasterizerGLES1::environment_set_background(RID p_env,VS::EnvironmentBG p_bg) { + + ERR_FAIL_INDEX(p_bg,VS::ENV_BG_MAX); + Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND(!env); + env->bg_mode=p_bg; +} + +VS::EnvironmentBG RasterizerGLES1::environment_get_background(RID p_env) const{ + + const Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env,VS::ENV_BG_MAX); + return env->bg_mode; +} + +void RasterizerGLES1::environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value){ + + ERR_FAIL_INDEX(p_param,VS::ENV_BG_PARAM_MAX); + Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND(!env); + env->bg_param[p_param]=p_value; + +} +Variant RasterizerGLES1::environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const{ + + ERR_FAIL_INDEX_V(p_param,VS::ENV_BG_PARAM_MAX,Variant()); + const Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env,Variant()); + return env->bg_param[p_param]; + +} + +void RasterizerGLES1::environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled){ + + ERR_FAIL_INDEX(p_effect,VS::ENV_FX_MAX); + Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND(!env); + env->fx_enabled[p_effect]=p_enabled; +} +bool RasterizerGLES1::environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const{ + + ERR_FAIL_INDEX_V(p_effect,VS::ENV_FX_MAX,false); + const Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env,false); + return env->fx_enabled[p_effect]; + +} + +void RasterizerGLES1::environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value){ + + ERR_FAIL_INDEX(p_param,VS::ENV_FX_PARAM_MAX); + Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND(!env); + env->fx_param[p_param]=p_value; +} +Variant RasterizerGLES1::environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const{ + + ERR_FAIL_INDEX_V(p_param,VS::ENV_FX_PARAM_MAX,Variant()); + const Environment * env = environment_owner.get(p_env); + ERR_FAIL_COND_V(!env,Variant()); + return env->fx_param[p_param]; + +} + +/*MISC*/ + +bool RasterizerGLES1::is_texture(const RID& p_rid) const { + + return texture_owner.owns(p_rid); +} +bool RasterizerGLES1::is_material(const RID& p_rid) const { + + return material_owner.owns(p_rid); +} +bool RasterizerGLES1::is_mesh(const RID& p_rid) const { + + return mesh_owner.owns(p_rid); +} +bool RasterizerGLES1::is_multimesh(const RID& p_rid) const { + + return multimesh_owner.owns(p_rid); +} +bool RasterizerGLES1::is_particles(const RID &p_beam) const { + + return particles_owner.owns(p_beam); +} + +bool RasterizerGLES1::is_light(const RID& p_rid) const { + + return light_owner.owns(p_rid); +} +bool RasterizerGLES1::is_light_instance(const RID& p_rid) const { + + return light_instance_owner.owns(p_rid); +} +bool RasterizerGLES1::is_particles_instance(const RID& p_rid) const { + + return particles_instance_owner.owns(p_rid); +} +bool RasterizerGLES1::is_skeleton(const RID& p_rid) const { + + return skeleton_owner.owns(p_rid); +} +bool RasterizerGLES1::is_environment(const RID& p_rid) const { + + return environment_owner.owns(p_rid); +} +bool RasterizerGLES1::is_fx(const RID& p_rid) const { + + return fx_owner.owns(p_rid); +} +bool RasterizerGLES1::is_shader(const RID& p_rid) const { + + return false; +} + +void RasterizerGLES1::free(const RID& p_rid) { + + if (texture_owner.owns(p_rid)) { + + // delete the texture + Texture *texture = texture_owner.get(p_rid); + + glDeleteTextures( 1,&texture->tex_id ); + _rinfo.texture_mem-=texture->total_data_size; + texture_owner.free(p_rid); + memdelete(texture); + + } else if (shader_owner.owns(p_rid)) { + + // delete the texture + Shader *shader = shader_owner.get(p_rid); + + + + shader_owner.free(p_rid); + memdelete(shader); + + } else if (material_owner.owns(p_rid)) { + + Material *material = material_owner.get( p_rid ); + ERR_FAIL_COND(!material); + + material_owner.free(p_rid); + memdelete(material); + + } else if (mesh_owner.owns(p_rid)) { + + Mesh *mesh = mesh_owner.get(p_rid); + ERR_FAIL_COND(!mesh); + for (int i=0;i<mesh->surfaces.size();i++) { + + Surface *surface = mesh->surfaces[i]; + if (surface->array_local != 0) { + memfree(surface->array_local); + }; + if (surface->index_array_local != 0) { + memfree(surface->index_array_local); + }; + + if (mesh->morph_target_count>0) { + + for(int i=0;i<mesh->morph_target_count;i++) { + + memfree(surface->morph_targets_local[i].array); + } + memfree(surface->morph_targets_local); + surface->morph_targets_local=NULL; + } + + if (surface->vertex_id) + glDeleteBuffers(1,&surface->vertex_id); + if (surface->index_id) + glDeleteBuffers(1,&surface->index_id); + + memdelete( surface ); + }; + + mesh->surfaces.clear(); + + mesh_owner.free(p_rid); + memdelete(mesh); + + } else if (multimesh_owner.owns(p_rid)) { + + MultiMesh *multimesh = multimesh_owner.get(p_rid); + ERR_FAIL_COND(!multimesh); + + multimesh_owner.free(p_rid); + memdelete(multimesh); + + } else if (particles_owner.owns(p_rid)) { + + Particles *particles = particles_owner.get(p_rid); + ERR_FAIL_COND(!particles); + + particles_owner.free(p_rid); + memdelete(particles); + } else if (particles_instance_owner.owns(p_rid)) { + + ParticlesInstance *particles_isntance = particles_instance_owner.get(p_rid); + ERR_FAIL_COND(!particles_isntance); + + particles_instance_owner.free(p_rid); + memdelete(particles_isntance); + + } else if (skeleton_owner.owns(p_rid)) { + + Skeleton *skeleton = skeleton_owner.get( p_rid ); + ERR_FAIL_COND(!skeleton) + + skeleton_owner.free(p_rid); + memdelete(skeleton); + + } else if (light_owner.owns(p_rid)) { + + Light *light = light_owner.get( p_rid ); + ERR_FAIL_COND(!light) + + light_owner.free(p_rid); + memdelete(light); + + } else if (light_instance_owner.owns(p_rid)) { + + LightInstance *light_instance = light_instance_owner.get( p_rid ); + ERR_FAIL_COND(!light_instance); + light_instance->clear_shadow_buffers(); + light_instance_owner.free(p_rid); + memdelete( light_instance ); + + } else if (fx_owner.owns(p_rid)) { + + FX *fx = fx_owner.get( p_rid ); + ERR_FAIL_COND(!fx); + + fx_owner.free(p_rid); + memdelete( fx ); + + } else if (environment_owner.owns(p_rid)) { + + Environment *env = environment_owner.get( p_rid ); + ERR_FAIL_COND(!env); + + environment_owner.free(p_rid); + memdelete( env ); + }; +} + + +void RasterizerGLES1::custom_shade_model_set_shader(int p_model, RID p_shader) { + + +}; + +RID RasterizerGLES1::custom_shade_model_get_shader(int p_model) const { + + return RID(); +}; + +void RasterizerGLES1::custom_shade_model_set_name(int p_model, const String& p_name) { + +}; + +String RasterizerGLES1::custom_shade_model_get_name(int p_model) const { + + return String(); +}; + +void RasterizerGLES1::custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info) { + +}; + +void RasterizerGLES1::custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const { + +}; + + +void RasterizerGLES1::ShadowBuffer::init(int p_size) { + + +#if 0 + size=p_size; + + glActiveTexture(GL_TEXTURE0); + glGenTextures(1, &depth); + ERR_FAIL_COND(depth==0); + + /* Setup Depth Texture */ + glBindTexture(GL_TEXTURE_2D, depth); + glTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, p_size, p_size, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER); + float border_color[]={1.0f, 1.0f, 1.0f, 1.0f}; + glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border_color); + + /* Create FBO */ + glGenFramebuffers(1, &fbo); + + ERR_FAIL_COND( fbo==0 ); + + glBindFramebuffer(GL_FRAMEBUFFER, fbo); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depth, 0); + glDrawBuffer(GL_FALSE); + glReadBuffer(GL_FALSE); + + /* Check FBO creation */ + GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER); + + ERR_FAIL_COND( status==GL_FRAMEBUFFER_UNSUPPORTED ); + + glBindFramebufferEXT(GL_FRAMEBUFFER, 0); +#endif + +} + +void RasterizerGLES1::_init_shadow_buffers() { + + int near_shadow_size=GLOBAL_DEF("rasterizer/near_shadow_size",512); + int far_shadow_size=GLOBAL_DEF("rasterizer/far_shadow_size",64); + + near_shadow_buffers.resize( GLOBAL_DEF("rasterizer/near_shadow_count",4) ); + far_shadow_buffers.resize( GLOBAL_DEF("rasterizer/far_shadow_count",16) ); + + shadow_near_far_split_size_ratio = GLOBAL_DEF("rasterizer/shadow_near_far_split_size_ratio",0.3); + + for (int i=0;i<near_shadow_buffers.size();i++) { + + near_shadow_buffers[i].init(near_shadow_size ); + } + + for (int i=0;i<far_shadow_buffers.size();i++) { + + far_shadow_buffers[i].init(far_shadow_size); + } + +} + + +void RasterizerGLES1::_update_framebuffer() { + + return; + +#if 0 + bool want_16 = GLOBAL_DEF("rasterizer/support_hdr",true); + int blur_buffer_div=GLOBAL_DEF("rasterizer/blur_buffer_div",4); + bool use_fbo = GLOBAL_DEF("rasterizer/use_fbo",true); + + + if (blur_buffer_div<1) + blur_buffer_div=2; + + + if (use_fbo==framebuffer.active && framebuffer.width==window_size.width && framebuffer.height==window_size.height && framebuffer.buff16==want_16) + return; //nuthin to change + + if (framebuffer.fbo!=0) { + + WARN_PRINT("Resizing the screen multiple times while using to FBOs may decrease performance on some hardware."); + //free the framebuffarz + glDeleteRenderbuffers(1,&framebuffer.fbo); + glDeleteTextures(1,&framebuffer.depth); + glDeleteTextures(1,&framebuffer.color); + for(int i=0;i<2;i++) { + glDeleteRenderbuffers(1,&framebuffer.blur[i].fbo); + glDeleteTextures(1,&framebuffer.blur[i].color); + + } + + framebuffer.fbo=0; + } + + framebuffer.active=use_fbo; + framebuffer.width=window_size.width; + framebuffer.height=window_size.height; + framebuffer.buff16=want_16; + + + if (!use_fbo) + return; + + + glGenFramebuffers(1, &framebuffer.fbo); + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.fbo); + + print_line("generating fbo, id: "+itos(framebuffer.fbo)); + //depth + glGenTextures(1, &framebuffer.depth); + + glBindTexture(GL_TEXTURE_2D, framebuffer.depth); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, framebuffer.width, framebuffer.height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE ); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, framebuffer.depth, 0); + //color + glGenTextures(1, &framebuffer.color); + glBindTexture(GL_TEXTURE_2D, framebuffer.color); + glTexImage2D(GL_TEXTURE_2D, 0, want_16?GL_RGB16F:GL_RGBA8, framebuffer.width, framebuffer.height, 0, GL_RGBA, want_16?GL_HALF_FLOAT:GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.color, 0); + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + + for(int i=0;i<2;i++) { + + glGenFramebuffers(1, &framebuffer.blur[i].fbo); + glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.blur[i].fbo); + + glGenTextures(1, &framebuffer.blur[i].color); + glBindTexture(GL_TEXTURE_2D, framebuffer.blur[i].color); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, framebuffer.width/blur_buffer_div, framebuffer.height/blur_buffer_div, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, framebuffer.blur[i].color, 0); + + status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE ); + } + + glBindFramebuffer(GL_FRAMEBUFFER, 0); +#endif +} + +void RasterizerGLES1::init() { + +#ifdef GLES_OVER_GL + glewInit(); +#endif + + + + + scene_pass=1; + if (ContextGL::get_singleton()) + ContextGL::get_singleton()->make_current(); + + + + Set<String> extensions; + Vector<String> strings = String((const char*)glGetString( GL_EXTENSIONS )).split(" ",false); + for(int i=0;i<strings.size();i++) { + + extensions.insert(strings[i]); +// print_line(strings[i]); + } + + + + GLint tmp = 0; +// glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &tmp); +// print_line("GL_MAX_VERTEX_ATTRIBS "+itos(tmp)); + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glFrontFace(GL_CW); + //glEnable(GL_TEXTURE_2D); + + default_material=create_default_material(); + + _init_shadow_buffers(); + + shadow=NULL; + shadow_pass=0; + + framebuffer.fbo=0; + framebuffer.width=0; + framebuffer.height=0; + framebuffer.buff16=false; + framebuffer.blur[0].fbo=false; + framebuffer.blur[1].fbo=false; + framebuffer.active=false; + + //do a single initial clear + glClearColor(0,0,0,1); + //glClearDepth(1.0); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + + skinned_buffer_size = GLOBAL_DEF("rasterizer/skinned_buffer_size",DEFAULT_SKINNED_BUFFER_SIZE); + skinned_buffer = memnew_arr( uint8_t, skinned_buffer_size ); + + glGenTextures(1, &white_tex); + unsigned char whitetexdata[8*8*3]; + for(int i=0;i<8*8*3;i++) { + whitetexdata[i]=255; + } + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,white_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata); + + npo2_textures_available=false; + pvr_supported=extensions.has("GL_IMG_texture_compression_pvrtc"); + etc_supported=true; + s3tc_supported=false; + _rinfo.texture_mem=0; + + +} + +void RasterizerGLES1::finish() { + + memdelete(skinned_buffer); +} + +int RasterizerGLES1::get_render_info(VS::RenderInfo p_info) { + + switch(p_info) { + + case VS::INFO_OBJECTS_IN_FRAME: { + + return _rinfo.object_count; + } break; + case VS::INFO_VERTICES_IN_FRAME: { + + return _rinfo.vertex_count; + } break; + case VS::INFO_MATERIAL_CHANGES_IN_FRAME: { + + return _rinfo.mat_change_count; + } break; + case VS::INFO_SHADER_CHANGES_IN_FRAME: { + + return _rinfo.shader_change_count; + } break; + case VS::INFO_USAGE_VIDEO_MEM_TOTAL: { + + return 0; + } break; + case VS::INFO_VIDEO_MEM_USED: { + + return get_render_info(VS::INFO_TEXTURE_MEM_USED)+get_render_info(VS::INFO_VERTEX_MEM_USED); + } break; + case VS::INFO_TEXTURE_MEM_USED: { + + _rinfo.texture_mem; + } break; + case VS::INFO_VERTEX_MEM_USED: { + + return 0; + } break; + } + + return false; +} + +bool RasterizerGLES1::needs_to_draw_next_frame() const { + + return false; +} + +void RasterizerGLES1::reload_vram() { + + glEnable(GL_DEPTH_TEST); + glDepthFunc(GL_LEQUAL); + glFrontFace(GL_CW); + + //do a single initial clear + glClearColor(0,0,0,1); + //glClearDepth(1.0); + glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); + +/* + glGenTextures(1, &white_tex); + unsigned char whitetexdata[8*8*3]; + for(int i=0;i<8*8*3;i++) { + whitetexdata[i]=255; + } + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,white_tex); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 8, 8, 0, GL_RGB, GL_UNSIGNED_BYTE,whitetexdata); + glGenerateMipmap(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D,0); + +*/ + glEnable(GL_TEXTURE_2D); + glActiveTexture(GL_TEXTURE0); + + List<RID> textures; + texture_owner.get_owned_list(&textures); + keep_copies=false; + for(List<RID>::Element *E=textures.front();E;E=E->next()) { + + RID tid = E->get(); + Texture *t=texture_owner.get(tid); + ERR_CONTINUE(!t); + t->tex_id=0; + t->data_size=0; + glGenTextures(1, &t->tex_id); + t->active=false; + texture_allocate(tid,t->width,t->height,t->format,t->flags); + bool had_image=false; + for(int i=0;i<6;i++) { + if (!t->image[i].empty()) { + texture_set_data(tid,t->image[i],VS::CubeMapSide(i)); + had_image=true; + } + } + + if (!had_image && t->reloader) { + Object *rl = ObjectDB::get_instance(t->reloader); + if (rl) + rl->call(t->reloader_func,tid); + } + } + + keep_copies=true; + + +} + +bool RasterizerGLES1::has_feature(VS::Features p_feature) const { + + switch( p_feature) { + case VS::FEATURE_SHADERS: return false; + case VS::FEATURE_NEEDS_RELOAD_HOOK: return use_reload_hooks; + default: return false; + + } + +} + + +RasterizerGLES1::RasterizerGLES1(bool p_keep_copies,bool p_use_reload_hooks) { + keep_copies=p_keep_copies; + pack_arrays=false; + use_reload_hooks=p_use_reload_hooks; + + frame = 0; +}; + +RasterizerGLES1::~RasterizerGLES1() { + +}; + + +#endif diff --git a/drivers/gles1/rasterizer_gles1.h b/drivers/gles1/rasterizer_gles1.h new file mode 100644 index 0000000000..cb0a3271ed --- /dev/null +++ b/drivers/gles1/rasterizer_gles1.h @@ -0,0 +1,1215 @@ +/*************************************************************************/ +/* rasterizer_gles1.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* http://www.godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ +#ifndef RASTERIZER_GLES1_H +#define RASTERIZER_GLES1_H + +#include "servers/visual/rasterizer.h" + +#ifdef GLES1_ENABLED + +#include "image.h" +#include "rid.h" +#include "servers/visual_server.h" +#include "list.h" +#include "map.h" +#include "camera_matrix.h" +#include "sort.h" + +#include "platform_config.h" +#ifndef GLES1_INCLUDE_H +#include <GLES/gl.h> +#else +#include GLES1_INCLUDE_H +#endif + + + +#include "servers/visual/particle_system_sw.h" + +/** + @author Juan Linietsky <reduzio@gmail.com> +*/ +class RasterizerGLES1 : public Rasterizer { + + enum { + + MAX_SCENE_LIGHTS=2048, + LIGHT_SPOT_BIT=0x80, + DEFAULT_SKINNED_BUFFER_SIZE = 1024 * 1024, // 10k vertices + MAX_HW_LIGHTS = 1, + }; + + + uint8_t *skinned_buffer; + int skinned_buffer_size; + bool pvr_supported; + bool s3tc_supported; + bool etc_supported; + bool npo2_textures_available; + bool pack_arrays; + bool use_reload_hooks; + + Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed); + + + struct Texture { + + uint32_t flags; + int width,height; + int alloc_width, alloc_height; + Image::Format format; + + GLenum target; + GLenum gl_format_cache; + int gl_components_cache; + int data_size; //original data size, useful for retrieving back + bool format_has_alpha; + bool compressed; + bool disallow_mipmaps; + int total_data_size; + + Image image[6]; + + bool active; + GLuint tex_id; + + ObjectID reloader; + StringName reloader_func; + + Texture() { + + flags=width=height=0; + tex_id=0; + data_size=0; + format=Image::FORMAT_GRAYSCALE; + gl_components_cache=0; + format_has_alpha=false; + active=false; + disallow_mipmaps=false; +// gen_mipmap=true; + compressed=false; + total_data_size=0; + } + + ~Texture() { + + if (tex_id!=0) { + + glDeleteTextures(1,&tex_id); + } + } + }; + + mutable RID_Owner<Texture> texture_owner; + + struct Shader { + + String vertex_code; + String fragment_code; + VS::ShaderMode mode; + Map<StringName,Variant> params; + int fragment_line; + int vertex_line; + bool valid; + bool has_alpha; + bool use_world_transform; + + }; + + mutable RID_Owner<Shader> shader_owner; + + + struct Material { + + bool fixed_flags[VS::FIXED_MATERIAL_FLAG_MAX]; + bool flags[VS::MATERIAL_FLAG_MAX]; + bool hints[VS::MATERIAL_HINT_MAX]; + Variant parameters[VisualServer::FIXED_MATERIAL_PARAM_MAX]; + RID textures[VisualServer::FIXED_MATERIAL_PARAM_MAX]; + + VS::MaterialShadeModel shade_model; + Transform uv_transform; + VS::FixedMaterialTexCoordMode texcoord_mode[VisualServer::FIXED_MATERIAL_PARAM_MAX]; + + VS::MaterialBlendMode detail_blend_mode; + VS::MaterialBlendMode blend_mode; + + float line_width; + float point_size; + bool has_alpha; + + RID shader; // shader material + uint64_t last_pass; + + Map<StringName,Variant> shader_params; + + + Material() { + + + for(int i=0;i<VS::FIXED_MATERIAL_FLAG_MAX;i++) + flags[i]=false; + + for(int i=0;i<VS::MATERIAL_FLAG_MAX;i++) + flags[i]=false; + flags[VS::MATERIAL_FLAG_VISIBLE]=true; + for(int i=0;i<VS::MATERIAL_HINT_MAX;i++) + hints[i]=false; + + parameters[VS::FIXED_MATERIAL_PARAM_DIFFUSE] = Color(0.8, 0.8, 0.8); + parameters[VS::FIXED_MATERIAL_PARAM_SPECULAR_EXP] = 12; + + for (int i=0; i<VisualServer::FIXED_MATERIAL_PARAM_MAX; i++) { + texcoord_mode[i] = VS::FIXED_MATERIAL_TEXCOORD_UV; + }; + detail_blend_mode = VS::MATERIAL_BLEND_MODE_MIX; + line_width=1; + has_alpha=false; + blend_mode=VS::MATERIAL_BLEND_MODE_MIX; + last_pass = 0; + point_size = 1.0; + + } + }; + mutable RID_Owner<Material> material_owner; + + void _material_check_alpha(Material *p_material); + + + struct Geometry { + + enum Type { + GEOMETRY_INVALID, + GEOMETRY_SURFACE, + GEOMETRY_POLY, + GEOMETRY_PARTICLES, + GEOMETRY_MULTISURFACE, + }; + + Type type; + RID material; + bool has_alpha; + bool material_owned; + + Geometry() { has_alpha=false; material_owned = false; } + virtual ~Geometry() {}; + }; + + struct GeometryOwner { + + virtual ~GeometryOwner() {} + }; + + class Mesh; + + struct Surface : public Geometry { + + struct ArrayData { + + uint32_t ofs,size,datatype,count; + bool normalize; + bool bind; + + ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;} + }; + + Mesh *mesh; + + Array data; + Array morph_data; + ArrayData array[VS::ARRAY_MAX]; + // support for vertex array objects + GLuint array_object_id; + // support for vertex buffer object + GLuint vertex_id; // 0 means, unconfigured + GLuint index_id; // 0 means, unconfigured + // no support for the above, array in localmem. + uint8_t *array_local; + uint8_t *index_array_local; + + bool packed; + + struct MorphTarget { + uint32_t configured_format; + uint8_t *array; + }; + + MorphTarget* morph_targets_local; + int morph_target_count; + AABB aabb; + + int array_len; + int index_array_len; + int max_bone; + + float vertex_scale; + float uv_scale; + float uv2_scale; + + VS::PrimitiveType primitive; + + uint32_t format; + uint32_t configured_format; + + int stride; + int local_stride; + uint32_t morph_format; + + bool active; + + Point2 uv_min; + Point2 uv_max; + + Surface() { + + + array_len=0; + local_stride=0; + morph_format=0; + type=GEOMETRY_SURFACE; + primitive=VS::PRIMITIVE_POINTS; + index_array_len=0; + vertex_scale=1.0; + uv_scale=1.0; + uv2_scale=1.0; + + format=0; + stride=0; + morph_targets_local=0; + morph_target_count=0; + + array_local = index_array_local = 0; + vertex_id = index_id = 0; + + active=false; + packed=false; + } + + ~Surface() { + + } + }; + + + struct Mesh { + + bool active; + Vector<Surface*> surfaces; + int morph_target_count; + VS::MorphTargetMode morph_target_mode; + + mutable uint64_t last_pass; + Mesh() { + morph_target_mode=VS::MORPH_MODE_NORMALIZED; + morph_target_count=0; + last_pass=0; + active=false; + } + }; + mutable RID_Owner<Mesh> mesh_owner; + + Error _surface_set_arrays(Surface *p_surface, uint8_t *p_mem,uint8_t *p_index_mem,const Array& p_arrays,bool p_main); + + struct MultiMesh; + + struct MultiMeshSurface : public Geometry { + + Surface *surface; + MultiMeshSurface() { type=GEOMETRY_MULTISURFACE; } + }; + + struct MultiMesh : public GeometryOwner { + + struct Element { + + float matrix[16]; + uint8_t color[4]; + }; + + AABB aabb; + RID mesh; + int visible; + + //IDirect3DVertexBuffer9* instance_buffer; + Vector<Element> elements; + Vector<MultiMeshSurface> cache_surfaces; + mutable uint64_t last_pass; + + MultiMesh() { + + last_pass=0; + visible = -1; + } + }; + + mutable RID_Owner<MultiMesh> multimesh_owner; + + struct Particles : public Geometry { + + ParticleSystemSW data; // software particle system + + Particles() { + type=GEOMETRY_PARTICLES; + + } + }; + + mutable RID_Owner<Particles> particles_owner; + + struct ParticlesInstance : public GeometryOwner { + + RID particles; + + ParticleSystemProcessSW particles_process; + Transform transform; + + ParticlesInstance() { } + }; + + mutable RID_Owner<ParticlesInstance> particles_instance_owner; + ParticleSystemDrawInfoSW particle_draw_info; + + struct Skeleton { + + Vector<Transform> bones; + + }; + + mutable RID_Owner<Skeleton> skeleton_owner; + + + struct Light { + + VS::LightType type; + float vars[VS::LIGHT_PARAM_MAX]; + Color colors[3]; + bool shadow_enabled; + RID projector; + bool volumetric_enabled; + Color volumetric_color; + + + Light() { + + vars[VS::LIGHT_PARAM_SPOT_ATTENUATION]=1; + vars[VS::LIGHT_PARAM_SPOT_ANGLE]=45; + vars[VS::LIGHT_PARAM_ATTENUATION]=1.0; + vars[VS::LIGHT_PARAM_ENERGY]=1.0; + vars[VS::LIGHT_PARAM_RADIUS]=1.0; + vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.05; + colors[VS::LIGHT_COLOR_AMBIENT]=Color(0,0,0); + colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); + colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); + shadow_enabled=false; + volumetric_enabled=false; + } + }; + + + struct Environment { + + + VS::EnvironmentBG bg_mode; + Variant bg_param[VS::ENV_BG_PARAM_MAX]; + bool fx_enabled[VS::ENV_FX_MAX]; + Variant fx_param[VS::ENV_FX_PARAM_MAX]; + + Environment() { + + bg_mode=VS::ENV_BG_DEFAULT_COLOR; + bg_param[VS::ENV_BG_PARAM_COLOR]=Color(0,0,0); + bg_param[VS::ENV_BG_PARAM_TEXTURE]=RID(); + bg_param[VS::ENV_BG_PARAM_CUBEMAP]=RID(); + bg_param[VS::ENV_BG_PARAM_ENERGY]=1.0; + + for(int i=0;i<VS::ENV_FX_MAX;i++) + fx_enabled[i]=false; + + fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES]=1; + fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM]=0.0; + fx_param[VS::ENV_FX_PARAM_GLOW_BLOOM_TRESHOLD]=0.5; + fx_param[VS::ENV_FX_PARAM_DOF_BLUR_PASSES]=1; + fx_param[VS::ENV_FX_PARAM_DOF_BLUR_BEGIN]=100.0; + fx_param[VS::ENV_FX_PARAM_DOF_BLUR_RANGE]=10.0; + fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4; + fx_param[VS::ENV_FX_PARAM_HDR_SCALAR]=1.0; + fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]=0.95; + fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]=0.2; + fx_param[VS::ENV_FX_PARAM_HDR_MIN_LUMINANCE]=0.4; + fx_param[VS::ENV_FX_PARAM_HDR_MAX_LUMINANCE]=8.0; + fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE_ADJUST_SPEED]=0.5; + fx_param[VS::ENV_FX_PARAM_FOG_BEGIN]=100.0; + fx_param[VS::ENV_FX_PARAM_FOG_ATTENUATION]=1.0; + fx_param[VS::ENV_FX_PARAM_FOG_BEGIN_COLOR]=Color(0,0,0); + fx_param[VS::ENV_FX_PARAM_FOG_END_COLOR]=Color(0,0,0); + fx_param[VS::ENV_FX_PARAM_FOG_BG]=true; + fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS]=1.0; + fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST]=1.0; + fx_param[VS::ENV_FX_PARAM_BCS_SATURATION]=1.0; + fx_param[VS::ENV_FX_PARAM_GAMMA]=1.0; + + } + + }; + + mutable RID_Owner<Environment> environment_owner; + + struct ShadowBuffer; + + struct LightInstance { + + struct SplitInfo { + + CameraMatrix camera; + Transform transform; + float near; + float far; + }; + + RID light; + Light *base; + Transform transform; + CameraMatrix projection; + + Transform custom_transform; + CameraMatrix custom_projection; + + Vector3 light_vector; + Vector3 spot_vector; + float linear_att; + + uint64_t shadow_pass; + uint64_t last_pass; + uint16_t sort_key; + + Vector<ShadowBuffer*> shadow_buffers; + + void clear_shadow_buffers() { + + for (int i=0;i<shadow_buffers.size();i++) { + + ShadowBuffer *sb=shadow_buffers[i]; + ERR_CONTINUE( sb->owner != this ); + + sb->owner=NULL; + } + + shadow_buffers.clear(); + } + + LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; } + + }; + mutable RID_Owner<Light> light_owner; + mutable RID_Owner<LightInstance> light_instance_owner; + + LightInstance *light_instances[MAX_SCENE_LIGHTS]; + LightInstance *directional_lights[4]; +// LightInstance *directional_light_instances[MAX_SCENE_LIGHTS]; + int light_instance_count; + int directional_light_count; + int last_light_id; + + + struct RenderList { + + enum { + MAX_ELEMENTS=4096, + MAX_LIGHTS=4 + }; + + struct Element { + + + float depth; + const InstanceData *instance; + const Skeleton *skeleton; + union { + uint16_t lights[MAX_HW_LIGHTS]; + uint64_t light_key; + }; + + const Geometry *geometry; + const Material *material; + const GeometryOwner *owner; + uint16_t light_count; + bool mirror; + + + }; + + + Element _elements[MAX_ELEMENTS]; + Element *elements[MAX_ELEMENTS]; + int element_count; + + void clear() { + + element_count=0; + } + + struct SortZ { + + _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + + return A->depth > B->depth; + } + }; + + void sort_z() { + + SortArray<Element*,SortZ> sorter; + sorter.sort(elements,element_count); + } + + + struct SortMat { + + _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + // TODO move to a single uint64 (one comparison) + if (A->material == B->material) { + + return A->light_key < B->light_key; + } else { + + return (A->material < B->material); + } + } + }; + + void sort_mat() { + + SortArray<Element*,SortMat> sorter; + sorter.sort(elements,element_count); + } + + struct SortMatLight { + + _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + + if (A->material->flags[VS::MATERIAL_FLAG_UNSHADED] == B->material->flags[VS::MATERIAL_FLAG_UNSHADED]) { + + if (A->material == B->material) { + + if (A->geometry == B->geometry) { + + return A->light_key<B->light_key; + } else + return (A->geometry < B->geometry); + } else { + + return (A->material < B->material); + } + } else { + + return (int(A->material->flags[VS::MATERIAL_FLAG_UNSHADED]) < int(B->material->flags[VS::MATERIAL_FLAG_UNSHADED])); + } + } + }; + + void sort_mat_light() { + + SortArray<Element*,SortMatLight> sorter; + sorter.sort(elements,element_count); + } + + _FORCE_INLINE_ Element* add_element() { + + if (element_count>MAX_ELEMENTS) + return NULL; + elements[element_count]=&_elements[element_count]; + return elements[element_count++]; + } + + RenderList() { + + element_count = 0; + for (int i=0;i<MAX_ELEMENTS;i++) + elements[i]=&_elements[i]; // assign elements + } + }; + + RenderList opaque_render_list; + RenderList alpha_render_list; + + RID default_material; + + struct FX { + + bool bgcolor_active; + Color bgcolor; + + bool skybox_active; + RID skybox_cubemap; + + bool antialias_active; + float antialias_tolerance; + + bool glow_active; + int glow_passes; + float glow_attenuation; + float glow_bloom; + + bool ssao_active; + float ssao_attenuation; + float ssao_radius; + float ssao_max_distance; + float ssao_range_max; + float ssao_range_min; + bool ssao_only; + + bool fog_active; + float fog_near; + float fog_far; + float fog_attenuation; + Color fog_color_near; + Color fog_color_far; + bool fog_bg; + + bool toon_active; + float toon_treshold; + float toon_soft; + + bool edge_active; + Color edge_color; + float edge_size; + + FX(); + + }; + mutable RID_Owner<FX> fx_owner; + + + FX *scene_fx; + CameraMatrix camera_projection; + Transform camera_transform; + Transform camera_transform_inverse; + float camera_z_near; + float camera_z_far; + Size2 camera_vp_size; + Color last_color; + + Plane camera_plane; + + bool keep_copies; + + bool depth_write; + bool depth_test; + int blend_mode; + bool lighting; + + _FORCE_INLINE_ void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner); + + void _render_list_forward(RenderList *p_render_list,bool p_reverse_cull=false); + + void _setup_light(LightInstance* p_instance, int p_idx); + void _setup_lights(const uint16_t * p_lights,int p_light_count); + + _FORCE_INLINE_ void _setup_shader_params(const Material *p_material); + void _setup_fixed_material(const Geometry *p_geometry,const Material *p_material); + void _setup_material(const Geometry *p_geometry,const Material *p_material); + + Error _setup_geometry(const Geometry *p_geometry, const Material* p_material,const Skeleton *p_skeleton, const float *p_morphs); + void _render(const Geometry *p_geometry,const Material *p_material, const Skeleton* p_skeleton, const GeometryOwner *p_owner); + + + /***********/ + /* SHADOWS */ + /***********/ + + struct ShadowBuffer { + + int size; + GLuint fbo; + GLuint depth; + LightInstance *owner; + void init(int p_size); + ShadowBuffer() { size=0; depth=0; owner=NULL; } + }; + + Vector<ShadowBuffer> near_shadow_buffers; + Vector<ShadowBuffer> far_shadow_buffers; + + LightInstance *shadow; + int shadow_pass; + void _init_shadow_buffers(); + + float shadow_near_far_split_size_ratio; + bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers); + void _debug_draw_shadow(ShadowBuffer *p_buffer, const Rect2& p_rect); + void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs); + void _debug_shadows(); + void reset_state(); + + /***********/ + /* FBOs */ + /***********/ + + + struct FrameBuffer { + + GLuint fbo; + GLuint color; + GLuint depth; + int width,height; + bool buff16; + bool active; + + struct Blur { + + GLuint fbo; + GLuint color; + } blur[2]; + + } framebuffer; + + void _update_framebuffer(); + void _process_glow_and_bloom(); + + /*********/ + /* FRAME */ + /*********/ + + struct _Rinfo { + + int texture_mem; + int vertex_count; + int object_count; + int mat_change_count; + int shader_change_count; + + } _rinfo; + + GLuint white_tex; + RID canvas_tex; + float canvas_opacity; + VS::MaterialBlendMode canvas_blend; + _FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture); + + + int _setup_geometry_vinfo; + + bool cull_front; + _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false); + + Size2 window_size; + VS::ViewportRect viewport; + double last_time; + double time_delta; + uint64_t frame; + uint64_t scene_pass; + + //void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1); + //void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false ); + //void _draw_quad(const Rect2& p_rect); + +public: + + /* TEXTURE API */ + + virtual RID texture_create(); + virtual void texture_allocate(RID p_texture,int p_width, int p_height,Image::Format p_format,uint32_t p_flags=VS::TEXTURE_FLAGS_DEFAULT); + virtual void texture_set_data(RID p_texture,const Image& p_image,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT); + virtual Image texture_get_data(RID p_texture,VS::CubeMapSide p_cube_side=VS::CUBEMAP_LEFT) const; + virtual void texture_set_flags(RID p_texture,uint32_t p_flags); + virtual uint32_t texture_get_flags(RID p_texture) const; + virtual Image::Format texture_get_format(RID p_texture) const; + virtual uint32_t texture_get_width(RID p_texture) const; + virtual uint32_t texture_get_height(RID p_texture) const; + virtual bool texture_has_alpha(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture,int p_width, int p_height); + virtual void texture_set_reload_hook(RID p_texture,ObjectID p_owner,const StringName& p_function) const; + + /* SHADER API */ + + virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL); + + virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); + virtual VS::ShaderMode shader_get_mode(RID p_shader) const; + + virtual void shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs=0,int p_fragment_ofs=0); + virtual String shader_get_fragment_code(RID p_shader) const; + virtual String shader_get_vertex_code(RID p_shader) const; + + virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; + + /* COMMON MATERIAL API */ + + virtual RID material_create(); + + virtual void material_set_shader(RID p_shader_material, RID p_shader); + virtual RID material_get_shader(RID p_shader_material) const; + + virtual void material_set_param(RID p_material, const StringName& p_param, const Variant& p_value); + virtual Variant material_get_param(RID p_material, const StringName& p_param) const; + + virtual void material_set_flag(RID p_material, VS::MaterialFlag p_flag,bool p_enabled); + virtual bool material_get_flag(RID p_material,VS::MaterialFlag p_flag) const; + + virtual void material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled); + virtual bool material_get_hint(RID p_material,VS::MaterialHint p_hint) const; + + virtual void material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model); + virtual VS::MaterialShadeModel material_get_shade_model(RID p_material) const; + + virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); + virtual VS::MaterialBlendMode material_get_blend_mode(RID p_material) const; + + virtual void material_set_line_width(RID p_material,float p_line_width); + virtual float material_get_line_width(RID p_material) const; + + /* FIXED MATERIAL */ + + virtual RID fixed_material_create(); + + virtual void fixed_material_set_flag(RID p_material, VS::FixedMaterialFlags p_flag, bool p_enabled); + virtual bool fixed_material_get_flag(RID p_material, VS::FixedMaterialFlags p_flag) const; + + virtual void fixed_material_set_parameter(RID p_material, VS::FixedMaterialParam p_parameter, const Variant& p_value); + virtual Variant fixed_material_get_parameter(RID p_material,VS::FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_texture(RID p_material,VS::FixedMaterialParam p_parameter, RID p_texture); + virtual RID fixed_material_get_texture(RID p_material,VS::FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_detail_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); + virtual VS::MaterialBlendMode fixed_material_get_detail_blend_mode(RID p_material) const; + + virtual void fixed_material_set_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter, VS::FixedMaterialTexCoordMode p_mode); + virtual VS::FixedMaterialTexCoordMode fixed_material_get_texcoord_mode(RID p_material,VS::FixedMaterialParam p_parameter) const; + + virtual void fixed_material_set_uv_transform(RID p_material,const Transform& p_transform); + virtual Transform fixed_material_get_uv_transform(RID p_material) const; + + virtual void fixed_material_set_point_size(RID p_material,float p_size); + virtual float fixed_material_get_point_size(RID p_material) const; + + /* MESH API */ + + + virtual RID mesh_create(); + + virtual void mesh_add_surface(RID p_mesh,VS::PrimitiveType p_primitive,const Array& p_arrays,const Array& p_blend_shapes=Array(),bool p_alpha_sort=false); + virtual Array mesh_get_surface_arrays(RID p_mesh,int p_surface) const; + virtual Array mesh_get_surface_morph_arrays(RID p_mesh,int p_surface) const; + virtual void mesh_add_custom_surface(RID p_mesh,const Variant& p_dat); + + virtual void mesh_set_morph_target_count(RID p_mesh,int p_amount); + virtual int mesh_get_morph_target_count(RID p_mesh) const; + + virtual void mesh_set_morph_target_mode(RID p_mesh,VS::MorphTargetMode p_mode); + virtual VS::MorphTargetMode mesh_get_morph_target_mode(RID p_mesh) const; + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material,bool p_owned=false); + virtual RID mesh_surface_get_material(RID p_mesh, int p_surface) const; + + virtual int mesh_surface_get_array_len(RID p_mesh, int p_surface) const; + virtual int mesh_surface_get_array_index_len(RID p_mesh, int p_surface) const; + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; + virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + + virtual void mesh_remove_surface(RID p_mesh,int p_index); + virtual int mesh_get_surface_count(RID p_mesh) const; + + virtual AABB mesh_get_aabb(RID p_mesh) const; + + /* MULTIMESH API */ + + virtual RID multimesh_create(); + + virtual void multimesh_set_instance_count(RID p_multimesh,int p_count); + virtual int multimesh_get_instance_count(RID p_multimesh) const; + + virtual void multimesh_set_mesh(RID p_multimesh,RID p_mesh); + virtual void multimesh_set_aabb(RID p_multimesh,const AABB& p_aabb); + virtual void multimesh_instance_set_transform(RID p_multimesh,int p_index,const Transform& p_transform); + virtual void multimesh_instance_set_color(RID p_multimesh,int p_index,const Color& p_color); + + virtual RID multimesh_get_mesh(RID p_multimesh) const; + virtual AABB multimesh_get_aabb(RID p_multimesh) const;; + + virtual Transform multimesh_instance_get_transform(RID p_multimesh,int p_index) const; + virtual Color multimesh_instance_get_color(RID p_multimesh,int p_index) const; + + virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible); + virtual int multimesh_get_visible_instances(RID p_multimesh) const; + + /* PARTICLES API */ + + virtual RID particles_create(); + + virtual void particles_set_amount(RID p_particles, int p_amount); + virtual int particles_get_amount(RID p_particles) const; + + virtual void particles_set_emitting(RID p_particles, bool p_emitting); + virtual bool particles_is_emitting(RID p_particles) const; + + virtual void particles_set_visibility_aabb(RID p_particles, const AABB& p_visibility); + virtual AABB particles_get_visibility_aabb(RID p_particles) const; + + virtual void particles_set_emission_half_extents(RID p_particles, const Vector3& p_half_extents); + virtual Vector3 particles_get_emission_half_extents(RID p_particles) const; + + virtual void particles_set_emission_base_velocity(RID p_particles, const Vector3& p_base_velocity); + virtual Vector3 particles_get_emission_base_velocity(RID p_particles) const; + + virtual void particles_set_emission_points(RID p_particles, const DVector<Vector3>& p_points); + virtual DVector<Vector3> particles_get_emission_points(RID p_particles) const; + + virtual void particles_set_gravity_normal(RID p_particles, const Vector3& p_normal); + virtual Vector3 particles_get_gravity_normal(RID p_particles) const; + + virtual void particles_set_variable(RID p_particles, VS::ParticleVariable p_variable,float p_value); + virtual float particles_get_variable(RID p_particles, VS::ParticleVariable p_variable) const; + + virtual void particles_set_randomness(RID p_particles, VS::ParticleVariable p_variable,float p_randomness); + virtual float particles_get_randomness(RID p_particles, VS::ParticleVariable p_variable) const; + + virtual void particles_set_color_phase_pos(RID p_particles, int p_phase, float p_pos); + virtual float particles_get_color_phase_pos(RID p_particles, int p_phase) const; + + virtual void particles_set_color_phases(RID p_particles, int p_phases); + virtual int particles_get_color_phases(RID p_particles) const; + + virtual void particles_set_color_phase_color(RID p_particles, int p_phase, const Color& p_color); + virtual Color particles_get_color_phase_color(RID p_particles, int p_phase) const; + + virtual void particles_set_attractors(RID p_particles, int p_attractors); + virtual int particles_get_attractors(RID p_particles) const; + + virtual void particles_set_attractor_pos(RID p_particles, int p_attractor, const Vector3& p_pos); + virtual Vector3 particles_get_attractor_pos(RID p_particles,int p_attractor) const; + + virtual void particles_set_attractor_strength(RID p_particles, int p_attractor, float p_force); + virtual float particles_get_attractor_strength(RID p_particles,int p_attractor) const; + + virtual void particles_set_material(RID p_particles, RID p_material,bool p_owned=false); + virtual RID particles_get_material(RID p_particles) const; + + virtual AABB particles_get_aabb(RID p_particles) const; + + virtual void particles_set_height_from_velocity(RID p_particles, bool p_enable); + virtual bool particles_has_height_from_velocity(RID p_particles) const; + + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); + virtual bool particles_is_using_local_coordinates(RID p_particles) const; + + /* SKELETON API */ + + virtual RID skeleton_create(); + virtual void skeleton_resize(RID p_skeleton,int p_bones); + virtual int skeleton_get_bone_count(RID p_skeleton) const; + virtual void skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform); + virtual Transform skeleton_bone_get_transform(RID p_skeleton,int p_bone); + + + /* LIGHT API */ + + virtual RID light_create(VS::LightType p_type); + virtual VS::LightType light_get_type(RID p_light) const; + + virtual void light_set_color(RID p_light,VS::LightColor p_type, const Color& p_color); + virtual Color light_get_color(RID p_light,VS::LightColor p_type) const; + + virtual void light_set_shadow(RID p_light,bool p_enabled); + virtual bool light_has_shadow(RID p_light) const; + + virtual void light_set_volumetric(RID p_light,bool p_enabled); + virtual bool light_is_volumetric(RID p_light) const; + + virtual void light_set_projector(RID p_light,RID p_texture); + virtual RID light_get_projector(RID p_light) const; + + virtual void light_set_var(RID p_light, VS::LightParam p_var, float p_value); + virtual float light_get_var(RID p_light, VS::LightParam p_var) const; + + virtual void light_set_operator(RID p_light,VS::LightOp p_op); + virtual VS::LightOp light_get_operator(RID p_light) const; + + virtual void light_omni_set_shadow_mode(RID p_light,VS::LightOmniShadowMode p_mode); + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light) const; + + + virtual void light_directional_set_shadow_mode(RID p_light,VS::LightDirectionalShadowMode p_mode); + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light) const; + virtual void light_directional_set_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param, float p_value); + virtual float light_directional_get_shadow_param(RID p_light,VS::LightDirectionalShadowParam p_param) const; + + virtual AABB light_get_aabb(RID p_poly) const; + + + virtual RID light_instance_create(RID p_light); + virtual void light_instance_set_transform(RID p_light_instance,const Transform& p_transform); + + virtual bool light_instance_has_shadow(RID p_light_instance) const; + virtual bool light_instance_assign_shadow(RID p_light_instance); + virtual ShadowType light_instance_get_shadow_type(RID p_light_instance) const; + virtual int light_instance_get_shadow_passes(RID p_light_instance) const; + virtual void light_instance_set_custom_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); + virtual int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) const { return 1; } + + virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const; + virtual void light_instance_set_shadow_transform(RID p_light_instance, int p_index, const CameraMatrix& p_camera, const Transform& p_transform, float p_split_near=0,float p_split_far=0); + + virtual void shadow_clear_near(); + virtual bool shadow_allocate_near(RID p_light); + virtual bool shadow_allocate_far(RID p_light); + + + /* PARTICLES INSTANCE */ + + virtual RID particles_instance_create(RID p_particles); + virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform); + + /* VIEWPORT */ + + virtual RID viewport_data_create(); + + virtual RID render_target_create(); + virtual void render_target_set_size(RID p_render_target, int p_width, int p_height); + virtual RID render_target_get_texture(RID p_render_target) const; + virtual bool render_target_renedered_in_frame(RID p_render_target); + + /* RENDER API */ + /* all calls (inside begin/end shadow) are always warranted to be in the following order: */ + + virtual void begin_frame(); + + virtual void set_viewport(const VS::ViewportRect& p_viewport); + virtual void set_render_target(RID p_render_target); + virtual void clear_viewport(const Color& p_color); + virtual void capture_viewport(Image* r_capture); + + + virtual void begin_scene(RID p_viewport_data,RID p_env,VS::ScenarioDebugMode p_debug); + virtual void begin_shadow_map( RID p_light_instance, int p_shadow_pass ); + + virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection); + + virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls + + + virtual void add_mesh( const RID& p_mesh, const InstanceData *p_data); + virtual void add_multimesh( const RID& p_multimesh, const InstanceData *p_data); + virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data); + + virtual void end_scene(); + virtual void end_shadow_map(); + + virtual void end_frame(); + + /* CANVAS API */ + + virtual void canvas_begin(); + virtual void canvas_set_opacity(float p_opacity); + virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); + virtual void canvas_begin_rect(const Matrix32& p_transform); + virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect); + virtual void canvas_end_rect(); + virtual void canvas_draw_line(const Point2& p_from, const Point2& p_to,const Color& p_color,float p_width); + virtual void canvas_draw_rect(const Rect2& p_rect, int p_flags, const Rect2& p_source,RID p_texture,const Color& p_modulate); + virtual void canvas_draw_style_box(const Rect2& p_rect, RID p_texture,const float *p_margins, bool p_draw_center=true,const Color& p_modulate=Color(1,1,1)); + virtual void canvas_draw_primitive(const Vector<Point2>& p_points, const Vector<Color>& p_colors,const Vector<Point2>& p_uvs, RID p_texture,float p_width); + virtual void canvas_draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor); + virtual void canvas_set_transform(const Matrix32& p_transform); + + /* FX */ + + virtual RID fx_create(); + virtual void fx_get_effects(RID p_fx,List<String> *p_effects) const; + virtual void fx_set_active(RID p_fx,const String& p_effect, bool p_active); + virtual bool fx_is_active(RID p_fx,const String& p_effect) const; + virtual void fx_get_effect_params(RID p_fx,const String& p_effect,List<PropertyInfo> *p_params) const; + virtual Variant fx_get_effect_param(RID p_fx,const String& p_effect,const String& p_param) const; + virtual void fx_set_effect_param(RID p_fx,const String& p_effect, const String& p_param, const Variant& p_pvalue); + + /* ENVIRONMENT */ + + virtual RID environment_create(); + + virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); + virtual VS::EnvironmentBG environment_get_background(RID p_env) const; + + virtual void environment_set_background_param(RID p_env,VS::EnvironmentBGParam p_param, const Variant& p_value); + virtual Variant environment_get_background_param(RID p_env,VS::EnvironmentBGParam p_param) const; + + virtual void environment_set_enable_fx(RID p_env,VS::EnvironmentFx p_effect,bool p_enabled); + virtual bool environment_is_fx_enabled(RID p_env,VS::EnvironmentFx p_effect) const; + + virtual void environment_fx_set_param(RID p_env,VS::EnvironmentFxParam p_param,const Variant& p_value); + virtual Variant environment_fx_get_param(RID p_env,VS::EnvironmentFxParam p_param) const; + + + /*MISC*/ + + virtual bool is_texture(const RID& p_rid) const; + virtual bool is_material(const RID& p_rid) const; + virtual bool is_mesh(const RID& p_rid) const; + virtual bool is_multimesh(const RID& p_rid) const; + virtual bool is_particles(const RID &p_beam) const; + + virtual bool is_light(const RID& p_rid) const; + virtual bool is_light_instance(const RID& p_rid) const; + virtual bool is_particles_instance(const RID& p_rid) const; + virtual bool is_skeleton(const RID& p_rid) const; + virtual bool is_environment(const RID& p_rid) const; + virtual bool is_fx(const RID& p_rid) const; + virtual bool is_shader(const RID& p_rid) const; + + virtual void free(const RID& p_rid); + + virtual void custom_shade_model_set_shader(int p_model, RID p_shader); + virtual RID custom_shade_model_get_shader(int p_model) const; + virtual void custom_shade_model_set_name(int p_model, const String& p_name); + virtual String custom_shade_model_get_name(int p_model) const; + virtual void custom_shade_model_set_param_info(int p_model, const List<PropertyInfo>& p_info); + virtual void custom_shade_model_get_param_info(int p_model, List<PropertyInfo>* p_info) const; + + + virtual void init(); + virtual void finish(); + + virtual int get_render_info(VS::RenderInfo p_info); + + void reload_vram(); + + virtual bool needs_to_draw_next_frame() const; + + virtual bool has_feature(VS::Features p_feature) const; + + +#ifdef TOOLS_ENABLED + RasterizerGLES1(bool p_keep_copies=true,bool p_use_reload_hooks=false); +#else + RasterizerGLES1(bool p_keep_copies=false,bool p_use_reload_hooks=false); +#endif + virtual ~RasterizerGLES1(); +}; + +#endif +#endif |