diff options
Diffstat (limited to 'drivers/gles2/rasterizer_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 894 |
1 files changed, 427 insertions, 467 deletions
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h index ddcd97ec4a..81e137dffd 100644 --- a/drivers/gles2/rasterizer_gles2.h +++ b/drivers/gles2/rasterizer_gles2.h @@ -35,14 +35,14 @@ #ifdef GLES2_ENABLED +#include "camera_matrix.h" #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 "rid.h" #include "self_list.h" +#include "servers/visual_server.h" +#include "sort.h" #include "platform_config.h" #ifndef GLES2_INCLUDE_H @@ -51,12 +51,12 @@ #include GLES2_INCLUDE_H #endif -#include "drivers/gles2/shaders/material.glsl.h" +#include "drivers/gles2/shader_compiler_gles2.h" +#include "drivers/gles2/shaders/blur.glsl.h" #include "drivers/gles2/shaders/canvas.glsl.h" #include "drivers/gles2/shaders/canvas_shadow.glsl.h" -#include "drivers/gles2/shaders/blur.glsl.h" #include "drivers/gles2/shaders/copy.glsl.h" -#include "drivers/gles2/shader_compiler_gles2.h" +#include "drivers/gles2/shaders/material.glsl.h" #include "servers/visual/particle_system_sw.h" /** @@ -66,13 +66,12 @@ class RasterizerGLES2 : public Rasterizer { enum { - MAX_SCENE_LIGHTS=2048, - LIGHT_SPOT_BIT=0x80, + MAX_SCENE_LIGHTS = 2048, + LIGHT_SPOT_BIT = 0x80, DEFAULT_SKINNED_BUFFER_SIZE = 2048, // 10k vertices MAX_HW_LIGHTS = 1, }; - uint8_t *skinned_buffer; int skinned_buffer_size; bool pvr_supported; @@ -112,7 +111,7 @@ class RasterizerGLES2 : public Rasterizer { Vector<float> skel_default; - Image _get_gl_image_and_format(const Image& p_image, Image::Format p_format, uint32_t p_flags,GLenum& r_gl_format,GLenum& r_gl_internal_format,int &r_gl_components,bool &r_has_alpha_cache,bool &r_compressed); + Image _get_gl_image_and_format(const Image &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, int &r_gl_components, bool &r_has_alpha_cache, bool &r_compressed); struct RenderTarget; @@ -120,7 +119,7 @@ class RasterizerGLES2 : public Rasterizer { String path; uint32_t flags; - int width,height; + int width, height; int alloc_width, alloc_height; Image::Format format; @@ -149,30 +148,30 @@ class RasterizerGLES2 : public Rasterizer { Texture() { - ignore_mipmaps=false; - render_target=NULL; - flags=width=height=0; - tex_id=0; - data_size=0; - format=Image::FORMAT_L8; - gl_components_cache=0; - format_has_alpha=false; - has_alpha=false; - active=false; - disallow_mipmaps=false; - compressed=false; - total_data_size=0; - target=GL_TEXTURE_2D; - mipmaps=0; - - reloader=0; + ignore_mipmaps = false; + render_target = NULL; + flags = width = height = 0; + tex_id = 0; + data_size = 0; + format = Image::FORMAT_L8; + gl_components_cache = 0; + format_has_alpha = false; + has_alpha = false; + active = false; + disallow_mipmaps = false; + compressed = false; + total_data_size = 0; + target = GL_TEXTURE_2D; + mipmaps = 0; + + reloader = 0; } ~Texture() { - if (tex_id!=0) { + if (tex_id != 0) { - glDeleteTextures(1,&tex_id); + glDeleteTextures(1, &tex_id); } } }; @@ -192,7 +191,6 @@ class RasterizerGLES2 : public Rasterizer { uint32_t custom_code_id; uint32_t version; - bool valid; bool has_alpha; bool can_zpass; @@ -204,38 +202,37 @@ class RasterizerGLES2 : public Rasterizer { bool uses_normal; bool uses_texpixel_size; - Map<StringName,ShaderLanguage::Uniform> uniforms; + Map<StringName, ShaderLanguage::Uniform> uniforms; StringName first_texture; - Map<StringName,RID> default_textures; + Map<StringName, RID> default_textures; SelfList<Shader> dirty_list; - Shader() : dirty_list(this) { - - valid=false; - custom_code_id=0; - has_alpha=false; - version=1; - vertex_line=0; - fragment_line=0; - light_line=0; - can_zpass=true; - has_texscreen=false; - has_screen_uv=false; - writes_vertex=false; - uses_discard=false; - uses_time=false; - uses_normal=false; + Shader() + : dirty_list(this) { + + valid = false; + custom_code_id = 0; + has_alpha = false; + version = 1; + vertex_line = 0; + fragment_line = 0; + light_line = 0; + can_zpass = true; + has_texscreen = false; + has_screen_uv = false; + writes_vertex = false; + uses_discard = false; + uses_time = false; + uses_normal = false; } - - }; mutable RID_Owner<Shader> shader_owner; mutable SelfList<Shader>::List _shader_dirty_list; - _FORCE_INLINE_ void _shader_make_dirty(Shader* p_shader); - void _update_shader( Shader* p_shader) const; + _FORCE_INLINE_ void _shader_make_dirty(Shader *p_shader); + void _update_shader(Shader *p_shader) const; struct Material { @@ -256,37 +253,33 @@ class RasterizerGLES2 : public Rasterizer { bool inuse; bool istexture; - Variant value; + Variant value; int index; }; - mutable Map<StringName,UniformData> shader_params; + mutable Map<StringName, UniformData> shader_params; uint64_t last_pass; - Material() { - 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_FLAG_MAX; i++) + flags[i] = false; + flags[VS::MATERIAL_FLAG_VISIBLE] = true; - line_width=1; - has_alpha=false; - depth_draw_mode=VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY; - blend_mode=VS::MATERIAL_BLEND_MODE_MIX; + line_width = 1; + has_alpha = false; + depth_draw_mode = VS::MATERIAL_DEPTH_DRAW_OPAQUE_ONLY; + blend_mode = VS::MATERIAL_BLEND_MODE_MIX; last_pass = 0; - shader_version=0; - shader_cache=NULL; - + shader_version = 0; + shader_cache = NULL; } }; _FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const; mutable RID_Owner<Material> material_owner; - - struct Geometry { enum Type { @@ -302,8 +295,11 @@ class RasterizerGLES2 : public Rasterizer { bool has_alpha; bool material_owned; - Geometry() { has_alpha=false; material_owned = false; } - virtual ~Geometry() {}; + Geometry() { + has_alpha = false; + material_owned = false; + } + virtual ~Geometry(){}; }; struct GeometryOwner { @@ -317,11 +313,18 @@ class RasterizerGLES2 : public Rasterizer { struct ArrayData { - uint32_t ofs,size,datatype,count; + uint32_t ofs, size, datatype, count; bool normalize; bool bind; - ArrayData() { ofs=0; size=0; count=0; datatype=0; normalize=0; bind=false;} + ArrayData() { + ofs = 0; + size = 0; + count = 0; + datatype = 0; + normalize = 0; + bind = false; + } }; Mesh *mesh; @@ -347,7 +350,7 @@ class RasterizerGLES2 : public Rasterizer { uint8_t *array; }; - MorphTarget* morph_targets_local; + MorphTarget *morph_targets_local; int morph_target_count; AABB aabb; @@ -377,64 +380,60 @@ class RasterizerGLES2 : public Rasterizer { 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; - 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; + alpha_sort = false; - alpha_sort=false; - - format=0; - stride=0; - morph_targets_local=0; - morph_target_count=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; + active = false; //packed=false; } ~Surface() { - } }; - struct Mesh { bool active; - Vector<Surface*> surfaces; + Vector<Surface *> surfaces; int morph_target_count; VS::MorphTargetMode morph_target_mode; AABB custom_aabb; mutable uint64_t last_pass; Mesh() { - morph_target_mode=VS::MORPH_MODE_NORMALIZED; - morph_target_count=0; - last_pass=0; - active=false; + 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); - + 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; } + MultiMeshSurface() { type = GEOMETRY_MULTISURFACE; } }; struct MultiMesh : public GeometryOwner { @@ -444,28 +443,26 @@ class RasterizerGLES2 : public Rasterizer { float matrix[16]; uint8_t color[4]; Element() { - matrix[0]=1; - matrix[1]=0; - matrix[2]=0; - matrix[3]=0; - - matrix[4]=0; - matrix[5]=1; - matrix[6]=0; - matrix[7]=0; - - matrix[8]=0; - matrix[9]=0; - matrix[10]=1; - matrix[11]=0; - - matrix[12]=0; - matrix[13]=0; - matrix[14]=0; - matrix[15]=1; + matrix[0] = 1; + matrix[1] = 0; + matrix[2] = 0; + matrix[3] = 0; + + matrix[4] = 0; + matrix[5] = 1; + matrix[6] = 0; + matrix[7] = 0; + + matrix[8] = 0; + matrix[9] = 0; + matrix[10] = 1; + matrix[11] = 0; + + matrix[12] = 0; + matrix[13] = 0; + matrix[14] = 0; + matrix[15] = 1; }; - - }; AABB aabb; @@ -482,12 +479,13 @@ class RasterizerGLES2 : public Rasterizer { SelfList<MultiMesh> dirty_list; - MultiMesh() : dirty_list(this) { + MultiMesh() + : dirty_list(this) { - tw=1; - th=1; - tex_id=0; - last_pass=0; + tw = 1; + th = 1; + tex_id = 0; + last_pass = 0; visible = -1; } }; @@ -514,8 +512,10 @@ class RasterizerGLES2 : public Rasterizer { int mask; AABB aabb; - Immediate() { type=GEOMETRY_IMMEDIATE; building=false;} - + Immediate() { + type = GEOMETRY_IMMEDIATE; + building = false; + } }; mutable RID_Owner<Immediate> immediate_owner; @@ -525,8 +525,7 @@ class RasterizerGLES2 : public Rasterizer { ParticleSystemSW data; // software particle system Particles() { - type=GEOMETRY_PARTICLES; - + type = GEOMETRY_PARTICLES; } }; @@ -539,7 +538,7 @@ class RasterizerGLES2 : public Rasterizer { ParticleSystemProcessSW particles_process; Transform transform; - ParticlesInstance() { } + ParticlesInstance() {} }; mutable RID_Owner<ParticlesInstance> particles_instance_owner; @@ -552,58 +551,52 @@ class RasterizerGLES2 : public Rasterizer { float mtx[4][4]; //used Bone() { - for(int i=0;i<4;i++) { - for(int j=0;j<4;j++) { - - mtx[i][j]=(i==j)?1:0; + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + mtx[i][j] = (i == j) ? 1 : 0; } } - } - _ALWAYS_INLINE_ void transform_add_mul3(const float * p_src, float* r_dst, float p_weight) const { + _ALWAYS_INLINE_ void transform_add_mul3(const float *p_src, float *r_dst, float p_weight) const { - r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) + mtx[3][0])*p_weight; - r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) + mtx[3][1])*p_weight; - r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) + mtx[3][2])*p_weight; + r_dst[0] += ((mtx[0][0] * p_src[0]) + (mtx[1][0] * p_src[1]) + (mtx[2][0] * p_src[2]) + mtx[3][0]) * p_weight; + r_dst[1] += ((mtx[0][1] * p_src[0]) + (mtx[1][1] * p_src[1]) + (mtx[2][1] * p_src[2]) + mtx[3][1]) * p_weight; + r_dst[2] += ((mtx[0][2] * p_src[0]) + (mtx[1][2] * p_src[1]) + (mtx[2][2] * p_src[2]) + mtx[3][2]) * p_weight; } - _ALWAYS_INLINE_ void transform3_add_mul3(const float * p_src, float* r_dst, float p_weight) const { + _ALWAYS_INLINE_ void transform3_add_mul3(const float *p_src, float *r_dst, float p_weight) const { - r_dst[0]+=((mtx[0][0]*p_src[0] ) + ( mtx[1][0]*p_src[1] ) + ( mtx[2][0]*p_src[2] ) )*p_weight; - r_dst[1]+=((mtx[0][1]*p_src[0] ) + ( mtx[1][1]*p_src[1] ) + ( mtx[2][1]*p_src[2] ) )*p_weight; - r_dst[2]+=((mtx[0][2]*p_src[0] ) + ( mtx[1][2]*p_src[1] ) + ( mtx[2][2]*p_src[2] ) )*p_weight; + r_dst[0] += ((mtx[0][0] * p_src[0]) + (mtx[1][0] * p_src[1]) + (mtx[2][0] * p_src[2])) * p_weight; + r_dst[1] += ((mtx[0][1] * p_src[0]) + (mtx[1][1] * p_src[1]) + (mtx[2][1] * p_src[2])) * p_weight; + r_dst[2] += ((mtx[0][2] * p_src[0]) + (mtx[1][2] * p_src[1]) + (mtx[2][2] * p_src[2])) * p_weight; } - _ALWAYS_INLINE_ AABB transform_aabb(const AABB& p_aabb) const { - - float vertices[8][3]={ - {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z}, - {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z}, - {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z}, - {p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z}, - {p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z}, - {p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z}, - {p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z}, - {p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z} + _ALWAYS_INLINE_ AABB transform_aabb(const AABB &p_aabb) const { + + float vertices[8][3] = { + { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z }, + { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z }, + { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z }, + { p_aabb.pos.x + p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z }, + { p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z + p_aabb.size.z }, + { p_aabb.pos.x, p_aabb.pos.y + p_aabb.size.y, p_aabb.pos.z }, + { p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z + p_aabb.size.z }, + { p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z } }; - AABB ret; - - - for (int i=0;i<8;i++) { + for (int i = 0; i < 8; i++) { Vector3 xv( - ((mtx[0][0]*vertices[i][0] ) + ( mtx[1][0]*vertices[i][1] ) + ( mtx[2][0]*vertices[i][2] ) + mtx[3][0] ), - ((mtx[0][1]*vertices[i][0] ) + ( mtx[1][1]*vertices[i][1] ) + ( mtx[2][1]*vertices[i][2] ) + mtx[3][1] ), - ((mtx[0][2]*vertices[i][0] ) + ( mtx[1][2]*vertices[i][1] ) + ( mtx[2][2]*vertices[i][2] ) + mtx[3][2] ) - ); + ((mtx[0][0] * vertices[i][0]) + (mtx[1][0] * vertices[i][1]) + (mtx[2][0] * vertices[i][2]) + mtx[3][0]), + ((mtx[0][1] * vertices[i][0]) + (mtx[1][1] * vertices[i][1]) + (mtx[2][1] * vertices[i][2]) + mtx[3][1]), + ((mtx[0][2] * vertices[i][0]) + (mtx[1][2] * vertices[i][1]) + (mtx[2][2] * vertices[i][2]) + mtx[3][2])); - if (i==0) - ret.pos=xv; + if (i == 0) + ret.pos = xv; else ret.expand_to(xv); } @@ -618,16 +611,18 @@ class RasterizerGLES2 : public Rasterizer { SelfList<Skeleton> dirty_list; - Skeleton() : dirty_list(this) { tex_id=0; pixel_size=1.0; } - + Skeleton() + : dirty_list(this) { + tex_id = 0; + pixel_size = 1.0; + } }; mutable RID_Owner<Skeleton> skeleton_owner; mutable SelfList<Skeleton>::List _skeleton_dirty_list; - - template<bool USE_NORMAL, bool USE_TANGENT,bool INPLACE> - void _skeleton_xform(const uint8_t * p_src_array, int p_src_stride, uint8_t * p_dst_array, int p_dst_stride, int p_elements,const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms); + template <bool USE_NORMAL, bool USE_TANGENT, bool INPLACE> + void _skeleton_xform(const uint8_t *p_src_array, int p_src_stride, uint8_t *p_dst_array, int p_dst_stride, int p_elements, const uint8_t *p_src_bones, const uint8_t *p_src_weights, const Skeleton::Bone *p_bone_xforms); struct Light { @@ -642,36 +637,33 @@ class RasterizerGLES2 : public Rasterizer { VS::LightDirectionalShadowMode directional_shadow_mode; float directional_shadow_param[3]; - 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_DARKENING]=0.0; - vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET]=0.2; - vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE]=1.4; - vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER]=60.0; - vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES]=1; - colors[VS::LIGHT_COLOR_DIFFUSE]=Color(1,1,1); - colors[VS::LIGHT_COLOR_SPECULAR]=Color(1,1,1); - shadow_enabled=false; - volumetric_enabled=false; - - directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT]=0.5; - directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE]=0; - directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE]=2.0; - omni_shadow_mode=VS::LIGHT_OMNI_SHADOW_DEFAULT; - directional_shadow_mode=VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; + 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_DARKENING] = 0.0; + vars[VS::LIGHT_PARAM_SHADOW_Z_OFFSET] = 0.2; + vars[VS::LIGHT_PARAM_SHADOW_Z_SLOPE_SCALE] = 1.4; + vars[VS::LIGHT_PARAM_SHADOW_ESM_MULTIPLIER] = 60.0; + vars[VS::LIGHT_PARAM_SHADOW_BLUR_PASSES] = 1; + colors[VS::LIGHT_COLOR_DIFFUSE] = Color(1, 1, 1); + colors[VS::LIGHT_COLOR_SPECULAR] = Color(1, 1, 1); + shadow_enabled = false; + volumetric_enabled = false; + + directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_SPLIT_WEIGHT] = 0.5; + directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_MAX_DISTANCE] = 0; + directional_shadow_param[VS::LIGHT_DIRECTIONAL_SHADOW_PARAM_PSSM_ZOFFSET_SCALE] = 2.0; + omni_shadow_mode = VS::LIGHT_OMNI_SHADOW_DEFAULT; + directional_shadow_mode = VS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL; } }; - struct Environment { - VS::EnvironmentBG bg_mode; Variant bg_param[VS::ENV_BG_PARAM_MAX]; bool fx_enabled[VS::ENV_FX_MAX]; @@ -679,54 +671,51 @@ class RasterizerGLES2 : public Rasterizer { 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; - bg_param[VS::ENV_BG_PARAM_SCALE]=1.0; - bg_param[VS::ENV_BG_PARAM_GLOW]=0.0; - bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER]=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_BLUR_SCALE]=1.0; - fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH]=1.0; - fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE]=0; - 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_TONEMAPPER]=VS::ENV_FX_HDR_TONE_MAPPER_LINEAR; - fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]=0.4; - fx_param[VS::ENV_FX_PARAM_HDR_WHITE]=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; - + 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; + bg_param[VS::ENV_BG_PARAM_SCALE] = 1.0; + bg_param[VS::ENV_BG_PARAM_GLOW] = 0.0; + bg_param[VS::ENV_BG_PARAM_CANVAS_MAX_LAYER] = 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_BLUR_SCALE] = 1.0; + fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_STRENGTH] = 1.0; + fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE] = 0; + 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_TONEMAPPER] = VS::ENV_FX_HDR_TONE_MAPPER_LINEAR; + fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE] = 0.4; + fx_param[VS::ENV_FX_PARAM_HDR_WHITE] = 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; } - }; mutable RID_Owner<Environment> environment_owner; - struct SampledLight { - int w,h; + int w, h; GLuint texture; float multiplier; bool is_float; @@ -734,14 +723,16 @@ class RasterizerGLES2 : public Rasterizer { mutable RID_Owner<SampledLight> sampled_light_owner; - struct ViewportData { //1x1 fbo+texture for storing previous HDR value GLuint lum_fbo; GLuint lum_color; - ViewportData() { lum_fbo=0; lum_color=0; } + ViewportData() { + lum_fbo = 0; + lum_color = 0; + } }; mutable RID_Owner<ViewportData> viewport_data_owner; @@ -753,15 +744,12 @@ class RasterizerGLES2 : public Rasterizer { GLuint fbo; GLuint color; GLuint depth; - int width,height; + int width, height; uint64_t last_pass; - }; mutable RID_Owner<RenderTarget> render_target_owner; - - struct ShadowBuffer; struct LightInstance { @@ -795,9 +783,7 @@ class RasterizerGLES2 : public Rasterizer { CameraMatrix shadow_projection[4]; float shadow_split[4]; - - - ShadowBuffer* near_shadow_buffer; + ShadowBuffer *near_shadow_buffer; void clear_shadow_buffers() { @@ -807,13 +793,17 @@ class RasterizerGLES2 : public Rasterizer { void clear_near_shadow_buffers() { if (near_shadow_buffer) { - near_shadow_buffer->owner=NULL; - near_shadow_buffer=NULL; + near_shadow_buffer->owner = NULL; + near_shadow_buffer = NULL; } } - LightInstance() { shadow_pass=0; last_pass=0; sort_key=0; near_shadow_buffer=NULL;} - + LightInstance() { + shadow_pass = 0; + last_pass = 0; + sort_key = 0; + near_shadow_buffer = NULL; + } }; mutable RID_Owner<Light> light_owner; mutable RID_Owner<LightInstance> light_instance_owner; @@ -841,22 +831,19 @@ class RasterizerGLES2 : public Rasterizer { GLuint gui_quad_buffer; GLuint indices_buffer; - - struct RenderList { enum { - DEFAULT_MAX_ELEMENTS=4096, - MAX_LIGHTS=4, - SORT_FLAG_SKELETON=1, - SORT_FLAG_INSTANCING=2, + DEFAULT_MAX_ELEMENTS = 4096, + MAX_LIGHTS = 4, + SORT_FLAG_SKELETON = 1, + SORT_FLAG_INSTANCING = 2, }; static int max_elements; struct Element { - float depth; const InstanceData *instance; const Skeleton *skeleton; @@ -885,19 +872,18 @@ class RasterizerGLES2 : public Rasterizer { }; }; - Element *_elements; Element **elements; int element_count; void clear() { - element_count=0; + element_count = 0; } struct SortZ { - _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { return A->depth > B->depth; } @@ -905,14 +891,13 @@ class RasterizerGLES2 : public Rasterizer { void sort_z() { - SortArray<Element*,SortZ> sorter; - sorter.sort(elements,element_count); + SortArray<Element *, SortZ> sorter; + sorter.sort(elements, element_count); } - struct SortMatGeom { - _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { // TODO move to a single uint64 (one comparison) if (A->material->shader_cache == B->material->shader_cache) { if (A->material == B->material) { @@ -931,19 +916,19 @@ class RasterizerGLES2 : public Rasterizer { void sort_mat_geom() { - SortArray<Element*,SortMatGeom> sorter; - sorter.sort(elements,element_count); + SortArray<Element *, SortMatGeom> sorter; + sorter.sort(elements, element_count); } struct SortMatLight { - _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { if (A->geometry_cmp == B->geometry_cmp) { if (A->material == B->material) { - return A->light<B->light; + return A->light < B->light; } else { return (A->material < B->material); @@ -957,13 +942,13 @@ class RasterizerGLES2 : public Rasterizer { void sort_mat_light() { - SortArray<Element*,SortMatLight> sorter; - sorter.sort(elements,element_count); + SortArray<Element *, SortMatLight> sorter; + sorter.sort(elements, element_count); } struct SortMatLightType { - _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { if (A->light_type == B->light_type) { if (A->material->shader_cache == B->material->shader_cache) { @@ -987,13 +972,13 @@ class RasterizerGLES2 : public Rasterizer { void sort_mat_light_type() { - SortArray<Element*,SortMatLightType> sorter; - sorter.sort(elements,element_count); + SortArray<Element *, SortMatLightType> sorter; + sorter.sort(elements, element_count); } struct SortMatLightTypeFlags { - _FORCE_INLINE_ bool operator()(const Element* A, const Element* B ) const { + _FORCE_INLINE_ bool operator()(const Element *A, const Element *B) const { if (A->sort_key == B->sort_key) { if (A->material->shader_cache == B->material->shader_cache) { @@ -1017,29 +1002,27 @@ class RasterizerGLES2 : public Rasterizer { void sort_mat_light_type_flags() { - SortArray<Element*,SortMatLightTypeFlags> sorter; - sorter.sort(elements,element_count); + SortArray<Element *, SortMatLightTypeFlags> sorter; + sorter.sort(elements, element_count); } - _FORCE_INLINE_ Element* add_element() { + _FORCE_INLINE_ Element *add_element() { - if (element_count>=max_elements) + if (element_count >= max_elements) return NULL; - elements[element_count]=&_elements[element_count]; + elements[element_count] = &_elements[element_count]; return elements[element_count++]; } void init() { element_count = 0; - elements=memnew_arr(Element*,max_elements); - _elements=memnew_arr(Element,max_elements); - for (int i=0;i<max_elements;i++) - elements[i]=&_elements[i]; // assign elements - + elements = memnew_arr(Element *, max_elements); + _elements = memnew_arr(Element, max_elements); + for (int i = 0; i < max_elements; i++) + elements[i] = &_elements[i]; // assign elements } RenderList() { - } ~RenderList() { memdelete_arr(elements); @@ -1047,14 +1030,11 @@ class RasterizerGLES2 : public Rasterizer { } }; - - RenderList opaque_render_list; RenderList alpha_render_list; RID default_material; - CameraMatrix camera_projection; Transform camera_transform; Transform camera_transform_inverse; @@ -1066,12 +1046,10 @@ class RasterizerGLES2 : public Rasterizer { bool texscreen_copied; bool texscreen_used; - - Plane camera_plane; - void _add_geometry( const Geometry* p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner,int p_material=-1); - void _render_list_forward(RenderList *p_render_list,const Transform& p_view_transform,const Transform& p_view_transform_inverse, const CameraMatrix& p_projection,bool p_reverse_cull=false,bool p_fragment_light=false,bool p_alpha_pass=false); + void _add_geometry(const Geometry *p_geometry, const InstanceData *p_instance, const Geometry *p_geometry_cmp, const GeometryOwner *p_owner, int p_material = -1); + void _render_list_forward(RenderList *p_render_list, const Transform &p_view_transform, const Transform &p_view_transform_inverse, const CameraMatrix &p_projection, bool p_reverse_cull = false, bool p_fragment_light = false, bool p_alpha_pass = false); //void _setup_light(LightInstance* p_instance, int p_idx); void _setup_light(uint16_t p_light); @@ -1080,10 +1058,8 @@ class RasterizerGLES2 : public Rasterizer { bool _setup_material(const Geometry *p_geometry, const Material *p_material, bool p_no_const_light, bool p_opaque_pass); void _setup_skeleton(const Skeleton *p_skeleton); - - 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,const Transform& p_xform); - + 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, const Transform &p_xform); /***********/ /* SHADOWS */ @@ -1103,8 +1079,12 @@ class RasterizerGLES2 : public Rasterizer { #endif LightInstance *owner; - bool init(int p_size,bool p_use_depth); - ShadowBuffer() { size=0; depth=0; owner=NULL; } + bool init(int p_size, bool p_use_depth); + ShadowBuffer() { + size = 0; + depth = 0; + owner = NULL; + } }; Vector<ShadowBuffer> near_shadow_buffers; @@ -1115,30 +1095,25 @@ class RasterizerGLES2 : public Rasterizer { LightInstance *shadow; int shadow_pass; - float shadow_near_far_split_size_ratio; - bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer>& p_buffers); - void _debug_draw_shadow(GLuint tex, const Rect2& p_rect); - void _debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,Point2& ofs); + bool _allocate_shadow_buffers(LightInstance *p_instance, Vector<ShadowBuffer> &p_buffers); + void _debug_draw_shadow(GLuint tex, const Rect2 &p_rect); + void _debug_draw_shadows_type(Vector<ShadowBuffer> &p_shadows, Point2 &ofs); void _debug_shadows(); void _debug_luminances(); void _debug_samplers(); - - /***********/ /* FBOs */ /***********/ - struct FrameBuffer { GLuint fbo; GLuint color; GLuint depth; - - int width,height; + int width, height; int scale; bool active; @@ -1149,7 +1124,10 @@ class RasterizerGLES2 : public Rasterizer { GLuint fbo; GLuint color; - Blur() { fbo=0; color=0; } + Blur() { + fbo = 0; + color = 0; + } } blur[3]; struct Luminance { @@ -1158,7 +1136,11 @@ class RasterizerGLES2 : public Rasterizer { GLuint fbo; GLuint color; - Luminance() { fbo=0; color=0; size=0;} + Luminance() { + fbo = 0; + color = 0; + size = 0; + } }; Vector<Luminance> luminance; @@ -1167,7 +1149,7 @@ class RasterizerGLES2 : public Rasterizer { GLuint sample_color; FrameBuffer() { - blur_size=0; + blur_size = 0; } } framebuffer; @@ -1176,7 +1158,6 @@ class RasterizerGLES2 : public Rasterizer { void _process_glow_and_bloom(); //void _update_blur_buffer(); - /*********/ /* FRAME */ /*********/ @@ -1194,12 +1175,10 @@ class RasterizerGLES2 : public Rasterizer { } _rinfo; - /*******************/ /* CANVAS OCCLUDER */ /*******************/ - struct CanvasOccluder { GLuint vertex_id; // 0 means, unconfigured @@ -1214,7 +1193,6 @@ class RasterizerGLES2 : public Rasterizer { /* CANVAS LIGHT SHADOW */ /***********************/ - struct CanvasLightShadow { int size; @@ -1225,7 +1203,6 @@ class RasterizerGLES2 : public Rasterizer { GLuint rgba; //for older devices GLuint blur; - }; RID_Owner<CanvasLightShadow> canvas_light_shadow_owner; @@ -1239,7 +1216,6 @@ class RasterizerGLES2 : public Rasterizer { bool current_rt_vflip; ViewportData *current_vd; - GLuint white_tex; RID canvas_tex; float canvas_opacity; @@ -1251,13 +1227,11 @@ class RasterizerGLES2 : public Rasterizer { CanvasItemMaterial *canvas_last_material; bool canvas_texscreen_used; Vector2 normal_flip; - _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2& p_flip); + _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2 &p_flip); - - _FORCE_INLINE_ Texture* _bind_canvas_texture(const RID& p_texture); + _FORCE_INLINE_ Texture *_bind_canvas_texture(const RID &p_texture); VS::MaterialBlendMode canvas_blend_mode; - int _setup_geometry_vinfo; bool pack_arrays; @@ -1265,8 +1239,8 @@ class RasterizerGLES2 : public Rasterizer { bool use_reload_hooks; bool cull_front; bool lights_use_shadow; - _FORCE_INLINE_ void _set_cull(bool p_front,bool p_reverse_cull=false); - _FORCE_INLINE_ Color _convert_color(const Color& p_color); + _FORCE_INLINE_ void _set_cull(bool p_front, bool p_reverse_cull = false); + _FORCE_INLINE_ Color _convert_color(const Color &p_color); void _process_glow_bloom(); void _process_hdr(); @@ -1285,7 +1259,6 @@ class RasterizerGLES2 : public Rasterizer { RID overdraw_material; float shader_time_rollback; - mutable MaterialShaderGLES2 material_shader; mutable CanvasShaderGLES2 canvas_shader; BlurShaderGLES2 blur_shader; @@ -1294,11 +1267,11 @@ class RasterizerGLES2 : public Rasterizer { mutable ShaderCompilerGLES2 shader_precompiler; - void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color* p_colors, const Vector3 *p_uvs,const Plane *p_tangents=NULL,int p_instanced=1); - _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs); - _FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2); - void _draw_textured_quad(const Rect2& p_rect, const Rect2& p_src_region, const Size2& p_tex_size,bool p_h_flip=false, bool p_v_flip=false, bool p_transpose=false ); - void _draw_quad(const Rect2& p_rect); + void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color *p_colors, const Vector3 *p_uvs, const Plane *p_tangents = NULL, int p_instanced = 1); + _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); + _FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2); + void _draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size, bool p_h_flip = false, bool p_v_flip = false, bool p_transpose = false); + void _draw_quad(const Rect2 &p_rect); void _copy_screen_quad(); void _copy_to_texscreen(); @@ -1313,28 +1286,28 @@ class RasterizerGLES2 : public Rasterizer { GLuint tc0_id_cache; GLuint tc0_idx; - template<bool use_normalmap> - _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item,CanvasItem *current_clip,bool &reclip); - _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material,Shader* p_shader); - _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material,Shader* p_shader); -public: + template <bool use_normalmap> + _FORCE_INLINE_ void _canvas_item_render_commands(CanvasItem *p_item, CanvasItem *current_clip, bool &reclip); + _FORCE_INLINE_ void _canvas_item_setup_shader_params(CanvasItemMaterial *material, Shader *p_shader); + _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(CanvasItemMaterial *material, Shader *p_shader); +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 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; + 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; - virtual void texture_set_path(RID p_texture,const String& p_path); + virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; virtual void texture_debug_usage(List<VS::TextureInfo> *r_info); @@ -1344,23 +1317,22 @@ public: /* SHADER API */ - virtual RID shader_create(VS::ShaderMode p_mode=VS::SHADER_MATERIAL); + virtual RID shader_create(VS::ShaderMode p_mode = VS::SHADER_MATERIAL); - virtual void shader_set_mode(RID p_shader,VS::ShaderMode p_mode); + 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,const String& p_light,int p_vertex_ofs=0,int p_fragment_ofs=0,int p_light_ofs=0); + virtual void shader_set_code(RID p_shader, const String &p_vertex, const String &p_fragment, const String &p_light, int p_vertex_ofs = 0, int p_fragment_ofs = 0, int p_light_ofs = 0); virtual String shader_get_fragment_code(RID p_shader) const; virtual String shader_get_vertex_code(RID p_shader) const; virtual String shader_get_light_code(RID p_shader) const; - virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; - virtual void shader_set_default_texture_param(RID p_shader, const StringName& p_name, RID p_texture); - virtual RID shader_get_default_texture_param(RID p_shader, const StringName& p_name) const; + virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); + virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; - virtual Variant shader_get_default_param(RID p_shader, const StringName& p_name); + virtual Variant shader_get_default_param(RID p_shader, const StringName &p_name); /* COMMON MATERIAL API */ @@ -1369,38 +1341,37 @@ public: 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_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_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_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode); virtual VS::MaterialDepthDrawMode material_get_depth_draw_mode(RID p_material) const; - virtual void material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode); + 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 void material_set_line_width(RID p_material, float p_line_width); virtual float material_get_line_width(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_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 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 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 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; @@ -1408,49 +1379,49 @@ public: 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 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,RID p_skeleton=RID()) const; + virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton = RID()) const; - virtual void mesh_set_custom_aabb(RID p_mesh,const AABB& p_aabb); + virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); virtual AABB mesh_get_custom_aabb(RID p_mesh) const; /* MULTIMESH API */ virtual RID multimesh_create(); - virtual void multimesh_set_instance_count(RID p_multimesh,int p_count); + 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 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 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 void multimesh_set_visible_instances(RID p_multimesh, int p_visible); virtual int multimesh_get_visible_instances(RID p_multimesh) const; /* IMMEDIATE API */ virtual RID immediate_create(); - virtual void immediate_begin(RID p_immediate,VS::PrimitiveType p_rimitive,RID p_texture=RID()); - virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex); - virtual void immediate_normal(RID p_immediate,const Vector3& p_normal); - virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent); - virtual void immediate_color(RID p_immediate,const Color& p_color); - virtual void immediate_uv(RID p_immediate,const Vector2& tex_uv); - virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv); + virtual void immediate_begin(RID p_immediate, VS::PrimitiveType p_rimitive, RID p_texture = RID()); + virtual void immediate_vertex(RID p_immediate, const Vector3 &p_vertex); + virtual void immediate_normal(RID p_immediate, const Vector3 &p_normal); + virtual void immediate_tangent(RID p_immediate, const Plane &p_tangent); + virtual void immediate_color(RID p_immediate, const Color &p_color); + virtual void immediate_uv(RID p_immediate, const Vector2 &tex_uv); + virtual void immediate_uv2(RID p_immediate, const Vector2 &tex_uv); virtual void immediate_end(RID p_immediate); virtual void immediate_clear(RID p_immediate); virtual AABB immediate_get_aabb(RID p_immediate) const; - virtual void immediate_set_material(RID p_immediate,RID p_material); + virtual void immediate_set_material(RID p_immediate, RID p_material); virtual RID immediate_get_material(RID p_immediate) const; /* PARTICLES API */ @@ -1463,25 +1434,25 @@ public: 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 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 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 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 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 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 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 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); @@ -1490,19 +1461,19 @@ public: 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 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_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 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 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; @@ -1516,68 +1487,61 @@ public: /* SKELETON API */ virtual RID skeleton_create(); - virtual void skeleton_resize(RID p_skeleton,int p_bones); + 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); - + 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_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 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 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 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 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 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 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 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 void light_instance_set_transform(RID p_light_instance, const Transform &p_transform); - virtual ShadowType light_instance_get_shadow_type(RID p_light_instance,bool p_far=false) const; + virtual ShadowType light_instance_get_shadow_type(RID p_light_instance, bool p_far = false) const; virtual int light_instance_get_shadow_passes(RID p_light_instance) const; virtual bool light_instance_get_pssm_shadow_overlap(RID p_light_instance) 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 int light_instance_get_shadow_size(RID p_light_instance, int p_index=0) 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 int light_instance_get_shadow_size(RID p_light_instance, int p_index = 0) const; virtual void shadow_clear_near(); virtual bool shadow_allocate_near(RID p_light); virtual bool shadow_allocate_far(RID p_light); - /* SHADOW */ virtual RID particles_instance_create(RID p_particles); - virtual void particles_instance_set_transform(RID p_particles_instance,const Transform& p_transform); - + virtual void particles_instance_set_transform(RID p_particles_instance, const Transform &p_transform); /* VIEWPORT */ @@ -1588,33 +1552,30 @@ public: 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, bool p_transparent_bg = false, bool p_vflip = false); + virtual void clear_viewport(const Color &p_color); + virtual void capture_viewport(Image *r_capture); - virtual void set_viewport(const VS::ViewportRect& p_viewport); - virtual void set_render_target(RID p_render_target,bool p_transparent_bg=false,bool p_vflip=false); - 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_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 begin_shadow_map( RID p_light_instance, int p_shadow_pass ); + virtual void set_camera(const Transform &p_world, const CameraMatrix &p_projection, bool p_ortho_hint); - virtual void set_camera(const Transform& p_world,const CameraMatrix& p_projection,bool p_ortho_hint); + virtual void add_light(RID p_light_instance); ///< all "add_light" calls happen before add_geometry calls - virtual void add_light( RID p_light_instance ); ///< all "add_light" calls happen before add_geometry calls + typedef Map<StringName, Variant> ParamOverrideMap; - typedef Map<StringName,Variant> ParamOverrideMap; - - 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_immediate( const RID& p_immediate, const InstanceData *p_data); - virtual void add_particles( const RID& p_particle_instance, const InstanceData *p_data); + 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_immediate(const RID &p_immediate, 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(); @@ -1630,69 +1591,68 @@ public: virtual void canvas_set_opacity(float p_opacity); virtual void canvas_set_blend_mode(VS::MaterialBlendMode p_mode); - virtual void canvas_begin_rect(const Transform2D& p_transform); - virtual void canvas_set_clip(bool p_clip, const Rect2& p_rect); + virtual void canvas_begin_rect(const Transform2D &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,bool p_antialiased); - 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, const Rect2& p_src_region, 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 Transform2D& p_transform); + virtual void canvas_draw_line(const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width, bool p_antialiased); + 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, const Rect2 &p_src_region, 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 Transform2D &p_transform); - virtual void canvas_render_items(CanvasItem *p_item_list,int p_z,const Color& p_modulate,CanvasLight *p_light); - virtual void canvas_debug_viewport_shadows(CanvasLight* p_lights_with_shadow); + virtual void canvas_render_items(CanvasItem *p_item_list, int p_z, const Color &p_modulate, CanvasLight *p_light); + virtual void canvas_debug_viewport_shadows(CanvasLight *p_lights_with_shadow); /* CANVAS LIGHT SHADOW */ //buffer virtual RID canvas_light_shadow_buffer_create(int p_width); - virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D& p_light_xform, int p_light_mask,float p_near, float p_far, CanvasLightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache); + virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, CanvasLightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache); //occluder virtual RID canvas_light_occluder_create(); - virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2>& p_lines); + virtual void canvas_light_occluder_set_polylines(RID p_occluder, const DVector<Vector2> &p_lines); /* ENVIRONMENT */ - virtual RID environment_create(); - virtual void environment_set_background(RID p_env,VS::EnvironmentBG p_bg); + 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_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_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; + 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; /* SAMPLED LIGHT */ - virtual RID sampled_light_dp_create(int p_width,int p_height); + virtual RID sampled_light_dp_create(int p_width, int p_height); virtual void sampled_light_dp_update(RID p_sampled_light, const Color *p_data, float p_multiplier); /*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_immediate(const RID& p_rid) const; - virtual bool is_multimesh(const RID& p_rid) const; + 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_immediate(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_shader(const RID& p_rid) 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_shader(const RID &p_rid) const; - virtual bool is_canvas_light_occluder(const RID& p_rid) const; + virtual bool is_canvas_light_occluder(const RID &p_rid) const; - virtual void free(const RID& p_rid); + virtual void free(const RID &p_rid); virtual void init(); virtual void finish(); @@ -1710,14 +1670,14 @@ public: void reload_vram(); virtual bool has_feature(VS::Features p_feature) const; - + virtual void restore_framebuffer(); - static RasterizerGLES2* get_singleton(); + static RasterizerGLES2 *get_singleton(); virtual void set_force_16_bits_fbo(bool p_force); - RasterizerGLES2(bool p_compress_arrays=false,bool p_keep_ram_copy=true,bool p_default_fragment_lighting=true,bool p_use_reload_hooks=false); + RasterizerGLES2(bool p_compress_arrays = false, bool p_keep_ram_copy = true, bool p_default_fragment_lighting = true, bool p_use_reload_hooks = false); virtual ~RasterizerGLES2(); }; |