diff options
Diffstat (limited to 'drivers/gles2/rasterizer_storage_gles2.h')
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.h | 252 |
1 files changed, 161 insertions, 91 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index 5bdc65a0b5..d139697b86 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef RASTERIZERSTORAGEGLES2_H #define RASTERIZERSTORAGEGLES2_H -#include "core/dvector.h" +#include "core/pool_vector.h" #include "core/self_list.h" #include "servers/visual/rasterizer.h" #include "servers/visual/shader_language.h" @@ -72,10 +72,31 @@ public: bool float_texture_supported; bool s3tc_supported; bool etc1_supported; + bool pvrtc_supported; + bool rgtc_supported; + bool bptc_supported; bool keep_original_textures; bool force_vertex_shading; + + bool use_rgba_2d_shadows; + bool use_rgba_3d_shadows; + + bool support_32_bits_indices; + bool support_write_depth; + bool support_half_float_vertices; + bool support_npot_repeat_mipmap; + bool support_depth_texture; + bool support_depth_cubemaps; + + bool support_shadow_cubemaps; + + bool multisample_supported; + + GLuint depth_internalformat; + GLuint depth_type; + } config; struct Resources { @@ -85,7 +106,11 @@ public: GLuint normal_tex; GLuint aniso_tex; + GLuint mipmap_blur_fbo; + GLuint mipmap_blur_color; + GLuint radical_inverse_vdc_cache_tex; + bool use_rgba_2d_shadows; GLuint quadie; @@ -131,10 +156,9 @@ public: } } render, render_final, snap; - Info() { - - texture_mem = 0; - vertex_mem = 0; + Info() : + texture_mem(0), + vertex_mem(0) { render.reset(); render_final.reset(); } @@ -234,6 +258,8 @@ public: int mipmaps; + bool resize_to_po2; + bool active; GLenum tex_id; @@ -254,30 +280,33 @@ public: VisualServer::TextureDetectCallback detect_normal; void *detect_normal_ud; - Texture() { - alloc_width = 0; - alloc_height = 0; - target = 0; - - stored_cube_sides = 0; - ignore_mipmaps = false; - render_target = NULL; - flags = width = height = 0; - tex_id = 0; - data_size = 0; - format = Image::FORMAT_L8; - active = false; - compressed = false; - total_data_size = 0; - mipmaps = 0; - detect_3d = NULL; - detect_3d_ud = NULL; - detect_srgb = NULL; - detect_srgb_ud = NULL; - detect_normal = NULL; - detect_normal_ud = NULL; - proxy = NULL; - redraw_if_visible = false; + Texture() : + proxy(NULL), + flags(0), + width(0), + height(0), + alloc_width(0), + alloc_height(0), + format(Image::FORMAT_L8), + type(VS::TEXTURE_TYPE_2D), + target(0), + data_size(0), + total_data_size(0), + ignore_mipmaps(false), + compressed(false), + mipmaps(0), + resize_to_po2(false), + active(false), + tex_id(0), + stored_cube_sides(0), + render_target(NULL), + redraw_if_visible(false), + detect_3d(NULL), + detect_3d_ud(NULL), + detect_srgb(NULL), + detect_srgb_ud(NULL), + detect_normal(NULL), + detect_normal_ud(NULL) { } _ALWAYS_INLINE_ Texture *get_ptr() { @@ -305,7 +334,7 @@ public: 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, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed) const; + Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_will_need_resize) const; virtual RID texture_create(); virtual void texture_allocate(RID p_texture, int p_width, int p_height, int p_depth_3d, Image::Format p_format, VS::TextureType p_type, uint32_t p_flags = VS::TEXTURE_FLAGS_DEFAULT); @@ -321,6 +350,7 @@ public: virtual uint32_t texture_get_height(RID p_texture) const; virtual uint32_t texture_get_depth(RID p_texture) const; virtual void texture_set_size_override(RID p_texture, int p_width, int p_height, int p_depth); + virtual void texture_bind(RID p_texture, uint32_t p_texture_no); virtual void texture_set_path(RID p_texture, const String &p_path); virtual String texture_get_path(RID p_texture) const; @@ -334,6 +364,7 @@ public: virtual void textures_keep_original(bool p_enable); virtual void texture_set_proxy(RID p_texture, RID p_proxy); + virtual Size2 texture_size_with_proxy(RID p_texture) const; virtual void texture_set_detect_3d_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); virtual void texture_set_detect_srgb_callback(RID p_texture, VisualServer::TextureDetectCallback p_callback, void *p_userdata); @@ -400,7 +431,6 @@ public: int blend_mode; - /* enum LightMode { LIGHT_MODE_NORMAL, LIGHT_MODE_UNSHADED, @@ -408,7 +438,6 @@ public: }; int light_mode; - */ bool uses_screen_texture; bool uses_screen_uv; @@ -612,23 +641,19 @@ public: PoolVector<uint8_t> data; PoolVector<uint8_t> index_data; + Vector<PoolVector<uint8_t> > blend_shape_data; int total_data_size; - Surface() { - array_byte_size = 0; - index_array_byte_size = 0; - - array_len = 0; - index_array_len = 0; - - mesh = NULL; - - primitive = VS::PRIMITIVE_POINTS; - - active = false; - - total_data_size = 0; + Surface() : + mesh(NULL), + array_len(0), + index_array_len(0), + array_byte_size(0), + index_array_byte_size(0), + primitive(VS::PRIMITIVE_POINTS), + active(false), + total_data_size(0) { } }; @@ -658,9 +683,9 @@ public: } } - Mesh() { - blend_shape_mode = VS::BLEND_SHAPE_MODE_NORMALIZED; - blend_shape_count = 0; + Mesh() : + blend_shape_count(0), + blend_shape_mode(VS::BLEND_SHAPE_MODE_NORMALIZED) { } }; @@ -731,22 +756,18 @@ public: bool dirty_data; MultiMesh() : + size(0), + transform_format(VS::MULTIMESH_TRANSFORM_2D), + color_format(VS::MULTIMESH_COLOR_NONE), + custom_data_format(VS::MULTIMESH_CUSTOM_DATA_NONE), update_list(this), - mesh_list(this) { - dirty_aabb = true; - dirty_data = true; - - xform_floats = 0; - color_floats = 0; - custom_data_floats = 0; - - visible_instances = -1; - - size = 0; - - transform_format = VS::MULTIMESH_TRANSFORM_2D; - color_format = VS::MULTIMESH_COLOR_NONE; - custom_data_format = VS::MULTIMESH_CUSTOM_DATA_NONE; + mesh_list(this), + visible_instances(-1), + xform_floats(0), + color_floats(0), + custom_data_floats(0), + dirty_aabb(true), + dirty_data(true) { } }; @@ -846,11 +867,17 @@ public: SelfList<Skeleton> update_list; Set<RasterizerScene::InstanceBase *> instances; + Transform2D base_transform_2d; + Transform world_transform; + Transform world_transform_inverse; + bool use_world_transform; + Skeleton() : - update_list(this) { - tex_id = 0; - size = 0; - use_2d = false; + use_2d(false), + size(0), + tex_id(0), + update_list(this), + use_world_transform(false) { } }; @@ -868,6 +895,7 @@ public: 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; virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform); + virtual void skeleton_set_world_transform(RID p_skeleton, bool p_enable, const Transform &p_world_transform); void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size); @@ -885,6 +913,7 @@ public: bool shadow; bool negative; bool reverse_cull; + bool use_gi; uint32_t cull_mask; @@ -911,6 +940,7 @@ public: 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_set_use_gi(RID p_light, bool p_enabled); virtual void light_omni_set_shadow_mode(RID p_light, VS::LightOmniShadowMode p_mode); virtual void light_omni_set_shadow_detail(RID p_light, VS::LightOmniShadowDetail p_detail); @@ -930,6 +960,7 @@ public: 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 bool light_get_use_gi(RID p_light); virtual AABB light_get_aabb(RID p_light) const; virtual uint64_t light_get_version(RID p_light) const; @@ -1104,10 +1135,14 @@ public: struct RenderTarget : public RID_Data { GLuint fbo; - GLuint color; GLuint depth; + GLuint multisample_fbo; + GLuint multisample_color; + GLuint multisample_depth; + bool multisample_active; + // TODO post processing effects? // TODO HDR? @@ -1121,17 +1156,27 @@ public: GLuint color; - Effect() { - fbo = 0; - width = 0; - height = 0; - color = 0; + Effect() : + fbo(0), + width(0), + height(0), + color(0) { } }; Effect copy_screen_effect; - int width, height; + struct External { + GLuint fbo; + GLuint color; + RID texture; + + External() : + fbo(0) { + } + } external; + + int x, y, width, height; bool flags[RENDER_TARGET_FLAG_MAX]; @@ -1140,22 +1185,24 @@ public: RID texture; - RenderTarget() { - fbo = 0; - - color = 0; - depth = 0; - - width = 0; - height = 0; - - for (int i = 0; i < RENDER_TARGET_FLAG_MAX; i++) { + RenderTarget() : + fbo(0), + color(0), + depth(0), + multisample_fbo(0), + multisample_color(0), + multisample_depth(0), + multisample_active(false), + x(0), + y(0), + width(0), + height(0), + used_in_frame(false), + msaa(VS::VIEWPORT_MSAA_DISABLED) { + for (int i = 0; i < RENDER_TARGET_FLAG_MAX; ++i) { flags[i] = false; } - - used_in_frame = false; - - msaa = VS::VIEWPORT_MSAA_DISABLED; + external.fbo = 0; } }; @@ -1165,8 +1212,10 @@ public: void _render_target_allocate(RenderTarget *rt); virtual RID render_target_create(); + virtual void render_target_set_position(RID p_render_target, int p_x, int p_y); 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_external_texture(RID p_render_target, unsigned int p_texture_id); 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); @@ -1175,10 +1224,31 @@ public: /* CANVAS SHADOW */ + struct CanvasLightShadow : public RID_Data { + + int size; + int height; + GLuint fbo; + GLuint depth; + GLuint distance; //for older devices + }; + + RID_Owner<CanvasLightShadow> canvas_light_shadow_owner; + virtual RID canvas_light_shadow_buffer_create(int p_width); /* LIGHT SHADOW MAPPING */ + struct CanvasOccluder : public RID_Data { + + GLuint vertex_id; // 0 means, unconfigured + GLuint index_id; // 0 means, unconfigured + PoolVector<Vector2> lines; + int len; + }; + + RID_Owner<CanvasOccluder> canvas_occluder_owner; + virtual RID canvas_light_occluder_create(); virtual void canvas_light_occluder_set_polylines(RID p_occluder, const PoolVector<Vector2> &p_lines); |