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Diffstat (limited to 'drivers/gles2/rasterizer_gles2.h')
| -rw-r--r-- | drivers/gles2/rasterizer_gles2.h | 1686 |
1 files changed, 0 insertions, 1686 deletions
diff --git a/drivers/gles2/rasterizer_gles2.h b/drivers/gles2/rasterizer_gles2.h deleted file mode 100644 index ca6a0fce26..0000000000 --- a/drivers/gles2/rasterizer_gles2.h +++ /dev/null @@ -1,1686 +0,0 @@ -/*************************************************************************/ -/* rasterizer_gles2.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* http://www.godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* 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_GLES2_H -#define RASTERIZER_GLES2_H - -#include "servers/visual/rasterizer.h" - -#define MAX_POLYGON_VERTICES 4096 //used for WebGL canvas_draw_polygon call. - -#ifdef GLES2_ENABLED - -#include "camera_matrix.h" -#include "image.h" -#include "list.h" -#include "map.h" -#include "rid.h" -#include "self_list.h" -#include "servers/visual_server.h" -#include "sort.h" - -#include "platform_config.h" -#ifndef GLES2_INCLUDE_H -#include <GLES2/gl2.h> -#else -#include GLES2_INCLUDE_H -#endif - -#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/copy.glsl.h" -#include "drivers/gles2/shaders/material.glsl.h" -#include "servers/visual/particle_system_sw.h" - -/** - @author Juan Linietsky <reduzio@gmail.com> -*/ -class RasterizerGLES2 : public Rasterizer { - - enum { - - 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; - bool pvr_srgb_supported; - bool s3tc_supported; - bool s3tc_srgb_supported; - bool latc_supported; - bool etc_supported; - bool atitc_supported; - bool npo2_textures_available; - bool read_depth_supported; - bool use_framebuffers; - bool full_float_fb_supported; - bool use_shadow_mapping; - bool use_fp16_fb; - bool srgb_supported; - bool float_supported; - bool float_linear_supported; - bool use_16bits_fbo; - - ShadowFilterTechnique shadow_filter; - - bool use_shadow_esm; - bool use_shadow_pcf; - bool use_hw_skeleton_xform; - bool use_depth24; - bool use_texture_instancing; - bool use_attribute_instancing; - bool use_rgba_shadowmaps; - bool use_anisotropic_filter; - float anisotropic_level; - - bool use_half_float; - bool low_memory_2d; - - bool shrink_textures_x2; - - 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); - - struct RenderTarget; - - struct Texture { - - String path; - uint32_t flags; - int width, height; - int alloc_width, alloc_height; - Image::Format format; - - GLenum target; - GLenum gl_format_cache; - GLenum gl_internal_format_cache; - int gl_components_cache; - int data_size; //original data size, useful for retrieving back - bool has_alpha; - bool format_has_alpha; - bool compressed; - bool disallow_mipmaps; - int total_data_size; - bool ignore_mipmaps; - - ObjectID reloader; - StringName reloader_func; - Image image[6]; - - int mipmaps; - - bool active; - GLuint tex_id; - - RenderTarget *render_target; - - 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; - } - - ~Texture() { - - if (tex_id != 0) { - - glDeleteTextures(1, &tex_id); - } - } - }; - - mutable RID_Owner<Texture> texture_owner; - - struct Shader { - - String vertex_code; - String fragment_code; - String light_code; - int vertex_line; - int fragment_line; - int light_line; - VS::ShaderMode mode; - - uint32_t custom_code_id; - uint32_t version; - - bool valid; - bool has_alpha; - bool can_zpass; - bool has_texscreen; - bool has_screen_uv; - bool writes_vertex; - bool uses_discard; - bool uses_time; - bool uses_normal; - bool uses_texpixel_size; - - Map<StringName, ShaderLanguage::Uniform> uniforms; - StringName first_texture; - - 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; - } - }; - - 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; - - struct Material { - - bool flags[VS::MATERIAL_FLAG_MAX]; - - VS::MaterialBlendMode blend_mode; - VS::MaterialDepthDrawMode depth_draw_mode; - - float line_width; - bool has_alpha; - - mutable uint32_t shader_version; - - RID shader; // shader material - Shader *shader_cache; - - struct UniformData { - - bool inuse; - bool istexture; - Variant value; - int index; - }; - - 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; - - 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; - } - }; - - _FORCE_INLINE_ void _update_material_shader_params(Material *p_material) const; - mutable RID_Owner<Material> material_owner; - - struct Geometry { - - enum Type { - GEOMETRY_INVALID, - GEOMETRY_SURFACE, - GEOMETRY_IMMEDIATE, - 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() {} - }; - - struct 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; - Vector<AABB> skeleton_bone_aabb; - Vector<bool> skeleton_bone_used; - - //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; - - bool alpha_sort; - - 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; - - alpha_sort = false; - - 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; - 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; - } - }; - 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]; - 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; - }; - }; - - AABB aabb; - RID mesh; - int visible; - - //IDirect3DVertexBuffer9* instance_buffer; - Vector<Element> elements; - Vector<MultiMeshSurface> cache_surfaces; - mutable uint64_t last_pass; - GLuint tex_id; - int tw; - int th; - - SelfList<MultiMesh> dirty_list; - - MultiMesh() - : dirty_list(this) { - - tw = 1; - th = 1; - tex_id = 0; - last_pass = 0; - visible = -1; - } - }; - - mutable RID_Owner<MultiMesh> multimesh_owner; - mutable SelfList<MultiMesh>::List _multimesh_dirty_list; - - struct Immediate : public Geometry { - - struct Chunk { - - RID texture; - VS::PrimitiveType primitive; - Vector<Vector3> vertices; - Vector<Vector3> normals; - Vector<Plane> tangents; - Vector<Color> colors; - Vector<Vector2> uvs; - Vector<Vector2> uvs2; - }; - - List<Chunk> chunks; - bool building; - int mask; - AABB aabb; - - Immediate() { - type = GEOMETRY_IMMEDIATE; - building = false; - } - }; - - mutable RID_Owner<Immediate> immediate_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 { - - struct Bone { - - 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; - } - } - } - - _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; - } - _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; - } - - _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++) { - - 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])); - - if (i == 0) - ret.pos = xv; - else - ret.expand_to(xv); - } - - return ret; - } - }; - - GLuint tex_id; - float pixel_size; //for texture - Vector<Bone> bones; - - SelfList<Skeleton> dirty_list; - - 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); - - 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; - VS::LightOmniShadowMode omni_shadow_mode; - 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; - } - }; - - 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; - 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_THRESHOLD] = 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_THRESHOLD] = 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; - GLuint texture; - float multiplier; - bool is_float; - }; - - 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; - } - }; - - mutable RID_Owner<ViewportData> viewport_data_owner; - - struct RenderTarget { - - Texture *texture_ptr; - RID texture; - GLuint fbo; - GLuint color; - GLuint depth; - int width, height; - uint64_t last_pass; - }; - - mutable RID_Owner<RenderTarget> render_target_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[4]; - CameraMatrix custom_projection[4]; - - Vector3 light_vector; - Vector3 spot_vector; - float linear_att; - - uint64_t shadow_pass; - uint64_t last_pass; - uint16_t sort_key; - - Vector2 dp; - - CameraMatrix shadow_projection[4]; - float shadow_split[4]; - - ShadowBuffer *near_shadow_buffer; - - void clear_shadow_buffers() { - - clear_near_shadow_buffers(); - } - - void clear_near_shadow_buffers() { - - if (near_shadow_buffer) { - near_shadow_buffer->owner = NULL; - 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; - - LightInstance *light_instances[MAX_SCENE_LIGHTS]; - LightInstance *directional_lights[4]; - int light_instance_count; - int directional_light_count; - int last_light_id; - bool current_depth_test; - bool current_depth_mask; - VS::MaterialBlendMode current_blend_mode; - bool use_fast_texture_filter; - int max_texture_size; - - bool fragment_lighting; - RID shadow_material; - RID shadow_material_double_sided; - Material *shadow_mat_ptr; - Material *shadow_mat_double_sided_ptr; - - int max_texture_units; - GLuint base_framebuffer; - - 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, - }; - - static int max_elements; - - struct Element { - - float depth; - const InstanceData *instance; - const Skeleton *skeleton; - const Geometry *geometry; - const Geometry *geometry_cmp; - const Material *material; - const GeometryOwner *owner; - bool *additive_ptr; - bool additive; - bool mirror; - union { -#ifdef BIG_ENDIAN_ENABLED - struct { - uint8_t sort_flags; - uint8_t light_type; - uint16_t light; - }; -#else - struct { - uint16_t light; - uint8_t light_type; - uint8_t sort_flags; - }; -#endif - uint32_t sort_key; - }; - }; - - Element *_elements; - Element **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 SortMatGeom { - - _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) { - - return A->geometry_cmp < B->geometry_cmp; - } else { - - return (A->material < B->material); - } - } else { - - return A->material->shader_cache < B->material->shader_cache; - } - } - }; - - void sort_mat_geom() { - - SortArray<Element *, SortMatGeom> sorter; - sorter.sort(elements, element_count); - } - - struct SortMatLight { - - _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; - } else { - - return (A->material < B->material); - } - } else { - - return (A->geometry_cmp < B->geometry_cmp); - } - } - }; - - void sort_mat_light() { - - SortArray<Element *, SortMatLight> sorter; - sorter.sort(elements, element_count); - } - - struct SortMatLightType { - - _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) { - if (A->material == B->material) { - - return (A->geometry_cmp < B->geometry_cmp); - } else { - - return (A->material < B->material); - } - } else { - - return (A->material->shader_cache < B->material->shader_cache); - } - } else { - - return A->light_type < B->light_type; - } - } - }; - - void sort_mat_light_type() { - - SortArray<Element *, SortMatLightType> sorter; - sorter.sort(elements, element_count); - } - - struct SortMatLightTypeFlags { - - _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) { - if (A->material == B->material) { - - return (A->geometry_cmp < B->geometry_cmp); - } else { - - return (A->material < B->material); - } - } else { - - return (A->material->shader_cache < B->material->shader_cache); - } - } else { - - return A->sort_key < B->sort_key; //one is null and one is not - } - } - }; - - void sort_mat_light_type_flags() { - - SortArray<Element *, SortMatLightTypeFlags> 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++]; - } - - 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 - } - - RenderList() { - } - ~RenderList() { - memdelete_arr(elements); - memdelete_arr(_elements); - } - }; - - RenderList opaque_render_list; - RenderList alpha_render_list; - - RID default_material; - - CameraMatrix camera_projection; - Transform camera_transform; - Transform camera_transform_inverse; - float camera_z_near; - float camera_z_far; - Size2 camera_vp_size; - bool camera_ortho; - Set<String> extensions; - 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 _setup_light(LightInstance* p_instance, int p_idx); - void _setup_light(uint16_t p_light); - - _FORCE_INLINE_ void _setup_shader_params(const Material *p_material); - 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); - - /***********/ - /* SHADOWS */ - /***********/ - - struct ShadowBuffer { - - int size; - GLuint fbo; - GLuint rbo; - GLuint depth; - GLuint rgba; //for older devices -#if 0 - GLuint fbo_blur; - GLuint rbo_blur; - GLuint blur; -#endif - - LightInstance *owner; - bool init(int p_size, bool p_use_depth); - ShadowBuffer() { - size = 0; - depth = 0; - owner = NULL; - } - }; - - Vector<ShadowBuffer> near_shadow_buffers; - ShadowBuffer blur_shadow_buffer; - - Vector<ShadowBuffer> far_shadow_buffers; - - 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); - void _debug_shadows(); - void _debug_luminances(); - void _debug_samplers(); - - /***********/ - /* FBOs */ - /***********/ - - struct FrameBuffer { - - GLuint fbo; - GLuint color; - GLuint depth; - - int width, height; - int scale; - bool active; - - int blur_size; - - struct Blur { - - GLuint fbo; - GLuint color; - - Blur() { - fbo = 0; - color = 0; - } - } blur[3]; - - struct Luminance { - - int size; - GLuint fbo; - GLuint color; - - Luminance() { - fbo = 0; - color = 0; - size = 0; - } - }; - - Vector<Luminance> luminance; - - GLuint sample_fbo; - GLuint sample_color; - - FrameBuffer() { - blur_size = 0; - } - - } framebuffer; - - void _update_framebuffer(); - void _process_glow_and_bloom(); - //void _update_blur_buffer(); - - /*********/ - /* FRAME */ - /*********/ - - struct _Rinfo { - - int texture_mem; - int vertex_count; - int object_count; - int mat_change_count; - int surface_count; - int shader_change_count; - int ci_draw_commands; - int draw_calls; - - } _rinfo; - - /*******************/ - /* CANVAS OCCLUDER */ - /*******************/ - - struct CanvasOccluder { - - GLuint vertex_id; // 0 means, unconfigured - GLuint index_id; // 0 means, unconfigured - DVector<Vector2> lines; - int len; - }; - - RID_Owner<CanvasOccluder> canvas_occluder_owner; - - /***********************/ - /* CANVAS LIGHT SHADOW */ - /***********************/ - - struct CanvasLightShadow { - - int size; - int height; - GLuint fbo; - GLuint rbo; - GLuint depth; - GLuint rgba; //for older devices - - GLuint blur; - }; - - RID_Owner<CanvasLightShadow> canvas_light_shadow_owner; - - RID canvas_shadow_blur; - - /* ETC */ - - RenderTarget *current_rt; - bool current_rt_transparent; - bool current_rt_vflip; - ViewportData *current_vd; - - GLuint white_tex; - RID canvas_tex; - float canvas_opacity; - Color canvas_modulate; - bool canvas_use_modulate; - bool uses_texpixel_size; - bool rebind_texpixel_size; - Transform canvas_transform; - ShaderMaterial *canvas_last_material; - bool canvas_texscreen_used; - Vector2 normal_flip; - _FORCE_INLINE_ void _canvas_normal_set_flip(const Vector2 &p_flip); - - _FORCE_INLINE_ Texture *_bind_canvas_texture(const RID &p_texture); - VS::MaterialBlendMode canvas_blend_mode; - - int _setup_geometry_vinfo; - - bool pack_arrays; - bool keep_copies; - 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); - - void _process_glow_bloom(); - void _process_hdr(); - void _draw_tex_bg(); - - bool using_canvas_bg; - Size2 window_size; - VS::ViewportRect viewport; - double last_time; - double time_delta; - uint64_t frame; - uint64_t scene_pass; - bool draw_next_frame; - Environment *current_env; - VS::ScenarioDebugMode current_debug; - RID overdraw_material; - float shader_time_rollback; - - mutable MaterialShaderGLES2 material_shader; - mutable CanvasShaderGLES2 canvas_shader; - BlurShaderGLES2 blur_shader; - CopyShaderGLES2 copy_shader; - mutable CanvasShadowShaderGLES2 canvas_shadow_shader; - - mutable ShaderCompilerGLES2 shader_precompiler; - - void _draw_primitive(int p_points, const Vector3 *p_vertices, const Vector3 *p_normals, const Color *p_colors, const Vector3 *p_uvs, const Plane *p_tangents = NULL, int p_instanced = 1); - _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); - _FORCE_INLINE_ void _draw_gui_primitive2(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const Vector2 *p_uvs2); - void _draw_textured_quad(const Rect2 &p_rect, const Rect2 &p_src_region, const Size2 &p_tex_size, bool p_h_flip = false, bool p_v_flip = false, bool p_transpose = false); - void _draw_quad(const Rect2 &p_rect); - void _copy_screen_quad(); - void _copy_to_texscreen(); - - bool _test_depth_shadow_buffer(); - - Vector3 chunk_vertex; - Vector3 chunk_normal; - Plane chunk_tangent; - Color chunk_color; - Vector2 chunk_uv; - Vector2 chunk_uv2; - 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(ShaderMaterial *material, Shader *p_shader); - _FORCE_INLINE_ void _canvas_item_setup_shader_uniforms(ShaderMaterial *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 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_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); - - virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); - - GLuint _texture_get_name(RID p_tex); - - /* 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, 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 Variant shader_get_default_param(RID p_shader, const StringName &p_name); - - /* 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_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 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; - - /* 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, RID p_skeleton = RID()) const; - - 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 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; - - /* 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_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 RID immediate_get_material(RID p_immediate) 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_light) const; - - virtual RID light_instance_create(RID p_light); - 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 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 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); - - /* 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, 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_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 add_light(RID p_light_instance); ///< all "add_light" calls happen before add_geometry calls - - 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 end_scene(); - virtual void end_shadow_map(); - - virtual void end_frame(); - - /* CANVAS API */ - - virtual void begin_canvas_bg(); - - virtual void canvas_begin(); - virtual void canvas_disable_blending(); - - 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_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_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); - - //occluder - virtual RID canvas_light_occluder_create(); - 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 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; - - /* SAMPLED LIGHT */ - 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_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_canvas_light_occluder(const RID &p_rid) const; - - virtual void free(const RID &p_rid); - - virtual void init(); - virtual void finish(); - - virtual int get_render_info(VS::RenderInfo p_info); - - void set_base_framebuffer(GLuint p_id, Vector2 p_size = Vector2(0, 0)); - - virtual void flush_frame(); //not necessary in most cases - void set_extensions(const char *p_strings); - - virtual bool needs_to_draw_next_frame() const; - - void set_use_framebuffers(bool p_use); - void reload_vram(); - - virtual bool has_feature(VS::Features p_feature) const; - - virtual void restore_framebuffer(); - - 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); - virtual ~RasterizerGLES2(); -}; - -#endif -#endif |