diff options
Diffstat (limited to 'drivers/gles2/rasterizer_storage_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 838 |
1 files changed, 838 insertions, 0 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h new file mode 100644 index 0000000000..c3c3a391d4 --- /dev/null +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -0,0 +1,838 @@ +/*************************************************************************/ +/* rasterizer_storage_gles2.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://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 RASTERIZERSTORAGEGLES2_H +#define RASTERIZERSTORAGEGLES2_H + +#include "self_list.h" +#include "servers/visual/rasterizer.h" +#include "servers/visual/shader_language.h" +#include "shader_compiler_gles2.h" +#include "shader_gles2.h" + +#include "shaders/copy.glsl.gen.h" +/* +#include "shaders/blend_shape.glsl.gen.h" +#include "shaders/canvas.glsl.gen.h" +#include "shaders/copy.glsl.gen.h" +#include "shaders/cubemap_filter.glsl.gen.h" +#include "shaders/particles.glsl.gen.h" +*/ + +class RasterizerCanvasGLES2; +class RasterizerSceneGLES2; + +class RasterizerStorageGLES2 : public RasterizerStorage { +public: + RasterizerCanvasGLES2 *canvas; + RasterizerSceneGLES2 *scene; + + static GLuint system_fbo; + + struct Config { + + bool shrink_textures_x2; + bool use_fast_texture_filter; + // bool use_anisotropic_filter; + + bool hdr_supported; + + bool use_rgba_2d_shadows; + + // float anisotropic_level; + + int max_texture_image_units; + int max_texture_size; + + bool generate_wireframes; + + bool use_texture_array_environment; + + Set<String> extensions; + + bool keep_original_textures; + + bool no_depth_prepass; + bool force_vertex_shading; + } config; + + struct Resources { + + GLuint white_tex; + GLuint black_tex; + GLuint normal_tex; + GLuint aniso_tex; + + GLuint quadie; + GLuint quadie_array; + + } resources; + + mutable struct Shaders { + + ShaderCompilerGLES2 compiler; + + CopyShaderGLES2 copy; + + ShaderCompilerGLES2::IdentifierActions actions_canvas; + ShaderCompilerGLES2::IdentifierActions actions_scene; + ShaderCompilerGLES2::IdentifierActions actions_particles; + + } shaders; + + struct Info { + + uint64_t texture_mem; + uint64_t vertex_mem; + + struct Render { + uint32_t object_count; + uint32_t draw_call_count; + uint32_t material_switch_count; + uint32_t surface_switch_count; + uint32_t shader_rebind_count; + uint32_t vertices_count; + + void reset() { + object_count = 0; + draw_call_count = 0; + material_switch_count = 0; + surface_switch_count = 0; + shader_rebind_count = 0; + vertices_count = 0; + } + } render, render_final, snap; + + Info() { + + texture_mem = 0; + vertex_mem = 0; + render.reset(); + render_final.reset(); + } + + } info; + + ///////////////////////////////////////////////////////////////////////////////////////// + //////////////////////////////////DATA/////////////////////////////////////////////////// + ///////////////////////////////////////////////////////////////////////////////////////// + + ///////////////////////////////////////////////////////////////////////////////////////// + //////////////////////////////////API//////////////////////////////////////////////////// + ///////////////////////////////////////////////////////////////////////////////////////// + + /* TEXTURE API */ + + struct RenderTarget; + + struct Texture : RID_Data { + + Texture *proxy; + Set<Texture *> proxy_owners; + + 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; + GLenum gl_type_cache; + + int data_size; + int total_data_size; + bool ignore_mipmaps; + + int mipmaps; + + bool active; + GLenum tex_id; + + uint16_t stored_cube_sides; + + RenderTarget *render_target; + + Ref<Image> images[6]; + + Texture() { + flags = 0; + width = 0; + height = 0; + alloc_width = 0; + alloc_height = 0; + format = Image::FORMAT_L8; + + target = 0; + + data_size = 0; + total_data_size = 0; + ignore_mipmaps = false; + + active = false; + + tex_id = 0; + + stored_cube_sides = 0; + + proxy = NULL; + + render_target = NULL; + } + + _ALWAYS_INLINE_ Texture *get_ptr() { + if (proxy) { + return proxy; //->get_ptr(); only one level of indirection, else not inlining possible. + } else { + return this; + } + } + + ~Texture() { + if (tex_id != 0) { + glDeleteTextures(1, &tex_id); + } + + for (Set<Texture *>::Element *E = proxy_owners.front(); E; E = E->next()) { + E->get()->proxy = NULL; + } + + if (proxy) { + proxy->proxy_owners.erase(this); + } + } + }; + + mutable RID_Owner<Texture> texture_owner; + + Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type); + + 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 Ref<Image> &p_image, VS::CubeMapSide p_cube_side = VS::CUBEMAP_LEFT); + virtual Ref<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_texid(RID p_texture) const; + virtual uint32_t texture_get_width(RID p_texture) const; + virtual uint32_t texture_get_height(RID p_texture) const; + virtual void texture_set_size_override(RID p_texture, int p_width, int p_height); + + virtual void texture_set_path(RID p_texture, const String &p_path); + virtual String texture_get_path(RID p_texture) const; + + virtual void texture_set_shrink_all_x2_on_set_data(bool p_enable); + + virtual void texture_debug_usage(List<VS::TextureInfo> *r_info); + + virtual RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const; + + virtual void textures_keep_original(bool p_enable); + + virtual void texture_set_proxy(RID p_texture, RID p_proxy); + + virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); + virtual void texture_set_detect_normal_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); + + /* SKY API */ + + virtual RID sky_create(); + virtual void sky_set_texture(RID p_sky, RID p_panorama, int p_radiance_size); + + /* SHADER API */ + + struct Material; + + struct Shader : public RID_Data { + + RID self; + + VS::ShaderMode mode; + ShaderGLES2 *shader; + String code; + SelfList<Material>::List materials; + + Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + + uint32_t texture_count; + + uint32_t custom_code_id; + uint32_t version; + + SelfList<Shader> dirty_list; + + Map<StringName, RID> default_textures; + + Vector<ShaderLanguage::ShaderNode::Uniform::Hint> texture_hints; + + bool valid; + + String path; + + struct CanvasItem { + + enum BlendMode { + BLEND_MODE_MIX, + BLEND_MODE_ADD, + BLEND_MODE_SUB, + BLEND_MODE_MUL, + BLEND_MODE_PMALPHA, + }; + + int blend_mode; + + /* + enum LightMode { + LIGHT_MODE_NORMAL, + LIGHT_MODE_UNSHADED, + LIGHT_MODE_LIGHT_ONLY + }; + + int light_mode; + */ + bool uses_screen_texture; + bool uses_screen_uv; + bool uses_time; + + } canvas_item; + + /* + struct Spatial { + + enum BlendMode { + BLEND_MODE_MIX, + BLEND_MODE_ADD, + BLEND_MODE_SUB, + BLEND_MODE_MUL, + }; + + int blend_mode; + + enum DepthDrawMode { + DEPTH_DRAW_OPAQUE, + DEPTH_DRAW_ALWAYS, + DEPTH_DRAW_NEVER, + DEPTH_DRAW_ALPHA_PREPASS, + }; + + int depth_draw_mode; + + enum CullMode { + CULL_MODE_FRONT, + CULL_MODE_BACK, + CULL_MODE_DISABLED, + }; + + int cull_mode; + + bool uses_alpha; + bool uses_alpha_scissor; + bool unshaded; + bool no_depth_test; + bool uses_vertex; + bool uses_discard; + bool uses_sss; + bool uses_screen_texture; + bool uses_time; + bool writes_modelview_or_projection; + bool uses_vertex_lighting; + bool uses_world_coordinates; + + } spatial; + + struct Particles { + + } particles; + */ + + bool uses_vertex_time; + bool uses_fragment_time; + + Shader() : + dirty_list(this) { + + shader = NULL; + valid = false; + custom_code_id = 0; + version = 1; + } + }; + + mutable RID_Owner<Shader> shader_owner; + mutable SelfList<Shader>::List _shader_dirty_list; + + void _shader_make_dirty(Shader *p_shader); + + virtual RID shader_create(); + + virtual void shader_set_code(RID p_shader, const String &p_code); + virtual String shader_get_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; + + void _update_shader(Shader *p_shader) const; + void update_dirty_shaders(); + + /* COMMON MATERIAL API */ + + struct Material : public RID_Data { + + Shader *shader; + Map<StringName, Variant> params; + SelfList<Material> list; + SelfList<Material> dirty_list; + Vector<RID> textures; + float line_width; + int render_priority; + + RID next_pass; + + uint32_t index; + uint64_t last_pass; + + Map<Geometry *, int> geometry_owners; + Map<RasterizerScene::InstanceBase *, int> instance_owners; + + bool can_cast_shadow_cache; + bool is_animated_cache; + + Material() : + list(this), + dirty_list(this) { + can_cast_shadow_cache = false; + is_animated_cache = false; + shader = NULL; + line_width = 1.0; + last_pass = 0; + render_priority = 0; + } + }; + + mutable SelfList<Material>::List _material_dirty_list; + void _material_make_dirty(Material *p_material) const; + + mutable RID_Owner<Material> material_owner; + + virtual RID material_create(); + + virtual void material_set_shader(RID p_material, RID p_shader); + virtual RID material_get_shader(RID p_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_line_width(RID p_material, float p_width); + virtual void material_set_next_pass(RID p_material, RID p_next_material); + + virtual bool material_is_animated(RID p_material); + virtual bool material_casts_shadows(RID p_material); + + virtual void material_add_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); + virtual void material_remove_instance_owner(RID p_material, RasterizerScene::InstanceBase *p_instance); + + virtual void material_set_render_priority(RID p_material, int priority); + + void update_dirty_materials(); + + /* MESH API */ + virtual RID mesh_create(); + + virtual void mesh_add_surface(RID p_mesh, uint32_t p_format, VS::PrimitiveType p_primitive, const PoolVector<uint8_t> &p_array, int p_vertex_count, const PoolVector<uint8_t> &p_index_array, int p_index_count, const AABB &p_aabb, const Vector<PoolVector<uint8_t> > &p_blend_shapes = Vector<PoolVector<uint8_t> >(), const Vector<AABB> &p_bone_aabbs = Vector<AABB>()); + + virtual void mesh_set_blend_shape_count(RID p_mesh, int p_amount); + virtual int mesh_get_blend_shape_count(RID p_mesh) const; + + virtual void mesh_set_blend_shape_mode(RID p_mesh, VS::BlendShapeMode p_mode); + virtual VS::BlendShapeMode mesh_get_blend_shape_mode(RID p_mesh) const; + + virtual void mesh_surface_update_region(RID p_mesh, int p_surface, int p_offset, const PoolVector<uint8_t> &p_data); + + virtual void mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material); + 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 PoolVector<uint8_t> mesh_surface_get_array(RID p_mesh, int p_surface) const; + virtual PoolVector<uint8_t> mesh_surface_get_index_array(RID p_mesh, int p_surface) const; + + virtual uint32_t mesh_surface_get_format(RID p_mesh, int p_surface) const; + virtual VS::PrimitiveType mesh_surface_get_primitive_type(RID p_mesh, int p_surface) const; + + virtual AABB mesh_surface_get_aabb(RID p_mesh, int p_surface) const; + virtual Vector<PoolVector<uint8_t> > mesh_surface_get_blend_shapes(RID p_mesh, int p_surface) const; + virtual Vector<AABB> mesh_surface_get_skeleton_aabb(RID p_mesh, int p_surface) const; + + virtual void mesh_remove_surface(RID p_mesh, int p_surface); + virtual int mesh_get_surface_count(RID p_mesh) const; + + virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb); + virtual AABB mesh_get_custom_aabb(RID p_mesh) const; + + virtual AABB mesh_get_aabb(RID p_mesh, RID p_skeleton) const; + virtual void mesh_clear(RID p_mesh); + + /* MULTIMESH API */ + + virtual RID multimesh_create(); + + virtual void multimesh_allocate(RID p_multimesh, int p_instances, VS::MultimeshTransformFormat p_transform_format, VS::MultimeshColorFormat p_color_format); + virtual int multimesh_get_instance_count(RID p_multimesh) const; + + virtual void multimesh_set_mesh(RID p_multimesh, RID p_mesh); + virtual void multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform &p_transform); + virtual void multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &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 Transform multimesh_instance_get_transform(RID p_multimesh, int p_index) const; + virtual Transform2D multimesh_instance_get_transform_2d(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; + + virtual AABB multimesh_get_aabb(RID p_multimesh) const; + + void update_dirty_multimeshes(); + + /* 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 void immediate_set_material(RID p_immediate, RID p_material); + virtual RID immediate_get_material(RID p_immediate) const; + virtual AABB immediate_get_aabb(RID p_immediate) const; + + /* SKELETON API */ + + void update_dirty_skeletons(); + + virtual RID skeleton_create(); + virtual void skeleton_allocate(RID p_skeleton, int p_bones, bool p_2d_skeleton = false); + 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) const; + virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform); + virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const; + + /* Light API */ + + virtual RID light_create(VS::LightType p_type); + + virtual void light_set_color(RID p_light, const Color &p_color); + virtual void light_set_param(RID p_light, VS::LightParam p_param, float p_value); + virtual void light_set_shadow(RID p_light, bool p_enabled); + virtual void light_set_shadow_color(RID p_light, const Color &p_color); + virtual void light_set_projector(RID p_light, RID p_texture); + virtual void light_set_negative(RID p_light, bool p_enable); + virtual void light_set_cull_mask(RID p_light, uint32_t p_mask); + virtual void light_set_reverse_cull_face_mode(RID p_light, bool p_enabled); + + virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); + virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail); + + virtual void light_directional_set_shadow_mode(RID p_light, VS::LightDirectionalShadowMode p_mode); + virtual void light_directional_set_blend_splits(RID p_light, bool p_enable); + virtual bool light_directional_get_blend_splits(RID p_light) const; + + virtual VS::LightDirectionalShadowMode light_directional_get_shadow_mode(RID p_light); + virtual VS::LightOmniShadowMode light_omni_get_shadow_mode(RID p_light); + + virtual void light_directional_set_shadow_depth_range_mode(RID p_light, VS::LightDirectionalShadowDepthRangeMode p_range_mode); + virtual VS::LightDirectionalShadowDepthRangeMode light_directional_get_shadow_depth_range_mode(RID p_light) const; + + virtual bool light_has_shadow(RID p_light) const; + + virtual VS::LightType light_get_type(RID p_light) const; + virtual float light_get_param(RID p_light, VS::LightParam p_param); + virtual Color light_get_color(RID p_light); + + virtual AABB light_get_aabb(RID p_light) const; + virtual uint64_t light_get_version(RID p_light) const; + + /* PROBE API */ + virtual RID reflection_probe_create(); + + virtual void reflection_probe_set_update_mode(RID p_probe, VS::ReflectionProbeUpdateMode p_mode); + virtual void reflection_probe_set_intensity(RID p_probe, float p_intensity); + virtual void reflection_probe_set_interior_ambient(RID p_probe, const Color &p_ambient); + virtual void reflection_probe_set_interior_ambient_energy(RID p_probe, float p_energy); + virtual void reflection_probe_set_interior_ambient_probe_contribution(RID p_probe, float p_contrib); + virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance); + virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents); + virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset); + virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable); + virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable); + virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); + virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); + + virtual AABB reflection_probe_get_aabb(RID p_probe) const; + virtual VS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; + virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const; + + virtual Vector3 reflection_probe_get_extents(RID p_probe) const; + virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const; + virtual float reflection_probe_get_origin_max_distance(RID p_probe) const; + virtual bool reflection_probe_renders_shadows(RID p_probe) const; + + /* GI PROBE API */ + virtual RID gi_probe_create(); + + virtual void gi_probe_set_bounds(RID p_probe, const AABB &p_bounds); + virtual AABB gi_probe_get_bounds(RID p_probe) const; + + virtual void gi_probe_set_cell_size(RID p_probe, float p_size); + virtual float gi_probe_get_cell_size(RID p_probe) const; + + virtual void gi_probe_set_to_cell_xform(RID p_probe, const Transform &p_xform); + virtual Transform gi_probe_get_to_cell_xform(RID p_probe) const; + + virtual void gi_probe_set_dynamic_data(RID p_probe, const PoolVector<int> &p_data); + virtual PoolVector<int> gi_probe_get_dynamic_data(RID p_probe) const; + + virtual void gi_probe_set_dynamic_range(RID p_probe, int p_range); + virtual int gi_probe_get_dynamic_range(RID p_probe) const; + + virtual void gi_probe_set_energy(RID p_probe, float p_range); + virtual float gi_probe_get_energy(RID p_probe) const; + + virtual void gi_probe_set_bias(RID p_probe, float p_range); + virtual float gi_probe_get_bias(RID p_probe) const; + + virtual void gi_probe_set_normal_bias(RID p_probe, float p_range); + virtual float gi_probe_get_normal_bias(RID p_probe) const; + + virtual void gi_probe_set_propagation(RID p_probe, float p_range); + virtual float gi_probe_get_propagation(RID p_probe) const; + + virtual void gi_probe_set_interior(RID p_probe, bool p_enable); + virtual bool gi_probe_is_interior(RID p_probe) const; + + virtual void gi_probe_set_compress(RID p_probe, bool p_enable); + virtual bool gi_probe_is_compressed(RID p_probe) const; + + virtual uint32_t gi_probe_get_version(RID p_probe); + + virtual GIProbeCompression gi_probe_get_dynamic_data_get_preferred_compression() const; + virtual RID gi_probe_dynamic_data_create(int p_width, int p_height, int p_depth, GIProbeCompression p_compression); + virtual void gi_probe_dynamic_data_update(RID p_gi_probe_data, int p_depth_slice, int p_slice_count, int p_mipmap, const void *p_data); + + /* LIGHTMAP */ + + virtual RID lightmap_capture_create(); + virtual void lightmap_capture_set_bounds(RID p_capture, const AABB &p_bounds); + virtual AABB lightmap_capture_get_bounds(RID p_capture) const; + virtual void lightmap_capture_set_octree(RID p_capture, const PoolVector<uint8_t> &p_octree); + virtual PoolVector<uint8_t> lightmap_capture_get_octree(RID p_capture) const; + virtual void lightmap_capture_set_octree_cell_transform(RID p_capture, const Transform &p_xform); + virtual Transform lightmap_capture_get_octree_cell_transform(RID p_capture) const; + virtual void lightmap_capture_set_octree_cell_subdiv(RID p_capture, int p_subdiv); + virtual int lightmap_capture_get_octree_cell_subdiv(RID p_capture) const; + virtual void lightmap_capture_set_energy(RID p_capture, float p_energy); + virtual float lightmap_capture_get_energy(RID p_capture) const; + virtual const PoolVector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const; + + /* PARTICLES */ + void update_particles(); + + virtual RID particles_create(); + + virtual void particles_set_emitting(RID p_particles, bool p_emitting); + virtual bool particles_get_emitting(RID p_particles); + + virtual void particles_set_amount(RID p_particles, int p_amount); + virtual void particles_set_lifetime(RID p_particles, float p_lifetime); + virtual void particles_set_one_shot(RID p_particles, bool p_one_shot); + virtual void particles_set_pre_process_time(RID p_particles, float p_time); + virtual void particles_set_explosiveness_ratio(RID p_particles, float p_ratio); + virtual void particles_set_randomness_ratio(RID p_particles, float p_ratio); + virtual void particles_set_custom_aabb(RID p_particles, const AABB &p_aabb); + virtual void particles_set_speed_scale(RID p_particles, float p_scale); + virtual void particles_set_use_local_coordinates(RID p_particles, bool p_enable); + virtual void particles_set_process_material(RID p_particles, RID p_material); + virtual void particles_set_fixed_fps(RID p_particles, int p_fps); + virtual void particles_set_fractional_delta(RID p_particles, bool p_enable); + virtual void particles_restart(RID p_particles); + + virtual void particles_set_draw_order(RID p_particles, VS::ParticlesDrawOrder p_order); + + virtual void particles_set_draw_passes(RID p_particles, int p_passes); + virtual void particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh); + + virtual void particles_request_process(RID p_particles); + virtual AABB particles_get_current_aabb(RID p_particles); + virtual AABB particles_get_aabb(RID p_particles) const; + + virtual void particles_set_emission_transform(RID p_particles, const Transform &p_transform); + + virtual int particles_get_draw_passes(RID p_particles) const; + virtual RID particles_get_draw_pass_mesh(RID p_particles, int p_pass) const; + + /* INSTANCE */ + + virtual void instance_add_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); + virtual void instance_remove_skeleton(RID p_skeleton, RasterizerScene::InstanceBase *p_instance); + + virtual void instance_add_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance); + virtual void instance_remove_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance); + + /* RENDER TARGET */ + + struct RenderTarget : public RID_Data { + GLuint fbo; + + GLuint color; + GLuint depth; + + // TODO post processing effects? + + // TODO HDR? + + // TODO this is hardcoded for texscreen copies for now + + struct Effect { + GLuint fbo; + int width; + int height; + + GLuint color; + + Effect() { + fbo = 0; + width = 0; + height = 0; + color = 0; + } + }; + + Effect copy_screen_effect; + + int width, height; + + bool flags[RENDER_TARGET_FLAG_MAX]; + + bool used_in_frame; + VS::ViewportMSAA msaa; + + RID texture; + + RenderTarget() { + fbo = 0; + + color = 0; + depth = 0; + + width = 0; + height = 0; + + for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) { + flags[i] = false; + } + + used_in_frame = false; + + msaa = VS::VIEWPORT_MSAA_DISABLED; + } + }; + + mutable RID_Owner<RenderTarget> render_target_owner; + + void _render_target_clear(RenderTarget *rt); + void _render_target_allocate(RenderTarget *rt); + + 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 void render_target_set_flag(RID p_render_target, RenderTargetFlags p_flag, bool p_value); + virtual bool render_target_was_used(RID p_render_target); + virtual void render_target_clear_used(RID p_render_target); + virtual void render_target_set_msaa(RID p_render_target, VS::ViewportMSAA p_msaa); + + /* CANVAS SHADOW */ + + virtual RID canvas_light_shadow_buffer_create(int p_width); + + /* LIGHT SHADOW MAPPING */ + + virtual RID canvas_light_occluder_create(); + virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines); + + virtual VS::InstanceType get_base_type(RID p_rid) const; + + virtual bool free(RID p_rid); + + struct Frame { + + RenderTarget *current_rt; + + bool clear_request; + Color clear_request_color; + int canvas_draw_commands; + float time[4]; + float delta; + uint64_t prev_tick; + uint64_t count; + + } frame; + + void initialize(); + void finalize(); + + virtual bool has_os_feature(const String &p_feature) const; + + virtual void update_dirty_resources(); + + virtual void set_debug_generate_wireframes(bool p_generate); + + virtual void render_info_begin_capture(); + virtual void render_info_end_capture(); + virtual int get_captured_render_info(VS::RenderInfo p_info); + + virtual int get_render_info(VS::RenderInfo p_info); + + RasterizerStorageGLES2(); +}; + +#endif // RASTERIZERSTORAGEGLES2_H |